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Wrench

The Tips, Tweeks and Tricks Thread

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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!! :lol: )

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 by Wrench
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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 by Wrench

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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 :grin:

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 by Wrench

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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 by Wrench

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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

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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

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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 by Wrench

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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.

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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=Tail
DecalLevel=2
DecalFacing=RIGHT
FilenameFormat=Typhoon_v2k/175/D/FLet
Position=-1.32,0.0
Scale=1.25
DecalMaxLOD=3

 

[Decal002]
//MeshName=Fuselage
MeshName=Tail
DecalLevel=2
DecalFacing=LEFT
FilenameFormat=Typhoon_v2k/175/D/FLet
Position=-3.0,0.0
Scale=1.25
DecalMaxLOD=3

// Squadron markings -------------------

 

[Decal003]
MeshName=Fuselage
//MeshName=Tail
DecalLevel=0
DecalFacing=LEFT
FilenameFormat=Typhoon_v2k/175/D/HH
Position=-1.17,0.0
Scale=1.0
DecalMaxLOD=3

 

[Decal004]
//MeshName=Fuselage
MeshName=Tail
DecalLevel=0
DecalFacing=RIGHT
FilenameFormat=Typhoon_v2k/175/D/HH
Position=-3.15,0.0
Scale=1.0
DecalMaxLOD=3

// Serial number on tail ---------------

 

[Decal005]
MeshName=tail
DecalLevel=2
DecalFacing=LEFT
FilenameFormat=Typhoon_v2k/175/D/Snum
Position=-3.92,-0.15
Scale=0.5
DecalMaxLOD=2

 

[Decal006]
MeshName=tail
DecalLevel=2
DecalFacing=RIGHT
FilenameFormat=Typhoon_v2k/175/D/Snum
Position=-3.92,-0.15
Scale=0.5
DecalMaxLOD=2

// ------------fues roundel---------------------

 

[Decal007]
MeshName=Fuselage
DecalLevel=0
DecalFacing=RIGHT
FilenameFormat=Typhoon_v2k/FRoundel
Position=-2.20,0.0
Scale=0.90
DecalMaxLOD=3

 

[Decal008]
MeshName=Fuselage
DecalLevel=0
DecalFacing=LEFT
FilenameFormat=Typhoon_v2k/FRoundel
Position=-2.20,0.0
Scale=0.90
DecalMaxLOD=3

 

[Decal009]
MeshName=Tail
DecalLevel=0
DecalFacing=RIGHT
FilenameFormat=Typhoon_v2k/FRoundel
Position=-2.20,0.0
Scale=0.90
DecalMaxLOD=3

 

[Decal010]
MeshName=tail
DecalLevel=0
DecalFacing=LEFT
FilenameFormat=Typhoon_v2k/FRoundel
Position=-2.20,0.0
Scale=0.90
DecalMaxLOD=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_STATION
StationID=1
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=-3.79,1.20,-0.830
AttachmentAngles=0.0,0.0,0.0
LoadLimit=65.0
DiameterLimit=0.15
LengthLimit=2.0
AllowedWeaponClass=RCKT
AttachmentType=UK
ModelNodeName=Rail_L
PylonMass=15
PylonDragArea=0.015

 

[RightWingStation1]
SystemType=WEAPON_STATION
StationID=2
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=3.83,1.20,-0.830
AttachmentAngles=0.0,0.0,0.0
LoadLimit=65.0
DiameterLimit=0.15
LengthLimit=2.0
AllowedWeaponClass=RCKT
AttachmentType=UK
ModelNodeName=Rail_R
PylonMass=15
PylonDragArea=0.015

 

[LeftWingStation2]
SystemType=WEAPON_STATION
StationID=3
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=-3.47,1.20,-0.874
AttachmentAngles=0.0,0.0,0.0
LoadLimit=65.0
DiameterLimit=0.15
LengthLimit=2.0
AllowedWeaponClass=RCKT
AttachmentType=UK
ModelNodeName=Rail_L
PylonMass=15
PylonDragArea=0.015

[RightWingStation2]
SystemType=WEAPON_STATION
StationID=4
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=3.51,1.20,-0.874
AttachmentAngles=0.0,0.0,0.0
LoadLimit=65.0
DiameterLimit=0.15
LengthLimit=2.0
AllowedWeaponClass=RCKT
AttachmentType=UK
ModelNodeName=Rail_R
PylonMass=15
PylonDragArea=0.015

 

[LeftWingStation3]
SystemType=WEAPON_STATION
StationID=5
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=-3.06,1.20,-0.920
AttachmentAngles=0.0,0.0,0.0
LoadLimit=65.0
DiameterLimit=0.15
LengthLimit=2.0
AllowedWeaponClass=RCKT
AttachmentType=UK
ModelNodeName=Rail_L
PylonMass=15
PylonDragArea=0.015

