Fubar512 Posted August 13, 2012 Posted August 13, 2012 Hey Fubar, any word on those updated ini. files? You mean the cockpit and avionics.ini files for Razbam's 'pits? Quote
+HomeFries Posted August 14, 2012 Posted August 14, 2012 You mean the cockpit and avionics.ini files for Razbam's 'pits? :yes: Quote
+SupGen Posted August 15, 2012 Posted August 15, 2012 As per my previous post on FuelIndicators, the number for the Prowlers is: Set[02].Value=15420.0. You can arrive at these numbers either by adding up Kg.s in the data ini.s and multiplying by 2.2 (which I did first) which gets you close, at which point you realize the exact number is given in the loadout screen in-game. Another thing is they all seem to come in at a very low angle-of-attack, especialy under autopilot, that to consistantly catch a wire you should add a half meter to the Hook in the data ini., HookArmLength=2.82. Last thing for now is since this pit was designed for a completely different flight model, the ApproachIndexer (AoAIndexer) values are way off; the original TW A-6A values work much better: [AoAIndexerSlowLeft] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_slow_left MovementType=LIGHT //Slow (19.50 - 30.00) Set[01].Value=10.14 Set[02].Value=23.53 [AoAIndexerOnSpeedLeft] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_on_speed_left MovementType=LIGHT //OnSpeed (18.00 - 20.00) Set[01].Value=9.16 Set[02].Value=10.47 [AoAIndexerFastLeft] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_fast_left MovementType=LIGHT //Fast (0.0 - 18.50) Set[01].Value=-5.00 Set[02].Value=9.49 [AoAIndexerSlowRight] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_slow_right MovementType=LIGHT //Slow (19.50 - 30.00) Set[01].Value=10.14 Set[02].Value=23.53 [AoAIndexerOnSpeedRight] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_on_speed_right MovementType=LIGHT //OnSpeed (18.00 - 20.00) Set[01].Value=9.16 Set[02].Value=10.47 [AoAIndexerFastRight] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_fast_right MovementType=LIGHT //Fast (0.0 - 18.50) Set[01].Value=-5.00 Set[02].Value=9.49 Quote
+HomeFries Posted August 15, 2012 Posted August 15, 2012 Good stuff, SupGen. Definitely gets me thinking that the 3W FM needs to be updated; the RAZBAM models definitely feel heavier. While the A-6 is very nimble, esp. for a bomber, it never really feels like it's carrying 12000lb of Hate and DiscontentTM. Quote
frpg81 Posted December 20, 2012 Posted December 20, 2012 Hello, Is there a fix for the range and course counters not being displayed? I have a full merged install, SF2NA, july/12 update, using the latest A-6 Superpack with Razbam's pit. The coding is there, but they simply aren't shown, just black rectangles where the numbers were supposed to be. Thanks! Quote
+SupGen Posted December 20, 2012 Posted December 20, 2012 Unfortunately, no. This has caused much wailing and gnashing of teeth, not least by me. It wasn't implemented in the 3D model. Quote
arthur666 Posted December 20, 2012 Posted December 20, 2012 Now five bucks!!! $5! http://razbamsims.com/store/product_info.php?products_id=51 $5 Time to get it if you luv Intruders. Quote
+SupGen Posted December 20, 2012 Posted December 20, 2012 Go get em', boys. These were well worth it at the old price, even w/out the range/course markers. Quote
malibu43 Posted February 15, 2020 Posted February 15, 2020 Hey - sorry to bump an old thread. Were the consolidated .ini fixes for the Razbam A-6 pits ever made available anywhere? Quote
beachav8r Posted February 16, 2020 Posted February 16, 2020 8 hours ago, malibu43 said: Hey - sorry to bump an old thread. I approve of this thread bump..! Quote
+HomeFries Posted February 16, 2020 Posted February 16, 2020 On 2/15/2020 at 11:04 AM, malibu43 said: Hey - sorry to bump an old thread. Were the consolidated .ini fixes for the Razbam A-6 pits ever made available anywhere? Everything you need should be in the If it isn't in the ini files, the instructions are in the documentation. 1 Quote
malibu43 Posted February 16, 2020 Posted February 16, 2020 51 minutes ago, HomeFries said: Everything you need should be in the If it isn't in the ini files, the instructions are in the documentation. Awesome! I'll check it out! 1 Quote
alexis99 Posted January 31, 2021 Posted January 31, 2021 On 8/13/2012 at 8:12 PM, SupGen said: The FuelIndicator fix Fubar mentions is an easy one, in the Cockpit ini., in the FuelIndicator entry: change Set[02].Value=10000 to Set[02].Value=15770.0. Does this kind of fix work for all aircraft that have frozen fuel needles? Quote
alexis99 Posted January 31, 2021 Posted January 31, 2021 On 2/16/2020 at 4:14 PM, HomeFries said: Everything you need should be in the If it isn't in the ini files, the instructions are in the documentation. "Cockpits (not included) required in order to make the A-6 flyable" is what it says on the download page. The question asked was: "Were the consolidated .ini fixes for the Razbam A-6 pits ever made available anywhere?" You say "Everything you need should be in the" Superpack 1.51 But there is no cockpit included. Quote
Wrench Posted January 31, 2021 Posted January 31, 2021 right, because you can't share stock lods and most assuredly cannot share payware mods. (however, if one looks hard enough, you can the 3W Intruder cockpit "someplace else". but I didn't say that on an open forum) Quote
alexis99 Posted March 9, 2021 Posted March 9, 2021 On 2/11/2012 at 7:20 PM, NeverEnough said: Hey Folks, this A-6A Cockpit.INI has the refuelling probe for the Razbam cockpit removed. Enjoy! A-6A_COCKPIT.7z That worked for me, thank you. The other method, removing the TK probe in favour of the Razbam probe meant making the fuselage not be seen from the cockpit. Consequently, when you looked in the mirrors the wings suddenly stopped at their red edges and you had an empty space where the fuselage should be. It looked crazy. So keeping the TK probe, and removing the Razbam one has given me a complete aircraft in the mirrors. Quote
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