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Luiz Carlos

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Posts posted by Luiz Carlos


  1. The effect of the guns, especially of the light machine guns is overmoddeled. This is true. But with adding armour on the planes you can change this and you can harden them against light Flak.

     

    By the way, it is not only the soviet way to trust more on the big caliber guns. All european airplanebuilding contries(Sweden, France, GB, Germany) use caliber 27 to 30 mm.

    Gepard, I felt this after killing a MIG with an F-86, who has six .50 guns. The effect looks the same of the vulcan M61.

    Ijust squeeze the triger for a fraction of second and the Mig desintegrates.And that with an WW2 set of guns.

    I mean, I expected to see a lot of bullet impacts in the fuselage before the kill, but that not happens at all.


  2. Maybe I´m just used to WW2 combatsims, but, to me seems that gun kills are simple too easy...

    Just a blip on the trigger and almost everytime you will see enemy aircraft exploding instantaneously.

    Anybody already think about tunning down the punch of the guns a little bit?

    Something like seeing the bullets peppering the enemy´s fuselage , before the final kill.

    I don´t really know if I´m right on this matter, only want to discuss about it.


  3. Luiz,

     

    New Falklands Campaign is in the works. Possibly due September-ish.

     

    Check out this post at SimHQ: http://www.simhq.com/forum/ubbthreads.php?...=2&fpart=12

    Thanks BattlerBritain.I hope it has more compatibility with WOV/WOE.Seems the old Falklands campaign works better with SFPJ 1 .

    I think we all are looking forward to Jet Thunder, too, and will be great a Falklands campaign until there.

    Those pics are really great work! :good:


  4. that's pretty simple, and the procedure is essentially the same for both aircraft. We'll use the MiG-29 as an example.

     

    Open up the MiG-29A's directory, locate the MiG-29_Cockpit.ini and MiG-29_Avionics.ini files, and either delete them, or (better safe than sorry) rename them. Do the same to the cockpit folder.

     

    Now, open up your Su-27 folder, locate the Su-27_cockpit.ini and Su-27_avionics.ini. files, and copy and paste them into the MiG-29A's folder. Do the same for the Su-27's cockpit folder.

     

    Next, in locate the following file in the MiG-29A's folder MiG-29A.ini, and edit the following lines to match:

     

    CockpitDataFile=Su-27_cockpit.ini

    AvionicsDataFilename=Su-27_avionics.ini

    AvionicsDLL=Avionics70.dll

     

    Another thing, you can also repaint the Su-27's cockpit panels a medium Gray, to give it more of a "MiG-29" look :biggrin:

     

    gallery_279_43_38803.jpg

    Thanks, Fubar 521 I will do it.


  5. How far have you got?

    Did you manage to extract the relevant campaign data ini file from MissionData.cat using the extraction tool?

    In fact, I´m finally running Red Lightning campaign, flying the Mirage F1. :good: Seems I was typing incorrectly the name of the aircraft in the INI.

    I was typing Mirage F1-C/E Series , when the correct was simply F1-C.

    But I have new doubts:

    First: how can I change cockpit for the IAI F21 cockpit, or Mig 29 for the Su-27 cockpit?

    Second: can I Fly Red lightning campaign in the red side, and how can I edit the INI for this?

    I´m crazy to use Mig 29C and Su-27 in full campaigns... :biggrin:


  6. Using WOE as an example only:

     

    You will find the campaigns in the Campaign folder eg: C:\.....\Wings Over Europe\Campaigns

     

    Pick a campaign eg woeCamp1 and open the folder. In there you will find a file called woeCamp.ini. You also need woeCamp1_Data.ini which you need to extract using the extract tool probably from a cat file in the Flight folder. The SFP1E extract tool can be downloaded from this site.

     

    An easy way to get a plane into the game is to modify a squadron in the data.ini file after you have extracted it.

     

    If you want to fly it you need a player flyable squadron (one with a weapon loadout specified)

     

    change the type, default texture, weapons and whatever else needs changing then save it:

     

    //----- Player Unit

    [AirUnit003]

    AircraftType=A-1H

    Squadron=43TFS

    ForceID=1

    Nation=USAF

    DefaultTexture=SEA1

    BaseArea=Spangdahlem Airbase

    BaseMoveChance=0

    RandomChance=100

    To chose the squadron you need to alter the woecamp.ini file like this for example:

     

    [uSAFUnit003]

    UnitName=(A-1H) 43th TFS 'Bunyaps'

    ForceID=1

    UnitID=1

    StartDate=1962

    DescFile=woe1Start.txt

    StartText=woe1Start1.txt

    hope you understand this - you may have to experiment a bit also!

    Thanks CoolHand29 , I wiil try this.


  7. Yep, F-15E was a favourite carrier of them, and the F-111, thanks to them having very good AG radar resolution. The radar picks out the building, then the bomb camera picks which window of the building :cool:

     

    Walleye is basically the same as GBU-15 but only 500lb bomb. Also I think it didn't have as much range as the GBU, and was developed mainly by US Navy. Employment of both in the sim is the same as mavericks though - lock, launch, leave - sadly lacking the need to 'fly' the bomb yourself. Anyone else remember Jane's USAF? or F-15? :victory:

     

    HOBOS was an earlier version of GBU-15, it lacked the data-link so couldn't be steered once it was launched.

    Thanks for reply, Platinum Rogue.

    Very useful information.

    I´ll try edit the INI for F15 to use this bombs in the game.Do you know if F15A was capable of lauching it or just F15E Strike Eagle?


  8. The GBU-15 was designed to be launched several miles from target, then guided by a pilot or WSO via a data-link while the aircraft flew away from the target area. A camera in the nose of the bomb relays the position of the bomb relative to it's target. Remember those videos of bombs picking which doors and windows to fly through in Desert Storm '91? They were GBU-15's.

    Very interesting. I have seen pictures of those bombs in a book of mine, became interested.

    It was mounted in a F15.Do you now something about walleye and HOBOS bombs?


  9. Very funny you. :rofl: Not! :biggrin:

    Well, I have edited the A10 INI , adding LP to the outer weapons stations.

    Iniciate a campaign, fly 01 mission and in the second mission Pave Penny and Pave Tack are enabled, alowing laser designation to any ground target.

    Thanks to everybody.

    So, where can I find a list of the terms used in the INI para weapons (BOMB, LGB, LP,IR , etc...) and their meanings?


  10. I seem to remember there being an issue with LGBs being able to be launched against static targets without a pod, but not mobile ones (This had something to do with the bug that allows you to target aircraft with LGBs too). Even though you'd need a pod or internal designator for any LGB/PGM use.

     

    Luiz, just check the A-10_date.ini to make sure that at least one of the hardpoints has the entry "LP" under weapon types (you know where it says "BOMB,LGB,RP,EGOR" etc. One of the inner pylons should have it. That way, it should definitely show up ingame next time you load it up.

    I´ll check the INI files, because the problem is that laser pod designator don´t show up in the weapons loadout menu.

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