+Dave Posted February 26, 2007 Posted February 26, 2007 and next... the tornado ids/gr1 does not have sidewinderpylons... It was modeled that way on purpose. Quote
peterbezemer Posted February 27, 2007 Author Posted February 27, 2007 another question: How can i add (extern./intern.) laser designator to the gr1? I want to drop some paveway's when i select the paveway, i dont get the little 'green screen' of the laser designator, looking to the target. (sorry for my poor English) for external I tried this: [LeftCenterlineStation] AllowedWeaponClass=BOMB,EOGR,EOGB,TLR,LGB,EP,2BR,LP (is LP Laser Pod?) AttachmentType=UK,NATO (should i add "USAF" here?) and i made this: [WeaponData2053] TypeName=LIGHTNINGPOD <- not changed FullName=Lightning Targeting Pod <- not changed ModelName=LIGHTNING_POD <- not changed (...) AttachmentType=UK <- I changed this NationName=RAF <- and this StartYear=1995 EndYear=2020 Availability=2 BaseQuantity=25 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=3 (...) did not work... for internal I tried this: (this was posted on this forum for the f-15E) [LASERDESIGNATOR] SystemType=LASER_DESIGNATOR CameraFOV=2.500000 CameraPosition=0.000000,9.500000,-0.650000 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 PaveTackNarrow.tga EODisplayFlags=268501249 SeekerRange=27.000000 SeekerGimbleLimit=120.000000 SearchTexture=PaveTackNarrow.tga SightTexture=avq23sight1.tga still no laserdesignator... And about the sidewinderstations... in the loadoutini file I found this: // Station 1 = Left Wing Station Outboard (...) // Station 11 =Right Centerline Fueslage Station Mid // Station 12 = Sidewinder Station 1 // Station 13 = Sidewinder Station 2 // Station 14 = Sidewinder Station 3 // Station 15 = Sidewinder Station 4 but system 12-15 are not in the Tornado_GR_DATA.ini, so they are not on the aircraft... maybe i can copy them from the tornado F3 ? and some images of the f3 in action: http://peter.bezemer.googlepages.com/wingsovereurope Quote
Wrench Posted February 27, 2007 Posted February 27, 2007 Don't forget to add the Laserdesinator "SystemName=" to the aircraft, probably in the [Nose] section of the data ini ie: SystemName{***}=LaserDesignator (where the *** are the next number in sequence) Worked perfect on the F19, Mud Hen, Mig27D, etc. Wrench Kevin Stein Quote
peterbezemer Posted February 27, 2007 Author Posted February 27, 2007 Don't forget to add the Laserdesinator "SystemName=" to the aircraft, probably in the [Nose] section of the data ini i had forgotten that step. Thanks... Quote
peterbezemer Posted February 28, 2007 Author Posted February 28, 2007 Now I am looking for the ALARM (air launched anti radiation missile), for the SEAD missions... (it was not in the weapon pack) Can someone (explain how to) make one? (modify a AGM-88 HARM?) or can I download it somewere?... Thanks again Quote
Tannethal Posted March 1, 2007 Posted March 1, 2007 (edited) Be sure to add these Entries to the avionics.ini of the plane you want to mod, otherwise you have a Laserdesginator and still no Targetdisplay. [TVDisplayData] UseRadarTexture=TRUE DisplayLimitLeft=8 DisplayLimitRight=119 DisplayLimitTop=6 DisplayLimitBottom=121 ApplyFilter=TRUE FilterMaterial=DTVFilterMaterial OverlayTexture= [DTVFilterMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=MODULATE NumTextureStages=1 TextureStage[01].TextureName=GreenTVFilter.bmp TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=DIFFUSE OverlayTexture= can be used for kind of display frames/grids or the like From the Laserdesignator: SightTexture=avq23sight1.tga This can be changed to a custom TGA with Alpha channel, but seems the file needs to be placed in objects folder. See attached images for a rough draft. I finally figured out how to do and save TGAs with Alpha channel. ;) S! Edited March 1, 2007 by Tannethal Quote
Tannethal Posted March 3, 2007 Posted March 3, 2007 A Change to my previous information regarding the Laserdesignator Sight picture. I had a copy in flight folder too, thats why it was displayed. The file has to be placed into the flight folder, otherwise it won't show up. Placing it in objects folder won't do it. S! Quote
