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Everything posted by HomeFries
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SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
mal(ibu) , I was going through the A-6B loadouts last night, and I noticed that the loadout for Recon had two ALQ-76 pods. Did the stock A-6 (or B in this case) use the Q76, or was that only for the EA-6A? I read online (which must be true ) that the Q76 was used exclusively for the EA-6A, so I have removed it and replaced it with drop tanks unless you can tell me differently. It's truly a moot point since nobody was operationally dumb enough to waste a B on a tactical recon, but if the campaign generator ends up doing the moronic we might as well send it on its way with accuracy. BTW, the A-6 Superpack 1.5 is done and undergoing smoke testing. I'll upload my data INI, weapon, sound, and fakepilot files shortly. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
no worries, guys. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I look at this mod as the foundation for future mods. As long as you have the SF2 realism patch loaded, you don't need to worry about deconflicting weapons, environmentals, INIs, etc. from other mods that conform to the standard. That, and a basic "you should really get started with this". Edit: and there goes Dave flexing his guns again. He calls me HR (as opposed to HF), and pretty soon everybody else is covering down. -
A-6 Superpack Development and Distribution
HomeFries posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
All, Those of you who use my A-6 Superpack are doubtless aware of its modular nature. This is unlikely to change soon. However, with the last two 3W patches released before I was ready to release my own updates (both of which affected datafiles I also use) I am considering a modular approach to release as well as installation. Right now the A-6 Superpack contains the common files, the A-6 specific datafiles and skins, and the enhanced campaigns. However, I am considering the following modules as separate downloads: The A-6 Superpack "common files", which include the SQUADRONLIST.INI, weapons files, pilots/seats, sounds, and decals such as numbers, tail logos, et al. The A-6 Specific datafiles and skins, including the A-6A/B/E as well as the TRAM and SWIP variants. Both the SF2V and SF2NA modules would be in the same pack. The EA-6B Specific datafiles and skins, including the EA-6B "Standard", EXCAP, ICAP-I, ICAP-II Blk82, and ICAP-II Blk86/89. Future development: fictional "what if" skins. Already developed and awaiting final tweaks are the A-6A/E for the IDF/AF, RAAF, and RN-FAA. Enhanced campaign package. You could install the set of campaigns depending on which modules you had installed (e.g. install the NA1 campaign that utilizes both the A-6 and EA-6B modules). The plus side of this is increased flexibility, as when a new patch comes out I need only update the module whose datafiles have been updated (which in this case would be the common files and the campaign package). I could get the important updates out within a day of the patches and keep the download size to a minimum. Of course, the downside of this is that you would have to do more downloads, and you would need to be more vigilant in looking for updates. Likewise, major updates to the common files would require re-downloading of the other packs as well, so this flies in the face of the "keep it simple, stupid" principle. Likewise, the separate downloads, while minimally inconvenient for people who use Generic Mod Enabler, will add another layer of complexity for people who prefer to do a manual install. Note that getting rid of GME and going strictly with a full-merged, manual install is not one of the options I'm entertaining. Due to the expansive nature of the superpack (i.e. substituting original squadron decals, adding new sets of number decals that can be used by multiple mods), use of the main Decals folder is a design decision that simplifies the superpack, but complicates things for a manual install. GME will be the default enabling mechanism for the foreseeable future, with manual installation instructions provided in the readme. I would very much like your thoughts on the subject. Thanks in advance for your contributions. -
A-6 Superpack Development and Distribution
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
All, Here's a proposed excerpt from my upcoming A-6 Superpack Readme file. Please let me know if this clarifies things for manual installations. I'm looking at a folder structure like this: 1_Common Files for all users \Objects \PilotData \Sounds 2_for SF2V users \Campaigns \Objects 3_for SF2NA users \Campaigns \Objects Campaign Mods \4_SF2 Campaigns for Full Merged Install \5_SF2E Campaigns for SF2E, SF2V, and SF2NA Optional Mods \Restricted Modexes \Pre-TRAM Anti-Collision Light Removal \A-6AB Flare Dispensers \Robo-BN (not for RAZBAM cockpits) For Widescreen Users BTW, I'm also including a simplified text file for full-5 merged users. It will basically say to install each of the components in order. Or would you prefer that the primary components all be integrated (which shouldn't have adverse effects on non-merged installs, other than wasting HD space)? Please let me know what you think. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The first thing I always do is make a copy of the folder in which I am working, just so if I screw something up I can always go to my originals. When using the command prompt (and no safety net), it's very easy to screw this up. open up a command window (i.e. DOS prompt) in the folder you want to manipulate. Little known technique: shift-right click on the folder you want to open the prompt in, then select "open command window here". at the dos prompt, you can do wildcard renaming conventions that (AFAIK) you can't do straight from windows. For example, if all of my A6 tails (filenames A6TailL000.tga and A6TailR000.tga) were 451-480 (they were), and I wanted to change them to 551-580 (I did), then I could enter the following command at the DOS prompt: ren A6Tail?4??.tga A6Tail?5??.tga Since the question mark is a single character wildcard (as opposed to the * which is a global wild), the existing numbers will remain intact, with the only things changing being the difference in arguments (e.g. 4 to 5). You'll even notice that I was able to wildcard the L or R part of the file, which means it works for both sides of the tail art. Just for best practice, I spell out the entire filename except for the desired wildcards just to make sure that I only rename files I'm targeting. If you want to do jumps of something like 50, you will need to do them 10 at a time instead of 100 at a time (like my last example). To renumber from the 00 series to 50 series, the line would look like this: ren A6Tail??0?.tga A6Tail??5?.tga Note the two question marks in front of the middle digit. The first wildcard is again for the Left/Right tail, and should not be confused with a 4 digit number. Next line would be ren A6Tail??1?.tga A6Tail??6?.tga and so on until you renumbered your files. Hope this helps. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hopefully my renumbering didn't screw up your plans. BTW, if you can move things by a factor of 10 or 100, you can use the "ren" command in a DOS window to do your dirty work. Obviously, if you can change 5?? to 6??, you can do 100 TGAs at a time, which is why I renumbered the way I did. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
DA, Here's the latest squadronlist.ini. In addition to squadrons I've used, you'll notice the 3 RN FAA squadrons (entries 578-580). These are the Harrier squadrons from the Falklands mod. I don't have decals for these yet, but was adding the entries for future flexibility. If it helps to sort your grouping better, please feel free to move these in front of 551, as it won't affect any of my level 1 decals. Also, if you catch any fat-fingering errors in the file, please let me know so I can correct it on my end as well. SQUADRONLIST.zip -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Ok, I'll upload another squadronlist.ini later, then start renaming my TGA files at 501 to cover down. If you start with mine as a baseline, that will ensure compatibilty and safety from fat-fingering initial entries. EDIT: on second thought, I'll start my entries at 551 instead of 501. This makes for a much easier effort for renaming a bunch of files, and also reduces the likelihood of screwing up the order. Feel free to fill up 501-550 as you see fit. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I know. Once I got out of the NAV, I got into Defense acquisition. When I was doing JCIDS, I used to joke that my job was to be part of the problem. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It's good to be the king. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Ok, mal, I'll drop the upper-case at your request. In all seriousness, I was covering down on what I saw. I'll refer to calling you malibu at your request. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
DA, As you can see from my squadronlist.ini, if you add the placeholder and leave it blank, you don't even have to do the zulu units. Then updating the squadronlist.ini after a patch is as easy as overwriting the existing placeholders without having to rename entries or TGAs. BTW, if you want to change things from 450 to 500, please let me know ASAP. I'll need to redo all of the A-6/EA-6B TGAs as well as the other level 1 decals (CAG birds, CVW wing codes, etc.) before I release the next A-6 Superpack (sometime this week). -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Mal, I'll update the A-6 datafiles as well. I've since modified them to add proper nav/position lights. I'll go ahead and put them up once I release 1.5 of the superpack; at that point there should be no surprises. Here's a philosophical question for the realism pack: do we want to incorporate pilots, seats, and fakepilot items? I tweaked a Mk4 seat to look like a Mk5 for the A-6A, and I have a Mk7 for the A-6E. We can also use the TMF F-14 seat for the EA-6B. Likewise, I have the additional nav lights on the A-6/EA-6B via fakepilot. Personally, I think we should include this stuff as it isn't a skin, but rather it affects the entire aircraft. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
TK has plenty of room to grow on the front end (402-450). Any padding at the end should be for mods that are so good they might as well be stock. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Here's a start. I've enclosed the squadronlist.ini I'm using for the A-6 Superpack. I've added the prowler squadrons as well as some additional intruder squadrons (VMA-332, all 3 RAGs, 2 res squadrons, and VAQ-33 for the coolness factor of skinning multiple airframes in the same squadron) and 3 RN FAA squadrons (the RN needs some love too). I also allow left 402 through 450 blank to allow for official expansion (so we don't need to rename our level 1 decals every time a patch comes out), and my entries finish at 480. I think we should also include the 12 Dhimar squadrons to allow for custom skinning in the SF2 desert campaigns, though I haven't done that yet. We should probably leave a pad on the back end in case somebody adds a plane so cool it just has to have its entries added. I think stopping at 900-950 is prudent. Other than that, the more the merrier! EDIT: One other consideration: I agree that squadrons with stock planes should take precedence, but if there are recognized top notch packages that should have corresponding units added (I'm thinking Viper Team, Ravenclaw's Bucc, etc.) those should be added just because they are in such wide use. EDIT2: obsolete attachment removed for version control. -
I have enough of this BS
