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AC-130A Gunship UPDATED

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AC-130A Gunship UPDATED


--------------------------C-130A Spectre Gunship----------------------------------

 

Thanks for downloading! This is a little mod of the stock C-130A offering available in the Wings Over Europe game, and in Strike Fighters Project One/Gold. I simply added some guns, and a nice cockpit, and painted it. This was released a few years back, but the lineup of the weapons were all defunct. I went ahead and placed the proper guns, and added a new one......A freaking M102 Howitzer cannon! It is a makeshift upgrade I did, and I like the results. It is pretty devistating as well. You will need Del's C-130 cockpit to make this work, or alternately, you an use whatever cockpit you want. I supplied an enhanced avionics suite, and also moved the cockpit position.

 

The US Air Force uses the AC-130 gunships for close air support, air interdiction, and force protection. Close air support roles include supporting ground troops, escorting convoys, and flying urban operations. Air interdiction missions are conducted against planned targets and targets of opportunity. Force protection missions include defending air bases and other facilities. Stationed at Hurlburt Field in Northwest Florida, the gunship squadrons are part of the Air Force Special Operations Command (AFSOC), a component of Special Operations Command (SOCOM).

 

 

INSTALL:

1.extract zip to root of your sim.

 

2.add weapon and gun data provided below

 

3.Copy/paste the cockpit folder from Del's C-130H ,J, or which ever one you have into your AC-130A folder.

 

4.Blow stuff up.

 

////THANKS\\\\

 

I want to give a huge thank you to Dels,Combatace, and the original author of the AC-130 gunpod. Without you, none of this would be possible. Del's makes some nice C-130s, and be looking forward to my mod of his bird next. I am going to make an AC-130U Spooky out of it. Look for that here soon, hopefully!

 

 

 

///DATA

Here are the entries for the weapon editor for the 2 pods. Add them to your Weapondata.ini file. Replace the WeapondataXXXX with the next number in sequence. Then use the weapon editor, open the forementioned Weapondata.ini file with it. Save it, and close! You are done. If you have bunyaps weapon pack, or any others installed, do a quick search of your ini to make sure you do not have these already.

 

The guns are in the next section. Pretty much the same thing, but you open your GunData.ini file instead. After that, open the gun editor. Open the Gundata.ini file, then save. You are now ready to go kick some ass!

 

///WEAPONS///

 

[WeaponDataXXXX]

TypeName=AC-130

FullName=AC-130 gunpod

ModelName=AC-130

Mass=100.000000

Diameter=0.000000

Length=0.000000

SubsonicDragCoeff=0.200000

SupersonicDragCoeff=0.770000

AttachmentType=NATO,USAF

SpecificStationCode=

NationName=USAF

StartYear=0

EndYear=0

Availability=0

BaseQuantity=2

Exported=FALSE

ExportStartYear=0

ExportEndYear=0

ExportAvailability=0

WeaponDataType=3

GunTypeName=20MM_M61A1

MaxRounds=45000

MuzzlePosition=0.000000,0.000000,0.000000

LightPosition=0.000000,0.000000,0.000000

AimDirection=0.000000,0.000000,0.000000

EjectShells=0

 

[WeaponDataXXXX]

TypeName=Howitzer

FullName=Howitzer Cannon

ModelName=Kanonenbehaelter_MK103

Mass=100.000000

Diameter=0.000000

Length=0.000000

SubsonicDragCoeff=0.200000

SupersonicDragCoeff=0.770000

AttachmentType=NATO,USAF

SpecificStationCode=

NationName=USAF

StartYear=0

EndYear=0

Availability=0

BaseQuantity=2

Exported=FALSE

ExportStartYear=0

ExportEndYear=0

ExportAvailability=0

WeaponDataType=3

GunTypeName=

MaxRounds=0

MuzzlePosition=0.000000,0.000000,0.000000

LightPosition=0.000000,0.000000,0.000000

AimDirection=0.000000,0.000000,0.000000

EjectShells=0

 

[WeaponDataXXXX]

TypeName=M38 Jeep

FullName=M38 Jeep

ModelName=M38JEEP

Mass=4000.000000

Diameter=0.090000

Length=3.340000

SubsonicDragCoeff=0.200000

SupersonicDragCoeff=0.770000

AttachmentType=NATO,USAF,USN

SpecificStationCode=

NationName=USAF

StartYear=1960

EndYear=2040

Availability=3

BaseQuantity=200

Exported=TRUE

ExportStartYear=1960

ExportEndYear=2040

ExportAvailability=3

WeaponDataType=0

RailLaunched=FALSE

Retarded=TRUE

FinStabilized=TRUE

SpinStabilized=FALSE

EffectClassName=

DragAreaMultiplier=60.000000

WarheadType=0

Explosives=0.000000

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

ReleaseAnimationTime=0.000000

ReleaseAnimationDelay=0.000000

EODisplayFlags=0

CEP=0.000000

 

