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FastCargo

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Everything posted by FastCargo

  1. Hmmm...most discussions I've heard don't consider the latest patch a Service Pack...but it's all a matter of semantics. Usually they just specify the date of the last patch as a reference (08.30.06). FastCargo
  2. Hello CombatAce fliers! Welcome to Air Combat School. I am FastCargo and am your MFWIC of this forum! This forum is a subset of the CombatAce Website and will focus on Air Combat. What's that mean? 1. It will not be sim specific. It will focus more on all air combat, from 1 on 1 tactics, to prosecution of the strategic air war in support of political objectives. 2. It will not necessarily be a rehash of what is out there already. It will be a place to pass on information though, either something new or help those with questions find the information they need. But please don't ask a question unless you can't find a clear answer with Google or the search function on CombatAce. 3. After Action Reports (from real military pilots and virtual ones) are welcome...preferably with lessons learned to help your buds survive! 4. Force on force discussions are fine (A/C vs A/C, IADS, technologies and how they affect tactics, etc). 5. We all hear about dogfighting, only a little less on attacking ground targets with fighters. But what about recon, SEAD, standoff jamming, heavy bomber tactics? The less popular parts of the air war? Disadvantage tactics...how to survive when you're the one in the corner... Help all our buds in all parts of the conflict. 6. This is the place for the 'There I was' stories, where we talk with our hands! I encourage discussion on all parts of the air war. But with that being said: 1. This is not the place to bring up specific sim problems (bugs, quirks). There are other forums for that, please use them. 2. One thing we always try to tell budding pilots is that there a clear difference between procedure and technique, but that they get mixed up a lot...getting guys in trouble. For you forum participants, there is a difference between fact and opinion...but that gets mixed up a lot...getting guys in trouble. 3. There are things we are all passionate about...enthusiasm about military aircraft is no exception. But just like in real flying squadrons, leave the emotional baggage out of the engagement. If you find yourself getting wrapped up, it's time to take a deep breath, extend, and separate from the fight. We would prefer it not come to that of course... 4. Because military conflict supports political objectives a lot of the time, it is probable that the politics will enter into the air war discussion, especially at the strategic level...which means playing with WCE. Please don't use this forum to try to step around the rules about political discussions. 5. This forum is what you make it! The less rules we have to make, the less work we have to do to keep the peace, the happier we are! Welcome, and 'Fights On!' FastCargo
  3. If it's anything like SFP1/WOV/WOE, FE will just default to the default WWIPilot.lod model. No UCAVs here! :) FastCargo
  4. I don't think there is a Service Pack 5. Also, the weapon editor on Combatace is the most recent. FastCargo
  5. Okay, this is going to sound really stupid, but I happened to find this in my Weaponsdata.ini: [WeaponDataxxxx] TypeName=LAU-105A FullName=LAU-105 AHM Rack ModelName=LAU-105 Mass=73.029999 Diameter=0.100000 Length=2.800000 AttachmentType=NATO,USAF,USN NationName=USAF StartYear=0 EndYear=0 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=2 WeaponDataType=6 WeaponsRackType=2AR NumWeapons=2 LoadLimit=300.000000 LengthLimit=4.000000 MaxFuelAmount=0.000000 Attachment01Position=0.282000,0.000000,-0.020000 Attachment01Angle=0.000000,0.000000,-5156.620156 Attachment02Position=-0.282000,0.000000,-0.020000 Attachment02Angle=0.000000,0.000000,5156.620156 It looks like a post weaponspack release addon...simply making a 2AR version of the LAU-105. Maybe this is the problem? Maybe try adding this to your weaponsdata.ini, then use the weapons editor in the standard way. I can't see anything wrong with your hardpoints as they stand right now. I forgot this entry was in my weaponsdata.ini...so this is maybe what is allowing me to select 4 AMRAAMs. FastCargo
  6. Gocad, Can you attach your FA-18A_data.ini file to your post? I'll take a look and see if I can help. FastCargo PS Actually, never mind...I've posted my data.ini as a text file...check it out...
