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Menrva

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Everything posted by Menrva

  1. What the hell did I just saw? That's not the way to treat that beauty!
  2. I knew about the Battle of Takur Ghar. The Medal of Honor (2010) FPS videogame's storyline is loosely based on those events. The ending of it is so sad and moving at the same time; it really made me realize the sacrifice and bravery of these men. S!
  3. Guys, speaking of source code (not going to happen), do not think that it is easy to add new features or even fix bugs. You need a team of expert people to work on it with lots of time and dedication. Not to mention that what you add can break something; it's a difficult process. We do not even know if the code is commented, and easily understandable. Actually, it's questionable that the source code even exists at this point. Who knows? Maybe TK threw it all in the recycle bin. I am always hoping to see a more refined SF2 game, with bugs fixed and with the few features that TK had originally envisioned since SF1. But it's just a wish. Nothing we can do about it. You cannot change TK's mind and his reasons for moving on.
  4. I strongly agree with what @streakeagle said. I do not blame TK for moving on with other kinds of products, but at the same time I wished he would understand that SF2 is unique in its kind, and that with better marketing he could probably have had more success. SF2:NA was a total failure at launch in my view, probably the result of poor planning. As for the repackaging, I have mixed feelings about the cost; had he done it before, let's say in 2015 (SF2 was last patched in 2013), the price would be fine. But it's 2019, those games have not aged really well, so $100 is a bit too much for today's market, and it's not going to be competitive with today's flight sims. That being said, I have to recognize the value of the SF series; seriously, he and his small team had to put a lot of effort into it, to reproduce so many flyable Cold War jets (the expansion packs include the most "exotic" ones, with fantastic and detailed 3d cockpits). Not to mention the research that went into the making of campaigns with correct units; a modular decals system which proved to be effective for his style of doing things and so on. So, I do not know, $100 is somewhat justified by the effort that went into it during the years (minus the broken patches and removed features).
  5. I have to save some money, then. This is exactly what I was hoping for! Finally TK has made a decision that will bring value to his games.
  6. Time to hunt down some Blackjacks! Thank you @Veltro2k and team! Chaff, chaff, b*tches!
  7. Pretty inspiring story, I think. https://www.bbc.com/news/av/world-africa-48773018/south-african-teens-how-we-built-a-plane-in-10-days
  8. So true. But even an arcade videogame like Ace Combat gets this right. Flying over 40,000ft or so with a MiG-31 shows quite a difference in top speed.
  9. I wish I could help, but when I created this thread (ages ago), Reshade used to be way different! So, I guess you are on your own testing this. My word of advise; why are you using a preset for Ace Combat 7? Presets are made for specific games and engines. You'd find that such changes work well on Ace Combat 7's game engine (which is Unreal Engine 4 + trueSKY technology), but not on a completely different game! It's better to create your own preset for SF2, it should not be difficult. Moreover, the AC7 preset might be referencing certain third-party effects of the latest Reshade version, which make the old SF2 crash. On top of that, presets are made to use different DirectX versions, AFAIK. Ace Combat 7 is a DirectX 11 game. Strike Fighters 2 is mostly DirectX 9, with DirectX 10 shaders being used only when Effects are set to Unlimited (hence why the game crashes with latest Nvidia drivers, BTW).
  10. A new Rising Sun... Maybe, too close to the Sun...
  11. Technology Gap Work in progress, skins could be subject to changes. I didn't have time nor will to replicate the same black camo of the last F-22, but I will. My thanks to Krycztij for his 3View tool (https://community.combatsim.com/topic/26077-taw-3view-—-a-renderer-for-taws-3-files/) and to mue for his LODViewer.
  12. What's for sure is that it happens with AircraftRole=Bomber, as I and guuruu previously stated. Those planes with AircraftRole=Fighter do not have the bug. Hence why I say that bombers are better left to the AI, as meant by TW.
  13. I agree, but not all aircraft are adapt for the SF2 Cold War environment. They even modelled modern aircraft (F-22s, Eurofighters, etc.) and we do not have the features to accurately reproduce their avionics. Also, they are using the Unity engine for the mobile games, which is not the TW engine. For a beginning, I'd rather see bugfixes for SF2, for issues that were never addressed with weapons and AI. Then, only then, new features.
  14. I didn't go into details, but to me it happens, with modern bombers. It's due to other types of weapons I think. WW2 bombers carry dumb bombs, not guided missiles and bombs. I had the issue with B-52s and the Vulcan. Since then, I make them AI only, as meant by TW.
  15. If you mean flyable missions with a Bomber aircraft, those are not supported by the game. Just order the wingman or a flight to attack your target, and the game will CTD. AI bombers are fine though, I see them in their usual big formations. If you fly with a Bomber aircraft, most likely the game is forced to use the fighter jet formation types defined in the FORMATION.INI file, hence why you get two aircraft in some missions. The formation types can be tweaked, but that CTD issue I explained above will most likely remain.
  16. Nope, that wasn't me, Wrench, sorry.
    As soon as I read "decal support", you made my day! Now the question is; is the TOD editor coming next? Just saying, take some deserved rest, mate!
  17. My condolences, man. Wish you and family the best.
  18. Calling the FM guru modders; we need help to fix the flight model on the new F-22; there are some issues with it, and it would be a pity if it flies bad, while it looks extremely good! Solved, help received from expert FM modder! @Crusader Your avionics mod will be included with due credits: https://combatace.com/files/file/15086-sf2_f-22a_new_avionics_10/ Since you say it's not fully finished and you would have liked to complete it one day, I guess now it's the perfect time
  19. I couldn't agree more with your thoughts, I couldn't have expressed them better. I am at a loss for the world future generations will live in. I am a 24 year old and I see this careless behaviour in my generation as well. Not to hijack the thread, but the recent anti-abortion laws in some American states also scare me a lot. If we give birth to children irresponsibly, without the basic needs for their health and future development, we shouldn't be called human beings. We must strive to create a better future for our kids. To give birth to new creatures and then abandon them to their (unlucky) destiny void of love, is a huge sin in my view.
  20. Hi, Heberth! First of all, thank you for creating such 3d model. Good to see you're still around. We found the 3d model in the modders' arena time ago, and we're working on it. I'm in the process of adding decals to the aircraft, and I am making some fictional skins for it as well.
  21. Not really. They most likely tend to spawn more on Naval terrains, alongside the AWACS aircraft; with no fleets on the terrain, certain mission types are surely avoided by the engine, such as Cruise_Missile (I might be wrong though). Other than that, stock terrains have no limitations on allowed mission types. Mission types can be limited for both Blue and Red side. This allowed some of my custom terrains not to CTD anymore. If a certain mission won't work (due to missing large runways for bombers, etc.) I disable that mission type. NavalMap=True affects single missions only! You can have a NavalMap=False, yet you can create a working Naval Campaign for it via NavalCampaign=True in the campaign's .ini files. That's great because in campaigns you have to specify the coordinates of fleets on the terrain. So even when a terrain has limited water areas, you can have fully working fleets not sailing over land. Single missions are "broken" when there is not much water space. So I usually set NavalMap=False. Naval maps are meant for huge fights between carrier groups. Sorry for the little off-topic. Keep us posted with your findings, Crusader!
  22. Windows 10 is okay though; TK's TerrainEditor works just fine.
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