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FastCargo

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Everything posted by FastCargo

  1. Sounds like a frames issue. Remember, the aircraft 'clean' is frame 0, Animation slot 1 is frames 1-10, slot 2 is frames 11-20, etc. Each group (1-10, 11-20, etc) must be totally self contained. What that usually means is frame 0 and frame 1 are EXACTLY the same...do not start any movement of parts until frame X2 (2, 12, 22, etc). FC
  2. Post-war Me 262 development

    A captain who flies for the Collings foundation, and is one of the very few people who has flown the 'factory built' Me262 with the J85 engines, says the Me262 had some very nasty flying characteristics at the low end...insufficient rudder being the big one. It's not hard to figure out why looking at the podded, low slung engine design. The combination of high yaw and pitch moments caused by the loss of an engine would overcome the max rudder authority of the aircraft. During the takeoff roll, you had a 'dead man' area, where if an engine was lost, you did not have enough altitude to be able to throttle back the good engine (in combination with max rudder) to keep the aircraft pointed straight. You'll note this is why modern fighters have closely spaced engines. In addition, you don't want radial (centrifugal) designs in a jet engine for a couple of reasons. One, they tend to be more inefficient, because energy is being used bending the airflow outward and back inward. Two, they tended to use large, heavy compressor disks...which made them more resistant to throttle changes because of simple inertia. FC
  3. Maybe not quite this way... While I was looking through YouTube for a Harrier video to play for my son, I came across something called 'The Alraigo Incident'. I had never heard about this before...but thought it was interesting enough to post on here. Full story here: The Alraigo Incident And video from the news reports at the time: FC
  4. Heard you needed a mop...or is that a MOP... Took my old MOAB model and shrank it. Thanks to ST0RM for some high res photos that allowed me to complete the area around the cockpit. The B-2A is basically done. The last thing is tweaking the aerodynamics, loadouts, and making a readme. FC
  5. And yet there is no independent verification... Take that for what its worth. FC
  6. now this is a ceiling fan

    We have that one: Installed it in my son's room...but I cut off the gear and gear doors so it would look like it was flying. We used to have this one: It was very hard to find since they long since stopped making it. By the time we did find it, we had already installed the Corsair one and so sold it to some good friends of ours. FC
  7. Let me think about that...ummm, no. FC
  8. Okay, glenn, stop. Stop spamming all the threads about the laser designator. I want you to learn how real F-16s drop LGBs using pods. Go and research that online, and that should clue you in on how to load your F-16. FC
  9. Decals for all the B-2 tail numbers done. Texturing done except for a few placards on nose gear door and around cockpit windows...waiting for either a picture of a B-2 model decal sheet or excellent pictures around cockpit and nose gear areas...have to be able to read them... Data.ini tweaks to go. FC
  10. Not much left to do now...mainly decals and fine tuning the data.ini file. It will use Dels' excellent B-1B cockpit. FC
  11. I finally just figured this out...you are attempting to use LGBs on a F-16A Block 10. That aircraft if I remember correctly can't carry PGMs...the chin hardpoints for self lasing weren't even added until the Block 15 versions. FC
  12. Ignore those...they are meant for the AI aircraft to use (a limitation of the game engine). FC
  13. Okay, what exactly are you trying to do? Aircraft pylons and weapons must match up to be able to be loaded. As an example, here is a weapon station on an aircraft. Note the lines in bold. Here is a sample weapon: Also note the lines in bold...you can see that there are some direct translations. Basically, if the weapon does not pass any one of the restrictions noted in the weapon station on the aircraft, it will not be able to be loaded. If any one parameter in the weapondata for that weapon does not pass restrictions on ANY of the weapon stations on the aircraft, it will not even show up to be attempted to be loaded. Also, things like the theatre of operations, what year you are trying to fly in, etc will determine what weapons are available to use. FC
  14. As I said before, download this: http://download.thirdwire.net/files/dl/WeaponEditor_022008.zip Within it, is a file called WeaponEditor.exe. Copy that exe file to C:\Program Files\Wings Over Europe\Objects\Weapons. Once you have done that, right click on that exe in the directory, and bring up the Properties menu. You should see a tab called Compatibility. Click on that tab. Check the box that says "Run this program in compatibility mode for:" Select Windows 98/Windows Me in the drop down menu just below that check box. Check the box that says "Disable visual themes". Check the box that says "Run this program as an administrator" (if there is such a box...if not, don't worry about it). Click "OK". Now, double-click on WeaponsEditor.exe. It should open up. Click on the Open button. Select Weapondata.ini. Click Open. You should see a list of weapons in the Editor now. Click on the Save button. That should be it...there should be a new Weapondata.dat file in the C:\Program Files\Wings Over Europe\Objects\Weapons directory. Run WOE and come back here with your results. FC
  15. Now you should see two files in that directory that start with Weapondata. One is Weapondata.dat and one is weapondata.ini. Weapondata.dat needs to be renamed to weapondata.dat.bak. Once you do that, start up Wings Over Europe and test out a few aircraft (including the F-16) to see if you can load stock weapons. FC
  16. No. Not your fault...Windows defaults to not showing the extensions of files it knows already. Do this: That should show the proper file extensions. FC
  17. It is easy. We just need to find out what is wrong with your install. Okay, the patch level is correct. Next, I want you to make sure your directory reads as C:\Program Files\Wings Over Europe\Objects\Weapons. Within the directory, find the file Weapondata.dat. Rename it to Weapondata.dat.bak. This should result in your stock weapons returning. Report back here when done. FC
  18. DCS: F-86F Saber

