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Uhu

JAGDSTAFFEL 11
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Everything posted by Uhu

  1. It's better to use the Brimstone or Maverick: the AGM-114 is not designed for use on fast moving aircrafts, only helicopters. Its frame is not build for the aerodynamical loads occuring when mounted and fired on and from a jet, AFAIK. Uhu
  2. Toughest opponent until now: infrared guided missiles, either SAM or A-A... Especially when the radio is full of launch warnings while I am distributing some mavericks, my Tornado IDS is likely to be blast out of the sky by a SAM-9 or AA-11 'cause I'm running out of decoys... And the SAM-11 is also a great danger. Uhu
  3. 111 downloads

    The german city of Leipzig is erroneously called "Liepzig" in game. Hence a little corrective fix of the 2 affected INI's (_movement.ini and _targets.ini). You have to simple unzip the 2 files in a temporary place and drop them in your GermanyCE terrain folder (or you may go for the "hard way", extracting these two files, searching manually for "Liepzig" and replacing this by the correct spelling "Leipzig"). Uhu
  4. GermanyCE Typo fix_WoE View File The german city of Leipzig is erroneously called "Liepzig" in game. Hence a little corrective fix of the 2 affected INI's (_movement.ini and _targets.ini). You have to simple unzip the 2 files in a temporary place and drop them in your GermanyCE terrain folder (or you may go for the "hard way", extracting these two files, searching manually for "Liepzig" and replacing this by the correct spelling "Leipzig"). Uhu Submitter Uhu Submitted 07/08/2009 Category Environmental Mods
  5. I'm using Avira Personal Edition (dunno if this german product is available in english), Threatfire (heard that this software has a good heuristic engine), Spybot Search & Destroy, Firefox 3.5 with NoScript and Adblock Plus. By the way, I'm wondering why Threatfire put out an alert of Malware on the first installer of ODS that I downloaded here (Avira stays silent)... Uhu
  6. I can answer to one question of those. To make a second (third...) install while leaving the stock on unharmed, it is indeed the sole possibility to copy the folder. Because certain valuies are already wrtitten in the registry, you are even unable to make a second install with the disk (OK, except if you are using the workaround of copying the files somewhere in a parking location OUTSIDE the program folder, then uninstalling anr reinstalling the game). Go for copying your WoE directory. I'm not sure if renaming the folders can be causing problems (on my PC, I've made a directory "Modificated versions" where I put the modded install without renaming the game root folder), you'll have to test the renaming... Greets, Uhu
  7. Close formation (AIM-9L and Fishbed): (it's actually after a close miss...) Uhu
  8. "It is a Cruise missile"... :rofl: Uhu
  9. I'm just thinking of that many atomic weapons are simulated as being fuel air explosives, albeit the existence of 2 options in the weps editor: "nuclear fission" and "nuclear fusion". I haven't tested the difference between FAE and the nuclear settings, I'm more bothered by that even a 70 kT-bomb blasts you out of the sky at more than 7 nm distance (I've fully lit the afterburner after a release at approx. 12 000 feet) and at an altitude of several thousand feet. I could understand if a megaton sized nuke does this, but such a tactical nuke shall only give your plane a nice shake without structural harm to the plane, or am I mistaken about the physical effects? Uhu
  10. Croatia doesn't have Euro currently, they have the Croatian kuna -> http://en.wikipedia.org/wiki/Croatian_kuna By the way, I remember a nice joke: "Was is the exchange rate of Dollar, Pound and Złoty? -> 1 Dollar is equivalent to one Pound of Złotys"... Greets, Uhu
  11. I think that it does it not very accurately. I've observed that the precision is the best when using Mk82 Snakeeyes at altitudes between 150 and 2000 feet, they're impactibg at the predicted point so far I can estimate it in weapon view. Every other bomb, especially heavy parachute or ballute retarded ones like a BSU-50, has a notable deviation in their impact point comparing to the CCIP predication, the ballute one landing too far. Not retarded bombs seems to be somewhat better. As I wanted to ask some weaponry questions anyway, I suggest that this diskussion switches to this place: http://forum.combatace.com/index.php?showtopic=43810 Greets, Uhu
