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Menrva

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Everything posted by Menrva

  1. The developers of Ace Combat recently leaked the official roundel of the Nordennavic Royal Air Force. So, I quickly updated the mod I've been working on with this new one in place of the custom roundel I had made. I might release the package in the near future, though it will only be useful for modders at this stage. Here below, a quick look at 16 roundels of the nations/alliances of Ace Combat's universe, Strangereal (low-vis versions exist, but are not shown).
  2. @Stratos Hey, no worries mate, I wasn't in a hurry. I just tagged you because I have no idea who else could approve it. AFAIK the other admins and moderators are American chaps who must be sleeping by now due to timezones.
  3. Mod package has been updated to Version 1.4; it includes a minor bug fix that was needed for desert terrains.
  4. He just included the .ini of my realSKY mod, it's an exact copy, no modification. If you don't use realSKY, with that .ini you will get cloudless skies, because realSKY references different cloud textures for all kinds of weather, but he didn't include those. The only original idea of this mod is to use night textures for buildings, but then again you'd get dark buildings in daylight. Also, this mod does not work with all terrains out of the box. It's only meant for Gepard's Formosa terrain. Other terrains use buildings with slightly different mapping, so to replace textures with those of this mod is not recommended.
  5. If you had read my previous post, I already explained that different skins are possible in campaigns. They are also possible in single missions if you use the Mission Editor or edit the missions manually. Otherwise, single missions generated by the game use Green or Tan as defined in the terrain's.ini. I won't repeat myself a fourth time. As for tactical number decals working in campaigns, that's no mystery, that's the system the game uses for applying aircraft carrier numbers dynamically. They are in the same ground objects folder family, like all the other stuff.
  6. It effects the spawning of ground objects, not the skin they use. For ground object skins, what I said above applies. Only Green and Tan skin folders are read by default in stock terrains. Say you want a different Green skin for Germany, you name its folder Green2, but it's not Green, so the game does not load it, simple as that. For campaigns this is not an issue, and I think the campaign is the core of the game. Single missions, those you can always save them and edit them with Notepad and assign different textures to all of the ground objects you wish.
  7. Looks nice, even though we cannot have both day and night textures for buildings, we must choose between the two. You could have credited me for the EnvironmentSystem.ini, since it's basically a copy of the one from the realSKY package. Sky colours were difficult to get right when I was making the mod. Not to mention that those not using the realSKY mod will miss the additional effects and cloud graphics that are referenced by such file. You'd be better off telling people to download realSKY instead, because providing only the EnvironmentSystem.ini does not suffice, it will result in a broken mod (missing clouds textures and other details).
  8. Yep, the fact is that each terrain's .ini file has got a "GroundObjectTexture=" entry, and it usually is set to Tan or Green depending on the geography of the terrain. So, during single missions, only Green or Tan folder skins are read. Name the skin folder differently than Tan or Green, and the game completely ignores it. So, the nation entry has no value for how ground object skins are selected and loaded, it's how the game is coded. However, multiple skins would be cool to have in any case, since in the campaigns' data we can specify different ones for each ground unit that is defined in it.
  9. If you're looking for an arcade flight combat game, there's no doubt, you'd better save money and buy Ace Combat 7 Skies Unknown + its mission DLCs. It's such a polished product with powerful soundtrack and rather interesting plot. It should also work with a HOTAS, since some copies were bundled with the Thrustmaster T-Flight HOTAS. SF Modern Combat is a mere smartphone game, it's bland-looking to say the least, it's uninteresting and not worth to play on a PC. Even HAWX is a much better alternative, but I wouldn't recommend that.
  10. I forgot about Prepar3d. IIRC it includes a very accurate F-22. Avionics may not totally be correct, but it's pretty close to the real thing. I only judged P3D's F-22 from some videos of it on YouTube. DCS and BMS might have some mods about those modern aircraft, but I haven't seen anything that impressed me. I hope others can provide you with more details.
  11. Not worth it at all. It's an action game, where you'll have to defeat even "funny" targets like Russian prototype weapons, bombers with many turrets and EMPs, Ekranoplans and much more. It's all but a sim. EF-2000 is a much better product. People at CombatSim (another site) created community updates for both EF-2000 and F-22 TAW by DID. F-22 TAW 2.30 is easy to install and requires a bit of tweaking: https://community.combatsim.com/topic/20202-f-22-total-air-war-230-final-released/ EF-2000 Reloaded is just a front-end for the DOS emulator, you'll need to find the game elsewhere (DID is long gone, the game is legally considered abandonware AFAIK): https://community.combatsim.com/topic/32832-ef2000-reloaded/
  12. Best sims about those fighter jets are very old ones, which are difficult to get to work on modern OS; EF-2000 and F-22 Total Air War by Digital Image Design, and Joint Strike Fighter by Innerloop Studios (a flight sim about the X-35 and X-32 prototypes). Those games are very complex when it comes to how to successfully use modern avionics, though their flight model/physics is obviously outdated by today's standards. For DCS, BMS and Strike Fighters you can find add-ons of those aircraft, but none of these games (with relative add-ons) can provide the depth and detail of operating such advanced platforms from the cockpit. Beware, only EF-2000 is an accurate representation of an aircraft, that is the Eurofighter. The other mentioned games only provide an hypothetical representation of the avionics of an F-22 and F-35/X-35. Even nowadays there's not much info about those, for obvious reasons.