[WeaponDataXXXX]

TypeName=Paratrooper

FullName=Paratrooper

ModelName=Paratrooper

Mass=85.000000

Diameter=0.200000

Length=2.000000

SubsonicDragCoeff=0.200000

SupersonicDragCoeff=0.770000

AttachmentType=NATO,USAF,USN,UK

SpecificStationCode=

NationName=USAF

StartYear=1938

EndYear=0

Availability=3

BaseQuantity=1000

Exported=TRUE

ExportStartYear=1938

ExportEndYear=0

ExportAvailability=3

WeaponDataType=0

RailLaunched=FALSE

Retarded=TRUE

FinStabilized=TRUE

SpinStabilized=FALSE

EffectClassName=ParaGreenEffects

DragAreaMultiplier=20.000000

WarheadType=0

Explosives=0.000000

FusingDistance=0.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=0

Accuracy=90

MaxTurnRate=25.000000

MaxLaunchG=5.000000

LockonChance=98

LaunchReliability=90

ArmingTime=0.000000

SeekerFOV=5.000000

SeekerGimbleLimit=45.000000

SeekerTrackRate=50.000000

SeekerRange=25000.000000

ReleaseAnimationID=1

ReleaseAnimationTime=2.000000

ReleaseAnimationDelay=0.800000

EODisplayFlags=0

CEP=0.000000

 

//////Guns----------------------------------------

 

[GunDataXXX]

TypeName=105MM_M102

FullName=105mm M102 Howitzer

Caliber=105.000000

ROF=8.000000

MuzzleVel=472.000000

AmmoWt=15.000001

WarheadWt=3.200000

Reliability=100.000000

Accuracy=95.000000

AddLight=TRUE

MaxLightRange=2000.000000

FireColor=0.400000,0.360000,0.256000

GunFireEffect=ArtilleryFireEffect

GunFireSound=TankGun

EffectClassName=ArtilleryEffects

EffectTime=0.100000

TracerTexture=Tracer3.tga

TracerSize=0.200000

TracerDistFactor=0.002000

TracerLength=0.018000

MaxVisibleDist=400000.000000

MaxStreakVisibleDist=100000.000000

TimeFuzed=FALSE

 

[GunDataXXX]

TypeName=57MM_S68

FullName=57mm S-68 Cannon

Caliber=57.000000

ROF=120.000000

MuzzleVel=1000.000000

AmmoWt=2.850000

WarheadWt=0.154000

Reliability=95.000000

Accuracy=62.000000

AddLight=TRUE

MaxLightRange=1200.000000

FireColor=0.500000,0.450000,0.320000

GunFireEffect=37mmFireEffect

GunFireSound=AAA

EffectClassName=37mmEffects

EffectTime=0.100000

TracerTexture=Tracer2.tga

TracerSize=0.200000

TracerDistFactor=0.002000

TracerLength=0.018000

MaxVisibleDist=4000.000000

MaxStreakVisibleDist=1000.000000

TimeFuzed=TRUE

 

[GunDataXXX]

TypeName=7.62MM_M134

FullName=7.62mm M134 MiniGun

Caliber=7.620000

ROF=4500.000000

MuzzleVel=1000.000000

AmmoWt=0.007000

WarheadWt=0.000000

Reliability=100.000000

Accuracy=70.000000

AddLight=TRUE

MaxLightRange=1000.000000

FireColor=0.500000,0.450000,0.320000

GunFireEffect=20mmFireEffect

GunFireSound=Vulcan

EffectClassName=20mmEffects

EffectTime=0.050000

TracerTexture=Tracer.tga

TracerSize=0.150000

TracerDistFactor=0.002000

TracerLength=0.015000

MaxVisibleDist=2000.000000

MaxStreakVisibleDist=1000.000000

TimeFuzed=FALSE


 

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I'm very pleased with this upgrade!Great AC-130A!

Can't wait to see the AC-130U.Any chance of an MC-130 for SF OPS?

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Just took this big guy for a run. Lots of damage inflicted on the enemy.

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I am glad you guys like it. As for the AC-130U, I am in the process of working on that on the side.