  7. Download this program: http://forum.combatace.com/index.php?autom...mp;showfile=343 Use it to open up the file Objectdata.cat, located in the Objects directory. In that file you will find the original F-104G_data.ini file. Extract the file...it will be in the Objects directory. Move it back to your F-104G directory and you are done. In the future, make a backup before you install mods in case something breaks. FastCargo
  8. After some further tweaking with the position of the new AHM racks, this is what I've come up with: Which looks like this: Compared to reality (posted by GoCad): There is clearance between the inner and outer pairs of AMRAAMs. Like I mentioned before though, you can't have only 2 AMRAAMs on the inner stations, because they'll be buried in the plyons. But it looks pretty, and is user selectable in the loadout screen! FastCargo
  9. Actually, if you do some clever ini editing, you can get 4 AIM-120s in the loadout menu for the inner stations pretty easily. Here are the following steps: First, go into your FA-18A_data.ini (MAKE A BACKUP FIRST) file, find the Weapons Stations section, note the first 2 entries: [LeftInnerWingStation] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=1 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.227,-1.3,-0.725 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2280 AllowedWeaponClass=FT,BOMB,RP,CBU,LGB,EOGB AttachmentType=NATO,USN,USAF ModelNodeName=LeftPyl PylonMass=123.8 PylonDragArea=0.03 FuelTankName=Tank300_F18 [RightInnerWingStation] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=2 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 2.227,-1.3,-0.725 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2280 AllowedWeaponClass=FT,BOMB,RP,CBU,LGB,EOGB AttachmentType=NATO,USN,USAF ModelNodeName=RightPyl PylonMass=123.8 PylonDragArea=0.03 FuelTankName=Tank300_F18 Make a copy of this section and paste near the bottom of the Weapons Station section just before the [ECM] lines. Then change what you just pasted in so it looks like this: [LeftInnerWingAHMStation] <----- changed //SUU-63 Pylon SystemType=WEAPON_STATION StationID=20 <----- new number (this may be a different number than yours - just make sure the number is the next number in sequence) StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.227,-1.3,-0.725 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2280 AllowedWeaponClass=AHM,2AR <----- changed AttachmentType=NATO,USN,USAF ModelNodeName=LeftPyl LaunchRailNodeName=LAU-105 <----- line added PylonMass=123.8 PylonDragArea=0.03 [RightInnerWingAHMStation] <----- changed //SUU-63 Pylon SystemType=WEAPON_STATION StationID=21 <----- new number (this may be a different number than yours - just make sure the number is the next number in sequence) StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 2.227,-1.3,-0.725 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2280 AllowedWeaponClass=AHM,2AR <----- changed AttachmentType=NATO,USN,USAF ModelNodeName=RightPyl LaunchRailNodeName=LAU-105 <----- line added PylonMass=123.8 PylonDragArea=0.03 You have now created 2 inner wing AHM plyons that won't show up if you load up any other type of weapons (assuming you don't have AHM,2AR listed in any of your 4 inner wing stations). Then go up in the FA-18A_data.ini file and look for the [LeftWing] and [RightWing] entries. Look specificially at the SystemName entries. Add the following lines to the [LeftWing] and [RightWing] respectively: For the [LeftWing] SystemName[xxx]=LeftInnerWingAHMStation For the [RightWing] SystemName[xxx]=RightInnerWingAHMStation Remember, make sure the SystemName[xxx] number is the next number in sequence within the [LeftWing] and [RightWing] entries. Save the data file and close. Then (this is optional) go into your loadout.ini file and now you can add this entry: Loadout[20].WeaponType=AIM-120A Loadout[20].Quantity=2 Loadout[20].RackType=LAU-105 Loadout[21].WeaponType=AIM-120A Loadout[21].Quantity=2 Loadout[21].RackType=LAU-105 This is just so that the loadout file gives you a default. You will find that you don't have to change your loadout.ini at all if you don't want. You WILL be able to select 4 AIM-120s for the inner pylons. In fact, it looks weird if you only select 2, because now they would hang like a bomb instead of on a rail. FastCargo
  10. Simple. This laser is a LOT more powerful than lasers on pods...those are designed to mess up the seekers on IRMs...not take out a ballistic missile the size of an ICBM. A 747 can fly high, which makes the laser more effective. A 747 can see more 'over the horizon'. And can attack missiles while still in boost phase. ABMs can only attack when the missile is in ballistic or terminal phase. And a laser's travel time is instant...an ABM still has to solve the intercept problem (hitting one bullet with another). FastCargo
  11. 7-Zip is the program's name...yes, you need to download it. Try this website: http://www.7-zip.org/ FastCargo
  12. RAR files are a type of compression. There are several programs that will open them up. I use 7-Zip, a pretty good program to open RAR files. As far as what happened with your WOE installation, could have been just a glitch. Usually the problem with the weaponspack is that it renames Soviet weapons to their Soviet numeric designations, which can cause problems for single missions and campaigns where the Soviet side uses the west's designations. Example...the west uses a AA-XX prefix for naming Russian missiles, and early versions of the SFP1 engine did that. But the Weapons Pack readdresses them as R-XX, as the Russians actually do. So stock campaigns' Soviet aircraft may not have any weapons...until you redo the loadout.ini and data.inis (for individual aircraft) and the data.inis (for the campaigns). FastCargo
  13. Found some surprising camo that I didn't expect would work as well - a little French Navy action: FastCargo
  14. You're not describing 'tearing' are you? Where your game refreshes faster than your monitor can, so you see the screen refresh... Also, Combatace do have a hardware forum section, but I'm not sure this is a hardware problem. FastCargo
  15. Jarhead, thanks for trying to help...but he's asking about LOMAC... FastCargo
  16. Pilots DO get replaced. I'm on the 1979 WOE campaign (that I modified to have carrier, British Navy, French, USN and USMC ops) and my Harriers were getting slowly decimated. At about the 3 week point, I did get replacement pilots...thank God...cause I was about down to a 8 ship... FastCargo
  17. Hey guys, I was at Half Price Books today and found 5 copies of WOE for 10 bucks each. Any interest in me picking them up? It would cost about 5 bucks to ship. FastCargo
  18. The military aircraft I've been fully qualified in have all been supersonic capable. I fly for a major overnight freight company in my civilian job. Thats about as simple as it gets... FastCargo PS Now, what my military bros call me (my callsign) is a different story...and no, I ain't tellin!
