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Do335

JAGDSTAFFEL 11
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Everything posted by Do335

  1. Sent! Neither am I but I always use US based VPNs (small businesses) to bypass the Chinese internet censorship. So... tis also concerns me...
  2. if u don't have SF2NA, set NavalMap=False on a trip so hopefully some1 else could give the detailed steps
  3. AircraftType=A-6E DefaultTexture=XXX This is fail: Upgrade[01].Type=A-6E_79 Upgrade[01].Texture=YYY This is pass: Upgrade[01].Type=A-6E Upgrade[01].Texture=YYY Upgrade[02].Type=A-6E_79 Upgrade[02].Texture=YYY
  4. The campaign engine cannot upgrade ac type and skin at the same time. So it has to be done one at a time.
  5. I'm not a steam fan either, but it gave me half price (due to region) so can't complain.........
  6. link http://store.steampowered.com/app/541210/Cold_Waters/
  7. reckon tommie bro would just lawn dart off the runway given his age...
  8. how much avionics do u need on a Mirage III, primarily a gun fighter. i find the avionics "lite" of SF suit the era very well and we got a ground up built sim for it. it is good fun dogfighting migs over the desert, instead of pushing switches. i also flew BMS heavily pushing many switches and ivc the hell outta fighter brevity as i please, the F-16 is very much an IAF jet with the one in ITO modded to its special israel flavor. heck, who says one can't have both! pick yer poison!
  9. https://www.bmsforum.org/forum/showthread.php?29823-Israeli-Theater-1-0-3-for-BMS-4-33-3
  10. aha! i'd also wondered what it was for. although.. there could be less confusing wayz to mark stuff i suppose, like i'm sure everybody would just know with this.
  11. I like me campaigns but yes they're very specific to the historic korean war. Also checkout eburger68's big campaign packs, Nato Fighters, Vietnam expansion, Darius Falklands Suez.... they're usually on a more modern setting.
  12. https://www.rockpapershotgun.com/2016/10/14/the-flare-path-laminar-floes/ (great interview touching dynamic campaign and mod support. me likes!!) RPS: For those who haven’t played Red Storm Rising, what makes it a game worth imitating? Killerfish co-founder, Paul Sincock: Red Storm Rising was from that golden era of Microprose simulations and designed by one of the industry greats, Sid Meier. What really appeals to us is the way it centred on your decisions as a commander, rather than the technical operation of various stations, getting caught up in the details of running the ship or managing the crew. It successfully immersed you in the tactical situation, threw life and death situations your way to deal with in a tense environment where you felt success or failure actually mattered, which it did. That seems to be the secret sauce missing in much of the current generation of war games, simulations and MOBAs. RPS: For me, a big part of Atlantic Fleet’s charm was its variety – the regular shifts between surface, sub-surface, and aerial activity. With just one player controlled unit in Cold Waters, isn’t there a danger that CW will lack some of its predecessor’s variety? Paul: Going from 60+ ship classes to 4 submarine classes certainly decreases the variety of playable units but Cold Waters offers a much greater variety and depth of experiences. Short range knife fights with enemy submarines, steer wire guided torpedoes, avoid ASW patrols and mines to get your SEAL team ashore, stalk SSBNs, hide behind an iceberg, pop above the layer for a quick listen, intercept an amphibious landing force headed for Iceland before they can take out Keflavik airbase and the SOSUS barrier covering the Denmark Strait. These things just didn’t happen in Atlantic Fleet. Atlantic Fleet is something like a miniatures board game involving lots of units with their various capabilities. Cold Waters is a subsim. RPS: What type of sub will we be simming? Paul: At release the SSN classes Skipjack, Permit, Sturgeon and Los Angeles are on track to be playable. RPS: “Realistic sonar model” implies that you’re simulating stuff like thermal layers and bottom bounce. Is that the case? Paul: A lot of research has gone into the sonar model and although much of it occurs in the background, there is no waterfall display and so forth, the tactics associated with underwater acoustics and sonar detection are indeed valid. For those wanting details, the sonar model simulates: thermal layers, surface ducts, shadow zones, convergence