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  1. 10 points
    Shack AEW also in the paint shop -- of course I had to pick the squadron that requires the most decal work....
  2. 6 points
    A raid over Sinai with a little surprise... the "new" S-300VM of the Egyptian Air defenses... ( For the next couple of days I will have an borrowed laptop So I hope that I can test some models that are pending of test and paint)
  3. 5 points
    Xb-42 or, Kermit the Frog...
  4. 4 points
    Rams at it again in Rolling Thunder.
  5. 3 points
    I reworked RAF Colerne, because i got better air footage from WW2. I removed some barrack buildings which were built in the 1950th and added two hangars, some shelters and made the airfield bigger.
  6. 3 points
    I've seen True Lies a few times, im sure vertical takeoff is not difficult.
  7. 3 points
    You forgot to ask about STRIKE_NAVAL. You can find it in A-6E_LOADOUT.INI for example :D looks like you are going to be a Doctor of Science in SF2, ahaha
  8. 3 points
    T-45s taking a tour of SWUS.. Time to take it down into the valleys.. Out of the hills and a fast run across the desert floor.. Then back to the Boat for debrief..
  9. 2 points
  10. 2 points
    ESCORT_JAMMER do as expected, provide jamming to a strike package. And yes, it works.
  11. 2 points
    NAVAL_SEARCH is a mission type made for long range recon birds like the Tu-95R. The plane is simulating a recon mission and is doing nothing than flying around.
  12. 2 points
    True. ;-) Here is 'update' package for Euro Theater Tornados. It's called 'update', but it is stand alone install. You don't need nothing more. https://we.tl/t-e75yaUyUiQ
  13. 2 points
    Testing the new AngelP SAMS, HQ-9, first shoot at 21 miles, got me at 14 miles.
  14. 1 point
    So......what was happening back in 2011 I wonder? Well there were rumours of a new version of Falcon 4 which was later released by Benchmark Sims (BMS), and in February of that year DCS: A-10C Warthog was released. The Strike Fighters community was eagerly awaiting the release of Strike Fighters 2: North Atlantic - and it was also the year that Combat Ace member Sophocles bit the bullet and decided to get into 3D modelling. Now many years later, he has now released what certainly looks like the best modelled aircraft ever to grace Strike Fighters 2, and that includes all of Thirdwires efforts. Many modder projects start and look promising and then wither and die (especially after so many years) so we decided to ask Sophocles some questions about this project. The F-5A thread starts around 2012 - what year did you start the F-5 model exactly? I started the model in December of 2011. I'd never done any 3d modelling, but I was determined to learn, having done a lot of free-ware/payware texturing work for CFS2 and FS9. What 3D programs do you use to create 3D models? 3dsMax.. It is unusual for someone to stay on a single project after all this time - what has kept you going all these years to continue the project? Well, I spent about a year finishing the external model (learning all the basics as I went along, ie. modelling, mapping, animating) and then another year doing the cockpit.. I'd planned for a release in 2014 but by that time my world caved in together with the Greek economy..) lost my business, house, went through divorce and even lost the dog!! As you can imagine, the last thing on my mind was the F-5A model!!! I tried over the years at times to re-invest in the project, but real life just kept getting in the way... Many Combat Ace members were involved in the project, some actively helping along and contributing in one form or another (will thank and present their contributions in their entirety when the project is complete), others offering encouragement and emotional support (this is the best thing about the Combat Ace community!) but the one individual who for the most part inspired the level of detail in the model; and who subsequently worked the hardest getting the project moving again was Volker (ravenclaw).. without whom the project would not have been revived (post-2017). I really need to get the F-5A out to the community because their support (and patience, LOL!) has been incredible. After this do you think you will continue to do other 3D models on this level? Sure, with all the knowledge and experience I've accumulated over the years, any new projects (and there are a few..) will take a fraction of the time .. given the world doesn't implode...again!!!!! With special thanks to Sophocles you can download Hellenic Air Force F-5A Volume 1 here and looks like there will be more high quality volumes to follow:
  15. 1 point

