+JimBeamer5 Posted May 13, 2011 Posted May 13, 2011 Sikorsky MH-60L Direct Action Penetrator View File Notes: There are two helo's in this package. One is the DAP, and the other, well you'll just have to see. Not really a MH-60L Direct Action Penetrator, but of course a MH-60G Pave Hawk. It's the closest we have in SF so it will have to do. This bird packs an awesome punch: eight Hellfire's, four Stingers, a rocket pod and two 7.62mm Miniguns. Something for everyone! As with all the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. This bird is a bit heavier than the other Hawks so takes more skill to hover. Installation: Place the MH-60LDAP folder into your Aircraft folder. Place the 160HeloGunnerR, 160MiniGun and Hellfire_PodN into your Weapons folder. Place the 160HeloPilot1 & 2, and DAPR folders into your Pilots folder. Place the MH60LDAP wav file into your Sounds folder. Place the two TADS files and the Loading wav file in your Flight folder. You will need to copy over the MH-60G LOD's from the MH-60G Pave Hawk mod. If you do not already have it, get it from the A-Team Skunkworks site. Credits: A-Team for MH-60G Pave Hawk Mod. Note my skin is best possible with current model limitations. It is a generic DAP from the 160th Special Operations Aviation Regiment. Kesselbrut for MH-60G Cockpit. Wrench for Hangar/Loading Screens I used as a base. Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the 160th pilots and gunner. 331KillerBee for the LAU-3 which became the DAP's nose radar, and for the Hellfire Pod and M134 Minigun. Anyone else I have missed, apologies. Thanks to all. Submitter JimBeamer5 Submitted 05/13/2011 Category SF2 DAT Mods Quote
+dtmdragon Posted May 14, 2011 Posted May 14, 2011 (edited) Nice work! I’ve made a few edits in the data.ini file in the interest of realism if your your interested. ***This will change the position and firing angles of thecountermeasure launchers: // Countermeasure System--------------------------------------------------------- [FlareStation1] SystemType=DECOY_DISPENSER EjectPosition= -0.5,-3.9,1.0 EjectVelocity=-15.0,8.0,-4.0 NumFlare=120 [FlareStation2] SystemType=DECOY_DISPENSER EjectPosition=1.365,2.0,0.2 EjectVelocity=15.0,8.0,0.0 NumFlare=60 [ChaffStation1] SystemType=DECOY_DISPENSER EjectPosition=-1.365,2.0,0.2 EjectVelocity=-15.0,8.0,0.0 NumChaff=60 [ChaffStation2] SystemType=DECOY_DISPENSER EjectPosition=0.5,-3.9,1.0 EjectVelocity=15.0,8.0,-4.0 NumChaff=120 ***And the following edit will remove the pilot & co pilot’sdoors and have the main cabin doors open. Which is what you quite often see inpictures of the MH-60L on operations. ***Replace this: [RemoveBit4] ModelNodename=Empty DestroyedNodeName=CargoGlass_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RemoveBit5] ModelNodename=Empty DestroyedNodeName=CargoGlass_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Canopy] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_SPEED Setting[1].Angle=30.0 Setting[1].DeployValue=333.0 Setting[1].RetractValue=5.0 MaxDeflection=30.0 MinDeflection=0.0 ControlRate=0.5 AnimationID=6 ***With this: [RemoveBit4] ModelNodename=Empty DestroyedNodeName=door_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RemoveBit5] ModelNodename=Empty DestroyedNodeName=Door_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Canopy] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_Speed Setting[1].Angle=5.0 Setting[1].DeployValue=0.01 Setting[1].RetractValue=0.01 MaxDeflection=5 MinDeflection=0.0 ControlRate=0.5 AnimationID=6 Edited May 14, 2011 by dtmdragon Quote
+JimBeamer5 Posted May 14, 2011 Author Posted May 14, 2011 DTM, thanks for the countermeasures fixes, but the reason I left the full doors on and just removed the glass is that the Hawks lack detail (to put in mildly) inside. I've done what I can with paint but the models really need separate walls/floors/bulkheads/cargo area seats etc. Take the doors away and you can see how poor it looks inside, unfortunately. JB5 Quote
+dtmdragon Posted May 14, 2011 Posted May 14, 2011 (edited) Fair enough, let me know if you want me to get rid of that post then. Cheers, Dan. DTM, thanks for the countermeasures fixes, but the reason I left the full doors on and just removed the glass is that the Hawks lack detail (to put in mildly) inside. I've done what I can with paint but the models really need separate walls/floors/bulkheads/cargo area seats etc. Take the doors away and you can see how poor it looks inside, unfortunately. JB5 Edited May 14, 2011 by dtmdragon Quote
+JimBeamer5 Posted May 14, 2011 Author Posted May 14, 2011 Up to you, it's a free country after all! :) I forgot to say though that you'll also see the minigunners floating in mid air as they don't any seats to sit on. All the available "object" seats (AFAIK) are ejection seats. Not ideal, but let's face it, SF is about making the best set of compromises you can! JB5 Quote
+dtmdragon Posted May 14, 2011 Posted May 14, 2011 (edited) Haha I agree! I still need an acurate cockpit for my Kiwi Skyhawks instead of the modified Kfir one I'm using. Since you mentioned seats for the gunners, I have unpacked the Third Wire A-4 seat and repainted it green to use as their seats (I also use it for crew seats in the SH-3. It looks good unless you zoom right in lol but like you say sometimes it’s about compromises...actually, come to think of it that might have been my wife... haha Up to you, it's a free country after all! :) I forgot to say though that you'll also see the minigunners floating in mid air as they don't any seats to sit on. All the available "object" seats (AFAIK) are ejection seats. Not ideal, but let's face it, SF is about making the best set of compromises you can! JB5 Edited May 14, 2011 by dtmdragon Quote
macelena Posted May 14, 2011 Posted May 14, 2011 Haha I agree! I still need an acurate cockpit for my Kiwi Skyhawks instead of the modified Kfir one I'm using. Since you mentioned seats for the gunners, I have unpacked the Third Wire A-4 seat and repainted it green to use as their seats (I also use it for crew seats in the SH-3. It looks good unless you zoom right in lol but like you say sometimes it’s about compromises...actually, come to think of it that might have been my wife... haha Why don´t you try an A-4M cockpit? includes RWR and CCIP in the HUD, no radar however, but i think that neither Kfirs got any. Quote
+JimBeamer5 Posted May 14, 2011 Author Posted May 14, 2011 Haha I agree! I still need an acurate cockpit for my Kiwi Skyhawks instead of the modified Kfir one I'm using. Since you mentioned seats for the gunners, I have unpacked the Third Wire A-4 seat and repainted it green to use as their seats (I also use it for crew seats in the SH-3. It looks good unless you zoom right in lol but like you say sometimes it’s about compromises...actually, come to think of it that might have been my wife... haha I'm intrigued, how do you go about unpacking stock seats? Nothing obvious in a quick look of the cat files, do you have to hex edit or something? JB5 Quote
+dtmdragon Posted May 14, 2011 Posted May 14, 2011 I'm sure I got it from one of the cat files, can't remember which one sorry I'm intrigued, how do you go about unpacking stock seats? Nothing obvious in a quick look of the cat files, do you have to hex edit or something? JB5 Quote
wenkman Posted September 28, 2011 Posted September 28, 2011 I messed up with the LAU-3 and Stingers, not showing up (Sep 2011 patch), any ideas? Have KillerBees weapons pack, but ... Quote
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