    Well, until there is an appropriate enviroment to fly it in... FC
  19. Okay. Here's what you're going to do then. First, make sure you are at the latest patch level for WOE (Wings Over Europe). Should be 08.30.08 or something to that effect. If is not, then you have not patched your game. Second, move the Weapons folder as before so the path is C:\Program Files\Wings Over Europe\Objects\Weapons Third, go here: http://download.thirdwire.net/files/dl/WeaponEditor_022008.zip and download this program. It is a weapons editor for the Strike Fighters series. Let me know when you have done all these things. Also, I want verification of your patch level...post the text contents of the Readme.txt file located in your C:\Program Files\Wings Over Europe directory. FC
  20. There are several possibilities. One, you are on the wrong patch level and so the program can't read the weapondata.dat file. Two, the F-16 you are trying to use has some sort of restrictions that won't allow loading of any weapons. Three, the Weapons directory is still not in the proper location. I'm leaning toward an incorrect patch level, based on all weapons vanishing. FC
  21. I don't care about the loadout.ini file. Also, your Weapons folder looks right, can you tell me the whole directory tree? (ie C:\Wings Over Europe\Objects, etc, etc). FC
  22. Here is a link with an explanation of how a weapon station in an aircraft's data.ini works: http://combatace.com/topic/12099-basic-ini-editing-weapon-stations/ To explain the difference between a StationID= and StationGroupID= is very straight forward. Lets say an aircraft has 4 weapon pylons on each wing. Which means it has a total of 8 places to hang weapons off of. The StationID= is that number. So in this case, each Weapon Station would have a unique StationID, numbers 1 through 8. You can have a max of 32 StationID numbers. Now, if you can only drop the weapons in paired pylons, let's say far outer pylons, then outer pylons, then inner pylons, then close inner pylons. So basically, you can drop in 4 grouped pylons. That's where the StationGroupID comes in. In this case, 4 groups of pylons. You can have a max of 6 StationGroupID numbers. So in the above example, if you numbered your pylons left to right 1 to 8, you would have: Note how the pylons get paired up. So, if you want to unpair them, you can guess what you need to do. Now, this info does not go into things such as multiple type stations on the same pylon, forced asymmetric loading, etc. That's a topic for another discussion. Well, damn...the message board won't let me do two posts one right after the other...keeps combining them. Anyway, give me a screen shot of your weapons folder directory. FC
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