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rogueranger1993

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Everything posted by rogueranger1993

  1. So, as I recall hearing at some point, ARH missiles have a bit of a problem with the AI in that the AI is incapable of reacting to them because it can't detect their onboard radar (Can someone please confirm this in case I'm wrong?) I had the thought just now of a possible workaround. Essentially, why not model ARH missiles as SARH missiles, and then pair them with a 360* radar that will allow them to track targets after launch? The extra radar that highlights targets for the "ARH" missile could be attached to the aircraft as a kind of "ghost" targeting pod or something similar. I'd need someone more familiar with the game's code and how it works to tell me if this could be done or not, but I figured I'd throw the idea out there just in case this might be a possible workaround for an issue that may or may not exist, haha.
  2. I found a cool plugin on the downloads page that allows a person to use SHOOT to give their wingman/flight/squadron radio orders using voice commands, but when I tried to download SHOOT it appears that it is no longer available. I was wondering if anyone had a copy they could send me, or if they knew a place where I could get it from. Alternatively, does anyone know if VoiceAttack would work with SF2, and if so, do they have a command profile set up for it? I do have that, and it's readily available, but I don't know if SF2 would be compatible. I intend to pick up Track IR one of these days after finding the thread that discusses the limitations and uses, and I'd really like to streamline the radio orders process using a voice command software as well.
  3. Thanks, I'll give it a shot! I tried to get a ptt button on my joystick working with shoot, but it just failed horribly - 30 minutes down the drain!
  4. I have the unlimted license for my Voice Attack install, and I'd like to try using it for my SF2 play, but since I'm a complete noob at using the program, I'm not certain about what I should do to set it up efficiently. So, does anyone who uses Voice Attack with SF2 have some advice (or even better, a tutorial) that they can give me about what the best/most efficient method of setting up VA for SF2 is? I'd also like to use it while recording a let's play series for YouTube eventually, so any tips about how to avoid accidental commands while commentating would be very helpful.
  5. I have several mod ideas I'd like to implement, and one of the big ones on my wish-list is an upgrade of the Desert v.4 terrain. It's already an awesome terrain, but I'd like to look it over and improve it with crazy insane levels of detail - my primary objective is to try and model the cities in their entirety, with actual city blocks and everything. Once that's done, I'd see about going further and adding functional lights all over, fields of scrub brush, and just general details that would go as deep as I could push things. In addition, I'd like to see about adding a new pair of target areas for a 1990 campaign I'd like to build someday. So, with m,y goals laid out, I'm trying to figure out the easiest way to edit the target areas and terrain - all I really want to do is add new structures, clutter, and foliage to begin with, and maybe switch out two airfields with the new on GKABS is building once he releases it. My question here is, can anyone direct me to relevant tools and forum articles that would help me with this, or give me a rundown of the basics here if they aren't in other posts? In particular I'd like a tutorial on how to place structures, foliage, and clutter objects in the most efficient manner, and a brief layout of the tools I need (as well as any 3rd party tools that might make things easier).
  6. I'd like to know if the forums have any info on how to edit the SF2 radio chatter/voice files, and if so, where can I find it? In particular, I want to create a set of new voice files for the radio chatter that sounds better while remaining easy to understand without needing subtitles. I tried a mod that edited them once, but I couldn't understand a thing they were saying with it installed. I'd also like to know if it would be possible to add multiple voice types - such as one with a British accent, another with a Texan/southern drawl, and even an Arabic accent, and then have the game use them randomly (or, even better, assign them by nationality for AI planes and assign randomly-selected voices to specific pilots in your roster that will remain constant during a campaign). My second objective is to try and find a way to remove the ambient radio chatter that plays, but which has no direct relevance to the player. Yeah, it's atmospheric, but I'd personally like to cut out the chatter that isn't relevant to me or my squadron.