zones, propagation and transmission loss, ambient noise (based on sea state, rain, shallows and ice), bottom bounce, active sonar target aspect, flow noise, baffles, target masking, cavitation and transients. In addition, we model the various active, passive, towed array, dipping and sonobuoy equipment of the era with differing levels of sensitivity and thus detection ranges. RPS: Am I right in thinking that CW won’t model individual stations aboard the sub, or offer first-person interior or conning tower views? Paul: That is correct. In combat, Cold Waters will have the ubiquitous periscope view along with a tactical map to complement what’s going on in the environment. Damage control and weapon load out screens are also available. RPS: Will the abilities, health and morale of the crew influence the action in any way? Paul: No. As with our previous games, we tend to treat ships and their crews as individual capable fighting units. It is assumed that the crew and officers on board are doing their jobs while you do yours. RPS: A Cold War setting suggests that the spectre of thermonuclear war will be ever-present. Can CW’s campaign end in global catastrophe? Paul: In Red Storm Rising the war ultimately ended with diplomacy. In Cold Waters we’ve upped the ante and the situation can deteriorate into global thermonuclear war. RPS: Killerfish’s belief in dynamic campaigns is refreshing. Are the studios that claim that they’re expensive and difficult to develop telling the truth? Paul: They can be difficult and expensive, but designing a campaign within your resources and possessing a strong passion for the subject matter certainly help overcome these. It is far too easy to fall into the trap of an over ambitious and complex dynamic campaign. As long as it is balanced, immersive and provides compelling choices for the player, preferably with consequences, it should work. One has to wonder if dynamic campaigns are just not a priority these days when multi-player and social gaming along with advertising and monetised Skinner box designs can generate far greater returns for far less development investment and risk. RPS: Atlantic Fleet was remarkably affordable. Are you planning to offer CW at a similar price point? Paul: No unfortunately. Despite an additional 6 months of work to bring Atlantic Fleet to PC, we decided to keep the price point where it had been for the mobile marketplace. Many mobile ports get accused of being quick money grabs or of gouging the PC market and we didn’t want to be among them. The upside was this was received very well and built a great community of fans, who have come out in droves to support Cold Water’s Steam Greenlight campaign. The downside was that Atlantic Fleet for PC was underpriced, impeding our ability to continue financing its expansion and development. Cold Waters will be a full PC game with a dynamic campaign and mod support. We’ll have to price it accordingly. RPS: Did Atlantic Fleet sell as well as you had hoped on PC and did the feedback influence the Cold Waters design in any way? Paul: Atlantic Fleet actually exceeded our expectations, especially given its mobile heritage and the stigma associated with mobile ports to PC and yes, feedback influenced Cold Waters greatly. First it validated our decision to move to PC as there was clearly a market for players wanting the type of naval games we do. Secondly, and as expected, we found PC gamers are more sophisticated and desire deeper detail and realism, hence the switch to a real time simulation. Finally the feedback highlighted the crucial need for mod support which has been central to Cold Waters development from the beginning. RPS: Your ‘About’ page suggests that Killerfish is a two-man outfit. Is that the case? Paul: There’s myself (programmer) and Nils Dücker (lead artist) full time. In addition we have another consulting artist Przemek Starkiewicz who focuses mostly on 2D art and special effects full time. After that we outsource music composition and other tasks that our core group might lack the time or expertise for. RPS: Thank you for your time
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  13. uhm, do u see any default campaigns in your "C:\Users\corey\Saved Games\ThirdWire\StrikeFighters2 Korea\Campaigns" directory... -> obviously there should be none but only the addon korean campaigns. so why are u seeing the default campaigns in game? obviously this doesn't connect! check typos/name mismatches/file path errors.
