+Tailspin 3 Posted October 16, 2008 Perhaps its time to start our own First Eagles Knowledge Base of sorts. To be sure the SF/WO*/FE Knowledge Base in the SF/WO* section contains a wealth of knowledge that fully applies to First Eagles so that is still an invaluable source of information. However, here we can translate some of that knowledge into terms specific to First Eagles so its easier for First Eagles players to digest. Feel free to add to this thread but PLEASE try and keep comments out of this thread. If you want to discuss, thank, scold, or correct which is very much welcome and necessary to keep things accurate and up to date then by all means post your comments. But do so in the regular forum. I'm not too worried about organization at this time. If we get a lot of information we'll take care of that later. I'd also like to keep topics related to the EXPANSION PACK and/or PATCHES and OLDER MODS that work with them. Thanks! TS 2 Share this post Link to post Share on other sites
+Tailspin 3 Posted October 16, 2008 Where are my bombs? This seems a fairly common question. "I just downloaded add-on plane XYZ and I can't select or see any bombs? Fortunately this is a relatively easy fix. You won't need the Weapons editor, just the SFP1e .cat extractor utility available at CA in the Utilities download section. The problem with bombs and some add-on planes is that many older planes don't use the "stock" weapons that are available in the sim. Most came with their own bombs and installing them involved adding LODs, BMPs, various .ini files and using the Weapons Editor to get them in the sim. All that is no longer necessary in most cases. For simplicity's sake lets use the Laton's excellent Savoia Pomilio SP.3 bomber as our model. It doesn't come with third party bomb models. The first thing to do is extract the WEAPONDATA.INI from the ObjectData.cat file in the game's main folder. (File path... HDD */Program files/Thirdwire/WWI/Objects/ObjectData.cat). When extracted and opened in notepad you will see all the various bombs modeled in the sim. Now lets look at the SP.3 files and see if we can find the problem. When we open the SP3_LOADOUT.INI we find this: [Light Bombs] DefaultFor=CAS,ARMED_RECON Loadout[01].WeaponType=Bomb25lb Loadout[01].Quantity=1 Loadout[02].WeaponType=Bomb25lb Loadout[02].Quantity=1 Loadout[03].WeaponType=Bomb25lb Loadout[03].Quantity=1 Loadout[04].WeaponType=Bomb25lb Loadout[04].Quantity=1 [bombs] DefaultFor=STRIKE Loadout[05].WeaponType=Bomb100lb Loadout[05].Quantity=1 Loadout[06].WeaponType=Bomb100lb Loadout[06].Quantity=1 [Rockets] DefaultFor=BALLOON_BUSTING Loadout[05].WeaponType=WWI_Launcher Loadout[05].Quantity=1 Loadout[06].WeaponType=WWI_Launcher Loadout[06].Quantity=1 Look at the WeaponType= entry. A comparison with the TypeName= entries in WEAPONDATA.INI shows a discrepancy. There is no Bomb100lb entry. Ah but there is a Bomb25lb entry (the first bomb listed) yet they still don't work in the game...more on that in a minute. Ok, we've discovered part of the problem. The weapon names in the loadout don't match the type names in the Weapon Data. Thats why the sim won't recognize the 100lb. bombs. "Bomb100lb" doesn't exist in the newer versions of the game. Ok, that doesn't explain the problem with "Bomb25lb". Lets look at that entry in the WEAPONDATA.INI: [WeaponData001] TypeName=Bomb25lb FullName=25-lb Bomb ModelName=Bomb25 Mass=11.340000 Diameter=0.127000 Length=0.660400 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=NATO SpecificStationCode= NationName=USAS StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=2.500000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Note two specific entries. AttachmentType and NationName. Bombs are Nation specific in FE. The Bomb25lb is a USAS bomb. To fix that we need to open the SP3_DATA.INI and find the section Weapon Stations.... // Weapon Stations --------------------------------------------------------- [bombRackLeft1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-0.72,0.05,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB,RP AttachmentType=NATO,FRANCE