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True. But I couldn't have done it without you first figuring out how to do for the Frescos!!!

 

It was a Stargetic Achievment!!! :wink:

 

Wrench

kevin stein

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Made them longer. You may need to do a screen refresh

 

 

 

RPAKS.jpg

Edited by Veltro2k

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Like your F-102 but I prefer your snoopy fighter!!!

 

 

hmmm wait till you see my next fictious project :rolleyes:

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Almost there...few little Mods and should be ready for mapping and skinning

 

F-102A-1.jpg

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Awsome!

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Need a little help here for the Mighty Mouse rockets..not showing up

 

this is what I have

 

// Weapon Stations --------------------------------------------------------

 

[WeaponsBay]

SystemType=WEAPON_STATION

StationID=1

StationGroupID=1

StationType=INTERNAL

AttachmentPosition= 0.0, 0.80, 0.00

AttachmentAngles=

LoadLimit=1500

AllowedWeaponClass=AHM

AttachmentType=USAF

DiameterLimit=1.15

LengthLimit=5.1

BombBayAnimationID=7

BombBayOpenTime=0.50

BombBayCloseTime=1.00

MinExtentPosition=-0.65, 4.95,-0.75

MaxExtentPosition= 0.65, 2.40, 0.00

 

[LeftFrontMissileStation]

SystemType=WEAPON_STATION

StationID=2

StationGroupID=2

StationType=EXTERNAL

AttachmentPosition=-0.276,1.282,-0.618

AttachmentAngles=

EjectVelocity=0.0,0.0,-2.0

LoadLimit=226.8

LoadLimit=650

AllowedWeaponClass=IRM

AttachmentType=USAF

ModelNodeName=Pylon1

MovingPylon=TRUE

AnimationID=7

PylonMass=55

PylonDragArea=0.02

 

[RightFrontMissileStation]

SystemType=WEAPON_STATION

StationID=3

StationGroupID=2

StationType=EXTERNAL

AttachmentPosition=0.264,1.282,-0.671

AttachmentAngles=

LoadLimit=650

AllowedWeaponClass=IRM

AttachmentType=USAF

ModelNodeName=Pylon3

MovingPylon=TRUE

AnimationID=7

PylonMass=55

PylonDragArea=0.02

 

[LeftRearMissileStation]

SystemType=WEAPON_STATION

StationID=4

StationGroupID=3

StationType=EXTERNAL

AttachmentPosition=-0.276,-1.008,-0.618

AttachmentAngles=0

LoadLimit=650

AllowedWeaponClass=SAHM

AttachmentType=USAF

ModelNodeName=Pylon2

MovingPylon=TRUE

AnimationID=7

PylonMass=55

PylonDragArea=0.02

 

[RightRearMissileStation]

SystemType=WEAPON_STATION

StationID=5

StationGroupID=3

StationType=EXTERNAL

AttachmentPosition=0.264,-1.008,-0.671

AttachmentAngles=

LoadLimit=650

AllowedWeaponClass=SAHM

AttachmentType=USAF

ModelNodeName=Pylon4

MovingPylon=TRUE

AnimationID=7

PylonMass=55

PylonDragArea=0.02

 

[LeftWingStation]

SystemType=WEAPON_STATION

StationID=6

StationGroupID=4

StationType=EXTERNAL

AttachmentPosition=-3.283,-4.268,-1.19

AttachmentAngles=

LoadLimit=650

AllowedWeaponClass=FT

AttachmentType=USAF

ModelNodeName=LeftWingPylon

PylonMass=55

PylonDragArea=0.02

FuelTankName=f-102tank

NoJettisionTank=TRUE

 

[RightWingStation]

SystemType=WEAPON_STATION

StationID=7

StationGroupID=4

StationType=EXTERNAL

AttachmentPosition=-4.249,-4.249,-1.174

AttachmentAngles=

LoadLimit=650

AllowedWeaponClass=FT

AttachmentType=USAF

ModelNodeName=RightWingPylon

PylonMass=55

PylonDragArea=0.02

FuelTankName=f-102tank

NoJettisionTank=TRUE

 

