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Menrva

+MODDER
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Everything posted by Menrva

  1. The stock NATIONS.ini has a bug; // Oman 70-77 [Nation211] Name=Oman_OLD70 ActiveDate=1970 AlternateDecal=Oman_OLD63 // Oman 65-70 [Nation212] Name=Oman_OLD65 Now it's fixed, so the Sultan of Oman's Air Force is selectable since 1959, as it should have been. Also, the Bahrain Amiri Air Force now becomes the Royal Bahraini Air Force in 2002, as historically correct. I wonder how many of such small changes are still needed. Proceeding slowly, but in the end it will be worth it, I think.
  2. Then what I said above applies; I once tried to find a way, but it seems that this small aspect is not moddable, colours for subtitles are hardcoded, they can't be changed by editing some .ini files, so to speak.
  3. If he's talking about speech subtitles though, there is no way to change their colors; I tried to find a way, but as far as I know they seem to be hardcoded.
  4. "Though I fly through the Valley of Death, I shall fear no evil, for I am at 80,000 feet and climbing..."
  5. Nope, you can't. But you can provide a PDF or equivalent text file with your upload, so users can read the briefing before starting the game and playing a given mission.
  6. I have added medals from an old SF1 medals pack mod. Some tweaking needs to be done, but the new medals seem to work flawlessly... I have made more changes to the _nations.ini: the Burmese Air Force now is called Myanmar Air Force since 1989; Burkina Faso Air Force is named Upper Volta Air Force from 1964 to 1984; I have added the Montenegrin Air Force, the Republika Srpska Air Force, the Belarusian Air Force, the Tajik Air Force and the Kyrgyz Air Force. Tajikistan and Belarus re-use the Soviet Star, as historically correct. New decals for Montenegro, Republika Srpska, Kyrgyzstan and Upper Volta have been created.
  7. @VonS Judging by the screenshots, you definitely hit the terrain's borders, aka The Wall. This has nothing to do with the FM. Such "issue" happens when you hit the terrain's border, with whichever plane you use. The Himalaya terrain is very small. With bigger terrains, you rarely get to fly near the borders.
  8. Decals for Mercenary, Dhimar and Paran were low-res (128x128) when compared to those of other stock nations. I remade them at the higher stock resolution (256x256). Notice the new, generic Mercenary insignia. It always bothered me that it showed Dhimari colours. Now this insignia is adapt for a fictional Mercenary unit, to be deployed anywhere in the SF2 world.
  9. Scusate Il Ritardo! (ovvero, Terreno WIP)