  12. Hello! Since I'm not alone in having a question about the precision of the prediction of the CCIP in game, I've opened this thread. I think that it does it not very accurately. I've observed that the precision is the best when using Mk82 Snakeeyes at altitudes between 150 and 2000 feet, they're impactibg at the predicted point so far I can estimate it in weapon view. Every other bomb, especially heavy parachute or ballute retarded ones like a BSU-50, has a notable deviation in their impact point comparing to the CCIP predication, the ballute one landing too far. Not retarded bombs seems to be somewhat better. <- from the "Mods and skinning chat" thread "CCIP for Tornado?". Additionally, can someone tell me how to score a hit with cluster bombs (Rockeye II, CBU-59, CBU-87 CEM and even a WCMD...) recorded in the debrief stats? Even if I destroy some barracks at an airfield or several vehicles in a armored recon or CAS mission with one released cluster bomb, the statistic still states a 0% accuracy (and the correct number of destroyed targets). Does somebody else have observed these two phenomena (low accuracy with CCIP and ballute bombs and 0% accuracy with cluster bombs? Greets, Uhu
  13. Forget this question - as I nearly had expected, the thread shows up with the file approval. Uhu
  14. OK, it's uploaded: http://forum.combatace.com/index.php?autoc...p;showfile=9334 Does the "File annoucement" thread / support topic come somewaht later, or did I make an error in the uploading? Uhu
  15. 626 downloads

    #INSTALLATION The setup for this mod is designed to use the Thirdwire first generation folder structure patched to 10-08 standard, the latest one as per july 2009! 1) Unzip the "Hunter FGA9" folder to a temporary place where it is easy to find. 2) Add the data from "Hunter Pylon_Weapondata.txt" to your weapondata.ini and save it with the weapons editor. This step is mandatory in order to get a visible pylon for the Sidewinder. 3) Copy the "Hunter_FGA9" folder to your "Aircraft" directory. 4) In the case that you do not use the community weapons pack 2.52 (available at CombatAce.com, link below), you may have to add the data from "Weapons\Ordnance_Weapondata.txt" to your weapondata.ini and copy the needed folders in "Weapons" in your weapon directory. #ADDITIONAL INFORMATION This is mainly a INI rework to turn a SFP1 Hunter F6 (also available at CA, link below) in a Hunter FGA9 ground attack aircraft. It uses some data (namely the Hunter Pylon and a cockpit) of another Hunter Mod by ndicki (it could also be downloaded at CA, link below). I did not research a large amount of historical fidelity - it looks like sidewinder pylons were only mounted on exported and so customised Hunters - like planes of the Rhodesian Airforce. I've tested the plane on a Strike Fighters Project 1 install patched to Oct.-08 level with the community weapons pack 2.52 installed. #LINKS TO MATERIAL - License information: http://forum.combatace.com/index.php?showtopic=26131 - Community Weapons pack: http://forum.combatace.com/index.php?autoc...p;showfile=7791 - Hunter F6 for SFP1: http://forum.combatace.com/index.php?autoc...p;showfile=5235 - Rhodesian Hunter FGA 9 for SF2: http://forum.combatace.com/index.php?autoc...p;showfile=8445 #DOCUMENTATION 1) The FM and the rest of the aircraft_data.ini comes mainly from the Hunter F6 model. Changes include the removing of the rocket rails and the adding of the Sidewinder stations. 2) The loadout.ini is my creation. 3) The LOD's, hangar, loading and loadout screens are simply renamed versions of the F6 versions. #LICENSING INFORMATION As the used sources are under the -> CombatAce Freeware License (see link above) <-, this rework / compilation is licensed as such too, in short: freedom to distribute such licensed work as long as it does NOT become part of payware or not publicly available. #CREDITS The Hunter F6 was done by: - Modelling likely by ArmorDave. Skins by Sundowner, Gramps. Other contributors according to the readme were Diego, Marcelo without naming their contribution. The upload at CA was done by USAFMTL. The Rhodesian Hunter was a coproduction too (quote from the ReadMe of it): - "Spinners modified the Thirdwire stock Hunter FGA.9 to make it flyable, and fitted the cockpit. The weapons pylon and rail was made specially by Alex "AleDucat" Ducat. Modifications to ini files, stock weapons, screens and skin by Nigel "ndicki" Dickinson. Ideas and support from Josh 'Jeremiah Weed' " I apologize for any forgotten people in the credits, please notify me in case of any lack of correctness. That is my first try at a modification and so my first little publication - any feedback would be greatly appreciated. I want to say "Thank you" at Wrench, moderator at CombatAce, for some useful hints. Thanks also for the rest of the Thirdwire community! Uhu