  7. Hey guys! My gaming computer had an accident after a power cut, and now it's all borked up. So, I figured that while I'm waiting for it to get fixed so I can play Strike Fighters again, I'd see if I could find some info about the handling and performance of several aircraft I'm interested in trying out. I've included here a short list of airplanes, and I'd like to have anyone with knowledge of them from in-game pipe up and give me some information on how they perform - particularly speed, turning, and climb/dive. Would also be nice to know if they have chaff/flare/ecm/RWR/radar/leading gunsight systems as well. So, with that said, here's the list of aircraft I'd like to know about; - Mirage IIIC/E - F-104A/C/G Starfighter - G.91R3 'Gina' - Hunter F.58(63) - F-5A/C Freedom Fighter - A-4G Skyhawk
  8. Thanks for the help, guys. Do you know of any performance reviews for the Voodoo? I'm thinking I might try it out with the addition of the duper mods.
  9. Great looking work, GKABS! And yeah, I haven't had much of a chance to fly SF2 as much as I'd like, especialy now that I have some of the high-detail terrain sets. I'm working on setting myself up as a remote freelancer, and my gaming rig crashed after a power outage, so things have kept me from playing lately. But I'll get back into it all as soon as I can!
  10. F-5a

    The inclusion of a paint kit is great! Also, I'm aware of the F-5's limitations in armament, but a lot of other fighters also carry only a few sidewinders - the Sabre and Mirage III come to mind immediately for me. I'd just like to fly some air-to-air missions as well as air-to-ground in campaigns, since I plan to use this bad boy in a few of them. As an aside, how many sidewinders can the F-5A carry? I've seen both 2 and 4 listed as the max.
  11. F-5a

    Hey guys, absolutely love the new F-5, and I am very much looking forward to flying it once it is released. I do have one question though, and one request. My question is, are you going to include some air-to-air missions in the plane's role? I have the F-5A from the SF2V expansion, and it only has ground-attack roles by default, so having an F-5A with at least a few A-A roles in the default setup would be awesome. And now for my request; could you guys please include a Photoshop/.psd skin template for this bird, one with the paint scheme and the panel lines on separate layers? That would make it really easy for me to make my own custom skins for this awesome aircraft, and would be a much appreciated inclusion.
  12. Thanks, that's about what I thought after counting the hangars in the images. While I'm at it, I wanted to maybe give a few suggestions for you to consider implementing in your airbase as the project progresses. Here's a list of features I would like to see added; 1. Functional runway edge and end lights that turn on in low-light and bad weather would be great, and it would be cool to have floodlights that do the same in the parking and taxi areas as well 2. A working visual approach slope indicator/landing indicator lights system for both runways 3. Revetments for 1-4 Ready-5/Quick Reaction fighters - places near the runway where fully armad and fueled fighters can be parked in wartime for immediate response to enemy air attacks 4. Arming pits - these are revetments where final weapons arming is done just prior to takeoff 5. Fuel dump and fuel tanks - the military base should probably have a fuel dump where aviation fuel is stored, with protective walls and a bit of distance between it and the other facilities for protection. The civil airport would likely have some fuel storage as well, though not as well protected. 6. Ammo dump - the military base needs a place to store the missiles, bombs and bullets for the fighters, so this would be a good detail to include 7. Early warning radar and radio tower - communications and detection of incoming attacks is pretty important for a facility like this, so these could be good things to have 8. Barracks/Living facilities for the ground crew, pilots, and other staff could be a cool addition 9. SAM/AAA emplacements - most military airbases are going to have some measure of defensive systems to help fight off air attacks, so if it's possible you could add some SAM/AAA emplacements in and around the military base and have the game's random AA wepaons spawn in those locations before doing so elsewhare 10. Lots of detail clutter scattered around both airport facilities - things like civilian aircraft parked in the civilian terminal, cars and buses in the civil airport's parking lot, external starter carts, towing vehicles, baggage trucks/trolleys, ordnance tractors, fuel trucks, fire trucks, forklifts, windsocks (poosibly with working wind-indicating direction), realistic runway signage, containers and supply piles, rotating radar dishes, lighted windows at night/during bad weather, etc. I can understand that this is alot to ask, but I feel that all of it would add up to make your airfield one of the best available. I could also see you doing two versions, with the first to be released being one with basic features so that people can use it on lower-end systems or customize it themselves, and a second version released later on that includes a lot more detail to help make the place 'come alive'. So, just out of curiosity, what do you think of my ideas? I'd like to hear your thoughts about my suggestions if you have the time.