    Si, nella realtà è lunga 1000m, non a caso uso il modello Runway3 che è il più corto disponibile in Strike Fighters, lungo 1200m. L'ex Yugoslavia è piena di aerodromi sportivi, ma essendo più corti di 1000m, non ci ho pensato proprio ad aggiungerli. Per la campagna non prometto nulla, perché il terreno mi richiederà tanto impegno ancora. Non è facile fare una campagna ben funzionante, specie se il terreno non è ben fatto. Almeno faccio metà dello sforzo. Altri più esperti di campagne potranno crearne coi miei terreni, una volta rilasciati.
  10. @bazillius To answer to your question made in the review, have a look at this other mod I made: https://combatace.com/files/file/16900-strike-fighters-wings-over-world-menu-screens/ You'll find the sound file you want to silence in the Flight folder, it should be Loading.wav. With my mod, the loading sound is still that of a jet engine, but a longer one.
  11. @JosefK Keep up the good work! The storyline can be improved with the time, what really matters at the moment is an accurate order of battle. SF2 does not really allow any storytelling aside from the written intros and outros of campaigns. Just a reminder (and small thread hijack); I have updated my realSKY mod package. Lightnings are now less noticeable in daylight, but it's a more realistic effect compared to the old one; now you might have difficulties in catching a lightning with the screenshots. Make a backup of the old RainEffect.ini file in case you want to keep the effect you've been showing in the past screenshots.
  12. Mod package has been updated to Version 1.1; various UI elements have been tweaked, to be closer to SF2 values in terms of size, so no more awful text scaling issues at 1920x1080.
  13. Mod package has been updated to Version 1.1; Inclement weather effects are much better now. I suggest to redownload and check it yourselves.
  14. CombatACE features a very powerful search bar, remember it. I just typed "mq-9" in the search bar, and I immediately found the mod's link: https://combatace.com/files/file/14654-mq-9-new-mod/ That being said, that mod was for SF1, the UAV's flight model is a real mess, it's unflyable.
  15. The MQ-9 we have has the _DATA.ini not up to SF2 standards. So a new one is welcome!
  16. Bloody hell! I never cared about that .LST file and its purpose. Many thanks, mue! This will surely help.
  17. Of all the questions you have given me, I can sum it up by saying that yes, everything seems to be just fine on my end. I don't even bother with the decals.ini file because I am using stock aircraft, and the new decals work if I change ID number to something that already exists. I respected the sequence numbering too. It's funny because I had added the Russian Air Force as an alternate decal to the Soviet one (or the other way around) as ID 215, and it works. I am just trying to add two AI nations like Dhimar and Paran. The IDs 256 and 257 work. Other unused numbers don't, no matter what, the decals won't show up. NationDs are not limited; whichever ID I use, higher or lower than 256, planes spawn with the added nation, just no decals. It's a pity that so much stuff is hardcoded. Thanks for the help, anyway. If you want, I can send you my files (and decals) so that you can check.
  18. Sorry for reviving this not so old thread, but my question is pertinent to this. I am experimenting with what was discussed here. I made a quick terrain with the following, local _NATIONS.ini: [Nation001] NationID=258 Name=Katanga DisplayName=Katangese Air Force Alignment=FRIENDLY //Mercenary=TRUE PilotNameList=NamesMercs.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=EXCELLENT GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str ActiveDate=1960 EndDate=1963 [Nation002] NationID=259 Name=ONUC DisplayName=United Nations Air Division Alignment=ENEMY Mercenary=FALSE PilotNameList=NamesMercs.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=EXCELLENT GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str ActiveDate=1961 EndDate=1964 Now, planes with the new nations spawn as they should, just like Dhimar and Paran. Problem is that I cannot get their damned decals (INSIGNIA258 and INSIGNIA259) to work. I tried different solutions. Even lower ID numbers (221 and 222 for instance) do not work. I even added said nations to the global _NATIONS.ini, but nothing. However, when I changed their ID numbers to those of Dhimar and Paran, and changing my new decals to the numbers 256 and 257, it all worked. I don't want to overwrite Paran and Dhimar. For a fictional mod I was making, I substituted the very first nations and decals of the global nations.ini file. It turns out that, for instance, INSIGNIA002 is used for countries 003 and 004 also. There is no way to force it so that countries 003 and 004 use their own decals. This makes me believe that decals have somewhat hardcoded numbering. @Gunrunner You seem to know a lot about this. Any help would be much appreciated.
  19. I have been using Polak's beautiful speech package, which enhances stock voices, and recently I decided to tweak the SpeechSystem.ini file to add the missing voices by Hawkeye ("call the ball" and "Vampire"). With some tweaks and .str hex editing I managed to put Red Crown back as the original TACC, while adding Hawkeye's voices as separate for the two mentioned instances. By chance I even fixed the following stock bug: [Concept080] //MSN_SPC_WING_REPLY_NEGATIVE_ENGAGED, TargetFragmentID=SPC_WING_NUMBER BodyFragment002=SPC_WING_REPLY_NO BodyFragment001=SPC_WING_REPLY_PADLOCKED to [Concept080] //MSN_SPC_WING_REPLY_NEGATIVE_ENGAGED, TargetFragmentID=SPC_WING_NUMBER BodyFragment001=SPC_WING_REPLY_NO BodyFragment002=SPC_WING_REPLY_PADLOCKED Below, a screenshot showing a edited .str file. It no longer displays "Call the ball" (capital letter after a comma), instead it displays "call the ball". I made other little fixes like this. Red Crown comes back as it should have been since day one. Hawkeye missed a number of voices and it's not even mentioned by Departure and other flights. The Hawkeye callsign is no longer mentioned, and his additional voices can be considered as those of an aircraft carrier controller, or something like that. Someone might be interested, so I'll release the package when I feel it's ready. It's way more polished than what we got on the stock game. Before you ask, there's no way to add more voices like we had in the past for Snoopy and the Ground forces. They are all mentioned in the SpeechSystem.ini file. TK simply locked some triggers that enabled such dialogues. The mod comes with a plus; there's no need to use two different folders (Speech and SpeechUSN), as long as one edits the NATIONS.ini file so that every country uses the stock USAFSpeech and USAFSpeechText .cat archives; only a Speech folder is really needed.
  20. F-15X and my doubts

    This recent article confirms two versions, F-15CX and F-15EX: http://www.thedrive.com/the-war-zone/26305/f-15x-will-come-in-two-variants-and-no-it-wont-cost-100m-per-copy So, is it true that the F-15X can carry 24 air-to-air missiles? And here I thought that Ace Combat videogames were arcade
  21. Wings Over World Menu Screens

