Wrench Posted June 3, 2011 Posted June 3, 2011 (edited) OK friends, this thread is for posting (as titled) Tips, Tweeks, and Tricks to start moving our beloved WW2 mods up into the realms of SF2. Things that should/could/maybe go here are cockpit mods (what ini to edit and what to add or whatever) FM mods -- if you've got one that needs testing Terrain tweeks - fixes and others visual enhancements (but NOT whole terrains, PLEASE!! ) Any other T/T/T that enhance our WW2 playing experience Things that should NOT go in here are... Other questions, comments, etc will still go in the regular forum below. Keep it simple, conscise, and neat. Posts that don't belong, WILL be deleted. Ok ... ! Lets get to going!! wrench kevin stein Edited August 12, 2011 by Wrench 1 Quote
Wrench Posted June 4, 2011 Author Posted June 4, 2011 (edited) In response to a question in one of the other Forums, asking 'what to do about the parked statics on older terrains'. Well, there are 2 ways to go about this... 1) keep them, and if one still has an 06 level terrain cat (Desert, VietnamSEA or GermanyCE), extract the 6 airfield inis and drop them into the offending terrain folder. In some cases (the question was about the old EAWEuro WW2 terrain), renaming of the airfiled ini to match the original naming convention will be required. 1a) OTH, one could just as easily go through the _targets ini and rename the airfield ini pointer to match the Desert_Airfield***.ini (this is a good idea, as 90+% of the ww2 terrains have been edited to use the stock, standard Desert airfield naming style. The above method will keep the statics in their original places. 2) However; for 08 and SF2 usage, you'll have to do a LOT more editing. And its actually quite easy. Again, you'll be needing the desert airfield inis (all 6) from the most recent patch level. Extract them and drop them into the terrain folder that needs fixing. Now, you'll have to go through the targets ini and somehow remove all those now 'in the way' parked statics. The Easiest, Simplest Way is to just rename to item pointed to. Thusly: (our example is Abbeville Fliegerhorst on the EAWEuro terrain. All other WW2 terrains will need editing the same way -all- the maps used for MTO and PTO.) Note the bold/colored "X". This will cause the game engine to skip over that item, effectively ignoring it. Target[094].Type=xBf109E Target[094].Offset=460,80 Target[094].Heading=270 Target[094].ActiveYear=1940 Target[094].InActiveYear=1947 Target[095].Type=xBf109E Target[095].Offset=460,130 Target[095].Heading=270 Target[095].ActiveYear=1940 Target[095].InActiveYear=1947 Target[096].Type=xBf109E Target[096].Offset=460,180 Target[096].Heading=270 Target[096].ActiveYear=1940 Target[096].InActiveYear=1947 Target[097].Type=xBf109E Target[097].Offset=480,100 Target[097].Heading=270 This saves a boatload of time in rebuilding/renumbering target areas. The game will automanicly generate the parked birds. Sometimes even era and theatre appropriate. It should be noted at this time, that the stock airfield inis have something you won't/shouldn't see on 99.9% of WW2 airfields -- too many lights around the runway and taxiways. These will need to be removed, and it's quite doubtfull that such brightly lit targets would exist in the War Zones. That's the subject for another post; as we're going to keep some lights, just not all of them wrench kevin stein Edited June 4, 2011 by Wrench Quote
