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Caesar

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Caesar last won the day on May 25 2017

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  1. That's hard to say. As MB said, damaged engine mounts can mean any number of things, from no noticeable performance degradation to the engine catching fire. If you really want your aircraft to start breaking and rip off wings or damage engines, you can set the StructuralFactor= values to 1.0 and start overshooting regularly to see what happens. As to how accurate SF2 simulates the breakage, the answer is "not very".
  2. I don't think you can model something that specific. If memory serves, you can damage or set your engines on fire if the fuselage section is considered "damaged" or "destroyed" by the overstress, but that's about as far as it goes.
  3. In the data.ini, the max g is multiplied by the structural factor, so it's usually 1.2-1.5x the maximum g. I can't remember the default value, 1.2 seems to stick in my head, but you can modify each component's "StructuralFactor=" line to suit what you want. Still, the aircraft doesn't immediately break when you overshoot this, it just has a higher chance. Normally, it takes a massive overstress to outright break components off the airplane, but the more small excursions above max g*SF, the more likely something will come off. It all changes based on patch levels; I remember one of the 2012 patches was a lot more sensitive and the aircraft would break more quickly from overshooting. Currently, it seems like it happens much more rarely.
  4. Specific system damage, a-la DCS or other more in-depth simulators isn't modeled in SF2. Rather, each main component of the aircraft (wings, stabs, fuselage, etc) is taken into account and if you exceed the g-limit times the structural factor, have a chance of breaking. Normally what happens is the wings get ripped off. Sometimes the aircraft starts smoking, and if you have the debug on, you can see if the aircraft is considered "destroyed" even though you're still flying it. It's been a while since I've broken an aircraft, but I know I ripped the wings off a B-2 during SAM defense about a year ago, so it still happens at the current patch level. Way back (nearly 10 years ago) I recall ripping both wings and a stab off of an F/A-18 in a 24g pull up just to see what would happen.
  5. RK, I may have missed a call-out on the fuselage section. Please try to download the attached, and replace the data.inis and loadout.inis with those from the archive. Let me know if this works. Revised ODS F-14s.7z
  6. OK, so for the ODS F-14A vs. the SP F-14A_82, there are a few differences, but I'm hoping the following will work as a quick fix. Go into the ODS F-14A_Data.ini and try to make the following changes: // TARPS Setup--------------------------------------- [PhoenixStation2ALQ] [...] ModelNodeName=suppphoenix02 <---change from suppphoenix02b to suppphoenix02 [...] [PhoenixStation4TARPS] [...] ModelNodeName=suppphoenix04 <---change from suppphoenix04b to suppphoenix04 [...] The ECA pylon is not to be found anywhere in the data.ini. Add the following to the Data.ini (below [PhoenixStation4TARPS]): [PhoenixStation1ECA] SystemType=WEAPON_STATION StationID=21 StationGroupID=0 StationType=SEMI_RECESSED AttachmentPosition=-0.45,1.9,-0.891 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,-2.0,0.0 LoadLimit=2000.0 AllowedWeaponClass=EP SpecificStationCode=F14 AttachmentType=USN ModelNodeName=suppphoenix01 NoJettision=TRUE PylonMass=55 PylonDragArea=0.02 You'll have to add the ECA to the F-14A_Loadout.ini under the recon section: Loadout[21].WeaponType=ECA Loadout[21].Quantity=1 It appears that this same peculiarity happens in the F-14A+, albeit you were getting a Phoenix pylon on it because the ModelNodeName was correct on the A+. You'll need to add in the ECA station (in this case, it would be station 23, rather than 21) into the Data.ini, and a call-out in the Loadout.ini (reading Loadout[23].WeaponType=ECA and Loadout[23].Quantity=1). Hope this helps.
  7. That might fix it; sorry, I haven't had much time recently. What I'll need to do is see what the aircraft included in ODS look like, since I don't remember what version they were or what their loadouts (etc.) look like.
  8. OK, that's really helpful actually. The ODS install might be missing some of the weapons or may have different call-outs for the loadout. You might want to copy over the following folders into your ODS install from the F-14 SP zip archive: ECA, ECAN, EFA, F14DDE, F14DDL, LBDD, RBDD, ALQ-167 These are the various countermeasure systems for the F-14 which are called out in the .inis (though it looks like you already copied over ALQ-167). Try that and see if it works. If not, I'll see what else I can come up with.