    Version 1.5

    484 downloads

    Wings Over World Menu Screens January 13th, 2019 (1st Release) by Menrva >For Strike Fighters 2 games This package is my personal conversion of the beautiful Strike Fighters: Project One menu screens, with a number of enhancements for use in Strike Fighters 2. The main menu screen is a reworked version of the NACA Main Screen released by Camouflage (Checksix-fr.com). The title I chose for the main menu screen is "Strike Fighters: Wings Over World", in honor of the old WOE/WOV/WOI series of SF1 games. I find this name suitable for those who have a large mod folder spanning different world scenarios. Here below a quick summary of enhancements and additions: -All the music tracks from the SF games have been included; now there's a unique track for each screen. -Hangar Screen has got the hangar noise sounds which were present in the SF1 games. -Option to turn Lens Flare off as in the SF1 games is back. -Opportunity to change pilot at the Campaign Screen is reintroduced, as in the SF1 games. -Briefing Screen has been reintroduced for eye-candy (it has a small string "bug" with certain missions, since ThirdWire's removal of the FAC mission type). -Added generic _briefing.ini files for all the stock SF2 terrains (terrains without a _briefing.ini file might cause CTDs when accessing the Briefing Screen). -Added Launch/Fly button in the Briefing, Loadout, Flight Roster and Planning Map screens. -Added the missing PILOTPIC25 bitmap which is available in the SF1 games. -Loading Screen shows a generic runway and a new, longer loading sound is used. -Mission Editor DLC is supported with a new screen in the same style of the other screens. -Campaign Customizer DLC is supported with a new screen in the same style of the other screens. -Disabled unnecessary functions of the the System Menu, such as accessing ThirdWire's online site for viewing the game manual. As a bonus, the package includes 42 single missions taking place across all theatres of the SF2 series; most of them have been made by ThirdWire and released in their SF1 games. Five single missions are Instant Action scenarios of Strike Fighters 2, which I converted to be choosable and playable in the Single Missions Screen. Additional missions include historical scenarios created by guyran for the Israel theater. I renamed all single missions to use a nicer naming convention. Needless to say, all SF2 titles must be installed to be able to play all the missions. In addition, I have tweaked some Flight folder files to improve the realism of the game's HUD and in-game map. Since users may not like such changes, those files are not included by default, they must be installed manually. They can be found inside the "(Additional Tweaks)" folder. Here below a quick summary of changes they bring: -Disabled all the unuseful Labels when viewing the in-game map. -Disabled the arcade cones; lock your target and press F4 to visually track it. -Tweaked icons' colours so that they match the text's colours. -The in-game text background is less noticeable. -Text's font is now different, it is generally smaller and less obtrusive. -No more red and blue arcade squares when locking objects on; a faint yellow square is now used. -The white triangle showing the next waypoint is now a faint yellow, unlike the default strong white. -Disabled the radar box display; check the radar of your plane's cockpit, instead. >Credits (in no particular order): -ThirdWire, for the fantastic menu screens which are included in the stock SFP1 game. -kout, for the System Menu icon I have taken from his SF1 Grey Main Menu Replacement mod. -Camouflage, for the NACA Main Screen (still available at the archives of Checksix-fr.com), which I have reworked. -HomeFries, for the planning map enhancements available in his Semi-Transparent Map Icons package. -Viper63a, for the Loading sound, which I got from one of his menu mods. -paulopanz, for collecting and updating guyran's WOI custom missions properly to SF2 standards. -guyran, for the original custom missions he created for Wings Over Israel. -KJakker, for his interest and welcome support. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This mod may NOT in any way, shape or form be used in any payware additions.
  22. Good to know! Nothing prevents me from releasing alternative files, for those who prefer Hawkeye instead of Red Crown or viceversa.
  23. I managed to create some sound samples from the original ones; now "Hawkeye" is named by Departure and other flights, instead of Red Crown. I am not 100% happy about the result, but this is the best I could with the original samples saying other things such as "Tomahawk", "High", "Flight", etc.
  24. In theory I could. However, I would need to tweak a number of soundfiles and create arbitrary names from the voices I already have. The result may not be good at all. Basically, I would have to use existent voices (obviously), cut them and join them so they form something that sounds different, like "Hawkeye" or something else. "Hawkeye" sounds nice and generic, but I need to create Hawkeye for Departure, and other entities who name it. I'll see what I can do. If the result is decent enough, expect a change. Otherwise, I can simply remove "Red" from "Red Crown", and "Crown" would sound a bit more generic. Oh, BTW, I guess you recall Red Crown from Jane's USAF instead. I remember that in it there were different AWACS and controllers, like Red Crown, Buck Eye, Magic, etc.
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