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FastCargo

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Everything posted by FastCargo

  1. Not a problem. Here are weapon stations for my 1979 version of the F-8FN...which is just the stock TW F-8E modified: [sidewinderStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.09,2.68,0.15 AttachmentAngles=0.0,0.0,135.0 MissileRollAngle=0.0 EjectVelocity=0.0,0.0,0.0 LoadLimit=91 DiameterLimit=0.17 AllowedWeaponClass=IRM AttachmentType=FRANCE ModelNodeName=missile_rocket_tree_left PylonMass=56.70 PylonDragArea=0.01 [sidewinderStation2] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.09,2.68,0.15 AttachmentAngles=0.0,0.0,-135.0 MissileRollAngle=0.0 EjectVelocity=0.0,0.0,0.0 LoadLimit=91 DiameterLimit=0.17 AllowedWeaponClass=IRM AttachmentType=FRANCE ModelNodeName=missile_rocket_tree_right PylonMass=56.70 PylonDragArea=0.01 [sidewinderStation3] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.11,1.44,-0.28 AttachmentAngles=0.0,0.0,0.0 MissileRollAngle=0.0 EjectVelocity=0.0,0.0,0.0 LoadLimit=194 DiameterLimit=0.27 AllowedWeaponClass=IRM AttachmentType=FRANCE ModelNodeName=missile_rocket_tree_left PylonMass=56.70 PylonDragArea=0.01 [sidewinderStation4] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.11,1.44,-0.28 AttachmentAngles=0.0,0.0,0.0 MissileRollAngle=0.0 EjectVelocity=0.0,0.0,0.0 LoadLimit=194 DiameterLimit=0.27 AllowedWeaponClass=IRM AttachmentType=FRANCE ModelNodeName=missile_rocket_tree_right PylonMass=56.70 PylonDragArea=0.01 [sAHMStation1] SystemType=WEAPON_STATION StationID=5 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.11,1.44,-0.28 AttachmentAngles=0.0,0.0,0.0 MissileRollAngle=0.0 EjectVelocity=0.0,0.0,0.0 LoadLimit=194 DiameterLimit=0.27 AllowedWeaponClass=SAHM AttachmentType=FRANCE ModelNodeName=missile_rocket_tree_left PylonMass=56.70 PylonDragArea=0.01 [sAHMStation2] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.11,1.44,-0.28 AttachmentAngles=0.0,0.0,0.0 MissileRollAngle=0.0 EjectVelocity=0.0,0.0,0.0 LoadLimit=194 DiameterLimit=0.27 AllowedWeaponClass=SAHM AttachmentType=FRANCE ModelNodeName=missile_rocket_tree_right PylonMass=56.70 PylonDragArea=0.01 Notice I eliminated the wing stations...I couldn't find anything showing that the F-8FN ever carried anything at those stations. Now here is my late model F-8FN for my 1993 WOE campaign, which is the F-8D by column5 (I think). The reason I use the F-8D is because someone did the late F-8FN model textures for only the F-8D lod. So if I want to have a F-8FN in the last paint scheme, I have to use the F-8D. Anyway, here are my weapon stations: [LeftSidewinderStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-0.89,2.94,-0.15 AttachmentAngles=0.0,0.0,0.0 LoadLimit=91 DiameterLimit=0.17 AllowedWeaponClass=IRM AttachmentType=FRANCE ModelNodeName=F_hardpoint_L PylonMass=25.0 PylonDragArea=0.03 LaunchRailNodeName=YR_L MinExtentPosition= MaxExtentPosition= [RightSidewinderStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.01,2.94,-0.08 AttachmentAngles=0.0,0.0,-36.5 LoadLimit=91 DiameterLimit=0.17 AllowedWeaponClass=IRM AttachmentType=FRANCE ModelNodeName=F_hardpoint_R PylonMass=25.00 PylonDragArea=0.03 LaunchRailNodeName=YR_R MinExtentPosition= MaxExtentPosition= [LeftSidewinderStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.00,4.16,0.33 AttachmentAngles=0.0,0.0,-36.5 LoadLimit=91 DiameterLimit=0.17 AllowedWeaponClass=IRM AttachmentType=FRANCE //ModelNodeName=F_hardpoint_L ModelNodeName=YR_L PylonMass=25.0 PylonDragArea=0.05 LaunchRailNodeName=YR_L MinExtentPosition= MaxExtentPosition= [RightSidewinderStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.93,4.16,0.37 AttachmentAngles=0.0,0.0,19.0 LoadLimit=91 DiameterLimit=0.17 AllowedWeaponClass=IRM AttachmentType=FRANCE //ModelNodeName=F_hardpoint_R ModelNodeName=YR_R PylonMass=25.0 PylonDragArea=0.05 LaunchRailNodeName=YR_R MinExtentPosition= MaxExtentPosition= Also, if you're interested, I can show you my settings to activate an RWR in the F-8FN...I placed it where the UHF radio head is at. It's a kludge, but it works... FastCargo
