Jump to content

FastCargo

ADMINISTRATOR
  • Content count

    8,142
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by FastCargo

  1. Okay folks, got a different A-10 issue for you, specifically with the A-10Modern: Here's a peek at the data and loadout.ini's : Data (relevant part only): [Pylon4] SystemType=WEAPON_STATION StationID=4 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-1.578,-1.476,-0.879 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=BOMB,TER,RP,FT,LGB,EOGR,TLR AttachmentType=NATO,USAF ModelNodeName= RackLimitOutsideOnly=TRUE PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=A-10_FuelTank [Pylon5] SystemType=WEAPON_STATION StationID=5 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-0.581,-1.619,-0.893 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=BOMB,TER,LGB,EOGR,TLR AttachmentType=NATO,USAF ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [Pylon6] SystemType=WEAPON_STATION StationID=6 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.0,-1.619,-0.893 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=FT AttachmentType=NATO,USAF ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=A-10_FuelTank [Pylon7] SystemType=WEAPON_STATION StationID=7 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.582,-1.619,-0.893 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=BOMB,TER,LGB,EOGR,TLR AttachmentType=NATO,USAF ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [Pylon8] SystemType=WEAPON_STATION StationID=8 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=1.578,-1.476,-0.88 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=BOMB,TER,RP,FT,LGB,EOGR,TLR AttachmentType=NATO,USAF ModelNodeName= RackLimitOutsideOnly=TRUE PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=A-10_FuelTank Loadout.ini (example loadout): [Attack] Loadout[01].WeaponType=ALQ-131 Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-131 Loadout[02].Quantity=1 Loadout[03].WeaponType=AGM-65D Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=CBU-87 Loadout[04].Quantity=2 Loadout[04].RackType=TER Loadout[05].WeaponType=CBU-87 Loadout[05].Quantity=3 Loadout[05].RackType=TER Loadout[07].WeaponType=CBU-87 Loadout[07].Quantity=3 Loadout[07].RackType=TER Loadout[08].WeaponType=CBU-87 Loadout[08].Quantity=2 Loadout[08].RackType=TER Loadout[09].WeaponType=AAQ-14 Loadout[09].Quantity=1 Loadout[10].WeaponType=LAU-131 Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9L Loadout[11].Quantity=2 Loadout[11].RackType=LAU-105 My problem is with the center 5 plyons, specifically 4, 5, 7, 8 (number 6 is for a fuel tank and has no issues). Actually, it's mainly with pylons 5 and 7. Notice that by the loadout.ini, I should be able to load 10 weapons...2 each on TERs on pylons 4 and 8 (outer-center), and 3 each on TERs on pylons 5 and 7 (inner-center). I also restricted pylons 5 and 7 (outer-center) to two weapons only (outer and lower positions on the TER only) to avoid a visual conflict with a fully loaded inner-center TER. The problem is that I can only load a max of 8 weapons, not 10. The outer-center racks load properly, but the inner-center racks only load the left and right parts of the TER. It doesn't look like I'm exceeding the weight limitation...and I didn't see any size limits. Happens with all weapons...mavericks, GBUs, CBUs, Mk82s, etc. Doesn't even allow me the option of loading 10 weapons on those -center racks. Anything I'm missing here? FastCargo
  2. Roll Call