    Version 1.0.0

    1,216 downloads

    July 2020 =============== Hellenic Air Force F-5A Freedom Fighter Volume I VERSION 1.0 ------------------------------------------------------------ F-5A variants included in the Package: HAF F-5A standard version (1965 - 1974) HAF F-5A with Martin Baker IRQ-7a ejection seat (1975 - 1999) HAF Rf-5A reconnaissance variant with 4 K-92a cameras We are proud to present the F-5A HAF Volume I, the first of many to come, focusing on one of the most enduring American military aircraft designs ever produced during the Cold War period. This first Volume depicts the following Hellenic Air Force variants; the HAF F-5A standard, the HAF F-5A with the Martin Baker IRQ-7a ejection seat, and the HAF RF-5A reconnaissance variant. It has been our goal to provide to the simmer a highly detailed model and texture base which preserve the beautiful lines of this aircraft; and to engineer flight files and a cockpit/gauge file-set that are authentic and add to the immersion of the flying experience within the Strike Fighters 2 series. INSTALLATION INSTRUCTIONS: -------------------------- 1. Copy the contents of the "To Mods Folder(S)" to your SF2 Mod directory. Allow directory merging and overwrites, provided the overwrites pertain to "fake pilot" entries, as well as weapons made by ravenclaw_007, which are included in this and many other releases. 2. Add the entries of "ADD_TO_SOUNDLIST.txt" to your SOUNDLIST.INI (located in the "user\Saved Games\ThirdWire\StrikeFighters2\Flight" folder).If one does not exist, then you will need to extract it using the 3rdWire CAT extract utility. You are simply required to substitute the "XXX"s with the next sequential number in the sound file section of the file. NOTE 1: ------------ Both Regular and Higher resolution cockpit textures are included in their own distinct folders in the package. The user may alternate between the two by "commenting out" the relevant line in the F-5A_STANDARD_COCKPIT.ini [CockpitData] //Directory=cockpit Directory=cockpit_Lo-Fi <---This is the default In order to "activate" the higher resolution textures you would decomment the previous line and comment out the next line, thus: [CockpitData] Directory=cockpit <---This is now Hi-Res //Directory=cockpit_Lo-Fi NOTE 2: ------------ Another frame-rate friendly option for those with older hardware is to use the Next level of Detail Model as the primary external model. This simply involves changing the first line in the F-5A_HAF.ini from this.. [LOD001] Filename=F-5A_STANDARD.LOD to this.. [LOD001] Filename=F-5A_STANDARD_002.LOD Much effort was made to provide those with lower end systems an alternative lower poly-model to be able to enjoy the F-5a, so please take advantage of this _002.LOD model should you experience frame-rate issues. While not as "rounded" as the Higher poly version, it is nonetheless just as detailed and extensive. NOTE 3: ------------ For those who may find loading times excessive, the .jpg files in the texture folders can be reduced to 50% of their size without sacrificing too much surface detail. Keys: ------- SHIFT+0 -> canopy open CREDITS: sophocles - 3D Model, Cockpit, textures ravenclaw_007 - 3D Modeling, Animations, Weapons,textures baffmeister - Flight model, testing crusader - Avionics and data tweaks, Beta testing Guuruu - Sounds and Afterburner effects, Beta testing Guest contributors: Alfa2 - Loadouts and a wealth of info on the HAF variants. gkabs - pilot figure Special Thanks to the staff and members of Combatace.com whose passion and efforts have enabled this game to endure, and to provide so much fun and excitement! Additionally, many thanks to the following Combat-Ace Modders, who either actively contributed to the project over the years, or who invested their time either providing much needed hints and help, or researching various aspects of the model. Brain-32 - Modeling advice, initial cockpit.cfg + more NeverEnough - Initial work on the Flight model Russouk2004 - Always answering questions when I needed help..Cheers!! Dag - RoNAF textures and research (to be included in a dedicated future RoNAF F-5a module) Derk - Many, many references!!! Blade - Excellent mini-tutorial on damage textures Finally, thanks to TK and Thirdwire for creating such a fantastic