Jump to content

Ini Edits

Sign in to follow this  

Various INI Edits

88 files

  1. 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

  2. A-36 Invader gun mod

    Original aircraft by WOLF257.

    192 downloads

       (1 review)

    0 comments

    Updated

  3. A-4C and A-4E Internal Fuel Gauge Mod.

    A-4C and A-4E Internal Fuel Gauge Mod. This mod replaces the Fuel Flow Gauge with an Internal Fuel Gauge.

    342 downloads

       (2 reviews)

    0 comments

    Updated

  4. A310 MRTT Refuelling Drogue Lights

    Hi folks, I've had a go at adding some drogue lights to the A310 MRTT refuelling tanker, to make it more fun to line up during a night tanking exercise.
     
    This lights mod is a bit of a hack as when the A310 comes in to land the lights remain visible, but for practice they work pretty well and seem real enough when the A310 is in flight.
     
    [Aside]
    I've still to sort out the best way to get an AI aircraft to turn their lights on or off on-demand via some Lights setting the _data.ini file. If someone comes across the setting or parameter value that enables this in an .ini file then please pass me the details it would be a real bonus for this and my other static aircraft mods.
     
    [Mk2 Comments]
    I updated the original post as I noticed a slight misalignment with the right-side drogue. I've moved the right-side lights across (+X coords) to fix this.
     
    Cheers, kind regards, P.T. :-)

    434 downloads

       (0 reviews)

    0 comments

    Updated

  5. Afterburner Pack V.1.2

    I noticed many of the afterburner effects in my original "Afterburner Buffet" pack didn't work properly after the latest patches,, i sorted through them & made a revised pack for your flaming enjoyment...
     
    All have been tested and seem to work fine...
     
    If any problems,,let me know..i'll do my best to help...
     
    Thanks to Deuces & RussoUK for help with the afterburner effects...

    1,329 downloads

       (6 reviews)

    1 comment

    Updated

  6. AH-1G avionics upgrade

    Read the readme! :yes:

    184 downloads

       (0 reviews)

    0 comments

    Submitted

  7. AIMODv1

    AN AI MOD FOR FIRST EAGLES...
    SINGLE PLAYER ONLY..
     
    PLACE ALL THE FILES (OTHER THAN THIS READ ME)
     
    INTO THE OBJECTS FOLDER..
     
     
    thoughts...
     
    reduces slightly the effectiveness of the flak..
    increases the fluidity and variety of the AI tactics and maneverability
    and tends to result in a slightly higher kill ratio for your squadron mates...
    AI versus AI combat becomes more satisfying to observe with greater effort on the part of the AI
    to stay one step ahead..(with occasional exceptions)
    all aircraft are slightly less likely to explode..and can take fractional more damage before a "kill"
    intended to give slightly better over-all gameplay during a campaign..
     
    Bortdafarm

    665 downloads

       (2 reviews)

    0 comments

    Updated

  8. 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

  9. 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.

    86 downloads

       (1 review)

    0 comments

    Updated

  10. 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

  11. Alternative FM for TW F-104G

    This file is totally obsolete. Updates to TW FM's have eliminated all the issues I have tried to address. There may be a few items in the readme that may be of interest to newb's.
     
    An attempt at making Third Wires F-104G a bit more user friendly, and hopefully A.I. friendly. The changes made to the data.ini don't reflect any actual aerodynamic numbers, but have been done to make the F-104G a bit nicer to fly. Consider it "Effect Modeling" as compared to actual "Flight Modeling". I did try to stay true to the "Goes fast, turns bad" concept, however. [it does turn a bit better than stock] No plans to give this treatment to any other aircraft, the F-104G is a bit of a "Special" case. More info in the read me.
     
    Changes for version 1.1: Made the pitch response less 'Linear' and more effective at high speed and high altitude. Improved roll response at high angles of attack. Added a couple more degrees to the stalling angle. For general game usage, this FM is essentially performing the way I wanted it to. It may get the occasional update.

