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Various INI Edits

88 files

  1. Rudimentary VASI for WOV

    Rudimentary "Visual Approach Slope Indicator" mod by Ryder7 for WoV sfp1. beta version.
    This mod adds a somewhat "VASI" light system to all WOV runways.
    I wish I could rotate the lights verticaly so I might have been able to duplicate a proper VASI and/or PAPI light systems, meaning that some lights would only show up above glide slope whereas others would only show up below glide slope,  but since I could only rotate lights horizontally, I had to try something less realistic, but somewhat working and very simple in fact:
    In my system, you have two sets of lights, yellow ones are close to your estimated landing point, whereas red ones are located 400 meters before and 20.96 metres higher, so they look perfectly on line when you look at them from a 3 degres slope angle... Well, if my trigonometry is not wrong, school was a long time ago I'm affraid.
    /////////////////////////////////////////////////////////////////////////////////
    Plane
             * Red light
                                o Yellow light
    Runway              _____________________________________________
    /////////////////////////////////////////////////////////////////////////////////
    If above glide slope, you 'll see yellow lights above red ones:    °°    °°
                                                                                                                 **     **
    If below glide slope, you 'll see yellow lights below red ones:   **     **
                                                                                                                  °°   °°
    If ON a 3degres glide slope, you 'll see the lights on line :      **° °**
    /////////////////////////////////////////////////////////////////////////////////
    Additionally, I put two sets of each lights, one left, one right on both runway headings, which provides you both alignment and glide slope visuals for low visibility situations, making it some sort of rudimentary not super accurate but better than nothing alternative for no ILS system in those games.
    //
    Limitations:
    -On night landing, those lights may look blurry and somewhat mixed with already existing runway lights at certain distances.
    -The closer you come to the runway, the less accurate this system becomes so you'll have to rely on your training for those last feet/meters before touchdown. This actually looks a bit like a real ILS antenna thing BTW.
    -On some cockpits and/or some aircrafts it may be difficult to see the lights while maintaining proper AOA/attitude/descent rate. (internal views only)
    -Also, depending on your display settigns, you may want to zoom the cockpit POV at its max level (F3 or F4 keys) in order to see those lights, but this makes it more difficult to watch your instruments in the same time.
    Well, this is not perfect, but I hope you'll give this mod a try and have as much fun landing with it than I got from making and testing it. I wish again it was possible to rotate vertically those runway lights, and also I wasn't able to add light to the carrier, it would have been fun to add some sort of "meatball-OLS" for carrier ops. Hopefully, more talented modders than I may come with solutions.
    Personal notes and thanks:
    This was my first mod ever published for those games whereas i spent so much time playing and messing with mods years ago. I moved for Falcon BMS that is incredible, but having less spare time for flight sims and homepits, I found back my WOV copy for quick and dirty gameplay with the cheapest joystick, and found myself having just as much fun with it as I did before. I just love those Thirdwire early jets and cold war era atmosphere, and one can learn basics, or come back to these games and try to play with more "realistic" procedures. Well, thanks to thirdwire, CombatAce, and the whole community for years of fun, hope my humble contribution will add to the pack.
    Cheers,
    Ryder7 from France.
    P.S.: Feel free to upgrade this mod at will, just give credits and no commercial use please. :)
    Edit: Forgot to add proper installation instructions:
    1.backup your Airfields.ini.
    2.Drop the content of the zip onto your  ...Wings Over Vietnam/    game directory.
    3. That's it. To uninstall, just remove those files and you'll be back with vanilla packed .inis, or replace with your backup ones if already modded.
     
     
     
     

    25 downloads

       (0 reviews)

    2 comments

    Updated

  2. Airfield Approach Ligths

    This is my version of airfield approach lights for SF1 series. I gathered already existing airfield approach lights from http://combatace.com/files/file/1866-runway-approach-lights/ uploaded by HrntFixr and from http://combatace.com/files/file/1866-false/uploaded by the same Submitter (no modifications were made with his work, just changing the time of lights on and off), and mixed them with German airbases, Soviet airbases, Desert airfields and VietnamSEA airfields. I made small edits with time the lights are on and off and now a compromise was found between the time the lights are switched on and off: now the lights are switched on after 4.00 PM and off after 8.00 AM, that was done for having the lights always on in the inclement weather, the lights are on 24 hours in the inclement weather so now it is not difficult to find the airfield and land in the inclement weather. The images show the airfield approach lights at their finest! I specially uploaded many screenshots with various aircrafts to show how these lights transform and make more realistic the overall picture of this fantastic game!
     
    These are complete airfields inis - no need to change anything inside the same, just copy and paste into your terrains. Backup your airfield inis before you drop these ones if you do not like them and do not want to use anymore. Hope you will like it!
     
    This is my first work I share with gamers of this fantastic game! J
     
    Backup your airfield inis in your terrains before installation. Just drop these inis into your terrains. Be careful that each terrain has own specific airfield inis: German and Soviet airbases for GermanCE, Black Sea, Kamchatka terrains etc., Desert airfields for IsraelME, Libya terrains etc., VietnamSEA airfield for DRV. Probably it will be compatible with SF2 series terrains as well.
    Please try yourselves.

