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PFunk

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PFunk last won the day on September 14 2013

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  1. Thanks. I’ve come to the conclusion that modern warfare simply just doesn’t work well in the SF2 environment; you go past about 1993, you’re just playing whack-a-mole with the limits of the engine. I’m looking at the existing terrains to see what we have.
  2. I literally just dumped the whole thing and I'm starting over from scratch.
  3. Found the error. It's definitely something wrong with the terrain engine. Faulting application name: StrikeFighters2 NorthAtlantic.exe, version: 13.7.5.35, time stamp: 0x51d221e5 Faulting module name: TerrainEngine.dll, version: 0.0.0.0, time stamp: 0x51d21fa0 Exception code: 0xc0000005 Fault offset: 0x0000baa4 Faulting process id: 0x28f8 Faulting application start time: 0x01d3ebbff683301d Faulting application path: C:\Program Files (x86)\ThirdWire\Strike Fighters 2\StrikeFighters2 NorthAtlantic.exe Faulting module path: C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Core\TerrainEngine.dll Report Id: 7305208f-1043-40c9-96f1-e925a6194652 Faulting package full name: Faulting package-relative application ID: Does this mean I need to uninstall SF2 and reinstall it?
  4. It's like trying to find an electrical short in a classic car that you're in the middle of restoring. I get about 20 minutes into a mission in campaign mode and BAM.
  5. I'm working on the Operation Darius reboot (a little at a time) and I'm noticing I'm getting a LOT of CTDs, but usually only well into the mission and with a lot of activity going on. Is it graphics settings? It is the number of air units I have? What's the right number of air units to have in play at any one given time? Thanks.
  6. Getting discouraged on this project and may have to shelve it for a while. SF2 does not lend itself well to modern combat systems, even if visual quality and flight models of the aircraft are nothing less than stellar.
  7. This Cracked me Up....

    God makes them pretty when they're in their 20s. It's a trap.
  8. Hey Slack Asses......

    Finally got a Hulu subscription.
  9. HARD difficulty simply gives the AI an almost UFO-like ability in the game, I've noticed. The AI aircraft are capable of speeds and maneuvering that the player simply cannot replicate. It's not harder enemies, its just enemies with capability you don't have.
  10. I've noticed that seesaw effect in the settings of game behavior for this series. Normal difficulty seems to offer the most consistent results.
  11. I'm almost certain the advantage is not in the missile data files, but a hardcoded behavior within the architecture of the game. I removed 16 friendly air units yesterday and I may remove more. The workhorse of the air campaign is still the F-16. The F-22 is still in, but the JSF is gone. On the weapons, all air-to-air missiles have a maximum accuracy of 90%, nothing over that. I used the RSSM files as a benchmark for data entry values. I have not decided if I am going to force all AI flights to use SAHM missiles for BVR combat. I'm going to play-test what I have so far.
  12. Truth. Just trying to make it challenging enough to be close to reality without completely removing the element of fun.
  13. What I may do is give all AI aircraft SAHM-only BVR missiles. The player will have to manually adjust their loadouts to use AHM missiles. The AI is literally filling the sky with AHM missiles (which they would do in Real Life, honestly) within three seconds of my takeoff, I'm getting Fox 3 calls that are wiping out everything. I think reducing Coalition numbers is probably smart. I'll be removing the JSFs, and reducing the number of F-22s along with more than a third of the original Coalition size. I've identified forces and aircraft that wouldn't likely be part of a Coalition and I'll be consolidating other forces. I think it'll work, I should be ready to release a beta by the summer.
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