+ST0RM Posted May 30, 2008 Posted May 30, 2008 Great info. Gives us somewhere to start. Thanks! Storm Quote
Gr.Viper Posted May 30, 2008 Posted May 30, 2008 kreelin, have you fugured out the weapon lock problem? TK mentioned on TW forum that there also is a g-lock apart from master arm. Quote
+kreelin Posted May 30, 2008 Posted May 30, 2008 kreelin, have you fugured out the weapon lock problem? TK mentioned on TW forum that there also is a g-lock apart from master arm. No... Didn't have time yet... But I saw your post on TW's forum so I think TK will check the problem Quote
+ST0RM Posted May 30, 2008 Posted May 30, 2008 I've got the same issue as GR. Viper. Above 55% throttle, the rockets wont fire until you throttle back. It's not a show stopper, but something minor when I'm on a gun/rocket run. Storm Quote
+ST0RM Posted May 31, 2008 Posted May 31, 2008 (edited) Ok, here is my attempt at adding flares to the Mi-8 Hip. I'm giving you two options because of the glitch that has the game popping 4-5 flares each time you press the button. The first is based on the ASO-32 system that Crusader found for us. It has 4 buckets with 32 flares each, mounted on the tail boom. This is the "authentic" load. Add this to the fuselage node labeled [two] SystemName[005]=DecoyDispenser1 SystemName[006]=DecoyDispenser2 SystemName[007]=DecoyDispenser3 SystemName[008]=DecoyDispenser4 Add these in below the weapons pylons [DecoyDispenser1] ReferenceName=ASO-32 SystemType=DECOY_DISPENSER EjectPosition=0.08,-6.00,-2.00 EjectVelocity=-20.00,0.00,-0.00 NumChaff=0 NumFlare=32 [DecoyDispenser2] ReferenceName=ASO-32 SystemType=DECOY_DISPENSER EjectPosition=0.08,-7.00,-2.00 EjectVelocity=-20.00,0.00,-0.00 NumChaff=0 NumFlare=32 [DecoyDispenser3] ReferenceName=ASO-32 SystemType=DECOY_DISPENSER EjectPosition=0.08,-6.00,-2.00 EjectVelocity=20.00,0.00,-0.00 NumChaff=0 NumFlare=32 [DecoyDispenser4] ReferenceName=ASO-32 SystemType=DECOY_DISPENSER EjectPosition=0.08,-7.00,-2.00 EjectVelocity=20.00,0.00,-0.00 NumChaff=0 NumFlare=32 Ok, for a temp fix until the multiple flare launch thing gets fixed, you can use this: Same thing as above, add these to your fuselage node labeled [two] SystemName[005]=DecoyDispenser1 SystemName[006]=DecoyDispenser2 Add these after your weapons stations [DecoyDispenser1] ReferenceName=ASO-32 SystemType=DECOY_DISPENSER EjectPosition=0.08,-6.00,-2.00 EjectVelocity=-20.00,0.00,-0.00 NumChaff=0 NumFlare=64 [DecoyDispenser2] ReferenceName=ASO-32 SystemType=DECOY_DISPENSER EjectPosition=0.08,-6.00,-2.00 EjectVelocity=20.00,0.00,-0.00 NumChaff=0 NumFlare=64 Notice that I combined the 4 dispensers into 2 and added extra flares. Thanks to Fubar512 for his explanation of the eject velocity. It helped figuring out which was what. In fact, I've created my own add-on explanation of the eject position if anyone is interested, or if it can be added to the KB section. Hope this helps out a bit and keeps you from getting smoked by those IR missiles. Storm Edited May 31, 2008 by ST0RM Quote
+ST0RM Posted May 31, 2008 Posted May 31, 2008 Whoops, forgot to add that the above add-ons were tested on the ADV FM. To use on the standard FM, just add the dispensers to the [fuselage] node SystemName[012]=DecoyDispenser1 SystemName[013]=DecoyDispenser2 SystemName[014]=DecoyDispenser3 SystemName[015]=DecoyDispenser3 And the actual dispensers after the weps as you see in the reply above. All should work fine, just change the number for the system, etc... Storm Quote
+Jarhead1 Posted May 31, 2008 Posted May 31, 2008 Now we just need to find one for Capuns Hind so we can have countermeasures on it and we will be golden. It will be awesome for the Afghanistan Campaign thats in the works. Quote
+Crusader Posted May 31, 2008 Posted May 31, 2008 use the same 4-pack setup as on theHIp, but adjust ejection position to fit the Hind lod . and dont worry about the bug ( player aircraft eject 4 cartridges per button press ), that will be fixed soon.... Quote
+ST0RM Posted May 31, 2008 Posted May 31, 2008 I think I've still got the Hind somewhere. I'll adjust the settings and post the new one here later on today. Unless someone else has already done it. Storm Quote
+Jarhead1 Posted May 31, 2008 Posted May 31, 2008 sweet, thanks STORM, I suck at FM ini Editing when it comes to that. I can do Loadout and Tweeking but not initial placement. Quote
+allenjb42 Posted May 31, 2008 Posted May 31, 2008 My Hind versions posted at Capun's site all have chaff/flare dispensers. In the data.ini I added this under the tail SystemName[003]=FlareStation1 SystemName[004]=FlareStation2 SystemName[005]=ChaffStation1 SystemName[006]=ChaffStation2 And this in the under the weapons stations section // Countermeasure System --------------------------------------------------------- [FlareStation1] SystemType=DECOY_DISPENSER EjectPosition= -2.6,-2.8,-0.55 EjectVelocity=0.0,0.0,-8.0 NumFlare=60 [FlareStation2] SystemType=DECOY_DISPENSER EjectPosition= 2.6,-2.8,-0.55 EjectVelocity=0.0,0.0,-8.0 NumFlare=60 [ChaffStation1] SystemType=DECOY_DISPENSER EjectPosition= -8.5,-2.25,0.1 EjectVelocity=0.0,0.0,-8.0 NumChaff=120 [ChaffStation2] SystemType=DECOY_DISPENSER EjectPosition= 8.5,-2.25,0.1 EjectVelocity=0.0,0.0,-8.0 NumChaff=120 Quote
+Jarhead1 Posted May 31, 2008 Posted May 31, 2008 SWEETTTTTTTTTTTTTTTTTTTTTTTTTTTTT Thanks Allen Quote
+ST0RM Posted May 31, 2008 Posted May 31, 2008 Thanks Allen. Just thinking out loud. Can the Hip FMs be ported over to the Hind? Storm Quote
+ST0RM Posted June 2, 2008 Posted June 2, 2008 I did some tinkering around and got the UPK-23-250 gunpods to work on the Hip. That is one of it's real world loadouts, so I'm sticking with authenticity. Nothing cosmic, go into the weaponsdata and make them exportable, then add them to your loadout.ini Viola', rockets and guns. Storm Quote
cochise Posted June 6, 2008 Posted June 6, 2008 Hey guys I keep getting CTD's in the WOE version when I switch between cockpit and external views and I have the problem where my main rotor doesn't spin in the WOI version Any ideas? Quote
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