ModelNodeName= [bombRackLeft2] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-0.72,-0.65,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB AttachmentType=NATO ModelNodeName= [bombRackLeft3] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-0.72,-0.35,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB,RP AttachmentType=NATO,FRANCE ModelNodeName= [bombRackRight1] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.72,0.05,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB AttachmentType=NATO ModelNodeName= [bombRackRight2] SystemType=WEAPON_STATION StationID=4 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.72,-0.65,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB AttachmentType=NATO ModelNodeName= [bombRackRight3] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=0.72,-0.35,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB,RP AttachmentType=NATO,FRANCE ModelNodeName= Look at the AttachmentType= lines. NATO is there but no USAS. USAS specific bombs won't work. If you want to use the USAS 25lb bomb simply add USAS to the AttachmentType= lines. Personally, I don't think a USAS bomb on an Italian plane is appropriate. However there are no Italian bombs in the WeaponData.ini. Well why not use FRENCH bombs? Ok. Lets do that. ;) First thing to do, while we have the SP3_DATA.INI open is to add FRANCE to all the AttachmentType= lines above...exactly like those already there. Save the file. Now were ready to find the some French bombs in the WEAPONDATA.INI. Here's the list of all French bombs. [WeaponData017] TypeName=75mm FullName=75mm Bomb ModelName=Michelin75 Mass=4.500000 Diameter=0.075000 Length=0.525000 SubsonicDragCoeff=0.173100 SupersonicDragCoeff=0.652700 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=0.800000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData018] TypeName=90mm FullName=90mm Bomb ModelName=Michelin90 Mass=9.200000 Diameter=0.088000 Length=0.621000 SubsonicDragCoeff=0.141900 SupersonicDragCoeff=0.430600 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=2.900000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData019] TypeName=115mm FullName=115mm Bomb ModelName=Michelin115 Mass=8.100000 Diameter=0.115000 Length=0.580000 SubsonicDragCoeff=0.113700 SupersonicDragCoeff=0.472700 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=3.800000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData020] TypeName=115mmL FullName=115mm Bomb, Long ModelName=Michelin115Long Mass=20.200001 Diameter=0.115000 Length=1.180000 SubsonicDragCoeff=0.154200 SupersonicDragCoeff=0.733100 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=2 BaseQuantity=6 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=MediumBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=12.200000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData021] TypeName=120mm FullName=120mm Bomb ModelName=Michelin120 Mass=12.500000 Diameter=0.120000 Length=0.714000 SubsonicDragCoeff=0.088200 SupersonicDragCoeff=0.441700 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=5.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData022] TypeName=155mm FullName=155mm Bomb ModelName=Michelin155 Mass=41.000000 Diameter=0.155000 Length=1.300000 SubsonicDragCoeff=0.128200 SupersonicDragCoeff=0.753000 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=1 BaseQuantity=4 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=MediumBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=24.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 I chose the nearest equivalent I could find to the bomb weights (Mass= in Kg.) in the SP3_LOADOUT.INI. 25lbs. and 100lbs. They are, by TypeName= the 90mm and 155mm. You can pick different bombs if you want. Just try and remember to separate "light" bombs and "bombs" and the bomb must be equal to or less than the LoadLimit= in the DATA.INI. Ok, that done lets go back to the SP3_LOADOUT.INI and enter the correct WeaponTypes. [Light Bombs] DefaultFor=CAS,ARMED_RECON Loadout[01].WeaponType=90mm Loadout[01].Quantity=1 Loadout[02].WeaponType=90mm Loadout[02].Quantity=1 Loadout[03].WeaponType=90mm