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Menrva

+MODDER
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Everything posted by Menrva

  1. Add-on package has been updated to Version 1.2; read the change log for further details.
  2. Oh man, great stuff! I had started a remake of the Cuba terrain last year with hi-res heightmap. I should get back to it someday.
  3. No, it doesn't work like that. DLL files cannot be packed into CAT archives nor can be added to mod folders, they are the main game's logic and libraries. You have to add your DLL in the proper subfolder of the game directory alongside the other stock game ones.
  4. If you did what I explained already, you can merge both my mods and they work fine. I'm not adding fictional countries to my nations expansion package. The Ace Combat one is meant to be used by modders who want to build an Ace Combat mod folder, but no one will make it given the little interest it got. Maybe someday I'll complete it with reworked userlists for aircraft and objects so that it works with those fictive nations right away without the need of having real ones.
  5. Well, folder support would actually be useful, it would allow us to replicate the stock game's .CAT archives. I think it's worth having. It depends. I experimented with a terrain packed into a CAT and there was no such gain. The real gain, if folder support is added, is to have identical textures be shared between objects instead of having dozens of copies of the same texture. That would bring some gain. An effective way to optimize stuff would be to map aircraft and object 3d models to a limited number of texture files. Having 4 or 5 bitmaps for each aircraft skin surely offers best quality but at much expense of VRAM. That is why sometimes you get black/missing textures in ODS and in other bigger mods. How the game loads textures into VRAM is not in our control and from what I see the game is ineffecient on this end; play consecutive missions in a campaign and it feels like VRAM is filled with textures loaded from those previous missions, even if certain objects are no longer present in the new mission. Unfortunately it's not like we can remodel and remap hundreds of aircraft. Resizing all textures to 1k or 512 resolution is out of question for ODS, I already lost weeks in resizing most of them manually to reasonable values as a compromise between quality and performance.
  6. Glad to hear it. The screenshot was not needed, I already understood the bug with what you wrote.
  7. Except he isn't. I'm afraid some people don't recognize it for what it is. That is no interactive cockpit if you ask me. It's interactive when it works properly in-game and all the counters and other bits reflect the in-game physics. And the A-10 cockpit? I've heard he's done it many years ago, nothing fresh and original to the table. The ones making something very big are the Falcon BMS guys. And all for free, without deceiving people with a Kickstarter showing 3d models and renders took from other authors and sites. I'm happy for Phanotek, they made 10k rather quickly. TK should probably learn from them on this regard. I'm just glad I'm not wasting money on it. Those who do, well, happy for them.
  8. I literally gave you a solution, haven't you read? Duh
  9. Weird. You may want to install my Nations & Medals Expansion mod first, then install the Ace Combat one on top of it. I'll have a look at this when I have time. EDIT: I double checked, my Ace Combat nations mod removes all real nations. The bug you mentioned is most likely due to the fact you merged the NATIONS.ini file with a stock game one, but the ALIAS.LST file included in the Ace Combat mod references decals of my nations expansion mod. So I suggest you merge the nations.ini files from those two mods I released, as well as adding all .tga textures of the decals folder. The ALIAS.LST file you need to keep is that of the Ace Combat mod obviously.
  10. I truly hope no-one is throwing money at this Kickstarter project. It screams "scam" all over the place. Their Discord server is a comedy show and users started to figure out what a scam this is. The 3d models being shown were actually bought instead of being modelled by these so called developers. They made exaggerated claims, saying the game will change mobile gaming forever, having VR and carrier ops more complex than DCS. No real gameplay shown, no take-offs, no landings, no air-refueling, no weapons employment, nothing serious... Just renderings of various 3d models and cockpits. Explain me what Desert Storm has to do with renderings of an F-35 cockpit, among other things. They don't seem to have a clear idea of the complexity they promise to deliver. Simply put, save your dear money and stay away from this.
  11. Haha, I will play it soon on my new PC as well. The PS2 series of Ace Combat games is old but timeless. If I want fun and feelings, that's the obvious choice.
  12. Heavens... Just because the file extension name is LOD doesn't mean it's exactly the same file type of Strike Fighters 2. File extension names are arbitrary, by no means one should assume they are related by their file extension name. On top of that, Falcon BMS and Strike Fighters run on totally different game engines. Many third party objects and aircraft of Strike Fighters have much higher detail and fidelity. I recall various objects in Falcon BMS still have a very low number of polys, mostly remainders of the original Falcon 4.0. Not worth converting, simply put.
  13. @Wrench You may recall I was working on the map and made tons of changes. I had both the Indochina and Vietnam versions with extremely accurate airport and city locations and names. Some posts about the researches I had done here: https://combatace.com/forums/topic/94432-myth-of-north-vietnam-abs/ Stock Thirdwire VietnamSEA Reworked VietnamSEA New VietnamSEA_49 I didn't have time to finish them but if there's enough interest I will, hopefully after the new PC I built works alright. In theory I was part of another Vietnam project but I am kept in the blind about it. So I'd rather start my own Vietnam total conversion project but I don't know if I'd get the same amount of support I got when I started the ODS remake almost two years ago. Sundowner also is working on an impressive Vietnam terrain remake but that should be missing some improvements I had made. The two reworks joined together would offer the best possible terrain, both visually and topographically.