    I don't feel tardy! FastCargo
  3. Let me make this issue a bit clearer. What I'm trying to do is like what exists on the F-111F ECM station and on the MiG-17PFU radar nose. In those aircraft, the ECM pod and radar nose are permanent. There is NO way to select putting something in those stations in the loadout screen. They show up as <Empty> in the loadout screen, but you go to fly, and there they are. I want the A-4L avionics hump to work the same way, but I haven't been able to find any obvious differences between the 3 aircraft in the data.ini files in that station (other than something called MinExtendPosition and MaxEntendPosition in the F-111F ECM station entry). Does that make more sense? Also, anyone got textures for the MiG-17PFU radar nose so it matches the rest of the aircraft? Looks kind of odd as it is right now... FastCargo
  4. Brought up an old thread...because my A-7E tailhook wasn't deploying either. And yep I had checked all the lines...etc, etc, etc... Until while still trying to tweak the A-4L/Avionics Hump issue, I was doing some comparisons and found this: [Tailhook] SystemType=ARRESTOR_HOOK <--- A-7E Hmmm...wait, isn't there something...DOH!!! In aircraft where the tailhook works, it's this: [Tailhook] SystemType=ARRESTER_HOOK <----Note the spelling difference I can't believe I've been dealing with this issue for a MONTH before I finally figured it out...sheesh! Maybe that'll help... FastCargo
  5. I can post the ini's on here if you like. Otherwise, I just downloaded the carriers from here at Combatace. Also, I would recommend not posting your email on a bulletin board...setup for getting spammed. Send me a private message with the email instead. FastCargo
  6. This question has been asked several times. The answer is yes, you can hover, takeoff and land (depending on weight). Please do a search on the board ... there are several threads on just this topic. FastCargo
  7. Okay, there is one thing in that .ini file that may be a problem. The line 'Forrestal Class Carriers' needs to be commented out. So instead of this: [GroundObjectData] Forrestal Class Carriers It looks like this: [GroundObjectData] ; Forrestal Class Carriers <----- Note the semicolon added in front. Turns it into a comment. I'm going to put the CV-59 into my campaign just to make sure the model itself isn't screwed up. Edit: Okay, just tested it in the campaign. It looks fine, and seems to work okay (other than snapping my gear off on my takeoff for some reason). So the model is good. FastCargo
  8. What's wrong with this video...?

