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Panama Red

JAGDSTAFFEL 11
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Everything posted by Panama Red

  1. Some new photos I've never seen: http://www.historynet.com/gallery-wwi-planes.htm
  2. Since I have 172 different FE2 planes (just in the Western Front mod), I think that is a few to many to adapt to SF2, since SF2 is written for faster planes.
  3. It will all transfer from FE2 to SF2, but the planes will not fly very well due to the differences in the way the game engine reads the FM's. The second problem is SF2 time frame in by year, where FE2 is by month.
  4. Each screen has it's own music. You might make each screen use the same music, but it would start over each time you go to a different screen,
  5. But if you already have DX10, why would you want to go backwards to DX9 ???? DX10 with it's internal HDR is better than the forced DX9 with a HDR mod.
  6. Remember to change all three locations in the Options.ini file.
  7. You mean like this in you Options.ini file: [Mods] ModsEnabled=TRUE Directory=E:\Users\Ernest\Saved Games\ThirdWire\StrikeFighters2 Vietnam Expanded Editors=StrikeFighters
  8. This is how you install new weapons into FE2/SF2 (i.e. the Weapons Mod folder system): http://combatace.com/topic/39282-sf2-weapon-layout/
  9. FE1 is based on SF1. FE2 is based on SF2. When you under stand this, you now know to read the SF1 and SF2 Knowledge Base files and understand how FE1 and FE2 operate and they are modded, i.e. what ever is required to upgrade a SF1 item to SF2 is the same as what is required to upgrade a FE1 item to FE2.
  10. Are you playing FE1 or FE2 ??? 1. If you are playing FE2, DO NOT, repeat DO NOT use the Weapons Editor. You must use the Weapons Mod folder method. Using the Weapons Editor in FE2/SF2 creates lot and lots of problems, which is why you use the Weapons Mod folder method. 2. On my DFW CI, the crosses are already painted on the skins, so there are no cross decals used.
  11. Bamzi: Are you asking where to put your SF1 or SF2 mod files ??? The reason I ask is that you are asking about SF2 files in the SF1 section. SF1 and SF2 have their mod files in completely different locations. For where to put your SF1 files, you need to go read the SF1 Knowledge Base, and for where to put your SF2 mod files, you need to read the SF2 Knowledge Base. The reason these Knowledge Bases were created was answer exact questions like you are asking now.
  12. If you had expansionist China as your neighbor, you would be nervous too.
  13. Crazyhorse: Then you would like this article: http://www.foxnews.com/sports/2013/08/04/old-school-baseball-game-where-players-are-underhanded-unmanly-and-only-juice/
  14. Here: http://combatace.com/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/
  15. I put my SF2 on my HHD (D drive, 3 TB). Since SF2 automatically puts the "mod" folder on your "C" drive (my SSD, 256 GB), all I did was change the "options.ini" file in the "C" drive mod folder directory location back to the HHD. That way both the game and the real mod folder (208 GB mod folder and counting) are still on the 3 TB HHD and it minimizes what I have on my SSD.
  16. What country, what channel ???
  17. The TW Camel has been a stock plane ever since the FE1 Expansion pack. It sounds like you either have a bad install or bad download for the stock planes to cause problems.
  18. The Nieuport 11 and 16 also needs a little bit of "love" too since they really have nothing more than "generic" skins.
  19. For those who want a real steal, here is a $100 book for only $15.50, if you get it in time: http://www.ebay.com/itm/The-Imperial-Russian-Air-Service-Famous-Pilots-And-Aircraft-Of-World-War-I-/310683093269?pt=US_Nonfiction_Book&hash=item485627c915#ht_188wt_1141
  20. I have this book and you are correct, $15.50 is a real steal since I paid about $100 for one years ago.
  21. 33LIMA: Fantastic write-up, I too have downloaded the DBW 1916 mod, but have not installed yet since I am busy flying FE2 mostly. Thanks for the great pictures and write-up's, really gives you a good feel for all four sims.
  22. And do not forget to change the Terrains_data.ini file to : [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=0.00000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [backgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] //EffectShaderName=terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 //BlendOp=ONE BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] //EffectShaderName=terAlphaObject.fx EffectShaderName= DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE Fade=NORMAL StartFadeDistance=50.0 EndFadeDistance=50.0
  23. July 2010 is the last patch, June 2010 had a small problem with the SE5a.
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