Loadout[03].Quantity=1 Loadout[04].WeaponType=90mm Loadout[04].Quantity=1 [bombs] DefaultFor=STRIKE Loadout[05].WeaponType=155mm Loadout[05].Quantity=1 Loadout[06].WeaponType=155mm Loadout[06].Quantity=1 [Rockets] DefaultFor=BALLOON_BUSTING Loadout[05].WeaponType=WWI_Launcher Loadout[05].Quantity=1 Loadout[06].WeaponType=WWI_Launcher Loadout[06].Quantity=1 Save it and we're done. The SP.3 will now have working bombs in the game. This process will work for any addon plane according to the NationName and AttachmentType. These entries in the Plane's DATA.INI have to match the entries in the WEAPONDATA.INI. If the addon plane comes with its own weapons just install the plane without installing the weapons that come with it and follow the instructions given here. There could be a problem with the attachment position of the bombs, ie. they may not sit in the "bomb rack" correctly, but that can be tweaked by adjusting the attachment position in the plane's DATA.INI. NOTE: I have purposefully ignored the [Rockets] entries for the purpose of this tutorial. Getting the rockets to work is a different, more complicated process. I will try and cover that in the future. Addendum...Peter01 has already included these changes in his FMs for those specific planes. So if you use them you should be good to go. -------------------- Variation on a Chinese Proverb: If a man gives you a fish you eat for a day. If you learn to fish you can feed yourself for a lifetime. Share this post Link to post Share on other sites
+Tailspin 3 Posted October 16, 2008 Here is a link to Southside Bucky's post from the other thread regarding service dates. Post # 23. Good info. http://forum.combatace.com/index.php?showt...20&start=20 Share this post Link to post Share on other sites
+p10ppy 2 Posted October 19, 2008 A simple little terrain hack... hope its in the right place... This is probably old news for most people… Since the addon we have had seasonal terrain tor the Cambrai tileset… And the Cambrai tileset is an upgrade of the basic Verdun tileset So it’s fairly simple to add seasons to the Verdun tileset since it’s really a subset of Cambrai Note: these instructions are for stock tile sets, which I personally prefer to most of the 3rd party tilesets for reasons of both aesthetics and performance (each to there own ) So on to the instructions Copy these 3 folders and their contents into your Your_install_here\Terrain\wwiVerdun\ Your_install_here\Terrain\wwiCambrai\Fall Your_install_here\Terrain\wwiCambrai\Spring Your_install_here\Terrain\wwiCambrai\Snow In each of the 3 newly copied folders (under the wwiVerdun folder) find these 3 files and rename them FRLAKE2ROUGH25.TGA rename to Frlake2farm25.tga FRLAKE2ROUGH50.TGA rename to Frlake2farm50.tga FRLAKE2ROUGH75.TGA rename to Frlake2farm75.tga So 9 renames in all Then find the file wwiVerdun.INI in your wwiVerdun folder and open it in a text editor And add this to the end of it [WeatherChance] ScatteredChance=25 BrokenChance=25 OvercastChance=17 InclementChance=8 [season001] Directory=Snow StartDate=1/1 EndDate=1/27 ScatteredChance=0 BrokenChance=40 OvercastChance=50 InclementChance=10 [season002] Directory=Spring StartDate=01/28 EndDate=06/21 ScatteredChance=40 BrokenChance=25 OvercastChance=17 InclementChance=8 [season003] Directory=Fall StartDate=09/21 EndDate=11/25 ScatteredChance=25 BrokenChance=40 OvercastChance=17 InclementChance=8 [season004] Directory=Snow StartDate=11/26 EndDate=12/31 ScatteredChance=0 BrokenChance=40 OvercastChance=50 InclementChance=10 That’s it … there’s a few more tiles in the seasons folders than Verdun actually uses (mostly the rough tiles) but its easier to just leave them in there… Share this post Link to post Share on other sites