    I don't understand why people keep getting perplexed by this one. I must have seen 3 separate threads on various boards about it. They matched the camera frame speed to the rotor speed. It isn't that hard. Hell, anyone remember the show Airwolf? You saw almost exactly the same thing when they went into 'turbo' mode. The camera frame speed was slowed down for recording then played back at normal speed to make the aircraft appear like it was going fast. It had the side effect of making the rotors appear to not rotate properly. Now, in Airwolf, each exposure was longer, so the blades looked like stationary wedges. In this Hind video, the same thing occurs, except the individual frames exposure is much shorter, so the rotors aren't blurred (you can see the tips are just ever so slightly blurry). FastCargo
  9. Yep, I see a few things right off the bat. One, I noticed you have some CV-59 files outside of the CV59 directory. They may be the exact same files that are in the CV59 directory. I would suggest you put them there, but don't overwrite if they are older than the ones in the directory. Mainly this is just for house keeping...keeps the GroundObject directory logical. Two, and I don't know how important this is, but I notice that the directory name is CV59, but the ini file name is CV-59.ini. The program will see these as two separate entries...and so may not work properly. I would suggest renaming either the directory or the CV-59.ini file. That may be where your discontinuity lies. Be aware, anything that references that will be affected...specifically, look at this entry in my previous post: ---------------------------------Steps to add your carrier to the campaign file "Campaign Name"_DATA.ini------------------------------------ "Campaign Name"_DATA.ini file [CarrierUnitxxx] CarrierType= <------ This entry MUST match the directory your carrier is in and the .ini file in that directory. I would rename all 3 to the same name. I think that's the problem right there. Your ArkRoyal entry looks okay to me. In fact, that's what I use when I added the Royal Navy F-4s to the WOE campaign. FastCargo
  10. Your question number 2 could be attributed to flaky AI...even with the Uber AI mod, I see some occasional strangeness. Question 3, I'm not sure. Question 4, check for a TextureSet.ini file within the texture subdirectory in your F-16 aircraft directory. Example for my F-16 Block 1: My aircraft directory is: X:\"Your SFP1 Directory"\Objects\Aircraft\F-16A_Blk1 In that directory is a F-16A_Blk1.ini file. In that file there should be an entry: [TextureSetxxx] Directory=Fuujins2 <------ Important! Name=FightinFuujins2 Nation=usaf Squadron=4TFS Specular=0.200000 Glossiness=0.200000 Reflection=0.150000 Within your X:\"Your SFP1 Directory"\Objects\Aircraft\F-16A_Blk1 directory there should be a subdirectory (or several) with your textures. For me it's: X:\"Your SFP1 Directory"\Objects\Aircraft\F-16A_Blk1\Fuujins2 That subdirectory should have a TextureSet.ini file...and that file should read this: [TextureSet] Name=FightinFuujins2 Nation=usaf Squadron=4TFS Specular=0.200000 Glossiness=0.200000 Reflection=0.150000 Note, it reads EXACTLY like 6 of the 7 lines in the coorsponding [TextureSetxxx] entry in the F-16A_Blk1.ini. Now, you shouldn't need to add this entry to the F-16A_Blk1.ini file in the first place, if the texture subdirectory has a properly configured TextureSet.ini file. The engine will add it automatically the first time the aircraft is referenced. FastCargo
  11. 1. Having just added 3 carriers to the stock campaign, check for these issues: A) Make sure the carrier model referenced exists in FULL in either the Objectdata.cat file or exists as a directory in the Objects/GroundObject folder. B) Make sure in the "Campaign Name"_DATA.ini file there exists a [CarrierUnitxxx] entry for the carrier you want to reference C) Make sure in the "Terrain Name "_TARGETS.ini file there is a [TargetAreaxxx] entry for the carrier. D) Check there is an entry referenced in the "Terrain Name"_NATIONS.ini file for the area name the carrier is in. E) Make sure the actual aircraft references the carrier properly. As an example, for the stock 1979 WOE campaign, here what I did to add the OV-10A to fly off the LHA-1. ----------------------------------Steps to add a carrier------------------------------------------------------------------ Adding the LHA-1 (USS Tarawa) to the GroundObject directory...laid out like this: X:\"Your SFP1 Directory"\Objects\GroundObject\LHA-1 Within the LHA-1 directory, my files are: LHA-1-1.OUT LHA-1-2.LOD LHA-1-3.LOD LHA-1-4.LOD LHA-1.INI LHA-1.LOD LHA-1_DATA.INI USMCGrey <--- Subdirectory with the textures...like an aircraft directory. I made a custom entry in the LHA-1.INI file for the textures: [TextureSet001] Directory=USMCGrey Name=USMC Grey Nation=USMC Specular=0.500000 Glossiness=0.750000 Reflection=0.000000 I don't know if it's necessary, but it helped me layout my groundobject textures to make sense. --------------------------------------------Steps to add an entry to the "Terrain Name"_NATIONS.ini file------------------------------- For the GERMANYCE_NATIONS.INI file, I added an entry: [Theater] TheaterName=Central Europe Location001=West Germany Location002=East Germany Location003=Poland Location004=Czechoslovakia Location005=Austria Location006=East Berlin Location007=Netherlands Location008=France Location009=Belgium Location010=Denmark Location011=Luxembourg Location012=West Berlin Location013=North Sea <--------- Added by me! Note the Location number...you will need to know this later (mainly for just something to put on the screen). ---------------------------------Steps to add a location for the carrier