    87 downloads

       (1 review)

    0 comments

    Updated

  3. MiG-21 landing lights

    This little modification adds landing lights to the MiG-21 model.
    ------------------------------------------------------------------------
     
    Tested with MiG-21MF but should work with any 21 version.
     
    ------------------------------------------------------------------------
     
    Follow the instructions in the txt.file and have fun.
     
    FLT

    234 downloads

       (1 review)

    0 comments

    Updated

  4. F-106A Landing Lights

    This is a new data.ini file for Pasko's F-106A Delta Dart adding landing lights.
    Tested with WOE
     
    Thanks Pasko, Kesselbrut and Column5.
     
    Cliff11

    123 downloads

       (0 reviews)

    0 comments

    Updated

  5. A-12 Avenger II Lights (How to add to the data.ini)

    You will find the few lines you have to add to the A-12_DATA.ini for navigation and landing lights.
     
    You will have to add the lines yourself ; it's not practical but the data.ini may have been modified already.
    Just copy the lines and don't forget to change the XXX to the accurate number.
     
    Modify this file as you wish, but don't use it for any payware!
     
    Cliff11

    91 downloads

       (0 reviews)

    0 comments

    Updated

  6. Mirage IV A alternate data file

    This is an alternate file for the Mirage IV A previously released by Veltro2K.
     
    Credit goes to him : )
     
    The original 3D model is not available anymore!!!
    so => Don't download this file
     
    ...unless you're a dinosaur and already have the damn LOD
    First, back up the original data file
    then, read the readme
     
    This is an updated file, better than the previous one (lol)
     
    - Landing gears and fuel tanks are almost ok.
    - New flight model, tested on WOE 06 & 08.
     
    Freeware only, not to be sold in any way!

    230 downloads

       (1 review)

    1 comment

    Updated

  7. Rafale lights and airbrakes

    Just a .ini edit containing lights and airbrakes for Dev A-Team Rafale BETA. The airbrakes are my creation though, so it wouldn't be exact accurate.
     
    *Tested in WOV only*
     
    Have fun! -New Guy-

    269 downloads

       (0 reviews)

    0 comments

    Updated

  8. Blue Airfields

    NOTE THIS IS A WORK IN PROGRESS!!
     
    Here is a small collection of "blue" airfields I have built for use in the TW series (specifically SFP1 and the WoX series).
     
    This project is a collection of my thoughts along with other folk’s talent. It is not perfect and I am working to improve them all the time.
     
    ****************************************************
     
    Credit goes to the following:
     
    The creator's of the CA forum. It has provided me a lot of ideas, some which have been realized.
     
    I have used the work of the individuals below in this project.
     
    Comrpnt - His airfield light program inspired me to attempt lighting up these airfields.
    http://forum.combatace.com/index.php?autoc...p;showfile=6863
     
    CA_Stary for the Generic hangars pack
    http://forum.combatace.com/index.php?autoc...p;showfile=7221
     
    Gepard for use of the New Airbases for SFP1 / WOE v. 2.0
    http://forum.combatace.com/index.php?autoc...p;showfile=5078
     
    wingwiner for the Tactical Control Centre and Gas Station
    http://forum.combatace.com/index.php?autoc...p;showfile=4989
     
    wingwiner for the Control TowerH1
    http://forum.combatace.com/index.php?autoc...p;showfile=4168
     
    Mitch's "Factory Place"
    http://wrench1smog.com/wrench3.html
     
    The Wrench
     
    I don't think I missed anyone but If I did please let me know.
     
    *****************************************************
     
    What's included:
     
    AIRFIELD_HAGARRS.ini (used for lighting the airfield)
    AIRFIELD_IBERIA.ini
    AIRFIELD_METRO.ini
     
    Hagarrs Airbase.txt (add this to your XXX_targets.ini listing)
    Iberia Airbase.txt
    Metro Airport.txt
     
    *****************************************************
     
    Installation:
     
    You will need the objects listed in the credits to populate the airfields.
     
    Just drop the AIRFIELD_XXXX.ini into the terrain folder where you plan to use the airfields. This will light the airfield.
     
    Copy and paste the ***.txt into the ***_target.ini folder, making sure to number the target accordingly.
     
    Go fly and enjoy.
     
    Questions / comments / concerns please contact me here at Combat Ace.
     
    As I subscribe to the freeware policy at Combat Ace, this is a FREEWARE product.
     
    KRFRGE
     
    March 2009
     
     
    14 Apr 09 - Fixed the A/C lineup

    279 downloads

       (0 reviews)

    0 comments

    Updated

  9. Mi-24P data ini

    This is yet another iteration of the Mi-24P data.ini Hind-F uploaded by Orsin.
    It is based almost exclusively on Gepard's Mi-24D Dora data.ini work. So all credit accrues to him.
    On HARD settings the gunship has a tendency to porpoise at speeds in excess of 140Kts.
    Simply copy-paste into your Mi-24P folder.
    Good Hunting Boys.
     

    233 downloads

       (2 reviews)

    5 comments

    Submitted

  10. New Data Beta for Mi-24P By YEYEYE

    File DATA of florian SeaKing, adapted for Mi-24P.
     
