+hgbn Posted April 5, 2009 Posted April 5, 2009 I'm seriously considering converting the Rocket tray on the F-86D to a gun firring fake rockets. Like Julhem did on the Skyray Rocketpods so any AI equiped with the Sabre Dog will engage Air2Air with rockets. it will bring a whole new dimension to one of my favourite Aircrafts to this sim. And will open up the possibillity to actually putting them in early campaigns. It's a fact that the D model was the most numerous of all Sabres. I was thinking of using the exsisting rocket tray as a base. It would be so cool if that could be animated in open possition when the fake gun is firring. I was thinking of useing Julhems gundata.ini entry as a base. But I dont have any ideas on the gun itself. Any ideas?? Quote
Vigilant Posted April 5, 2009 Posted April 5, 2009 (edited) I've modified mine a while ago. Simply add to [fuselage]: SystemName[006]=RocketTray before origilal rocket tray: [RocketTray] SystemType=FIXED_GUN GunTypeName=MightyMouse InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.639,3.033,-0.13 LightPosition= -0.689,3.083,-0.13 MaxAmmo=24 EjectShells=FALSE MinExtentPosition=-0.394,1.473,-0.461 MaxExtentPosition=-0.394,1.473,-0.461 Edit: oh, and comment out the original rocket tray Only detail is, that the rocket tray will no longer extend. If it is possible to make it extendeable is beyond my modding knowledge. Edited April 5, 2009 by Vigilant Quote
FastCargo Posted April 5, 2009 Posted April 5, 2009 Actually, you CAN get the rocket tray to extend, assuming it's an animation. An example from the F-35A (note the text in bold): [internalGun] SystemType=FIXED_GUN GunPortAnimationID=4 GunPortAnimationTime=0.2 GunTypeName=25MM_GAU-22/A InputName=FIRE_PRIMARY_GUN MuzzlePosition=-1.439,2.614,0.454 LightPosition=-1.439,2.614,0.454 AimAngles=0.0,-1.875,0.0 MaxAmmo=180 EjectShells=FALSE MinExtentPosition= MaxExtentPosition= That's pretty much it...I think that should work. I forgot who told me about it originally (JAT?). FC Quote
Vigilant Posted April 5, 2009 Posted April 5, 2009 Yes, it works. The Open and Close times need to be tuned a bit (too slow now), but it works. [RocketTray] SystemType=FIXED_GUN GunPortAnimationID=10 GunPortOpenTime=.5 GunPortCloseTime=.9 GunTypeName=MightyMouse InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.639,3.033,-0.13 LightPosition= -0.689,3.083,-0.13 MaxAmmo=24 EjectShells=FALSE MinExtentPosition=-0.394,1.473,-0.461 MaxExtentPosition=-0.394,1.473,-0.461 Quote
+hgbn Posted April 5, 2009 Author Posted April 5, 2009 this is working great. even the wingies is sometimes lucky Quote
+Dave Posted April 5, 2009 Posted April 5, 2009 You know there is a gun armed K model for download right? That is what was used in Europe by NATO countries. Quote
+Dave Posted April 5, 2009 Posted April 5, 2009 http://forum.combatace.com/index.php?autoc...p;showfile=1170 And the later model K with winder rails. http://forum.combatace.com/index.php?autoc...p;showfile=1176 Quote
+hgbn Posted April 5, 2009 Author Posted April 5, 2009 You know there is a gun armed K model for download right? That is what was used in Europe by NATO countries. Yeah I know. But the Danish only had the D model. And I was thinking in USAF terms as well. The same fix is useable on the L model to. And when I'm done with some skinning projects currently working on. I has in mind skinning some USAFE F-86D's to a early Campaign I'm working on. Quote
+Dave Posted April 5, 2009 Posted April 5, 2009 Yeah I know. But the Danish only had the D model. And I was thinking in USAF terms as well. The same fix is useable on the L model to. And when I'm done with some skinning projects currently working on. I has in mind skinning some USAFE F-86D's to a early Campaign I'm working on. Well my thinking is that they would of gotten early K's then. (Just a gun armed "D") Much easier than trying to mod a "D" with a gun tray. I work smarter, not harder. Quote
+Dave Posted April 5, 2009 Posted April 5, 2009 Nope Dutch used D models. I know they used D models (I made the mod with the team), read my above post for the reasons I posted that. Quote
+hgbn Posted April 5, 2009 Author Posted April 5, 2009 Well my thinking is that they would of gotten early K's then. (Just a gun armed "D") Much easier than trying to mod a "D" with a gun tray. I work smarter, not harder. That was my plan B. If the first idea failed Quote
Wrench Posted April 5, 2009 Posted April 5, 2009 All right then.... when you get that mod finished, POST IT!!! I spent an entire week frakking around with the SabreDog last year while redoing the DBS terrain, and never got a satifying workaournd to have the damn things fire their rockets and (hopefully) hit something!!! This is something BADLY needed!!! (insert sound of applause HERE) damn stupid unguided rockets.... :angry2: Oddly, the fix I used for the Scorpion's & 17P/PF works ok, even for the dummy AIs!!! wrench kevin stein Quote
FastCargo Posted April 6, 2009 Posted April 6, 2009 And the XF-103 will fire unguided rockets as well at air targets...just for some reason they can't hit anything! FC Quote
bwild Posted April 6, 2009 Posted April 6, 2009 Nope Dutch used D models. IIRC we used the K models, lots of pictures here milspotters.nl Quote
+Dave Posted April 6, 2009 Posted April 6, 2009 IIRC we used the K models, lots of pictures here milspotters.nl Dutch and Danish, I got mixed up. Yes the Dutch used K models. Danish used D models. Sorry for the country mix up. No insult intended to those respective countries. Quote
TheStig Posted April 7, 2009 Posted April 7, 2009 It's not working for me. Not even showing an ammo quantity (it's all grayed out) in the loading screen... confused! Quote
+hgbn Posted April 7, 2009 Author Posted April 7, 2009 Have you added the entry to the gundata.ini Julhelm did for the Skyray rocketpods? Or try download this http://forum.combatace.com/index.php?autoc...p;showfile=8605 Quote
TheStig Posted April 7, 2009 Posted April 7, 2009 No but can someone cut and paste the entry on here so I can insert it? Thanks! Quote
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