    186 downloads

       (0 reviews)

    0 comments

    Updated

  12. Alternative Viewlist.ini

    I was bored with the standart game views so i edited it...
     
    Just drop in your flight folder and go fly
     
    feel free do redistribuct and modify
     
    i just want thank Wingwinner for the weapons view mod

    903 downloads

       (1 review)

    1 comment

    Submitted

  13. Approach and airfield lights for ALL friendly WOE airfields

    [Note]
    This mod replaces an earlier version by adding approach and airfield lights for the large two-runway airfield (Airfield3). This update can be used in place of that earlier one as it also incorporates the lights for Airfield's 1, 2 and 4 in WOE.
     
    [Acknowledgement]
    The approach lights in this mod are the mostly the work of Sidewinder, Piett and Eightlein. With the exception of Airfield3 (see below), I simply ported them into WOE. I have also based my Heli-pad on the previous excellent work of Eightlein. My thanks to them for their previous hard work.
     
    Credit where credit is due. :-)
     
    This mod introduces approach lights and anti-collision lights to WOE's airfield 1, 2, 3 and 4 air bases. Basically, all of the friendly airbases in WOE. The anti-collision lights are defined for all the tall buildings and structures around the airfield.
     
    There are two layouts for Airfield 1 (just to be awkward) so I've modified the GermanyCE_targets.ini file to point each Airfield1 reference at it's correct layout file containing the lighting information.
     
    Airfields 2 and 4 use the same layout as Airfield 1 Layout 2, so it was simple to port across everything but the tower lights (see below) for their use.
     
    Airfield 3 represents the most work I've put into this mod due to the sheer number of lights it contains and also that the version of the previous work I downloaded (done by Sidewinder and Piett) had some bugs I wanted to fix. Airfield 3 now has approach lights for all four runways. Also, I've cleaned up the taxiway lights, removed some spurious lights that were incorrectly placed on the centre of the main runway and completed the taxiway lights at the end of runway 06/24 which were partly missing in the version I downloaded.
     
    Airfield 4 has two layouts, based on Layout 2 and a new one, Layout3. In Layout 3 the tower is a new structure and in a different location (i.e. next to the ramp). The Tower4 ground object is used on some bases instead of the normal stock Tower1 ground object. Again, for Airfield 4 I've modified the GermanyCE_targets.ini file to point each Airfield 4 reference at it's correct layout file containing the lighting information.
     
    [More Info]
    Adding QRA sheds is simple and two examples are included for each type of Layout (For Airfield 1 Wildenrath for Layout 1 and Diepholz for Layout 2, and for Airfield 2 it's Freiburg. Airfield 4 uses Lahr for Layout 2 and Hahn for Layout 3). For QRA-enabled airbases simply point the air base's GermanyCE_targets.ini entry at the _QRA.ini version of the Layout ini file.
     
    For Airfield 3 I've decided to add QRA sheds as standard to all Airfield 3 airbases. This is because I think that these bases warrant such facilities. QRA sheds are at the end of runways 36/18 and 06/24. Heli-pads are also included on the North and South ramps for Airfield 3.
     
    See here for screen shots:
    http://bbs.thirdwire.com/phpBB/viewtopic.php?p=19180
     
    and also here for additional screen shots of Airfield 3
     
    http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3293
     
    The list of additional lights for both types of layout is:
     
    Tower1, Tower2 and Tower 4
    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.
     
    This mod certainly makes the home airfield's easy to spot from a distance. The red lights are on all of the time, with the other lamps and flood lights coming on at dusk and switching off after dawn. Approach lights are also set on all of the time. QRA lights are always on -- those guys don't ever sleep!
     
    Hope you like these mods. Kind regards,
     
    Paul T (PNT/comrpnt/Nazgul) :-)

    1,282 downloads

       (3 reviews)

    0 comments

    Updated

  14. 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

  15. B-52D Bombsight and loadout

    For the WOV B-52D. Puts up to 60 bombs across target from 30,000 ft. Easy to install or uninstall.

