Atreides 144 Posted April 5, 2008 You're correct I've had it happen with the Gripen as well, but mostly have noticed it happening with the latest aircraft mods. I hopwe you did'nt take my previous post as a negative towards the Typhoon. Just wondering why it happens with some a/c's. Share this post Link to post Share on other sites
+Bongodriver 20 Posted April 5, 2008 No, I made no assumptions, just had me wondering because you posted on this thread, it is a curious problem. Share this post Link to post Share on other sites
+EricJ 4,241 Posted April 5, 2008 EricJ, Goodness, if I am not mistaken that look just like a serviceable Typhoon carrying a heavy load of offensive ground attack ordinance mixed with some air to air weapons and some tanks to give range, looking quite ready for a multi role action, possibly running in WOE, and you achieved all this by following the readme, that is nothing short of a miracle Never mind me, I'm feeling a bit frazzled, my fingers are bleeding from typing today, but it's kind of been invigorating. Hehe no it's WoI, The Range, and just went as far as that as my stick wasn't plugged in yet. But I'm fixing to take it for a spin shortly though... Share this post Link to post Share on other sites
+EricJ 4,241 Posted April 5, 2008 Did a test flight.. and upwards pitch seems way too sensitive, while pitching down requires you to put more pressure. Overall it feels nice but pitch doesn't feel balanced.. Share this post Link to post Share on other sites
+Bongodriver 20 Posted April 5, 2008 Hmm, setting up FM's is difficult stuff, I have to say it's beyond my full grasp, I would never have released this if I had to wait until it was complete, I am relying on you guys to give it a shake down and point me to where things need tuning, in addition I am hoping to gain the support of some of our resident experts to assist in this task. I did release this a bit early but i felt I had to in order to make progress on it. Share this post Link to post Share on other sites
+EricJ 4,241 Posted April 5, 2008 Well no problemo man, and one more thing... video screen for LGBs/Mavs/Other optical weapons? Though I do complement you greatly on the weapons screen, very handy and ingenious Share this post Link to post Share on other sites
ColdBlood 0 Posted April 6, 2008 @craigbrierley Oh my bad :) Thanks much~ Lock and load! Share this post Link to post Share on other sites
Bravo2009 2 Posted April 6, 2008 Can anyone get the METEOR to work? yes I know it came with the Gripen, but I still can't get it to work. I've added it to the Weapondata.ini and did the WeaponEditor dance and nada :( Share this post Link to post Share on other sites
Wrench 9,846 Posted April 6, 2008 For the Meteor, you have to check the EXPORTED box in the weeapons editor. Add the years to match, I usually add 10 years to the end date. Might have to do that for the IRIS=T as well, if it also is 'Tiffy' approved Wrench kevin stein Share this post Link to post Share on other sites
+101tfs 4 Posted April 6, 2008 But this is exactly the issue that has been discussed the most, in all threads on several posts I have explained that there are 2 entries at the bottom of the avionics file that should be deleted or rendered inefective, in order that WOE does not attempt to read them , these are the cause of the Game crashing in WOE, the entries are for steerpoint and steering cue, once these entries are deleted or disabled the game will run, remember I have explained that this model is created for WOI, so some features will not work in WOE, mainly all of the digital counters, they are set up with the new WOI format. a future hint, this forum is sometimes an extension of the readme file, there is a good chance