This is alternative model of AIM-120 Amaam semiradar missile for Strike Fighters. All instructions and usable files for modelers are included inside.
AN Incorrect placement of middle stabilizers is now OK ! Update you last version, sorry.
Report me any known errors !
***************************** Version 1.1 Notes ****************************
BLU-82 has been deleted.
Improved texture and animation for GBU-43 (MOAB).
Readme changed.
****************************************************************************
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Oct 07)
Notes and limitations:
The MOAB (GBU-43/B) is a very LARGE weapon. More than likely, it will not fit (without serious visual clipping issues) inside of any bomber. In reality it are dropped from cargo aircraft, specifically the C-130.
You will have to adjust the weapon station inside the cargo aircraft you want to drop from to 'fit' the weapon. Look specifically at the following limitations:
LoadLimit=
DiameterLimit=
LengthLimit=
AllowedWeaponClass=EOGB
AttachmentType=USAF
These limits MUST exceed the dimensions of the weapon you want to load...otherwise, it won't show up! The dimensions are spelled out very clearly in each weapon's weapondata.ini entry.
Also, if you have a problem with a weapon showing up, make sure you are within the years the weapon was used, and that your carrying aircraft is USAF...because I made these weapons non-exportable. Now, if you want to use it in another nation's aircraft, just change the Exported=FALSE (in the weapondata.ini) to Exported=TRUE. The other option is to change the aircraft's data.ini entry to NationName=USAF...like I did with Dels excellent Aussie C-130J.
Since weapons are 'hung' in the TW engine, coordinate systems to mount the weapons in the bay should not be based on where the 'floor' of the bay is...rather the floor plus the height (thickness) of the weapon is where it is mounted.
I've provided my WeaponsStation for the MOAB as an example using Dels C-130J:
[MOABStation]
SystemType=WEAPON_STATION
StationID=1
StationGroupID=1
StationType=INTERNAL
AttachmentPosition=0.05,-2.1,0.4
AttachmentAngles=0.0,0.0,0.0
EjectVelocity=0.0,-35.0,1.5
LoadLimit=9600
LengthLimit=9.2
AllowedWeaponClass=EOGB
AttachmentType=USAF
BombBayAnimationID=3
BombBayOpenTime=5.0
BombBayCloseTime=5.0
Both weapons 'slide' out of the back using an extraction parachute. You should use the EjectVelocity numbers...they help prevent the weapon 'dropping' through the floor.
You WILL have to fiddle with your weapon stations quite a bit to make it look right when it sits in the cargo bay. I can't help you with that...but the knowledge base at Combatace and the PDF file with the latest WeaponsPack will help out a lot.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
22 Nov 07
************************ NOTE! NOTE! NOTE! *********************************
Version 1.1 has significant changes. Please read it fully! If you have the previous version of this weapon, allow all overwrites when copying the 'Objects' directory, and 'cut and paste' the Weapondata.ini entry to get up to date on the newest changes.
************************ NOTE! NOTE! NOTE! *********************************
Version 1.1
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack.
Mustang - For the great video tutorials.
Capun - For helping me fix the SA-5 booster issues...I owe you two!!
Fubar512 - For revising the SA-5 Weapondata.ini entry to more challenging values.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Copy of SFP1/WOE/WOV patched to the latest standard (as of 03 Oct 07)
Notes and limitations:
The SA-5 in reality is a very big, long range SAM that's made to kill high altitude, slow manuvering targets. However, the TW engine may not support such a long range SAM.
And, though I didn't make one, there was a version of the SA-5 with a nuclear warhead! Maybe something you'll want to play with...
I have included all the texture templates along with the reference materials I used to build the models. Note there were several paint schemes...plus pictures of missiles in various states of repair. The templates should make it easier to make paint schemes for specific theatres...and to make better skins for the launch rail and Square Pair radar.
The Square Pair radar was VERY hard to find pictures of (I only found 2) so the model is very basic and most guesstimating.
I have included an experimental Barlock_data.ini file. It's a beta test of using the Barlock as a EW radar for the SA-5/Square Pair system...allowing for possibly VERY long engagement ranges for the SA-5. Just copy into your Objects/Groundobject/Barlock directory. Use at your own risk!!
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
18 Nov 07
************************ NOTE! NOTE! NOTE! ***************************************
This update has made several changes, including additional weapons and a data pod. The readme has been revised heavily! If you have the previous version of this weapon, there are changes to the inis of the original AGM-142A and B. Recommend substituting the AGM-142 weapondata.ini entries you currently have for the entries listed below.
Please read this readme carefully to note the new changes!
************************ NOTE! NOTE! NOTE! ***************************************
Version 1.1
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Copy of SFP1/WOE/WOV patched to the latest standard (as of 03 Oct 07)
Notes and limitations:
The AGM-142A, AGM-142B, Popeye 2 missiles are TV/IR guided via a data link that transmits the nose view of the missile to be manually guided by the pilot. However, the TW engine doesn't simulate this combination, so I made the missiles laser guided with the 'Data Pod' a laser designator. This realistically simulates the need to carry the pod in order to be able to use the missiles (assuming the aircraft doesn't already have a laser designator). Therefore, to carry the pod, you need the weapon station to be able to carry LP, and LGR for the missiles.
Right now, the other users of these missiles besides the USAF is Israel (who developed the missile) and the RAAF for the F-111.