  9. RK, So, I ran some tests. In the basic package, all of the TARPS loadouts work (pic below for one of the F-14A+ loadouts). What version are you running, and did you install all of the weapons? It looks from your pictures like the ECA/EFA is probably missing on the A+, and I have no idea what's going on with that F-14A. Could be the wrong pylon call-out, but again, I can't recreate the problem.
  10. The ALQ-167 is included in the F-14 Super Pack under the Objects/Weapons folder, and is called out in the Loadout.ini(s) for the F-14 under the Recon sections [Recon'82] StartDefaultDate=1982 DefaultFor=RECON Loadout[29].WeaponType=F14DDL Loadout[29].Quantity=1 Loadout[30].WeaponType=ECA Loadout[30].Quantity=1 Loadout[25].WeaponType=ALQ-167 <- Right Here Loadout[25].Quantity=1 Loadout[26].WeaponType=TARPS Loadout[26].Quantity=1 Loadout[13].WeaponType=AIM-9L Loadout[13].Quantity=1 Loadout[14].WeaponType=AIM-9L Loadout[14].Quantity=1 Loadout[01].WeaponType=AIM-7M Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-7M Loadout[02].Quantity=1 Loadout[17].WeaponType=Tank330_F14 Loadout[17].Quantity=1 Loadout[18].WeaponType=Tank330_F14 Loadout[18].Quantity=1 If you don't have it for some reason, try to copy and paste it again from the zip archive.
  11. Operationally, the F-14 never carried them, but you can change the data.ini and loadout.ini files to allow it to. I did a theoretical F-14 on my own install and replaced the AIM-7 slots with AIM-120s. Go into your Data.ini file and change [MissileStation1bis], [MissileStation2bis], [SparrowStation4], [SparrowStation3], [SparrowStation2], and [SparrowStation1]'s AllowedWeaponClass= from SAHM to AHM (AllowedWeaponClass=AHM). Also add "NATO" to AttachmentType= (AttachmentType=USN,NATO). This will put AMRAAMs into the Sparrow stations, while leaving Phoenix on pylons. It will prevent the aircraft from carrying AIM-7s, however. The other option, if you still want to carry AIM-7s in those slots, is to make the station allow for SAHM,AHM (AllowedWeaponClass=AHM,SAHM), but for some reason I recall this made it go a little wonky. Changing the loadout.ini, just go through and switch AIM-7(variant) with AIM-120(variant) (e.g., AIM-7M to AIM-120C) for each of the associated weapon stations to change your default loadouts.
  12. Jabbers just did another with an initial overview!
  13. Gotcha. So, you can do a rudimentary HUD with only rounds showing for your purpose. Problem is it might interfere with your normal gun sight. This is an example that will at least show you your remaining rounds: [HUD] HUDMaterial=HUDMaterial HUDColor=0.0,1.0,0.3,0.8 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.155,-0.195 ViewportBottomRight=0.155,0.210 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [HUDFont] TextFontName=Arial TextSize=14 TextBold=TRUE [HUDModeNav] Symbol[01]=HUD_WeaponCount [HUDModeAA] Symbol[01]=HUD_WeaponCount [HUDModeAG] Symbol[01]=HUD_WeaponCount [HUD_WeaponCount] SymbolType=WEAPON_COUNT_TEXT TextPosition=0.0,0.140 HorizontalAlignment=CENTER TextFormat=%01d You'd add this to the bottom of the aircraft's AVIONICS.ini file. Others out there might have better solutions.
  14. Okay, so, again, what aircraft are you talking about? Let's say you're flying an F-14. It shows you the remaining ammo times the hundred on the HUD. So, your HUD shows "6" at the center bottom. That equals 676-600 rounds of ammunition in the gun. 5 = 599-500, 4 = 499-400, etc. Other A/C will show exact numbers (e.g., F/A-18 on the HUD, or the F-16 on the left MFD.) So, what aircraft doesn't show the ammo counter you want?
  15. It depends on the aircraft. Some have counters in the pit, some on the HUD. What aircraft are you trying to see this on?
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