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Wrench

Some Tweeks for Pasko's MiG-17PFU

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For those not seeing this in the Missions and Campaigns Forum, I posted some "adjustments" for the MiG-17PFU, in respect to it's add-on radar nose.

 

This makes use of FastCargo's Fake Pilot tweek, and will now have the nose show up on parked aircraft....

 

Instructions Follow:

 

Well, that weren't so hard...excepting my stupid typo on missiles ... couldn't get them to load as forgot that install is using an updated (post-patch) bunypak, and the Alkalis use the RS designation, NOT the AA-1B .

 

don't forget to add FC "FakePilot" bits!!!!

 

so....

 

add this to the ]AircraftData[ section. This will remove the port side cannon barrels...

 

 

//moves to remove right left side gun barrels//

 

Component[010]=Cannon_1

Component[011]=Cannon_2

 

[Cannon_1]

ParentComponentName=fuselage

ModelNodeName=Cannon_1

DestroyedNodeName=Cannon_1

DetachWhenDestroyed=TRUE

HasAeroCoefficients=FALSE

 

[Cannon_2]

ParentComponentName=fuselage

ModelNodeName=Cannon_2

DestroyedNodeName=Cannon_2

DetachWhenDestroyed=TRUE

HasAeroCoefficients=FALSE

 

 

in the Nose section, leave the callout for RadarStation alone.

 

in the Pilot section, add this:

 

 

[RadarStation]

SystemType=PILOT_COCKPIT

PilotModelName=FakePilot

Position=0,0,0

SeatModelName=17PFU

SeatPosition=0.0,3.90,-0.10

SeatID=2

 

in the weapons/hardpoint section use this (notice the commented OUT radar station, and renumbered hardpoints)

 

 

//[RadarStation]

//SystemType=WEAPON_STATION

//StationID=1

//StationGroupID=1

//StationType=EXTERNAL

//AttachmentPosition=0.0,3.90,0.15

//AttachmentAngles=0.0,0.0,0.0

//LoadLimit=151.0

//AllowedWeaponClass=EP,17PFU

//AttachmentType=NATO

//ModelNodeName=17PFU

//PylonMass=10

//PylonDragArea=0.08

//LaunchRailNodeName=

//MinExtentPosition=

//MaxExtentPosition=

 

[LeftOuterWingStation]

SystemType=WEAPON_STATION

StationID=1

StationGroupID=1

StationType=EXTERNAL

AttachmentPosition=-2.62,0.50,-0.41

AttachmentAngles=0.0,-2.20,0.0

LoadLimit=500.0

AllowedWeaponClass=FT

AttachmentType=SOVIET,WP

ModelNodeName=LeftWing_InnerPylon

PylonMass=30

LaunchRailNodeName=MissileRail_Outer_L

LaunchRailHeight=0.10

LaunchRailMass=17

FuelTankName=Tank400_MiG17

 

[RightOuterWingStation]

SystemType=WEAPON_STATION

StationID=2

StationGroupID=1

StationType=EXTERNAL

AttachmentPosition=2.62,0.50,-0.41

AttachmentAngles=0.0,-2.20,0.0

LoadLimit=500.0

AllowedWeaponClass=FT

AttachmentType=SOVIET,WP

ModelNodeName=RightWing_InnerPylon

PylonMass=30

LaunchRailNodeName=MissileRail_Outer_R

LaunchRailHeight=0.10

LaunchRailMass=17

FuelTankName=Tank400_MiG17

 

[LeftAlkaliStation1]

SystemType=WEAPON_STATION

StationID=3

StationGroupID=2

StationType=EXTERNAL

AttachmentPosition=-1.21,2.0,-0.41

AttachmentAngles=0.0,0.0,0.0

LoadLimit=150.0

AllowedWeaponClass=SAHM,IRM

AttachmentType=SOVIET,WP

ModelNodeName=LeftWing_InnerPylon

PylonMass=10

 

[RightAlkaliStation1]

