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MKSheppard

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Posts posted by MKSheppard


  1. TK's big mistakes over the years in my humble opinion:

     

    1.) Pedestrian DLC.

     

    I...really am not rushing out to buy the following:

     

    A-7H Corsair II (Greek)

    F-4N Phantom (USN/USMC)

    F-4K Phantom FG.1 Royal Navy

     

    etc because they're all reskins of existing aircraft with maybe some minor 3D model work done if necessary to make them more accurate (maybe an antenna deleted or what).

     

    If he had however done some unusual aircraft, such as the AJ Savage or F2H Banshee; I'd be screaming "TAKE MY MONEY NOW!".

     

    Additionally, I kind of haven't played SF in a long time, because I'd just rather buy officially supported stuff, rather than go "hey, a new patch just came out; time to spend several hours correcting things in mods the new patch broke."

     

    HINT: Red Fighter Packs containing about three models (MiG-15/17/19) per pack would sell like hotcakes.

     

    YES, TAKE MY MONEY TK, SO I CAN PLAY OFFICIAL MiGs!

     

    Wait, you're not doing that? Bah.

     

    2.) Lack of Continued Innovation.

     

    There's a reason I didn't buy SF:NA.

     

    Sure, it had the F-14 and a bunch of 'modern' USN ships in it; but there wasn't any extension of the game engine into areas people had been screaming for since 2003, such as:

     

    No radar bombing mode that could be used to simulate optical bombsights or stuff like the A-6's DIANE or the F-105's bombing system.

     

    Air to Air missiles, strafing, and guided bombs kind of get boring after a while.

     

    No actual terrain following radar, making it impossible to simulate a F-111 strike in North Vietnam.

     

    Now, we don't need 100% accuracy, because we just need a 'generic' model for them that can be applied across different aircraft across different eras.

     

    A simplified design would also be cheaper to code.

     

    3.) Leaving Money On the Table.

     

    This is a subset of 1; but TK kept on saying "no WW2", "no WW2", when WW2 is the biggest selling era for flight sims, ever.

     

    WW2 is also big enough to support several games alone, meaning even more monetization, but he left all that on the table.

    • Like 3

  2. I just noticed and fixed another issue, this one pertaining to the Hunter57: if you want to have just 100 liter drop tanks on both the inboard and outboard pylons; you will have to use the hunter6 LOD. the Hunter9 LOD has nodes for 100 and 230, which means that it will always load 230 L even if 100L is specified.

     

    The Hunter6 LOD has nodes for four 100L tanks, so that works.


  3. So, I was bored today, and decided to merge all the various Hawker Hunter conversions for SF2 into a single easy to install superpack (note, this is for SF2 merged install with WOI, etc; to take advantage of any loadout changes or cockpit changes TK has made for the stock Hunters).

     

    Anyway, after several hours of work, I have a workable beta; and I've installed it once or twice to my merged addon folder; but I need some people to help check it over before I officially upload it to Combat Ace.

     

    You can get it here

     

    LINK

     

    It's a 65~ MB 7-zip that unzips to about 1 GB installed.

     

    Hangar Screen for Hunter60

    Loading Screen for Hunter60

     

    Rough readme is below

     

    ---------------------------------

     

    Superpack put together by Ryan Crierie (Aka MKSheppard) for Combined Install of SF2 Games.

     

    What it contains:

     

    An integrated Install For:

     

    Hunter F.1 by Spinners

    Hunter F.2 by Spinners

    Hunter F.4 by Spinners

    Hunter F.5 by Spinners

    Hunter F.6 by Spinners (integrated with Stock Third Wire)

    Hunter F.9 (Stock TK with new hangar screens etc)

    Hunter GA.11 by Nigel "ndicki" Dickinson

    Hunter F.50 (Swedish J-34) for 1955 conversion by Paul

    Hunter F.50 (Swedish J-34) for 1960 conversion by Paul

    Hunter F.51 by Paulopanz (integrated with Stock Third Wire)

    Hunter F.52 by Paolo

    Hunter F.57 by Paolo

    Hunter F.59 by Paolo (integrated with Stock Third Wire)

    Hunter F.60 by Paolo

    Hunter F.70 (Stock TK with new hangar screens etc and made flyable)

    Hunter F.71 by Paolo

    Hunter F.73 (Stock TK with new hangar screens etc and made flyable)

    Hunter F.74 by Paolo

     

    Total size is about 1 GB unzipped.