  14. I forgot I was a follower of Terrence Cole's YouTube channel containing just a single video about this OpenFA project of his. Well, just one hour ago, he posted a video about the release of an alpha version of his work. More links in the video's description. Apparently it's an open source recreation of Jane's Fighters Anthology engine. It does look good! Strike Fighters 2 WinX Edition is not going to happen, TK has been off the radar for so long. So I'm very curious about OpenFA. For the release to work, it seems it is required to at least install Jane's FA or one of its previous expansions/releases.
  15. Already answered in detailed here: https://combatace.com/forums/topic/85846-rwr-detection-of-ahm/ Simple answer: you can't, unless you convert those AHMs to SAHMs as a workaround.
  16. What littlesmoke showed is correct. SEAD is the mission type but ANTI_RADAR is an equally working statement for a SEAD sub-type that's available in the game. When the game generates a SEAD mission, your tasking might be to destroy radars; in that case, you can specify a precise loadout for that tasking, the game automatically chooses the ANTI_RADAR loadout. We already knew this, we featured it extensively in the ODS 30AE mod, and it's already used on fantastic aircraft add-ons such as the Mirage F1s.
  17. @Viper63a Like I said above, we already replaced those tank 3d models with brand new detailed ones made by our great colleague @yakarov79. We're slowly working on a pretty substantial update for the ODS 30AE mod. Viper, if you wish to help with the update, just say so, send me a PM and we'll meet in the restricted forum. I could use some help on remaking skins for other low-poly objects, as well as aircraft cockpits.
  18. No worries, even if incomplete it's always better than nothing. Feel free to send me a private message if you find them, as not to clutter this thread.
  19. Nice work, @OlWilly! Those wonderful cockpits were all made by Stary. He also made alternative colors for the MiG-23 ones, any chance you could fix textures with those colors as well? Below two examples, one from the MLD and the other from his BN cockpit. I'd surely avoid the Su-35 and Su-37 from the SF1 section. They shouldn't even be available for download, since they are illegal rips from other games and according to site rules, they shouldn't be uploaded. I also have doubts about the legitimacy of the MiG-1.44. Just be careful and eventually double check with site admins about them.
  20. Absolutely, something is wrong with it. That's why I'd need someone expert with editing FMs, though for fuel matters I can look at it myself. Unfortunately baffmeister is no longer active here, he's the FM expert and had made the wonderful flight model for the F-22A I released. Thanks! Astore made that texture, then I had to fix its proportions. A new 3d model of the cockpit is very unlikely as there are very few 3d modellers around and I'd rather have them work on new additions. I really liked your F-35 skins, especially the F-35B and F-35C since nobody made better ones for those based on kblomkvist work. Do you have a template of those skins by chance? It'd be helpful for the project.
  21. My dear friend @Astore has been working on new Italian skins for the old F-35s by Klavs81, updated long ago by FastCargo for Strike Fighters 2. I offered him my help in finishing decals for those skins, but soon this side-project grew bigger and I've done lots of tweaks, improvements and fixes to the whole F-35 family. Here below a quick showcase of what has been done so far. Original cockpit by Klavs81; misplaced nodes for counters, MFD much affected by ambient lighting, missing HSI Reworked cockpit by Astore and yours truly; new textures, working HSI, moved various nodes, full-day white lighting for the sake of proper look to the MFDs Corrected hitboxes and collision points on all F-35 variants (created F-35I Adir variant for Israel) Reworked slimer colors (F-35B with Italian GRUPAER skin by Astore) Reworked afterburner effect Italian F-35A with 6° Stormo skin by Astore; integrated fake-pilot canopy mod as released by Coupi This is just a sneak peak. The cockpit 3d model is terribly dated, with just four functional MFDs (Radar, RWR, Map and HSI). Most of it is a plain texture, but thanks to Astore's work it is very nice now. I've also reworked other data bits, userlists, added more updated weapons (my thanks to @ravenclaw_007 for working on those) and so on. Is anyone interested in this? What I've shown is WIP so far. I need help in finishing it with decent quality. Mainly we need a rework of the avionics, revised flight models and eventually some help on additional skins and decals. Apart from few new skins, I've included and slightly reworked all skins made by @kblomkvist and @simonmiller416 for the F-35A, F-35B and F-35C. Full credits to them for those.
  22. As far as I remember, it was once possible with the use of decals on SF1 games. With SF2 it is no longer possible, so the only solution would be to edit the 3d model somehow or create specific FakePilot parts.
  23. Just make them .ini files for all stock aircraft blank and set them to Read Only. It's what I did for ODS 30AE. It wasn't pleasant to save all those blank .ini files for most stock aircraft and objects, but it was worth the effort.
  24. This is FastCargo's ASAT mod, for Wings Over Israel. It needs slight updates for SF2: https://combatace.com/files/file/6311-asat-for-wings-over-israel/ For SF2, GKABS may do something more upon it.
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