any issues you encounter will be the same for some others, they inevitably will have made posts outlining their problem in detail, and the modders and or the fantastic staff here will have made some attempt to answer the question, most of the time this will lead straight to a usefull fix and get you in the air lickety-split. p.s. I look forward to your very nice looking J-10, if you ever need help, I would be only too happy Make friend hehe, my English is pool .where are you from? Holp your other perfect Fighters ! Share this post Link to post Share on other sites
+Bongodriver 20 Posted April 6, 2008 Make friend hehe, my English is pool .where are you from? Holp your other perfect Fighters ! Hey we can be friends, I'd like nothing better, I just want to get you airborne in the Typhoon, did you have any luck by the way? Share this post Link to post Share on other sites
MigHound 0 Posted April 6, 2008 Is there no weapndata.ini for the Meteor missile to be imported to the primary weapondata.ini file? It'd make the process a lot simpler. I'm also finding it difficult to figure out how to make this work. Then again, I haven't had my coffee, yet. Share this post Link to post Share on other sites
+Bongodriver 20 Posted April 6, 2008 (edited) Weapons issues are another matter, I built the Typhoon around availlable weapons rather than building weapons to go with the Typhoon, in order to get the weapons you want, you must have relevant weapons packs and make the adjustments through the weapon editor, it's not my field so I am not the best to explain it. MMMM coffe! sounds like a sterling idea, I'm off to get me a cup o joe too. Edited April 6, 2008 by craigbrierley Share this post Link to post Share on other sites
+Brain32 265 Posted April 6, 2008 Weapon data for Meteor is in Gripen readme, I can post the data here but you would still need the the *.LOD and the skin for it that is in the Gripen mod Share this post Link to post Share on other sites
Mannie 21 Posted April 6, 2008 Is there no weapndata.ini for the Meteor missile to be imported to the primary weapondata.ini file?It'd make the process a lot simpler. I'm also finding it difficult to figure out how to make this work. Then again, I haven't had my coffee, yet. MigHound, look at what I did. Its working for me. ( only did the air to air so far.) If you want, just replace the inside of your weapon loadout file with this. Do not forget to backup your weaponloadout first, just in case. // Station 1 = AMRAMStation1 - Left Forward // Station 2 = AMRAMStation2 - Right Forward // Station 3 = AMRAMStation3 - Left Rear // Station 4 = AMRAMStation4 - Right Rear // Station 5 = Station1 - // Station 6 = Station8 - // Station 7 = Station2 - // Station 8 = Station7 - // Station 9 = Station3 - // Station 10 = Station6 - // Station 11 = Station4 - // Station 12 = Station5 - // Station 13 = Station9 - [AirToAir] Loadout[01].WeaponType=AIM-120B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-120B Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-120B Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-120B Loadout[04].Quantity=1 Loadout[05].WeaponType=Python4 Loadout[05].Quantity=1 Loadout[06].WeaponType=Python4 Loadout[06].Quantity=1 Loadout[07].WeaponType=Python4 Loadout[07].Quantity=1 Loadout[08].WeaponType=Python4 Loadout[08].Quantity=1 Loadout[09].WeaponType=Python4 Loadout[09].Quantity=1 Loadout[10].WeaponType=Python4 Loadout[10].Quantity=1 Loadout[11].WeaponType=Python4 Loadout[11].Quantity=1 Loadout[12].WeaponType=Python4 Loadout[12].Quantity=1 Loadout[13].WeaponType=Typhoon tank Loadout[13].