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fireengineer

JAGDSTAFFEL 11
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Everything posted by fireengineer

  1. Yeah I'll change the loadout.ini, but just to clarify, I am not attempting to load 2 AHM onto one pylon, just 1 on 1 pylon. The pylons are grouped up in pairs but will only load 1 AHM onto 2 pylons, the net effect is that the right wing has an AHM on each pylon but the left wing has none. On the loadout screen all weapons will load up in pairs, 2 M117 or 2 AGM-65, 2 ASRAAM but when it shows the AHM say a meteor missile it will only list it as 1 Meteor for the 2 pylons and not 2 meteors for the pair of pylons shown.
  2. Hi All I was having fun with the EF2000 Typhoon model and decided to mod the weapon load to allow me to carry air to air ordnance on all pylons. I added the required entries into the dat file i.e. AHM,SAHM,IRM,2IR.... what happens when on the game loadout screen is that the IRM missiles will load 2x2 or 4x4 onto the pair of pylons but the SAHM and AHM missiles will only load 1 (onto 2 stations)??? Thinking it was a weight issue I increased the weight limit on the pylons to 200% of the required load, but still the station group will only offer 1 missile for loading onto a pair of pylons. Have tried to tinker with it by grouping 4 pylons together and various combinations but nothing will work. Station group 2 and 5 WILL load a pair of SAHM and AHM as will the AMRAM station group 1 3 and 4 will not load a pair instead only offering a single missile. air to ground weapons are not affected and load correctly. Have had this problem before on other models too comming to think about it. Got the feeling there is more to this than I am aware of, time to ask for help. Help! [AMRAMStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=SEMI_RECESSED AttachmentPosition=-0.88,1.3,-0.62 AttachmentAngles=2.0,-1.0,52.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=2000 AllowedWeaponClass=AHM,SAHM AttachmentType=US,NATO,UK,USN,USAF,SWEDEN [AMRAMStation2] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=SEMI_RECESSED AttachmentPosition=0.88,1.3,-0.62 AttachmentAngles=-2.0,-1.0,-52.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=2000 AllowedWeaponClass=AHM,SAHM AttachmentType=US,NATO,UK,USN,USAF,SWEDEN [AMRAMStation3] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=SEMI_RECESSED AttachmentPosition=-0.96,-3.3,-0.46 AttachmentAngles=0.0,-3.0,56.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=2000 AllowedWeaponClass=AHM,SAHM AttachmentType=US,NATO,UK,USN,USAF,SWEDEN [AMRAMStation4] SystemType=WEAPON_STATION StationID=4 StationGroupID=1 StationType=SEMI_RECESSED AttachmentPosition=0.96,-3.3,-0.46 AttachmentAngles=-0.0,-3.0,-56.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=2000 AllowedWeaponClass=AHM,SAHM AttachmentType=US,NATO,UK,USN,USAF,SWEDEN [station1] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-4.555,-2.80,-0.511 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=IRM,AHM,SAHM,FT AttachmentType=SWEDEN,US,NATO,UK,USN,USAF ModelNodeName=pylon1 PylonMass=26.15 PylonDragArea=0.02 LaunchRailNodeName= FuelTankName=Typhoon tank [station2] SystemType=WEAPON_STATION StationID=7 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.557,-1.35,-0.58 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=IRM,EOGR,SAHM.AHM,LGB,BOMB,ASM,ARM,TLR,2BR,2IR,TER,FT