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FastCargo

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Everything posted by FastCargo

  1. What are you talking about...you can post screenshots as just attachments or in the gallery. BUT, they should be in JPG format. FC
  2. If I remember correctly, the fuels are all done in kilos... FC
  3. Knowledge base section on adding weapons. Some of the data is slightly out of date, but most (including working with the weapondata.ini/dat files and the weapon editor) is still relevant. http://combatace.com/forum/189-adding-weapons/ A post getting into more detail on how the sim selects weapon racks. http://combatace.com/topic/52372-sf2e-wont-load-gbu-39b-or-gbu-40s-on-to-bru-61-racks/page__view__findpost__p__382415 In simple terms, an ini file is simply nothing more than a bunch of parameters. If you think logically, an ini file is very easy to read (well except for the FM parts), and it's very easy to figure out why something may or may not work. For weapon stations, note that some aircraft have parameters such as LoadLimit, DiameterLimit, LengthLimit. Note that for individual weapons (including racks) there are parameters for things like Mass, Diameter, Length. Note the similarities? So, thinking logically, it must mean that unless a weapon parameters (along with things like year of use, AttachmentType, WeaponClass) falls within the restrictions of the WeaponStation, that the weapon will not be selectable in the loadout screen (unless 'forced' using the aircrafts loadout.ini). FC
  4. If you can post here, you have all the skills already. Also, just find an example of a weapon with an ini file built. As from the stock AA-2.ini: That's it. FC
  5. If there is just one weapon LOD file, then the method you described will work (LODs and BMPs directly in the Weapons directory). However, if there are multiple LODs, then you will have to build a custom specific weapon.ini file that references the various LODs at various distances. Better yet, if you patched up to the Oct-08 level, then make a specific subdirectory for that weapon, put your custom weapon.ini, LODs and BMPs in the directory, and make your entry in the weapondata.ini and dat files in the Weapons directory. FC
  6. As far as why a particular rack did or did not exist at the time, that's something only the original modders can answer. Maybe they just didn't feel like making it. And since one of them is dead now, a great friend of the community who passed away unexpectedly, it's kind of hard to ask him. Deal with it. Now as far as why a particular rack is or is not used, remember that using a rack still has the same kind of limitations a weapon station can impart on it (diameter, mass, length, Attachment Type, Allowed Weapon Class etc). In addition, and this unfortunately is hard coded into the engine, the racks are searched for alphabetically (in SF2) or in the order they are listed in the weapondata.ini/dat. Which means the first time a rack meets all the qualifications, that is the rack that will be used, no matter if it's the right rack or not. In the Gen 1 sim, this was an easy (though somewhat tedious) fix. I grouped the racks by Attachment Type, then Allowed Weapon Class. Then, within those groups, I sorted the racks from smaller to bigger with very tight limits as to what it could carry. This way, say a twin Stinger rack may carry Stingers, but couldn't carry a Sidewinder, but unless you did a sort the way I described, you would see Stingers carried by twin Sidewinder racks...ridiculous looking at best. Anyway, after all this sorting in the weapondata.ini, I renumbered all the entries, then Saved. Works like a champ. And this can still be done for SF2, but you will have to build a custom weapondata.ini and weapondata.dat file...which sort of negates the ease of adding weapons in SF2 that didn't exist in SF1. Or you can just specify the RackType in the particular aircraft's loadout. FC
  7. There are a couple of ways to fix this: One, make a new weapon station that can only carry 2IR racks, and adjust it's position that way in the new weapon stations (making sure to delete the 2IR reference in the older stations) Two, if the 2IR rack is simply sitting too high or too low, adjust it's diameter in the weapondata.ini and save per normal. FC
  8. Your first combat flight sim...

    Well, you can still play it in high res now and on modern machines, it runs really smoooth... http://combatace.com/topic/20530-still-looking-for-strike-eagle-sim/page__st__15__p__89860#entry89860 FC
  9. Defecting Korean in Defective plane...

    Yea, that would be the understatement of the century... FC
  10. Almost done..

