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Everything posted by Menrva
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WIP Mega THREAD!
Menrva replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Horn of Africa (1977-1990) Blue Side: Somalia, Djibouti, North Yemen Red Side: Ethiopia, South Yemen Horn of Africa (1993-2028) Blue Side: Ethiopia, Somalia, Djibouti Red Side: Eritrea, Yemen -
SAM Site?
Menrva replied to citizen67's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Just for your information, eburger's package is much outdated and very inaccurate on many aspects (wrong topography of the terrain, inaccurate placement and start dates of air units, fictive IrAF order of battle and inaccurate order of battle of the Coalition, and so on). Since January of this year, ODS 30AE offers a much more accurate representation of the Gulf War and of its theater of operations; it has been made from scratch and shares very little with the old package. Christmas is around the corner, an update should happen by then. -
Not sure if 2060 is feasible (it's more of a marketing thing), but the Typhoon is a fantastic multirole aircraft and can definitely live some more. As much as I love the looks of the F-22A Raptor, it has very little use (born mainly for air superiority, just few GBUs for AG, no HMD support) and Uncle Sam is doing the right thing about eventually replacing it before 2040. The Typhoon, on the other hand, can cover more requirements for the air forces of the UK, Italy, Germany and Spain. The F-35 gets so much hate, but let's remind it's got some of the most advanced avionics and it was born to be multirole; I doubt the future of military aviation rests on having dozens of different aircraft each with a single role.
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WIP Mega THREAD!
Menrva replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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My projects (GKABS)
Menrva replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
They are nice for a completely static version of the vehicle. Probably I'd get rid of the soldiers inside, they wouldn't be visible on most views, but that's just my preference for performance. Also make one without soldiers for more common gameplay uses, and that's perfect. A template for the soldier's textures would be useful; that way we can create different camos for various environments and time periods. -
Dead RWR on Stealth aircraft
Menrva replied to alexis99's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Those people who put likes to my posts are not generic users, but well renowned modders who clearly saw your bashing of our mods. Not only you are so ungrateful for the mods we make, you dare to criticize high quality add-ons (such as Dels' F-117 or the recent Raptor which has been the result of teamwork with greats like yakarov79, Crusader, baffmeister and guuruu) by pointing out fake issues. I repeated myself something like four times; immediately with the first post I mentioned to look at this MiG-31 or the other Russian aircraft, because they may well have wrong data for avionics and weapons. The MiG-31 does not even have a proper cockpit, it's just a stand-in with wrong avionics. But no, it has never dawned on you that the issue was there, you still insisted in "fixing" what is well researched and correct in the mods I mentioned above. Simply put, you don't deserve any answer to any question you make, given the low reputation you reserve to us. This is not a place for childish behavior, you may want to start from the basics and learn some manners. -
Dead RWR on Stealth aircraft
Menrva replied to alexis99's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
@alexis99 very childish behavior on your part. Not only you insist in your wrong claims, you even put dislikes to all my previous posts where I took my time to explain some things you totally ignored. So much gratitude for us modders. What a shame. -
Dead RWR on Stealth aircraft
Menrva replied to alexis99's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Do you realize that we are on SF2 and no longer on SF1 which was last patched in 2008, thus having less features than SF2? Just because a very old topic says the RWR needs to be negative doesn't mean that what was said there is right. In this case, it absolutely is not. This is the most accurate info on how RCS works in SF2: https://combatace.com/forums/topic/94959-lets-talk-basercsmodifier/ The RWR.lst in EricJ's Super Hornet is outdated, the most complete one is included in the F-22A Raptor add-on and in ODS 30AE, it was compiled by guuruu. But you're free to use outdated stuff, no problem with that. What angers me is seeing people pointing fingers to issues that do not exist in what I release, that is truly not funny. The RWR works in the Raptor I released, all stock aircraft from SF2 are shown clearly by the RWR as far as I'm concerned. I already told twice that the issue is on third-party aircraft, either having a wrong RadarFamilyName or missing it entirely. So, as for the connection between RWR and RCS, there is none. But since it seems I speak a foreign language, I'll let others waste their time on explaining what I already explained. -
Dead RWR on Stealth aircraft
Menrva replied to alexis99's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
@alexis99 with due respect, why are you editing the RCS values and the RWR list? The F-22 Raptor I released gets the RCS reduction values pretty right, and like Crusader said, it must not use negative values. Likewise for the RWR, the one included in the latest Raptor is the most complete list ever compiled by our dear guuruu. Either our answers were not enough, or you are determined in finding issues where there aren't or in looking in the wrong place. Editing the RCS means nothing to the RWR issues you're having. If you cannot get the MiG-31 or another aircraft to appear, you have to edit its RadarFamilyName in its data.ini, like Crusader mentioned above. The Raptor package I released is fine as is and its data should not be altered arbitrarily without any clues; it already includes a complete RWR.lst and all needed .tga textures for all objects listed in it. If the RWR doesn't seem to work because it doesn't display all third-party aircraft, most of the time the issue is on those other aircraft and not on the aircraft whose RWR you are using. Last but not least, if the enemy shoots you down so easily, you may have forgotten to activate the ECM (and the Raptor does have it, I created the ECM data myself). Also, most if not all engagements in SF2 happen in WVR and not in BVR, so even a Raptor and an F-117 can be shot down in such conditions, they are not godlike platforms. Moreover, realism in such dogfights much depends on how accurately third-party weapons have been reproduced in SF2; MiGs and Sukhois (and even ground objects) in your mod folder may well be using incredibly overpowered missiles due to their custom data, to the point that flares and chaff have no effect on them. Again, this is not a fault in the data we reproduced for the Raptor addon, but rather on some other outdated weapon and aircraft mods you may be using. -
