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Dutch East Indies is back...and Papua New Guinea...and RAAF / DoA

Rami

Administrator
Staff member
Dutch East Indies is back...and Papua New Guinea...and RAAF / DoA

Good afternoon,

As a favor to honor a request at another CFS2 site, I have moved the three Pacific campaigns I completed to the front of the pack for a touch up before retiring them. I finished the Dutch East Indies first, so it is now released. For those who don't remember, this is a dual-sided campaign with nineteen missions on the Dutch side, and eighteen missions on the Japanese side.

Papua New Guinea is awaiting one small component before it is re-released, and I'm also about 90% done with the RAAF campaign.
 
Thanks

You are spoiling us, Rami. I can't fly the campains as fast as you pour them out, and even the perfect campaign can be improved it seems.:applause:
Finn
 
Reply...

Good evening,

I have updated the Papua New Guinea campaign, and reset the counter to move the package up to the main page for the time being. This is the final update for this campaign, and it is being "moved into retirement" to make way for new projects.

Included in this campaign is the .dp mod for the "E" model of the FDG B-17 that allows for supply drops and AI bombs. The AI bombs are critical, because they dramatically increase framerates, allowing for a smoother mission experience.

http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=44&id=364

Enjoy! :mixedsmi:
 
Reply...

Good afternoon,

The final part of the Pacific "Holy Trilogy" has been re-released. Like Papua New Guinea and D.E.I. - This one has been moved into the retirement community. It also ends my trip back to the Pacific for the time being.

I'm still on the fence of where to go from here...
 
Wep_ic_250kg

I'm trying to set up the Dutch East Indies Campaign. Can't find this bomb in the download for the Hawker Hurricane Mk. IIc by Thicko. I looked up an old thread and it appears that this has come up before. If it is in the archive I can't find it. Any chance someone has it on a backup disk.

August 18th, 2009 19:52 thickohttp://www.sim-outhouse.com/sohforums/member.php?447-thicko



Looks like I forgot to add them to that upload. Here they are. Sorry about that.
Cheers Thicko
 
There are only a coule of aircraft designers who prohibit new paint jobs without permission that I know of. Unless the read me prohibits new skins specifically, go for it.

Rami, you rock with all the choices you are giving us. Thanks! :icon29:
 
Did I do something wrong???


Time and place, M8te - if *I* hadn't found it first, someone else would have !

Now get to bombing !
SC
:kilroy:


OK.....DEI is all loaded up. I made a few mistakes, but I think I figured most of them out. A couple of curiousities have me stumped though.

1st....Since I have never flown the Brewster B-339D or the P-36A I figured a few practice flights in Free Flight and QC were in order. Just to get used to these nice airplaines. I've noticed when I select the mz-ki43-1k as the enemy in QC, that when I shoot it down an identical copy is created and flutters down with my original victim.

2nd....In the first mission of the campaign for the Allies (Dutch), my wingman dies on takeoff every single time. Nothing I do seems to save him. So now I have to fly off and face the bad guys all by myself. Is this by design or have I got my wires crossed?
 
Reply...

2nd....In the first mission of the campaign for the Allies (Dutch), my wingman dies on takeoff every single time. Nothing I do seems to save him. So now I have to fly off and face the bad guys all by myself. Is this by design or have I got my wires crossed?

Worthless,

I'll bet you two-to-one that you may have forgotten to include the revised.cfg and .air files from the AIRCRAFT folder in the campaign package for the FDG P-36. The reason why these were included is that it prevents the AI from tipping over and exploding on takeoff, effectively eliminating your wingmen.

If this is NOT the case, let me know, and we'll work on it. :wiggle:
 
No bet

Yes indeedy, that did the trick. No more suicidal wingman. I saw the historical performance package when I was first intalling the campaign, but it said optional so I didn't add it. Now my wingman tags along nicely. Thanks. I guess I had better do the same for the Dauntless and the P-40e.

Changing the air file and cfg did make the stearing control of the player aircraft more difficult during the take-off roll, forcing me to apply full right rudder in order to stay on the runway. I am aware that those engines developed tremendous torque at takeoff occasionally causing them to flip over if the pilot wasn't careful so I guess that's part of the historical aspect.

Anyway, thanks again....I'm off into the wild blue yonder.
 
Reprise

...1st....I've noticed when I select the mz-ki43-1k as the enemy in QC, that when I shoot it down an identical copy is created and flutters down with my original victim...

Go into the Ki-43's DP file with a text editor and delete the numbers from ALL [EFFECTS.] files as shown in examples below:

[EFFECTS.0]
; System = Nose Structure
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_oilleak_m,
effect.2=60,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_m,
effect.4=100,BREAK,6, <==== delete the number, creating double commas

[EFFECTS.2]
; System = Engine
effect.0=10,LIBRARY,fx_fuelleak_m,
effect.1=30,LIBRARY,fx_engfire_m,
effect.2=60,LIBRARY,fx_engfire_l,
effect.3=95,LIBRARY,fx_airexpl_L,
effect.4=97,BOMB,,
effect.5=98,BREAK,7, <==== delete the number, creating double commas

[EFFECTS.13]
; System = Port Wing Structure
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_intsmoke,
effect.2=60,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_l,
effect.4=100,BREAK,
1, <==== delete the number, creating double commas

ETCETERA - there are at least 12, and leaving one undeleted will still cause the cloned plane to follow the original !!!

Performing this procedure will stop the extra aircraft from appearing, and allow a "normal" shoot down effect.
:salute:

SC
:kilroy:
 
My Radio's on the blink in DEI

I can't seem to get my wingman commands and comments to appear in text or audio in the campaign mode or mission mode. The wingman seems to respond to commands. I just can't hear or see the commands on the screen. Both text and audio work in QC. Anyone got a suggestion.
 
CFS2.cfg


One of the many mysteries of CFS2 is how certain files self-modify without warning or reason.... This manifests itself [for me] in the cfs2.cfg file most often by dropping the Combat status message function completely.

All of the following should be set to [
1]; if it shows [0]. it ain't gonna work !

[SITUATIONAL_OPTIONS]
Enemy_indicator=1
Radar=1
NameTags=1
Range_indicator=1
Combat_status_messages=1
Radio_com=1

Go into the cfs2.cfg file with a text editor and scroll down until you find the entry above - change all the options to [1], save, and try again.

Happy Happy !
:wiggle:
SC
:kilroy:
 
Reply...

I can't seem to get my wingman commands and comments to appear in text or audio in the campaign mode or mission mode. The wingman seems to respond to commands. I just can't hear or see the commands on the screen. Both text and audio work in QC. Anyone got a suggestion.

On the top of the screen, if you're flying in windowed mode, one of the options, in the same menu where you can increase the sim speed, there should be a check mark for sound and radio communication. If radio communication is unchecked, you will not hear the sounds.
 
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