    I noticed a big difference as well when I became a reservist, some crazy rules that take a little while to figure out. Loved it though, much better than active duty because you have much tighter control over your life. However, since I officially retired 17 days ago, I haven't noticed any more time available...seems like I'm just as busy as ever! FC
  11. Actually, none. I remembered incorrectly from when I did all the work on the F-15C cockpit improvements. There isn't a way to put the rounds remaining counter in the HUD. FC
  12. Note what you see in the RWR entry of any avionics.ini file of an aircraft that has an RWR: There are only 2 sounds, track and lock. There are no further sounds from the RWR to distinguish what type of weapon is being employed. FC
  13. @ modders

    Sure...just don't note the NodeName in the Weapon Station. FC
  14. 3 ways to do it: Avionics60, cockpit LOD has drum counters like older car odometers. Avionics70, cockpit LOD has digital counters. Avionics70, projected onto HUD. Only the third method allows you to set up something not set aside in the cockpit LOD. FC
  15. Not a fighter pilot, but done enough high speed low levels to make some observations. That depends on a ton of factors. Contrast (edge effects, coloration, silhouette, etc) ,line of sight movement, environmental (including things like atmospheric haze, sun position, shadows, ridgeline, etc), target study, scan pattern, time dedicated to scan, etc. Example: You're in a Hog, 5000 feet, 300 knots, sun behind you, looking for a green tank on a light tan background on a clear and a billion day and the tank is moving across your field of vision. You'll probably see it (admittedly, as a dot with a dirt plume) for tens of miles. On the other hand, now try this with the sun in front of you, hazy day, a tan tank on a light tan background (ie the desert), while he's not moving, and you're in a F-16 at 500 feet doing 480 knots. You'll be lucky if you see it outside of 2 miles. FC
  16. The answer is, why would you want to. Modern hex editors are fast, easy to use, and light programs. There is NO advantage in using Wordpad or Notepad...and in fact, it is MORE dangerous to use them vs a free hex editor. You have a file open in Notepad, Wordpad, and a modern hex editor. If you make NO changes at all to the file you are looking at, and you hit the SAVE button by accident, in Notepad or Wordpad, you have just destroyed that LOD file. In a modern hex editor, no changes have been made to the LOD. In addition, if later on you want to alter a LOD to use a different texture, you can do that in a modern hex editor. You cannot do that in Notepad or Wordpad. Do yourself a favor, download and use a modern hex editor instead of Notepad or Wordpad. It will pay off in the long run. FC
  17. Yes, the internal structure is exactly the same. I'm not on my laptop, so I can't tell you exactly how I laid it out, but it's pretty easy if I remember correctly. FC
  18. As far as I know, it should be possible. My mods are not in the Saved Games folder, I use a custom folder. Haven't tried it on a separate drive yet. FC
  19. One additional note. If your aircraft CGPosition parameter (located in the data.ini) is anything other than 0,0,0, the method I described above will not quite work. The cockpit position will be offset by the numbers in the CGPosition parameter. The way to prevent this from happening is inserting this line into the data.ini just below the CGPostion parameter (located in the [AircraftData] section): What this does is remove the offset CGPosition and the position you set the cockpit at will be its true position reference the LOD model's zero point. In simple terms, if you always set this parameter as TRUE, the cockpit will always be put at the position you set in the cockpit.ini file. I find having this line in all my models doesn't affect anything for aircraft whose CGPosition is 0,0,0 , while fixing those aircraft who's CGPosition is something other than that. FC
  20. Besides parts of the external aircraft mesh showing through the cockpit mesh, during inclement conditions, you might appear to have 'fog' inside your cockpit. That's about the only disadvantage I have seen for setups where the parameter is properly applied. FC
  21. Whoops, I'm getting confused. The F-51H wasn't the Cavalier F-51D. Okay, tip tanks and the taller tail seem to be the only external differences between a P-51D and the Cavalier Mustangs. FC
  22. Actually, there are more changes: http://www.internetmodeler.com/1999/july/first-looks/p51.htm A thinner fuselage, a wing without the characteristic 'crank', taller tail, smaller wheels, longer canopy. To do this right, you need a rebuild of the model. FC
  23. It's real simple. LODs directly access the textures needed. No other file (other than an OUT file, which the stock models don't have) will tell you the names of the textures the model uses. However, LOD are in binary, you cannot read them with Notepad or Wordpad. The HEX editors will allow you to read them. Near the end of the LOD files, in the hex editor, you will start seeing names of the various textures the LOD uses. Using a modern hex editor is almost as easy as using any modern word editing program. Just don't try to edit or save anything. FC
  24. You need a hex editor to open up a LOD file. FC
  25. There have been major changes since SF2 came out and the current patch level. You will have to isolate your problems, run a search, and if all else fails, ask specific questions. FC
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