-
Content count
32 -
Joined
-
Last visited
Posts posted by OncomingStorm1984
-
-
8 hours ago, VonS said:While the multiplayer "components" are still a part of the SF2 (and FE2) code, the connection service that made everything work is long gone (was a part of older versions of Windows). See this helpful post for more info.
Cheers (and happy flying in single-player mode in the TW sims.),
Von S
If LAN worked... so you're telling me all the code was stripped out?
And LAN will no longer work? NGL, I'd love to play multiplayer LAN, but... -
3 hours ago, Gepard said:No mobile defences at airfields. Only static AAA at the stock bases, static SAM at modded airbases.
I mean mobile defences/clusters in general. Where would I go to change those?
-
Does strike fighters 2 have a borderless window mode?
-
6 minutes ago, Gepard said:In the target.ini of the terrain. Have in mind, that only 16 air defence units (AAA, SAM, RADAR) can be handled by the game engine.
also, where is sovietairbase1.ini?
-
found it, thanks. What about mobile defences?
-
hi there,
I'd like to edit my installation's ini files for airfield air defences. Where would one find this?
-
Do the "Multiplayer" sections in options.ini and mainscreen actually work or are they deprecated? I was hoping that I could hook the boys up to Hamachi and try a local LAN session.
-
Hi guys,
looking for a mod called "Dr Doyo's Soviet Numbers". Anyone know if they're still around? I couldn't find it through combatace.
ALso, quick bonus question- I ahve a soviet overG effect installed and it's playing extremely fast- too fast, actually. How do I make it play normally? Right now it just sounds like a looped chipmunk :/
-
I was recently messing around with tweaking and merging a massive install of SF2 that takes god knows how many mods and puts them together into one massive installation, and I had a thought. When you do this, generally, with larger mods, sounds such as engine sounds tend to not play. Does soundlist have an upper limit on how many sounds may be coded in at any one time?
-
-
On 09/09/2019 at 7:01 AM, KJakker said:also, SC Brood War was the best back in the day. 10/10 would play again.
Faith before fear.
-
On 08/09/2019 at 11:45 AM, russouk2004 said:in that post are links that explain it and how to...
The links won't open. And that's why.
Also, I deeeefinitely don't have 3ds access.
-
sooo
I read this thread earlier form the SFP1 database:
and there's some sort of link there to something in the knowledge base. And I don't know if it'll work or not..
I want to do the exact same thing that the other guy wanted to do. Except with one added hitch: I also want to add a third IRM pylon below/above the other IRM pylons on the F-8.
now, can someone please explain in simple language without any weird jargon-acronymmy thingamajigs to a guy who's completely, utterly new to modding how he can add pylons and things to these planes?
Do I need to re-download blender? Can I use LODViewer instead? What code do I need to insert? What is the current name of that thread in the sfP1 knowledge base, and can I still use it? Is 42 really the answer to Life, The Universe and Everything?
Sincerely
Stormy
-
Sorry for bumping this, but I just really wanted to thank you for adding this mod in mate- it really really really helps bring new flavour to a not-so-old game! Cheers, and if you're still working on SF2, keep up the bloody awesome work!
-
14 hours ago, Wrench said:Modding (as in adding 3rd party add-ons) or MODELING (as in building 3d objects)? The original post seems to be asking about both.
Modding is easy; usually just a copy/paste, as outlined in the read-me that (should) be in EVERY add on.
For Modeling one must have a deep and full understanding of the program used to create the physical model (or LOD). There are notes, iirc, in the 3rd Wire exporter. Yes, it only works on MAX2009. But knowing how to use MAX is the basic key.
And it isn't just about building the physical 3d model. If an aircraft, all the points and world centers must be correctly established (well, that goes for anything from plane to a tank or truck or ship), animations set, model unwrapped for texturing, the textures built (skinning the model). Then, the data ini containing all the flight model parameters must be created. And everything tested and tested and tested again in game.
There are tutorials on using MAX all over the web. There was a series (we're talking min-2000s here) by someone who's name I've forgotten (Cowboy? something?) that gave basic instruction on aircraft building.
So, which exactly are we asking about???
both, actually. thanks.
-
Hi there-
Are there any modding tutorials out there, or maybe suggested modelling programs? I haven't found any consolidated single guide...
- Mantis
-
On 21/02/2019 at 9:32 AM, KJakker said:You can try this in your bomber's Cockpit.ini and Avionics.ini files respectively. I find that it works well for level bombing with B-52's.
<------------------------------[Cockpit.ini]------------------------------>
[GunsightFront]
HasGunsight=TRUE
GunsightMilSize=50 <-----Set to the size you want.
GunsightName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install.
GunsightComputedName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install.
AGGunsightName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install.
GunsightRollTabsName=F-15A_rolltabs.tga <-----Set to whichever roll tabs texture you want or have in your install.
GunsightRangebarName=F-15A_rangebar.tga <-----Set to whichever range bar texture you want or have in your install.
