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Tannethal

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Everything posted by Tannethal

  1. Typhoid already did the F14A+ with uprated engines and the F-14D with Engines and AG capabilities so not sure what's the fuss about. If you refer to a (System)ReferenceName= in the Engines section of a mod you can safely ignore that. It's just a description with no use other than give a reference. It's the values that count. S!
  2. Many thanks for releasing this! and off in a B-25H to strafe some airfields
  3. USN maintenance guy: What's the deal: CAG said paint it on the verttail, no word on which side, though. Where's HrntFxr when one needs him? S!
  4. A Change to my previous information regarding the Laserdesignator Sight picture. I had a copy in flight folder too, thats why it was displayed. The file has to be placed into the flight folder, otherwise it won't show up. Placing it in objects folder won't do it. S!
  5. Be sure to add these Entries to the avionics.ini of the plane you want to mod, otherwise you have a Laserdesginator and still no Targetdisplay. [TVDisplayData] UseRadarTexture=TRUE DisplayLimitLeft=8 DisplayLimitRight=119 DisplayLimitTop=6 DisplayLimitBottom=121 ApplyFilter=TRUE FilterMaterial=DTVFilterMaterial OverlayTexture= [DTVFilterMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=MODULATE NumTextureStages=1 TextureStage[01].TextureName=GreenTVFilter.bmp TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=DIFFUSE OverlayTexture= can be used for kind of display frames/grids or the like From the Laserdesignator: SightTexture=avq23sight1.tga This can be changed to a custom TGA with Alpha channel, but seems the file needs to be placed in objects folder. See attached images for a rough draft. I finally figured out how to do and save TGAs with Alpha channel. ;) S!
  6. Ural? but those ammo boxes will be gone once they drive off the road. ;) ..... and the trucks will be gone once another YAP catches them out there. ;]
  7. @TeTeT: Lack of ground defence is caused by equipment (SAM, AAA) having a default end year of 1980. There is a objects mod that changes the end date for the stock ground units to after 1980. Search for that and install it. S!
  8. File Name: B-57G cockpit upgrade File Submitter: Tannethal File Submitted: 17 Feb 2007 File Category: Add-On Cockpits This is a modification to the Ajunaidr B-57G model B-57G. It replaces the cockpit with a reworked F-4B cockpit and adds a Laserdesignator and TV Display support. The cockpit is a rework of Wrenchs (http://wrench1smog.com/index.html) B-57B cockpit mod. S! Buggerstein Click here to download this file
  9. B-57G cockpit upgrade

    Version

    672 downloads

    This is a modification to the Ajunaidr B-57G model B-57G. It replaces the cockpit with a reworked F-4B cockpit and adds a Laserdesignator and TV Display support. The cockpit is a rework of Wrenchs (http://wrench1smog.com/index.html) B-57B cockpit mod. S! Buggerstein
  10. Do a search at Avsim.com for Tornado in the StrikeFighters Category. There should be a pack and a Skinpack show up. downloaded both yesterday. S!
  11. Strike Fighters Project1 if I recall correctly iirc: Forum/Chatroom slang afaik ;-) There was once a thread where all those abr. were explained. S!
  12. The front won't move anywhere in the RT campaign. Apart from the two ARVN Divisions on the map there are no ground units. The ARVN won't move because their supply is to small, and no north vietnamese units are there to push south. Suspect that's also the reason you don't draw any armed recon or CAS missions. Not sure if Linebacker I has NV units on the ground. S!
  13. Could you please pack this file as Zip or Rar? A readme explaining locations of the sound files to be replaced would be helpfull for noobs as well. ;) Thanks in advance!
  14. File Name: Wings over Vietnam addtioinal Aircraft and Groundunits. File Submitter: Tannethal File Submitted: 2 Feb 2007 File Category: Patches This file is for Wings over Vietnam and will add folders and ini files for aircraft and groundunits that are in the objects.cat file but not used by the game. It will only work with latest Servicepack and patch applied! It will add the C-130A, F-104G, IL-28, Su-7BM, TU-22 and the following ground units: BM-14-16 Katjusha, BTR-50PK APC, BTR-ZU23, SCUD-B and ZSU-23/4. For the groundunits skins made by Phamtuan have been included. You need to download skins for the Aircrafts. Read the readme.txt as it will explain in detail what to do. Buggerstein Click here to download this file
  15. Version