[RocketTray1]

SystemType=WEAPON_STATION

StationID=08

StationGroupID=5

StationType=INTERNAL

NumWeapons=3

AttachmentPosition003=-0.398,1.898,-0.955

AttachmentPosition002=-0.47,1.898,-0.932

AttachmentPosition001=-0.546,1.898,-0.908

AttachmentAngles=0.0,0.0,0.0

LoadLimit=1700.0

AllowedWeaponClass=RCKT

AttachmentType=NATO,USAF

DiameterLimit=0.5

LengthLimit=3.2

BombBayAnimationID=7

BombBayOpenTime=.5

BombBayCloseTime=.9

MovingPylon=TRUE

ModelNodeName=Rocket1

AutomaticDoors=TRUE

 

 

[RocketTray2]

SystemType=WEAPON_STATION

StationID=09

StationGroupID=5

StationType=INTERNAL

NumWeapons=3

AttachmentPosition003=0.531,1.898,-0.913

AttachmentPosition002=0.453,1.898,-0.938

AttachmentPosition001=0.382,1.898,-0.958

AttachmentAngles=0.0,0.0,0.0

LoadLimit=1700.0

AllowedWeaponClass=RCKT

AttachmentType=NATO,USAF

DiameterLimit=0.5

LengthLimit=3.2

BombBayAnimationID=7

BombBayOpenTime=.5

BombBayCloseTime=.9

MovingPylon=TRUE

ModelNodeName=Rocket2

AutomaticDoors=TRUE

 

 

[RocketTray3]

SystemType=WEAPON_STATION

StationID=10

StationGroupID=5

StationType=INTERNAL

NumWeapons=3

AttachmentPosition003=-0.127,1.897,-1.014

AttachmentPosition002=-0.204,1.897,-0.998

AttachmentPosition001=-0.28,1.897,-0.983

AttachmentAngles=0.0,0.0,0.0

LoadLimit=1700.0

AllowedWeaponClass=RCKT

AttachmentType=NATO,USAF

DiameterLimit=0.5

LengthLimit=3.2

BombBayAnimationID=7

BombBayOpenTime=.5

BombBayCloseTime=.9

MovingPylon=TRUE

ModelNodeName=Rocket3

AutomaticDoors=TRUE

 

 

[RocketTray4]

SystemType=WEAPON_STATION

StationID=11

StationGroupID=5

StationType=INTERNAL

NumWeapons=3

AttachmentPosition003=0.262,1.899,-0.99

AttachmentPosition002=0.185,1.899,-1.006

AttachmentPosition001=0.109,1.899,-1.023

AttachmentAngles=0.0,0.0,0.0

LoadLimit=1700.0

AllowedWeaponClass=RCKT

AttachmentType=NATO,USAF

DiameterLimit=0.5

LengthLimit=3.2

BombBayAnimationID=7

BombBayOpenTime=.5

BombBayCloseTime=.9

MovingPylon=TRUE

ModelNodeName=Rocket4

AutomaticDoors=TRUE

 

and the load out

 

[AirToAir]

Loadout[01].WeaponType=AIR-2A

Loadout[01].Quantity=1

Loadout[02].WeaponType=AIM-4G

Loadout[02].Quantity=1

Loadout[03].WeaponType=AIM-4G

Loadout[03].Quantity=1

Loadout[04].WeaponType=AIM-4F

Loadout[04].Quantity=1

Loadout[05].WeaponType=AIM-4F

Loadout[05].Quantity=1

Loadout[06].WeaponType=Mk4_MightyMouse

Loadout[06].Quantity=12

Loadout[07].WeaponType=

Loadout[07].Quantity=0

Loadout[08].WeaponType=

Loadout[08].Quantity=0

 

[AirToAirLongRange]

Loadout[01].WeaponType=

Loadout[01].Quantity=0

Loadout[02].WeaponType=AIM-4G

Loadout[02].Quantity=1

Loadout[03].WeaponType=AIM-4G

Loadout[03].Quantity=1

Loadout[04].WeaponType=AIM-4F

Loadout[04].Quantity=1

Loadout[05].WeaponType=AIM-4F

Loadout[05].Quantity=1

Loadout[06].WeaponType=f-102tank

Loadout[06].Quantity=1

Loadout[07].WeaponType=f-102tank

Loadout[07].Quantity=1

Loadout[08].WeaponType=Mk4_MightyMouse

Loadout[08].Quantity=12

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Is RCKT a weapon class?