     

    I've done hangar and loading screens for all of them, and I've made some edits to bring them into compliance with TK folder naming conventions; e.g. instead of Hunter_F1, the folder and files are Hunter1.

     

    The J-34 installation instead of being two folders labelled:

     

    J-34 Hunter

    and

    J-34HUNTER

     

    is now

     

    Hunter50_55

    and

    Hunter50_60

     

    After their dates of introduction.

     

    I also made the decals for Spinners' hunter mods fit in better, by having them go into folders labelled Hunter1, Hunter2, etc in the Decal folder; rather than just being dumped into the main Decal Folder.


  4. SF2 Combo Effect Pack v1.00


    Compiled and Cleaned up by Ryan Crierie (MKSheppard)

     

    Also available on my website at:

    http://www.alternatewars.com/Mods/SF2/SF2.htm

    In case you hit your daily download limit :grin:

     

    -----------------

     

    I claim no ownership or creation rights for any of thes effects; I just modded them to make them work in SF2, and then put them together to make it easier for other SF2 Owners.

     

    v1.00 circa 12/23/2009.

     

    I went through all of my installed effects INIs from all my addons and the various effects packs, like Deuce's, LEXX LUTHOR's Strategic Nuclear Effects™, etc and edited them to make them SF2 shader compatible to fix missing effects like MiG-19 afterburners not appearing, etc.

     

    I used the rule of:

     

    Materials that have BlendOp=BLEND_SRC_ALPHA

    EffectShaderName=effectLightLevel.fx

    (aka Volumetric emitters like smoke, groundmist, dust).

     

    Materials that have BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC

    EffectShaderName=twColor1.fx

    (aka fire, explosion, light, flash, flare, streaks)

     

    Found on Combat Ace Knowledge DB.

     

    I slightly modified LEXX LUTHOR's Strategic Afterburner files so that you can have both Large and Small versions in use at the same time e.g. J58_Large calls the Large effect and J58_Small calls the Small effect. You can see this in the Screenshot for this mod; the one on the left is J79_Small and the one on the right is J79_Large.

     

    I also rewrote some of LEXX's Nuclear Weapons Readme to make it a bit more comprehensible on how to make weapons datafiles call those effects in SF2.


     


  5. SF2 WOE Style Hangar Screens Version 1.2


    Updated my SF1 WOE Style Hangar screens to work in SF2.

     

    You can also get them from my website here

     

    http://www.alternatewars.com/Mods/SF2/SF2.htm

     

    If you've hit your daily download limit from Combat Ace :grin:

     

    ------------------------

     

    Strike Fighters 2 Wings over Europe Style Hangars version 1.2 by Ryan Crierie (MKSheppard)

     

    Version 1 released 12/23/2009.

    Version 1.2 released 12/24/2009.

     

    Updates over my original SF1 series hangars:

     

    1.) The original BMP files which took up 460~ MB have been resampled into 1% compression JPEGs which take up only 156~ MB.

     

    2.) They have been sorted into folders, for easier installation and most should use the naming convention for SF2.

     

    Count is about 300~ hangar files -- some repeat, like for F-8H and F-8H_69.

     

    I have copied some aircraft INIs over and changed the hangar file pointers to more standard formats, e.g.

     

    AIRCRAFTNAME_Hangar.jpg

     

    rather than

     

    Sabrehangar.bmp


     


  6. SF2 WOE Style Hangar Maker

    View File

    Converted from my SF1 series hangar maker.