SystemType=WEAPON_STATION

StationID=4

StationGroupID=2

StationType=EXTERNAL

AttachmentPosition=1.21,2.0,-0.41

AttachmentAngles=0.0,0.0,0.0

LoadLimit=150.0

AllowedWeaponClass=SAHM,IRM

AttachmentType=SOVIET,WP

ModelNodeName=RightWing_InnerPylon

PylonMass=10

 

[LeftAlkaliStation2]

SystemType=WEAPON_STATION

StationID=5

StationGroupID=3

StationType=EXTERNAL

AttachmentPosition=-1.86,1.50,-0.41

AttachmentAngles=0.0,0.0,0.0

LoadLimit=150.0

AllowedWeaponClass=SAHM,IRM

AttachmentType=SOVIET,WP

ModelNodeName=LeftWing_InnerPylon

PylonMass=10

 

[RightAlkaliStation2]

SystemType=WEAPON_STATION

StationID=6

StationGroupID=3

StationType=EXTERNAL

AttachmentPosition=1.86,1.50,-0.41

AttachmentAngles=0.0,0.0,0.0

LoadLimit=150.0

AllowedWeaponClass=SAHM,IRM

AttachmentType=SOVIET,WP

ModelNodeName=RightWing_InnerPylon

PylonMass=10

 

the outer Alkali stations (left/right 2) MAY have the missiles a bit to far aft (approx 0.10; could read as 1.86,1.40,-0.41), you can adjust to taste.

 

new, adjusted loadout ini, with commented out radar bubble. Please note, this is with the old bunypak. If you use this in anyother pak you might want to rename the missile TypeName= in the weaponsdata ini back to AA-1 and AA-1B. Adjust your loadout ini accordingly

 

 

[AirToAir]

//Loadout[01].WeaponType=17PFU

//Loadout[01].Quantity=1

Loadout[01].WeaponType=TANK400_MIG17

Loadout[01].Quantity=1

Loadout[02].WeaponType=TANK400_MIG17

Loadout[02].Quantity=1

Loadout[03].WeaponType=RS-2US

Loadout[03].Quantity=1

Loadout[04].WeaponType=RS-2US

Loadout[04].Quantity=1

Loadout[05].WeaponType=RS-2US

Loadout[05].Quantity=1

Loadout[06].WeaponType=RS-2US

Loadout[06].Quantity=1

 

[AirToAirLongRange]

//Loadout[01].WeaponType=17PFU

//Loadout[01].Quantity=1

Loadout[01].WeaponType=TANK400_MIG17

Loadout[01].Quantity=1

Loadout[02].WeaponType=TANK400_MIG17

Loadout[02].Quantity=1

Loadout[03].WeaponType=RS-2US

Loadout[03].Quantity=1

Loadout[04].WeaponType=RS-2US

Loadout[04].Quantity=1

Loadout[05].WeaponType=RS-2US

Loadout[05].Quantity=1

Loadout[06].WeaponType=RS-2US

Loadout[06].Quantity=1

 

the screenie below is what it looks like in game. I'm sure the same setting for the nose can be used on the 17PF and 17PF (SP-16).

Other than the damn bort numbers decals ..... but that's another story

 

Any interest in the 17PF and 17PF (SP-16) tweeking along these same lines?

 

wrench

kevin stein

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Surely You know I'm interested about Mig-17PF, we talked about in the other forum.

 

I think you could upload new models, too.

 

This one works fine (numbers apart ..). :good:

 

Paolo

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:ok:

 

I'll get started on them today or tommorrow. I'll upload update packs, which will bacically just be inis. Probably inlcude the nose bubbles just in case, for those poor benighted individuals that don't have them. And make it just a hair easier for the SF2 users.

 

wrench

kevin stein

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Yough Wrench those missiles are too high, melding with the rails. Is this Correct Thinking?

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weeeeelll...yeah, they could come down a tidge. maybe drop them down to 0.38. it's still not quite 'peaked and tweeked' yet. Nice catch though!! :good:

 

But the cockpit view is good...you can see the missile on the pylon. Using the Mago/Paladrin PFM pit with no other tweeks than the usual positioning etc (ini is in the original paks I uploaded)

 

wrench

kevin stein

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