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#3070005 - 08/09/10 12:50 PM Re: F4AF Modification Available ***** [Re: Demonlord]
XenonS Offline
Junior Member

Registered: 09/11/08
Posts: 98
Hi,

congrats for this very nice mod. Playing a very rocking Korea campaign. With all these modern planes added the music changes... 2 more deaths on my log...

Can you confirm me that only the "use this one" save has to be used for the mod? what are the 3 others? Seem also to work.

Thanks!!

XenonS


Edited by XenonS (08/09/10 06:05 PM)


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#3070437 - 08/09/10 09:08 PM Re: F4AF Modification Available [Re: XenonS]
Skunk1_Viking Offline
Skunkworks Developer & PR
Junior Member

Registered: 07/18/10
Posts: 95
Loc: Anchorage, Alaska
The "use this save" file is the Korea 2012 battlefield that we made.
As for the default "start new campaign", these are your typical maps. However skunkworks data will transfer over (when within skunkworks theater). Meaning new weapons will be there, updated aircraft info, improved AI etc, its all there.

Sorry if this seems rushed, I'm in the middle of cooking, lol. Hope you understand.

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#3072712 - 08/13/10 06:27 AM Re: F4AF Modification Available [Re: Skunk1_Viking]
coolts Offline
Member

Registered: 03/11/09
Posts: 218
Loc: Bristol, England
Blimey, the iron fortress campaign is a bit scary now. (or was it always that scary?) Anyways, enjoying it immensly and havent even started playing with JSOWS yet!
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#3073217 - 08/13/10 06:39 PM Re: F4AF Modification Available [Re: coolts]
Zaphael Offline
Junior Member

Registered: 02/26/10
Posts: 10
Just curious... Would the JSOWs carry munitions payloads? I haven't tried it yet either.

I did notice that the AI shoots the AIM-120C7s from further out though. Or so it seems. =D

Still, I'm having a blast with the Balkans campaign. Planning all the damn ATOs myself. =D

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#3074958 - 08/17/10 04:42 AM Re: F4AF Modification Available [Re: Zaphael]
Zaphael Offline
Junior Member

Registered: 02/26/10
Posts: 10
I'm not sure if this counts as a glitch, but I was playing "Under Seige" and the campaign ended at Day 1, 1547 Hrs. Was in flight when I heard all my strike packages being called to RTB. I thought something was wrong so I ended the mission and it seems like Yugoslavia surrendered.

However, "Yugoslavia" was still generating sorties and it did not seem like they really "surrendered." Any idea if the campaign is okay?

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#3099146 - 09/22/10 01:37 PM Re: F4AF Modification Available [Re: Demonlord]
The Nephilim Offline
S3D GuRu
Senior Member

Registered: 01/26/02
Posts: 3992
Loc: 3rd Stone from the Sun !!
Hi, We might have an issue with the Skunkworks Theater and Playing the Stock Campaigns?? Well we have been flying the Iron MP campaign and we did a few missions and all was well. so we installed Skunkworks and played a MP campaign mission last night and after the mission ended there was no more missions being planned??

Has anyone else experienced this situation in a MP Campaign or single player after installing skunkworks with no missions being generated on a continuing campaign????
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#3103454 - 09/29/10 01:59 AM Re: F4AF Modification Available [Re: Demonlord]
Skunk1_Viking Offline
Skunkworks Developer & PR
Junior Member

Registered: 07/18/10
Posts: 95
Loc: Anchorage, Alaska
What your experiencing is what I believe is a rare AF bug. I have experienced campaigns where the ATO completely breaks and will not recover. Give it another go and let me know. Sometimes the ATO does seem to lag for awhile. Run the clock at 16x for a few RL minutes and click it back to 1x, this seems to wake the ATO up sometimes.

Keep us posted.

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#3103458 - 09/29/10 02:45 AM Re: F4AF Modification Available [Re: Demonlord]
Eugene Offline
Senior Member

Registered: 09/15/04
Posts: 4459
Loc: Oregon
We tried that, running for a few hours game time at 64X. Gave up after quite a few minutes. Two of us tried starting new campaigns in different theaters and the same one as our troubled, stalled campaign. No missions at all and thus no more Falcon campaigns.

We deleted the Skunkworks folder and were able to start a new campaign with missions generated. Two different computers hosting, three different pilots in three parts of the country.
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#3103463 - 09/29/10 03:01 AM Re: F4AF Modification Available [Re: Demonlord]
Bono Offline
Member

Registered: 11/07/08
Posts: 317
Loc: Seoul, South Korea
Sounds very interesting. I haven't had time to read through the whole 10 pages of this thread yet so pardon me if I am reiterating an issue which was already dealt with.

Replanting of Korea obj files to go around the problem with Aeyes' pit is noted.
What about the Hi-Tiles? Will it be still there with the mod or do I need to uninstall the hi-tiles before installing the mod??

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#3103473 - 09/29/10 03:48 AM Re: F4AF Modification Available [Re: Demonlord]
Skunk1_Viking Offline
Skunkworks Developer & PR
Junior Member

Registered: 07/18/10
Posts: 95
Loc: Anchorage, Alaska
Eugene & Nephilim,
The UKF has ran many many SW campaigns and only suffered the above mentioned ill-affects a hand full of times out of dozens. Let me consult others that I know run SW and try to find how often this is happening. I'll keep you posted. However I am talking with Demonlord right now and he agrees that this is a rare known AF bug that doesn't poke its head out very often. He also stated that he encountered the same problem as you are describing at one point. He deleted SW and reinstalled it and it was fine there after. Hope this helps some. Let us know.

Bono,
Hi-Tiles is 100% compatible. SW pulls from your default land textures. Meaning, if you have Hi-Tiles installed then SW will directly access it for tiling and scenery. No special work-around needed.

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