    Credit By Florian SH-3 SeaKing

    316 downloads

       (3 reviews)

    7 comments

    Submitted

  11. More zoom in cameras and fly-by camera zoomable

    This is simple edit for VIEWLIST.INI thats allow to more zoom and make the fly-by camera zoomable.
     
    Put in your "Flight" folder, backup first!!
     
     
    Tested in WOE.
     
     
     
     
    *Optional: i recommend to eliminate the color cones because when the zoom is too big the cones also makes bigger and at the max zoom him blocks the visual, you can make this editing some lines in HUDData.ini in same folder.
     
    Find the line
     
    ConeModelName=xxxxxxxxx
     
    and erase the value to look like this
     
    ConeModelName=
     
    Thats all.
     
    Sorry for my english.

    234 downloads

       (1 review)

    4 comments

    Submitted

  12. WOI cockpit for MF F-16A with corrected avionics V1.1

    I did this work hoping to motivate people to present a re-worked F-16C cockpit.
     
    This mod enables WOI users to enjoy their MF F-16As with the stock hi-rez TW cockpit.
     
    The stock TW F-16A in WOI unfortunately lacks TWS capability (Note: Apparently I was wrong, it was indeed without TWS in the very first batches), while MF F-16As lacked ground map capability due to a mixture of avionics60 lines in an avionics70dll file (Note: As I was informed, it was later corrected).
     
    Furthermore, TMF avionics are more representative of Blk1/5/10s, instead TW are a bit stronger, more representative of Blk 15 avionics.
     
    I re-worked the avionics.ini to present something as close to reality as I could, based on the stock WOI cockpit.
     
     
    V1.1 Changes:
     
    TWS Capability deleted from Blk 10 Avionics
     
    TV Capability restored in Blk 15 Avionics
     
    If you want to use MF TV filter instead of the TW, change this line from
     
    TextureStage[01].TextureName=GreenTVFilter.bmp
    ;TextureStage[01].TextureName=cockpit\GreenTVFilter.bmp
    TextureStage[01].MipMap=FALSE
     
    to
     
    ;TextureStage[01].TextureName=GreenTVFilter.bmp
    TextureStage[01].TextureName=cockpit\GreenTVFilter.bmp
    TextureStage[01].MipMap=TRUE
     
    NOTE: Not 100% sure when Maverick capability was certified for F-16s. It seems to me that it was a retrofit in a later date for Blk1/5/10 aircraft.
     
     
     
    INSTALLATION INSTRUCTIONS:
     
     
     
     
    1) Download, extract and place into respective folders. They will overwrite the previous ones. Remember to keep back ups just in case...
     
     
     
     
    2) Change this line
     
    CockpitDataFile=
     
    from
     
    CockpitDataFile=F-16A_cockpit.ini
     
    to
     
    CockpitDataFile=F-16A_NETZ_COCKPIT.ini
     
     
     
     
    NOTE: Do not, I repeat DO NOT delete the already installed cockpit, since I use many TGAs from the MF cockpit. It won't work properly without it.
     
     
     
     
    ADDED BONUS: Modified MF F-16A OCU DATA file with F100-220E engine.
     
     
     
     
    I want to thank TW & MF and every person that contributed to the community.
     
    If an individual deserves credit, please notify me.
     
    REMEMBER THIS IS A FREEWARE!
     
     
     
     
     
     
     
     
     
     
     
     
     

    233 downloads

       (1 review)

    0 comments

    Updated

  13. Joystick controlled Thrust vectoring.

    so you were clamoring to fly planes with thrust vector.
     
    so you are frustrated you cant have thrust vector control for pitch control..
     
     
    now all you need is a joystick.

    159 downloads

       (0 reviews)

    1 comment

    Submitted

  14. Aircraft Mod Pack ( SFP1 ) avsim

    this will serve as readme- just some old stuff brought up to sfp1 current patch standards as the current package at avsim isn't flyable/presentable
     
    thanks to bob hauser. tk and community
     
    aircraft- f100 taiwan and f104 taiwan , j-7 china , mig 21 china, mig 19 pak, mig 19 sov, mig 21 t74 india.
     
    fixes are skin loadout weapon positions made sure model match , it is a complete fix
     
    what u will need - sfp1 ptached latest get it at thirdwire the big weapon pack 2.5
     
    aircraft designed as plug and play , u might need to run weapons through the editor once only and save it.
     
    the current package had many errors see which one you like and finally enjoy

    158 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Mods for Russ's P-47N

     
    The following are enhancements for Russ's excellent P-47N in Strike Fighters 1 Series found at: Strike Fighters 1 Series > SF/WO*Add-On Aircraft > WW2Aircraft > Allied Aircraft > Allied Fighters > about page 6
     
    The cowl flaps open and close automatically with air speed.
     
    The pilot's canopy is opened with the "H" key.
     
    A landing light has been added.
     
    A new sound file is added.
     
    The performance is closer to the "N" type.
     
    A supercharge has been modeled.
     
    The flight model has been tweaked.
     
    *( The gear speed limit on the ground seems to be about 150 knots.)
     
    I do not know who made the ww2USAAFPilot but I included the file.
     