     

    Is also available on my website at

     

    http://www.alternatewars.com/Mods/SF2/SF2.htm

     

    ----------------------------------------

     

    How to use:

     

    1.) Copy your StrikeFighters2.exe or StrikeFighters2 Israel.exe or whatever.

     

    2.) Rename it SF2 Hangar Maker.exe (or whatever).

     

    3.) Run your new executable. Exit.

     

    4.) Go to User\Saved Games\ThirdWire\SF2 Hangar Maker

     

    5.) Unzip this file there/place them in that folder.

     

    6.) Launch the game using the SF2 Hangar Maker.exe

     

    7.) Remember to start the mission on the ground!

     

    8.) Manuver the external camera directly overhead over the plane and take a screenshot, as big as you can take it without the user interface getting in the way.

     

    9.) Exit WOE

     

    10.) Go into either photoshop or paint shop pro.

     

    11.) Load up the screenshot you took.

     

    12.) Use the wand tool to select all green areas in the screenshot and delete it, making them the green area transparent.

     

    13.) Move the aircraft into the center of the now mostly empty image, or enlarge the picture as needed.

     

    14.) Create a drop shadow. With Paint Shop Pro, its:

     

    EFFECTS (Menu)

    3D EFFECTS

    DROP SHADOW

     

    The settings I've found to work well are

     

    30 Horizontal Offset

    30 Vertical Offset

    65 Opacity

    10 Blur

    and pure black for color.

     

    15.) Copy your drop shadowed aircraft to the clip board

     

    16.) Load DEFAULTHANGARSCREEN.BMP (found in \Hangar Maker)

     

    17.) Place your aircraft picture with the drop shadow onto DEFAULTHANGARSCREEN.BMP as a new layer.

     

    18.) Move around the aircraft until you've gotten it into a good location.

     

    19.) If the aircraft image is a bit too bright, reduce the gamma for the aircraft layer by 0.68.

     

    20) Once you've gotten it where you want, save the image and put it into SF2.


     

    • Like 1

  7. From the foreword for “ABM: An Evaluation of the Decision to Deploy an Antiballistic Missile Systemâ€, printed by Signet in 1969, written by Ted Kennady, who led the effort to defund SAFEGUARD after it was operational for one day.

     

    Let us, therefore, choose $20 billion as a likely (if low) figure for the completed Safeguard system, taking $19.5 billion as the median between $18 to $21 billion, and adding only $500 million for the other costs. What could this $20 billion mean for the advancement of security and justice here in the United States? How many young people could be saved who now go into the streets to commit violence? How many health centers could be built for those who now suffer from disease? Could we not, with this sum, clean up all our rivers and the air above all our cities? Could we not raise an entire generation of children with the advantages of a Headstart program?

     

    Could we not, in sum, use the savings to offer new hope to those who have lost hope in the America of our dreams?

     

    When our country is under attack, all of these expenditures give way to the protection of the national security. But when, as today, the debate is over a weapons system whose addition to our security is questionable, this money should be used for programs of security and progress here at home.

     

    We in the Congress have a number of obligations as we vote on the Administration’s request for funds to deploy Safeguard. We have obligations to our national security and safety; to world peace and stability; and to the shape of the world we pass to the next generation. We must also seek to avoid the horror of nuclear war; to reduce waste in the use of federal funds; and to establish a sound set of priorities for available federal funds. It is against all these standards that we must place the request for funds to deploy the Safeguard ABM system. It is our responsibility to see that the people we represent are not deprived of their tax money and of the opportunity to meet their own pressing problems, in order to purchase a defense capability they do not need.


  8. In Two Weeks

     

    post-9204-1248775705_thumb.jpg

     

    I can do the basic 3d modelling, but I'll need someone to help me with the texturing and layout of the data ini for SFP; since I'm not very good at those.

     

    Also, I just aquired Tlai Enterprise's WWII Deck Lettering:

     

    mdusntyp.gif; so we don't have to make 40 individual skins for all the CVEs in the theater -- it will however require a separate WWII/Korea Install, because I don't think you can have two types of CV Deck Numbers (WWII style and Modern) in one install.