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=AIM-120B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-120B Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-120B Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-120B Loadout[04].Quantity=1 Loadout[05].WeaponType=Python4 Loadout[05].Quantity=1 Loadout[06].WeaponType=Python4 Loadout[06].Quantity=1 Loadout[07].WeaponType=Python4 Loadout[07].Quantity=1 Loadout[08].WeaponType=Python4 Loadout[08].Quantity=1 Loadout[09].WeaponType=Typhoon tank Loadout[09].Quantity=1 Loadout[10].WeaponType=Typhoon tank Loadout[10].Quantity=1 Loadout[11].WeaponType=Python4 Loadout[11].Quantity=1 Loadout[12].WeaponType=Python4 Loadout[12].Quantity=1 Loadout[13].WeaponType=Typhoon tank Loadout[13].Quantity=1 [Attack] Loadout[01].WeaponType=Derby Loadout[01].Quantity=1 Loadout[02].WeaponType=Derby Loadout[02].Quantity=1 Loadout[03].WeaponType=Derby Loadout[03].Quantity=1 Loadout[04].WeaponType=Derby Loadout[04].Quantity=1 Loadout[05].WeaponType=Python5 Loadout[05].Quantity=1 Loadout[06].WeaponType=Python5 Loadout[06].Quantity=1 Loadout[07].WeaponType=Brimstone Loadout[07].Quantity=3 Loadout[07].Racktype=BrimStone3Pack Loadout[08].WeaponType=BrimStone Loadout[08].Quantity=3 Loadout[08].Racktype=BrimStone3Pack Loadout[09].WeaponType=BrimStone Loadout[09].Quantity=3 Loadout[09].Racktype=BrimStone3Pack Loadout[10].WeaponType=BrimStone Loadout[10].Quantity=3 Loadout[10].Racktype=BrimStone3Pack Loadout[11].WeaponType=BrimStone Loadout[11].Quantity=3 Loadout[11].Racktype=BrimStone3Pack Loadout[12].WeaponType=BrimStone Loadout[12].Quantity=3 Loadout[12].Racktype=BrimStone3Pack Loadout[13].WeaponType=Typhoon tank Loadout[13].Quantity=1 Loadout[01].WeaponType=Derby Loadout[01].Quantity=1 Loadout[02].WeaponType=Derby Loadout[02].Quantity=1 Loadout[03].WeaponType=Derby Loadout[03].Quantity=1 Loadout[04].WeaponType=Derby Loadout[04].Quantity=1 Loadout[05].WeaponType=Python5 Loadout[05].Quantity=1 Loadout[06].WeaponType=Python5 Loadout[06].Quantity=1 Loadout[07].WeaponType=GBU-27 Loadout[07].Quantity=1 Loadout[08].WeaponType=GBU-27 Loadout[08].Quantity=1 Loadout[09].WeaponType=GBU-27 Loadout[09].Quantity=1 Loadout[10].WeaponType=GBU-27 Loadout[10].Quantity=1 Loadout[11].WeaponType=GBU-27 Loadout[11].Quantity=1 Loadout[12].WeaponType=GBU-27 Loadout[12].Quantity=1 Loadout[13].WeaponType=LiteningIII Loadout[13].Quantity=1 [sEAD] Loadout[01].WeaponType=Derby Loadout[01].Quantity=1 Loadout[02].WeaponType=Derby Loadout[02].Quantity=1 Loadout[03].WeaponType=Derby Loadout[03].Quantity=1 Loadout[04].WeaponType=Derby Loadout[04].Quantity=1 Loadout[05].WeaponType=Python5 Loadout[05].Quantity=1 Loadout[06].WeaponType=Python5 Loadout[06].Quantity=1 Loadout[07].WeaponType=ALARM Loadout[07].Quantity=1 Loadout[08].WeaponType=ALARM Loadout[08].Quantity=1 Loadout[09].WeaponType= Loadout[09].Quantity=1 Loadout[10].WeaponType= Loadout[10].Quantity=1 Loadout[11].WeaponType=ALARM Loadout[11].Quantity=1 Loadout[12].WeaponType=ALARM Loadout[12].Quantity=1 Loadout[13].WeaponType=Typhoon tank Loadout[13].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=Derby Loadout[01].Quantity=1 Loadout[02].WeaponType=Derby Loadout[02].Quantity=1 Loadout[03].WeaponType=Derby Loadout[03].Quantity=1 Loadout[04].WeaponType=Derby Loadout[04].Quantity=1 Loadout[05].WeaponType=Python5 Loadout[05].Quantity=1 Loadout[06].WeaponType=Python5 Loadout[06].Quantity=1 Loadout[07].WeaponType=AGM-84E Loadout[07].Quantity=1 Loadout[08].WeaponType=AGM-84E Loadout[08].Quantity=1 Loadout[09].WeaponType=AGM-84E Loadout[09].Quantity=1 Loadout[10].WeaponType=AGM-84E Loadout[10].Quantity=1 Loadout[11].WeaponType=AGM-84E Loadout[11].Quantity=1 Loadout[12].WeaponType=AGM-84E Loadout[12].Quantity=1 Loadout[13].WeaponType=Typhoon tank Loadout[13].Quantity=1 [FAC] Loadout[01].WeaponType=Meteor Loadout[01].Quantity=1 Loadout[02].WeaponType=Meteor