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Panama Red

JAGDSTAFFEL 11
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Everything posted by Panama Red

  1. ojcar: Would this be a better map to use for your "Forgotten Hero's" Campaign than the current map ???: http://combatace.com/files/file/14545-sf2-ww2-northern-europenorth-sea-terrain/ Panama Red
  2. Wench stated a long time ago that we could expand the borders like thus (remember since TK has not messed with FE2 like SF2, we can still do this): =Adjusting Terrain Borders, aka, a FlightEngine.ini Tweek: The following information has been included in several of my terrain mods, but just for saftey's sake, and so everyone can actually see it, (since few people actually read readmes...), this is the best place to have it readily available. This tweek is usable on ALL 3rd Wire games -SF/WoV/WoE/WoI, the entire SF2 series, and First Eagles 1/2. With some terrain maps available, there is a distinct posibility of hitting "The Wall" when operating from target areas near the 'edges' (N/E/S/W) of the terrain. What you can do, is fiddle with the map borders, but this is a Global Change, and =WILL= effect all terrains. So, as usual BE ADVISED!!!! You must extract the FlightEngine.ini from the FlightDat.cat, place it into your game install's /Flight folder. If, for SF2 users, you DON'T have a /Flight folder in you mods folder, CREATE one!! Then, open it in your text editor of choice, and scroll down until you see this section: [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=80000.0 <----this here line is The One!!!! MinHeight=1.0 MaxHeight=35000.0 The section we're concerned with is the "Border=". It's set to the standard 80km in from the map edge. While experimentating with this for the KAW mod, I've found you can safely decrease this number to 25000.0 with no ill effects. Just be aware that this will change ALL terrains; stock or addons. So, using a 'safe' number, this is what it should look like (here, I'm using a fairly decent number, and it works just peachy!) [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=35000.0 <----this here line!!!! Note the change to 35000.0 MinHeight=1.0 MaxHeight=35000.0 This has been tested on just about ALL terrains currently available, and it creates NO difficulties whatsomever. Remember, this is a GLOBAL change, and it WILL effect all terrains in you game install. But, it does 'open up' some usable manuvering room for aircraft, and allows Terrain/Targeteers a bit more leeway in placements wrench kevin stein
  3. Yes, Win 7 64 will sometimes have strange happenings when using the "Esc" button at the end of a mission. The only way i found to completely eliminate it was using the "Quite to Desktop" button.
  4. The problem is not if WOFF will run on XP, but the fact that the CFS3.exe that WOFF uses has been modified to recognize 4 GB's of memory due to all the additional objects, planes and graphics. XP only recognizes 2 GB's for games versus Vista x64, Win 7 x64 and Win 8(.1) x64. recognizing up to 16 GB's and you need to additional memory to play WOFF correctly.
  5. Yes, it's just you. They worked 3 years getting the new Phase IV to us. Would you work for that cheap for that long, for that good a product ??? You have obviously not purchased any new flight sims for a while if you think this is to much.
  6. They look a lot more realistic for spring wheat that the current tiles do. Maybe a little less bright and it should be good to go.
  7. Trouble is, these same fields "golden brown" fields are in England and every place else that is suppose to have wheat fields too.
  8. Since WOFF uses their Summer tiles in the Spring folder, has anybody (with tile painting expertise) thought about converting the WOFF summer tiles to real spring tiles ??? The biggest problem is the spring wheat fields should be a "bright" green versus a golden brown summer wheat field.
  9. Try dropping your "Effects" from "Unlimited" to "High" and that should solve your problem. FE2 does not use "Unlimited" Effects very well.
  10. FE or FE2 ??? The reason I ask, is that each game uses a different method to install new weapons.
  11. Install any of the SF2 series games and then install the rest of the series.
  12. Have you read the SF2 "Knowledge Base" yet ??? The reason this why this Base was created, because these questions are asked over and over again. Read: http://combatace.com/topic/62302-what-is-the-mod-folder/ and it should answer some of your questions.
  13. Also, it's the only place you can get certain planes like the Skyraider A1-E.
  14. Look beautiful and thank you.
  15. Looks good, and will use it after you post it for download.
  16. gterl: Have you seen this post yet on the Austro-Hungarian locations: http://combatace.com/topic/80165-military-mapping-survey-of-austria-hungary/
  17. With this terrain, FE/FE2 will be the ONLY WW1 flight game with the Italian Front !!!!! There are no other WW1 flight games (past or present) that have this theatre, so this will be a first.
