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FastCargo

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Everything posted by FastCargo

  1. Thanks guys, Weapons WIP thread updated. http://forum.combatace.com/index.php?showtopic=22260 FastCargo
  2. Actually, that's what I patterned my paint scheme on. The only thing I didn't put in were the 'DRILL' circles you see there (the big black dots). I had assumed that 'DRILL' was a designation that it was a training round. Otherwise, you should see that the paint scheme is pretty close to those pictures. FastCargo
  3. View File ALARM for SFP1/WOV/WOE (Version 1.1) Readme for ALARM for SFP1/WOV/WOE (Version 1.1) ********************************* Version 1.1 Update List ************************************* 1. Texture updated and resized. 2. If you already have the previous version of these files, just copy the Objects directory into your SFP1 install as per Instruction step 3, allowing overwrites. 3. Reference materials included. ********************************* Version 1.0 Original Release ******************************** Version 1.0 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: 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 ALARM is a BAe Systems Anti-Radiation missile designed to kill SAM/AAA radars. The real missile has a 'up and over' capability that allows it to descend on a parachute to wait for a radar to light up. The ALARM uses it's own specific pylon...you will see them on the pylon until you fire, then the pylon will disappear. The paint scheme is 'best guess', based on the few pictures available. The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM. 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 6 Oct 07 Submitter FastCargo Submitted 10/07/2007 Category Single Ordnance Files
  4. 2,104 downloads

    Readme for ALARM for SFP1/WOV/WOE (Version 1.1) ********************************* Version 1.1 Update List ************************************* 1. Texture updated and resized. 2. If you already have the previous version of these files, just copy the Objects directory into your SFP1 install as per Instruction step 3, allowing overwrites. 3. Reference materials included. ********************************* Version 1.0 Original Release ******************************** Version 1.0 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: 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 ALARM is a BAe Systems Anti-Radiation missile designed to kill SAM/AAA radars. The real missile has a 'up and over' capability that allows it to descend on a parachute to wait for a radar to light up. The ALARM uses it's own specific pylon...you will see them on the pylon until you fire, then the pylon will disappear. The paint scheme is 'best guess', based on the few pictures available. The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM. 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 6 Oct 07
  5. Wakey, wakey... Final INI tweaks, then release. FastCargo
  6. Unfortunately, no. I've tried setting the pop-up parameter in the weapons editor on other weapons...never seems to have an effect. I don't think the engine models that type of attack profile. Anyone else had success in getting a weapon in game to do an 'up and over' attack? FastCargo
  7. Work in progress: Just a few ini tweaks and a skin and should be done! FastCargo
  8. A lot of people were having CTDs with rudder inputs with this Tornado. THere is another thread somewhere with details. FastCargo
  9. Congrats dude! He sounds like a biggin! FastCargo
  10. This thread is closed, because this question has been asked many times before. Do a search next time you want to know the status of something. FastCargo
  11. Yo! 2 Disc Special Edition no less... FastCargo
  12. I like Florian's idea better...less work for me! FastCargo
  13. You know, I'm beginning to think this is more and more possible. Check out an experiment I just did: Note, no plyons on the underbelly! I simply didn't load anything. So here's what could work: Make 3 weapon stations that use the calls (ModelNodeName=) for those pylons. Put them in Weapons Group 7, and give them no mass, and such small restrictions that it's impossible to load ANY weapons on them. That way you can't ever 'show' those plyons. Eliminate the old centerline stations from the data file. Make 4 new weapon stations corresponding to the 4 semi-recessed positions of the Skyflash missiles. Make a new weapon station for the nose. Put it in Weapon Group 8, and adjust the LOADOUT.INI so it's ALWAYS loaded. Make a new nose...give it no mass...make it a fuel tank lets say. Hey, by doing that, you can make it so that you CAN'T load anything else there... Finally, build a new skin template. The real hard parts are making the new nose and skin templates. The ini editing is relatively simple. Cockpit layout is another story...but even that can be tweaked (maybe making the 'moving map' the main radar screen). FastCargo
  14. Actually, from what I understand about the Tornado F3 model that is out there, is that it wasn't a very good model. Again, from what I've heard thirdhand. I've seen pictures of it, and from what I can tell, it has some odd proportions. FastCargo
  15. View File AGM-136A (Tacit Rainbow)(Version 1.1) *************************************** Version 1.1 Update List ************************************ 1. LOD file smaller to reduce disk usage. 2. Pylon reconfigured to more plausible dimensions. 3. Switched to RAR format to reduce upload/download bandwidth. 4. Included reference materials. 5. If you already have the previous version of this file, just copy the Objects directory as per Step 3 in the Instructions, confirming all overwrites. *************************************** Version 1.0 Original Release ******************************* Version 1.0 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: 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-136A was prototype for a cruise missile that was designed to loiter over a battlefield, then attack a SAM radar when it lit up. Basically, it was a combination a cruise missiles range/duration time, and the AGM-88 HARM ability to kill SAM radars. It however did not proceed beyond prototype stage before being terminated in 1992. The paint scheme is 'best guess', based on the few pictures available. The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM...except with more range. 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 3 Oct 07 Submitter FastCargo Submitted 10/04/2007 Category Single Ordnance Files
  16. View File SA-5 (S-200) Gammon (Version 1.1) ************************ NOTE! NOTE! NOTE! ********************************* Version 1.1 has significant changes. Please read it fully! If you have the previous version of this weapon, allow all overwrites when copying the 'Objects' directory, and 'cut and paste' the Weapondata.ini entry to get up to date on the newest 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. Capun - For helping me fix the SA-5 booster issues...I owe you two!! Fubar512 - For revising the SA-5 Weapondata.ini entry to more challenging values. 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 SA-5 in reality is a very big, long range SAM that's made to kill high altitude, slow manuvering targets. However, the TW engine may not support such a long range SAM. And, though I didn't make one, there was a version of the SA-5 with a nuclear warhead! Maybe something you'll want to play with... I have included all the texture templates along with the reference materials I used to build the models. Note there were several paint schemes...plus pictures of missiles in various states of repair. The templates should make it easier to make paint schemes for specific theatres...and to make better skins for the launch rail and Square Pair radar. The Square Pair radar was VERY hard to find pictures of (I only found 2) so the model is very basic and most guesstimating. I have included an experimental Barlock_data.ini file. It's a beta test of using the Barlock as a EW radar for the SA-5/Square Pair system...allowing for possibly VERY long engagement ranges for the SA-5. Just copy into your Objects/Groundobject/Barlock directory. Use at your own risk!! 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 18 Nov 07 Submitter FastCargo Submitted 10/04/2007 Category Single Ordnance Files
  17. Actually, I was wondering about that. From what I can tell (and I'm no expert on the Tornado) the ADF version visually seems to simply have a longer nose. Could we do a Weapons Mod similar to what was done for the A-4 with the avionics hump and 'graft' on a nose? FastCargo
  18. 870 downloads