    1,638 downloads

       (1 review)

    2 comments

    Updated

  16. B-52G AI sympathetic roll rate mod

    Increases the B-52G roll rate so that the AI pilots dont crash when they try to turn the plane.

    520 downloads

       (1 review)

    0 comments

    Updated

  17. 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

  18. Bombracks for Bort's Machines

    This is something I had started on prior to the temporary shutdown of Bortdafarms
    "First Eagles WWI ADD-ONS" site(he already had a test version) and hadn't completed.
    Bortdafarm reminded me about it,and it is now finished and ready for those who may
    want to use this mod.
     
    It's a simple "editing mod" that will put external bombracks on Bortdafarms Avro504's, Martinsyde,DFWCImod,Farmans,FokkerBI and PfalzBI.The mod uses the generic "attachpoint"
    (bombrack) and bombs(25lb/11kg) that come with the game,no Weapons folder/pack is required
    for this to work. All you need is Bortdafarm's models and a little time and patience.
     
    Have fun with it,
     
    Bwf.

    178 downloads

       (3 reviews)

    0 comments

    Updated

  19. Canopy Mods for SP3

    This is a new version of Hawker7's canopy mod that I updated to make use of the new SP3 plane_data.ini files. The mod affects most of the stock SFP1 stock planes and official addons --->
     
    -A4B/C/E
    -F4B/C/D/E/J
    -F100D
    -F104G
    -Mig17F
    -Mig19S
    -Mig21F/MF/PFM
    -SU7
     
    Installation: Just put the .ini files in the corresponding aircraft folder in your "Strategy First/Strike Fighters/Objects/Aircraft/xxx/" folder
     
    Example: the A4B_data.ini has to be put into the A4B folder
     
    After the installation the canopies of these planes will automatically open at speeds <25kts... above that speed they will close again!
     
    credit where credit is due: - Hawker7 for actually finding out how to make this work and for releasing the original mod

    432 downloads

       (0 reviews)

    0 comments

    Updated

  20. CanopyMod for SF/WoV (Sp3.2)

    Features:
    -A4B/C/E/F
    -F100D
    -F104G
    -F4B/C/D/E/J
    -MiG17 (F)
    -MiG19S
    -MiG21F/MF/PFM/PFV
    -Su7BM

    869 downloads

       (0 reviews)

    0 comments

    Updated

  21. 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

       (0 reviews)

    0 comments

    Submitted

  22. COMMS MOD

    This package contains two COMMS system
     
     
    == Installation Instructions: ==
    Before installing this Pak, you'll want to back up your SPEECHSYSTEM.ini
     
    drop one of SPEECHSYSTEM.ini in your flight folder
     
     
     
    the one is more basic
     
    the 2 is very detailled
     
     
    Credits:
     
    sorry
     
    i don't know witch people creating the two mods
     
    BUT if you try you can't play without them after

    799 downloads

       (4 reviews)

    1 comment

    Submitted

  23. 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

  24. Danish Draken ini's

    By request
     
    I will upload the ini's I changed to make a Danish Draken with an extra gun and 4 more hardpoints, this is just the ini's and I have planned for releasing a complete aircraft later without lods.
     
    You will be needing the J-35F and the Danish skin for the Draken availlible here at the download section.
     
    Have fun
     
    Henrik

    152 downloads

       (1 review)

    0 comments

    Submitted

  25. EA-6B Prowler fix

    EA-6B Prowler by Hawker
     
    Much appreciated help from Eightlein for the wing fold/canopy open data.ini
    Use shift 0 (Zero) for those two animations.
     
    and
    Capun for his work on fixing serperating the animations and fixing the tailhook problem.
    Press H as standard for the hook to retract.
     
    I can't really claim any credit for anything other then putting it all together.
     
    Thanks again to Capun and Eightlein.
     
    Stormtrooper
     
    Installation
     
    Drop in EA-6B folder and overwrite existing file.
    Seriously doubt you'll want to keep the old files.
     
    Version 1.0 to fix flight model after reported errors.

    517 downloads

       (3 reviews)

    0 comments

    Updated

Sign in to follow this  


×

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..