HomeFries replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Guys, Now that we're cooking with gas, we should consider something like Box.net as a collaboration site. We can just upload things as we see fit, make edits, and see what everybody else is doing. Edit: Box.net links rescinded to minimize confusion. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
daddyairplanes brings up a good point with the changing of unit designations. I think we should treat the squadronlist.ini as a database in the sense that we get just one entry per squadron in the database. For example, we know that the VF-84 Jolly Rogers decommissioned, and the VF-103 Sluggers became the VF-103 Jolly Rogers, then became the VFA-103 Jolly Rogers. We should keep one entry as the VF-103 Sluggers, but we can update the art to the skull and crossbones accordingly based on skins and aircraft variant/service life. We could even implement period folders akin to my suggestion to TK, though without requested code modification we would need to add them manually to the aircraft. That said, this is very doable and requires very little work to maintain if done properly. For example, if someone wants to do the VF-103 Jolly Rogers tomcat, he could create a 1991 folder (when they switched over) and add the level 1 decals that end in 133 (the entry for VF-103). Likewise, someone who does the F/A-18F and wants to do the Jolly Roger details, could add a 2005 folder and do the same thing. Just have the decals.ini files call the appropriate date folder and we're good with period markings. I also like Grinch's idea a lot. This way, a patch doesn't require full coordination of everybody, but rather just the people in charge of their sphere of influence (datafiles, aircraft, ground units). I would even say to add the squadronlist as a fourth entry into the downloads just because due to its potential for dynamic expansion we want it to be a smaller download and also not require the attention of the team dealing with more stable datafiles. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I agree about the weapons. Keep to major variants, along with blocks if they have something to add to gameplay. I welcome this, as it will keep my combing the existing weapons folder to a minimum whenever I add a new mod. We should also (as a community) cover down on the best LODs and weapon skins while we're at it. It may increase the download size, but these are things that will allow consistency and standardization and reduce the download size of future addons that use the pack. On the topic of squadronlist, right now I'm up to 476 on my version for the A-6 superpack (I just added VA-304 last night, and added VAQ-33 for grins and giggles). I think we can safely expand this to 900 or so without cramping anybody's style or need for expansion (this will still allow 99 squadrons on the back end, and still allows TK to add another forty-some squadrons). Due to the size potential (decals for every custom entry for each aircraft type), this could become a huge download. I think we should have the initial squadronlist.ini and decals included in the realism pack, and release a new update of the squadronlist separate from the realism pack when there is a patch or somebody needs to add a new squadron. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Having an integrated squadronlist across all installs (as opposed to theater specific squadronlists) would allow people to create common decals across multiple skins, all without conflicting with others. For example, if we know that the Prowler squadrons are 455-474, then we could add level 1 decals that can be used across the board. This could be separate from the realism pack (especially since it is by its nature a dynamic datafile), but this seems to be a good place to discuss its standardization. -
Is there a limit to nesting folders for decals?
HomeFries posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I've been reorganizing my decals for the A-6 Superpack because I have way too many to keep in one folder, and I would like the ability to add more for different periods in the future. Unfortunately, when I tested my skins with the new structure, most of the decals in the nested folders did not show. I did a path character count against an old decal.ini that did work, and the highest path length I saw was 25 characters. Some of the nested paths for the new decals.ini come in at 24 characters and still don't display. Examples follow: Here is a sample for the Buno decal from the old superpack. It is nested 3 deep (including the "D" folder which I had at the time for backward compatibility): [Decal021] MeshName=vertical_stablizer DecalLevel=2 DecalFacing=LEFT FilenameFormat=A-6E\USNGrey1\d\USNA6BUNO Position=-9.15,1.14 Scale=1.2 DecalMaxLOD=4 Here is the same Buno with the new folder structure (everything is stored in the A6SP folder to keep it together): [Decal021] MeshName=vertical_stablizer DecalLevel=2 DecalFacing=LEFT FilenameFormat=A6SP\Buno\A-6E\USNA6BUNO Position=-9.15,1.14 Scale=1.2 DecalMaxLOD=4 You can see that this is also nested 3 deep and is one character shorter, but does not display. Another data point: if I put period graphics in a folder, they work when nested two deep. Here is the new folder for the A-6E tail graphics: [Decal011] MeshName=vertical_stablizer DecalLevel=1 DecalFacing=LEFT FilenameFormat=A6SP\1976\A6TailL Position=-9.76,1.90 Scale=4.4 DecalMaxLOD=4 This displays fine, but when I add another folder for low visibility graphics, it defaults back to the original tail graphic in the CAT file. [Decal011] MeshName=vertical_stablizer DecalLevel=1 DecalFacing=LEFT FilenameFormat=A6SP\1981\LVB\A6TailL Position=-9.76,1.90 Scale=4.4 DecalMaxLOD=4 You'll also note that this path is also shorter than the original Buno path that actually worked. This is also only nested 3 deep, as was the original Buno as well. I double checked paths and filenames. All are OK. Any Ideas? -
Is there a limit to nesting folders for decals?