     
     
     

    111 downloads

       (0 reviews)

    0 comments

    Submitted

  16. Improved Su27SK flight model for Marcfighter Su27sk/China J11

    This is a improved flight model based on Kreelin's v1.5 su27sk flight model for WOI. And it is designed for Marcfighter's Su27sk and China J11. It should work well also on Su27 if the node names are correct.
     
    The new version is desinged for Wox Oct 2008 patch level. It took me almost a whole week to tweak the bits and pieces of this flight model and now it feels right in both hard and normal setting. Meanwhile AI can handle this very well against any 2nd and 3rd Gen fighters.
     
    Compare to the old flight model that was included in the mig29/su27 flight model pack, this one feels real.
     
    It should not take too much effort to convert it to SF2 standard as I took many data from SF2i inis to this one. I hope someone can help with it.
     
    =====================
    please note:
     
    the original build-in ECM has been replaced by L005 ECM on additional pylons, that is why there is an additional loadout file prepared for you..
     
     
     
    how to:
     
    extract both files to your su-27sk folder and replace the old ones. backup as needed.
    =====================
     
    Feel free to use or modify this flight model as long as it is not for commercial purpose.
     
     
     
    Insky_orsin

    230 downloads

       (0 reviews)

    1 comment

    Submitted

  17. Approach and airfield lights for ALL WOV airfields V1.10

    Welcome to the Approach and Airfield Lighting pack for ALL friendly airfields for Wings Over Vietnam (WOV).
     
    This pack puts approach lights at the end of each runway and anti-collision lights on all tall buildings and structures, for each type and layout of runway for all friendly airfields.
     
    Updated for October 2008 Thirdwire Patch: Alternative airfield lighting definition files are now included that work with the October 2008 patched version of the game.
     
    Acknowledgements, Disclaimer and Terms
    Thank you to TK and all modders who have provided the platform and prerequisites I use in my packs. If there are any problems with this pack and my own modifications, then please contact me directly, not the authors of the prerequisites. Note that prerequisites have their own terms and conditions that may differ from those defined for this pack.
     
    Released under Fair-Use terms, as defined at CombatAce
     
    Prerequisites
    There are no prerequisites for this pack.
     
    More Info
    See here for more detailed screen shots: http://bbs.thirdwire.com/phpBB/viewtopic.php?p=19180
     
    and also here for additional screen shots of Airfield 4: http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3293
     
    Here is the list of additional lights introduced by this mod, found in the different types of layout:
     
    Tower1 & Tower2
    Fueltank1 & Fueltank2
    Hangar1, Hangar2 & Hangar3
    Bunker1 & Bunker2
    Watertower
    ASR (radar)
    ShelterA (used for ramp and QRA sites)
     
    I've also include a Heli-pad for each layout.
     
    Each building or structure contains at least 1 anti-collision red light (in some cases up to 4 lights) and hangars also contain flood lights facing the ramp area.
     
    Regards, comrpnt :-)

    1,125 downloads

       (5 reviews)

    0 comments

    Updated

  18. AH-1G avionics upgrade

    Read the readme! :yes:

    184 downloads

       (0 reviews)

    0 comments

    Submitted

  19. Airfields and Buildings lighting pack (SFP1/SFG)

    Airfields and Buildings lighting pack (SFP1/SFG)
    Welcome to the Approach and Airfield Lighting pack for ALL friendly airfields for Strike Fighters Project 1 (SFP1) and Strike Fighters Gold (SFG).
     
    This pack puts approach lights at the end of each runway and anti-collision lights on all tall buildings and structures, for each type and layout of runway for all friendly airfields.
     
    Updated for October 2008 Thirdwire Patch: Alternative airfield lighting definition files are now included that work with the October 2008 patched version of the game.
     
    Acknowledgements, Disclaimer and Terms
    Thank you to TK and all modders who have provided the platform and prerequisites I use in my packs. If there are any problems with this pack and my own modifications, then please contact me directly, not the authors of the prerequisites. Note that prerequisites have their own terms and conditions that may differ from those defined for this pack.
     
    Note: There are no prerequisites for this pack.
     
    Released under Fair-Use terms, as defined at CombatAce
     
    Update v1.01
    Fixed a bug in D5 airfield runway definition in _targets.ini - I forgot to set the heading back to 60 degrees (set to 0 degrees for development only.)
     
    Update v1.10
    Added alternative airfield lighting definition files, compatible with the Thirdwire October 2008 version of the game. Removed test mission file and supporting files, to simplify the download content and installation process.
     
    Contents

    New lighting definition files for all friendly airfield types and layouts
    Replacement _TARGETS.INI file to make use of new lighting files

     
    comrpnt (June 2008, revised July 2009)

    604 downloads

       (3 reviews)

    1 comment

    Updated

  20. F-22.INI edit, SF2 ---> WOI

    A small change in F-22A.ini for it works in WOI

    164 downloads

       (1 review)

    0 comments

    Submitted

  21. countermeasures and debris edits

    REMINDER
     
    Be sure to back up your excisting aircraftobject.ini, countermeasureobject.ini, debrisobject.ini, and shellobject.ini files in case there is a problem with these files and or you dont like them, so you can
    revert back to the originals.
     