  16. View File Hawker Hunter FGA 9 for SFP1 and WoX #INSTALLATION The setup for this mod is designed to use the Thirdwire first generation folder structure patched to 10-08 standard, the latest one as per july 2009! 1) Unzip the "Hunter FGA9" folder to a temporary place where it is easy to find. 2) Add the data from "Hunter Pylon_Weapondata.txt" to your weapondata.ini and save it with the weapons editor. This step is mandatory in order to get a visible pylon for the Sidewinder. 3) Copy the "Hunter_FGA9" folder to your "Aircraft" directory. 4) In the case that you do not use the community weapons pack 2.52 (available at CombatAce.com, link below), you may have to add the data from "Weapons\Ordnance_Weapondata.txt" to your weapondata.ini and copy the needed folders in "Weapons" in your weapon directory. #ADDITIONAL INFORMATION This is mainly a INI rework to turn a SFP1 Hunter F6 (also available at CA, link below) in a Hunter FGA9 ground attack aircraft. It uses some data (namely the Hunter Pylon and a cockpit) of another Hunter Mod by ndicki (it could also be downloaded at CA, link below). I did not research a large amount of historical fidelity - it looks like sidewinder pylons were only mounted on exported and so customised Hunters - like planes of the Rhodesian Airforce. I've tested the plane on a Strike Fighters Project 1 install patched to Oct.-08 level with the community weapons pack 2.52 installed. #LINKS TO MATERIAL - License information: http://forum.combatace.com/index.php?showtopic=26131 - Community Weapons pack: http://forum.combatace.com/index.php?autoc...p;showfile=7791 - Hunter F6 for SFP1: http://forum.combatace.com/index.php?autoc...p;showfile=5235 - Rhodesian Hunter FGA 9 for SF2: http://forum.combatace.com/index.php?autoc...p;showfile=8445 #DOCUMENTATION 1) The FM and the rest of the aircraft_data.ini comes mainly from the Hunter F6 model. Changes include the removing of the rocket rails and the adding of the Sidewinder stations. 2) The loadout.ini is my creation. 3) The LOD's, hangar, loading and loadout screens are simply renamed versions of the F6 versions. #LICENSING INFORMATION As the used sources are under the -> CombatAce Freeware License (see link above) <-, this rework / compilation is licensed as such too, in short: freedom to distribute such licensed work as long as it does NOT become part of payware or not publicly available. #CREDITS The Hunter F6 was done by: - Modelling likely by ArmorDave. Skins by Sundowner, Gramps. Other contributors according to the readme were Diego, Marcelo without naming their contribution. The upload at CA was done by USAFMTL. The Rhodesian Hunter was a coproduction too (quote from the ReadMe of it): - "Spinners modified the Thirdwire stock Hunter FGA.9 to make it flyable, and fitted the cockpit. The weapons pylon and rail was made specially by Alex "AleDucat" Ducat. Modifications to ini files, stock weapons, screens and skin by Nigel "ndicki" Dickinson. Ideas and support from Josh 'Jeremiah Weed' " I apologize for any forgotten people in the credits, please notify me in case of any lack of correctness. That is my first try at a modification and so my first little publication - any feedback would be greatly appreciated. I want to say "Thank you" at Wrench, moderator at CombatAce, for some useful hints. Thanks also for the rest of the Thirdwire community! Uhu Submitter Uhu Submitted 07/02/2009 Category British Aircraft
  17. Thanks for the hint to these links, Wrench! One of those documents stated that the hunter had a radar ranging equipment. I've dropped the idea of making a avionics.ini , at this moment, maybe later. On the other hand, I'm playing with the idea of releasing the thing. Can someone (Wrench? :-) )check the correctness of the licensing in the readme? ReadMe.txt It will include the cockpit files and the faked pylon from ndickis release. The other stuff comes from the SFP1 Hunter uploaded by USAFMTL. Will a release under the CA freeware license be rightful or have I to ask to get a clearance for it? Uhu
  18. That's great, I've got pylons on it now. :-) Next questions: what avionics are realistic for a ground attack Hunter? Some kind of A/G and A/A-radar, I guess, but with what abilities? Any ECM and countermeasure dispensers? As a realistic approximation, could the avionics of the contemporaneous Mirage III be used or could those be a base for a rework? With a fast google search, I did not get something really conclusive on the subject. Uhu
  19. The Bunyap pack is a little bit out of date. You shall use the community wepaons pack available here: http://forum.combatace.com/index.php?autoc...p;showfile=7791 This one has the Apache/StormShadow. Uhu
