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Everything posted by FastCargo
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	Okay, the AGM-142A/B are only USAF weapons, to make Aussie versions, you have to make new weapondata.ini entries (basically change the Nationname and AttachmentType to Australia). Also, if you want to mount them on the F-111, you have to make sure the weapon stations can take that kind of weapon (EOGB) and that the AGM-142 doesn't exceed any limits that the weapon station on the F-111 has (ie diameter, loadlimit, lengthlimit, etc). If so, you have to edit the F-111 weapon stations to be able to take the AGM-142. FastCargo
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	First, congrats on getting accepted to the Academy (though I wonder, don't cadets usually start in the summer)? Second, it's been a while since I've played with F4:AF...but I'm pretty sure to sustain that amount of G within the parameters you specified, the aircraft has to be 'clean'. Is there any ordinance hanging (other than the wingtip Sidewinders) when you're trying to do this? FastCargo
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	  I'm Popeye...FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion I might do the the Popeye Lite because it's a simple scaling exercise. I'm not sure about the data pod though...just because the sim doesn't seem to model data pod operations, so it would be a bit of work for something that's basically a shape. FastCargo
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	Alrighty folks, a few people seem to be having problems, so I'm going to post parts of my data and ini files to help you get going. First, for the AH-1W data file, find the following sections, and cut/paste (changes noted in BOLD, however, do a line by line check to make sure nothing else was changed): [Nose] ParentComponentName=Fuselage ModelNodeName= ShowFromCockpit=FALSE DamageRating=DAMAGED MassFraction=0.1 HasAeroCoefficients=FALSE SystemName[001]=Pilot SystemName[002]=CoPilot SystemName[003]=ChainGun SystemName[004]=LaserDesignator [WeaponStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.4395,0.2050,1.2699 AttachmentAngles=0.0,0.0,0.0 DiameterLimit=0.50 LengthLimit=2.5 LoadLimit=500.0 AllowedWeaponClass=RP,RCKT,EOGR,WGR,LGR,ATR,TLR AttachmentType=USAF,USN,USMC ModelNodeName= PylonMass=25 [WeaponStation2] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.4300,0.2050,1.2563 AttachmentAngles=0.0,0.0,0.0 DiameterLimit=0.50 LengthLimit=2.5 LoadLimit=500.0 AllowedWeaponClass=RP,RCKT,EOGR,WGR,LGR,ATR,TLR AttachmentType=USAF,USN,USMC ModelNodeName= PylonMass=25 [WeaponStation3] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-0.8558,0.0910,1.1897 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 DiameterLimit=0.50 LengthLimit=2.5 AllowedWeaponClass=RP,RCKT,GP,EOGR,WGR,LGR,ATR,TLR AttachmentType=USAF,USN,USMC ModelNodeName= PylonMass=25 [WeaponStation4] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.8672,0.0910,1.1947 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 DiameterLimit=0.50 LengthLimit=2.5 AllowedWeaponClass=RP,RCKT,GP,EOGR,WGR,LGR,ATR,TLR AttachmentType=USAF,USN,USMC ModelNodeName= PylonMass=25 [LaserDesignator] ReferenceName=AVQ-23 SystemType=LASER_DESIGNATOR CameraFOV=2.500000 CameraPosition=0.000000,0.125000,0.000000 CameraYaw=0.000000 CameraPitch=-30.000000 CameraRoll=0.000000 SightTexture=avq23sight1.tga EODisplayFlags=268697600 SeekerRange=27.000000 SeekerGimbleLimit=180.000000 SeekerNodeName=SeekerHead SearchFOV=0.000000 SearchTexture= For the loadout.ini: Loadout[01].WeaponType=AGM-114A (or AGM-114F) Loadout[01].Quantity=4 Loadout[01].Racktype=M-279 (or M-299) If you want the L model, then it's this: Loadout[01].WeaponType=AGM-114L Loadout[01].Quantity=4 Loadout[01].Racktype=M-299L If you want the 2 pack, A or F-model, then it's this: Loadout[01].WeaponType=AGM-114A (or AGM-114F) Loadout[01].Quantity=2 Loadout[01].Racktype=M-272 If you want the 2 pack, L-model, then it's this: Loadout[01].WeaponType=AGM-114L Loadout[01].Quantity=2 Loadout[01].Racktype=M-272L Note the differences folks! Use the loadout.ini (and make sure you have the right YEAR) to get the missiles you want...but use the proper rack! From the weapon release thread: FastCargo
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	  I'm Popeye...FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion I believe you are correct. I remember seeing a picture when I was doing research that showed 2 Popeyes on one wing, and a data pod (which looked a lot like a wing fuel tank) on the other wing. The data pod seemed quite large if I remember correctly...about the size and shape of 200 gallon fuel tank. I was just too lazy to make one...plus there really wasn't a whole lot of info on the pod. 100 miles? Cripes...that's some range there! FastCargo
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	Odd, in both cases a skin isn't showing. I would recommend redownloading the addon, and verify all the files exist in the Objects/Weapons directory included with the addon, then copying the .LOD and .BMP files over to your install, overwriting the ones already there. There is absolutely no reason the skins shouldn't be showing. The only thing I can think of was that the .bmps got corrupted. FastCargo
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	Okay, a two part question. First, I understand the skin is not showing for the AGM-114A? Did you check that the AGM-114A.bmp file is in your Strike Fighters/Objects/Weapons directory? I know, stupid question but I need to ask. And, did you do a substitute install or a overwrite install? Second, is the rack for the Brimstone not showing? Or the skin for the rack for the Brimstone not showing? FastCargo
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	Typhoid, I was wondering if you had any inside dope on those HUD captures...no one seems to have the definite poop on the actual context. And no one seems to be offering up "Hey, that was me" either. FastCargo
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	Let me guess, you think this based on 2 screen captures of a F-18 Hornet HUD with an F-22 in it's sights, right? Where have I heard that before. Sigh... FastCargo