game. **************************************************************** FEATURES: * Three model set including the HAF F-5A standard version (1965 - 1974), the HAF F-5A with Martin Baker IRQ-7a ejection seat (1975 - 1999), and the HAF RF-5A reconnaissance variant with 4 K-92a cameras; each with their own custom loadouts. * Three, highly detailed external 3d models, including the RF-5A, whose nose was graciously modeled by ravenclaw_007. * Specular color and Normal (bump) maps on all models * Seven Level of Detail models (LODs) for each model, providing an almost seamless transition from distance to distance; and perhaps more importantly, ensuring that the frame-rate "impact" of the aircraft is as low as possible. * Two sets of highly detailed external Fuel Tanks by ravenclaw_007; both the Factory variety and the Sargent Fletcher variants. * Fine-tuned flight parameters in three distinct aircraft data configuration files for all 3-D models, emphasizing the F-5A's agile and highly maneuverable characteristics - courtesy of Baffmeister. * 8 high resolution texture sets; thoroughly researched historic depictions of the Aircraft fielded by many HAF Wings and Squadrons. * Quality sound-set included. Base sounds, by Guuruu, were sourced from existing recordings of various aircraft at air-shows and were modified to match the prominent characteristics of the F-5A General Electric turbojets, the "buzz" of the M39 Pontiac 20mm machinegun, and the flap/Air-brake, undercarriage deployment and retraction sequences of the Freedom Fighter. * Super detailed 'Virtual Cockpit' with animated throttle control, rudder pedals, control stick, landing gear lever, canopy, canopy lever, drag-chute lever, weapons selectors and weapon station arming flick switches. *Accurate and functional representation of the Norair F-5A gun sight, with animated Mils selector and accompanying animated combining glass. (Mechanics by Crusader) * A full complement of highly (or should I say "insanely" detailed HAF weapons carried by the HAF F-5A, all by ravenclaw_007. * Complex animation of canopy opening mechanism, and animated Turbine blades; both thanks to ravenclaw_007 * GKAB's superb highly detailed crew figure with authentically modeled oxygen mask and flight helmet. * All new afterburner, emitter, and engine smoke effects by Guuruu. ****************************************************** PILOT NOTES ----------- F-5A Limit and Reference Speeds. [Indicated Airspeeds] FLAPS: 300kts for both leading and trailing edge. NOTE: The F-5A uses full flaps for take off but due to a game bug you must manually select full flaps for take off when player flown. The AI will use full flaps although you can hear the flap sound cycling between flap 1 and flap 2. LANDING GEAR: 240kts DRAG CHUTE: 165kts CANOPY: 50kts NOSE WHEEL STEERING: 65kts MAXIMUM INDICATED AIRSPEED: 710kts [redline] MAXIMUM MACH: 1.72 Mach design limit but thrust/drag limited to about mach 1.50 in a 60deg dive from 50,000ft. -------------------------------------------------------------------------------------------------------------------------------- TAKE OFF ROTATION SPEEDS 13500lbs: 155kts [full internal fuel and two sidewinders] 20500lbs: 195kts [about the maximum weight possible with included stores] NOTE: Use full flaps for take off! Adding 6kts for every 1000lbs above 13500lbs should give good aft stick/rotation speeds. -------------------------------------------------------------------------------------------------------------------------------- CLIMB SPEEDS Military Power 13500lbs: 375kts with a transition to mach 0.89 20500lbs: 310kts with a transition to mach 0.74 Maximum Power 13500lbs: 595kts with a transition to mach 0.93 20500lbs: 480kts with a transition to mach 0.85 ------------------------------------------------------------------------------------------------------------------------------- FINAL APPROACH SPEEDS With 500lbs fuel remaining and some empty racks use 160kts. Add 5kts for every additional 500lbs of fuel. NOTE: Target touch down speed is 20kts less than final approach speed. ------------------------------------------------------------------------------------------------------------------------------- ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT ARE TO BE EXCLUSIVELY HOSTED BY COMBATACE.COM AND MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE. THIS PACKAGE AND ANY PARTS HEREIN MAY NOT BE UPLOADED AS PART OF ANOTHER MOD NOR MUST THEY BE SOLD OR OFFERED FOR SALE EITHER IN PART OR AS A WHOLE WITHOUT MY EXPRESS PERMISSION. ************************************************************* Sophocles July 2020
