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FastCargo

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Everything posted by FastCargo

  1. View File ALCMs (AGM-86B and C) Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Cylix - For the original ALCM for SFP1. Mustang - For the great video tutorials. Capun - For helping me fix the ALCM animation issues...I owe you one! 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 Nuclear Weapons Effects - http://forum.combatace.com/index.php?autom...p;showfile=5271 Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Sep 07) Notes and limitations: Aircraft weapons stations must have NUC,CGR to be able to carry a nuclear ALCM, and EOGR to carry the convential ALCM. The nuclear ALCM uses INS guidance, and the conventional ALCM is GPS/INS (similiar to JDAMs). Paint schemes are notational...I wasn't ever able to determine the actual paint scheme for real ALCMs. Most pictures I saw were of display models or test articles. The nuclear ALCM paint scheme is based on pics I saw of ALCMs on B-52s in the older Euro Camo scheme. The conventional scheme is based on ALCMs I saw on racks on newer Gunship Grey B-52s...basically all over solid grey with no external markings. The ThirdWire sim engine does not support terrain following profiles. So these missiles will basically fly a straight line in a slow altitude decrease. So either launch them high...or make sure there aren't any mountains in the way... Also, because they come in at such a shallow angle due to their range...accuracy is an issue. The nuclear explosive yield (for the AGM-86B) was direct caluation (300Kt x 100 (kilo) x 2000 (ton))...but doesn't seem destructive enough. Tweak if you want. I have included a B-52G_DATA.INI and a B-52G_LOADOUT.INI modified to change the B-52G into an ALCM carrier. This will OVERWRITE your B-52G_DATA.ini weapon stations and B-52G_LOADOUT.INI. SO BACKUP THOSE FILES FIRST!!!! Be advised, because the visual model doesn't have the right external rails, and the internal bombbay is not the right size, you will see some visual anomalies. But only if you look real close...:). Also, ALCMs that are mounted at an angle will 'fly' at an angle after launch...this is a limitation on how the TW engine treats missiles. 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. Submitter FastCargo Submitted 09/29/2007 Category Single Ordnance Files
  2. FastCargo

    Future?

    I've heard about using 'Future' before...I'm always a clear coat kind of guy though for making the decals 'blend in'. FastCargo
  3. Released...will be available for download soon! Can't let the USAF have all the fun: Enjoy folks! FastCargo
  4. 908 downloads

    *********************************** Version 1.1 Update Changelog *********************************** 1. Texture for Pave Knife improved. 2. Textures resized to save disk space. 3. Pave Knife LOD file changed with additional laser sensor detail. 4. Reference JPGs included. 5. Nose.TGA included for transparent part of laser sensor. 6. If you have already installed the initial version of this release, all you need to do is Step 4 of the Instruction block (Copying the Objects directory allowing all overwrites). No other changes are needed. 7. Changed to RAR compression format to save upload/download bandwidth. ************************************ Version 1.0 Initial Release *********************************** Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack and their GBU_USAF.bmp file from which the GBU-12 paint scheme is derived. 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 14 Nov 07) Notes and limitations: Aircraft weapons stations must have LGB to be able to carry the GBU-12, and LP to carry the Pave Knife. Also, note the Pave Knife was available for only a very few years and was daylight capable only (which can't be simulated in the TW engine). Dimensions and capabilities for the Pave Knife are notational. Detailed information on the Pave Knife pods was VERY hard to find, so the external model size/dimensions/sensor window size/paint scheme is a lot of TLAR (That Looks About Right). Also, this paint scheme was the first skin I've done from scratch...so there will be errors (hopefully, small ones). In reality, only a few F-4Ds and A-6s were wired to carry the Pave Knife. So it's a lot easier to get them in game than reality would specify. The GBU-12 Paveway I model is based on the picture I was able to find on designation-systems.net. It was VERY difficult to find good information on the 500 lb class Paveway I model...most info concerned the 'folding fin' model, which is a Paveway II. I decided to redo the model differently from the stock Thirdwire one, because I felt the stock model was too short and had wrong fin diagrams to be correct. However, the paint scheme was a guess (using the Weaponspack GBU_USAF.bmp as a basis). Speaking of GBU-12 models, this one's fins, because they are bigger, will cause visual conflicts if mounted with one on the center station on a TER. Best thing to do is carry them one to a pylon. 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.
  5. 872 downloads

    Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Cylix - For the original ALCM for SFP1. Mustang - For the great video tutorials. Capun - For helping me fix the ALCM animation issues...I owe you one! 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 Nuclear Weapons Effects - http://forum.combatace.com/index.php?autom...p;showfile=5271 Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Sep 07) Notes and limitations: Aircraft weapons stations must have NUC,CGR to be able to carry a nuclear ALCM, and EOGR to carry the convential ALCM. The nuclear ALCM uses INS guidance, and the conventional ALCM is GPS/INS (similiar to JDAMs). Paint schemes are notational...I wasn't ever able to determine the actual paint scheme for real ALCMs. Most pictures I saw were of display models or test articles. The nuclear ALCM paint scheme is based on pics I saw of ALCMs on B-52s in the older Euro Camo scheme. The conventional scheme is based on ALCMs I saw on racks on newer Gunship Grey B-52s...basically all over solid grey with no external markings. The ThirdWire sim engine does not support terrain following profiles. So these missiles will basically fly a straight line in a slow altitude decrease. So either launch them high...or make sure there aren't any mountains in the way... Also, because they come in at such a shallow angle due to their range...accuracy is an issue. The nuclear explosive yield (for the AGM-86B) was direct caluation (300Kt x 100 (kilo) x 2000 (ton))...but doesn't seem destructive enough. Tweak if you want. I have included a B-52G_DATA.INI and a B-52G_LOADOUT.INI modified to change the B-52G into an ALCM carrier. This will OVERWRITE your B-52G_DATA.ini weapon stations and B-52G_LOADOUT.INI. SO BACKUP THOSE FILES FIRST!!!! Be advised, because the visual model doesn't have the right external rails, and the internal bombbay is not the right size, you will see some visual anomalies. But only if you look real close...:). Also, ALCMs that are mounted at an angle will 'fly' at an angle after launch...this is a limitation on how the TW engine treats missiles. 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.
  6. FastCargo

    JP-223_Run.jpg

    Where did you get the JP-233? Or it is part of the Tornado model? FastCargo
  7. Work in progress...to be released with the new GBU-15 Paveway I. FastCargo
  8. Actually, you don't need to carpet bomb the runways...at least in the Germany terrain. A couple of 1000lb LGBs or about 5 500lb weapons usually works. If this happens for a specific terrain, there may be something else at work here. FastCargo
  9. Yep. From the words of the pilot himself. http://www.ejectionsite.com/eunderh2o.htm FastCargo
  10. This thread's done...if you can't figure out when someone is joking... FastCargo
  11. Okay, that I have never seen. Haven't a clue...except for sometimes using Weapons that were not big enough or enough of them. FastCargo
  12. I want to make sure here....are you hitting the target and not getting 'a Earth shattering ka-boom'? Does it happen only sometimes? Is it that there are no visual effects, or no actual damage? Or are you talking about guidance problems? I think weapons have a 'dud' probability factor in the ini file somewhere (I think, maybe). Also, I think sometimes the game engine will not show weapon effects if it feels like it's getting bogged down. I know if I do a 'stick' drop in a F-111 right over the runway (24 Mk82 Snakeyes at .5 second intervals) that not every explosion will show up. FastCargo
  13. Only place I think you would find something like that would be an all in one campaign setup. Maybe not even then. You can drag and drop carriers...the harder part is actually using them. FastCargo
  14. Gentlemen...this conversation is taking a dangerous turn...oh, and using @ instead of a does not make a epithet any less a violation of the forum rules. Do we have an understanding? FastCargo
  15. Bringing up an old thread. I was concerned that the GBU-12 Paveway I model (stock TW) is still not correct. Most sources that have a picture of the Paveway I in the 500 lb class (GBU-12) show a model significantly thinner and longer than the stock TW model. The main external difference from more modern GBU-12 Paveway II and III is the lack of folding rear fins. Note the pic from designation-systems.net. Picture of very early Paveway Weapons The lower left picture is of a Paveway I in the 500lb class. Compare to the posts above showing the original TW model. So I've decided to make a new model. It's actually complete...all original LOD file, but the skin is a bmp made using a lot of elements of the GBU_USAF.bmp skin that comes with the Weapons Pack. If there is interest (and assuming Wpnssgt and Bunyap have no problems with me using elements from their bmp file) I'll upload here at CA. FastCargo PS Yeah, the colorations may be off...but that's easily fixed since the BMP file is separate.
  16. Technically, Crusader is correct. There is a tendency to call all F-16s that go to Israel 'I' models...even though that's only been true for the latest batch Israel has received. Even though their models tend to be very different from the USAF F-16 versions. FastCargo
  17. You have GOT to be kidding me. Bad enough they've seriously increased the weight of the whole tail assembly. But painting it in Blue Angel colors...down to the script font even... Imitation is the sincerest form of flattery I guess. FastCargo
  18. You know what's better for that sort of thing (pictures wise)? Use a long lens and stand REALLY far away. I find that works better for pics of objects like that. You don't get as much perspective distortion...and depth of field is much less of a player (blur in some parts of subject but not others). Of course...you need a tripod... FastCargo
  19. Hey, if you're willing, go ahead to the Weapons WIP list in the General Discussions thread and sign yourself up! You're a moderator now...you have the power (mwhahahaha) The more the merrier! FastCargo
  20. Okay, more details. What exactly is it doing? Where is it hanging? How far can you get? Does it crash to desktop? Using SFP1? WOE? WOv? All three? FastCargo
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