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FastCargo

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Everything posted by FastCargo

  1. This sounds REALLY good!! Look forward to it. FastCargo
  2. Released...conventional only. FastCargo
  3. View File P-270 Moskit (SS-N-22 Sunburn) Readme for the P-270 for SFP1/WOV/WOE Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Mustang - For the great video tutorials. To my fellow Combatace moderators - For helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672 Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Oct 07) Notes and limitations: The Moskit is a LARGE air to ground missile, but is also a ground to ground missile that can be fired off ships. It is known in NATO as the SS-N-22 Sunburn and is used to attack ships. This version is the non-nuclear warhead. The air to ground version is meant to be mounted on the advanced variants of the Flanker family. For that reason I built 2 versions, one with an inbuilt plyon, one without a pylon to be used later in other applications (ships, advanced Flanker releases, etc). It also means that the missile is currently classfied as a EOGR, not a ASM. Because the current Flanker (Su-27) does not have a large centerline pylon, or Anti-Ship capabilities, I added the following to the Su-27_data.ini. Under the [Fuselage] entry I added: SystemName[029]=LargeCenterlineStation Under the // Weapon Stations I added: [LargeCenterlineStation] SystemType=WEAPON_STATION StationID=11 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,-2.7,0.1 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=4200 AllowedWeaponClass=EOGR AttachmentType=WP,SOVIET ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 This is sort of a 'Band-aid' to allow you to use the Moskit to attack ground targets, however, you will need to add an Anti-Ship loadout to the loadout.ini AND add the ANTI_SHIP mission to the data.ini to be able to be targeted against ships. You can also make the nuclear version of the missile by changing the warhead yield and effects type, or make new weapondata.ini entries that use the current missile models. This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Feel free to redistribute, as long as the original authors are given appropriate credit. Questions? Contact me at Combatace. FastCargo 25 Nov 07 Submitter FastCargo Submitted 11/25/2007 Category Single Ordnance Files  
  4. 696 downloads