in the "Terrain Name "_TARGETS.ini file------------------------------------------------ This is what I added in the GERMANYCE_TARGETS.INI file to put the carrier in (all added by me): [TargetArea338] <----- Number must be next number in sequence in "Terrain Name "_TARGETS.ini file Name=Charlie Station <---- Name can be anything you want - VERY important Position=310000,825000 <----- This is VERY important Radius=5657 ActiveYear=0 Location=13 <----- Matches number noted in "Terrain Name"_NATIONS.ini file (this tells my carrier that it's stationed in the North Sea...it's only a name) Alignment=FRIENDLY CarrierStation=TRUE Use Kreelin's Mission editor to open up the terrain file. Simply move the crosshairs (with your mouse) and note the coordinate numbers scrolling around at the bottom of the editor. Those numbers are what you will plug into the 'Position=' line in the above entry. Think of entry as a making a 'location' called 'Charlie Station' where you want the carrier to be...it's a general area the carrier roams in. ---------------------------------Steps to add your carrier to the campaign file "Campaign Name"_DATA.ini------------------------------------ This is what I did to add the LHA-1 to the WOECAMP2_DATA.INI file: [CarrierUnit004] <----- Must be next number...if no carriers exist, then you can start with 001...I put my entry after the [GroundUnitXXX] entries CarrierType=LHA-1<----- Name of the carrier (must match the directory entry of the carrier and the .ini file, in this case, LHA-1.INI file located in the LHA-1 directory CarrierNumber=10 <----- As far as I can tell, can be any number as long as it doesn't match any other carrier number in the "Campaign Name"_DATA.ini file...important to remember this entry! UnitName=USS Tarawa LHA-110 <----- What you want to call it ForceID=1 <-------- similar to aircraft entries (noted at top of "Campaign Name"_DATA.ini file matches [Forcexxx] entry) Nation=USMC <----- I think this needs to match a similar entry in the aircraft entry in the "Campaign Name"_DATA.ini file in this case my OV-10A BaseArea=Charlie Station <----- IMPORTANT! Must match the 'location' you want the carrier to be in. NumSquadron=5 BaseSize=MEDIUM <---- should make it MEDIUM...most aircraft require this size base Experience=100 Morale=100 Supply=100 ----------------------------------To add your aircraft to that carrier - still in the "Campaign Name"_DATA.ini file------------------------------- Still within the WOECAMP2_DATA.INI file, go to your aircraft, in my case, the OV-10A [AirUnitxxx] AircraftType=OV-10A Squadron=VMO6 UnitName=VMO-6 ForceID=1 Nation=USMC <-------- Important...needs to match the same entry in the [CarrierUnitxxx] line StartDate=09/22/1979 DefaultTexture=VMO6 BaseArea=Charlie Station <-------- Important...needs to match the same entry in the [CarrierUnitxxx] line CarrierBased=TRUE <----- Added... CarrierNumber=10 <----- Added...needs to match the same entry in the [CarrierUnitxxx] line .....(rest of entry truncated)... Looks complicated, but really isn't. I've been able to add four carriers and several squadrons from the the USMC, USN, and Royal Navy to the campaign... Use this as a checklist to make sure your carrier ops are configured correctly. Good luck! FastCargo
  12. I've been having a blast with my SFP1/WOV/WOE and FE installs! I haven't had this much fun in a long time with any sim... For me, it really strikes a great balance between sim and arcade. And for you purists...realize that ANY line you draw between arcade and reality is arbitrary. So I like my line...rivet counters be damned! On to the pictures - clickable thumbnails only so I don't crash everyones' computers... I've heavily modifed the original 1979 WOE campaign. Yeah, I know, I could have just installed NATO fighters, but this has been more fun, and I've learned a LOT about the campaign ini files, installing carriers, and generally fixing addon aircraft to get the weapons, decals, pilots, etc to show up right. F-16 Block 1, after losing the right landing gear, and all my fuel and doing a dead stick landing. Yeah, the ground collision could use some work, even with all settings on hard. But where's the fun in that...:). I love runway denial missions...an excuse to drop lots of iron in a string. Of course, that does mean I get shot up occasionally... While testing the russian nuke cruise missile...I shot down an F-4..with a Badger... Some F-111 shots...playing the 'How low can you go without crashing' game. Of all the aircraft I've played with so far, the F-111 is still my favorite. Closest thing to a B-1 in overall performance, just 1/3 the payload. Some FE lovin...with all the knowledge I've gained from altering the WOE campaign, I think I'll turn to FE next...start getting some use out of all those addon aircraft... Operation Bolo mission in WOV...did a great job...but the only way I found my base was to follow my wingman. Yep, a zero zero landing...cool! As part of my WOE alteration, I threw in the USS Tawara as a USMC base...for Harriers. I had a buddy who flew OV-10s and said they could easily stop on a dime when landing. So I threw in OV-10s too...this is a post landing screenshot. It's actually not too hard to land an OV-10 on the USS Tawara. And for some unrelated pictures...ever wonder where the idea for the T-38s in a 'USA' pattern came from: This is a real picture of an actual flyby of the Randolph AFB water tower...back when it was known as Randolph Field. This is the inspiration for the fake photo of T-38s done decades later. And this is my son with my sister's dog...one of those instant 'everyone is looking at the photographer and staying still' shots... On to your scheduled program... FastCargo
  13. B-2

