Jump to content

SF/WO* Weapons Mods/Skins

Sub Category  

Weapons Mods/Skins

Subcategories

    1. This is Fictional ( only my own idea ) weapon - rockets pod for six big rockets. This unguided ( free launch ) rocket shoots a cluster bullets around target.
      3D max project of this rocket included inside for modellers. A texture is from weapon pack, not my own.
      830 0
    2. 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.
      Capun - For helping me troubleshoot and fix some errors...that's 3 I owe you now!
      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 weapons stations where you want to carry the missile must have 2IR and IRM as allowable types.
       
      The Stinger is a very small, short range IR missile...to be used in self defense. Mainly against similiarly armed opponents. Don't be thinking this is something to go on the offense with...
       
      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 Nov 07
      785 0
    3. Version 1.0
       
      Thanks to the following folks:
       
      TK - For the ThirdWire series of sims.
      Bunyap and Wpnssgt - For the original Weapons Pack.
      Cylix - For the original ALCM for SFP1.
      Mustang - For the great video tutorials.
      Capun - For helping me fix the ALCM animation issues...I owe you one!
      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
       
      Nuclear Weapons Effects - http://forum.combatace.com/index.php?autom...p;showfile=5271
       
      Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
       
      Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Sep 07)
       
      Notes and limitations:
       
      Aircraft weapons stations must have NUC,CGR to be able to carry a nuclear ALCM, and EOGR to carry the convential ALCM. The nuclear ALCM uses INS guidance, and the conventional ALCM is GPS/INS (similiar to JDAMs).
       
      Paint schemes are notational...I wasn't ever able to determine the actual paint scheme for real ALCMs. Most pictures I saw were of display models or test articles. The nuclear ALCM paint scheme is based on pics I saw of ALCMs on B-52s in the older Euro Camo scheme. The conventional scheme is based on ALCMs I saw on racks on newer Gunship Grey B-52s...basically all over solid grey with no external markings.
       
      The ThirdWire sim engine does not support terrain following profiles. So these missiles will basically fly a straight line in a slow altitude decrease. So either launch them high...or make sure there aren't any mountains in the way... Also, because they come in at such a shallow angle due to their range...accuracy is an issue.
       
      The nuclear explosive yield (for the AGM-86B) was direct caluation (300Kt x 100 (kilo) x 2000 (ton))...but doesn't seem destructive enough. Tweak if you want.
       
      I have included a B-52G_DATA.INI and a B-52G_LOADOUT.INI modified to change the B-52G into an ALCM carrier. This will OVERWRITE your B-52G_DATA.ini weapon stations and B-52G_LOADOUT.INI. SO BACKUP THOSE FILES FIRST!!!! Be advised, because the visual model doesn't have the right external rails, and the internal bombbay is not the right size, you will see some visual anomalies. But only if you look real close...:). Also, ALCMs that are mounted at an angle will 'fly' at an angle after launch...this is a limitation on how the TW engine treats missiles.
       
      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.
      872 0
    4. This is just a littly quicky fix to create a generic Recon Pod for all the different Starfighters out there. It's alwyas bugged me we didn't have anything, and all the Zipper call for one in their loadout inis.
      The shape is pretty generic, too. Rather bullet like, as it's based off the BLU-27 napalm canister. Since we don't actually have a proper shape, especially for the Canadian Vikon pod, this will have to suffice until a 3d modeler steps up and creates a real one.
       
      I'm pretty sure I've got everybody covered, end user wise. You'll note the fairly complete listing of countries in the Attachemnt types:
       
      USAF, ITALY, W_Germany, Norway, Japan, WP - this is for Pakistani and possibly Jordanian Starfighters - if you've created a country specific version for Jordan. I figgured it couldn't hurt to add it, right?
      Dutch and Belgian users (of the Zipper, not players!) shouldn't have any problems loading it.
       
      I've also included the layered psd file, in case anyone wants to mess with it. I think I got a pretty good 'sampling' of camera ports; 2 vertical, 2 staggered oblique panoramic. I mean, after all, it don't work anyway; its just for show!
       
      Happy Photoing!
      Wrench
      Kevin Stein
      470 0
    5. This is high detailed model for sidewinder missiles for Strike Figters. Includes 3d.max project for designers who would like to modify that model. Note -there is no weapon data only the model and simple textures - create or copy any IRM missile weapon data in weapon editor and copy&paste name : AIM9V-KL as 3D model name.(paste .lod and bmps files to weapons directory of your Strike Fighters directory
      840 0
    6. Modded gundata.ini
       
      In this Gundata.ini file, all the relevant guns for soviet-originated AAA FLAK, have been powered up in such a way that makes "uncomfortable" hanging around straight and level on FLAK areas;
      Baffmeister had the original idea and I just applied it to (hopefully) all soviet flak-armored AAA vehicles.
      I had this file for while and it makes in my opinion for a decent immersion;
      You can be wiped up fron the sjy with no warning if you don't jink and you do too many passages on the targets;
      Unfortunately at the moment I am away from gundeditor and SFP1 or WOV equipped computer, so I can't recall all the guns modded, but they include the gun equipping
      KS12, KS30 KS19 and M1939, plus others;
      Installation is straight forward, back up your gundata and drop the gundata included in the objects directory;
      Latest Weapon pack is required,
       
      Of course the original gundata intellectual property belongs to wepaon pack designers
      I wanted to share this file because I reallty think it adds to the immersion, and it might be a tedious process modifying all the guns;
       
      Please note that in case you are shot dow by FLAK, in the debriefing screen it will just say "shot down" and not tell you it was FLAK
       
      Complaints and bug report to pintogabriele@hotmail.com, althoguh I will be away from SFP1 for the next few months
       
      Have fun, take care, and please give me credit should you use this file, and don't try making money out of it.
      601 1
    7. Replacement Euro Green 170 gallon F-104G wing-tip drop tanks.
       
      This little package is designed to eliminate the 'upside/sideways/backwards/or whatever is wrong with the "Tank_F104G" that we've all been experiencing.
       
      Using a repainted bmp, and the stock 3rd Wire 104G tank lods, this should correct the problem of having the fins pointed in the right direction
      The only problem that still exists, is that I haven't been able to quite figure out the bmp mapping to have the '2 tone', euro green upper and neutral gray unders. To that end, I've enclosed a PhotoShop psd template, that I created, so someone with a little more skill at that can finish it perfectly.
       
      This will update the latest Weapons Pak, circa 6/2006
       
      These tanks can be used on BOTH the stock 3rd Wire F-104G, and the one build by Ajundair. Designed for use with German, Italian or Dutch Euro camo schemes.
       
      Full, detailed instructions in the enclosed readme -- PLEASE read and follow them, as you'll be using the weapons editor.
       
      Safe Flying!
      Wrench
      Kevin Stein
      373 0
    8. Just in case you need it.
      214 0
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..