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Everything posted by MigBuster
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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.
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Sorry to hear Rambler - but good to see you have other plans and are not dwelling on the disappointment.
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Not familiar with that - is it just one Aircraft type that causes the crash?
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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
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With 64 bit being pretty much the standard now it really has to work - and it does.
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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.
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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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An Army without Tanks? are you not buying some newer ones instead?
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It really needs a cassette drive to get the real experience of that era - waiting 20 mins for a game to load - ah those were the days.......
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Fantastic........555th Triple Nickel
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question about BaseMoveChance
MigBuster replied to arthur666's topic in Mission & Campaign Building Discussion
Pretty sure they just stay at the same base - unless the base is taken over by the enemy. -
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Kind of going into Falcon 4.0 territory here - there is one way to do this I know of. In the Jets _data.ini go to the weapons stations section and rearrange the order of the stations that carry A-A missiles - for example here are two weapons stations that carry IRMs (Infra Red Missiles - AIM-9,AA-2 etc): [LeftWingTipStation] SystemType=WEAPON_STATION StationID=10 <------------- StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.79,-1.31,-0.08 AttachmentAngles=0.0,-2.5,90.0 LoadLimit=125.0 AllowedWeaponClass=IRM AttachmentType=NATO,USN,ISRAEL ... [RightWingTipStation] SystemType=WEAPON_STATION StationID=11 <------------------ StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 4.79,-1.31,-0.08 AttachmentAngles=0.0,-2.5,-90.0 LoadLimit=125.0 AllowedWeaponClass=IRM AttachmentType=NATO,USN,ISRAEL ..... Now swap the values [LeftWingTipStation] SystemType=WEAPON_STATION StationID=11 <------------- StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.79,-1.31,-0.08 AttachmentAngles=0.0,-2.5,90.0 LoadLimit=125.0 AllowedWeaponClass=IRM AttachmentType=NATO,USN,ISRAEL ... [RightWingTipStation] SystemType=WEAPON_STATION StationID=10 <------------------ StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 4.79,-1.31,-0.08 AttachmentAngles=0.0,-2.5,-90.0 LoadLimit=125.0 AllowedWeaponClass=IRM AttachmentType=NATO,USN,ISRAEL ..... this will change the firing order - you will need to test it out with your pylons - change things slowly and test each time to see the results. There may be a variable that specifies the firing order - but you will need to ask TK about that
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Yes as said above NEVER touch system files like dll/exe etc - the game wont work - although that stands for any Windows program!. Now one thing you can try - go into the Aircaft folder and find the MiG-23 that keeps appearing. Go into the folder, open up the MiG-23_data.ini in Notepad. find this line: [MissionData] ..... Availability=RARE <----set it to RARE ..... do that for any other jets that turn up all the time. then find the MiG-21 but set that to Availability=COMMON or Availability=VERY_COMMON Its also possible that the MiG-21 cannot be loaded into the game because there is a problem with it - so you may need to check its okay - one way to do that is make it flyable
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Not aware of anything modern - there might have been a Tornado in Independence Day for about 1 second Hollywood type feature films: Battle of Britain 633 Squadron Reach for the Sky The Dambusters Malta Story
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These unclassified docs give an idea of use and Kill probability AIM-9B AIM-4D AIM-26B Maybe also useful to note the warhead sizes!
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Wow F-16C Spang jets are go
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Cant really judge it - TK has to trade off performance against accounts, game play and take into account that the AIM-4D is easy to employ in the game. Of course we can just tweak the parameters to make it a bit better - the AIM-26B in game is an add on so is bound to be set up for game play. Ive used the AIM-4A/B/C/D/E and F in game so have changed some of the params - just to get them to be consistent with each other and sometimes hit bombers flying high and straight! - its still painful using them though !
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Best Patch for SF2 family for me--Dec. 2009
MigBuster replied to Slant6's topic in General Discussion
The SF2 games are running better than ever on my i7 now with the latest versions - almost definitely the multi core changes! -
The AIM-4D was only meant for high flying big bombers thats for sure if what Ive read is anything to go by Wasn't as easy to use as the AIM-9 (even the AIM-7 was preferred)- its said it was the most complex missile to operate anywhere - and this is the real issue! Its firing sequence (not modelled in this game) was a nightmare, a long lock on time (4.2 seconds to cool) and once you had set off the coolant you had a limited time (~3 mins) to fire it before the coolant ran out and it was useless. No way to set up a quick lock on and fire - F-4D pilots had to decide 90 seconds before the missile would leave the jet they were going to commit. It says unbelievably that the AIM-4 had better flight dynamics than the AIM-9 The lack of proximity fuse though was just the icing on the cake. Those 5 kills were a miracle - the missile was no use in a Dogfight - they should have wasted them all on the Ho Chi Minh Trail. I think the statistic you need is the amount of times the bandit had moved out of the engagement zone after going through the AIM-4 setup!
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Yes the ask for help command now works in later SF2 versions
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Pass - have installed all 5 games on Win 7 and havent seen any such messages. Make sure you are on with an account that can install programs.