Wrench Posted June 4, 2011 Author Posted June 4, 2011 (edited) Here's some new flight models for testing in SF2, PTO installs. These are for USN/USMC F4U Corsair series. Most are for mods of the Corsair that I've done. Those are available in the 1stGen WW2 Allied Fighters Section. new datainis are for the F4U-1 (birdcage stand=in) F4U-1A F4U-1C F4U-1D F4U-2 (nightfighter) These are all based on Wolf257s Corsairs from the WW2 Planes Pak. Again -- for Wolf's Corsairs ONLY!!! FIRSTO!!!!! backup the orignal data ini!!! Just in case; after all I AM the High Priest of CYA Unzip the pack, and you'll see that I've folderized each with the proper aircraft name. After backing up the original inis, Just drop the folders into the Objects/Aircraft folder of you WW2 PTO install. not included is one for the FAA Corsair Mk.1 -- I haven't done an ETO mods folder yet; expect that one soon Flightmodel is by column5, for 'another corsair for another project' that will remain nameless for the moment All have correct light placements, etc. Feedback, comments, etc, please post in a seperate thread in the main PH Forums below. thank you!! wrench kevin stein (also have to fix the FAS FG-1D for El Salvador, too!) IMPORTANT Correction!!!: In the ControlSurfaces section in ALL the above data inis, scroll down to the Rudder call out. Change the rotation axis to read thusly: RotationAxis=Y-AXIS had it wrong, and it looked funny! Edited June 5, 2011 by Wrench Quote
Wrench Posted June 5, 2011 Author Posted June 5, 2011 (edited) A small nations ini tweek for general WW2 usage, but with PTO more in mind. This will split the Imperial Japanese forces in the Army and Navy (as is historically correct) Assuming one has the WW2 nations ini, or in particular the most current Nations.ini with the WW2 nationalities added... Where *** is the number in sequence [Nation***] Name=Japanese Empire DisplayName=Imperial Japanese Army Air Force Alignment=ENEMY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesJapanese.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=WW2GerFighter Formation.Attack=WW2GerAttack Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsJPN.ini MedalTextFile=MedalsJPN.str ActiveDate=01/01/1920 InactiveDate=12/31/1947 [Nation***] Name=IJN DisplayName=Imperial Japanese Naval Air Force Alignment=ENEMY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesJapanese.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=WW2GerFighter Formation.Attack=WW2GerAttack Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsJPN.ini MedalTextFile=MedalsJPN.str ActiveDate=01/01/1920 InactiveDate=12/31/1947 (note: extra long, wrong end date for PTO WhatIfers) The only down side to this, is now one needs to go throug the data inis for those aircraft that are IJN used. It'd look something like this: [MissionData] NationName=IJN ServiceStartYear=1940 Off the top of my head in-game IJN aircraft: A5M Claude A6M Zero(all marks - incuding Rufes) D3A Val B5N Kate B6N Judy G4M Betty (all marks) E13A Jake L2D Tabby N1K1 Rex N1K2-J George (whatifs..) J8M Ki-201/201B Edited June 5, 2011 by Wrench Quote
Wrench Posted June 6, 2011 Author Posted June 6, 2011 Here's one for the plane-jane Ki-61 Tony by the DAT. Just for the 'basic' Tony, with 4 mgs (NOT the other mods available other types) Can easily be adapted for the others with simple edits Based on Charles' work . Still needs some fine tuning ... feels like the tail is stalling before the wings, but will give a good starting point Quote
Wrench Posted June 16, 2011 Author Posted June 16, 2011 Cockpit Fixes for Ki-61s that use the Hurricane Pit: This mod will 'hide' several external nods of the aircraft lod (thankfully Capun included the OUT file so we can find it!) Ok, this should fix the SF2ish 'double cockpit issue'. We'll be editating the cockpit ini (I call mine Tony_cockpit.ini, basically just a renamed version of Kesselbrut's Hurri pit, with at Japanese gunsight) What you need to do, open the cockpit ini, and the data ini. You'll be using the EXACT numbers for the pilot's position FROM the data ini, as that is the correct location. So, this is the section in question, with the ided nodes and postions: [CockpitSeat001] HideExternalNode=WindshieldFrame HideExternalNode=Windshield HideExternalNode=CanopyFrame ModelName=HurricanePit Position=0.0000,-0.60,0.85 Offset=0.0,-0.1,0.0 ViewAngles=0.0,0.0,0.0 while you're in there, you might also want to metricize the gauges (excepting the fuel, which I didn't convert to KGs). You'll have to scroll through the cockpit ini to find them all, thre's not that many. So, these are the things to change: Knots -> KMPH Feet -> Meters FPS -> MPS Quote
