Lexx_Luthor Posted August 17, 2008 Posted August 17, 2008 Wrench, you added a sustainer. Interesting. Quote
Wrench Posted August 17, 2008 Posted August 17, 2008 True. But I couldn't have done it without you first figuring out how to do for the Frescos!!! It was a Stargetic Achievment!!! Wrench kevin stein Quote
+Veltro2k Posted August 17, 2008 Author Posted August 17, 2008 (edited) Made them longer. You may need to do a screen refresh Edited August 17, 2008 by Veltro2k Quote
+76.IAP-Blackbird Posted August 17, 2008 Posted August 17, 2008 Like your F-102 but I prefer your snoopy fighter!!! Quote
+Veltro2k Posted August 17, 2008 Author Posted August 17, 2008 Like your F-102 but I prefer your snoopy fighter!!! hmmm wait till you see my next fictious project Quote
+Veltro2k Posted August 17, 2008 Author Posted August 17, 2008 Almost there...few little Mods and should be ready for mapping and skinning Quote
+Veltro2k Posted August 18, 2008 Author Posted August 18, 2008 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 Quote
Wrench Posted August 18, 2008 Posted August 18, 2008 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 Quote
+Veltro2k Posted August 18, 2008 Author Posted August 18, 2008 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 Quote
FastCargo Posted August 18, 2008 Posted August 18, 2008 [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 Quote
FastCargo Posted August 18, 2008 Posted August 18, 2008 [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 Quote
Wrench Posted August 18, 2008 Posted August 18, 2008 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 Quote
FastCargo Posted August 18, 2008 Posted August 18, 2008 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 Quote
Lexx_Luthor Posted August 18, 2008 Posted August 18, 2008 Fellas, Fellattes...Veltro's MM's are station ID "09" and up...wozup here? Veltro:: Loadout[06].WeaponType=Mk4_MightyMouseLoadout[06].Quantity=12 Loadout[07].WeaponType= Loadout[07].Quantity=0 Quote
mppd Posted August 19, 2008 Posted August 19, 2008 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. Quote
+Veltro2k Posted August 19, 2008 Author Posted August 19, 2008 (edited) cant wait to see it with a real skin my 1/2 -ars will not do Edited August 19, 2008 by Veltro2k Quote
Alexander51 Posted August 19, 2008 Posted August 19, 2008 She's a hot looking machine Veltro2k You've done one helluva job on this add on for SFP1 <S> The Craigster Quote
Wrench Posted August 19, 2008 Posted August 19, 2008 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!!! Wrench kevin stein Quote
Jarhead1 Posted August 19, 2008 Posted August 19, 2008 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 Quote
Lexx_Luthor Posted August 19, 2008 Posted August 19, 2008 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. Quote
+Veltro2k Posted August 19, 2008 Author Posted August 19, 2008 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!!! Wrench kevin stein I can 1/2 Ars MAp it. but would prefer the help of a pro Quote
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