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for the assist, Wrench. Got everything working using the architecture similar to my previous post. -
A-6 Superpack v1.5 Teaser
HomeFries posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
After losing power for most of the week, I finally got back into the game and finished up the low visibility schemes for the A-6. I will be revamping the data structure (i.e. locations of decals) for the A-6 Superpack to make it more friendly to people who use the manual install, which means that I will only use the main decal folder for files that directly replace 3W default decals. Quite honestly, the superpack has grown and evolved so much since version 1.0 that maintaining the existing folder structure was becoming unwieldy. The new folder structure will be designed with modularity and expansion in mind, particularly for integration with the upcoming EA-6B add on. The biggest visual update with the superpack is the complete revamp of the low visibility skins. Rather than going with a standard grey and making minor adjustments to logo placement, the new LV schemes use combinations of the five Federal Standard (FS) colors, including 2 and 3 color combinations. Likewise, separate color schemes are available for USN and USMC aircraft, with fundamental differences in colors and placement. Finally, wherever possible I have changed the standard blur-lines with actual words in small fonts, and I have added similar details to the wings and fuselage wherever necessary (H/T Dave for the decal sheet to make this possible). But you're reading this for the pictures, so I'll get right to it. Here's a screenshot of two A-6Es in very early low visibility paint schemes. These were really more of a hybrid LV scheme, with full color markings and white underneath and ghost grey with light markings on top. (Slightly) later variants of the ghost grey scheme used a low visibility roundel under the wing. Both versions can be seen here. The version with the white nose also has the full color roundel on the underside of the wing. Also notice that you can now see the insides of the wings when they are folded. The scheme as seen from the underside: Finally, you'll notice the two amber lights in back of the inner pylons. These were added to the A-6E so that LSOs could differentiate between the Intruder and Prowler on approach to the boat at night (prowlers have red and green lights instead of amber). The USMC schemes were already represented with the Gunship Grey patterns. I have added two weathered patterns and updated the existing Gunship Grey pattern to use FS colors. Likewise, I updated the USN Gunship Grey patterns to FS colors as well. No screenies, though. Now we can move on to the established LV patterns as we know them today. I have done both 2 color and 3 color patterns with various degrees of weathering, as well as separate USN and USMC patterns. Here is the standard low visibility paint scheme for USN aircraft, with light ghost grey on the underside, dark ghost grey on the upper surfaces, and medium grey covering the forward edge of the wings, wingroots, and dorsal area. Here's the corresponding USMC pattern, which in this case uses a darker, bluer grey as the darkest of the 3 colors, and doesn't cover the entire dorsal area with the darkest color, but rather covers the canopy area, wing root, and rudder. Here's another look at the Marine bird from VMA-533: and again, for comparison, the Navy bird from VA-75: Here's a more heavily weathered Marine bird: and a heavily weathered 2-color pattern from VA-85: Some of the details I mentioned earlier. You can see markings for jacking points, tie-downs, and the exhaust for the ram air scoop on the TRAM birds and the details on the SWIP birds. You can tell a SWIP bird apart from your standard TRAM when the wings are folded. The white cylinder is part of the wing-folding mechanism for the SWIP's composite wings. Last but not least, since the superpack includes custom skins and decals for VA-42, VA-52, VA-75, and VMA-533 (other than what was shown above), I did new LV skins specific to those custom aircraft. They take on a much more weathered look as befits the decals. You can see these pics, as well as some of the new prowlers, on my Photobucket site. -
A-6 Superpack v1.5 Teaser
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Ah, 1985. You'll appreciate the upcoming prowler pack; you'll be able to use the EA-6B ICAP II Block 82.