+Tailspin 3 Posted October 20, 2008 Using the SFP1E extract utility The extractor download is a self installer. You can install it anywhere. Make a separate folder for it, or just install it to your desktop like I did. Once installed click on the shortcut to open. You will see [select a .cat file]. To the right of that click the button. Another window will open where you will see "Look in: Sfp1e" and a drop down arrow. Click the arrow. Follow the filepath, by clicking on the appropriate folder, to the main First Eagles directory. The .CAT files are nested in various folders (Flight, Objects, Mission, etc) within the main folder. Highlight the .cat file you want by mouse click and hit the OPEN button on the extractor. You will now see a list of the files within the .cat file. Select the file you want, again by mouse click, and hit the EXTRACT button. You will get a "confirm" window with the location the file was extracted to. Click OK. The extractor makes a copy of the file and sends it to the folder where the .cat file was located. This file can be edited with notepad (or wordpad if needed) and the game will "read" this file instead of the original in the .cat file. The edited file is placed in the main folder where the .cat file is or in the case of Aircraft or Ground Objects in the folder specific to the file, ie. the SE 5a data.ini goes in the SE5a folder. To return to the default file (its still in the .cat) just delete the copy. Share this post Link to post Share on other sites
+Tailspin 3 Posted November 7, 2008 Here are some things you can do to the HUD display. Extract the Huddata.ini from the FlightData.cat in the Flight folder. You can "turn off" the lines by adding a double forward slash // to the front of the line. [infoDisplay] BackgroundImage=TextBackground.tga BottomLeftPosition=0.01,0.985 <----//BottomLeftPosition=0.01,0.985 will eliminate bottom left display. BottomRightPosition=0.99,0.985<---same as above will eliminate bottom right display DisplayWidth=0.20 VerticalBorder=0.0015 HorizontalBorder=0.008 EnemyTargetColor=1.0,0.0,0.0,1.0 FriendlyTargetColor=0.0,0.0,1.0,1.0 UnknownTargetColor=1.0,1.0,0.0,1.0 WaypointColor=1.0,1.0,1.0,1.0 TextFile=HUDText.str NormalColor=1.0,1.0,1.0,1.0 WarningColor1=1.0,1.0,0.0,1.0 WarningColor2=1.0,0.0,0.0,1.0 AGLAltStart=609.6 AGLAltWarning=152.4 [Display001] DisplayType=DIRECTOR ObjectType=TARGET_ENEMY ConeSize=25 BoxSize=10<----making this value smaller will reduce the size of the box. Try 1 and see if you like it BoxType=SQUARE BoxColor=1.0,0.0,0.0,0.75 ConeModelName=redcone [Display002] DisplayType=DIRECTOR ObjectType=TARGET_FRIENDLY ConeSize=25 BoxSize=10<------Same as above. BoxType=SQUARE BoxColor=0.0,0.0,1.0,0.75 ConeModelName=bluecone [Display004] DisplayType=RADAR PosX=0.865 PosY=0.015 Width=0.125<-------setting WIDTH= and HEIGHT= to 0 will remove the large Aldiss sight in the upper right. Height=0.16666667 Alpha=0.60 InitTime=2. Share this post Link to post Share on other sites
+p10ppy 2 Posted February 5, 2009 Decals notes Structure [Decal001] MeshName=Fuselage P///////////////model mesh to put the decal on DecalLevel=2///////////////////decal level, 0=National, 1=Squadron, 2=Individual aircraft, 3=Kill number DecalFacing=TOP ////////////////which way it face's relative to the model (0,0,0) or model CG (not sure), TOP, RIGHT, LEFT, BOTTOM, FRONT, BACK FilenameFormat=SPAD7_180\Decals\Spa3TopFu////////////Full path to decal folder Reverse=True//////////////////mirror the Decal (optional, TRUE,FALSE) Rotation=270.0//////////////rotate the decal (optional, degrees) Position=0.0,-2.4/////////////////position relative to model (0,0,0) or model CG (not sure) (metres) Scale=1.4////////////////////////////decal size (metres) DecalMaxLOD=3///////////////////////maximum LOD level the decal will be visible at Issues with 3rd party planes post Nov 08 Patch There is a new requirement for a fuller path to the decal folder (some 3rd party aircraft all read have this) replace things like (include the aircraft's folder name) FilenameFormat=Jasta4/D/TCross with FilenameFormat=SchuckertD3/Jasta4/D/TCross and all the decals should appear fine find and replace with a competent text editor makes it semi painless... (i use Notepad++) Share this post Link to post Share on other sites
Wrench 9,849 Posted December 25, 2009 Elaborating on Tailspins post on using Skypat's Cat Extraction Tool for 1st Gen 3rd Wire sims (SF/Wo*/FE) Link to the illustrated tutorial in the SF Knowledge Base: http://forum.combatace.com/topic/32706-using-skypats-cat-extraction-tool/ wrench kevin stein Share this post Link to post Share on other sites