  14. if ya have followed the steps u shouldn't be able to see the default campaigns anymore (but instead the korean campaigns, so at least 2 things gone wrong)!... Plz recheck the steps.
  15. sonar for all + sub hunting
  16. just 1 thing the "only a game" concept is blurred and not used much in lotta modding communities when you got ppl spending tons of hrs on it as part of their daily life routine making the goodies so it could mean a little more, it's like modding is sorta the in-between of a developer and a user. part play but also part work. my take on it anyway.. but,, i reckon you're on the point in this one certainly as most are moving on, so a lot of it is in the past:|
  17. oh come on dude... i sound harsh nowadayz with the sole purpose of being heard. take a look around and find another current flight sim that supports open modding. all there's left is the old off the shelf ones. we've all heard of or been thru the hoops of red tape that surrounds some of the other titles that is even if they have some limited ability to be modded. yet within the modding circle the community doesn't even support the developer from time to time. ppl should know better like what kinda stuff to ask and how to ask 'em... otherwise what's the point of CA and modding if there isn't stuff to mod? the devs that take a pro stance to modding, like killerfish games, and some others i know like Xcom, Homeworld, X series, KSP, they're the ones that's worth supporting i say. -> ok the latter are the big studios but still.. yet it should show how rare it is to find an indie dev that's pro modding within or close to our genre of interest. given how few buy combat sims nowadayz.. probably only indie studios take on these games now. just one of the examples from the other side here's what BoS thinks about modding https://forum.il2sturmovik.com/topic/24559-there-modding-support/?p=378433 read between the lines. and he is somewhat open-minded still and probably due to public (a part of it anywayz) opinion given flight sims have a long history of modding. now @pfunk you can hate me for lashing out you have every right. but if it gives a slightest chance for more devs willing to support modding (probably not tk i reckon at this point.. but maybe some others) i rest in peace:|
  18. Pfunk: WTF. You do realize you just requested mod tech support... from the game dev? This is the stereotypical reason used by the non-modding devs and communities: "why we don't allow modding? because for one we wouldn't be able to provide quality support due to mods." Your question just falls straight into their reasoning. No wonder TK replies "remove modding and there won't be any of these problems". I can't be helped but be pushed to the same thought after reading this! you then capture the excerpt, post it here and piss off the modders. wha..? if this was a question by a newbie nobody then might as well, he probably doesn't know better or maybe just out for a troll. but you have been around SF for how many years now. And you still don't know this. i mean WTF.
  19. Rule the waves hex edit mod! Allows armor >18 inches on capital ships. Allows building CL up to 12000 tons and DD up to 2000 tons. edit: + allows CL max belt armor of 6inch. allows secondary director for all ships after research. ammo count increase/decrease by 1 per click (use up down arrow keys for large amount changes) allows capital ships >52000 tons (with errors past 52900 ofc) http://www.mediafire.com/file/1pvda5lzm3m0qpk/RTW_134_Mod1.rar edit1: Allows taking 40 points of possessions as government collapse total victory, plus all prev edits. Also bit of an experiment but having fun with this atm, sight range mod. Day time non-rain sight range extended by 20000 yds so usually 38k - 45k yards sight range, night time sight range 10k - 15k yards depending on weather. AKA what-if there's something else other than ship-board mk1 eyeballs to spot them targets and dreadnoughts aren't blind as phuck at night. https://www.mediafire.com/?lnc83hnma8och3e
  20. the default install is like this as well. i had the same problem. in the AIRCRAFTOBJECT.INI (extracted from object001.CAT, or if modded, under your Objects\ folder) [views] ... CockpitOffsetDist=0.07 LookAroundHeight=0.08 change these two value to 0 and it should be good.
  21. jutland night battle 10:0 the torpedo game is like soccer. goooal! enough said:X
  22. in my wings over korea mod it is "gyro". the reticle is not as "jumpy" as on the -86 but they are the same function in the end, just no radar ranging on the mig ofc
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