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FastCargo

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Everything posted by FastCargo

  1. First, to do it the way SE would like, it would HAVE to be part of the aircraft model, otherwise you will not be able to have sections to be destroyed...it would be either all or nothing. In addition, you couldn't have it 'flap' in the windstream unless it is part of the model. I have a way to do that, but I have to think about and test it first before I let y'all know how it works... FC
  2. RCS settings in the sim are calculated by the size of the 'hitboxes' for the particular aircraft. So it means for non-stealthy aircraft, the RCS should match roughly what the aircraft has in real life. However, in the data.ini of the aircraft, there is a line called BaseRCSModifier under the [DetectSystem] portion of the ini. This modifier is exactly that, simply multiply the modifier by the rough RCS of an average non-stealthy aircraft of comparable size, and that will give you the average RCS value. In other words, find a real world value of say something like an F-15, the projected value of the F-22, find the ratio (say something like .01), and plug that value into the BaseRCSModifier line. FC
  3. 1. You can make a concentrated effect that could simulate an afterburner node. You would have to add a second engine for each engine...one uses the standard effect, the second uses the 'afterburner node' effect. Obviously, you would have to create the effect, the engine, and manipulate the fuel usage and thrust values to not affect overall aircraft performance. 2. Well, considering the gun is actually in front of the pilot...but that's neither here nor there. Anyway, what I suspect is that the Gun entry in the data.ini is listed under a Component that has a the ShowFromCockpit parameter is TRUE. You could simply move the SystemName entry for the Gun to a Component where the ShowFromCockpit parameter is FALSE. FC
  4. Actually, I first learned about this feature in WOV/WOE, so I'd imagine something so useful would have been carried on later iterations... FC
  5. Spinners, It resizes for you in game. I've got several models that have much higher resolution skins, but the sim pares them down. Works pretty good too...I think it does it at the front end during the loading portion, so there is no slowdown once you're in the sim proper. FC
  6. Wonder if the DO at the HANG Group could get me a job there... Went drinking more than a few times back when we went through pilot training together. Dang I'm getting old... FC
  7. You should not need to do anything except copy the texture directory to the specific aircraft folder. As long as the texture has it's own Textureset.ini file, the lines in it will be automatically added to the aircraft ini file. FC
  8. Also, the question can be raised about the fleet 'mix'. Tigers are considered light, while a legacy Hornet might be considered a medium class fighter. If they are looking for a light fighter replacement, anything much bigger than a Gripen might be overkill. However, if they are looking for an overall replacement, they may want to step up to something larger like later Vipers or MiG-35 class systems. FC
  9. Kevin, Actually, I was going to ask for more detail...PM me with exactly what you are trying to achieve. FC
  10. And the AI will even use them...poorly unfortunately. FC
  11. I guess my question is, are you seeing any anomalies in game? FC
  12. It depends. Some of the models may use a pilot model that is smaller than the stock Pilot.LOD files in the TW series. Also, a couple of the patches adjusted how the LOD relates to the CG declared in the LOD vs the data.ini. What you may want to try (assuming you're talking about the current version of SF2) is adding the line CockpitCGOffset=TRUE to the [AircraftData] section of the data.ini. That may provide a quick fix. If not, you may have to adjust each pilot manually in the data.ini. FC
  13. Let's clarify. Exactly which mod of the F-15SG did you download? FC
  14. You did not install the whole mod....including the FakePilot located in the Objects/Pilots directory. FC
  15. And a pretty slick looking one to boot! Awesome!!! FC
  16. Even tried to implement via a custom cat file...no dice. FC
  17. No. The sim doesn't work like that. FC
  18. You've been modifying ini files the whole time. FC
  19. I can confirm those bugs. I suspect it's just ini edits, but I've lost interest in troubleshooting this one. Someone else can pick up the ball and run with it. FC
  20. This actually has been known about for a long time, and it isn't nixerass' mod. It actually is the enbseries mod created here: http://enbdev.com/index_en.html. This was orginally designed for other games, but has been tried with varying results on different games, including the TW series. FC
  21. Trial and error...look at other aircraft for examples. It's pretty easy to figure out the syntax... FC
  22. Do not screw with your current install. Now that you have posted the results you have gotten, I know you can: A) Follow my instructions exactly B) End up with a known quantity...ie I can troubleshoot because I have the exact same install So, the first thing you are going to do is backup your weapondata.ini and weapondata.dat files (located in the Weapons directory) somewhere safe. Just make a copy and put them somewhere where you can quickly get to them. Secondly, after you have done this, open up the weapondata.ini (NOT YOUR BACKUP) with Notepad, search for the AIM-54A entry, and change the Exported= line to TRUE and match the exported start and end years to the main start and end year. Match the exported quantity to what you want...make it match the overall quantity to make it easy. Save the file. Then, open the weapondata.ini file with the Weapon Editor, double click on any weapon, DO NOT MAKE ANY CHANGES, then hit the Save button. Close the weapon editor. Check the date/time stamp on both the weapondata.ini and weapondata.dat files located in Weapons folder. If they (both files) have not been updated to the current date/time, your weapon editor is saving to a different area. If they have, then go on. Start the sim. If you have weapons, congrats! If you don't, you have the wrong weapon editor...period. Report back here with your results. FC
  23. Okay, let's start from the beginning: 1. Install SFP1 and then the Oct 08 patch. 2. Download the following: Iraq/Iran Campaign: http://combatace.com/files/file/1270-iran-iraq-campaign/ Iraq/Iran Campaign Update: http://combatace.com/files/file/5290-iran-iraq-war-quick-update/ IRAN F-14A: http://www.column5.us/aircraft2.shtml Foxbat package (MiG-25PD): http://combatace.com/files/file/4019-foxbat-package/ Community Weapons Pack: http://combatace.com/files/file/7791-weapons-pack-252-by-the-wosfp1-community/ Now, the bad news...the campaign and both aircraft downloads are very old and may not work properly in the SFP1 install patched to Oct 08. Now, in order, install (allow overwrites): The IRAN F-14A. Copy the MiG-25PD aircraft from the Foxbat package into the Objects/Aircraft folder. The Iraq/Iran Campaign and update. You should now see a Weapons folder in your Objects directory. Copy all the files and directories in the Community Weapons Pack into that folder. DO NOT USE THE WEAPONS EDITOR. You should now have a functional install with weapons. I just did every step myself and found it works just fine. FC
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