  9. Most, if not all those jets are probably just outside the 'year range' for PTO:46.

     

    Not really. Remember, that in September 1945, with VJ Day occuring, both the USN and USAF in addition to cancelling tens of thousands of planned aircraft, also put a hold on R&D spending and new aircraft procurement for the immediate post-war years -- remember that while the first XP-84 was ready in December 1945; it wasn't until the summer of 1947 that the first actual Thunderjets, P-84Bs began to be delivered.

     

    This is a result of going from $556.9 Billion DoD Budget in 1946 to just $52 million in 1947. It wasn't until the Korean war that US military spending really began to revive.

     

    Operational start year is STILL 1947, although if we get a Midway CVB, they MIGHT have flown some operational sorties against the Home Islands.

     

    USS Midway commissioned 10 September 1945; so if we give three months to "shake down", she becomes available to the USN for offensive operations from very late December 1945/ Early January 1946.


  10. I think I created a Kamikazi! :clapping:

     

    Okay, make a copy of what plane you want to turn into a kamikazi, like for example

     

    D3A1 into D3A1_Kamikazi

     

    and in the D3A1_Kamikazi_DATA.ini

     

    add

     

    [DiveBombAI]

    RollInRange=6000.0

    RollInAlt=4000.0

    PullOutRange=1.0

    PullOutAlt=1.0

    ReleaseAlt=1.0

    SecondPassRange=4000.0

    SecondPassAlt=1600.0

    ReleaseCount=12

    ReleaseInterval=0.5

    ChanceDefensiveTurn=0

    ChanceBreakTurn=0

    ChanceHardTurn=0

    ChanceTurnDirection=0

    ChanceContinue=100

     

    [LevelBombAI]

    PullOutRange=1.0

    PullOutAlt=1.0

    ReleaseAlt=1.0

    SecondPassRange=4000.0

    SecondPassAlt=1500.0

    ReleaseCount=4

    ReleaseInterval=0.5

     

    So when I ordered my wingman in a test to attack a carrier, this is what occured:

     

    post-9204-1248505709_thumb.jpg

    post-9204-1248505714_thumb.jpg

     

    Course, some tweeking is needed to get the AI right, but this approach has many benefits -- for one, you can get credit for destroying Kamikazis in the campaign, and you can program in some limited evasive manouvers for the Kamikazi.

     

    Of course, when you're doing the ini tweeks; don't forget to remove the rear gunners. I'm not sure, but Kamikazis didn't have them, instead relying on Zero Escort.


  11. By the way, a 1946 scenario is starting to look ever more interesting; we could have the following flying:

     

    FD/FH Phantom

    FJ-1 Fury

    F6U-1 Pirate

    P-80 Shooting Star

     

    off carriers

     

    Several P-80A Shooting Stars were transferred to the United States Navy beginning 29 June 1945, retaining their P-80 designations. At Naval Air Station Patuxent River, one Navy P-80 was modified (with required add-ons, such as a tail hook) and loaded aboard the aircraft carrier USS Franklin D. Roosevelt at Norfolk, Virginia, on 31 October 1946. The following day the aircraft made four deck-run takeoffs and two catapult launches, with five arrested landings, flown by Marine Major Marion Carl. A second series of trials was held 11 November.

  12. Okay, rebuilt it; and made sure everything was to scale. Guam is 49-50~ km long; good enough for our purposes. :ok:

     

    The Bitmap Scale is 2 pixels per 1 km; so if you wanted to create a subsetted map 1,000 square km in size, you'd just crop it to 2,000 x 2,000 pixels.

     

    Right now; this map is 5450 km from the Marianas to Sakhalin; the HFD is 226 MB, while the TFD is 85~ MB :blink:

     

    Thank god these things zip up pretty well.