  13. This is just such excellent work. I have a personal dream project that involves rebuilding the Desert map with insane amounts of detail, like cities modeled block by block or realistic airfield clutter. This airport model would be perfect for the main airports in the Capitols of Dhimar and Paran, since those cities would obviously have civilian airports, and the addition of an airbase using the same runways makes for an interesting place to fly in and out of. Out of curiosity, do you have an idea of how many squadrons your designing this airbase to support? I could see this being used as a major installation to support a full air wing, but it doesn't look like there are quite enough hangars for that.
  14. Hey guys! I tried to do my own skins , but I just couldn't make it work, so I figured I'd ask here to see if someone might be willing to make a few skins for me. I'm working towards starting a Strike Fighters Let's Play using the mercenary '68 campaign on my long-neglected YouTube channel, and I'd like to show off the game a bit with some custom skins for my planes. I'd like to desert sand skins for the F-5A Freedom Fighter and the G.91R3 available here in the downloads section from Fanatic Modder. I also have a pair of images with a really cool mottles dark-gray scheme with a large skull on the plane's nose that I'd like to have made for the G.91, F-5A, Hunter 58 (63), and the Mirage IIIC if possible. I've included a .zip file containing the reference pictures, a base skin for the G91, Mirage, and F-5A, as well as a Hunter F6; the Hunter and Mirage skins have the desert colors I'd like to use on the F-5 and G91. So, does anyone think they could help me out? I'm not in a huge rush to get these done, I'd like to get my TrackIR setup and maybe a new throttle and/or joystick before starting to do my recordings.
  15. Yeah, that's kinda what I was afraid I'd have to do - redraw all of the panel lines. Admittedly, it's not a task that I'm incapable of, it's just horribly, horribly tedious - at least in most cases, there may be some planes where the work is easier than it is for others. But yeah, if I can't find any templates available, I'll just have to sit down, shut up, and do the entire work by myself - which looks to be the case. So, I might as well start working on it - and hey, if I do get those templates made, I'll see if I can't post them in the downloads so that other people can use them in the future. I know that I would personally prefer that every aircraft add-on include proper skin templates as part of their files by default, but alas, it seems I'll have to do it the hard way. Oh well.
  16. Thanks for the replies. I had trouble with making my own skins because the panel lines were on the same layer as the colors, and that was the biggest issue. If someone had templates in Photoshop format that have the colors and the panel lines on separate layers, I could easily use those to do the job myself. I'm using the latest G.91R mod, the F-5E mod by TMF, and I believe that the Mirage and F-5 models are stock (although I do have SF2V installed, so that may have installed a modded F-5A - but I don't know for certain. Anyone have files like that? Would make it super easy for me to do all of this by myself.
  17. Hey guys, I'm working up towards playing my first campaign (I've been doing some practice runs with single missions to get the hang of the game), and I'm excited to try flying with mercenary mode. However, after watching Zomb Lee's Blood Money campaign on YouTube, I have a few questions I'd like to get answered before I start. So, here they are; 1. When it comes to creating your own mercenary roundel/tail flash, I'm assuming I should use the decal making tutorial available in the downloads section - is this true, and what else should I know? 2. What do each of the pilot scores (I'm assuming the columns are for morale, condition, skill, and experience) used for, what effects do they each have on the pilot, and which ones are most important when selecting pilots for a mission? 3. When buying new planes, I'm assuming the price is for a single aircraft, is this correct? 4. I've come to understand that I cannot buy more planes of the same type as I already have. I'm curious to know why this is, and if so, is it possible that this could be changed in any way, or would that require someone to crack the game's source code?
  18. Sorry, forgot to upload the .zip, and just found out that the file was too big. So, I'll include the image that I want to use as a basis for the skull-nosed dark gray camo on the Hunter F58(63), F-5A, Mirage IIIC, and G.91R3. I'd also like a mercenary sand skin for the F-5A and G.91R3 based on the ones done by Gerwin. Sorry for the inconvenience. So, anyone winterested/willing to help me out?