  16. 1 point
    Bell Airabonita Mk.I - 804 Naval Air Squadron, Royal Navy, 1941
  17. 1 point
    I used an edited P-51D loadout.ini and it works fine for me. P-51D_LOADOUT.INI
  18. 1 point
    Add to the secondary role of C-130 in the data. ini RECON
  19. 1 point
    Thanks for the link, I'll give it a go. Cheers Jeff
  20. 1 point
    check this....customizing loadouts. https://combatace.com/forums/topic/61375-creating-custom-loadouts-for-your-airplane/
  21. 1 point
    i fond some pictures showing the Type 100-4 from the rear
  22. 1 point
    If the map is set Navalmap=True, the game engine select naval targets (ships) if you fly a strike mission. Ground targets were ignored. Only if no naval targets are available the game engine decides to take ground targets as targets in strike missions.
  23. 1 point
    my problem with the Thomson Type 100-4 and 100-6 are that i dont have any pictures from the rear , what makes it very difficult to finish them from the Type 100-4 i do have some pictures but non from the rear , the 3ds max model looks like this now if somewone cult help me with pictures of the 2 rocket pods that would help me a lot , especialy from the rear
  24. 1 point
    STRIKE_NAVAL its loadout for NavalMap=TRUE. If map is naval aircraft use this loadout else use STRIKE. an d it works)). Very useful. fior example A-6 use freefall bombs to strike fuel tanks but for bombing ships use guided bombs. its for AI aircrafts
  25. 1 point
    here they are still in work , dont know if anybody has made them before
  26. 1 point
    Never use Reflection with positive number in a non silver skin. Try again with Reflection=0.000000.
  27. 1 point
    its old...and the plane needs resto....mapping is off on top...ive started to redo it but its on hold atm...ive template for it thats uniform but unfinished....you might have to put up with the one you have for a bit...will see if template ive done is ok for now to use...will get back to you. see this post ..page 1 and 2 https://combatace.com/forums/topic/94278-my-wips-listlong/
  28. 1 point
    might want to tell the model maker that only the right side door opened. the left side was covered with the engine controls. of course, you can always roll down the automotive style windows (photos of real '39s available on request)
  29. 1 point
  30. 1 point
    RAF Colerne, a base near Bristol.
  31. 1 point
    the Matra Type 116 model pictures above are wrong the correct launcher looks like this ( and is in work ) , i removed the wrong pictures , the weapons you have to delete your self a correct model is in work my problem especially with french weapons is that i have to rely on pictures , if this pictures are labeled wrong i get a problem like in the case of the MATRA Type 116 , it is not the first mistake i made with french weapons but i´m learning with each one
  32. 1 point
    Deployment to Sharnak including 3 Commando Brigade, 34 SQN RAF Regiment, 22 SAS, HMS Fearless/Intrepid, 29 Commando RA
  33. 1 point
  34. 1 point
    Let's hope he started modding and got carried away like "we" all do...LOLOLOL...Maybe it will be better than promised...positive thoughts...see where this goes... :)
  35. 1 point
    Man I miss seeing those flying tadpoles LOL
  36. 1 point
    se lo pongo en español y utilizase el traductor, marque con una cruz donde esta el lado plano?,the 190 model you are flying, sure is rounder than the nose and long tail, but I will not spend more time on those models more than a train upgrade and some other improvement at the moment. (not a model that I really like it)
  37. 1 point
    Training day for some Skyhawk pilots coming aboard the Lexington...
  38. 1 point
    Im liking this jet....Someones in for a bad day.....
  39. 1 point
    I hope this ship doesnt contain any of your Amazon or Alibaba purchases.
  40. 1 point
    RAF Gosport, an airfield of the Coastal Command. It is situated between two forts of the westward fortification line of Portsmouth.
  41. 1 point