Wrench Posted July 25, 2011 Author Posted July 25, 2011 Whilst doing some FM research, I found this site: http://www.wwiiaircraftperformance.org/ could be EXCEEDLINGY useful for out Flight Model guys (if any.....) wrench kevin stein Quote
Wrench Posted March 27, 2012 Author Posted March 27, 2012 (edited) Lighting Fixes for Pasko's Wildcats: This will fix the non-moving/attached formation, position and landing lights for the following aircraft (assuming the later folding wing variants, and all the lights are already there) These are mostly for PTO, and these aircraft mods done by me. F4F-4 FM-2 copy/paste the following DIRECTLY over the existing light statements (at the bottom of the data ini) //[CockpitLight] SystemType=LIGHT Position=0.0,-0.48, 0.67 LightSrcOffset=0.00,0.01,0.00 Color=0.88,0.88,0.88 Brightness=0.04 LightSrcRange=0.3 CanFlash=FALSE [LeftPositionLight] SystemType=LIGHT Position=-5.81, 0.15, 0.46 LightSrcOffset= 0.02,0.00,0.00 Color=0.88,0.25,0.25 Brightness=0.03 LightSrcRange=0.5 CanFlash=FALSE MovingLight=TRUE AttachedNodeName=LeftOuterWing [RightPositionLight] SystemType=LIGHT Position= 5.81, 0.15, 0.46 LightSrcOffset=-0.02,0.00,0.00 Color=0.25,0.88,0.25 Brightness=0.03 LightSrcRange=0.5 CanFlash=FALSE MovingLight=TRUE AttachedNodeName=RightOuterWing [TailLight] SystemType=LIGHT Position=0.0,-5.94, 0.22 LightSrcOffset=0.00,0.01,0.00 Color=0.88,0.88,0.88 Brightness=0.04 LightSrcRange=0.3 CanFlash=FALSE [upperFormationLight] SystemType=LIGHT Position=0.00,-2.50,1.05 LightSrcOffset=-0.0,0.00,0.00 Color=0.1755,0.275,0.858 Brightness=0.04 LightSrcRange=0.5 CanFlash=FALSE [LeftUpperFormationLight] SystemType=LIGHT Position=-4.55,0.15,0.45 LightSrcOffset=-0.0,0.00,0.00 Color=0.1755,0.275,0.858 Brightness=0.04 LightSrcRange=0.5 CanFlash=FALSE MovingLight=TRUE AttachedNodeName=LeftOuterWing [RightUpperFormationLight] SystemType=LIGHT Position=4.55,0.15,0.45 LightSrcOffset=0.00,0.00,0.00 Color=0.1755,0.275,0.858 Brightness=0.04 LightSrcRange=0.5 CanFlash=FALSE MovingLight=TRUE AttachedNodeName=RightOuterWing [upperFormationLight2] SystemType=LIGHT Position=0.00,-2.75,1.0 LightSrcOffset=-0.0,0.00,0.00 Color=0.88,0.88,0.88 Brightness=0.04 LightSrcRange=0.5 CanFlash=TRUE FlashTime=0.6 [LandingLight] SystemType=LIGHT Position=-3.00,0.20,0.10 LightSrcOffset=2.6046,49.0560,3.50 Color=0.98,0.98,0.98 Brightness=0.10 LightSrcRange=150.0 LightRange=45.0 CanFlash=FALSE IsLandingLight=TRUE MovingLight=TRUE AttachedNodeName=LeftOuterWing I have not checked the FAA Martlets, as I don't have ETO or MTO centric mods folders built yet. Waiting for the SF2NA patch, as I really hate having to go through and reedit things over and over and over and over again. But, if any of the late-model Martlets DO have folding wings, and the lighting has bee updated as per the -4 Wildcat, these will work exactly the same. Edited March 27, 2012 by Wrench Quote
