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jmarso

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Posts posted by jmarso


  1. That was one of the first things I tried. I've used that method to make other older games run 'unstretched' with black bars to either side of my screen. Oddly enough, with SF2, the game causes the reduced screen res to vanish and go back to full stretched widescreen. However, I do appear to have a 'fix' by the method I described above. I haven't played around with it that much since messing with it a week or so ago, but I'll probably do more in the next few days. 


  2. Think I might have got it working. 

    By turning off compatibility mode and keeping 'disable fullscreen optimizations' turned on, coupled with Nyghtfall's fix. 

     

    The loading screens and so on are still stretched, but the graphics in game seem normal. If I change a control setting or what not it goes back to being stretched, but I can fix that by exiting the game and reloading after making my changes. I'll have to play around with it some more to see if it is well and truly working correctly, but I think it may be. I was starting to think I was just going to have to give this game up entirely. 


  3. I've got an AGON 3440x1440 curved monitor, and no matter what I've tried, I cannot get the game to either 1) have a normal (non-stretched) look in widescreen, or 2) launch in a lower resolution without automatically reverting to full widescreen and being stretchy. 

     

    Things I've tried:

    1. Changing the monitor resolution and setting the game option settings to match

    2. Changing the game option settings by themselves

    3. Editing the .ini file in the options folder in concert with 1 and 2 above, manually trying different aspect ratios, including 2.370370. (Game menu doesn't offer 21:9 on its own, only 16:9 and 16:10)

    4. Editing the properties of the .exe file for 'run as admin', 'disable fullscreen optimizations', 'Windows 7 compatibility mode'. 

    5. Various combinations of the above 4 things.

     

    No matter which I try, when I start the game, it comes up in full widescreen, stretched out, even if the options say it should be in a different resolution. Something somewhere is getting overridden when the game boots, and I don't know what. Anyone have any experience with this any success at making it work? Thanks.


  4. SF2_Norway_1986_v2.0


    (Excerpt from README file)

    This mission pack is designed to coincide with / complement Eburger68’s North Cape campaign. It is essentially the same scenario as the ‘Fighting Withdrawal’ campaign, told a slightly different way, with a twist and a new pack of single player missions designed to have some ‘story continuity’ to them.

    Part I is an eight-mission pack in which you are assigned to VF-84 as an F-14A (82) pilot in Carrier Air Wing EIGHT, in September of 1986. When the war begins and the Nimitz battle group begins its fighting withdrawal, you are going to have your hands full fighting off hordes of Soviet bombers and aiding your Norwegian allies every way you can.  

     Part II is a ten-mission pack in which you are assigned to VA-86 as an A-7E pilot in Carrier Air Wing EIGHT. When the war begins and the Nimitz battle group begins its fighting withdrawal, the two A-7E squadrons are detached temporarily to land bases in Norway to press the fight against the Soviet invaders in the north. Two of the missions are transits, with eight combat missions in between.

    Disclaimer: the weather in these missions isn't nearly as good as in the screenshots. ;)


     


  5. Mission List:

    1. North Storm Rising: On the eve of war, join up with the rest of the squadron and reposition to Batsfjord.

    2. Kickoff: Lead a division of four to the FEBA and engage tanks, SAMS, and enemy aircraft trying to kill you. WWIII has begun!

    3. Interdiction: Lead a section to destroy a Soviet troopship headed for Vadso, escorted by two missile corvettes.

    4. The Siege of Kirkenes: Another tankbusting mission in the FEBA, as you try to help blunt the rapid Soviet advance.

    5. The Parthian Shot: Participate in a multi-axis deck strike against the Soviet Kiev battle group transiting to the north of Norway. 

    6. Falling Back: Displace to Lakselv before your base at Batsfjord is overrun. Hit the enemy and scout his advance as you go.

    7. Behind Enemy Lines: Lead a section to sink a pair of Soviet tankers threatening to dock in Burygoyne and shorten the enemy's supply chain.

    8. Breaking the Chains: Strike enemy supply lines just behind the FEBA, in inclement weather.

    9. Hunted: Evade a lone enemy ace hunting you and your wingman in poor weather as you try to accomplish your CAS mission.

    10. We Shall Return: Accompany the remnants of the two-squadron detachment back to the USS Nimitz as the battle group leaves the theater. 

     

    If you like to turn on the autopilot during your transits, hit F12 and watch the action going on elsewhere, these missions have a lot to offer! (Just don't stay away for too long, or you might get plinked!)


  6. Norway_1986.7z


    Excerpt from README File:

    Setting

    In this ten-mission pack, you are assigned to VA-86 as an A-7E pilot in Carrier Air Wing EIGHT, in September of 1986. When WWIII begins and the Nimitz battle group begins its fighting withdrawal from Norwegian waters, the two A-7E squadrons are detached temporarily to land bases in Norway to press the fight against the Soviet invaders in the north.

    This mission set is designed to coincide with / complement Eburger86’s North Cape campaign. It is essentially the same scenario as the ‘Fighting Withdrawal’ campaign, told a slightly different way, with a twist and a new pack of single player missions designed to have some ‘story continuity’ to them.

    Requires Eburger86's North Cape user made campaign mod. 

    This is actually Part II of a two part release. Like the SW movies, they are being made out of order. :p

     

     

     


     


  7. Replayed this campaign recently and enjoyed it. (Taking a break from DCS)

     

    Ran into an issue with the Kola campaign, one I encountered in the past, and I'm not sure if it's a known issue or not. 