     
    I did this after I noticed that after 3 seconds or so, everything in the game *drop tanks, pieces of planes, flares and whatnot* disappears. So I edited the files listed above to try to make everything
    that falls from the plane, or anything type of countermeasure fall til it hits the ground. So now when you shoot down a plane, or use flares and chaff, it should all fall to the ground before disappear. Now you can watch as every piece of your enemy falls back to the earth. I tried to make it so that more pieces came off, or add more debris from lanes or ground targets. I'll try to work on it and get it tuned up a bit more so that you get mor parts raining down to the ground. and also try to make the flares rate of decent alot less than it is now so it acts more like the real thing. eitherway, have fun.
     
     
    Installation
     
    Just copy these files and paste them in your objects folder. Make sure you back up you original files these replace incase you dont like these, or if you want to reuse the originals.
    Once added, test them out and see if the parts from the planes you shoot down, or the drop tanks or counter measures fall all the way to the ground. Im gonna try to work on this a bit more and try to add even more debris the next time. Anywho, have fun

    298 downloads

       (1 review)

    1 comment

    Submitted

  22. F-102A Fast Bleed flight model V.3

    This is an alternate flight model I developed about a year before the F-102A Delta Dagger was released by Veltro2K. It is based on Pasko's F-106 flight model, but modified in deliberate ways. I used Mirage 3 flight models as a guide as well as it is underpowered and has that huge hanging delta.
     
    After I finished, I stop watch timed its climb compared to the F-106, and it matched the specs very closely if I remember right.
     
    I added more drag as well because of the more forward air inlets and other drag producing features. I played with the engine thrust until the climbing numbers worked out.
     
    Although a beautiful flying airplane, it bleeds off speed much faster than the F-106 (and the standard released F-102A) in high G situations due to less engine power and more drag. It also climbs much slower, but still not bad compared to contemporaires.
     
    However, It really is not a dogfighter as some would claim the later more powerful and more refined F-106 was. I have dogfighted this flight model against all types of early Migs to the Mig-21. If you keep fast and boom and zoom with its incredible radar system, you can equal the Mig-21 and sometimes kill one.
     
    Thanks to Pasko for his incredible F-106 flight model.
     
    V.3 changes.
    The drop tanks are now droppable. Thanks Lexx_Luthor.
    It was Pasko's F-106 flight model not Dave's that I based the F-102 on. Thanks Dave.
    The pilot in the extenal view in now in the cockpit which some people had problems with depending on how much had been added.
     
     
    Instructions:
     
    1-Backup your files! (This time I really mean it...you may not like the flight model!)
     
    2- Unzip the contents of the F-102 flight model folder to ...\SFP1\Objects\Aircraft\F-102A\.
     
    3-When prompted, overwrite the files.
    Enjoy!

    264 downloads

       (1 review)

    0 comments

    Updated

  23. Mig29G and Su27SK/China J11 modified FM


    Credits to Marcfighter and Lindr2 for their excellent work on the original FMs











    1. SU-27SK/China J11 FM modified based on Marcfighter's original model











    It has been a quite disappointment to see little discussion about the performance issue of Marcfighter's SU27SK after 2008 patch of WOX series. I doubt if there is still anyone other than me playing su27 nowadays.











    The issue is quite apparent - under hard mode, su-27 has too much maneuvability that makes AI players run this bird into endless cobra-like movements in aircombat, which is an obviously unsustainable way leading to eventual disadvantage in dogfights due to low energy. The FM is also not stable in yaw leading to uncontrollable rolls at high AoA. When we "human" controlling this bird, it is also likely to have a blackout every 2 seconds.
     
    So there is where I start tinkering - beat the trend to run into high AoA, while also maintain an overall agility. In this model, You find a much less effective stabilizer, it has smaller angle, and faster rotating speed. The aileron is also modifed to synchronize the motion of rotating. Drag is also modified to fit this change.
     
    The test drive shows quite a good result - slightly better than the stock F15A, while enable AI play to maintain its energy. I play a few 12 x Su27 vs 16 F15+8 F4 case under hard/hard setting and had the chance to win out in all the case.

    2. Mig 29G FM based on Lindr2's recent release of Mig 29 BM FM.
     




    First I would like to thank Lindr2 for presenting us his serious Mig 29 BM FM, which is based on real data from russian/soviet references. As such I don;t have to modify most parts of this FM. most of my change focused on beating the trend to rotate back at x-horizon at low speed (IAS < 350kmh). A minor change also fix the problem that the model rotate the aileron and stabilizer at the wrong direction.
     
    The overall outcome is also pleasing. The modified FM gives you a 50/50 chance to beat the stock F16 in WOI, hard mode. AI also run it well and can fight F18 at close to 1:1 shotdown ratio.