  20. Hello! Until now, I've quite often seen that for converting SF2-only addon planes to fly them in SFP1, I shall go to the knowledge base or I read statements like "Goto the CombatAce.com forums for instructions if you plan to make the T-38A backward compatable". I've tried some searches using e.g. "+SF2 +convert +SFP1" as search phrase, getting only results for ways to convert first generation to 2nd generation. Neither in the SFP1 nor in the SF2 KB are hints for executing this researched backward conversion, AFAIK. So here I am. Is there a thread somewhere explaining how to convert a SF2 mod to first generation standard that I missed in my search? Or have I to go to each support thread of each mod that I want to convert? Greets, :-) Uhu
  21. May I simply jump on the bandwagon and place my question too? I'm getting a 404 error while trying to download "Major Lee's America North West - 4 Seasons Rebuild". Is this a mistake or have you removed the data from your site? Greets, Uhu
  22. The rocket rails are gone, now, many thanks for the help! A subsequent question: is there any way to set up pylons for the Sidewinders or must these be referenced in the 3D-model? Uhu
  23. Damn... After reading this, I've got a nasty feeling of blockheadedness ^^... Meanwhile, I think that I've got it, thanks, Wrench and Tannethal! Uhu
  24. Here are 2 screens of the INI's displayed in WinMerge. F6 is left, FGA9 on the right. The other wing looks similar, the uploaded INI's shall prove that... I'm pretty sure that I did remove the rocket rail callings in the files. I can't see the error... Uhu
  25. Sadly, I don't own neither WoE or WoI or any 2nd-gen-game, so that I cannot import any plane - I've got to cope with SFP1 (my playground) and WoV data. I think that I've already removed any mention of the rocket rails. Nevertheless, the still show up: I know that there is no pylon for the Sidewinder and that the weapons do not sit very accurately on the pylons. [LeftWing] ParentComponentName=Fuselage ModelNodeName=left_Wing DestroyedNodeName=DAM_LeftWing ShowFromCockpit=TRUE DetachWhenDestroyed=TRUE DamageRating=DESTROYED MassFraction=0.118 HasAeroCoefficients=TRUE LiftSurface=TRUE CLa=0.8039 CD0=0.0014 CDL=0.0022 Cmq=-0.2973 Cmad=-0.0055 Cyb=-0.0349 Clb=-0.1140 Clp=-0.1088 Clr=0.0230 Cnb=-0.0968 Cnp=0.0049 Cnr=-0.0130 CLaMachTableNumData=4 CLaMachTableDeltaX=0.40 CLaMachTableStartX=0.00 CLaMachTableData=0.982,1.000,1.063,1.125 CD0MachTableNumData=4 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.816,1.000,1.038,16.952 CDLAlphaTableNumData=15 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=49.000,36.000,25.000,16.000,9.000,4.000,1.000,0.000,1.000,4.000,9.000,16.000,25.000,36.000,49.000 CmqMachTableNumData=4 CmqMachTableDeltaX=0.40 CmqMachTableStartX=0.00 CmqMachTableData=0.869,1.000,1.909,-1.045 ClbAlphaTableNumData=15 ClbAlphaTableDeltaX=4.00 ClbAlphaTableStartX=-28.00 ClbAlphaTableData=-1.550,-1.232,-0.913,-0.594,-0.275,0.044,0.362,0.681,1.000,1.319,1.638,1.956,2.275,2.594,2.913 ClpAlphaTableNumData=15 ClpAlphaTableDeltaX=4.00 ClpAlphaTableStartX=-28.00 ClpAlphaTableData=5.200,4.062,3.100,2.312,1.700,1.262,1.000,0.913,1.000,1.262,1.700,2.312,3.100,4.062,5.200 ClrAlphaTableNumData=15 ClrAlphaTableDeltaX=4.00 ClrAlphaTableStartX=-28.00 ClrAlphaTableData=-6.569,-5.623,-4.676,-3.730,-2.784,-1.838,-0.892,0.054,1.000,1.946,2.892,3.838,4.784,5.730,6.676 CnpAlphaTableNumData=15 CnpAlphaTableDeltaX=4.00 CnpAlphaTableStartX=-28.00 CnpAlphaTableData=-46.384,-30.045,-18.478,-10.636,-5.623,-2.650,-1.000,0.000,1.000,2.650,5.623,10.636,18.478,30.045,46.384 CnrAlphaTableNumData=15 CnrAlphaTableDeltaX=4.00 CnrAlphaTableStartX=-28.00 CnrAlphaTableData=46.712,34.332,23.856,15.285,8.619,3.857,1.000,0.048,1.000,3.857,8.619,15.285,23.856,34.332,46.712 XacMachTableNumData=4 XacMachTableDeltaX=0.40 XacMachTableStartX=0.00 XacMachTableData=0.681,0.686,0.716,0.296 CheckStall=TRUE CLmax=0.2892 AlphaStall=18.55 AlphaMax=24.45 AlphaDepart=31.32 Ymac=-1.42 MinExtentPosition=-0.981,2.179,0.103 MaxExtentPosition=-5.214,-2.89,-0.371 CollisionPoint[001]=-0.981,2.179,0.103 CollisionPoint[002]=-5.214,-2.89,-0.371 CollisionPoint[003]=-5.214,2.179,-0.154 CollisionPoint[004]=-0.981,-2.89,-0.154 SystemName[001]=LeftFlap SystemName[002]=LeftMainGear SystemName[003]=LeftWingFuelCell SystemName[004]=LeftWingStationOuter SystemName[005]=LeftWingStationMiddle SystemName[006]=LeftSidewinderStation The right wing is set up accordingly with "RightFlap" etc. I've attached the Hunter F6 INI's used as base and the current state of my FGA9 edits. hunter_F6_data.zip hunter_FGA9_data.zip LOD's and BMP's for FGA9 are renamed versions of the F6 versions. Any ideas for further proceeding? Uhu
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