peterbezemer Posted March 12, 2007 Author Posted March 12, 2007 ok, thanks again but still 2 questions, I would like to have: (if possible) - sidewinders stations on the tornado gr1/IDS - The ALARM anti radiation missile (for SEAD missions) (I realy like the panavia tornado :yes: ) Quote
Guest Saganuay82 Posted March 12, 2007 Posted March 12, 2007 Be sure to add these Entries to the avionics.ini of the plane you want to mod, otherwise you have a Laserdesginator and still no Targetdisplay. [TVDisplayData] UseRadarTexture=TRUE DisplayLimitLeft=8 DisplayLimitRight=119 DisplayLimitTop=6 DisplayLimitBottom=121 ApplyFilter=TRUE FilterMaterial=DTVFilterMaterial OverlayTexture= [DTVFilterMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=MODULATE NumTextureStages=1 TextureStage[01].TextureName=GreenTVFilter.bmp TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=DIFFUSE OverlayTexture= can be used for kind of display frames/grids or the like From the Laserdesignator: SightTexture=avq23sight1.tga This can be changed to a custom TGA with Alpha channel, but seems the file needs to be placed in objects folder. See attached images for a rough draft. I finally figured out how to do and save TGAs with Alpha channel. ;) S! I see you are using a F-4 pit? Is that for your F3? My F3 has a Tornado pit in it. Your pics just for info? Quote
+allenjb42 Posted March 12, 2007 Posted March 12, 2007 ok, thanks again but still 2 questions, I would like to have: (if possible) - sidewinders stations on the tornado gr1/IDS - The ALARM anti radiation missile (for SEAD missions) (I realy like the panavia tornado :yes: ) If you've got the F.3 then you must have downloaded Florian's Tornado package. His GR.1 and IDS do have Sidewinder rails. AD's versions do not. As for ALARM, maybe it will be in the next weapons pack. But you could always fly the ECR and have HARMs instead. Quote
peterbezemer Posted March 13, 2007 Author Posted March 13, 2007 is Florian's Tornado package a modified AD's version? or not... Quote
+whiteknight06604 Posted March 13, 2007 Posted March 13, 2007 is Florian's Tornado package a modified AD's version? or not... No it a completely different and much earlier model. Quote
Guest Saganuay82 Posted March 13, 2007 Posted March 13, 2007 Florians is the older one. AD's is the newer one and is all about ground attack. Quote
+Dave Posted March 13, 2007 Posted March 13, 2007 ok, thanks again but still 2 questions, I would like to have: (if possible) - sidewinders stations on the tornado gr1/IDS - The ALARM anti radiation missile (for SEAD missions) (I realy like the panavia tornado :yes: ) You are not going to be able to add sidewinders to the Tornado GR1/IDS without it messing up the placement of the current weapons on there. That is why we didn't have them in the first place. The original max files were lost so couldn't fix that. Quote
Wrench Posted March 14, 2007 Posted March 14, 2007 (edited) You are not going to be able to add sidewinders to the Tornado GR1/IDS without it messing up the placement of the current weapons on there. That is why we didn't have them in the first place. The original max files were lost so couldn't fix that. POOP!! And that, of course, answers my question: "why can't we put them back??" Too bad, it'd be nice to put them back. I guess we'll just do a lot of running, and screaming and ..... Wrench Kevin Stein Edited March 14, 2007 by Wrench Quote
+Erik Posted March 14, 2007 Posted March 14, 2007 Possibly a file I might have archived somewhere from all the moving or would have been on an offsite machine? Just a thought if it helps. :) Quote
Tannethal Posted March 16, 2007 Posted March 16, 2007 @Saganuay82: The F3 has a nice Tornado cockpit. The F4 pit is just a shoot from a simple B57G cockpit mod i threw together, based on Wrenchs original work and tons of threads with ideas and how to do posts. The pics are just to demonstrate the ability to change the Sight picture of the LD. S! Quote
+littlesmoke Posted March 16, 2007 Posted March 16, 2007 hey peterbezemer if you havent seen this before, you might enjoy it Quote