    Readme for the P-270 for SFP1/WOV/WOE Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Mustang - For the great video tutorials. To my fellow Combatace moderators - For helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672 Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Oct 07) Notes and limitations: The Moskit is a LARGE air to ground missile, but is also a ground to ground missile that can be fired off ships. It is known in NATO as the SS-N-22 Sunburn and is used to attack ships. This version is the non-nuclear warhead. The air to ground version is meant to be mounted on the advanced variants of the Flanker family. For that reason I built 2 versions, one with an inbuilt plyon, one without a pylon to be used later in other applications (ships, advanced Flanker releases, etc). It also means that the missile is currently classfied as a EOGR, not a ASM. Because the current Flanker (Su-27) does not have a large centerline pylon, or Anti-Ship capabilities, I added the following to the Su-27_data.ini. Under the [Fuselage] entry I added: SystemName[029]=LargeCenterlineStation Under the // Weapon Stations I added: [LargeCenterlineStation] SystemType=WEAPON_STATION StationID=11 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,-2.7,0.1 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=4200 AllowedWeaponClass=EOGR AttachmentType=WP,SOVIET ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 This is sort of a 'Band-aid' to allow you to use the Moskit to attack ground targets, however, you will need to add an Anti-Ship loadout to the loadout.ini AND add the ANTI_SHIP mission to the data.ini to be able to be targeted against ships. You can also make the nuclear version of the missile by changing the warhead yield and effects type, or make new weapondata.ini entries that use the current missile models. This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Feel free to redistribute, as long as the original authors are given appropriate credit. Questions? Contact me at Combatace. FastCargo 25 Nov 07
  5. I don't give a rat ass about style. It's about killing the target, winning the air war, win the ground war to fulfill the political objectives. Period. Also, if anything I'd say the F-22 and F-35 and their ilk are more resistent to battle damage than their predecessors (not including aircraft armored specifically for ground attack (A-10, Su-25, etc)). 5th generation aircraft with FBW and modern programming have something called adaptive flight controls. The idea is that if the aircraft loses air surfaces, the computers sense the loss, and automatically compensate. That, in combination with multiple redundant control pathways instead of old style cable surfaces, increases the likelyhood you can keep the aircraft in the envelope. As a fast jet flyer myself, there is something to be said for 'old school' aircraft and their style. Having said that, the air war isn't (and really never has been) a 'knights having a joust' affair. MvR was the first to admit that...ask how many of his targets died having never known what hit them. FastCargo
  6. At the moment emphasis added by me. You cannot buy weapon systems based on current needs only...they MUST meet future needs as well. CAS aircraft don't do you any good if you don't have air superiority...period. Also, stealth aircraft are needed to help defeat integrated IADS systems. People seem to forget that when talking about stealth as if it only applies air to air. FastCargo
  7. Hey Zur, Found this link...it's a PDF file from Boeing. Page 4 talks about Block 1 upgrades including rotor tip lights. http://www.boeing.com/rotorcraft/military/...es/oct-b-00.pdf FastCargo
  8. Beautiful work man. Perfect platform for the HellFires and Stingers I built... FastCargo
  9. Just need to skin and I'll be done: FastCargo
  10. Nope. Can't see that happening for a while. FastCargo
  11. Best guess for the wing mounted version: and for the centerline version: I'll probably just make the LOD files, map them make a generic texture template and weapondata.ini entry for each then send it to you guys to for skinning and ini tweaking. FastCargo
  12. Well, the F-35/F-18 are not Flanker sized aircraft nor are meant to be. Size of the aircraft has a LOT to do with range/payload/radar power. The F-22 is a more direct comparison, but the RAAF are not buying any. FastCargo
  13. Woah, woah, woah folks! Okay, everybody take a step back from the keyboard.... I think that Viggen's post was meant as a joke initially...at least I hope so. Everyone (maybe even myself) are taking this a bit too seriously...which is why I posted my 'USAF' response. Ease up, and enjoy the video(s) for what they are...folks in stressful situations trying to cope by laughing at themselves... FastCargo
  14. You obviously don't realise the USAF can be just as 'random'... FastCargo
  15. OT: Okay, Europe might be a different deal...but no waterbomber I know in the US makes $200k+ a year... Okay, back on topic. I'm sorry I gave you the ini entries from the old version of the Popeye missiles. The new versions are all LGRs. And the B-52 actually had to carry the data link pod as well, so just make one of the Popeye hardpoints able to carry a LP. That should work for ya. As far as flyable B-52s, there really aren't any available other than what you see here at Combatace. I think what happened with the B-52E to G models was that they were in the process of being built when the modder (Wpnssgt?) had a serious HD crash and lost a lot of his stuff. So he decided to release the B-52 "as is" because he didn't want to start from zero again (I can certainly understand THAT). FastCargo
  16. Yep, try these hardpoints (adjust the StationID and StationGroupID to your own preferences): [HaveNapLeftStation1] SystemType=WEAPON_STATION StationID=8 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-5.034,10.7,-1.285 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=1370 DiameterLimit=0.575000 LengthLimit=4.900000 AllowedWeaponClass=EOGR AttachmentType=USAF ModelNodeName=Pylon01 PylonMass= PylonDragArea= LaunchRailNodeName=Pylon01 [HaveNapLeftStation2] SystemType=WEAPON_STATION StationID=9 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-5.034,5.3,-1.285 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=1370 DiameterLimit=0.575000 LengthLimit=4.900000 AllowedWeaponClass=EOGR AttachmentType=USAF ModelNodeName=Pylon01 PylonMass= PylonDragArea= LaunchRailNodeName=Pylon01 [HaveNapRightStation1] SystemType=WEAPON_STATION StationID=10 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=4.888,10.7,-1.285 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=1370 DiameterLimit=0.575000 LengthLimit=4.900000 AllowedWeaponClass=EOGR AttachmentType=USAF ModelNodeName=Pylon02 PylonMass= PylonDragArea= LaunchRailNodeName=Pylon02 [HaveNapRightStation2] SystemType=WEAPON_STATION StationID=11 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=4.888,5.3,-1.285 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=1370 DiameterLimit=0.575000 LengthLimit=4.900000 AllowedWeaponClass=EOGR AttachmentType=USAF ModelNodeName=Pylon02 PylonMass= PylonDragArea= LaunchRailNodeName=Pylon02 Congrats on getting hired! I would like it only if I could fly the OV-10s they have. Pay wise, definitely better than regional airlines, but can't really compete with major airline pay once you get a few years in. Definitely looks like a challenge though. FastCargo
  17. FastCargo

    Ouch!

    How about this accident? Or this one? Or this? There are many ways to have an inadvertent ground excursion in an aircraft...none of them involving a fictional 'auto brake release' system. Hell, the brakes could be LOCKED, and at firewall power, a lot of aircraft will simply start skidding without the wheels turning. FastCargo
  18. New update...available in a few hours: MOAB updated with better texture for the drag chute and: Proper release animation now! Also, the 'Daisy Cutter (BLU-82)' has been taken out of the download...because a MUCH better one is already available in the last version of the Weapons Pack. If I had known that, I wouldn't have built it in the first place...I REALLY gotta double check when I start a project. Anyway folks, this should be the last of my projects to be updated. I'm satisfied with the quality of my other stuff... FastCargo
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