  2. Gentlemen, do not derail the thread with political commentary. I was wondering about the CAS thing...I couldn't find anything specific that French F-8s did any air to mud. I've got French F-8s in my 1979 and 1993 WOE campaigns, but especially in 1993, they are severely outmatched. It would be nice if they were able to do some air to mud stuff... FastCargo
  3. I gotta tell ya, as a former air to mud guy, I'm not particularly fond of the current (Avionics60.dll) A/G radar modes anyway. For me, they're fairly useless because there is no TF capability. So, I don't mind losing the A/G radar to gain a better HUD. At least at the current time...guess I can wait til Avionics80.dll... FastCargo
  4. Did the loading screen look like this? FastCargo
  5. Safe journey there Dave, See you when you get access again! FastCargo
  6. Done...PM me to work out paying for shipping. FastCargo
  7. Actually, my vote for airborne AARs would be in the Air Combat School. BSing around the bar and formal AARs sometimes tend to blend into one another...and learning can (and frequently does) occur in either situation. FastCargo
  8. Janes USAF - 2 CD-ROMs - $5 - SOLD Janes Fighters Anthology - 2 CD-ROMs plus manual and keycard - $5 - SOLD Microsoft Combat Flight Simulator 2 - 2 CD-ROMs plus manual - FREE - On hold JSF - 1 CD-ROM - FREE Super Huey - 1 CD-ROM - FREE European Air War - 1 CD-ROM - $2 Interstate 76 Nitro Pack (Expansion) - 1 CD-ROM - FREE Mechwarrior 2 - Original MS-DOS version unopened box - $5 Pacific Air War 1942 Gold Edition - Full Box, everything included - $15 - SOLD Most items are in good to excellent condition. All have been verified to work, except for Mech 2 and Pacific Air War, as either the box or the CD-ROM case is unopened. Shipping is $6 for each item...unless you buy multiple items, in which case I can steeply discount shipping. Shipping outside the US will cost more. Prefer Paypal, can accept other forms of payment, just will take longer to ship. First come first served. FastCargo
  9. Eraser, Okay, I've mulled it over. $20 dollars total, plus shipping (about 7 dollars via FedEx...I can get you an exact price if you give me an address). Brand new, case only opened to check contents. I've included a picture. If you are still interested, send me a PM and we'll work out the details. FastCargo
  10. And it wouldn't be a bad guess. It isn't the first time I've read about auto makers (heck even Paramount has this 'no destroying the Enterprise' rule for games...for the most part) using this kind of reasoning. Again, it's pretty dumb...BMW did a GREAT job with their 'The Hire' series, a few of those BMWs had some damage done to them as part of the film itself...but BMW was okay with it (obviously). I reiterate...any exposure (other than specific disparaging) is good exposure. Funny this facet is brought up. On 'Eureka', for the pilot episode, the 'solar car' was orginally going to be a Mercedes 'Smart' car, but was pulled at the last minute by Mercedes because they were going to have the main character act like he was 'cramped' inside. Now, I can see why Mercedes would be upset (though, the 'Smart' car is pretty damn small inside) and logically, I can see why they pulled their support. Not so in the case of the Transformers. FastCargo
  11. This has been discussed elsewhere: http://forum.combatace.com/index.php?showtopic=20246 FastCargo
  12. Actually, this is technically not true. I found out recently you can in fact have more than 6 groupings...however, only 6 will be accessible from the loadout screen. Which can make things interesting if you have entries in the loadout.ini for those points outside of the 6 accessible loadout groups. You can basically have the computer always load specific things for those points which aren't visible by the user...but only if those aircraft were in the original tasking. An example: Lets say for an F-4, I make the centerline station part of StationGroupID=7 (assuming there are already StationGroupIDs 1 through 6). BTW, the sim doesn't care how you number the StationGroupIDs...you could number them 4 to 9, and they would still show up in order as if they were numbered 1 to 6. Trust me, I've experimented with 0 and skipping numbers. Then, in the loadout.ini, I make that particular station (not the stationgroup) always