Wrench Posted January 6, 2013 Author Posted January 6, 2013 Gun Grope tweek for all P-38 Lightning mods, based off Wolf's P-38. Since, for some reason, at some time in the last few patchs, the 'fire secondary gun' statment NO longer works, this tweek should remedy that for AI control aircraft This data ini tweek add gun groups for the 4 50 cals, and single 20mm. It has them all set as "Fire_Primary_Gun", but splits the cannon into a sepearte group. First off, BACK UP the original data ini!!! Then, copy/paste the statements below DIRECTLY OVER the existing gun statements. [Gun1] SystemType=FIXED_GUN GunTypeName=50CAL_M2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.25,3.7813,0.2459 LightPosition=-0.25,3.7813,0.2459 MaxAmmo=500 EjectShells=TRUE EjectPosition= -0.25,3.0,-0.57 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= GunGroup=1 [Gun2] SystemType=FIXED_GUN GunTypeName=50CAL_M2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.125,3.9812,0.3759 LightPosition=-0.125,3.9812,0.3759 MaxAmmo=500 EjectShells=TRUE EjectPosition=-0.125,3.0,-0.57 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= GunGroup=1 [Gun3] SystemType=FIXED_GUN GunTypeName=50CAL_M2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.125,4.0812,0.3759 LightPosition= 0.125,4.0812,0.3759 MaxAmmo=500 EjectShells=TRUE EjectPosition=0.125,3.0,-0.57 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= GunGroup=1 [Gun4] SystemType=FIXED_GUN GunTypeName=50CAL_M2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.25,3.8813,0.2459 LightPosition= 0.25,3.8813,0.2459 MaxAmmo=500 EjectShells=TRUE EjectPosition=0.25,3.0,-0.57 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= GunGroup=1 [Cannon] SystemType=FIXED_GUN GunTypeName=20MM_M2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.0,4.1382,0.2189 LightPosition=0.0,4.1382,0.2189 MaxAmmo=150 EjectShells=FALSE EjectPosition=2.169,-0.256,-0.121 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= GunGroup=2 this should give the AI wingmen a bit more hitting power, and will allow YOU to select just the MGs, just the cannon, or both together. this mod has NOT been tested on the DAT Lightnings, as I don't have them installed. Quote
Wrench Posted April 13, 2014 Author Posted April 13, 2014 (edited) Fixs & Tweeks for Veltro2k's Hawker Typhoon IB (early) -Decal Fix: If you're using the decal trick I posted here http://combatace.com/topic/82405-spinners/ AND you're using the new lod, with the fixed shadow issue (called Typhoon-v2k.lod, dated 4/13/2014), you'll need to rewrite ALL the decal inis, as a new mesh has been added, called Tail. This is for the "early" camo skin, which I've renamed in my install to the correct squadron(s). But you should get the general idea. Back up the original decals ini for Saftey's Sake!!! You'll also have to do this for the later skin, the one with the D-Day Invasion Stripes. Like in the above linked post, this adds the Type c1 roundel over the painted on fues roundel. // RAF Hawker Typhoon_v2k Mk Ib markings -------- // Aircraft letter (A to Z) on rear fuselage [Decal001]MeshName=Fuselage//MeshName=TailDecalLevel=2DecalFacing=RIGHTFilenameFormat=Typhoon_v2k/175/D/FLetPosition=-1.32,0.0Scale=1.25DecalMaxLOD=3 [Decal002]//MeshName=FuselageMeshName=TailDecalLevel=2DecalFacing=LEFTFilenameFormat=Typhoon_v2k/175/D/FLetPosition=-3.0,0.0Scale=1.25DecalMaxLOD=3 // Squadron markings ------------------- [Decal003]MeshName=Fuselage//MeshName=TailDecalLevel=0DecalFacing=LEFTFilenameFormat=Typhoon_v2k/175/D/HHPosition=-1.17,0.0Scale=1.0DecalMaxLOD=3 [Decal004]//MeshName=FuselageMeshName=TailDecalLevel=0DecalFacing=RIGHTFilenameFormat=Typhoon_v2k/175/D/HHPosition=-3.15,0.0Scale=1.0DecalMaxLOD=3 // Serial number on tail --------------- [Decal005]MeshName=tailDecalLevel=2DecalFacing=LEFTFilenameFormat=Typhoon_v2k/175/D/SnumPosition=-3.92,-0.15Scale=0.5DecalMaxLOD=2 [Decal006]MeshName=tailDecalLevel=2DecalFacing=RIGHTFilenameFormat=Typhoon_v2k/175/D/SnumPosition=-3.92,-0.15Scale=0.5DecalMaxLOD=2 // ------------fues roundel--------------------- [Decal007]MeshName=FuselageDecalLevel=0DecalFacing=RIGHTFilenameFormat=Typhoon_v2k/FRoundelPosition=-2.20,0.0Scale=0.90DecalMaxLOD=3 [Decal008]MeshName=FuselageDecalLevel=0DecalFacing=LEFTFilenameFormat=Typhoon_v2k/FRoundelPosition=-2.20,0.0Scale=0.90DecalMaxLOD=3 [Decal009]MeshName=TailDecalLevel=0DecalFacing=RIGHTFilenameFormat=Typhoon_v2k/FRoundelPosition=-2.20,0.0Scale=0.90DecalMaxLOD=3 [Decal010]MeshName=tailDecalLevel=0DecalFacing=LEFTFilenameFormat=Typhoon_v2k/FRoundelPosition=-2.20,0.0Scale=0.90DecalMaxLOD=3 =============== I've also attached the zip containing the roundel here, too. Just drop the zip into the /Objects/Decals/Typhoon-v2k main folder, and unzip to there. You'll have to do this for any or all skins you have the Tiffy. -Loadout Tweek for Tiffy: This adds the drop tanks as seen in many photos. The 44 gallon tanks themselves are from Raven's Hurricane, and are also used on several Spitfire mods (both Coca's Mk.Vs and the stock 3W Mk. IX) First, back up the Tiffy's data ini. This is an important Safety Tip!! Find the weapon stations callouts, and copy/paste the text below DIRECTLY OVER THE EXISTING TEXT [LeftWingStation1]SystemType=WEAPON_STATIONStationID=1StationGroupID=2StationType=EXTERNALAttachmentPosition=-3.79,1.20,-0.830AttachmentAngles=0.0,0.0,0.0LoadLimit=65.0DiameterLimit=0.15LengthLimit=2.0AllowedWeaponClass=RCKTAttachmentType=UKModelNodeName=Rail_LPylonMass=15PylonDragArea=0.015 [RightWingStation1]SystemType=WEAPON_STATIONStationID=2StationGroupID=2StationType=EXTERNALAttachmentPosition=3.83,1.20,-0.830AttachmentAngles=0.0,0.0,0.0LoadLimit=65.0DiameterLimit=0.15LengthLimit=2.0AllowedWeaponClass=RCKTAttachmentType=UKModelNodeName=Rail_RPylonMass=15PylonDragArea=0.015 [LeftWingStation2]SystemType=WEAPON_STATIONStationID=3StationGroupID=2StationType=EXTERNALAttachmentPosition=-3.47,1.20,-0.874AttachmentAngles=0.0,0.0,0.0LoadLimit=65.0DiameterLimit=0.15LengthLimit=2.0AllowedWeaponClass=RCKTAttachmentType=UKModelNodeName=Rail_LPylonMass=15PylonDragArea=0.015 [RightWingStation2]SystemType=WEAPON_STATIONStationID=4StationGroupID=2StationType=EXTERNALAttachmentPosition=3.51,1.20,-0.874AttachmentAngles=0.0,0.0,0.0LoadLimit=65.0DiameterLimit=0.15LengthLimit=2.0AllowedWeaponClass=RCKTAttachmentType=UKModelNodeName=Rail_RPylonMass=15PylonDragArea=0.015 [LeftWingStation3]SystemType=WEAPON_STATIONStationID=5StationGroupID=2StationType=EXTERNALAttachmentPosition=-3.06,1.20,-0.920AttachmentAngles=0.0,0.0,0.0LoadLimit=65.0DiameterLimit=0.15LengthLimit=2.0AllowedWeaponClass=RCKTAttachmentType=UKModelNodeName=Rail_LPylonMass=15PylonDragArea=0.015 [RightWingStation3]SystemType=WEAPON_STATIONStationID=6StationGroupID=2StationType=EXTERNALAttachmentPosition=3.13,1.20,-0.920AttachmentAngles=0.0,0.0,0.0LoadLimit=65.0DiameterLimit=0.15LengthLimit=2.0AllowedWeaponClass=RCKTAttachmentType=UKModelNodeName=Rail_RPylonMass=15PylonDragArea=0.015 [LeftWingStation4]SystemType=WEAPON_STATIONStationID=7StationGroupID=2StationType=EXTERNALAttachmentPosition=-2.76,1.20,-0.941AttachmentAngles=0.0,0.0,0.0LoadLimit=65.0DiameterLimit=0.15LengthLimit=2.0AllowedWeaponClass=RCKTAttachmentType=UKModelNodeName=Rail_LPylonMass=15PylonDragArea=0.015 [RightWingStation4]SystemType=WEAPON_STATIONStationID=8StationGroupID=2StationType=EXTERNALAttachmentPosition=2.82,1.20,-0.941AttachmentAngles=0.0,0.0,0.0LoadLimit=65.0DiameterLimit=0.15LengthLimit=2.0AllowedWeaponClass=RCKTAttachmentType=UKModelNodeName=Rail_RPylonMass=15PylonDragArea=0.015 [LeftWingBombStation]SystemType=WEAPON_STATIONStationID=9StationGroupID=1StationType=EXTERNALAttachmentPosition=-2.73,1.15,-0.942AttachmentAngles=0.0,0.0,0.0LoadLimit=455.0DiameterLimit=0.5LengthLimit=1.50AllowedWeaponClass=BOMB,FTAttachmentType=UKModelNodeName=Pylon1PylonMass=25PylonDragArea=0.03FuelTankName=TANK44Gal_UK [RightWingBombStation]SystemType=WEAPON_STATIONStationID=10StationGroupID=1StationType=EXTERNALAttachmentPosition=2.73,1.15,-0.942AttachmentAngles=0.0,0.0,0.0LoadLimit=455.0DiameterLimit=0.5LengthLimit=1.50AllowedWeaponClass=BOMB,FTAttachmentType=UKModelNodeName=Pylon2PylonMass=25PylonDragArea=0.03FuelTankName=TANK44Gal_UK