 

Try RCL.

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RCKT is most definately a weapons class...how do you think I got the 2 Frescos (PF, PF SP-16) and the Scorpions to have their SP-5s and MMHEs???

 

It's also used for the HVARs and 60# rockets.

 

There is no such thing as RCL.

 

Veltro: flip the numbering around 001, 002, 003. See if that helps. I think they need to be in numberical sequence. You might need to swith the positons around, if they fire in a certain way (top-to-bottom or bottom-to-top)

 

You might also run into the AI not using them (as before with the Fresco's and Scorpion) You may have to 'cheat' a little like I did.

 

Wrench

kevin stein

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Veltro: flip the numbering around 001, 002, 003. See if that helps. I think they need to be in numberical sequence. You might need to swith the positons around, if they fire in a certain way (top-to-bottom or bottom-to-top)

 

 

Wrench

kevin stein

 

Nope no go also have this

 

load.jpg

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[LeftWingStation]

SystemType=WEAPON_STATION

StationID=6

StationGroupID=4

StationType=EXTERNAL

AttachmentPosition=-3.283,-4.268,-1.19

AttachmentAngles=

LoadLimit=650

AllowedWeaponClass=FT

AttachmentType=USAF

ModelNodeName=LeftWingPylon

PylonMass=55

PylonDragArea=0.02

FuelTankName=f-102tank

NoJettisionTank=TRUE

 

[RightWingStation]

SystemType=WEAPON_STATION

StationID=7

StationGroupID=4

StationType=EXTERNAL

AttachmentPosition=-4.249,-4.249,-1.174

AttachmentAngles=

LoadLimit=650

AllowedWeaponClass=FT

AttachmentType=USAF

ModelNodeName=RightWingPylon

PylonMass=55

PylonDragArea=0.02

FuelTankName=f-102tank

NoJettisionTank=TRUE

 

Veltro, the AttachmentPositions need to mirror each other...

 

The RightWingStation should look almost exactly like the LeftWingStation. The only difference should be the StationID number and the first AttachmentPosition number.

 

ie if the [LeftWingStation] AttachmentPosition=-X,Y,Z, the [RightWingStation] AttachmentPosition=X,Y,Z

 

FastCargo

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[LeftFrontMissileStation]

SystemType=WEAPON_STATION

StationID=2

StationGroupID=2

StationType=EXTERNAL

AttachmentPosition=-0.276,1.282,-0.618

AttachmentAngles=

EjectVelocity=0.0,0.0,-2.0

LoadLimit=226.8

LoadLimit=650

AllowedWeaponClass=IRM

AttachmentType=USAF

ModelNodeName=Pylon1

MovingPylon=TRUE

AnimationID=7

PylonMass=55

PylonDragArea=0.02

 

[RightFrontMissileStation]

SystemType=WEAPON_STATION

StationID=3

StationGroupID=2

StationType=EXTERNAL

AttachmentPosition=0.264,1.282,-0.671

AttachmentAngles=

LoadLimit=650

AllowedWeaponClass=IRM

AttachmentType=USAF

ModelNodeName=Pylon3

MovingPylon=TRUE

AnimationID=7

PylonMass=55

PylonDragArea=0.02

 

[LeftRearMissileStation]