AttachmentType=SWEDEN,US,NATO,UK,USN,USAF ModelNodeName=pylon2 PylonMass=26.15 PylonDragArea=0.02 LaunchRailNodeName= FuelTankName=Typhoon tank [station3] SystemType=WEAPON_STATION StationID=9 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-2.590,-0.35,-0.625 AttachmentAngles=0.0,0.0,0.0 LoadLimit=4000 AllowedWeaponClass=IRM,EOGR,SAHM.AHM,LGB,BOMB,ASM,ARM,FT,TLR,2BR,2IR,TER,RP AttachmentType=SWEDEN,US,NATO,UK,USN,USAF ModelNodeName=pylon3 PylonMass=26.15 PylonDragArea=0.02 LaunchRailNodeName= FuelTankName=Typhoon tank [station4] SystemType=WEAPON_STATION StationID=11 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-1.566,1.15,-0.685 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=IRM,EOGR,SAHM,AHM,LGB,BOMB,ASM,ARM,TLR,2BR,2IR,TER,FT AttachmentType=SWEDEN,US,NATO,UK,USN,USAF ModelNodeName=pylon4 PylonMass=26.15 PylonDragArea=0.02 LaunchRailNodeName= FuelTankName=Typhoon tank [station5] SystemType=WEAPON_STATION StationID=12 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=1.566,1.15,-0.685 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=IRM,EOGR,SAHM,AHM,LGB,BOMB,ASM,ARM,TLR,2BR,2IR,TER,FT AttachmentType=SWEDEN,US,NATO,UK,USN,USAF ModelNodeName=pylon5 PylonMass=26.15 PylonDragArea=0.02 LaunchRailNodeName= FuelTankName=Typhoon tank [station6] SystemType=WEAPON_STATION StationID=10 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=2.590,-0.35,-0.625 AttachmentAngles=0.0,0.0,0.0 LoadLimit=4000 AllowedWeaponClass=IRM,EOGR,SAHM,AHM,LGB,BOMB,ASM,ARM,FT,TLR,2BR,2IR,TER,RP AttachmentType=SWEDEN,US,NATO,UK,USN,USAF ModelNodeName=pylon6 PylonMass=26.15 PylonDragArea=0.02 LaunchRailNodeName= FuelTankName=Typhoon tank [station7] SystemType=WEAPON_STATION StationID=8 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=3.557,-1.35,-0.58 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=IRM,EOGR,SAHM,AHM,LGB,BOMB,ASM,ARM,TLR,2BR,2IR,TER,FT AttachmentType=SWEDEN,US,NATO,UK,USN,USAF ModelNodeName=pylon7 PylonMass=26.15 PylonDragArea=0.02 LaunchRailNodeName= FuelTankName=Typhoon tank [station8] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.555,-2.852,-0.511 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=IRM,AHM,SAHM,FT AttachmentType=SWEDEN,US,NATO,UK,USN,USAF ModelNodeName=pylon8 PylonMass=26.15 PylonDragArea=0.02 LaunchRailNodeName= FuelTankName=Typhoon tank [station9] SystemType=WEAPON_STATION StationID=13 StationGroupID= StationType=EXTERNAL AttachmentPosition=0.00,-1.0,-0.9 AttachmentAngles=0.0,-1.5,0.0 LoadLimit=2500 AllowedWeaponClass=FT,LP,BOMB,LGB,RCN,NP,DLP,IRM,AHM,SAHM,FT,2IR AttachmentType=SWEDEN,US,NATO,UK,USN,USAF ModelNodeName=pylon9 PylonMass=26.15 PylonDragArea=0.02 LaunchRailNodeName= FuelTankName=Typhoon tank
  3. Is there any way of aiming when level bombing, say a 52' at 50k? In sf1 i just hit '.' and had a bit of blue tack stuck on the monitor for roughly where the bombs would hit!
  4. Thanks for replies, the problem started before I modded anything, the editing and downloads were an attempt to fix the existing problem.
  5. Some more info, if i select no external weapons then I get a clean hunter without tanks, but if I select any weapon the tanks appear. Also the rocket racks are present on all the hunter types installed, I think the game is loading a default hunter file every time regardless of download.