    Version 1.0.0

    309 downloads

    Faroe islands 1.0 ***************************************************** This terrain is written for SF2NA. +++++++++++++++++++++++++++++++++++++++++ I. Short description: North of Scotland you will find small groups of islands, the Shetlands and the Faroe. They are nothing more than tiny rocks, surrounded by the icy waters of the Atlantic Ocean. On the first view completly unimportant rocks somewhere in the nowhere. But a second view shows high economical values. The islands sitting in the middle of rich fishing grounds, and then, even more, there is oil. North Sea oil. But not enough. A powerfull nation, that is able to install a base at the Faroe, rules all the waters between Iceland and the british islands. A hostile nation might be even able to raise a blockade over Great Britain. This makes some scenarios possible: First the classical what if the Soviets would had captured the Faroe and the US Navy starts an attempt to push them out. Second, what if America sends the Marines? Third, what if Britain tries to defeat the Soviets with own power? Forth, what if Hitler-Germany would have captured the Faroe? Fifth, what if the EU raise a blockade over a Brexit UK? Sixth, what if Britain was bought by President Trump instead Greenland and John Bull stand up to fight fort the british independence? ++++++++++++++++++++++++++++++++++++++++++++++++ II. INSTALLATION: To run this terrain you need SF2NorthAtlantic. Unzip all files into your saved game folder ...ThirdWire\StrikeFighters2NorthAtlantic /terrain folder. Thats it. ++++++++++++++++++++++++++++++++++++++++++++++++ III. Modifications Faroe islands terrain is made so, that you can play it out of the box. You will find a classic Cold war scenario US Navy vs Soviet forces. Other possible scenarios are prepared. Open the folder Goodies and you will find the folder Nation ini In this folder you find 6 subfolders, one for each scenarios i have descriped above. Choose the one you like. In this subfolders you find the file FAEROER_NATION.ini. Copy this file to the Faeroer folder and let overwrite the existing file and enjoy the other scenario. (BTW personaly i prefer Brexit scenario. Flying Hunters vs Hunters is really fun.) Faroe islands terrain is made so, that you has 2 fixed carrer stations. For the red side a station north of the Shetlands. For the blue side south of the Faroes. If you want to have multible carrier stations, than you must open the Subfolder "multible carrier stations" and copy the file FAROE_WATER.bmp to the Faroe folder. When i started to make Faroe islands terrain i used TOD files made by M.Broers for the IcelandNA HFD terrain. Later i found out, that on the Faroes no trees exist. So i decided to remove the TOD files. If you want trees and TOD buildings, the copy the tod files in the Faroe folder. But be aware, there are not all tiles fitted with tods. It looks a little bit strange. ++++++++++++++++++++++++++++++++++++++++++++++++++ IV. Credits. The basic Tileset i took from M.Breors terrain IcelandNA HFD. The basic files for the emergency runways, parking areas and quais are made by ErikGen. The OilRig was made by RussoUK for my PersianGulf terrain. I hope i have not forgotten someone. . ++++++++++++++++++++++++++++++++++++++++++++++++ V. This Terrain is Freeware. Commercial use is not allowed. And i say it again for the YAP, YankeeAirPirates file thiefs, the use of this terrain and parts of the terrain for commercial use is not allowed. +++++++++++++++++++++++++++++++++++++++++++++++++ VI. For remarks, comments, bugs, etc please use CombatAce forum or send me a PM. Hope you enjoy it. Michael (Gepard) Made in Germany 31. August 2019
  42. 1 point

