SF2 always calls to me....

This sounds familiar. :rofl: I had to refamiliarize my INI editing. For instance, if I ever go into the options screen I have to go back to the OPTIONS.INI and change the aspect ratio to 2.4 (ultra-wide) because the highest it can go is 1.7777 apparently.

Thanks, but I wouldn’t have a clue as to how to get basic keyboard commands to work. It saves graphic options fine, and as long as I don’t fly, it saves the control settings. But as soon as I get in the plane, the control settings are all reset and the keyboard doesn’t work.

When I’ve got more CPU cycles, I’ll jump on a forum and see if anyone else has a WAG. I like to think of myself as pragmatic and logical. But with Third Wire software, a demon lives there waiting for Chipwich. It knows that I love the Vietnam conflict and long to hunt MiGs up North and drop snake and nape. The golden BB every time I get near the SF series.

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If you are using a MOD folder, make sure the paths are correct in your c:/computer/chipwich/savedgames/thirdwire/strikefighters2 vietnam/options.ini

For example mine:

[Mods]
ModsEnabled=TRUE
Directory=D:\ThirdWireMods\ThirdWire\SF2V
Editors=StrikeFighters2

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Thanks Beach. Need proof of life before I begin modding.

I’m coming for you TK :slight_smile:

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I have to say, just watching you guys talk about the process of getting all this to work is intimidating…I don’t think I’ll ever embark on that journey…buuut…that does look really awesome! A proper 'Nam sim! With Sandys and Phantoms and things! That’s wicked.

I get what you’re saying. It’s too bad because it doesn’t need to be that way. The game has been ā€œstableā€ since 2014, and for the most part, the most critical mods have been out that long as well. But the SF2 community hasn’t ever managed to do what other game communities have done (IL-2 1946 comes to mind) and create some easy to install, all inclusive mod packs, that can serve as an easy baseline for an install of the game. Heck - I’m one of the creators of the AGXP for SF2V and I still screwed up the install the other night! Forget someone new trying to casually check out the game!

I tried to create a baseline mod pack with some folks once (@HomeFries…?) , but it never went anywhere…

I’m going to put some though into this… maybe its worth a revisit. It would just be a compilation of existing mods at this point…

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I watched the video and my thoughts were ā€˜this doesnt look that different from flying around Caucasus coasts in DCS’. We just missing few aircrafts there…
@Franze / @Wes is it possible to create some mission on HP to replicate this a bit? I mean some P51, UH1, F86, F5, MiG15/19/21 ? Lets go full fictional :smiley:

Anyway TK is already working with @ED on MAC, lol

I wish…

Yep. So open to modding, you can go crazy and make it perfect for yourself.

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I still have SF2 installed and working as far as I know, but I’ve barely touched it in years.

I think 2013 was the last year I spent significant time in it. The loss of the MP in SF1 was one problem, the expansion of options in DCS World was another, and TK throwing in the towel after SF2:NA (which was really a few steps from greatness) was the final nail. I found myself spending less and less time as the mods became tougher to get working together, and reinstalling, and multiple installs…

Mods can add units, they can change some things, but they can’t improve the underlying aspects that still needed it. TK needed to do that, but his stubborn adherence to his path doomed it.

I remember for awhile SF2 had better 3D models than DCS while DCS had better terrain. DCS has kept going and now looks superior in almost all aspects, aside from those that have been neglected. The F-14A 3D model, for instance, looks awful in DCS. I know HB is working on theirs to match their F-14B, but for now we have this odd mix of modern ones and LOMAC-looking ones.

SF2 always had top notch planes but only acceptable terrain, which I understand given the workload to make each, but it does make the old units in DCS stick out more. The Black Sea and Nevada both got redone, but still some of those old units persist.

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It’s in the works after the basic Korean-era scenario is finished. Next tier will be 60s-70s mix with all the WWII planes and cold war jets, plus the trainers (even though they’re slightly out of place).

Sounds good!

You twerps are going to make me reinstall this, aren’t you?

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As the guy who actually remastered the Black Sea terrain, I can affirm that yes, it is a workload.

However, there’s been newer tools that have emerged that have really made terrain work much easier to do and has streamlined the process greatly.

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Does that mean we’ll get future maps faster than once every six years? :smiley:

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Marianas, Falklands, Syria, Channel…those are the ones I know of, did I miss any?

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Pfunk was taking about SF2 maps, not DCS maps…

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heh, there was black sea terrain for sf2? that’s funny :slight_smile:

I remember. We had a baseline set for data, but I was getting out of SF2 modding so I passed off all my stuff to the guy running it. Then I think he lost interest and it stalled there. I remember getting frustrated with the modding because TK was catering to the people on the forums asking stupid questions rather than people who were asking specific modding questions.

I think the time that DCS World got the Huey was about the time I lost interest in SF2. That sim was screaming for multiplayer, and SP eventually got stale. Once we could do multiplayer with fixed+rotary wing in DCS, my interest shifted.

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On the SF2 topic, however, there are two things I would really like to see adopted from SF2 into DCS:

  1. The decoration system was brilliant. You get decorations based on the nationality/faction for whom you are flying, and each decoration is independent of everything else (e.g. you don’t have to first get the Silver Star to get the Air Force Cross). Additionally, the citations list the date and circumstances surrounding the decoration (e.g. aircraft, theater, rank) so you can recall how you got each decoration.

  2. The decal system was also much better than DCS. Rather than having decals tied to the 3D model like DCS, decals were mapped in a text file with three-dimensional coordinates offset from the aircraft center of gravity. This would allow a lot more flexibility with decals, such as noseart, side numbers, serial numbers, and even entire tails. Being able to resize numbers, make minor adjustments, and have serial numbers tied with side numbers (nice for USN/USMC aircraft) was a nice-to-have feature, and it made skinning easy, compact, and yet with a lot of variety.

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