Jump to content

Uhu

JAGDSTAFFEL 11
  • Posts

    140
  • Joined

  • Last visited

Everything posted by Uhu

  1. Hello, I saw something that looks like being an omission of a file in the ODS mod, having the effect that pilot ranks for French fliers aren't displayed, the debrief and roster screens only either show a three-digit-number (102 IIRC) or display "<unknown>" (without quotation marks). The "NATIONS.INI" contains this in the part that I think is relevant: [Nation009] Name=France DisplayName=French Armée de l'Air Alignment=FRIENDLY PilotNameList=NamesFrench.lst RankList=RANKS_FR_AdA.LST CallsignList=CallsignsUS.lst This RANKS_FR_AdA.LST file is nowhere to be found in the ODS folder. An other "modern times" mod, where I can and did fly for the frenchies, "Operation Darius", simply refers to US ranks for them. Is there somewhere such a already compiled list for French ranks available for download? (Mod used with a fully merged install including SF2NA, patch Jul. 2013) Regards, Uhu
  2. Hello! Having just returned to one of my favourite sim games, I quickly encountered an annoying issue again. How are the sight line of the pipper / LCOS / the "aiming dot" for gun shells and rockets boresighted to the actual flight path of your projectiles? How could you modify these parameters? Two examples. 1) Nato Fighters 5, RSR phase 2, German Tornado IDS, e.g. on a CAS mission. I often try to take out the opposite CAS, don't like having my own tanks strafed. But I have to save my 2 'winders for those Flankers soaring above and hunting for any mud mover down below, so I'd have to use the gun. The plane has an LCOS as TRUE in the COCKPIT.ini, but the pipper is waaay to much off from the actual shell flight path, starting from the center of the HUD from the plane. N.b.: the caged AG sight is well placed on the bottom of the simulated HUD plate. 2) Stock F-100, LAU3-Hydras on the outboard pylons. No matter in what angle I'll dive ob the target (albeit I tend to make only really shallow dives, max. 20° below the horizontal...), I need to take aim with approximately the 6-o'clock-diamond of the sight to have a better chance to get a hit, shooting from 1.2 to 0.5 miles distance from the target. It visually seems that the pylons are already somewhat depressed below a true 0° horizontal plane (this is IIRC also the case on stock F-105). On the other side, the guns for the Hun seem to be really well boresighted to the HUD aiming line, almost better than every other plane I'm aware of (either stock or 3rd party). And more, the LCOS, even with radar lock, is often off the true projectile path for me, so I wonder if the refresh rate for the lead computing is low or takes a long time to adjust for a G loading or a fast changing target range. Possible situation: 6G turn, target 0.4 miles distant, closing with 140 knots, I am in his 7 o'clock and a bit less than a second in the turn - the e.g. M61 shells that possibly down the opponent seem to be never those fired while the pipper was over the enemy but more likely those I fired while pulling farther in his turn and having the gunsight visually around 3 plane lenghts in front of his nose. How and where (xxx_COCKPIT.ini?) ist a bad boresight to be fixed? Any hints? Regards, Uhu
  3. Yeah, the Air Force 1 has "Special Air Mission + tailcode", without the president on board, isn't it? @Killerbee: thank you, but I have a follow-up question: who does this callsign assignement that you described ("Usually, The Unit would be assigned a "Callsign" when the Squadron is formed")? Is that the result of an informal agreement of unit members present at the squadron formation, maybe a single flash of wit? Something else? Please satisfy my curiosity. :D Regards, Uhu
  4. Hello! Well, the topic title says it - are there any rules, official or inofficial, for the creation of callsigns? I'm not thinking about individual pilot nicknames, but more about things like flight callsigns (e.g., in game: "Gunslinger", "Zebra", "Olds" etc., or, in Vietnam, "Sandy", "Misty" and so on). I'm curious about it. ^^ Regards, Uhu
  5. Hello! In a working install on NF5 in a fully merged environment, I had the idea of including some stuff of Clancy's Red Storm Rising, given that there is already a RSR, Phase 2. It would have consisted of making use of several squadrons of US and french navy planes (from the Nimitz: F-14, A-6E and from the Foch: Super Étendards and Crusaders, given that both carriers were hypothetically put out of service if not outright sunk). But, inexperiented I am towards those activities, I took care of duplicating the original "campaigne5rsr" folder, but must have overlooked a typo or the like in the course of the INI editing. The italian squadrons come from the "SF2-NF5_ItalianCampaign" mod available here. Could somebody please have a look at my files below and help me troubleshoot the error? Regards, Uhu campaigne5brsr_DATA.INI.txt campaigne5brsr.ini.txt