    Version 0.0.1

    1,204 downloads

    =================================================================== South China Sea 250m v 0.1 BETA December 2017 =================================================================== This is a work-in-progress (BETA project) developed as a stand-alone for a merged Strike Fighters 2: Vietnam and North Atlantic. Included are 2x 7z files; Project South China Sea-pt1.7z (contains the menu and objects) and Project South China Sea-pt2 (contains the terrain). This project has been underway for over two years and started as a Strike Fighters Project One terrain add-on. Initially I used a standard resolution terrain but thanks to Stary's terrain tests I have managed to develop this terrain at the 250m scale. Not all locations are accurate due to game engine limitations. This terrain is massive and covers an area 3000x3000km. Currently there are 511 tiles, which is a byproduct of building custom local/islands tiles for the region. I am not able to build all islands due to game engine limitations. Some Island tiles are very simplistic while others are pulled from Wikimapia and reworked. Due to the large area coupled with 250m resolution you will need a strong system to run the game. Please send me feedback if you find issues with the terrain. =================================================================== REQUIRED for this terrain. 1. A merged copy of SF2V and SF2NA. 2. Terrain: Stary's Green Hell 3.5 You sir are truly a master! My customized special tiles compliment Stary's work. These include additional terrain, river, stream, mountain and Island tiles (some fictional). =================================================================== Optional I used a lot of helicopters for this project (AH-1 series, AH/OH-6, CH-47, CH/HH-53, UH-1, UH-60). If you have Yakarov79's AH-1F, I added an Australian skin to the basic AH-1F model. Yakarow79 was gracious enough to provide 2x regional specific cobras; AH-1J_PinoyCobra & AH-1J_TOW_PinoyCobra. Jarek thank you for taking the time to customize these cobra's for the South China Sea project! The OV-10D - I took the OV-10 and modified the DATA.INI into an OV-10D NODS platform. I know the Philippine Air Force is still using the OV-10 airframe. Its not perfect but it is the best I can do currently. All I did was some .INI work and skinning (my skinning skills for this a/c aren't so good). The PC-9A - I created a Philippine Air Force skin for DELS PC-9A using existing templates. As an added option, I created 2 new screens; Main Screen and Single Mission. Drop the JPGs into your Menu folder. =========================================================== License: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This terrain may NOT in any way, shape or form be used in any payware additions. =========================================================== Final Words. A lot of thanks to Menrva and Stratos for their continuous support during this process. Stary, thank you for the superb GH tiles and allowing me to take some artistic license with your excellent work. Erik, Wrench and the other administrators at Combat Ace. If it weren't for this site, no one would be reading this. I am solely responsible for this project. I hope you enjoy it. Krfrge - December 2017.
  43. 1 point