Dead RWR on Stealth aircraft
Menrva replied to alexis99's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Why are you using that outdated Raptor? We released a brand new one and the RWR works: https://combatace.com/files/file/17741-f-22a-raptor-add-on/ If you don't see a third-party aircraft on the RWR, usually the problem is on that aircraft, not on the one you're flying. When it comes to missiles, it's a well known limitation with the game, AHMs are not shown on the RWR. SF2 is not designed for contemporary avionics. You'll find numerous topics about the matter: https://combatace.com/forums/topic/83245-mysteries-of-the-rwr/?tab=comments#comment-717317 or https://combatace.com/forums/topic/85846-rwr-detection-of-ahm/?tab=comments#comment-691189 -
realSKY Environment
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Mod package has been updated to Version 1.6; read the change log for further details. -
I spent the entire day on creating different presets of shaders. This weekend a new version of the realSKY mod will be released! By default, realSKY includes my personal version of the post processing effect, compare it with the stock game. No Post Processing (Effects=High) Menrva's Preset (Effects=Unlimited) In case you don't like it, don't be afraid! The package will include 15 different shaders for you to try! Here below a collage of them all.
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Users complained about the vignetting effect and I could agree with them (though I even received a comment describing it as a bug, bah!), so I decided to rework it a little. Here below some comparison shots. realSKY 1.5 w/ No Post Processing (Effects=High) realSKY 1.5 w/ Stock Post Processing (Effects=Unlimited) realSKY 1.5 Post Processing (Effects=Unlimited); color correction (darker colors and brownish filter), stronger vignetting, bloom effect. Proposed Post Processing (Effects=Unlimited); color correction (slight brownish filter), minor vignetting, bloom effect. Feedback is appreciated. I could keep the post processing in realSKY 1.5 as is, if only end users would know that it's only available with Effects set to Unlimited (thus it can be disabled by setting them to High), but I've explained this 8492 times at least.
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No patch can ever solve the issue you're having, it's not our fault. The executable of SF2 is meant to be run natively on Win7 x86. Without source code or TK's will to update the game, nothing we can do. Some ODS 30AE team members had the same crash issue. In their case, the solution was to install latest video drivers. Also, it's highly suggested that you tweak your graphics options in the Options menu screen. Unlimited settings should be avoided for everything except for textures.
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Red Sea Terrain
Menrva replied to Righteous26's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes, I understood you were looking for TAW's map. Once I had started to work on it, but then I scrapped it; it's impossible to reproduce such a big area with all of TAW's cities and airbases in a reasonable time. Not to mention that Strike Fighters is not designed to handle full scale terrains but rather 60% scaled ones. We'd be lucky if I ever manage to finish the one I showed above. It seems to me that many underestimate the amount of complexity, work and time required to create a decent custom terrain for Strike Fighters. In order to recreate rivers and lakes, you have to place thousands of thousands of terrain tiles manually with a third-party tool, and that's not exactly something anyone would do in a heartbeat. And that's just one of the many parts of terrain creation. I could mention months of research for reproducing correct locations of cities and airbases, all needing to be placed and recreated manually one by one. A well detailed, full scale TAW terrain complete with all Real World rivers and lakes and cities is simply not manageable and it's not going to happen. -
Red Sea Terrain
Menrva replied to Righteous26's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I have a brand new one in the works, but it's been sitting on my HD for quite some time. Not sure when it will be finished. It doesn't cover the entirety of the Red Sea, but the north of it is already included in the stock IsraelME terrain. This new one offers many different scenarios. Eritrea and North Yemen are Blue Side. Eritrea will only appear after its independence date, before that it's part of Ethiopia. The same for Yemen, it's unified after May 22nd 1990, being completely Red Side. -
Strike Fighters 2 Screenshots Thread
Menrva replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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HUD CCIP...
Menrva replied to SidDogg's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Anything rendered in the game uses a shader, so those gunsights surely use another .FX even though it's not directly referenced in the .ini. Currently I do not have the time to investigate this further. Maybe in the next two weeks. -
HUD CCIP...
Menrva replied to SidDogg's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The mod linked a few posts above mentions that you need to disable the EffectShaderName=fltHUD.fx from each _avionics.ini file. Not an elegant solution, the best would be to fix it globally by modifying the shader itself. I haven't looked into it though. One thing's for sure; if it does not work as intended on Unlimited, one of those .fx shaders is involved. For this exact reason I did not include the CCIP mod in ODS 30AE, previously I was using it. Users flying the A-6E need some clues, since we cannot reproduce DIANE. -
someone recognizes these effects?
Menrva replied to torno's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It is indeed. I've used a similar method for burning oil fields in Kuwait for the ODS 30AE mod. Though the effect I use is not that good looking, yours is nicer. So basically, it's an invisible boat GroundObject? If so, it would appear in the Mission Editor's list of selectable ground objects.