    *************************************** Version 1.1 Update List ************************************ 1. LOD file smaller to reduce disk usage. 2. Pylon reconfigured to more plausible dimensions. 3. Switched to RAR format to reduce upload/download bandwidth. 4. Included reference materials. 5. If you already have the previous version of this file, just copy the Objects directory as per Step 3 in the Instructions, confirming all overwrites. *************************************** Version 1.0 Original Release ******************************* Version 1.0 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: 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-136A was prototype for a cruise missile that was designed to loiter over a battlefield, then attack a SAM radar when it lit up. Basically, it was a combination a cruise missiles range/duration time, and the AGM-88 HARM ability to kill SAM radars. It however did not proceed beyond prototype stage before being terminated in 1992. The paint scheme is 'best guess', based on the few pictures available. The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM...except with more range. 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 3 Oct 07
  19. 1,431 downloads

    ************************ NOTE! NOTE! NOTE! ********************************* Version 1.1 has significant changes. Please read it fully! If you have the previous version of this weapon, allow all overwrites when copying the 'Objects' directory, and 'cut and paste' the Weapondata.ini entry to get up to date on the newest 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. Capun - For helping me fix the SA-5 booster issues...I owe you two!! Fubar512 - For revising the SA-5 Weapondata.ini entry to more challenging values. 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 SA-5 in reality is a very big, long range SAM that's made to kill high altitude, slow manuvering targets. However, the TW engine may not support such a long range SAM. And, though I didn't make one, there was a version of the SA-5 with a nuclear warhead! Maybe something you'll want to play with... I have included all the texture templates along with the reference materials I used to build the models. Note there were several paint schemes...plus pictures of missiles in various states of repair. The templates should make it easier to make paint schemes for specific theatres...and to make better skins for the launch rail and Square Pair radar. The Square Pair radar was VERY hard to find pictures of (I only found 2) so the model is very basic and most guesstimating. I have included an experimental Barlock_data.ini file. It's a beta test of using the Barlock as a EW radar for the SA-5/Square Pair system...allowing for possibly VERY long engagement ranges for the SA-5. Just copy into your Objects/Groundobject/Barlock directory. Use at your own risk!! 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 18 Nov 07
  20. Er...no. The A-7 could carry a LOT more A/G ordinance than a F-8. A F-8 only had 2 wing hardpoints...an A-7 has 6! Of course, I could be wrong...anyone with better info? FastCargo
  21. I believe it's possible. I was planning to do something similar. FastCargo
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