  18. I have three quad core PCs with SF2/FE2 installed and the most I've ever noticed that SF2/FE2 uses is two cores.
  19. This is a post by streakeagle over on a SF2 discussion thread about SF2 changes, but it would still apply to FE2 if TK ever "updated" this game for those agitating for change in FE2: Over the time frame from Expansion Pack 1 to SF2:NA's final patch were a lot of "little" changes per those listed above. The trend for the past few years has been to resolve complaints by making a change that causes worse problems than the original complaint. TK's forums have been a "Monkey's Paw". You wish for something, but get unintended consequences. For years people had complaints about the terrain engine: 1) The way ground objects popped into view. 2) Sorting issues with clouds and terrain. 3) The 1998 dated look of the terrain mesh height resolution and textures. TKs solution to these problems: 1) Make objects fade into view rather than pop-up. The new effect looked great, except that you couldn't even see the runways until just before landing. Of course the fade-in distance had been locked down. So, TK provided an ini key to disable the new system. But disabling it might cripple future changes and still didn't give you control over the view ranges. For me, the biggest problem associated with this change was the limits on view distance to aircraft. The "fix" that allows people to turn off the new system does not solve my problem: aircraft used to be visible as soon as they rendered as a single pixel AND met the ini file specified visibility range. Now, they appear at a hard-coded range per the horizon distance settings with no regard for the ini setting or 1-pixel rendering range. Even at the farthest horizon settings, B-52 size aircraft go from invisible to quite large, which makes fighting using visual spotting look as bad as the old system's terrain popping into view. 2) Since low level clouds and objects have sorting issues and many people using mods complained very heavily about these problems, TK hard-coded the clould altitude limits to a much higher level. This didn't fix the problem, it just hid the problem. Now you won't see as many sorting issues because the clouds can't be at historical low altitudes. I like to create and fly historical missions. A key component to getting historical results are the visibility conditions imposed by the historical weather. In Vietnam, the clouds were low, usually about 3,000 feet, but you can't make clouds any lower than about 10,000 feet. 3) Aside from much improved support for naval actions, SF2NA brought the new terrain. This new terrain cost TK a lot of time and money to develop. But, it comes at a high performance cost, doesn't look that good in its stock release, is partially locked down, and modders get no support in the form of tools or even answers to basic questions about how to make new terrains using the new system. There was also another little itty, bitty problem: the increased resolution came at the expense of the overall map size. If you want maps that look as good as first person shooters, then the maps have to be the size of first person shooters. Of course, the original terrain system was already limited in map size. It was a flat square rather than based on the real shape of the globe. But now it is a much smaller square. Now, you can still use the old terrain engine... but the way the game handles getting close to the edge of the terrain was changed which broke many modders' terrains. The Monkey's paw never fails to aggravate those wishing for improvements to the SF game engine. Call me selfish, but I never cared that much about the terrain. All I care about is the air-to-air fight. So, aside from the dramatic change to visibility ranges for aircraft and cloud ceilings, none of the above got under my skin too much. But, when people started complaining about missile reliability and how hard it was to win, the Monkey's Paw clubbed me over the head. Rather than suggesting that these players use less than hard settings, TK just changed the weapons to be dramatically more reliable for the player. As "lite" as the SF series was supposed to be, it was actually a pretty good simulation for the effectiveness of early air-to-air missiles. Now, later missiles are almost a sure thing and even some of the earlier missiles will hit very consistently. From the very beginning of SFP1, each major patch brought new things at the expense of new bugs. When WoV was released, the flight models and AI got hosed. The flight models were mostly fixed by WoE, but the AI didn't really improve until WoI was released many years later. SF2 brought DX10, which greatly enhanced the look and performance of the game, but that came at the cost of multiplayer. So, maybe the post on the Third Wire forums wasn't stated correctly in terms of describing the time frame, but I more than understand the frustration of the poster. As is mentioned above, you can't go back to earlier versions if you want to use later content. SF2 remains the best survey sim available that leverage current hardware capabilities. The stock flyable and AI aircraft library is simply amazing in scope and quality. Throw in the free user mods, and you still have an incredible range of options to fly anything in any time frame. But if TK could have addressed problems without limiting the modders or creating new problems, it could have been so much more. Now, his focus is mobile games. I look forward to any new SF2 content that may pop up, but I dread what problems are going to be caused by installing them. Of course, it is entirely possible that there will not be any more significant releases for SF2. I am not holding my breath waiting for Expansion Pack 3.
  20. If noting was taken away, then why the smaller flying areas on existing maps ???
  21. Fantastic !!!
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