    Insky_orsin


    265 downloads

       (0 reviews)

    1 comment

    Submitted

  24. CH Fighter Stick config for auto door operations on the F-22 and F-35

    CH FIGHTER STICK CONFIGURED FOR AUTOMATIC DOOR OPERATIONS FOR THE F-22A, F-22A_B20, AND THE F-35A WITH CORRECT WEAPON DEPLOYMENT;NOMENCLATURE AND OPERATIONS FOR THE CH FIGHTER STICK AND PRO THROTTLE;NEW WEAPON DATA FOR AIM-9X AND AIM-120C
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    This mod is for both any SF series sim and for the CH Fighter Stick and Pro Throttle. What this mod does takes full advantage of the unique controller programing capabilites of the CH Fighter Stick and Pro
    Throttle operations to allow a more imerssive experience of the F-22 and F-35. NOTE: this might not work with any other CH controls and will most definately not work with any other controls that are not by
    CH. So if you downloaded this in hopes that it will give you automatic doors for the F-22 and F-35 with your own game controllers, I appologize in misleading you for that.
     
    ...............................................................................................................................................................................................................
     
    CHANGES TO THE F-22A, F-22A_B20, THE F-35A AND INSTALLATION
     
    *CHANGES
    The changes that I made to these aircrafts was changing the attachment type in the weapons bay from internal to external. This was done so that the new Aim-9X and Aim-120C (which will be explained further)
    will operate and deploy correctly from the weapons bay. Setting the attachment type from internal to external allows the Aim-9X can to track a target while inside the weapons bay. The opening time for the
    weapon bay doors on both F-22s have been speed-up by 50%. NOTE: Only the Aim-9X and Aim-120C have been adapated for these changes. Other weapons may not deploy correctly.
     
    *INSTALLATION
    First, back-up your original F-22A, F-22A_B20, and F-35A folders. Then drag the .rar folders of the F-22A, F-22A_B20, and F-35A into your Aircraft folder. This will overwrite the original data.ini and
    loadout.ini files of these aircrafts in your Aircraft folder.
     
    ...............................................................................................................................................................................................................
    NEW WEAPON DATA FOR THE AIM-9X AND AIM-120C AND INSTALLATION
     
    *NEW WEAPON DATA
    The changes that I made to these aircrafts was adding them as a new weapon: AIM-9X (INTERNAL) and AIM-120C (INTERNAL). Both missiles have a delay release of 1 second and a booster start delay of 1 second for
    the Aim-9X and 2 seconds for the Aim-120C. This allows both missiles to clear the weapons bay before being released and engaging the boosters. Time from when pushing the pickle button to booster ignition is
    about 2.5 seconds for the Aim-9X and about 3.5 seconds for the Aim-120C. The extra half second is due to the command time to engage each action of opening the weapon bay and launching the weapons. After the
    weapon has launched, the weapon bay doors will close on their own.
     
    *INSTALLATION
    At the bottom of this readme is two weapons data. Copy and paste this data into your WEAPONDATA.ini file as the last entry. Then under the heading [WeaponData2109] and [WeaponData2110], change the numeical
    values to the appropriate corresponding order (which ever value they come after from the previous weapon in the WEAPONDATA.ini file).
     
     
    ***************************************************************************************************************************************************************************************************************
    NOMENCLATURE AND OPERATIONS OF THE CH FIGHTER STICK, PRO THROTTLE, AND INSTALLATION
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    NOMENCLATURE AND OPERATIONS OF THE MODE SELECTOR, TRIGGER, AND PICKLE BUTTONS OF THE CH FIGHTER STICK
     
    The pickle button has been assigned to not only fire the selected weapon, but to operate the bay doors to open and close with a
    single push of the button. I've implemented a sort of "master arm" button by using the mode selection button on the top right of the Fighter Stick. In Mode-1 (indicated by the green light on the base
    platform of the Fighter Stick), both the pickle button and the trigger have been disabled to prevent any accidental firing of both the weapons and the guns to take place. In Mode-2 (indicated by the red
    light on the base of the platform of the Fighter Stick), the "master arm" is on, the selected weapons can fire by use of the pickle button (which fires the weapon, at 0.5 seconds after that command ,it opens
    the weapon bay door, and then closes the weapon bay doors after the missile has engaged it's boosters and cleared the area in only one push of the button), but the trigger is disabled to prevent any
    accidental firing of the gun. In Mode-3 (indicated by the yellow light on the base of the platform of the Fighter Stick), the "master arm" is on, the trigger can fire the guns, but the pickle button has
    been disabled to prevent any accidental firing of the guns. In order to use Mode-2 and 3, you must first go through Mode-1. This does not mean that if you accidentally start a mission in either Mode-2 or 3
    you can not disable the pickle or trigger buttons. All you need to do is to go to Mode-1 from Mode-2 or 3 first, then you can access the pickle and trigger buttons.
     
    ...............................................................................................................................................................................................................
    NOMENCLATURE OF ALL OTHER SWITHCES BUTTONS OF THE CH FIGHTER STICK (WORKS IN ALL MODES)
     
    *POV HAT SWITCH
    The POV HAT switch, located right of the pickle button, controls the targeting operations. Pushing right selects the next radar target. Pushing left selects the previous radar target.
    Pushing up acquires and identifies the radar target (both controls have been unionized in a single operation). Pushing down deselects the acquired radar target.
     
    *HAT 1 SWTICH
    The HAT 1 switch, located under the pickle button, controls the gunsight mode, gun group mode, ripple quantity, and ripple interval selections. Pushing right selects the next gunsight mode. Pushing left
    selects the previous gun sight mode. Pushing up selects the next ripple quantity. Pushing down selects the previous ripple quantity. Holding the SHIFT key and pushing right selects the next gun group. Hold
    the SHIFT and pushing left selects the previous gun group. Holding the SHIFT key and pushing up selects the next ripple interval. Holding the SHIFT key and pushing down selects the previous ripple interval.
     