  19. Thanks for clarifying, gerwin. I'll be sure to take a peek in the .ini files when I get some spare time to see if I can find anything. As for aircraft, Todd, I've actually had a few in mind already. My intention is to run the 1968 campaign, so I decided to try and find a starting plane that would be readily/easily available at that time, and also one that the UN wouldn't mind supplying to Dhimar at a bargain price so that their hired guns can fly them. I settled on the following airframes as ones that are all seemingly reasonable choices; - F-5A Freedom Fighter - Mirage IIIC - Hunter F.58 (63) - G.91R/3 Gina I picked these because they have a decent array of ordnance and a variety of mission types they could perform. The G.91 is supposedly a light CAS/strike plane only, but while I was researching the Gina, I learned that the Portuguese wired theirs for Sidewinders, so I may try to mod the plane to accept them and allow CAP, sweep, and intercept missions for good variety. The F-5 can also carry four Sidewinders, so I'll probably mod it slightly to add similar missions to it's profile. Do you guys have any thoughts on the aircraft I'm considering, any knowledge or tips on the best way to fly them, which ones might be most useful/fun?
  20. I'll take your suggestion into account, Todd! Gerwin, you didn't exactly answer the question I posed, or at least I have no idea what you're getting at with your answer. I was watching the SF2 Blood Money Let's Play posted by Zomb Lee on YouTube, and in his videos he mentioned that if you start with 16x Mirage IIIC planes, for some reason you can't buy any more Mirage IIIC planes during the campaign to replenish your losses. I was asking if there was a way to make the player's current aircraft purchaseable - or do you get more of the aircraft when you get resupplied? Also, I'd like for someone to tell me what the numbers in the pilot roster screen (the one where you choose which pilots to take before a mission) mean - the ones for Condition, Morale, Skill, and Experience. What should I be aware of in regards to them, how do they effect my squadron's performance during the mission?
  21. Thanks for the tips on insignia, guys. However, while that is helpful, it doesn't answer my other two questions. So, does anybody know enough about the values found on the pilot roster screen to tell me how they work? And also, could it be possible to mod the game so that I can purchase more of my starting aircraft?
  22. Yeah, starter trying out voice attack free version, though I don't have a full profile up and running yet. I intend to buy the licensed version that allows unlimited profiles and unlimited commands, since it's just ten dollars. I will admit that as a total noob when it comes to using Voice Attack, I ran out of commands in the free version while trying to get voice commands for every radio option available in SF2. Oh well, not a huge deal, and like I said, it's only $10. And Arrow, my experience has been on Windows 10, and I never experienced 7 - I jumped straight to 10 after sticking with my beloved XP for years, LOL. So, from what you've said, it would probably be best if you wait to pick up voice attack until after you upgrade to windows 10, for best functionality.
  23. Hey, all. I love Strike Fighters, it's an amazing game that I love coming back to and flying again and again. Despite this, the terrain is a bit underwhelming for me. I have the hi-res tilesets, and knowing the game is as old as it is means that those don't really bother me. What does is the lack of 3d clutter - buildings, trees, bushes, etc. Particularly in cities, you get a flat image showing many buildings, but only a few 3d buildings. This is okay when you're flying high, but when you're down in the mud this lack of the third dimension really stands out, and not in a good way. So, I wanted to know if it would be possible to add more clutter to maps, if so how, and if not, what's stopping it from happening? I would probably choose to use buildings with collision models and simple, low-poly details that mostly use a skin to provide the appearance of detail, followed by billboard trees and scrub/bushes that don't have collision models to save some memory usage. Flying over Vietnam would be really cool if you could have huge jungles populated by hundreds of thousands of trees, and cities would be even cooler when you could fly over them and see all kinds of buildings filling the streets, or flying between high-rise skyscrapers like you can in DCS Worlds version of Dubai. It's a project I'd love to do, though I'd like to be able to have some kind of brush with a variable size that I could use to lay down lots of trees at once - buildings would just be done one-by-one or in a template making a row of them. That said, does anyone have any comments, ideas, help/advice to offer? I'd love to hear some feedback from the community on this idea and just how feasible it might be.
  24. Yeah, pretty much exactly like all of that. I'll have to check out those maps!
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