have the 600 gallon tank in all configurations. Now, when you go to a mission, the loadout screen would show that centerline station as not accessible...doesn't even show up. If you flew that mission, all your flight would have centerline tanks, assuming the loadout.ini covered that specific type of mission (air to air, recon, strike, etc). With one exception, if you add to the crew roster. You know how when you add wingman in the crew roster screen, then go back to the loadout screen, the new wingman initially have no weapons at all? Guess what, they won't have centerline tanks either, and there will be no way you can add them in the loadout screen. It makes for some interesting possibilities. Try it, see for yourself (make backups FIRST). FastCargo
  13. Except the movie isn't a stinker from what I can tell...seems to be getting good box office returns. This kind of logic as to why to pull licensing is usually pretty stupid. Unless the movie specifically disparages a particular product, any exposure is good exposure. FastCargo
  14. No problem. Glad we could help. For all you folks new to simulations and modding. Believe it or not, the old heads (I'm not one of them yet) do in fact like to help. However, sometimes we get a bit testy because a lot of the same questions get asked by folks time and time again. Sometimes it feels like people want to get the easy answer instead of doing the legwork with the search engine and the knowledge base. Also, when you're doing a mod, if someone gives advice, don't just do it by rote, but ask yourself 'Why is it being done this way?' If you can understand that, it usually helps if it doesn't quite work the way you expect. And finally, with the Thirdwire series of sims, most of the modding is simple text based, and a lot of the lines in the .ini files are self explanatory. Take a close look at those lines, and a lot of times, you can figure out exactly what to do there on your own. Yes, it takes a bit more legwork on your part, but the upside is that you can customize to your hearts content once you learn. I've fixed a lot of issues, and in doing so, have been able to build my own campaigns, adding carriers, making aircraft modifications, etc. So feel free to ask questions...once you can't find the answers on your own. It takes some skull sweat sometimes...but the rewards can be worth it. FastCargo
  15. Okay, I see the issue. I'm using PSP 6. There should be a menu that says Mask, submenu New, submenu Hide All. You should then get a new mask that covers everything. Then in Masks again, you should have the option to 'Save to Alpha Channel'. That's where you can delete the old alpha channel and save the new one (the mask you just created). Then save the tga file. In PSP 6 it gives you a warning about the limitations of the tga format and that it will save only one alpha channel and save it as a merged image. Also, the mask (the alpha channel) actually has to be completely opaque, NOT transparent (ie that's why you make it as Hide All). The reason the alpha channel is opaque is simple...yet complicated. Think of the alpha channel as a stencil. The 'background' or primary layer of the tga file simply provides color for the tga image. The alpha channel has 'holes' that have the outline of what you want to see. If you look at some other aircraft, open up a TGA file. You usually just see a block of color which makes no sense...until you open the alpha channel 'mask' and have it overlay the background...then you'll see what you were expecting. That's why the alpha channel has to be opaque...so that none of the background shows up...which makes the tga file effectively transparent. Clear as mud? Try that and see if it works. FastCargo
  16. Thanks for the info. I was able to find a hex editor, and make the appropriate changes...I now have 2 different CFTs :). As a side effect, I was able to finally figure out where I could mount my RWR set for the late version of the F-8FN. :) I keep learning stuff every day with this sim... FastCargo
  17. Okay, you didn't accidently delete the TGA file did you? That's what it tends to look like when you do. Also, make sure when you make the new alpha channel as a mask that 'Hides all' that you save the alpha channel, then save the file (at least thats the way Paint Shop Pro does it). FastCargo