  6. Hello! After a long break in gaming, I rediscovered again my Thirdwire sims - and the mod that is a game all for itself, NF5. But I found a little oddity. When I'm engaged in dogfighting using the internal gun(s) in a modern 3rd party plane (eg. CF-18, Mirage 2000C, F-15C), I found out that, when the wings are leveled out, I needed to aim with the 6-o'clock position of the reticle to actually get a hit on the enemy. That's quite easy when engaging the rear of an opponent that is seemingly out of fuel and flying steady at ~380 knots, but not at all in a turning fight. A similar misalignemnt occurs when targeting and shooting at surface targets. On the opposite, the stock Hun allows me to aim with the center of its gunsight reticle for a hit on the flying opponent (I did not any more tests with other stock planes, the "Luftverteidigungsdiesel" or its family relatives are not really among my favourites...) Any way to remedy to this problem? I was used to edit the INIs of 1st gen stuff, but not yet for the 2nd gen. so, if somedy has a little hint for me, I'll really appreciate it. Regards, Uhu
  7. Well, I took a look at the armament of the Mirage IIIC. The original loadout.INI of the MF calls for the SARH missile R-530R. In my wepdata.ini, it had a service start year of 1963. I looked it up on Wikipedia, the English version gives a service start year of 1962 along with a source, the French edition says 1963. But you can also read there that the Matra R-530 was an evolution of the earlier SARH R-511, which was carried by the IIIC too. I think that is safe to assume that back in the early sixties, if a war NATO vs. WP had broken out, the interceptor squadrons would have received the best available weaponry, so that an edit to modify the woecamp1_data.ini to give the EC 1/13 either the R-530 or at least the R-511 from the campaign start shouldn't be considered as "cheating"... and help fighting those Beagles. Greets, Uhu
  8. I've noted that when you manage a hit with an AIM-9B on a Beagle, it does not come down in approximately one third of the cases, but it seems to often kill the tailgunner, fortunately... On the other side, you've got a radar guided missile and the mixed tank/rocket pods, very handy for hunting ground targets of opportunity... Je te souhaite bonne chance, Cater! Uhu
  9. Sorry if I interrupt something, but - where did you buy your SFP1 copy, PadFoot? Could it possibly be a second hand article? In that case, I suggest that you make sure that you did not purchase the so-called WalMart version, which is technically speaking a buggy beta release, intended solely as a demonstrator for press - and it's not possible to patch it. You may want to have a look at the following two pages: http://www.column5.us/faq.htm http://forum.combatace.com/topic/9541-patch-problem/ I hope that you will be able to solve your problem. Greets, Uhu
  10. Cater, if you did not feel well flying a french F-100, I suggest that you a Mirage IIIC (coming with one of the NF campaigns)! It's a nice plane, in my opinion, having a quite well balanced armament and a good level of manoeuvrability- I would really appreciate reading some action reports of a DiD campaign of yours in it. Greets, Uhu
  11. Well, at least the 10-08 patch level games don't make use of it anymore and do not have it in their CAT files, so extracting would be difficult... As Ignacio PMed me with this question, I've looked at my old 30-06 copies of WOE and WOV, even there, the GROUNDOBJECTDATA.INI was not in the ObjectData.CAT. Since when was the game engine able to parse the ground object folder by itself? Greets, Uhu
  12. Hello! I'm looking for a way to get asymmetrical loadouts via the loadout screen. IIRC, there was a trick somewhere here, developed by Wrench, to do this by aircraft_DATA.INI edits. A quick search with "asymmetric loadout" didn't return the needed result. I do not want to waste a missile rail where a Sparrow could sit while going on a SEAD mission in a F-4 carrying an ECM pod... If anybody could help and show me the needed edits, I would be glad of it (if it comes to download something here, I've got a problem - I've exhausted my limit for today...) Greets, Uhu
  13. You will need a terrain allowing those missions, look at the terrain section here! You'll find several terrains compliant with Anti-ship missions, the one for Norway, for instance (you've got to adjust the CAT pointer, i guess). Greets, Uhu
