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Ini Edits
Various INI Edits
88 files
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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
By Guest162 0 -
Updates Baffmeister's original mod to WOI standard so static aircraft show at airbases.
Baffmeister's mod makes next aircraft in line takeoff sooner.
By csb326 0 -
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.
By eskltn112 0 -
makes a windowed version for wov
may work w/ other TW games dunno
ALTERNATE:
instead of downloading this file you can change a line in your startup.ini file in your wov directory
1.under the [debug] there is a line that says "WindowMode=FALSE"
cange it to "WindowMode=TRUE"
By FARTMAN112 0 -
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-
By New Guy271 0 -
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
By Cliff760092 0 -
Opening cockpit canopies for stock WOI aircraft for the August 08 patch !
NFG.
Released under CombatAce Fair-Use terms. Visit the URL below for more info.
http://forum.combatace.com/index.php?showtopic=26131
By Syrinx593 0 -
Read the readme! :yes:
By johnrey185 0 -
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
By Cliff7600125 0 -
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.
By mppd214 0 -
A small change in F-22A.ini for it works in WOI
By Diogo165 0 -
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.
By Guest518 0 -
Data Ini Fixes for Various Frescos & Farmers - WoV/WoE/WoI
This package of data inis is designed to bring various sub-variants of the MiG-17 and MiG-19 family up to the latest, post 9/08 patch standard.
They are designed for use on mods from Madcaddie & howling1s "MigPak", "More Migs Pak" and "Still More Migs Pak", which are available at AvSim. Also included is a data ini for the Cuban MiG-17AS by Starfighter, Pasko's 17PFU, and a couple of mods by me, and some other people I can't remember....
The data inis contained herein are modification, per nations and loads, with all the FM updates, taken right from a freshly extracted stock MiG-17F Fresco-C and MiG-19S Farmer-C data inis. This brings in the newly added AI sections, and improved FM to these very old mods...
The aircraft 'repaired' by the enclosed data inis are:
J-4(IRM)
J-4
J-5A (PLAAF mod of Pasko's 17PFU)
MiG-17AS (by starfighter)
MiG-17F(SF-E)
MiG-17PF (SP-16)
MiG-17PF
MiG-17PFU (Pasko)
MiG-19 (IRM mod)
MiG-19F
MiG-19P
MiG-19PM (these 2 by me, The Wrench)
MiG-19SF
F-6 (Shenyang Farmer, Pakistani AF)
I've tried to keep the weapons "NationName" and "AttachmentType" as close to stock whenever and wherever possible. I've tried to design this fix for use with any weapons pak ...remember all these aircraft WERE designed with the Bunyap Pak of 6/06 in mind. If you plan to use these with a 'stock' install, you WILL need to add the various weapons called out in their loadout inis. MOST IMPORTANTLY, if you plan on using these with the Mirage Factory Weapons Pak; either the WoI (-which you shouldn't, really-) or the soon-to-be-released WoE version, you WILL have to import various and sundry bits. In particular, the Izumrd radar nose for the 17P/PF/PFU/J-5A, 19P/PM and the nationalized weapons for the Paki F-6 (as their Sidewinder is a mod of the US version, plus their nationalized bombs and rocket pods and suchlike...), plus the 'pylons' necessary for their attachment.
Highly detailed information on the various loadouts, and eariler data ini fixes can be found in the CombatAce Knowledge Base, in the "Bunyap Wepons and Loadouts Fixes Thread"
http://forum.combatace.com/index.php?showtopic=18346
It is highly suggested that you spend some time in there..otherwise, you may have some "issues".
Happy Landings
Wrench
kevin stein
By Wrench297 0 -
QTO for WOE post Sept 08 patch
Once installed this mod should reduce the take off times for whole flights by approx 50%.
It is set up to replace the stock airbases for both the German and Soviet bases and has no light modifications as I don't yet know how to change these.
Both German and Soviet airbase 3 are set up for bombers so the spacing is bigger.
This mod should not upset the randomly parked aircraft.
Installation:-
Back up or rename the 8 German and Soviet airbases.(just in case!)
Then copy and past the files in this mod to the GermanyCE terrain folder and thats it!
CREDITS: baffmeister and csb for their eariler similar mods as it was only by lookin at these that I could figure this out.
WAIVERS: I don't mind if anyone wants to use these files for freeware projects. I would prefer this file not be uploaded to any other sites as it may be subject to updates.
This is the the first file I've uploaded so be gentle with me!
By mikeymead329 0 -
This is just yet another open canopy mod, but I went a bit further... For one, mine covers about every TK sim there is. Under the new code, every plane does something(except A-10,A-7s, and Harriers) The A-6, and the F-8E both have folding wings, and will be in that stance when you see them parked on the taxiways. The A-4 DATA inis include the non floppy deck crash into the carrier deck anomoly already installed! I also included all of the available Mig, and Su aircraft in on this mod too!