Wrench 9,849 Posted November 8, 2010 (edited) Further elaborating on Basic Knowledge... Reading and following the informataion in the Game Manual (that pdf file, located -strangely enough- in a folder called "Manual") is essential. For 1stGen versions, it'll be in the main game install; for example (***/FEG/Manual) For SF2/FE2, it should be found in the Programs(x86)/Third Wire/*gamename*/Manual (assuming a Vista or Win7 OS) All the 3rd Wire games are set up pretty much the same, so 90+% of all the information already available is equally valid in FE1 and FE2. Said information can be found in the Knowledge Bases for SF/WoV/WoE/WoI (1st Gens) here: http://combatace.com/forum/99-thirdwire-woewoiwovsf-1-knowledge-base/ and for SF2 series here: http://combatace.com/forum/268-thirdwire-sf2-series-knowledge-base/ an awfull lot of work has gone into collecting, colating, and trying to keep it (relatively) current. Also, sometimes specific posts in the various Forums may have the answers you want. You may be forced to use the site's Search Feature, which dosen't always give you what you want. Then, go ahead and post the question; somebody will have an answer, or (hopefully!) give a link to the relevant post. Happy Landings! Wrench Kevin Stein Edited November 8, 2010 by Wrench Share this post Link to post Share on other sites
+Trotski 936 Posted July 20, 2012 Errrrrrrrrr there was never a follow up on the "Where are my bombs" bit, about the rockets........how do we get those babies to work ? Share this post Link to post Share on other sites
usafphantom2 19 Posted July 7, 2013 Rockets?Anybody? Share this post Link to post Share on other sites
TSMcQueen 0 Posted September 9, 2013 (edited) Hmmmm....its been a looooonnnggg time but I'll post what I have that is currently working in my Series 1 install. This will be for the Camel. I have Poppy's Le Prieur Rockets installed in my weapons folder. Can't remember if I'm actually using HIS rockets or TK's but def using Poppy's Tubes, like I said, this is working for me. It may not work for you so be forewarned!! BACK UP THOSE FILES!!! First the Weapons Data: I think the first entry are TKs rockets. Remember to change the number in the header to follow your data.ini and update with the Weapons Editor. [WeaponData024] TypeName=LePrieur FullName=LePrieur Rocket ModelName=LePrieur Mass=5.000000 Diameter=0.043000 Length=0.356000 SubsonicDragCoeff=0.356900 SupersonicDragCoeff=2.769000 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=SmallRocketEffects ReleaseDelay=0.100000 WarheadType=0 Explosives=1.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=0.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=0.800000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=1.000000 BoosterAccel=30.000000 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,0.000000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,0.000000,0.000000 InFlightEffectName= InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=25.000000 [WeaponData025] TypeName=LePrieurRocket FullName=Le Prieur Rocket ModelName=Le_Prieur_Rocket Mass=5.000000 Diameter=0.050000 Length=0.356000 SubsonicDragCoeff=0.320000 SupersonicDragCoeff=2.769000 AttachmentType=NATO,USAF,UK,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.040000 FusingDistance=5.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=90 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=50 ArmingTime=0.500000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=10.