     

    You can download the map height BMP, the HFD, etc from HERE

     

    15 MB... and unzips to 425 MB!!! :blink:


  13. I suppose it's possible to kick up the screen a little; so that we can have Hokkadio; as you know, Stalin was planning to invade the place after he'd taken Sakhalin...

     

    OOH OOOH OOH. Wrenchie! We could modify this terrain set for the Japan War, between North Japan (Communsit) and South Japan (US), as well as for the Real World Korean War; allowing B-29s etc to be based in Japan, etc.

    post-9204-1248436687_thumb.png


  14. Here are the campaign select screens for AOTP:1946

     

    - -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -

     

    USN

     

    Prelude to Olympic

    SEP. 1, '45

     

    The fast carriers will attack Japan and spend the next two months pounding the invasion areas so the GIs don't get Massacred. Our main targets will be air-fields and fortifications on Kyushu. Enemy opposition will be intense.

     

    Drive on the Sendai Line

    Nov 1, '45

     

    The ground troops will be going ashore November 1. Once they establish a beachhead, they will drive inland and capture Miyazaki and Sendai. The fighting will be over rough terrain and in bad weather, so it will not be a piece of cake. The GIs will depend on us for close air support.

     

    Operation Coronet

    Mar 1, '46

     

    With Kyushu secured, the high command is proceeding with the invasion of Honshu. The losses will be heavy, so we must support the guys on the beach. After a beachhead has been captured, we're going to drive on Tokyo and Yokohama.

     

    - -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -

     

    USAAF

     

    Olympic Warm-up

    SEP. 1, '45

     

    The USAAF squadrons on Okinawa will fly support far the troops about to go ashore on Kyushu. Our job is to bomb anything of military value approaching the beachheads. We will also be flying patrols in order to intercept and destroy whatever air resistance you encounter.

     

    Bloody Kyushu

    NOV. 2, '45

     

    The invasion of Kyushu is scheduled for November 1. We're expecting heavy losses and fanatic resistance. Our job is to sweep the skies of enemy planes. We also must support the GIs whenever possible with ground attack sorties

     

    The Last Invasion: Coronet

    MAR. 1, '46

     

    The invasion of Honshu has been delayed several weeks by weather. That will give us an extra few days to wear dawn the Japanese defenders. We will pound the beaches, the airfields, and the supply bases around Tokyo. Once the troops are ashore we will block aerial attacks on the beachhead.

     

    - -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -

     

    IJN

     

    Carnage off Kyushu

    OCT. 1, '45

     

    In the ensuing weeks, a Yankee invasion of Kyushu is expected. The Air Forces will try and stop the attackers at the water's edge by destroying their carrier support, and their assault ships. Our Special Attack Corps will devastate the enemy invasion fleet, and we will achieve a decisive victory!

     

    Containing the Beachhead

    NOV. 2, '45

     

    The Americans have established a beachhead on Kyushu. The next few weeks will be decisive. We must crush the invaders before they can gain more strength and push north towards Miyazaki. Our targets will be the transports and aircraft carriers lying off shore.

     

    The Defense of the Kanto Plain

    MAR 1, '46

     

    The enemy will soon be landing near Tokyo Bay. We must stop their invasion at all costs. The capital of the Empire cannot be allowed to fall into American hands. As soon as the American fleet is spotted, we will throw our remaining aircraft at it in a massive kamikaze effort. Your job will be to make sure the special attack forces get through to their targets.


  15. Wrench, have you thought about this kind of map? It's about 3,500 km each side; and gives you a fairly good stretch of area to fight in.

     

    post-9204-1248405223_thumb.jpg

     

    It allows many possible things; for example, US Army Missile sites in South Korea can launch JB-2 Loons (V-1s) at Japan; B-29s can take off from the Marianas, it covers all of Okiwana; and even the phillipines and taiwan, allowing for some additional missions, like for example; you could use this map and file to create a short 7-10 day campaign just for the USN dealing with the reduction of Formosa as a Japanese Air base, in preparation for OLYMPIC.

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