To install....
1. You need the latest patch (except for SFG)
2. If you have a mutant ninja install, this is set up for you! Just unzip to your sim's folder
3. If you do not have a merged install, you need to extract to a temporary folder, then place the plane folders individually.
4.To use the canopy, or wingfold
5.There are several cockpits available for the Mig-21s, and the Mig-17s, and Mig-19s. To make use of this mod fully, you might want to get some flyable red stuff going!
I hope you can make use of these files, they definitely added some immersion to my experience to the sim.
Good Hunting
Warren
By WombRaider1,085 0 -
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
By FLT236 0 -
Wings over Europe 1950's Anti-Aircraft Mod version 1.0
This is modification adds heavy and light anti-aircraft guns to the GermanyCE map. Hundreds of 4 gun heavy AAA batteries have been placed
around cities and airfields - over 3000 additional guns. Each airfield has also be given additional light AAA assets. All SAM related map
objects have been removed or replaced with AAA. The effectiveness of the weapons has also been increased to provide a more realistically
hostile environment.
I have also faked several additional NATO airfields on the map, which are part of several 1950's era campaigns I am working on. Because I
totally lack any map editing ability, I placed these airfields on existing flat open terrain existing on the map. These are located near
Colmar, Eindhoven, Apeldoorn, and Leuwarden.
Unzip the enclosed zip file on your desktop or a temporary file and read the WOE AA Mod Readme.txt file for installation instructions. This
modification requires some editing of files by the user.
Thanks to Pasko Patak for allowing me to use his excellent objects, and to all the folks who contributed and put together the modifications
and effects in the WeaponsPack which is required for use of this mod.
615 0 -
This mod neutralizes the glove wings on the B and D versions of the Tomcat because only the A version has them.
Also this makes the stabilizers help the spoilers with the roll control.
Back up your F-14B/D data files.
Simply drop on your F-14B/D folder
Happy hunting!!!
By coolpilot210 0 -
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
By triplethr3at276 0 -
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
199 0 -
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
By krfrge280 0 -
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!
By ordway266 0 -
Hi!
Here's a very simple ini mod that adds views in order to simulate recce cameras.
Everything (I really mean everything) is in the read-me txt.
Smile you villains, you're getting snapped!
"Technical" explanations at http://reccemod.blogspot.com
By rhugouvi585 0 -
This is an update to the original posting.
Inspiration for this work came mostly from extending the excellent approach
lights mod from Sidewinder86 (See here) and also reading up on Eightlein's details on lighting various airfield structures (here). I've extended that work and applied it only to Da Nang.
Also see here for details on static/parked aircraft for Da Nang and installing the QRA sheds at the North end of the airfield.
[update Info]
I noticed that this mod makes heavy use of the ground object modifications I had included in my earlier 'statics' postings. For Da Nang that's fine, but, for all other fields in WOV that use Airfield_1 the lights would still appear, and that looked just plain weird. I've corrected this dependence with this update so you can have the lights only apply to one field.
The extra lights entries detailed in this mod all live in a new file called VietnamSEA_Airfield1_DaNang.ini. This file is referenced from the existing "Da Nang Air Base" entry in the VIETNAMSEA_TARGETS.INI file. Simply change this entry to read the following:
[TargetArea091]
Name=Da Nang Air Base
...
AirfieldDataFile=VietnamSEA_Airfield1_DaNang.ini
...
The new extra lights in this mod illuminate all of the tall buildings and structures in the airfield vicinity:
- ASR Radar dish
- QRA Sheds (internal flood lights and external anti-collision lights)
- Fuel tanks
- Ramp fuel store
- Ramp Hangars (external flood lights and anti-collision lights)
- Heli-pad for RAF Rescue SH-3
- Water tower
- Bomb dumps
- Control Tower
This mod has only been tested with WOV but with some modifications this mod can be applied to SFP1. If the layout of Airfield_1 is the same then simply changing the names accordingly will enable SFP1 to pick up the changes.
See the following forum entry for screenshots of the changes defined below: (http://bbs.thirdwire.com/phpBB/viewtopic.php?t=2798)
I hope you like them.
Regards, P.T. :-)
By comrpnt677 0 -
I'm not sure if this has been done before but I've tweaked the location and colour of some of the lights on Russouk's Lightning Mk6 (hope you don't mind Russ).
[Thanks]
Many thanks to Russ who created the original aircraft I've used as the basis for my own editing.
[What's included]
Bascially I've added landing lights to the left and right main gear, and added a bottom stobe -- changing the flash time to slow it down a bit in the process. For the top and bottom strobes I decided to change their colour to red, instead of white as in the original.
Regards, P.T.
By comrpnt221 0
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