I have included the paint template for the missile if you want to tweak the paint scheme.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
14 Oct 07
******************************** Version 1.1 Updates *****************************
1. Readme Updated.
******************************** Version 1.0 Original Release ********************
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Copy of SFP1/WOE/WOV patched to the latest standard (as of 11 Oct 07)
Optional: A hex editing program and/or a graphics editing program (Paint Shop Pro, GiMP, etc)
Notes and limitations:
I have included the reference materials I used to make the weapons. And for advanced modelers, I have also included the skin templates if you want to make your own or improve on mine.
Here is which racks go with which weapons:
Brimstone - Brimstone 3-pack
AGM-114A - M-272, M-279, M-299
AGM-114F - M-272, M-279, M-299
AGM-114L - M-272L, M-299L
The reason the L model needs a different rack is that ATRs cannot carry EOGR weapons, so I had to make TLR versions of those racks. Don't mix them up when building your loadout files.
Aircraft weapons stations must have ATR,LGR to be able to carry the AGM-114A and F models...and have TLR,EOGR to carry the AGM-114L and BrimStone missiles. The A/F models require a laser, while the L and Brimstone are radar (we use GPS as a substitute) guided.
Paint schemes are approximations. The HellFire has a LOT of different varients in schemes, so I went with the most reasonable. Early HellFires were very olive drab...however, recent pictures show almost a blue/black appearance. Brimstone test articles were very bright colored...the real thing seems almost an off white.
For multi-pack carry, if the TW engine finds a multi-rack that is listed eariler in the Weapondata.ini that can carry the missile, it will use that rack instead. You may have to fiddle with your loadout.ini files to get it to use the right rack.
The BrimStone racks appear to angle down...the pictures of it I saw on the Tornado showed different angles...and some other mountings showed parallel. So I compromised and gave it a slight downward slant so it won't look real odd on different aircraft.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
11 Oct 07
Readme for ALARM for SFP1/WOV/WOE (Version 1.1)
********************************* Version 1.1 Update List *************************************
1. Texture updated and resized.
2. If you already have the previous version of these files, just copy the Objects directory into your SFP1 install as per Instruction step 3, allowing overwrites.
3. Reference materials included.
********************************* Version 1.0 Original Release ********************************
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Copy of SFP1/WOE/WOV patched to the latest standard (as of 03 Oct 07)
Notes and limitations:
The ALARM is a BAe Systems Anti-Radiation missile designed to kill SAM/AAA radars. The real missile has a 'up and over' capability that allows it to descend on a parachute to wait for a radar to light up.
The ALARM uses it's own specific pylon...you will see them on the pylon until you fire, then the pylon will disappear.
The paint scheme is 'best guess', based on the few pictures available.
The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
6 Oct 07
*************************************** Version 1.1 Update List ************************************
1. LOD file smaller to reduce disk usage.
2. Pylon reconfigured to more plausible dimensions.
3. Switched to RAR format to reduce upload/download bandwidth.
4. Included reference materials.
5. If you already have the previous version of this file, just copy the Objects directory as per Step 3 in the Instructions, confirming all overwrites.
*************************************** Version 1.0 Original Release *******************************
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Copy of SFP1/WOE/WOV patched to the latest standard (as of 03 Oct 07)
Notes and limitations:
The AGM-136A was prototype for a cruise missile that was designed to loiter over a battlefield, then attack a SAM radar when it lit up. Basically, it was a combination a cruise missiles range/duration time, and the AGM-88 HARM ability to kill SAM radars. It however did not proceed beyond prototype stage before being terminated in 1992.
The paint scheme is 'best guess', based on the few pictures available.
The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM...except with more range.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
3 Oct 07
*********************************** Version 1.1 Update Changelog ***********************************
1. Texture for Pave Knife improved.
2. Textures resized to save disk space.
3. Pave Knife LOD file changed with additional laser sensor detail.
4. Reference JPGs included.
5. Nose.TGA included for transparent part of laser sensor.
6. If you have already installed the initial version of this release, all you need to do is Step 4 of the Instruction block (Copying the Objects directory allowing all overwrites). No other changes are needed.
7. Changed to RAR compression format to save upload/download bandwidth.
************************************ Version 1.0 Initial Release ***********************************
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack and their GBU_USAF.bmp file from which the GBU-12 paint scheme is derived.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Copy of SFP1/WOE/WOV patched to the latest standard (as of 14 Nov 07)
Notes and limitations:
Aircraft weapons stations must have LGB to be able to carry the GBU-12, and LP to carry the Pave Knife. Also, note the Pave Knife was available for only a very few years and was daylight capable only (which can't be simulated in the TW engine).
Dimensions and capabilities for the Pave Knife are notational. Detailed information on the Pave Knife pods was VERY hard to find, so the external model size/dimensions/sensor window size/paint scheme is a lot of TLAR (That Looks About Right). Also, this paint scheme was the first skin I've done from scratch...so there will be errors (hopefully, small ones).
In reality, only a few F-4Ds and A-6s were wired to carry the Pave Knife. So it's a lot easier to get them in game than reality would specify.
The GBU-12 Paveway I model is based on the picture I was able to find on designation-systems.net. It was VERY difficult to find good information on the 500 lb class Paveway I model...most info concerned the 'folding fin' model, which is a Paveway II. I decided to redo the model differently from the stock Thirdwire one, because I felt the stock model was too short and had wrong fin diagrams to be correct. However, the paint scheme was a guess (using the Weaponspack GBU_USAF.bmp as a basis).
Speaking of GBU-12 models, this one's fins, because they are bigger, will cause visual conflicts if mounted with one on the center station on a TER. Best thing to do is carry them one to a pylon.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.