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bernard

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Everything posted by bernard

  1. I found this site which contains much useful information about US military aircraft from the post-war period. It contains very detailled service histories of many types. http://www.csd.uwo.ca/~pettypi/elevon/baugher_us/
  2. Actually, it appears to be exactly the same pages but hosted at a different location...
  3. OK, might sound like a dumb question but if the new patches bring the game code up to date for SF & WoV, does that mean that aircraft in these games can have CCIP as in WoE? Could anyone who has WoE extract and look in the cockpit.ini of an aircraft that has it and give us any ideas?
  4. Cheers for the info Spectre. I am downloading it now and will be straight to work learning how it works.
  5. You misunderstand my question. I don't want to stick CCIP on SF stock aircraft and I know that the patch doesn't add it to all aircraft, I was just asking from the point of view of understanding the necessary .ini files for modding and developing stuff, wanting to know if anyone had worked out where the bits that make CCIP work on the A-10 in WoE were located in terms of the file structure and how CCIP is integrated to the game architecture eg. is it one of the gunsight modes in the cockpit ini or an integral part of the cockpit model.
  6. Part of the terrain tiles. No damage model, just graphics.
  7. Does anyone know how to get armed recon missions to feature in campaigns in SFP1? I've adjusted the mission profile for the unit in the campaign_data.ini, added extra truck routes to the movement.ini for the terrain which all work in single missions, but can never seem to get armed recon in the campaign (an edited version of burning sands). Does anyone know of any variables in any .ini files which can be tweaked to improved the probability?
  8. Do any modders out there have a definitive list of what all the entries in an aircraft's avionics.ini file do? I've been trying to work out if it would be feasible to modify the radar display in the A-6A to give steering instructions to waypoints and primary ground targets, like the HUD symbols do.
  9. Right.... the 300000 armour value would explain why the city buildings stay standing when I ripple Mk-82s through them. So I could make city buildings destroyable by lowering armour value and type, but would have to use another buildings damage model (a .lod file, I think). So I can blow them up but they will magically morph into the destroyed remains of another building. Maybe a generic looking destroyed building model from one of the destroyable buildings could be use. I'm still confused as I have never seen a nuke destroy anything which has UseGroundObject=FALSE in its' .ini file....
  10. I've been playing SFP1 for about three months now, playing a lot on Gepard's DRV terrain and have been thinking about buying WoV. I have been editing campaigns and am familiar with editing the campaigns. Before I buy WoV wanted to find out what sorts or mission can be flown. I saw from the planning maps in the terrain downloads section that the whole of Vietnam is included in the terrain. Is it possible to fly close air support in the south of the country? Can you fly missions off Dixie station and how are CAS mission dealt with if the VC/NVA rarely use tanks? I don't particularly want to buy it and find I'm just flying strike and fighter missions over the north. Thanks in advance to anyone who can answer.
  11. Anyone know if Radio command guided weapons (eg AGM-12 Bullpup) actually work as such, or do they just function like more accurate unguided rockets (eg. put your sight over the target and fire, like the operator would have to do in real life, but with the ability to adjust the flight path?)
  12. I have beeen reading through a lot of object .ini files to try to work this out... No objects including destroyable (eg vehicle) ground objects have any entry in the damagedmodel= section of their ini. Ground objects such as tanks have individual armour and damage ratings for their different components (eg hull, turret). Fubar, you say it can be done. Do you know how, or at least where to start? I've looked through the object and terrain .cat files looking for clues, but can't seem to find any.
  13. Do you mean the issue of nukes destroying groundobjects (eg trucks, airfield paraphanalia) but not destroying buildings? I noticed this but can't find a way of getting nukes to destroy buildings. I drop then on a target, all the trucks and AAA in the vicinity are vapourised and the buildings are unscathed. I've tried adjusting the yield (Warhead weight) in the weapon editor but to no avail.
  14. Now I expect someones probably asked this before and theres probably a simple answer but here goes.... Does anyone have any ideas how some sort or simple avionics such as dive toss for air to ground weapon delivery could be integrated into strike fighters/WoV? I've been playing the game for about a month now, and whilst I appreciate that in the early time frame of the game (EG 1956-1960) bombing was done mannually, by the mid sixties there were various bits of gear such as DIANE on the A-6 intruder and LABS on the A-4 skyhawk (more for delivery of nuclear weapons I think) and dive toss on F-4, A-6 and F-105. Now I know that it takes some of the challenge of the game away to have avionics to assist in weapon delivery, but I feel that if it was possible to implement it in some sort of way it would make the game a bit more playable. Anyone have any thought on the issue?
  15. I used dfang's instructions for depressing the bombsight in the cockpit.ini file for use in level bomb runs. Using a canberra b2 I,ve found the method very effective. So long as you stay at the same speed and altitude using the same ordinance you can more or less work out the depression angle for the gun sight, toggling the cockpit off for the bomb run. Only problem is that the camberra is a very stable and steady bombing platform, so It will take a lot of work to adapt it to the f-100 so I can use it in the campaign. On a similar note to the idea about dive toss, the ability to manually enter the depression setting for the air to ground gunsight during the game would be a great improvement and would be far easier to implement than "proper" air to ground fire control. Also, pilots in the 50s and early 60s would have had fully depressable gunsights for bombing and access to data regarding release parameters for different mil settings...... guess I'm just getting sick of having to exit the game and edit the cockpit.ini everytime I want to bomb from a different altitude....
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