Loadout[02].Quantity=1 Loadout[03].WeaponType=Meteor Loadout[03].Quantity=1 Loadout[04].WeaponType=Meteor Loadout[04].Quantity=1 Loadout[05].WeaponType=ASRAAM Loadout[05].Quantity=1 Loadout[06].WeaponType=ASRAAM Loadout[06].Quantity=1 Loadout[07].WeaponType=Brimstone Loadout[07].Quantity=3 Loadout[07].Racktype=BrimStone3Pack Loadout[08].WeaponType=BrimStone Loadout[08].Quantity=3 Loadout[08].Racktype=BrimStone3Pack Loadout[09].WeaponType=BrimStone Loadout[09].Quantity=3 Loadout[09].Racktype=BrimStone3Pack Loadout[10].WeaponType=BrimStone Loadout[10].Quantity=3 Loadout[10].Racktype=BrimStone3Pack Loadout[11].WeaponType=BrimStone Loadout[11].Quantity=3 Loadout[11].Racktype=BrimStone3Pack Loadout[12].WeaponType=BrimStone Loadout[12].Quantity=3 Loadout[12].Racktype=BrimStone3Pack Loadout[13].WeaponType=Typhoon tank Loadout[13].Quantity=1 [Recon] Loadout[01].WeaponType=Meteor Loadout[01].Quantity=1 Loadout[02].WeaponType=Meteor Loadout[02].Quantity=1 Loadout[03].WeaponType=Meteor Loadout[03].Quantity=1 Loadout[04].WeaponType=Meteor Loadout[04].Quantity=1 Loadout[05].WeaponType=ASRAAM Loadout[05].Quantity=1 Loadout[06].WeaponType=ASRAAM Loadout[06].Quantity=1 Loadout[07].WeaponType=ALARM Loadout[07].Quantity=1 Loadout[08].WeaponType=ALARM Loadout[08].Quantity=1 Loadout[09].WeaponType=Typhoon tank Loadout[09].Quantity=1 Loadout[10].WeaponType=Typhoon tank Loadout[10].Quantity=1 Loadout[11].WeaponType=GBU-27 Loadout[11].Quantity=1 Loadout[12].WeaponType=GBU-27 Loadout[12].Quantity=1 Loadout[13].WeaponType=LiteningIII Loadout[13].Quantity=1 Share this post Link to post Share on other sites
Kirsten 0 Posted April 6, 2008 A little airshow routine for a start, fantastic !!!! Better than the real thing..... :angry2: for the RAF: it has a gun ....... Fantastic FM (just a little twitchy at transsonic speeds), wonderfull details (brake chute), thanks a LOT for the Typhoon ....... Aju, Derk Share this post Link to post Share on other sites
+EricJ 4,241 Posted April 6, 2008 Well looks like I was a little wrong craig... I'm so used to wrenching aircraft around (or having to, I tend to fly heavier planes) so I took it out on the Range, and while it is "twitchy", I realized more gentle pulls on the stick are what's required rather than wrenching it around. Plus I have to recalibrate my stick. Anyways, figured out what the issue was with the MFD as far as LGBs, Mavs, and so on. Seems when you activate the radar, you can view the TV picture. I've played DiD's and never had to do that of course, EMCON being the operative word.... so that is a possible bug? Share this post Link to post Share on other sites
+Bongodriver 20 Posted April 6, 2008 Not quite a bug, I plan for a future update to expand on My MFD's and try to squeeze more function out of them, you might guess I am a noob at all this and am gaining experience as I go along, so for now I just left the TV function associated with the radar screen, next update will hopefully have an independent TV function. Share this post Link to post Share on other sites
+Bongodriver 20 Posted April 6, 2008 A note to everyone I have been overwhelmed by the positive and kind response I received for this aircraft, I am so gratefull to all of you, I will be making more stuff and take it as read that I am happy creating this stuff so you don't have to thank me so much, the benefit of toning down the appreciation would be to make me less of a target for some less appreciative people....I hope. Share this post Link to post Share on other sites