RangeBarOrientation=6TO12
RangeBarHasGunRange=FALSE
RangeBarUseWeaponRange=TRUE
RangeBarWeaponRangeAtCenter=FALSE
RangeBarMax=6096.0
RangeBarMin=914.4
LeadComputing=TRUE
MinDepression=156.213333
MaxDepression=779.822222
DefaultDepression=556.622222
MinLeadRange=985.943752
MaxLeadRange=15856.299997
DefaultLeadRange=10022.180070
RocketDepression=256.213333
BombDepression=556.622222<------------------------------[Avionics.ini]------------------------------>
//CCIP//
[HUD]
HUDMaterial=HUDMaterial
HUDColor=0.0,1.0,0.0,0.7
BoresightOffset=0.0,0.0
ViewportTopLeft=-0.272,-1.205
ViewportBottomRight=0.272,180.0
GunBoresightAngle=0.00
RocketBoresightAngle=0.50[HUDMaterial]
EffectShaderName=fltHUD.fx
DepthBufferCheck=FALSE
DepthBufferWrite=FALSE
RenderedInOrder=FALSE
AlphaTestEnabled=TRUE
CullMode=NO_CULL
LightEnabled=FALSE
UseLightLevel=FALSE
SpecularEnabled=FALSE
EmissiveEnabled=FALSE
FogEnabled=FALSE
AmbientColor=1.000000,1.000000,1.000000,1.000000
DiffuseColor=1.000000,1.000000,1.000000,1.000000
ZBufferOffset=0
PriorityLevel=1
BlendOp=BLEND_SRC_ALPHA
NumTextureStages=1
TextureStage[01].TextureName=
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE[HUDFont]
TextFontName=Arial
TextSize=11
TextBold=TRUE[HUDModeNav]
Symbol[01]=
Symbol[02]=
Symbol[03]=HUD_Guncross[HUDModeAG]
Symbol[01]=
Symbol[02]=HUD_CCIP
Symbol[03]=HUD_Guncross[HUD_CCIP]
SymbolType=CCIP
FallLineImage=cockpit\F-15A_FallLine.tga <-----Set to whichever fall line texture you want.
ImageSize=0.200
FallFromFlightPath=TRUE[HUD_Guncross]
SymbolType=IMAGE
ImageFilename=cockpit\F-15A_guncross.tga <-----Set to whichever gun cross texture you want.
ImageSize=0.025
ImagePosition=0.00,-0.0208yep. holy scat, it actually works.
...
thank you for enabling me to unceremoniously blow s*** up at the rate of 108 booms per 6.48 seconds
- 1
-
On 17/02/2019 at 10:48 AM, baffmeister said:just got a reply back from stary... and it's just... sad. It's actually a custom cockpit model. to implement his thing, you'd have to make an ENTIRELY new cockpit, THEN implement it.
also, isn't that from the canberras in the SF2 1948-1956 redux pack? (never got the bombsights working...)
-
On 02/02/2019 at 4:51 AM, baffmeister said:Second that. An instruction manual would be good.
I havent been able to find much, unfortunately- any luck on your side of the spectrum?
at worst, I'll probs have to figure out how the F*** CCIP bombsights work and rig up something using the normal B-52D sight (not the IL-28 file rips) -
On 02/02/2019 at 7:36 AM, Sundowner said:got the files I was using- they're off the SF2V AG expansion pack (the b-52D)
what happens with these (after copy-pasting the ENTIRETY OF STARY'S IL-28's COCKPIT DIRECTORY INTO THE FOLDER) is that the caged gunsight shows up ok (although waaay oversized, see screenshot 997) but the CCIP gunsight does two things:
a. refuses to show the bombsight frame like it does on an IL-28b. refuses to CCIP, although it DOES roll.
-
On 02/02/2019 at 7:36 AM, Sundowner said:I can't make head OR tail of what's in there. I've tried copying the bombsight-related stuff from the AVIONICS.ini and COCKPIT.ini of the Beagle cockpit but all that does is make something weird. also, the bombsight can't CCIP for s***, and the windscreen frame thingo is missing.
-
hi there- Are you going to be making an MD.450B as well, to accompany the 450A?
Edit: that is to say, are you going to be adding the extra two hardpoints any time soon? you appear to have made the four-fifty B, but without the extra two bomb hardpoints that it had.
-
Hi there, people-
I heard tell from an old ini file that apparently, that *begins whispering* once upon a time, our Great Lord and Saviour, Stary, the Protector of the Red Side Cockpit, made a **BOMBSIGHT**. where would I find the standalone for this?
thanks in advance,
Stormy
- 2
-
hello sir,
I would like to alert you to the fact that I have found that in the B-52D an alternate strategy of usage is to have the red-coloured box with the target 6km away when dropping mk82s from 2533m. the strategy is as follows:
1. align with waypoint 5 via means of autopilot
2. using elevators adjust altitude to ~2500-2550m
3. use shift+A to level wings at appropriate altitude
4. adjusting speed to around 600-700km/h
5. waiting until target is 6km out
6. rippling off bombs.
this tactic results in an early kill of ground targets, whether it be a lowly tent, clustered POL tanks, to a ship in Haiphong harbor.
using the same technique via rippling off 42 bombs each time, unloading wing hardpoints, and having all three bomb bay slots filled with 42 mk82s with the aformentioned rippling 42 strat. can result in efficient saturation bombardment of a target from up to three directions.
- 1
What causes "attack my target" CTD bugs?
in Thirdwire: Strike Fighters 2 Series - General Discussion
Posted
What can potentially cause the bug where attack my target prompts cause the game to crash when you're using a stock aircraft, like an F-4, with a non-edited ini, in an installation with mods? I ask because I'm using the F-4E in a Desert Campaign with Nato Fighters 5 installed and it's causing a "attack my target" bug.