  18. As far as I know there is no B-36 available for the thirdwire series of sims. The Yak-28P is around somewhere though...I have it so I downloaded it somewhere before. FastCargo
  19. Actually, I'd be curious to see a F-16E/F (Block 60) cockpit. Of course, it would have to be in UAE colors... Also, just for my clarification, the external color of the CFTs are 'hardwired' into the LOD file...so there is no way to have multiple color schemes of the CFTs...correct? FastCargo
  20. We do similiar to what you do...though I knew about the fan's vs A/C thing way back in the 70s (a byproduct of the energy crisis and an asian mom), so all our rooms have ceiling fans. A nice side effect of my job is that I don't drive nearly as much as a normal '9 to 5' person...so our fuel bill is pretty low since I take 'public' transportation when I 'commute' to work. Also, knowing that number 2 son is on the way, when we looked at getting a new vehicle, we decided on a minivan. However, I was annoyed that most minivan's are almost as big and heavy as what used to be regular vans back in the day. Also, how much (with only 4 people) do you use the 7 passenger plus cargo capacity of a modern minivan? It just wasn't elegant. So we decided to buy (found it used even) a Mazda5, a 6 passenger 'nanovan'. It's actually shorter than our previous sedan, and can hold 6 people with a little bit of cargo, or less people with more cargo. We figured when relatives come to visit, we can just drive a second vehicle to haul everyone around. Hybrid cars are still not cost effective in terms of overall life cost (ie the gas you save doesn't offset the increased cost of ownership and additional enviromental impact of long term disposal of the batteries). It's still better to just get a fuel efficent similar sized regular car. Let's see, turning lights off when not in the room, not turning lights on if I don't need them, haven't switched to the compact fluorescent ones due to mercury issues with breakage and disposal. We have our own compost heap/container and do some of our own gardening. FastCargo
  21. Tantobot, All of the information you need to correct the problem has been said in this thread and in the knowledge base. You need to have a basic understanding of a 2-D coordinate system, negative numbers, and be able to read English clearly. The problem is very easy to fix, just takes a little trial and error. I honestly don't know what else we can do for you. FastCargo
  22. Hey guys, for you US Navy fans, I got a question. Looking at various sources, it seems there are very few external differences between the A and C model of the Hornet, except for a few new fairings (bumps) and some new antenna. I know internally there was an upgrade in avionics, allowing carriage of newer missiles, targeting pods, and AG weapons, plus an upgraded cockpit. Can anyone give me the differences in thumbnail? Basically, I've been flying around in SFP1/WOV/WOE, building a 'C' model by mostly just adjusting the data.ini to change loadout capabilities. Maybe another way to ask...what can one model do the other model could not do. FastCargo
  23. Actually, I tried that with my 1993 WOE campaign using the EA-6B, adjusting the missions to very little strike and mostly SEAD. Using these numbers: MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance=20 MissionChance[CAS]=0 MissionChance[sEAD]=90 MissionChance[ARMED_RECON]=10 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 Yet, 9 out of every 10 missions has been strike. There have been a very few SEAD missions in there...I wonder if the campaign engine doesn't do much SEAD... FastCargo
  24. Here's what I used: [HUD] HUDColor=0.36,1.0,0.82,0.7 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.105,-0.160 ViewportBottomRight=0.105,0.105 Also, this will give you the 'Harrier Blue' color you see in the screenshot. FastCargo
  25. Campaigns mostly as well, mainly because I can fly off carriers, test loadouts, and let the campaign engine come up with some of the better battles... FastCargo
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