    Fighting Withdrawal and Return to Norway work fine. In the Kola campaign, however, everytime I start the campaign and fly a mission (generally a strike mission), I get a CTD when the first weapon hits a target. I've tried it in the campaign, and in single missions up there in the White Sea and the around the Kola P. and the same thing happens. Any idea what is going on here? 


  8. Working on some fictional scenario missions and have been trying (unsuccessfully) to mod the F-14D_06 to be able to fire AIM-120's along with its regular missiles- a capability they were going to have if they stuck around, but IIRC never actually had before the USN ditched them in favor of the Superbug.

     

    Can anyone give me a heads up on exactly which files need to be modified and how in order to make this work? I've read through the aircraft data and loadout ini's and tried making some tweaks, but apparently I have no clue what I'm doing when it comes to the weapons stuff.  


  9. Ran into a glitch playing the El Dorado campaign as an A-7 pilot: On a strike mission against some ships (Vosper Group), the entire enemy SAG was plowing along through the desert just inshore. Don't know if this is a known issue or not. The ships were hit and they subsequently sank- into the desert floor.

     

    I know this problem has come up with this game before; don't know what the fix is, myself. Other than that, great campaign!


  10. jmarso:

     

    From what I can tell the SF2NA campaign engine has some behavior where it magically "decides" or determines the outcome of some missions, esp. those involving attacks on the carrier group. I've seen missions where the carrier wasn't hit or took only one or two hits and appeared to be sailing under its own power when I ended the mission. Result: game declared campaign failure and summary text said the carrier was sunk. I've seen that happen with a number of different campaigns, including the default SF2NA 1979 campaign.

     

    Ending a mission early, esp. if you haven't achieved mission success by shooting down the required number of bombers, increases the likelihood of the game declaring a TKO on your carrier group. Not much I can do about this except to advise players to play out missions involving carrier attacks as long as possible and make sure you get a "mission success" message before ending the mission.

     

    Another thing to keep in mind about the "Fighting Withdrawal" campaign -- the campaign win and campaign lose texts are very similar. You're not going to stop the Soviets from taking Norway. The best you can do is get through three days (fifteen missions) without allowing your carrier to be sunk.

     

    Eric Howes

     

    OK. thanks! Really enjoying it, BTW. You've put up a lot of good stuff here!


  11. Question about the fighting withdrawal campaign: Is it possible to win that in any way or is it one of those 'scripted to defeat you' sort of deals for story purposes?

     

    I ask because I got down to where I was shooting down all but 2 or 3 of my primary target bombers, they were not hitting the Nimitz (although they did score a bunch of other ships!), but yet the mission was constantly scoring as a failure and ending the campaign. I replayed it several times and even with an undamaged carrier and shooting down multitudes of primary targets (and surviving), it was still coming up FAIL.


  12. Haven't been able to find one and am not really surprised; does anyone know if one exists?

     

    I've got the Iran/Iraq Terrain and the Persian Gulf Terrain which includes the Strait of Hormuz at the eastern edge. I'm working on a large, story driven mission pack, part of which takes place in the Gulf and around the strait, for which the Persian Gulf Terrain is perfect. However, the third part of the pack is supposed to involve an operation to re-open a Strait of Hormuz blockaded off and mined by Iran. The way the story is written (without giving away the story spoilers) this effort should be taking place from the Gulf of Oman/ Aabian Sea area south of the southern coast of Iran. There is another Terrain that covers India/Pakistan that is almost in the right spot but not quite.

     

    Anyone aware of a Gulf of Oman terrain out there anywhere. If there isn't one it's going to require some storyline modification before start building those missions.


  13. Any answer to a campaign glitch that makes all missions into night missions regardless of when they are 'timed' to start? I checked the latitude of the terrain file and it is relatively correct for the region; in single missions sometimes, you can 'debug' the night thing by changing the date from winter to summer, but that can't be done with a campaign. I think it's an artifact of Iceland being dark in the winter and light in the summer, somehow. But with the proper latitude in the terrain file it shouldn't matter.

     

    Everything else seems to load and work just fine. Any ideas?


  14. SF2_2014_The Senkaku Conflict.7z


    “The Senkaku Conflict” is a set of 11 single player missions in which you fly as a member of the JASDF (Japanese Air Self Defense Force) against the Chinese in a limited, regional conflict. The missions form a 'linear' style campaign experience with the aid of an included briefing book. I've been frustrated by SF2's campaign mechanism and wanted to put out mission packs that tell a bit more story and are a bit more immersive in nature, rather than letting the game's campaign code just generate mission after mission with no real sense of continuity or panache.

     

    The premise of the missions is a gradually escalating dispute between Japan and China in October of 2014. While the conflict is fictional of course, the dispute over the Senkaku Islands is quite real and has the potential to turn into an actual flashpoint in the eastern Pacific. Some of the facts behind the conflict are mentioned in the Intelligence Overviews in the Mission Brief Book.

    A full explanation of all facets of the mod is included in the README file in the zip file. That is the place to start for a full description of the mission pack, as well as information on required mods needed to play.

     

    The Senkaku Conflict Mission Brief Book is included in the zip file in .pdf format. You'll need adobe acrobat reader in order to use the briefing book- I don't expect that will be a big issue for anyone here. The briefing book for this mission pack is what ties the missions together and tells the 'story' of what is happening and why. Unlike some of my other mission packs this 'campaign' does not branch, so the briefing book is somewhat simpler than in other mods where I've used the concept. A full explanation on the use and purpose of the briefing book is included in the README file.

     

    Enjoy!


     

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