  14. My guess is that the outermost items (on the wing rails) are captive training AMRAAMs, then 2 Sidewinders, 2 bombs of the Paveway series, 2 fuel tanks (and 2 CFT) and like jomni, I think that the pods on the fuselage are targeting / navigation pods (LANTIRN, Litening or similar). Greets, Uhu
  15. What's this plane? The canopy looks like belonging to a side-by-side seated cockpit - do you build a Su-34 Fullback?! I promise that I will download it ASAP, when it's finished... :-)) I'm asking 'cause i did not see a mention of such a WIP in this thread... Greets, Uhu
  16. Look at this thread, the question was already asked. :-) Uhu
  17. What weapons are showing up? I bet that for a CAS mission, you get those listed under "Attack" and for armored recon, those listed under "Recon"... If I'm not mistaken, the game engine, after some updates, does not longer take a CAS entry in the loadout.ini into an account, it reads only the "attack" part. You could see this phenomenon when looking at an aircraft build in 2003 or 2004 and not updated since, in has entries for CAS and FAC where a modern one doesn't list the FAC at all (this feature was definitively removed by a patch) and uses an "Attack" loadout unstead of one named "CAS". I've checked modded install some third party and in my stock installs stock planes, none of them has a "Armed recon" entry, so this too is susceptible to be ignored by the game engine... I'm not sure if this theory is right, but it is a good guess. Greets, Uhu
  18. AFAIK, the MER are stock objects with their models included in the CAT files... If you're using the community weps pack, then maybe my own weapondata.ini (see attachment) could be useful to you (note: there are some additional weapons that I've installed since I got the pack 2.52). I've no problems using multiple weapons racks. Greets, Uhu weapondata.INI.txt
  19. Where do the weapons not appear? Do you miss them in the loadout screen, can't you load them manually? Aren't they loaded on the plane albeit called out in the LOADOUT.INI? Could you please tell which INI's you're using: -> Su-25_DATA.INI: original NF4+ or my modded one (search for the string "//Tank removal begin", if it exist, then it's my version)? -> Su-25_LOADOUT.INI: original NF4+ or my modded one (is there a calling for external tanks, then it's the original one)? AFAIK the MF wep pack uses a different naming scheme, focusing on the GRAU index or the service designation of the item where Bunyap's pack and, maybe to a lesser extent, the community pack tends to either use the NATO designation (AA-9 Amos, for instance) or a mixture between what seems to be an original Russian denomination combined with a NATO reporting name (the incriminated Kh-29TE "Kedge" can serve as example here). I suspect that there's a naming conflict (between the weapondata.ini, the loadout.ini and the folder containing the weapon model) somewhere due to compatibility problems between the weapon packs causing your weapon problem, but there are not enough details in your descriptions for me to be sure. It could be useful that you try to describe in a detailed way what you've done to install the plane and which files where copied from which source. In the case that you are more familiar with French or German than with English, you may write in these languages! :-) Unless, of course, that you've already got a satisfying solution for you! Greets, Uhu
  20. I also really often take some rockets (HVAR, Zunis, the LAU 3/A pods...) on A2A missions... If you're running out of missiles or gun ammo or getting targets of opportunity, they come in really handy. I know that rockets are "not really useful" for A2A work, but for attacking some heavy Russian bombers with a tailgun or to scare off a MiG in a A-6, they're convenient. Or to destroy a Shilka in the egress way of your wingies, or to get some tanks when you have to fly a CAP over the CAS planes in WoE and already destroyed the adverse fighters... I bet that Lieutenant Commander Theodore R. Swartz of VA-76 was glad that his A-4 was carrying some Zunis... Greets, Uhu
  21. OK, I didn't think that the advice of overwriting could be misunderstood... Nevertheless, thanks for saying it, I made an update of the file description and the readmes to clarify the thing. Uhu
  22. Well... Your loadout looks like if you were going to attack an enemy airbase. Did you put the Mehrzweckwaffe 1 on a phantom? Greets, Uhu
  23. Hello! Could you please specify: - which game generation you're using? - given a first gen game, that the missile was correctly installed through the weapondata.ini and the weapon editor? - what "this missile doesn't appear" actually means? Do you miss the weapon from the loadout menu, doesn't it show up on the plane, another error? Otherwise, it will be hard to rule out the cause and propose a solution... Greets, Uhu
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..