Kirsten 0 Posted April 6, 2008 Well looks like I was a little wrong craig... I'm so used to wrenching aircraft around (or having to, I tend to fly heavier planes) so I took it out on the Range, and while it is "twitchy", I realized more gentle pulls on the stick are what's required rather than wrenching it around. Plus I have to recalibrate my stick. Anyways, figured out what the issue was with the MFD as far as LGBs, Mavs, and so on. Seems when you activate the radar, you can view the TV picture. I've played DiD's and never had to do that of course, EMCON being the operative word.... so that is a possible bug? Sorry, I didn't express myself correctly. With "twitchy" I meant a sort of bumpy vibration with quite a high frequency, even activating vortices, also when flying straight and level...... Maybe something with damping or my joystick, though recalibrated and no such problems with other aircraft. For the rest agree with Eric, no problems, wonderfull FM !! Aju, Derk Share this post Link to post Share on other sites
+EricJ 4,241 Posted April 7, 2008 That's understandable craig, we've all got real lives to attend to, but awaiting (im)patiently () for the updates. Additionally adjusting the sensitivity helps out as well, flies much better now Besides I wouldn't let one nasty comment throw you off track bro, there's been around 1000+ downloads already, and according to USAFMTL, almost more than the Raptor, so that's that. One stupid question. Waypoint markers on Hard HUD, where? I got the distance on the bottom left, but I'm definitely looking the wrong spot.. Share this post Link to post Share on other sites
+Bongodriver 20 Posted April 7, 2008 One stupid question. Waypoint markers on Hard HUD, where? I got the distance on the bottom left, but I'm definitely looking the wrong spot.. Ah now this is an interesting question, this brings up the issue of that steerpoin and steering cue entry bussiness that caused all the fuss with WOE compatibility, the HUD symbology as it stands for waypoint info only gives the waypoint ID i.e WPT1, WPT2 etc.... and the range to the waypoint, I was hoping these new steerpoint, and steering cue that form part of the new WOI avionics.dll were going to be some form of bearing indication to waypoint, alas they don't seem to be actually implemented in WOI yet. hope this is the info you were looking for. Share this post Link to post Share on other sites
WombRaider 1 Posted April 7, 2008 but, on my pc the decals dont show up in WOE.is there someone else with this problem or did I something wrong? (i think its my littel fault :yes: ) I would check your texture folders, more specifically the decal ini's, and see if the path is correct to the decal folder. If that is ok, then make sure there is actually a D folder in the texture folders. Share this post Link to post Share on other sites
+Spectre_USA 7 Posted April 7, 2008 Speaking of waypoints, range and bearing, I notice the mid MFD has the values reversed. At least the labeling. The Artificial Horizon in the upper right shows the same numbers, same order, but unlabeled. Not even a biggie at all, just thought I'd mention it. I was going to rummage through the avionics.ini, but have been known to do BAD THINGS when I try... Share this post Link to post Share on other sites
+Bongodriver 20 Posted April 7, 2008 (edited) I was going to rummage through the avionics.ini, but have been known to do BAD THINGS when I try... for now if it something you want to fix, this is where to start, in the cockpit.ini find these entries. [HSI_BearingCounter] Type=BEARING_MARKER CounterNodeFormat=hsi bearing dig%d <---------change this to- hsi range dig%d MovementType=DIGITAL_DISPLAY ValueUnit=DEG [HSI_Range] Type=RANGE_INDICATOR CounterNodeFormat=hsi range dig%d <-----------change this to- hsi bearing dig%d MovementType=DIGITAL_DISPLAY ValueUnit=NM Edited April 7, 2008 by craigbrierley Share this post Link to post Share on other sites