  19. All airpower is subject to the overall political objectives of the fight. The majority of conflicts require destruction of ground targets, either in direct support of ground forces, or as part of a larger strategic objective. ALL efforts are in support of destruction of those said targets, from the guy doing a FOD check of the ramp to the tanker pilot patiently waiting in orbit. That being said, how quickly do the objectives not get met if the iron doesn't hit the target? You can do a bombing mission without air cover, SEAD, recon, FAC, tankers, AWACS, etc. Now, that will obviously impact your mission effectiveness and attrition rates to high levels. But the overall air support of the ground objectives stops as soon as the iron stops dropping. FastCargo
  20. A lot of guys thought it looked like a steroid version of the AT-37. And it looks small, until you notice how small the pilot looks in the pictures. FastCargo
  21. It's nice being able to do that...I'm slowly adjusting my Harriers so that they all have asymetric capabilities... It's funny how everytime I play the game, I keep finding minor errors...I was playing the WOE 1979 campaign and noticed (after I had died) that the Sidewinders on the F-15A Eagles were offset from the rails...floating or buried! And I KNOW I haven't tweaked the .inis of the stock F-15A models at all! FastCargo
  22. Busy...too busy to enjoy myself. First real flight (not just a 'ride') was in a glider, being towed by a Piper Cub. Like trying to water ski and fly at the same time. FastCargo
  23. Actually, take a look at what competed against the A-10: Northrop A-9 Looks a bit familiar don't it? Similar needs sometimes result in similar solutions. FastCargo
  24. I think that's an outdated file. It was used in eariler versions of TK's sims, but now that groundobjects are treated like aircraft, I don't think it's used anymore. Also, you already have it if you have WOE. It's in the ObjectData.CAT file located in the Objects directory. FastCargo
  25. Hahahaha...whoopsie!!! Tell ya a story. Back in 1995, we deployed to Bagotville, PQ, Canada for Amalgam Warrior. Basically an exercise where we simulated Backfires for the CF-188s to play with. Anyway, Bagotville is NOT as big a field as a typical B-1B base. In order to be able to park and taxi successfully, we had to taxi in a 'U' shaped pattern. With the center of the U being parked B-1s. In addition, we had to taxi with our wings swept until we got on the parallel taxiway (the right side of the 'U') due to the lack of clearance on the left side of the 'U'. Got it so far? Down the left side of the U, wings swept, then across the base of the U, then up the right side of the U, where we would 'un-sweep' our wings for takeoff. Sounds okay, right? Well, it was, except when on the base of the U, the engines are pointed right at the ramp with all the miscellanous stuff an airport has. Did I mention that there is (was?) a restriction that didn't allow us to sweep wings on the ground unless we were not moving. Well, a 4 ship taxies out, and lead gets onto the parallel taxiway, then stops to 'un-sweep' for takeoff. 2 stops on the base of the U...and Newton's law kicks into full force. When lead starts moving again, 2 has to push it up significantly to turn onto the parallel taxiway. The power equivalent to a Thunderbird 4 ship points directly at a stack of 300 lb cargo pallets. Which promptly go flying like so many leaves in the wind. They smash into a few buildings, take out a car and some fence. The total damage ended up being about $30,000. Plus the quickest revision of the parking plan I've ever seen... Don't screw with jet exhaust! :) FastCargo
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