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ErikGen's Nike Hercules site

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About This File

ErikGen's Nike Unit

 

To install:

 

Simply extract the contents of the objects folder, into your Wings Over Europe\Objects\GroundObject folder, taking care to ensure that the folders do not become "nested" (named folder within a like-named folder). The following sub-folders should be visible within the groundobjects folder.

 

4xMIM-14

TTR_T

HIPAR

LoPAR_T

 

Then, extract the MIM-14 folder from .RAR archive, and drop it into your Wings Over Europe\Objects\Weapons folder

 

Next, add the following data to your Weapondata.ini (which should reside within, or should be extracted from its CATalog file, and into your weapons folder), and then save it with the weapons editor that's appropriate to the patch level that you're using. (ie, Oct 2008 patch = Weapon Data Editor V02.20.08). Adjust the [WeaponDataXXX] number entry as required, so it follows the existing sequence (ie, if the last one was [WeaponData144], the next one would be [WeaponData145]).

 

[WeaponDataXXX]

TypeName=MIM-14

FullName=MIM-14 Nike Hercules (T45 WH)

ModelName=MIM-14

Mass=5040.000000

Diameter=0.844000

Length=12.379000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.222000

AttachmentType=

SpecificStationCode=

NationName=USAF

StartYear=1959

EndYear=2004

Availability=2

BaseQuantity=18

Exported=TRUE

ExportStartYear=1962

ExportEndYear=2004

ExportAvailability=2

WeaponDataType=1

RailLaunched=FALSE

RocketPod=FALSE

Retarded=FALSE

FinStabilized=TRUE

SpinStabilized=FALSE

HasGrowl=FALSE

EffectClassName=LargeMissileEffects

ReleaseDelay=20.000000

WarheadType=0

Explosives=273.000000

FusingDistance=25.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=11

Accuracy=85

MaxTurnRate=20.000000

MaxLaunchG=2.000000

LockonChance=80

LaunchReliability=95

ArmingTime=3.000000

SeekerFOV=180.000000

SeekerGimbleLimit=180.000000

SeekerTrackRate=90.000000

SeekerRange=140000.000000

MinLaunchRange=10000.000000

MaxLaunchRange=140000.000000

Duration=120.000000

CounterCountermeasure=50.000000

NoiseRejection=50.000000

CapabilityFlags=0x100000a2

LoftAngle=0.000000

DescentAngle=0.000000

MaxLoftAltitude=0.000000

CLmax=14.000000

MinFreq=0.000000

MaxFreq=0.000000

BoosterStart=0.000000

BoosterDuration=3.400000

BoosterAccel=25.000000

BoosterEffectName=LargeMissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=booster

BoosterPosition=0.000000,-5.761000,0.000000

SustainerDuration=28.000000

SustainerAccel=8.000000

SustainerEffectName=MissileFireEffect

SustainerSoundName=Missile

SustainerPosition=0.000000,-1.885000,0.000000

InFlightEffectName=LargeSAMTrailEffect

InFlightSoundName=MissileEngine

ReleaseAnimationID=1

ReleaseAnimationTime=0.000000

ReleaseAnimationDelay=0.000000

EODisplayFlags=0

CEP=0.000000

 

Finally, place the GERMANYCE_TYPES.INI, the GERMANYCE_TARGETS.INI, the ground_platte2.LOD, and the ground_platte2.tga files, in your Wings Over Europe\Terrain\GermanyCE folder. And then you're done!

 

Just in case you're wondering, the placement I used is close to the historical site of the Hohenkirchen and Rodenkirchen (Stadland) Nike sites, near the coast and not far from Bremerhaven.

 

To test: Fly an anti ship mission (yes, you read that right) in a Soviet aircraft, between 1962 and 1997. If you attain a height of 3300 meters (or about 10,000 feet), you will attract the attention of the Nike site's radars. By the way, since they're e data-linked, they can guide one another's missiles (which the Nike system was capable of, in real life), so don't be surprised if you see a radar tracking yo at the nine o'clock position, but get slammed from a Nike Hercules approaching from your one o'clock.

 

NOTE* Some of the more experienced among you may question the ground object roles that I used for the various units...trust me, that's the only way to make sure that you don't wind up sowing Nike launchers and radars all over the countryside. And, they work just fine the way that they are.

 

Nike Missile, Launcher, and Radars, by ErikGen

Ground Platte courtesy of Mitch (from his "Factory Place" mod)

Offset coordinates and structure placement by the Wrench

Data.ini and terrain placement by yours truly.




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