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MigBuster

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Everything posted by MigBuster

  1. You mean the correct RGB colour code if you were creating a skin for instance?
  2. Voyager

    Its a converted Airbus A330-200 airliner. Replaces the VC-10 and Tristar. They used to use HP Victors until about 1993
  3. Firstly exp2 only works with SF2E so you must have this: 1. SF2V 2. SF2E and Expansion pack 2 If you don't have that suggest you reinstall them - or you will need to provide some screenshots of the install if you are unable to describe it.
  4. The radar is defined in the avionics.ini - and will have associated files in the jets cockpit folder. - so you have matching sets - also check this line in the F-18.ini file - think its still relevant: AvionicsDLL=Avionics70.dll
  5. Happy Birthday, MikeDixon!

    Happy Birthday WM
  6. Try searching: http://combatace.com/topic/28253-fa-18a-hud-problems-in-woi/page__p__158700__hl__fa-18+%2Bhud__fromsearch__1?do=findComment&comment=158700
  7. Right so you have 2 SEPARATE installs?? 1. SF2V 2. SF2E and Expansion pack 2 OR did you: 1. install SF2V 2. then install SF2E and merged it with SF2V 3. then installed Expansion Pack 2 over the top of these?
  8. Really sad to hear Ed - thanks for all the work you have put in over the years for this series. Heres hoping you can find some work soon
  9. Not clear on this - what games do you have? these: SF2V SF2E SF2E Expansion Pack 2
  10. Graphics Settings (SOS)

    The original games are single core only - so that's 2,5Ghz PC its running on with a low end graphics card. I suspect you are using the latest patch for FE1 which would have slowed things down a fair bit - you may need to turn graphics settings down - start by turning shadows off and see how you go. Also what are your graphics card AA/AF settings? if they are high turn them down. If still no joy there is a HDR mod on here that should speed things up drastically with dual core and Vista - worked very well in SF1 - not sure if anyone tried it in FE1 though!
  11. You can - the jet just needs to have the same folder name as the stock jet. Suggest you just cut and paste the stick jet folder out. Then you may need to alter each squadron in the campaign files to take account of the different skins or rename some of the skins to stock ones.
  12. Should take about 14 Days I reakon
  13. Happy birthday Silverbolt!

    Happy Birthday
  14. You dont need to read the whole guide - just install the aircraft as you would in SF1 (but in the folders here C:\Users\<>\Saved Games\ThirdWire\StrikeFighters2\) - give it a spin and see if anything needs changing. Then go back to the guide if anythings not right. Extracting files is also covered in the SF2 KB in my sig
  15. Welcome back FireHawkOrdy - there is no escape
  16. They normally do 2 models of the carriers - one for taking off that has other a/c on the runway, or one for landing that has other a/c on the catapults. I have asked if they would release a pack with carriers that could be used for both landing and taking off from - so will have to see.
  17. Biting the Bullet

    Sorry to hear Rambler - but good to see you have other plans and are not dwelling on the disappointment.
  18. Not familiar with that - is it just one Aircraft type that causes the crash?
  19. http://combatace.com/topic/56091-whats-new-in-the-sf2-series/ Not on there yet - The latest version (Expansion Pack 2)adds a Mission Editor now and optimises the game for multicore CPUs
  20. With 64 bit being pretty much the standard now it really has to work - and it does.
  21. Dutch defence cuts

    The man portable anti tank missiles must be something these days as well plus they were not that armoured underneath against IEDs as I understand. I assume they have made improvements in that area? - I also remember seeing a video of a defensive system on a tank that (I think) detected an incoming projectile and sent out an EM pulse that set off the warhead - so all that was left was the kinetic energy of the projectile - forget what it was called now.
  22. Possible map improvements

    For reference - anyone doing this in FE2 can also extract HUDDATA.ini - TK added some more options after I moaned about using the map. In FE1 I put a blank transparent ENEMYMAPICON.tga into the flight folder which also removed enemy planes from the map. various ways to get round this luckily.... [Debug] DisplayDebug=FALSE TextFontName=Arial TextSize=20 [smallLabelFont] TextFontName=Arial TextSize=12 [HUDLabels] EnableLabels=FALSE LabelFriendlyAir=TRUE LabelFriendlyGround=TRUE LabelEnemyAir=TRUE LabelEnemyGround=TRUE [MapLabels] EnableLabels=FALSE LabelFriendlyAir=TRUE LabelFriendlyGround=TRUE LabelEnemyAir=TRUE LabelEnemyGround=TRUE [infoDisplay] BackgroundImage=TextBackground.tga BottomLeftPosition=0.01,0.985 BottomRightPosition=0.99,0.985 DisplayWidth=0.20 VerticalBorder=0.0015 HorizontalBorder=0.008 EnemyTargetColor=1.0,0.0,0.0,1.0 FriendlyTargetColor=0.0,0.0,1.0,1.0 UnknownTargetColor=1.0,1.0,0.0,1.0 WaypointColor=1.0,1.0,1.0,1.0 TextFile=HUDText.str NormalColor=1.0,1.0,1.0,1.0 WarningColor1=1.0,1.0,0.0,1.0 WarningColor2=1.0,0.0,0.0,1.0 AGLAltStart=609.6 AGLAltWarning=152.4 EnglishUnitUseMPH=TRUE [Map] MapDisplayLabels=FALSE [Display001] DisplayType=DIRECTOR ObjectType=TARGET_ENEMY ConeSize=25 BoxSize=10 BoxType=SQUARE BoxColor=1.0,0.0,0.0,0.75 ConeModelName=redcone [Display002] DisplayType=DIRECTOR ObjectType=TARGET_FRIENDLY ConeSize=25 BoxSize=10 BoxType=SQUARE BoxColor=0.0,0.0,1.0,0.75 ConeModelName=bluecone [Display003] DisplayType=DIRECTOR ObjectType=NEXT_WAYPOINT ConeSize=25 BoxSize=10 BoxType=TRIANGLE BoxColor=1.0,1.0,1.0,0.75 ConeModelName=whitecone
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