  13. Hi! The aircraft is still in the works. The cockpit is the last thing to be finished, as I changed textures and layouts various times so now 3d edits are needed to it. In the meanwhile, I took the opportunity to fine-tune some of the previously showed skins. Revised colors for Mobius 1, ISAF livery (more blue-ish like its real EMD 91-4001 prototype counterpart, with the addition of golden engine plates). Revised colors for Indigo Wing livery (different blue taken from the original AC6 skin) Revised colors for Razgriz livery (less dark than before, directly based on the original AC6 skin) Completed Warwolf livery
  14. To do what Wrench says manually, for hundreds of target areas, is too time consuming. TFDtool by gerwin automatizes the process, it's very easy to use. Just read the included documentation on how to use it.
  15. There's no easy way to fix it, or rather, to force the game do what is not supposed to. The game attempts to assign the closer enemy target area, but depending on the complexity of the terrain, such target area can even be beyond the mission radius of the helo's data.ini. Simply put, a terrain must provide target areas close to a given helicopter base, otherwise the issue remains; the values in the helo's data.ini are "disregarded" in the absence of close target areas to assign to it. Strike Fighters was never designed to feature helos, so end-users must live with certain oddities when flying those.
  16. You might find the following links useful. myE6B Fuel Conversion: https://mye6b.com/Fuel/ Jet Fuel from Gallons to Pounds Calculator: https://jscalc.io/embed/oyHJrYooUr1wDQPb Moreover, if you know a specific fuel type used by a given aircraft, and use the density mean value, you can obtain much more accurate values in-game. For instance, for the yet to be released Raptor add-on, I was able to reproduce all internal fuel tanks properly, and together with external ones, a proper 26,000 lb (slightly more) are shown by the digital counter in the cockpit. For instance, the Raptor uses JP-8, and the density mean value of JP-8 should be around 0.8075 kg/L (https://www.repsol.com/en/products-and-services/aviation/jp-8/index.cshtml).
  17. Not that far from reality, though
  18. This is not an issue nor a mistake. The countries of Paran and Dhimar are fictional and both are allowed to use a pool of Red and Blue side aircraft by design in the stock game. This only applies to stock aircraft, or in better detail, namely to those who have ExportedToEnemy=TRUE in their data.ini file. This behavior is also kind of realistic. Some Middle East countries (Iraq, for instance) had access to Western (British and French) aircraft, as well as Soviet ones.
  19. It is my greatest fear, instead. They are working on drone swarms, which are data-linked to fighter jets. It's not a fantasy, it's only a matter of when. This might lead to even more desensitized military actions. Warfare belongs to human nature, like it or not. If we really have to fight each other, I'd rather take to the skies and press buttons myself, not let an artificial being do the dirty work.
  20. I thought as much, either this or a modified Formation.ini file in the Flight folder. Old terrains don't include needed airfield .inis and this results in weird behavior for AI during taxing and takeoff.
  21. They are not missing, they are stock game's TGA files. They can be extracted from FlightData.cat. Always repeating the basics, here...
  22. TK has no reason to be bothered by this issue. Bomber aircraft were not meant by him for player use, they are for AI use only. There are more important issues that TK should fix instead.
  23. This is a fork of the Nations Expansion mod I have released; it includes only original nations (and respective aviation services) of the Ace Combat universe, AKA Strangereal. There's a roundel of my own creation for a nation which got its own mobile game and flag. There's also the logo of Project ACES, serving as insignia for a generic Merc faction. The rest is based on official sources and references from all AC games.
  24. You're welcome. The tool does work. Sometimes, it sets too many tiles surrounding the airbase to Tag=0, so I manually set others to 1 or 2 where appropriate.
  25. Wilches, TFDtool already does this! Read the included readme files. You can set all Tags to 0 or as appropriate (meaning all airfields are set to 0). I am a terraformer, there's no other trick I use than this. Whichever target area uses an airfield.ini file, it gets surrounding tiles set to Tag=0.
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