this adds the drop tank callout, and rearranges the groups a bit more logicly In the loadout ini, which you should also back up for Saftey: copy/paste the text below over the whole thing: // Hawker Typhoon Mk IB Ordnance loads // Station 1-8 = Rocket stations// Station 9-10 = Bomb Stations [AirToAir] [AirToAirLongRange]Loadout[09].WeaponType=TANK44Gal_UKLoadout[09].Quantity=1Loadout[10].WeaponType=TANK44Gal_UKLoadout[10].Quantity=1 Loadout[09].WeaponType=RAF500Loadout[09].Quantity=1Loadout[10].WeaponType=RAF500Loadout[10].Quantity=1 [strike44]DefaultFor=StrikeStartDefaultDate=1944Loadout[09].WeaponType=RAF1000Loadout[09].Quantity=1Loadout[10].WeaponType=RAF1000Loadout[10].Quantity=1 [Attack] Loadout[01].WeaponType=60lb-rocketLoadout[01].Quantity=1Loadout[02].WeaponType=60lb-rocketLoadout[02].Quantity=1Loadout[03].WeaponType=60lb-rocketLoadout[03].Quantity=1Loadout[04].WeaponType=60lb-rocketLoadout[04].Quantity=1Loadout[05].WeaponType=60lb-rocketLoadout[05].Quantity=1Loadout[06].WeaponType=60lb-rocketLoadout[06].Quantity=1Loadout[07].WeaponType=60lb-rocketLoadout[07].Quantity=1Loadout[08].WeaponType=60lb-rocketLoadout[08].Quantity=1 [sEAD] [Anti-Ship]Loadout[09].WeaponType=RAF1000Loadout[09].Quantity=1Loadout[10].WeaponType=RAF1000Loadout[10].Quantity=1 [FAC]Loadout[01].WeaponType=60lb-rocketLoadout[01].Quantity=1Loadout[02].WeaponType=60lb-rocketLoadout[02].Quantity=1Loadout[03].WeaponType=60lb-rocketLoadout[03].Quantity=1Loadout[04].WeaponType=60lb-rocketLoadout[04].Quantity=1Loadout[05].WeaponType=60lb-rocketLoadout[05].Quantity=1Loadout[06].WeaponType=60lb-rocketLoadout[06].Quantity=1Loadout[07].WeaponType=60lb-rocketLoadout[07].Quantity=1Loadout[08].WeaponType=60lb-rocketLoadout[08].Quantity=1 [Recon]Loadout[09].WeaponType=TANK44Gal_UKLoadout[09].Quantity=1Loadout[10].WeaponType=TANK44Gal_UKLoadout[10].Quantity=1 If you want to increase your "time on station" for CAP, just copy/paste the LongRange statements into the AirToAir section above it. That should do it!! FRoundel.7z Edited April 14, 2014 by Wrench 2 Quote
Wrench Posted July 26, 2014 Author Posted July 26, 2014 (edited) Nose wheel steering fix for Veltro's B-25 Mitchells: I forgot to activate the nose wheel steering on the recently released Mitchells. Here's what you do: Open the data ini for each one, and scroll down to the line "CastoringNodeName=" and add NShock, as seen below ----> [NoseGear]SystemType=LANDING_GEARRetractable=TRUEDeployTime=4.0DragArea=0.25AnimationID=1HideGearNode=TRUEModelNodeName=Gear_NShockAnimationID=ShockNodeName=NShockShockTravelAxis=Z-AXISShockStroke=0.11SpringFactor=3.0DampingFactor=2.0WheelNodeName=Tire_NRotationAxis=X-AXISRollingRadius=0.39ReverseModelOrientation=FALSECastoringWheel=TRUECastoringNodeName=NSHOCK <-----add thisSteerable=TRUEMaxSteeringSpeed=41.15InputName=YAW_CONTROLReverseInput=TRUELocking=TRUEMaxSteeringAngle=35.0ControlRate=1.0HasBrakes=FALSERollingCoefficient=0.05MaxLoadFactor=3.0MaxDeploySpeed=71.75 This will be added to all other Mitchells as they are released Edited July 26, 2014 by Wrench 2 Quote
Wrench Posted January 9, 2015 Author Posted January 9, 2015 Removal of rocket stub on stock 3rd Wire Spitfire 9E (clipped wing) For some reason, this bird has 6 rocket mounting stubs. Which the Mk.9 never seemed to have. So, with the following edits, they can be removed from the aircraft. If you don't have the data ini extracted, you'll need to do that first. If you have one already in the Spitfire9e's folder (like from one of my mods), good for you!! Ok, so we open the data in and scroll down to the AircraftData section, where the major components are spelled out. Copy/paste the text below inbetween that section and the next one (the fuselage section) //hides-removes// Component[011]=Hide1Component[012]=Hide2Component[013]=Hide3Component[014]=Hide4Component[015]=Hide5Component[016]=Hide6 [Hide1]ParentComponentName=fuselageModelNodeName=rocket_pylon_l01DestroyedNodeName=rocket_pylon_l01DetachWhenDestroyed=TRUEHasAeroCoefficients=FALSE [Hide2]ParentComponentName=fuselageModelNodeName=rocket_pylon_l02DestroyedNodeName=rocket_pylon_l02DetachWhenDestroyed=TRUEHasAeroCoefficients=FALSE [Hide3]ParentComponentName=fuselageModelNodeName=rocket_pylon_l03DestroyedNodeName=rocket_pylon_l03DetachWhenDestroyed=TRUEHasAeroCoefficients=FALSE [Hide4]ParentComponentName=fuselageModelNodeName=rocket_pylon_r01DestroyedNodeName=rocket_pylon_r01DetachWhenDestroyed=TRUEHasAeroCoefficients=FALSE [Hide5]ParentComponentName=fuselageModelNodeName=rocket_pylon_r02DestroyedNodeName=rocket_pylon_r02DetachWhenDestroyed=TRUEHasAeroCoefficients=FALSE [Hide6]ParentComponentName=fuselageModelNodeName=rocket_pylon_r03DestroyedNodeName=rocket_pylon_r03DetachWhenDestroyed=TRUEHasAeroCoefficients=FALSE Save the data ini, then close it! You've just returned the aircraft to it's proper form Now...all we need is the right shaped 55 gallon slipper tank!! Happy Flying! 2 Quote
Wrench Posted March 13, 2015 Author Posted March 13, 2015 TMF F4U-1C Corsair parked "wingfold" fix open the data ini, and at the very top, in the MissionData section, make sure these 2 line are present CarrierParkSpan=6.35CarrierParkAnimationID=8 scroll down to the Fuselage section. add this following SystemName[009]=Wingfold scrolling down,, near the Crew section where the canopy animation statement is, make sure THIS statement is there: [WingFold]SystemType=ANIMATIONInputName=ANIMATION_9DeploymentMethod=MANUALAnimationTime=6.0AnimationID=8 scroll further down, to both the right and left wing sections (BOTH the wing, and outerwing), and look for these lines: [LeftWing] ****//snippage//***SystemName[001]=LeftFlapSystemName[002]=LeftWingStationSystemName[003]=LeftMainGearSystemName[004]=LeftInnerFlapSystemName[005]=Leftouterwingfold <---- [RightWing]**//sinppage//**SystemName[001]=RightFlapSystemName[002]=RightWingStationSystemName[003]=RightMainGearSystemName[004]=RightInnerFlapSystemName[005]=Rightouterwingfold <---- [LeftOuterWing]SystemName[001]=LeftAileronSystemName[002]=LeftOuterFlapSystemName[003]=LeftPositionLightSystemName[004]=Cannon01SystemName[005]=Cannon02SystemName[006]=OuterPylone01SystemName[007]=OuterPylone02SystemName[008]=OuterPylone03SystemName[009]=OuterPylone04SystemName[010]=xOuterPylone05SystemName[011]=LeftWingLever <-- if Xed out, remove the XSystemName[012]=LeftUpperPositionLight [RightOuterWing]SystemName[001]=RightAileronSystemName[002]=RightOuterFlapSystemName[003]=RightPositionLightSystemName[004]=Cannon03SystemName[005]=Cannon04SystemName[006]=OuterPylone05SystemName[007]=OuterPylone06SystemName[008]=OuterPylone07SystemName[009]=OuterPylone08SystemName[010]=xOuterPylone10SystemName[011]=RightWingLever <---if X'd out, remove the XSystemName[012]=BottomBlueLightSystemName[013]=BottomAmberLightSystemName[014]=BottomRedLightWingSystemName[015]=RightUpperPositionLight scroll further down, to the 'wing lever statements', below the fuel tank statement, and make sure it's commented out. that fixed the -1c for me. as to the FAA Corsairs, was unable to get them to show on any RN carriers parked (even to the point of REMOVING all other FAA aircraft) with or without folded wings. Can't determine if it's a CV fault or aircraft fault, but the wings will fold with the Standard Animation Keystroke (Shift/9) As time and other factors determine, I'll try and see what can be done with them. But, it may be a lod issue, and unfixable Quote