    2,210 downloads

    This file is for Wings over Vietnam and will add folders and ini files for aircraft and groundunits that are in the objects.cat file but not used by the game. It will only work with latest Servicepack and patch applied! It will add the C-130A, F-104G, IL-28, Su-7BM, TU-22 and the following ground units: BM-14-16 Katjusha, BTR-50PK APC, BTR-ZU23, SCUD-B and ZSU-23/4. For the groundunits skins made by Phamtuan have been included. You need to download skins for the Aircrafts. Read the readme.txt as it will explain in detail what to do. Buggerstein
  16. Hi there, adding the Laserdesignator in the Data.ini of the A6E_TRAM works like a charm and that thing with the dummy LGB and dummy bombbay too. However a small suggestion: For the dummy LGB either increase diameter or length above the ordinary meassurements (weight certainly isn't an option isn't it?) and config the bombay accordingly. This way you can prevent the dummy from being attachable to normal LGB stations. Additionally one should waste some thought on a nomenclature for the LGB dummy. Either some standart thingie like IR/LLTV that would fit said F111 or A6E Tram. Or do specific ones named apropriate like TRAM for the A6E and set proper availability dates and attachment types for them. The whole idea is also extendable towards the late F4B J or Ns equipped with PAVE KNIFE laser designators. Although here i'd prefer to do just a dummy copy of the pave tack LD pod on a attachment point without the LGB dummy. S!
  17. Patched up to the last SP from Thirdwire? Saw such gibberish in the cockpits of some MF planes when not patched up to the latest. Went away after patching. S!
  18. Again as of the latest service pack from Thirdwire for WOV. In the objects.cat there are the Tu22 LOD files and the Tu22_Data.ini. You just need to create a folder for it in the objects\aircraft folder and place a tu22.ini file there. Drop a skin in that folder and at least it should work AI wise. To make it flyable follow Fubars and Jtins advice. I'd suggest you set minbasesize to medium. There are no large VPAF airbases and WOV will want you to start a red bird from a red airfield. If i ever manage to do another clean install i will create a pack with folders and ini files that will resurect the planes/objects hidden in the objects.cat after the latest service pack. S!
  19. The WoV objects.cat was updated with SP4 to include most of the SFP1G planes and objects. The C130, F104G, Su7, Tu22, Il28 and a ton of vehicles are hidden there. As Eskahila wrote, this stuff needs skins and proper ini files in the right folders to work. S!
  20. But wasn't most of the B57B fleet already retired around the early 60s with just a bunch of B57E target tugs, RB57E and EB57E kept flying? A few PAC bombers were deployed to SEA and there the last B57B were retired in 1968 due to airframe wear. The last B57 operationally deployed were B57G of 13th BS at UBON RTAF base from 1970-72. There were some 40 B57 variants still listed in Af inventory in 1973, half and half RB57E and EB57E. Yeah it's a fictional campaign but even then there should be an eye on facts up to the date the fiction starts. S!
  21. If anybody is into modding he should exchange the 57mm S60 Flak guns for Bofors 40mm. Then you get a AC130A with surprise package. S!
  22. There was a post at column5.us forum about adding the RWR to the WoV A6A in place of the clock. Sorry can't link you to this. You will have to search. Additionally you might want to have a look at the Mods &Skinning chat. There was a debate about the addition of Laserdesignator to AC, that makes a good addition to the TRAM too. Had that same white roundel below the Radar screen, unfortunately this isn't the RWR as the WoV Stock A6A doesn't have the instrument just a Audio RWR. Since all Addon A6 Variants with the exception of montys A6A use the WoV stock A6A cockpit that addition of RWR instrument for the Stock A6A should also work on the A6E TRAM. Just look for the threads or browse the objects or cockpit mod files, there was one file for A6A cockpit wich added RWR in place of clock and fixed some issues with the altimeter needles. Work through that files and then convert the relevant files in the TRAM folder. S!
  23. There was a post at column5.us forum about adding the RWR to the WoV A6A in place of the clock. Sorry can't link you to this. You will have to search. Additionally you might want to have a look at the Mods &Skinning chat. There was a debate about the addition of Laserdesignator to AC, that makes a good addition to the TRAM too. Had that same white roundel below the Radar screen, unfortunately this isn't the RWR as the WoV Stock A6A doesn't have the instrument just a Audio RWR. Since all Addon A6 Variants with the exception of montys A6A use the WoV stock A6A cockpit that addition of RWR instrument for the Stock A6A should also work on the A6E TRAM. Just look for the threads or browse the objects or cockpit mod files, there was one file for A6A cockpit wich added RWR in place of clock and fixed some issues with the altimeter needles. Work through that files and then convert the relevant files in the TRAM folder. S!
  24. @roulettes: I've fiddled with the lightning AB and edited it along the lines of the Mirage Factory MIG AB, so it doesn't need any particlesystem.ini edits. I'm not at home right now. will PM you then. S!
  25. Hi gillig, I tried to add destroyers as "carriers"! in the campaign data file but that didn't work. they won't show up. Second try was adding them as groundunits into the campaign data file but that didn't work either. They weren't shown on the planning map and neither were there in the mission. I had added a single strategic node to the Yankee Station but that doesn't do it. I will have a look into Operation tainted cigar campaign files, as there were ships as groundunits present. For the other variant aka placing them via terrain_targets.ini: Killerbee worked this idea in a thread over at www.column5.us He got them to move if the carrier was set as basesize=small in it's data file. And the ships would only join up and speed along when they had set a datalink=true in their data.ini However this is just from memory and if i'm not mistaken was pre SP4 testing. Since the last post in the thread was of 2005. S!
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