 

[RightWingStation3]
SystemType=WEAPON_STATION
StationID=6
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=3.13,1.20,-0.920
AttachmentAngles=0.0,0.0,0.0
LoadLimit=65.0
DiameterLimit=0.15
LengthLimit=2.0
AllowedWeaponClass=RCKT
AttachmentType=UK
ModelNodeName=Rail_R
PylonMass=15
PylonDragArea=0.015

 

[LeftWingStation4]
SystemType=WEAPON_STATION
StationID=7
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=-2.76,1.20,-0.941
AttachmentAngles=0.0,0.0,0.0
LoadLimit=65.0
DiameterLimit=0.15
LengthLimit=2.0
AllowedWeaponClass=RCKT
AttachmentType=UK
ModelNodeName=Rail_L
PylonMass=15
PylonDragArea=0.015

 

[RightWingStation4]
SystemType=WEAPON_STATION
StationID=8
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=2.82,1.20,-0.941
AttachmentAngles=0.0,0.0,0.0
LoadLimit=65.0
DiameterLimit=0.15
LengthLimit=2.0
AllowedWeaponClass=RCKT
AttachmentType=UK
ModelNodeName=Rail_R
PylonMass=15
PylonDragArea=0.015

 

[LeftWingBombStation]
SystemType=WEAPON_STATION
StationID=9
StationGroupID=1
StationType=EXTERNAL
AttachmentPosition=-2.73,1.15,-0.942
AttachmentAngles=0.0,0.0,0.0
LoadLimit=455.0
DiameterLimit=0.5
LengthLimit=1.50
AllowedWeaponClass=BOMB,FT
AttachmentType=UK
ModelNodeName=Pylon1
PylonMass=25
PylonDragArea=0.03
FuelTankName=TANK44Gal_UK

 

[RightWingBombStation]
SystemType=WEAPON_STATION
StationID=10
StationGroupID=1
StationType=EXTERNAL
AttachmentPosition=2.73,1.15,-0.942
AttachmentAngles=0.0,0.0,0.0
LoadLimit=455.0
DiameterLimit=0.5
LengthLimit=1.50
AllowedWeaponClass=BOMB,FT
AttachmentType=UK
ModelNodeName=Pylon2
PylonMass=25
PylonDragArea=0.03
FuelTankName=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_UK
Loadout[09].Quantity=1
Loadout[10].WeaponType=TANK44Gal_UK
Loadout[10].Quantity=1

 


Loadout[09].WeaponType=RAF500
Loadout[09].Quantity=1
Loadout[10].WeaponType=RAF500
Loadout[10].Quantity=1

 

[strike44]
DefaultFor=Strike
StartDefaultDate=1944
Loadout[09].WeaponType=RAF1000
Loadout[09].Quantity=1
Loadout[10].WeaponType=RAF1000
Loadout[10].Quantity=1

 

[Attack]

Loadout[01].WeaponType=60lb-rocket
Loadout[01].Quantity=1
Loadout[02].WeaponType=60lb-rocket
Loadout[02].Quantity=1
Loadout[03].WeaponType=60lb-rocket
Loadout[03].Quantity=1
Loadout[04].WeaponType=60lb-rocket
Loadout[04].Quantity=1
Loadout[05].WeaponType=60lb-rocket
Loadout[05].Quantity=1
Loadout[06].WeaponType=60lb-rocket
Loadout[06].Quantity=1
Loadout[07].WeaponType=60lb-rocket
Loadout[07].Quantity=1
Loadout[08].WeaponType=60lb-rocket
Loadout[08].Quantity=1

 

[sEAD]

 

[Anti-Ship]
Loadout[09].WeaponType=RAF1000
Loadout[09].Quantity=1
Loadout[10].WeaponType=RAF1000
Loadout[10].Quantity=1

 

[FAC]
Loadout[01].WeaponType=60lb-rocket
Loadout[01].Quantity=1
Loadout[02].WeaponType=60lb-rocket
Loadout[02].Quantity=1
Loadout[03].WeaponType=60lb-rocket
Loadout[03].Quantity=1
Loadout[04].WeaponType=60lb-rocket
Loadout[04].Quantity=1
Loadout[05].WeaponType=60lb-rocket
Loadout[05].Quantity=1
Loadout[06].WeaponType=60lb-rocket
Loadout[06].Quantity=1
Loadout[07].WeaponType=60lb-rocket
Loadout[07].Quantity=1
Loadout[08].WeaponType=60lb-rocket
Loadout[08].Quantity=1