 

To counteract the force of the Howitzer, turn your rudder the opposite way you are firing, to keep better control.

 

 

Thanks

Warren

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For semi-obvious reasons, I must give this one a go!

 

Many thanks for the work, here's hopin' it's a good `un!

 

:good:

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Oh, lookity!

 

It's me drivin' and Dave ridin' shotgun, just like in...

 

Uh, oh.

 

Might want to check them PM's WombRaider.

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Hi, I remember the previous update had a crosshair when you looked to the right to aim the arty. is that supposed to be there? I put the c-130 h pit in and got a decent pit but no crosshairs, just the HUD lettering in the front in green.

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LOL! Sorry, a little downside to using the mod. But honestly, you are not aiming the guns in real life either, a crew does that for you. The real reason is they I do not know how to add a gunsight to the side window of an aircraft. If someone could possibly help me out on that, I would like that! If you want, you can ditch the pit, and use the one that came with the original AC-130A available here, on CA.

 

 

Warren

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I am glad you guys like it. As for the AC-130U, I am in the process of working on that on the side.

 

To counteract the force of the Howitzer, turn your rudder the opposite way you are firing, to keep better control.

 

 

Thanks

Warren

 

That's deffinatelly a good news!!!!!!!!!!!!!

 

 

AC-130U is one of my favourite planes :good:

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LOL! Sorry, a little downside to using the mod. But honestly, you are not aiming the guns in real life either, a crew does that for you. The real reason is they I do not know how to add a gunsight to the side window of an aircraft. If someone could possibly help me out on that, I would like that! If you want, you can ditch the pit, and use the one that came with the original AC-130A available here, on CA.

 

//I beg to disagree on the aiming part. The AC 130 A (Plain Jane and Pave Pronto) and E (Pave Spectre) were fixed guns only. They were aimed via the sight on the A version. Later avionics upgrades for "Surprise package / Pave Spectre" A and E version gunships included Fire control devices, analog / digital ones that computed a aimpoint for a target that was tracked with either NightObeservationDevice, LowlightLevel TV or radar beacon offset. The computation included distance to target, the planes flight parameters, the guns balistics and enviromental factors such as wind. The Aimpoint was projected on the gunsight and the pilot maneuvered the whole plane to match the fixed boresight cross with it. The digital FCS was taken over from the A-7Ds.

The amorers in the back feed the guns with ammo and armed the individual guns.

The first mount that was acutally "flexible" was the 105mm Howitzer on the AC-130E Pave AEGIS, but only because in firing position the muzzle wouldn't have sufficent ground clearance. In flight however this gun also was fixed.

 

IIRC the first true fexible guns were introduced with the AC-130U or upgraded H versions.

 

S!

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//I beg to disagree on the aiming part. The AC 130 A (Plain Jane and Pave Pronto) and E (Pave Spectre) were fixed guns only. They were aimed via the sight on the A version. Later avionics upgrades for "Surprise package / Pave Spectre" A and E version gunships included Fire control devices, analog / digital ones that computed a aimpoint for a target that was tracked with either NightObeservationDevice, LowlightLevel TV or radar beacon offset. The computation included distance to target, the planes flight parameters, the guns balistics and enviromental factors such as wind. The Aimpoint was projected on the gunsight and the pilot maneuvered the whole plane to match the fixed boresight cross with it. The digital FCS was taken over from the A-7Ds.

The amorers in the back feed the guns with ammo and armed the individual guns.

The first mount that was acutally "flexible" was the 105mm Howitzer on the AC-130E Pave AEGIS, but only because in firing position the muzzle wouldn't have sufficent ground clearance. In flight however this gun also was fixed.

 

IIRC the first true fexible guns were introduced with the AC-130U or upgraded H versions.

 

S!

 

 

So... If we had a sight built into the left side view from cockpit and gave it a hud system, perhaps the game may support a calculated aimdot for the guns which would simulate pretty well what you describe. Sounds simple but I have no time to look into it till Tuesday.

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fixed guns, I thought the guns were movable from the beginning.

 

Wasen`t there a AC-47 with a side aimpoint? I know we have a bird with this kind of aimpoint.

 

The game supports different gunsights per aircraft, waht about to create one fixed gunpoint for the Howitzer in the caged mode and the other aimpoint for the rest of the guns? So you could switch between those aimpoints.

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Still trying out a few things but a sidefacing gunsight works. As for your idea with the different aimpoints:

 

Might be possible when you place the second sight image off center, if i understand you correctly.

So one is spot on for the Vulcans and one offset for the howitzer.

Will look into this some more.

 

S!

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