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	Correct. Yep, that's an old version of the rack. In the readme, I stated: "For multi-pack carry, if the TW engine finds a multi-rack that is listed eariler in the Weapondata.ini that can carry the missile, it will use that rack instead. You may have to fiddle with your loadout.ini files to get it to use the right rack." Also, in the readme I detailed instructions on how to substitute using the nicer racks included in this weapons package instead of the old ones. The dedicated TOW racks (the ones with the 'figure 8' tubes) still need to be replaced (along with the TOW missile). But that's for another time and another release. FastCargo
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	What? You didn't get TF2???? :) FastCargo
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	There is another reason. Loadouts. The engine uses the loadout.inis to arm the aircraft in theatre during a mission (aircraft you are not flying). If the loadout.inis specify weapons that did not exist for the year you are flying, the aircraft will not have any weapons at all. This can be an issue for aircraft that have been around for a long time. FastCargo
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	View File AGM-142 for SFP1/WOV/WOE (Version 1.1) ************************ NOTE! NOTE! NOTE! *************************************** This update has made several changes, including additional weapons and a data pod. The readme has been revised heavily! If you have the previous version of this weapon, there are changes to the inis of the original AGM-142A and B. Recommend substituting the AGM-142 weapondata.ini entries you currently have for the entries listed below. Please read this readme carefully to note the new changes! ************************ NOTE! NOTE! NOTE! *************************************** Version 1.1 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 03 Oct 07) Notes and limitations: The AGM-142A, AGM-142B, Popeye 2 missiles are TV/IR guided via a data link that transmits the nose view of the missile to be manually guided by the pilot. However, the TW engine doesn't simulate this combination, so I made the missiles laser guided with the 'Data Pod' a laser designator. This realistically simulates the need to carry the pod in order to be able to use the missiles (assuming the aircraft doesn't already have a laser designator). Therefore, to carry the pod, you need the weapon station to be able to carry LP, and LGR for the missiles. Right now, the other users of these missiles besides the USAF is Israel (who developed the missile) and the RAAF for the F-111. I have included the paint template for the missile if you want to tweak the paint scheme. 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 14 Oct 07 Submitter FastCargo Submitted 10/14/2007 Category Single Ordnance Files
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	1,233 downloads ************************ NOTE! NOTE! NOTE! *************************************** This update has made several changes, including additional weapons and a data pod. The readme has been revised heavily! If you have the previous version of this weapon, there are changes to the inis of the original AGM-142A and B. Recommend substituting the AGM-142 weapondata.ini entries you currently have for the entries listed below. Please read this readme carefully to note the new changes! ************************ NOTE! NOTE! NOTE! *************************************** Version 1.1 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 03 Oct 07) Notes and limitations: The AGM-142A, AGM-142B, Popeye 2 missiles are TV/IR guided via a data link that transmits the nose view of the missile to be manually guided by the pilot. However, the TW engine doesn't simulate this combination, so I made the missiles laser guided with the 'Data Pod' a laser designator. This realistically simulates the need to carry the pod in order to be able to use the missiles (assuming the aircraft doesn't already have a laser designator). Therefore, to carry the pod, you need the weapon station to be able to carry LP, and LGR for the missiles. Right now, the other users of these missiles besides the USAF is Israel (who developed the missile) and the RAAF for the F-111. I have included the paint template for the missile if you want to tweak the paint scheme. 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 14 Oct 07
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	  I'm Popeye...FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion Released. FastCargo
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	Okay, make sure you read the second post in the weapon release thread: http://forum.combatace.com/index.php?showtopic=22679 It talks about which weapons use which racks. Also, capun's post here specified a line to add: Loadout[01].WeaponType=AGM-114 Loadout[01].Quantity=4 Loadout[01].RackType=M299 <----- This line here...VERY important. Use the weapon rack names specified instead of this one. Example, if you want to use AGM-114Fs, your loadout.ini points should read something like this: Loadout[01].WeaponType=AGM-114F Loadout[01].Quantity=4 Loadout[01].RackType=M-299 Loadout[02].WeaponType=AGM-114F Loadout[02].Quantity=4 Loadout[02].RackType=M-299 Loadout[03].WeaponType=AGM-114F Loadout[03].Quantity=4 Loadout[03].RackType=M-299 Loadout[04].WeaponType=AGM-114F Loadout[04].Quantity=4 Loadout[04].RackType=M-299 Try that...it should work. I've been trying to figure out myself why the program doesn't let you load them on it's own... FastCargo
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	Any technology can eventually be superceded, that's pretty much a given. The F-22 isn't meant to be the end all be all...it's just the end all be all RIGHT NOW. It's a technological jump that will take a while for anyone to match. Examples of this exist throughout aviation history (and even eariler). We simply adapt and transition to the next leap. If the ABL becomes more efficient and stronger, fighters may not be an option anymore because it'll knock them from the sky 'Star Wars' style. Or be used as a super giant lidar to defeat stealth. Or plamsa based stealth. Etc, etc, etc... FastCargo

 
         
					 
	