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=0.800000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=2.000000 BoosterAccel=26.000000 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,0.012000,-0.029000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,0.012000,-0.029000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData026] TypeName=LePrieurTube FullName=Le Prieur Tube ModelName=Le_Prieur_Tube Mass=4.000000 Diameter=0.020000 Length=1.570000 SubsonicDragCoeff=0.100000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=1915 EndYear=1919 Availability=2 BaseQuantity=200 Exported=TRUE ExportStartYear=1914 ExportEndYear=1919 ExportAvailability=2 WeaponDataType=5 MaxFuelAmount=0.001000 Asymmetrical=FALSE Next the Camel 110 data.ini mod. This will work for all three Camels...other planes?....You'll have to figure out the positioning yourself. A good place to start is the location of the wing struts on any particular plane...its in the data.ini. This entry follows the last bomb rack entry in the data.ini. [LeftWingRocketRail] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.92,0.60,0.45 AttachmentAngles=0.0,15.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.01 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=LePrieurTube [RightWingRocketRail] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.92,0.60,0.45 AttachmentAngles=0.0,15.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.01 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=LePrieurTube [WingRockets01] SystemType=WEAPON_STATION StationID=7 StationGroupID=4 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=2.92,0.60,0.467 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets02] SystemType=WEAPON_STATION StationID=8 StationGroupID=4 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-2.92,0.60,0.467 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets03] SystemType=WEAPON_STATION StationID=9 StationGroupID=4 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=2.92,0.60,0.587 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets04] SystemType=WEAPON_STATION StationID=10 StationGroupID=4 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-2.92,0.60,0.587 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets05] SystemType=WEAPON_STATION StationID=11 StationGroupID=4 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=2.92,0.60,0.707 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,90.0,18.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets06] SystemType=WEAPON_STATION StationID=12 StationGroupID=4 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-2.92,0.60,0.707 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets07] SystemType=WEAPON_STATION StationID=13 StationGroupID=4 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=2.92,0.60,0.827 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets08] SystemType=WEAPON_STATION StationID=14 StationGroupID=4 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-2.92,0.60,0.827 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 Finally the Loadout: [bombs] DefaultFor=STRIKE,CAS,ARMED_RECON Loadout[01].WeaponType=Cooper20 Loadout[01].Quantity=1 Loadout[02].WeaponType=Cooper20 Loadout[02].Quantity=1 Loadout[03].WeaponType=Cooper20 Loadout[03].Quantity=1 Loadout[04].WeaponType=Cooper20 Loadout[04].Quantity=1 [Le Prieur] DefaultFor=BALLOON_BUSTING Loadout[05].WeaponType=LePrieurTube Loadout[05].Quantity=1 Loadout[06].WeaponType=LePrieurTube Loadout[06].Quantity=1 Loadout[07].WeaponType=LePrieurRocket Loadout[07].Quantity=1 Loadout[08].WeaponType=LePrieurRocket Loadout[08].Quantity=1 Loadout[09].WeaponType=LePrieurRocket Loadout[09].Quantity=1 Loadout[10].WeaponType=LePrieurRocket Loadout[10].Quantity=1 Loadout[11].WeaponType=LePrieurRocket Loadout[11].Quantity=1 Loadout[12].WeaponType=LePrieurRocket Loadout[12].Quantity=1 Loadout[13].WeaponType=LePrieurRocket Loadout[13].Quantity=1 Loadout[14].WeaponType=LePrieurRocket Loadout[14].Quantity=1 Hope this helps....Works for me. :D Edited September 9, 2013 by TSMcQueen Share this post Link to post Share on other sites
Verdun 21 Posted February 27, 2015 Since this is the knowledge base I'll ask here. How do tou install skins for the aircraft when using FE2 on a Windows 7 rig? Share this post Link to post Share on other sites
Wrench 9,849 Posted February 28, 2015 pretty much the same as the SF2 series this may be of some help (might be confusing at first, but read it through a couple of times) http://combatace.com/topic/70920-sf1-to-sf2-decals-folder-conversion-quickie-tutorial/ 1 Share this post Link to post Share on other sites