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Everything posted by PFunk
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WOI Texture List?
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
That's the one. Thanks, Kev. -
Fake Pilot Problem
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thank you. That was the missing link. I have one now with the clear transparency pilot skin and all is well. Appreciate your help and patience, sir. -
Fake Pilot Problem
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Everything's looking good...the canards are now displayed....along with the pilot.... -
Fake Pilot Problem
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
LOL. Now I have both showing up. The canards AND the fake pilot. -
Fake Pilot Problem
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The canards, I presume, belong in the Pilots folder? This may be my problem, because they're not there. -
New Terrain Project
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I'd figured after all was said and done, I'd probably wind up with about 80 TargetAreas total. If every one of them has their own SAM battery, that's pretty much every last SAM battery in Greece getting its own place to call home. Turkey has many more SAM batteries than Greece does, so that's going to have to be planned for accordingly. However, if you figure that at least half are going to be pointing at Syria, well, it's still going to be a nightmare for strike planning. I've got to figure out a way to accommodate the AI and still make it very challenging without resorting to sheer numbers. I know the modded SAM and AAA packs are far more...aggressive...than the stock ones, so the experiment is to see if that makes up the difference or not. -
New Terrain Project
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
You are very kind. Thank you for your help. -
New Terrain Project
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I'm glad you brought that up. This is going to be something of an experiment. We all know the AI can't handle the effectiveness of the awesome SF2 SAM Pack and AAA Pack, it's just too deadly in large numbers. Strike packages would be blown out of the sky. But, let's face it. Some of our terrains overestimate the military inventory of some nations. So, what I plan to do is use the more deadly AAA and SAM Pack weapons, just in somewhat smaller numbers. A target area that had two or three SAM batteries and about a dozen AAA guns might now have only one SAM battery and maybe four or five AAA guns. The weapons you'll be facing won't be as numerous, but they'll be more deadly. I want to see what the AI can do with that. Also, I won't be creating EVERY airbase and target area in either nation. In the case of Turkey, I can't. Half the country isn't even there, and that half has about five airbases. Both the air forces of Greece and Turkey have no real strategic assets (heavy bombers), so there's little reason to create off-map bases. That means both militaries will be at or near parity in numbers. It'll be up to the player to determine how challenging they want to make the in-the-air experience. I'm looking at making: ~ 8-10 airbases for each nation ~ 3-4 military/industrial complexes ~ 3-4 army bases ~ 10-12 strategic nodes for campaign play (a military conflict between these two might not take that long) If this isn't interesting to people that's fine. I don't even plan on using a custom tileset. If someone else wants to, that's great, but I'll be using stock GermanyCE tiles. Greece and Turkey are a lot greener than people think. What I'm curious about is the FRIENDLY/ENEMY dynamic of the game. Can a terrain change the status of a nation's allegiance to the player (just for that one terrain), or, must you edit the NATIONS.INI file to reflect what the terrain says, otherwise, it doesn't show up in game? -
Mirage 4000 (WIP)
PFunk replied to FLOGGER23's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
She's stunning. -
New Terrain Project
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
LOL. Yeah, that was about as good of a projection I could get after multiple crops/resizes and still get the distances right. It's going to be a relatively modern terrain. 1974-present. -
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Saab 37E Eurofighter?
PFunk replied to dsawan's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
This will make a very welcome addition to the library of aircraft in this game. Great work, sir. -
LOL. I wonder what THAT does. I'm working on converting the J-31 Chinese stealth fighter that's in the SFP1 section to SF2 use and I was just curious about how they worked. It's just going to take some testing to make it a little more accurate because SF2 radar AI wasn't really built to handle 'stealth'. I'd like for SAM's to at least give it a look. Right now, when I fly over a target area, I'm invisible to radar and I don't think that's an entirely accurate picture of how it works. Furthermore, the F-22 and F-35 aren't really 'stealth' as much as they are 'low-observable', meaning radars can picket them up eventually. And, now that I have actually discovered how the engine populates air defenses in the game (thanks to an entirely different thread), that's going to affect how I view terrains and target areas.
