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Stary

+MODDER
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Everything posted by Stary

  1. allways install it last after other effectpacks (of course if they have their own aircraftfireeffect.ini included)
  2. I've uploaded that searchlights mod if you're interested, there's simple BOB mission included (night intercept)
  3. Judging by the look of fire on the second shot, you're currently using Deuces' effect Pack #2 or 3, be sure to add this mod last, after installing other ones
  4. 834 downloads

    Experimental, permanent searchlights and flares for nightfighter campaigns and missions. Read the included readme for important information about the limitations and installation procedure.
  5. View File Searchlights (experimental) Experimental, permanent searchlights and flares for nightfighter campaigns and missions. Read the included readme for important information about the limitations and installation procedure. Submitter Stary Submitted 01/08/2009 Category Ground Objects Mods
  6. Fougamagister, you don't have to install any effectpacks, everything needed for this to work is included. Do you at leat see burning planes? Not smoking, burning. Also the guy and parachute are quite small, hard to notice from futher distance.
  7. With using "old" cockpit LOD or using the new ne? The reworked pits may cause CTDs (different mesh and parts names)
  8. Syrinx, you know, it work both sides
  9. Derk, thanks for reminding me about it in the first place. One of the mods I forgot about
  10. Veltro, man, you sleep sometimes? Hard to believe seeing all the stuff you're working on currently
  11. 3,563 downloads

    Ejecting pilots mod update. Includes new great parachute graphics by Luk1978. Thank you! Also thanks to Epizikl for additional info. Wish we could use 3D chutes. Now you can chose one from three aircraft fire effect versions: 1 -stock Thirdwire one, with original fire and smoke materials 2 -"Enhanced Explosions 3" version 3 -napalm-like one from beta release Also the size of chute scaled to fit the new graphics.
  12. View File Ejecting pilots mod v1.0 update Ejecting pilots mod update. Includes new great parachute graphics by Luk1978. Thank you! Also thanks to Epizikl for additional info. Wish we could use 3D chutes. Now you can chose one from three aircraft fire effect versions: 1 -stock Thirdwire one, with original fire and smoke materials 2 -"Enhanced Explosions 3" version 3 -napalm-like one from beta release Also the size of chute scaled to fit the new graphics. Submitter Stary Submitted 01/07/2009 Category Effect Mods
  13. They're not working as should (all time on), but I think I'll upload them soon:
  14. Hello! Sorry I write here in english, I never spoke russian. Luk1978 -may I have permission to include your parachute graphics in the update I work on now? So everyone can use it. All credit go to you of course. I have my own new graphics for the chute, but these of yours look plain excellent! :yes: I'm working on a two-seater version, but the limitation is that currently we can use only one specific effect for all planes (maybe specifing the custm effect in the aircraft data.ini would work?). Cheers, CA_Stary
  15. Another weapons related bug/feature: amount of bullets on hard. I'm flying on HARD settings (apart from visual targetting), case is Scooter in Operation Desert Thunder. My plane has 100 rounds per gun (I've checked this in data.ini) but on hard settings I can fire only 40, as confirmed in log after flight three times. No, no gunjams. Is it that higher difficulty level decreases the actual number of rounds loaded per gun?
  16. It's col man! Anyone succeded in adding effects to SF2? Simple "Effects" folder doesn't work for me. The particlesystem.ini file is the same as before.
  17. My vote goes to Falklands War mod by Kesselbrut.
  18. Yes, we need better 109 FMs, that's for sure. Good to know it's not abandoned . Moved my install to OCT08 version. Testing it
  19. I just moved my VietnamSEA + GH2 to SF 2 -I had to extract ALL the files from WOV's Vietnamsea.cat. Seems the "old"CAT format causes CTDs. Then some files have to be overwrite with mod-specific files, so be cautious what you do. Conclusion: anything for desert goes to \Terrains folder, other terrains go to their respective subfolders of \Terrains, trying other maps now Edit: SidDogg may be right with the ye olde CAT pointer in terrain .ini
  20. So I added my Desert terrain mod to SF2. Interesting thing is I noticed - .tod objects cast now shadows: The weird thing is that I had to drop both SF2 desert.cat(!) and files from the mod to my "\My Documents\ThirdWire\StrikeFighters2\Terrains" folder, not Terrains\Desert folder like used to (doing so causes permanent CTD)
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