    Version

    421 downloads

    This is the first in a series of terrains (and probably tilesets) that I plan on making. But, it's not going to be anyplace you recognize. You might notice a few landmasses that look familiar, but this terrain is a complete fabrication, Google Earth will shrug its shoulders if you start looking for it. But that allows you a lot of freedom in terms of scaling and just simply creating anything that pops into your head. This concept came from a couple of ideas. Western militaries have long had a tradition of wargaming exercises and creating war plans using fictional enemies. Consider this terrain to be less like a real world conflict and more like a live-fire training exercise against bad guys with real guns. This terrain will be not be a real place, but I did want some nods to realism, like a realistic number of targets and a realistic number of airfields for an island chain in the Pacific or Indian oceans. The next idea I had came from top-tier games like Battlefield and Call of Duty. Ever notice how their multiplayer maps have vague names? The terrains are a lot like a single-player map pack, and this particular terrain could conceivably be used to create a campaign, but it was really meant and intended for single missions. The last idea was that I want each terrain to be geared for a particular style of warfare, this gets back into the terrain being more of a sandtable exercise than a real conflict. Warfare styles might include traditional Cold War gone hot foes, or a 70s style bush war. This particular terrain is geared for very early jet combat/last of the prop jobs sort of combat, like a war of decolonization. It is designed to be an ECM-free environment, guns, unguided rockets, and dumb bombs. You won't find a single SAM site. You could even mod it into a WW2 theatre if you felt like it. That's another thing. I don't mind if anyone wants to mod this further, like using a particular tileset or such like. If you plan on posting any mods of this terrain here for others to use, just shoot me an email. You don't have to ask for permission, just let me know what you're doing. Also, this is part of the CA freeware agreement. Do not use this for payware. Required Files - SF2 Vietnam (this terrain won't work without it, period)
  44. 1 point
    One of the common things seen in both Screenshot forums is custom loadouts. Usually when I take pictures it's of some loadout I've seen somewhere, particularly on USAF or US Navy jets. But having figured it out over a year ago, here's a short sweet tutorial on having something cool to use in your missions. So we'll keep it simple and I'll use one for my Afghanistan map install: As you can see I'm using the Mirage Factory F/A-18A with a custom loadout that's more used today with Operation Iraqi Freedom/Enduring Freedom. Basic rundown is an AIM-9X. GBU-12, two tanks, ATFLIR, GBU-38 JDAM, and an AGM-65E Maverick. And as you can see, it's all assymetric, as if you tried this in the Loadout Screen, the pylons would have been loaded symetrically. But since I don't want that, I want this load. Here's my loadout in the FA-18A_LOADOUT.ini: Now how do we figure this out?: Okay looking at this list it makes life easy as now I can figure out where things go, and when I put them there they will go where I want them. Sooooo... we'll break this coding down to get us started. Naturally the first line is pretty straightforward, it designates what is going to go on that particular pylon. As you can see it's going to be the AIM-9X and I use that designation at the end of the line. Next is the "[17]" which corresponds to the last line, "Station 17 = RightSidewinderStation (IRM, AHM)" So naturally the AIM-9X is an IRM, therefore it will go there. Next is pretty self-explanatory, only 1 can be fitted on the pylon and therefore I will put "1". It HAS to follow the same number as the previous line, or the game will not load it on the assigned pylon. The only modification is MER and TER loading, or Maverick triple rail system (such as on the A-10, F-16). The only addition will be the "RackType" in the grouping: And it simply specifies that 6 Mk82s will be loaded on a MER when you start flying. But what if the modder doesn't have the courtesy to spell it out to make it easier for you? Open the specific aircraft _DATA.INI and look for something like this: The important number is StationID=17, as that's what corresponds to the listing above, and that is number 17, so therefore that's where I'm going to put my AIM-9X. Now, the next part is the weapon listing, such as the drop tanks on the Hornet. Sooo we can go to the _DATA.ini and copy and paste the Fuel Tank name onto the Loadout.ini and save and it should show up provided you put it on the right pylon. The GBU-12 is different, since I refer to it as such, but its asctually a GBU-12D_N, and therefore I will put that at the required spot. But if that's not available how do we figure it out? The line you're looking for is: In the GBU-12D_N_data.ini file. This way you can always be sure that you get the right name for the weapon and viola! It shows up. It should be noted that you cannot mount weapons that are not accepted by that pylon. Since I just recently re-downloaded this aircraft I spent some time updating it, and gave it LGR capability. Well, it took some fanagaling but before it would load an AGM-84 Harpoon on that particulat pylon! Obviously since I got it fixed I can now carry and fire Laser Mavs if needed. Exp2 With Expansion Pack 2, now things got easier, and better. For years we had to deal with the same loadouts, yeah okay we edited then through the loadout screen armed our aircraft to what we needed for the mission. For me since I play more theater-oriented, such as Afghanistan, I don't need those huge 2,000lb JDAMs, obviously the lighter stuff is needed right? So when I go through the Mission Editor I use a specific map loadout, which is of course on the Loadout.ini that I have worked out before. Or if you want a SEAD flight that can carry bombs instead of HARMs, then you can do that... As it saves the time of having a SEAD flight have weapons that won't do anything anyways, but of course this is install specific and user specific, but a handier tool now that it's actually built into the game, as opposed to KMD. FM Issues It should be noted that if you do assymetric loadouts (such as the one above) on Hard settings handling of your aircraft will suffer. Now, there are topics to add trim settings so you can counteract this, but this is only a concern when using the Hard FM setting, not the Normal or Easy.
  45. -1 points


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