  6. Hi All I have a problem with the Hunter, not a specific Hunter, ALL the Hunters!!! When I select a loadout in game, the external fuel tanks appear over the payload? I have deleted the stock hunter and downloaded new ones, various types but the tanks persist, I have deleted the tanks out of the data file, changed the lod file so that no tanks are listed at all but they just keep coming back.... Where the hell are they coming from? but more importantly how do I get rid of them? This happens with every hunter i have downloaded from various creators. I AM STUMPED
  7. Did you ever hear the story of an American U2 approaching UK airspace at operational altitude, he was advised to look out for his Lightning escort, he thought 'yeah right I'm at 85,000ft' when a single lightning passed him from behind.... and above! Shot past him supersonic and in a descent. It's not supposed to do that, but after speaking to a former pilot and reading about this, it appears to be a well known event, the Lightning had done a zoom climb from 60k at Mach2 to lob itself over the unsuspecting U2.
  8. I just got the EF2000 model to super cruise via the tips here, cheers
  9. Hi this really is a last resort plea for help. I have read all the threads I can find on how to change aircraft types in a campaign, but it just will not work. I have the TSR2 downloaded and it works well in single mission, I then extracted the European campaign files and moved them to the mod in Europe. edited the data and its mate but still just get the stock campaign. Do I need to get rid of the original campaign files for the new ones to work?
  10. Thats my point, all normal methods dont work, its as if the campaign has some code preventing nukes being used in it.
  11. I was wondering if it is at all poss to use NUkes in Desert Thunder? I have tried by making conventional weps nuke with thr editor but when you load them on the plane they get replaced with a zuni rocket?? How do I enable NUKES for Desert Thunder?
  12. The weapon equations in this game are way out if you ask me. normal explosives are about 100 times less potent that they should be, dunno what it is for nukes.
  13. You gotta keep us informed on this, is all well?
  14. I loved the night missions at low level, total black outside and all you had to go on was the TFR display, then near the target the AAA would light up the terrain and sometimes your ship. Being able to belly land with battle damage was so cool, also iirc it had a program of 'natural' failures as well, so things would fail like in real life forcing a mision abort. Tornado wing sweep is manual and she would judder like bejeezus if she wasent swept at the right time. Air to air refuelling for the f3 version and flying a real CAP with your racetrack oval in the sky. Planning was a dream with 8 ship strikes every ship hittind 4 seconds after the one before, and every ship commind at the target from a different bearing, outstanding sim.
  15. I liked that.
  16. So do my new improved nukes So do my new improved nukes
  17. You know there was a Tornado sim about a decade ago that supported this delivery method, it would auto release the bombs at the correct time, all ya had to do was pull up. Thinking back you could lob a 2000lb bomb about 14miles if you went fast enough. That sim also had the ALARM missile that shot upwards to 40,000ft then parachuted down waiting for an enemy radar, it had that JP233 anti runway cluster munition pods, it was an excellent sim, now I can't even remember its name.
  18. For the M118 it is 66 thousand kilos of HE! That Sounds crazy but it works. It now performs like a real M118 would, ie it kills things that are 'near' it. I just miltiply the original mass of the weapon by 110 and add that in. Have done the M117 MK81 MK82 MK83 MK84. They all perform well especially the MK84's.
  19. Bio weapons your speciality then.... LOL
  20. These are a series of shots showing a near miss of a stick of 18 M118 3000lb bombs on some benzine tanks.Bomb run was at 30,000ft 333kts in a B47-A was at 30,000ft 333kts in a B47-A HELL YEAH, THATS MORE LIKE IT! As you can see below, Ivan did not know what hit him.
  21. Some modified M118's near miss in a refinery but still wreck the party!
  22. I have just finished adjusting the M118 and have settled on a good explosive quantity. 66Kt of HE will give nice secondary hits and destroy any vechiles in the immediate area. To be honest it looks like someone dropped a zero or two when doing the algo for these weapons. This would appear to be a factor of 110x more HE per weapon but it works well. A 3000lb bomb hitting the ground beside a non hardened hanger, so close the crater goes under the edge of the building but does not destroy it is just wrong. The mod let me blow up the infamous fuel tank with a miss of about 150'.
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