 

[Recon]
Loadout[09].WeaponType=TANK44Gal_UK
Loadout[09].Quantity=1
Loadout[10].WeaponType=TANK44Gal_UK
Loadout[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 by Wrench
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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_GEAR
Retractable=TRUE
DeployTime=4.0
DragArea=0.25
AnimationID=1
HideGearNode=TRUE
ModelNodeName=Gear_N
ShockAnimationID=
ShockNodeName=NShock
ShockTravelAxis=Z-AXIS
ShockStroke=0.11
SpringFactor=3.0
DampingFactor=2.0
WheelNodeName=Tire_N
RotationAxis=X-AXIS
RollingRadius=0.39
ReverseModelOrientation=FALSE
CastoringWheel=TRUE
CastoringNodeName=NSHOCK   <-----add this
Steerable=TRUE
MaxSteeringSpeed=41.15
InputName=YAW_CONTROL
ReverseInput=TRUE
Locking=TRUE
MaxSteeringAngle=35.0
ControlRate=1.0
HasBrakes=FALSE
RollingCoefficient=0.05
MaxLoadFactor=3.0
MaxDeploySpeed=71.75

 

This will be added to all other Mitchells as they are released

Edited by Wrench
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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]=Hide1
Component[012]=Hide2
Component[013]=Hide3
Component[014]=Hide4
Component[015]=Hide5
Component[016]=Hide6

 

[Hide1]
ParentComponentName=fuselage
ModelNodeName=rocket_pylon_l01
DestroyedNodeName=rocket_pylon_l01
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

 

[Hide2]
ParentComponentName=fuselage
ModelNodeName=rocket_pylon_l02
DestroyedNodeName=rocket_pylon_l02
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

 

[Hide3]
ParentComponentName=fuselage
ModelNodeName=rocket_pylon_l03
DestroyedNodeName=rocket_pylon_l03
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

 

[Hide4]
ParentComponentName=fuselage
ModelNodeName=rocket_pylon_r01
DestroyedNodeName=rocket_pylon_r01
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

 

[Hide5]
ParentComponentName=fuselage
ModelNodeName=rocket_pylon_r02
DestroyedNodeName=rocket_pylon_r02
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

 

[Hide6]
ParentComponentName=fuselage
ModelNodeName=rocket_pylon_r03
DestroyedNodeName=rocket_pylon_r03
DetachWhenDestroyed=TRUE
HasAeroCoefficients=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!

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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=6.35
CarrierParkAnimationID=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=ANIMATION
InputName=ANIMATION_9
DeploymentMethod=MANUAL
AnimationTime=6.0
AnimationID=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]=LeftFlap
SystemName[002]=LeftWingStation
SystemName[003]=LeftMainGear
SystemName[004]=LeftInnerFlap
SystemName[005]=Leftouterwingfold  <----

 

[RightWing]
**//sinppage//**
SystemName[001]=RightFlap
SystemName[002]=RightWingStation
SystemName[003]=RightMainGear
SystemName[004]=RightInnerFlap
SystemName[005]=Rightouterwingfold  <----

 

[LeftOuterWing]

SystemName[001]=LeftAileron
SystemName[002]=LeftOuterFlap
SystemName[003]=LeftPositionLight
SystemName[004]=Cannon01
SystemName[005]=Cannon02
SystemName[006]=OuterPylone01
SystemName[007]=OuterPylone02
SystemName[008]=OuterPylone03
SystemName[009]=OuterPylone04
SystemName[010]=xOuterPylone05
SystemName[011]=LeftWingLever     <-- if Xed out, remove the X
SystemName[012]=LeftUpperPositionLight

 

 

[RightOuterWing]

SystemName[001]=RightAileron
SystemName[002]=RightOuterFlap
SystemName[003]=RightPositionLight
SystemName[004]=Cannon03
SystemName[005]=Cannon04
SystemName[006]=OuterPylone05
SystemName[007]=OuterPylone06
SystemName[008]=OuterPylone07
SystemName[009]=OuterPylone08
SystemName[010]=xOuterPylone10
SystemName[011]=RightWingLever     <---if X'd out, remove the X
SystemName[012]=BottomBlueLight
SystemName[013]=BottomAmberLight
SystemName[014]=BottomRedLightWing
SystemName[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

 

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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!!

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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.

do17z_hb_adjust.jpg

v2k_do17z_tweeks.7z

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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

raf_mitchell_hb_adjusts.jpg

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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

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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

fw200_hb_.jpg

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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

beaufighter_hb-tweeks.jpg

eto_caf_beaufighter_tweeks_pack.7z

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