SystemType=WEAPON_STATION

StationID=4

StationGroupID=3

StationType=EXTERNAL

AttachmentPosition=-0.276,-1.008,-0.618

AttachmentAngles=0

LoadLimit=650

AllowedWeaponClass=SAHM

AttachmentType=USAF

ModelNodeName=Pylon2

MovingPylon=TRUE

AnimationID=7

PylonMass=55

PylonDragArea=0.02

 

[RightRearMissileStation]

SystemType=WEAPON_STATION

StationID=5

StationGroupID=3

StationType=EXTERNAL

AttachmentPosition=0.264,-1.008,-0.671

AttachmentAngles=

LoadLimit=650

AllowedWeaponClass=SAHM

AttachmentType=USAF

ModelNodeName=Pylon4

MovingPylon=TRUE

AnimationID=7

PylonMass=55

PylonDragArea=0.02

 

Also, I'm noticing something similar here. Are the missiles mounted at different distances from the centerline of the aircraft in the real thing?

 

I'm asking...I don't really know. It's minor (the distance is small) but it could make the difference between missiles having clipping problems or not.

 

As far as the rocket issue, I hope you fix it...I couldn't figure out what I was doing wrong mounting the FFARs on the XF-103...

 

FastCargo

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FC: i may have figured that out, but havn't gotten back to it yeti. May have to use the same cheat as on the Scorpion. I may have to 'hide' the rockets inside the fuelseage, as close to the doors as possible. It may look funny from the outside, but in the cockpit, it shouldn't make a difference.

 

Meaning, they won't sit in their launch racks.

 

Wrench

kevin stein

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The other option is making a virtual 'rocket pod'. Nice thing about WOI is that you can specifically say that a weapon can only go on one and only one hardpoint on one aircraft.

 

FastCargo

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Fellas, Fellattes...Veltro's MM's are station ID "09" and up...wozup here?

 

Veltro::

Loadout[06].WeaponType=Mk4_MightyMouse

Loadout[06].Quantity=12

Loadout[07].WeaponType=

Loadout[07].Quantity=0

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You guys all know that the 2.75 in rockets were actually inside tubes within the doors? The inner doors had the rocket provision deleted with the AIM-26 mod, which had larger fins and required cut-outs in the two center doors. The out two doors each retained three tubes each, with two rockets inside each for a total of only 12. Do you folks need any diagrams of this stuff - the deuce is my fav. I have an Illustrated parts breakdown (dash 34) and a structural repair manual which could help. I can scan some stuff for y'all.

 

Mike D.

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cant wait to see it with a real skin my 1/2 -ars will not do :blink:

 

 

F-102A1-1.jpg

Edited by Veltro2k

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Got the Mighty Mouses to work :good:

 

102mm.jpg

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She's a hot looking machine Veltro2k :ok:

You've done one helluva job on this add on

for SFP1 <S>

 

The Craigster

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Are the AI's engaging with them??? That's the hard part....

 

That skin ain't all that bad! Did you finally get it unwarpped and templated?

 

I also have the 'Detail and Scale" on the Duece on pdf, if that'll help; but that sure can't beat Mike's Real Life ™ AF manual!!! :ok:

 

Wrench

kevin stein

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Now I am sure all u mod masters have already thought of and tried this, but what if u took the 2.75 inch rocket info in the weapons data ini and made it into a IRM, and just made the accuracy and lock on rating really low so it acts like pretty much an infra red rocket and then the AI can use them too to engage. Does that make any sense to any of yall or have yall already tried it? Just figured I would throw my 2 cents in as well.

 

 

 

The other Kevin

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AI doesn't salvo missiles, something I always hoped to see talked about. Standard ADC and PVO procedure was firing IR then radar missile, hopefully offering better kill probability. Right now, AI fires one missile and waits to see the results before trying again.

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Are the AI's engaging with them??? That's the hard part....

 

That skin ain't all that bad! Did you finally get it unwarpped and templated?

 

I also have the 'Detail and Scale" on the Duece on pdf, if that'll help; but that sure can't beat Mike's Real Life AF manual!!! :ok:

 

Wrench

kevin stein

 

I can 1/2 Ars MAp it. but would prefer the help of a pro

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