88 files
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WoV Israeli Air Defense Force Squadrons
By ST0RM
Here is a complete list of IDF squadrons placed into Squadronlist.ini form.
Simply drop into your PilotData folder and make the appropriate edits to your individual aircraft's if you want to place it with the correct squadron.
Enjoy!
Storm
104 downloads
0 comments
Submitted
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F-4E-35 with long gun muzzle (MIDAS IV mod)
By mppd
Mod for the F-4E-35 with long gun muzzle (MIDAS IV mod) from 1971-72:
This is a small mod to the F-4E-35 Phantom II (available for download here at CombatAce:
http://forum.combatace.com/index.php?autoc...p;showfile=1020
This version is correct for a Vietnam-era unslatted F-4E model and is a must-have, whereas the F-4E as presented in Wings Over Vietnam has slatted wings (a post-Vietnam modification).
During 1971-72 the USAF F-4Es in Southeast Asia were modified with the MIDAS IV extended muzzle for the plane's M61 20mm Vulcan cannon. This presumably helped the issue of ingesting muzzle gases into the engines during the firing of the weapon.
I have enclosed the stock F-4E-35 data.ini modified to include the enclosed long gun part. (In my own install I duplicated the entire F-4E-35 by renaming the folder, aircraft.ini and data.ini files all to "F-4E-35LG" and in the F-4E-35LG.ini I renamed the AircraftFullName= to "F-4E long gun").
Drop the .LOD file loose into your aircraft folder.
My thanks to Dave and the rest of the team which brought you the original F-4E-35 package, and for allowing me to release their original data.ini file with the text entries to allow the long gun to appear.
Mike D.
213 downloads
0 comments
Submitted
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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
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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.
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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
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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.
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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.
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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.
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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
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[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
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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 comments
Submitted
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Updated Mirage 2000D flight model
By triplethr3at
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 comments
Submitted
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Mig29G and Su27SK/China J11 modified FM
By orsin
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
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F-106A Landing Lights
By Cliff7600
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 comments
Updated
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0 comments
Submitted
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A-12 Avenger II Lights (How to add to the data.ini)
By Cliff7600
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 comments
Updated
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Improved Su27SK flight model for Marcfighter Su27sk/China J11
By orsin
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
229 downloads
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Mods for Russ's P-47N
By eskltn
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
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Submitted
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Aircraft Mod Pack ( SFP1 ) avsim
By Guest
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
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Submitted
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Joystick controlled Thrust vectoring.
By Shin_kazama
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
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Rudimentary VASI for WOV
By Ryder7
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
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