sugarblues Posted March 8, 2009 Posted March 8, 2009 Thanks to Eric and the team - it's been great watching the development, and the end product is absolutely fantastic. BZ to all! SB Quote
+ace888 Posted March 8, 2009 Posted March 8, 2009 I did try to use the animation key... nothing, need to check the settings Thanks for the information gents Quote
agamemnon_b5 Posted March 9, 2009 Posted March 9, 2009 Greetings. I have had an odd problem with an otherwise excellent package. My issue is the dual launch rail for the AIM-120. As I have Strike Fighters 2 (I am new to the series) I use the notepad method for adding weapons, racks etc (the enemy is no match for my AIM-54 ) which has worked 100% for me. However, when I added the LAU-115CA I only got the option for one missile per hardpoint. Just to see if maybe I did something wrong I added the "2AR" line to the AHM pylons on TMF FA-18A and the odd part is the 2 per harpoint (launch rail equipped) appeared. Regardless of what I do the FA-18E doesn't recognize the LAU-115CA but the FA-18A does, which has me perplexed. Quote
EricJ Posted March 9, 2009 Author Posted March 9, 2009 If I remember right, the TMF A version is setup already to use the dual rail system. On the other hand, the E/F/G loads a seperate pylon (the LAU-115CA) to accommodate them, the TMF is an actual model pylon to allow it to load dual AMRAAM pylons. So it's not the aircraft, it's SF2. And additionally, it never was tested under SF2, it was specificially made for the WoX series. Quote
agamemnon_b5 Posted March 9, 2009 Posted March 9, 2009 Yeah, my ultimate conclusion was something in the Strike Fighters 2 engine that was preventing the rail from loading on the E model. As I have no experience with the intricacies I was unsure. I'm sure it will all be worked out in the end. Thanks for the reply. Quote
EricJ Posted March 10, 2009 Author Posted March 10, 2009 No problem man, I've been aware of SF2 of course, but it really hasn't garnered much interest in me (until more support or the phase of the moon shifts) to get it. Quote
+76.IAP-Blackbird Posted March 10, 2009 Posted March 10, 2009 have to thank you for the sliimers, added as a animation!! Damn good idea, this is a feature wich is badly needed for each plane wich uses those slimmers.. Quote
mikeymead Posted March 10, 2009 Posted March 10, 2009 These new F/A-18s are the Dogs Bo****ks! Thanks Guys. Quote
Bulldog Posted March 11, 2009 Posted March 11, 2009 Excellent work! Going to get the F model now... Quote
+Dave Posted March 27, 2009 Posted March 27, 2009 Eric what is the file size of this supposed to be? Right now it says 124K. Quote
EricJ Posted March 27, 2009 Author Posted March 27, 2009 Grrrr..... I thought it uploaded fine, been having errors. Right now I unapproved it until I can get a more reliable time to upload it. Suffice to say it's nothing spectacular, just if you have the previous, add this in the FA-18E_AVIONICS.ini [RadarDisplayGM] at the appropriate portion of the file. And thanks for the heads up Dave Quote
EricJ Posted March 28, 2009 Author Posted March 28, 2009 Wilco bro, and I'm pretty sure I'm good to go this time. File is active, let's hope the download is good..... Quote
mavyalex Posted March 28, 2009 Posted March 28, 2009 Hello, How must I install this mod? I extracted in the WOI main folder but it doesn't work. I'm new to this great flight sim. Sincerely. Quote
EricJ Posted March 29, 2009 Author Posted March 29, 2009 Agrusn1 FA-18E SJU-17 FA-18E_Refueller all in Objects/Aircraft directory. Weapons folder extract to Objects, and overwrite the weapons folder. And the rest is in the README. Quote
herman01 Posted July 3, 2009 Posted July 3, 2009 Please feel free to berate me if this problem of mine is blatantly spelled out somewhere here on combat ace. Anyways, my problem is that on all of the Super Hornets and even the Growler the afterburner is always on. The engine thrust amount is in red and the sound denotes afterburner, however actual thrust and visual afterburner effects work normally. I have looked over the data.inis and everything seems to check out. I tried to find out what actually controls the point to which afterburners do kick on for an aircraft but could not find it. (for example most engines are at 70%) Thank you for time in advance. Quote
+76.IAP-Blackbird Posted July 3, 2009 Posted July 3, 2009 check your sliders on your stick for vector thrust!!! Quote
herman01 Posted July 3, 2009 Posted July 3, 2009 That was it. Thanks for the help. It's stunningly simple but I don't think I would have figured it out. Quote
TheCameraGuy Posted August 13, 2009 Posted August 13, 2009 hey there guys! i have a little problem. i can't load the 300-gallon fuel tanks anywhere on the E and the F Hornet. also they aren't visible on the 'Quantity left' screen. Any solutions? It would be greatly appreciated. Thanks! :) Quote
EricJ Posted August 13, 2009 Author Posted August 13, 2009 They're not used by the Super Hornet. Not to say in real life it couldn't, but the US Navy sticks with the 480 gallon. You can mod the Data.ini to use 300 gallon tanks, but why? Quote
TheCameraGuy Posted August 14, 2009 Posted August 14, 2009 They're not used by the Super Hornet. Not to say in real life it couldn't, but the US Navy sticks with the 480 gallon. You can mod the Data.ini to use 300 gallon tanks, but why? oohh hahah my bad. it's 480-gallon, sorry. anyway i also tried to add the 480- via weapon editor but to no avail - still can't load it onto the Bug. :( Quote
EricJ Posted August 14, 2009 Author Posted August 14, 2009 Out of curiosity I'm assuming you're using SF2? or SF1/WoX? Quote
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