    Yep, that's exactly the way they work for manual yaw control. Now, to control adverse yaw, you can use asymmetric aileron deflection. Allows you to fly without coordinating rudder deflection. FastCargo
  14. "In God We Trust, All Others We Monitor" :) FastCargo
  15. I don't see why it would have been a bad anti-helo/CAS aircraft other than maybe not enough armor protection. As long as it flies nice and aims right... FastCargo
  16. Jet Fighter Movies

    Did everyone forget 'Broken Arrow'? :) There aren't too many jet flying movies I enjoy really...it's really hard to suspend disbelief on some of the stuff they do... FastCargo
  17. Something interesting...you can change the gravity value as well...I wonder what would happen if you changed it to zero...:). FastCargo
  18. Read this one a long time ago. Quite a good book actually...with insights not only about Vietnam, but about his time in the training command... FastCargo
  19. B-1B

    Simple. B-1 = B-ONE = Bone. :) FastCargo
  20. B-1B

    Interesting...will the START inspectors require inspection of the whole fleet or a representative sample. Also, I'd be curious if the pod will limit the top end of the Bone at all. Not in terms of aerodynamic drag (ie the engines have a LOT of extra power) but what the speed rating on the pod is...wouldn't be good to rip it off in flight... FastCargo
  21. B-1B

    Here's an article: http://www.af.mil/news/story.asp?id=123042750 FastCargo
  22. B-1B

    That looks like it's on the forward edge of one of the external hardpoints. The triangular object ahead of it is an external camera...probably for data gathering. A similiar camera mounting was used on 82-001 (The Odyessy) during early B-1B weapons testing. Anyway, if they deploy this to the fleet, they'll have to modify the START treaty.... FastCargo
  23. Since someone else asked...my eleavons on my B-58 seem to disappear early...can you detail what those lines mean? FastCargo
  24. I haven't seen one... And actually, that's a civilian owned T-38A...not an F-5B. It's easy to mix the two up... Sorry, just had to put on my 'rivet counter' hat for a minute....:). FastCargo
  25. I've been able to get most of the nukes working using Lexx's effects and edits by Batman. However, a few problems have cropped up. 1. I can't seem to get the Russian Nuke Cruise Missile to detonate. Here is the ini: [WeaponData291] TypeName=Kh-22NA FullName=Kh-22NA Burya Nuclear Cruise Missile ModelName=as-4 Mass=6000.000000 Diameter=0.930000 Length=11.300000 AttachmentType=SOVIET NationName=SOVIET StartYear=1965 EndYear=2020 Availability=0 BaseQuantity=4 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=MT003Effects ReleaseDelay=2.000000 WarheadType=14 Explosives=1000000000.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=2 Accuracy=90 MaxTurnRate=3.000000 MaxLaunchG=2.000000 LockonChance=85 LaunchReliability=85 ArmingTime=2.000000 SeekerFOV=15.000000 SeekerGimbleLimit=25.000000 SeekerTrackRate=11.000000 SeekerRange=200000.000000 MinLaunchRange=2000.000000 MaxLaunchRange=80000.000000 Duration=400.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x10000008 BoosterStart=0.500000 BoosterDuration=4.000000 BoosterAccel=29.490000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-3.700000,0.000000 SustainerDuration=900.000000 SustainerAccel=6.000000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-3.700000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 It looks similiar to the SRAM entry, which does work...anything I'm missing? 2. Is there such a thing as a delayed nuke? In other words, in a low level delivery profile, the nuke actually rests on the ground before it detonates after a preset time? I'm going to try to use the ArmingTime parameter to see if increasing the arming time will let me make a delayed reaction nuke. FastCargo
×

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..