    *HAT 2 SWITCH
    The HAT 2 swtich, located to the right of the HAT 1 swtich, controls the weapon selection. Pushing right selects the next A2A weapon. Pushing left selects the previous A2A weapon. Pushing down selects the
    next A2G weapon. Pushing up selects the previous A2G weapon. The HAT 2 switch has not be programed for to specific characters, so you can make any changes to it if you like.
     
    *HAT 3 SWITCH
    The HAT 3 switch, located at the thumb rest of the CH Fighter Stick, controls radar operations. Pushing right selects the next radar mode. Pushing left selects the previous radar mode. Pushing up selects
    the next radar range. Pushing down selects the previous radar range. The HAT 3 switch has not be programed for to specific characters, so you can make any changes to it if you like.
     
    *BUTTON 4
    Button 4, located at the bottom of the CH Fighter Stick (where your pinky finger would rest) activates and deactivates the radar. It also acitivates and deactivates the ECM. ECM is activated when the radar
    is activated.
     
    ...............................................................................................................................................................................................................
    NOMENCLATURE OF ALL SWITCHES, BUTTONS, AND MICRO STICK OF THE CH PRO THROTTLE (WORKS IN ALL MODES)
     
    *POV HAT SWITCH
    The POV HAT switch, located left of the Micro Stick and under the HAT 2 switch, controls VTOL nozzle operations and the wing leveler. Pushing forward rotates the nozzles up. Pushing back rotates the nozzles
    down. Push up activates the wing leveler. No functions are assigned to when you push down. The POV HAT switch has not be programed for to specific characters, so you can make any changes to it if you like.
     
    *HAT 1 SWTICH
    The HAT 1 switch, located on the front of the Pro Throttle, controls waypoint selection, inflight map, and ECM. Pushing right selects the next waypoint. Pushing left selects the previous waypoint. Pushing
    down selects the inflight map. Pushing up selects the ECM individually from the radar.
     
    *HAT 2 SWITCH
    The HAT 2 switch, located above the Micro Stick and the POV HAT switch, controls speed and lift control devices. Pushing forward applies the speed brakes until released. Pushing back applies both the speed
    brakes and the wheel brakes until released. Pushing up raises the flaps. Pushing down lowers the flaps.
     
    *HAT 3 SWITCH
    The HAT 3 switch, located under the Micro Stick, controls the landing gear, wheel brakes, and the arrestor hook. Pushing forward applies the wheel brakes until released. Pushing back unlocks and locks the
    wheel brakes. Pushing up lowers and raises the arrestor hook.
     
    *BUTTONs 2, 3, AND 4
    Button 2, located on the right of the forward hand grip, left of Button 3, ejects 6 chaffs and flares simultaneously. Button 3, located in the middle of Button 2 and 4, jettisons the fuel tanks. Button 4,
    located on the left of Button 3, jettisons all external loads.
     
     
    *MICRO STICK (BUTTON 1)
    Button 1, located on the Micro Stick, controls pilot ejection. The no functions are assigned to the Micro Stick. Button one has not be programed for to specific characters, so you can make any changes to it
    if you like.
     
    ...............................................................................................................................................................................................................
    INSTALLATION
    In the F-22,F-22A_B20,F-35A,CH Control,AIM9_AIM120 folder, you will find the folder Control Manager. Copy that folder and paste it inside your CH Products folder (where ever it may be located on your
    computer. After that, open the CH Control Manager (if you don't have it - which might explain why you can't find the folder CH Products - you can download it here:
    http://www.chproducts.com/retail/tech_control_manager.html). In the Control Manager, open the file CH Control.map. Then click on the download button. Exit the control Manager. Next, go back to the
    F-22,F-22A_B20,F-35A,CH Control,AIM9_AIM120 folder and go open the Controls folder in it. Copy and paste the file CH Controls.ini into your Controls folder. That is it.
     