peterbezemer Posted March 18, 2007 Author Posted March 18, 2007 hey peterbezemer if you havent seen this before, you might enjoy it Hi, thanks. i had already seen that, I installed it in a temp. folder, and copied the aircraft to my woe aircraft folder, so i dont have the complete pack installed, only the 'important stuff' ... -- another thing: does someone know where I can find how to create campains/missions? -- and: the F3 length is not correct... -- Peter Quote
MigHound Posted April 26, 2007 Posted April 26, 2007 The F.3 at Avsim is the only one of that version available. Armoudave's versions are all based on the strike version. Here's what you need to do to get Florian's Tornados to fly without a CTD: Extract the Flightengine.ini from the flightdata .cat file Then amend this section to read: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=16384 MaxModelType=2048 MaxMeshPerScene=2048 MaxModelPerScene=4096 MaxLightPerScene=1024 AspectRatio=1.333333 MinPixelSize=1.0 That should sort you out. What do I need to extract this file from the .CAT? Thanks. I've been dying to get this F.3 model to work, for ages, and haven't been able too. At this point, I'm willing to try anything. I have all the others, I just need this model to have all of the available Tornado variants. Quote
MigHound Posted April 26, 2007 Posted April 26, 2007 What do I need to extract this file from the .CAT? Thanks. I've been dying to get this F.3 model to work, for ages, and haven't been able too. At this point, I'm willing to try anything. I have all the others, I just need this model to have all of the available Tornado variants. Nevermind... I found it... Quote
+ravenclaw_007 Posted April 26, 2007 Posted April 26, 2007 ok, thanks again but still 2 questions, I would like to have: (if possible) - sidewinders stations on the tornado gr1/IDS - The ALARM anti radiation missile (for SEAD missions) (I realy like the panavia tornado :yes: ) the only way to have the sidewinders is to change some of your weaponstation and your loadout ini. it is not perfect but you have sidewinders and still have a lot of bombs to throw a round Quote
MigHound Posted April 26, 2007 Posted April 26, 2007 The F.3 at Avsim is the only one of that version available. Armoudave's versions are all based on the strike version. Here's what you need to do to get Florian's Tornados to fly without a CTD: Extract the Flightengine.ini from the flightdata .cat file Ummm... yeah... I got it working with the alterations to the Flightengine.ini, with no dire consequences, that I can see, but I see what the guy meant by a lot of unresolved bugs. The most notable were there Sidewinder stations did not appear unless you had fuel tanks selected, otherwise your AIM-9s would just be floating out there in open space. The shape of the thing is... pretty close, but not perfect. No insult to Florian, but the GR Mk. 1, IDS & ECR models based on ArmourDave's designs that USAFMTL released are far more accurate, and they're beautiful. nudge nudge, wink wink, know what I mean, know what I mean... hint hint hint... Quote
+EricJ Posted April 26, 2007 Posted April 26, 2007 Yeah whoever made the model forgot to make it the appropriate selection. Why SF1/WOE/WOV doesn't show pylons when it's not loaded is anyones (besides TK's of course) guess on that one. For Tomcat shots I have to at least put a 'winder on there so it'll show up, or it'd look pretty odd if the right hand pylon is showing vis a vis the left hand not there. Weird. Quote
MigHound Posted April 26, 2007 Posted April 26, 2007 Extract the Flightengine.ini from the flightdata .cat file Then amend this section to read: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=16384 MaxModelType=2048 MaxMeshPerScene=2048 MaxModelPerScene=4096 MaxLightPerScene=1024 AspectRatio=1.333333 MinPixelSize=1.0 That should sort you out. Just out of curiosity, apart from getting the one model to work, can anyone tell me, what these settings do? I can't visually detect any differences, the game looks pretty much the same. Quote
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