Wrench Posted January 2, 2016 Author Posted January 2, 2016 Correction/Fixes for Beaufighters by Cocas This fix adds the positions for the ejected shell casing for the fuselage cannon, on ALL versions (Mk.1, NF, VI, etc). REMINDER-- this is ONLY for those Beaus that Daniel and I have done. Do NOT use these setting for Capun's Beaus. When I was doing them I totallly forgot about the shell ejection.. On subsequent releases, (VIC, TFX) this will be corrected. copy/paste the statements below at the end of each Cannon statement in the data ini: [Cannon01] ---- EjectShells=TRUE EjectPosition=-0.41,0.93,-0.92 EjectVelocity= 0.0,0.0,-2.0 [Cannon02] ---- EjectShells=TRUE EjectPosition=0.50,0.93,-0.92 EjectVelocity= 0.0,0.0,-2.0 [Cannon03] ---- EjectShells=TRUE EjectPosition=-0.40,1.40,-0.96 EjectVelocity= 0.0,0.0,-2.0 [Cannon04] ----- EjectShells=TRUE EjectPosition=0.40,1.40,-0.96 EjectVelocity= 0.0,0.0,-2.0 ------- Below are the ejection position fixes for the wing mounted machine guns (all Mk.1 variants WITH the mgs) [LeftWingMG01] ----- EjectShells=TRUE EjectPosition=-5.09,2.75,-0.21 EjectVelocity= 0.0,0.0,-2.0 [LeftWingMG02] ---- EjectShells=TRUE EjectPosition=-4.80,2.75,-0.26 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG01] ----- EjectShells=TRUE EjectPosition=5.07,2.75,-0.21 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG02] ----------- EjectShells=TRUE EjectPosition=4.78,2.75,-0.26 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG03] ----- EjectShells=TRUE EjectPosition=5.33,2.75,-0.17 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG04] ----- EjectShells=TRUE EjectPosition=5.62,2.75,-0.12 EjectVelocity= 0.0,0.0,-2.0 my apologies for such an error!! Quote
Wrench Posted May 21, 2018 Author Posted May 21, 2018 Tweeks/Adjustment for Veltro2K's Dornier Do-17Z light bomber New/Remodded data ini includes: -ALL hit boxes adjusted -light aluminium "skin" armor added -AvHistory BMW engine sound Flight model remains untouched, in as issued state Instructions: unzip and install to your ETO mods folder. A back-up (original) copy of the data ini is included, for safety's sake. v2k_do17z_tweeks.7z 2 2 Quote
Wrench Posted May 22, 2018 Author Posted May 22, 2018 For Veltro's Ju-88A1 bomber new hbs, some armor tweeking avhistory sound included v2k_ju88a1_tweeks.7z Quote
Wrench Posted May 22, 2018 Author Posted May 22, 2018 For the RAF Mitchell II & III (B-25D and 25J) just HB/armor tweeks it should be noted, the MTO and PTO Mitchells (both USAAF and USN) will get their own treatments. Although, if one pays attention, one can figure out which sections to copy/paste into the various variants. v2k_raf_mitchell_tweeks_pack.7z Quote
Wrench Posted May 23, 2018 Author Posted May 23, 2018 something I forgot to add on the German aircraft above!! open the data ini, and in the ]AircraftData[ section , add this line UseMetricUnit=TRUE this way, it'll show meters/km altitude and kmph if you play with the info window open in the left lower corner this will be corrected on upcoming uploads Quote
Wrench Posted May 23, 2018 Author Posted May 23, 2018 here's a the new data ini for the Fw-200 a little bit of cheating had to be performed, but it worked! Also, I removed the STRIKE mission statement, as these weren't used for that. Anti-ship, naval strike, and naval search, recon and transport sound file is included v2k_fw200_tweeks.7z Quote
Wrench Posted May 23, 2018 Author Posted May 23, 2018 Ok, this is a big one! This package contains data inis with not just adjusted hitboxes and armor upgrades, but a new flight model for ALL the ETO (northern European used) Bristol Beaufighters that Cocas and I did. These are: Mk.1 (early and late) NF MK.1 (early and late) Mk.1C (ITF) Mk.VI (early) Mk. VIC, Mk.VIC, Mk.VIF (early and lates) TFX (early and late -with and withOUT thimble nose) the roll rate is still a little higher than as described, but it's improved over the original release eto_caf_beaufighter_tweeks_pack.7z Quote
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