    ***************************************************************************************************************************************************************************************************************
    WEAPONDATA - COPY AND PASTE THE FOLLOWING (NOT THE DASHED LINES) UNDER THE LAST ENTRY INTO YOUR WEAPONDATA.ini FILE AND DO AS PREVIOUSLY INSTRUCTED
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    [WeaponData2109]
    TypeName=AIM-9X (INTERNAL)
    FullName=AIM-9X Sidewinder (INTERNAL)
    ModelName=AIM9X
    Mass=83.900002
    Diameter=0.127000
    Length=2.983000
    SubsonicDragCoeff=0.200000
    SupersonicDragCoeff=0.370000
    AttachmentType=USAF,USN
    SpecificStationCode=
    NationName=USAF
    StartYear=2002
    EndYear=2020
    Availability=1
    BaseQuantity=40
    Exported=TRUE
    ExportStartYear=2002
    ExportEndYear=2020
    ExportAvailability=1
    WeaponDataType=1
    RailLaunched=TRUE
    RocketPod=FALSE
    Retarded=FALSE
    FinStabilized=TRUE
    SpinStabilized=FALSE
    HasGrowl=TRUE
    EffectClassName=SmallMissileEffects
    ReleaseDelay=1.000000
    WarheadType=0
    Explosives=10.150000
    FusingDistance=1.500000
    ClusterBomblets=0
    ClusterDispersion=0.000000
    GuidanceType=10
    Accuracy=90
    MaxTurnRate=70.000000
    MaxLaunchG=9.000000
    LockonChance=90
    LaunchReliability=90
    ArmingTime=0.500000
    SeekerFOV=30.000000
    SeekerGimbleLimit=90.000000
    SeekerTrackRate=200.000000
    SeekerRange=40000.000000
    MinLaunchRange=150.000000
    MaxLaunchRange=26500.000000
    Duration=90.000000
    CounterCountermeasure=100.000000
    NoiseRejection=95.000000
    CapabilityFlags=0x000004c4
    LoftAngle=0.000000
    DescentAngle=0.000000
    MaxLoftAltitude=0.000000
    CLmax=14.000000
    MinFreq=0.000000
    MaxFreq=0.000000
    BoosterStart=1.000000
    BoosterDuration=4.700000
    BoosterAccel=17.930000
    BoosterEffectName=R2
    BoosterSoundName=Missile
    BoosterNodeName=
    BoosterPosition=0.000000,-1.505000,0.000000
    SustainerDuration=0.000000
    SustainerAccel=0.000000
    SustainerEffectName=
    SustainerSoundName=
    SustainerPosition=0.000000,-1.505000,0.000000
    InFlightEffectName=R2
    InFlightSoundName=
    ReleaseAnimationID=-1
    EODisplayFlags=0
    CEP=0.000000
     
    [WeaponData2110]
    TypeName=AIM-120C (INTERNAL)
    FullName=AIM-120C AMRAAM (INTERNAL)
    ModelName=Amraam120C4
    Mass=156.500000
    Diameter=0.178000
    Length=3.655000
    SubsonicDragCoeff=0.200000
    SupersonicDragCoeff=0.370000
    AttachmentType=USAF,USN
    SpecificStationCode=
    NationName=USAF
    StartYear=1995
    EndYear=2020
    Availability=2
    BaseQuantity=40
    Exported=TRUE
    ExportStartYear=1995
    ExportEndYear=2020
    ExportAvailability=1
    WeaponDataType=1
    RailLaunched=TRUE
    RocketPod=FALSE
    Retarded=FALSE
    FinStabilized=TRUE
    SpinStabilized=TRUE
    HasGrowl=FALSE
    EffectClassName=MediumMissileEffects
    ReleaseDelay=1.000000
    WarheadType=0
    Explosives=33.000000
    FusingDistance=2.000000
    ClusterBomblets=0
    ClusterDispersion=0.000000
    GuidanceType=13
    Accuracy=99
    MaxTurnRate=23.000000
    MaxLaunchG=7.000000
    LockonChance=99
    LaunchReliability=100
    ArmingTime=2.000000
    SeekerFOV=15.000000
    SeekerGimbleLimit=45.000000
    SeekerTrackRate=55.000000
    SeekerRange=55000.000000
    MinLaunchRange=1000.000000
    MaxLaunchRange=75000.000000
    Duration=120.000000
    CounterCountermeasure=150.000000
    NoiseRejection=150.000000
    CapabilityFlags=0x1000002f
    LoftAngle=0.000000
    DescentAngle=0.000000
    MaxLoftAltitude=0.000000
    CLmax=14.000000
    MinFreq=0.000000
    MaxFreq=0.000000
    BoosterStart=2.000000
    BoosterDuration=4.400000
    BoosterAccel=30.639999
    BoosterEffectName=R2
    BoosterSoundName=Missile
    BoosterNodeName=
    BoosterPosition=0.000000,-1.660000,0.000000
    SustainerDuration=20.000000
    SustainerAccel=0.520000
    SustainerEffectName=R1
    SustainerSoundName=Missile
    SustainerPosition=0.000000,-1.660000,0.000000
    InFlightEffectName=R1
    InFlightSoundName=
    ReleaseAnimationID=-1
    EODisplayFlags=0
    CEP=0.000000
     
    ***************************************************************************************************************************************************************************************************************
    CREDITS
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    ORIGINAL .ini WORK ON THE F-22A AND F-22_B20
     
    *Moonjumper
     
    ...............................................................................................................................................................................................................
    ORIGINAL .ini WORK ON THE F-35A
     
    *FastCargo
     
    ...............................................................................................................................................................................................................
    THIS MOD MADE BY
     
    *serverandenforcer

    198 downloads

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    Submitted

  25. Updated Mirage 2000D flight model

    This is a fix for the Mirage 2000D flight model.
    The aircraft no longer pitches up or down when you move the stick to the left or right on hard flight model mode
     
    Instructions
    just drop into your Mirage 200D folder and let it overright
    for the mirage 2000N just rename the data ini to Mirage_2000N.ini and paste it in the Mirage 2000N folder (letting it overright)
     
    Thanks to Amokfloo for his awsome aircraft
    feel free to use this in all freeware mods as long as credit is given

    274 downloads

       (0 reviews)

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    Submitted

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