Sheriff__001
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Posts posted by Sheriff__001
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Is there a way to disable the chute to allow for loft bombing?
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I've been trying to modify the Data.ini for Column5's F-106A Delta Dart to get the weapon bay to open automatically on firing the missiles (as in the F-102A, and the concealed missiles on the F-101B). I have managed to get this to work for the AIR-2 Genie pylon, but not for the Falcons. Manual opening on the weapon bay still works.
Here is the relevant text from the modified data.ini
[WeaponsBay]
SystemType=WEAPON_STATION
StationID=1
StationGroupID=1
StationType=INTERNAL
AttachmentPosition= 0.0, 0.80, 0.00
AttachmentAngles=0.0,-1.4,0.0
LoadLimit=1500
AllowedWeaponClass=AHM
AttachmentType=USAF
DiameterLimit=1.15
LengthLimit=5.1
AutomaticDoors=TRUE
BombBayAnimationID=7
BombBayOpenTime=0.50
BombBayCloseTime=1.00
MinExtentPosition=-0.65, 4.95,-0.75
MaxExtentPosition= 0.65, 2.40, 0.00
[LeftFrontMissileStation]
SystemType=WEAPON_STATION
StationID=2
StationGroupID=2
StationType=INTERNAL
AttachmentPosition=-0.44, 3.49,-0.24
AttachmentAngles=0.0,-1.15,0.0
EjectVelocity=0.0,0.0,-2.0
LoadLimit=226.8
LoadLimit=650
AllowedWeaponClass=IRM
AttachmentType=USAF
ModelNodeName=LeftFrontPylon
AnimationID=7
AutomaticDoors=TRUE
BombBayAnimationID=7
BombBayOpenTime=0.50
BombBayCloseTime=1.00
MinExtentPosition=-0.65, 4.95,-0.75
MaxExtentPosition= 0.65, 2.40, 0.00
PylonMass=55
PylonDragArea=0.02
[RightFrontMissileStation]
SystemType=WEAPON_STATION
StationID=3
StationGroupID=2
StationType=INTERNAL
AttachmentPosition= 0.44, 3.49,-0.24
AttachmentAngles=0.0,-1.15,0.0
LoadLimit=650
AllowedWeaponClass=IRM
AttachmentType=USAF
ModelNodeName=RightFrontPylon
AnimationID=7
AutomaticDoors=TRUE
BombBayAnimationID=7
BombBayOpenTime=0.50
BombBayCloseTime=1.00
MinExtentPosition=-0.65, 4.95,-0.75
MaxExtentPosition= 0.65, 2.40, 0.00
PylonMass=55
PylonDragArea=0.02
[LeftRearMissileStation]
SystemType=WEAPON_STATION
StationID=4
StationGroupID=3
StationType=INTERNAL
AttachmentPosition=-0.43, 0.83,-0.21
AttachmentAngles=0.0,-1.15,0.0
LoadLimit=650
AllowedWeaponClass=SAHM
AttachmentType=USAF
ModelNodeName=LeftRearPylon
AnimationID=7
AutomaticDoors=TRUE
BombBayAnimationID=7
BombBayOpenTime=0.50
BombBayCloseTime=1.00
MinExtentPosition=-0.65, 4.95,-0.75
MaxExtentPosition= 0.65, 2.40, 0.00
PylonMass=55
PylonDragArea=0.02
[RightRearMissileStation]
SystemType=WEAPON_STATION
StationID=5
StationGroupID=3
StationType=INTERNAL
AttachmentPosition= 0.43, 0.83,-0.21
AttachmentAngles=0.0,-1.15,0.0
LoadLimit=650
AllowedWeaponClass=SAHM
AttachmentType=USAF
ModelNodeName=RightRearPylon
AnimationID=7
AutomaticDoors=TRUE
BombBayAnimationID=7
BombBayOpenTime=0.50
BombBayCloseTime=1.00
MinExtentPosition=-0.65, 4.95,-0.75
MaxExtentPosition= 0.65, 2.40, 0.00
PylonMass=55
PylonDragArea=0.02
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Furries?! What the hell?!
Or perhaps you mean Furies. :P
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Run it in compatibility mode for Windows 98/Me. You'll find it in the properties of the Weapons Editor executable.
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Thanks, that worked perfectly.
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P.S. I found an issue in the rotation of the right upper, and the scale of the right upper and right lower.
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I am aware that I can just extract the TGA, put it into the skin's folder, and modify the Decals.INI, but that would seem to be a strange workaround.
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On my MiG-21F13 Fishbed-C, I keep getting random national markings on the right wing of the MiG-21F13 Fishbed-C.
Here is the screenshot, and here is the Decals.ini for the skin:
[Decal001]
MeshName=Fuselage
DecalLevel=0
DecalFacing=RIGHT
FilenameFormat=Insignia
Position=-3.42,0.02
Scale=1.1
DecalMaxLOD=3
[Decal002]
MeshName=Fuselage
DecalLevel=0
DecalFacing=LEFT
FilenameFormat=Insignia
Position=-3.42,0.02
Scale=1.1
DecalMaxLOD=3
[Decal003]
MeshName=RightOuterWing
DecalLevel=2
DecalFacing=TOP
FilenameFormat=Insignia
Position=2.63,-1.99
Rotation=-50
Scale=0.9
DecalMaxLOD=3
[Decal004]
MeshName=RightOuterWing
DecalLevel=2
DecalFacing=BOTTOM
FilenameFormat=Insignia
Position=2.63,-1.99
Scale=0.9
DecalMaxLOD=3
[Decal005]
MeshName=LeftOuterWing
DecalLevel=0
DecalFacing=TOP
FilenameFormat=Insignia
Position=-2.63,-1.99
Scale=1.3
DecalMaxLOD=3
[Decal006]
MeshName=LeftOuterWing
DecalLevel=0
DecalFacing=BOTTOM
FilenameFormat=Insignia
Position=-2.63,-1.99
Scale=1.3
DecalMaxLOD=3
[Decal007]
MeshName=Nose
DecalLevel=2
DecalFacing=RIGHT
FilenameFormat=SovietNum
Position=4.35,-0.1
Scale=0.9
DecalMaxLOD=2
[Decal008]
MeshName=Nose
DecalLevel=2
DecalFacing=LEFT
FilenameFormat=SovietNum
Position=4.35,-0.1
Scale=0.9
DecalMaxLOD=3
[Decal009]
MeshName=VertTail
DecalLevel=0
DecalFacing=RIGHT
FilenameFormat=FinFlash
Position=-5.84,1.50
Scale=2.0
DecalMaxLOD=3
[Decal010]
MeshName=VertTail
DecalLevel=0
DecalFacing=LEFT
FilenameFormat=FinFlash
Position=-5.84,1.50
Scale=2.0
DecalMaxLOD=3
[Decal011]
MeshName=Rudder
DecalLevel=0
DecalFacing=RIGHT
FilenameFormat=FinFlash
Position=-5.84,1.50
Scale=2.0
DecalMaxLOD=3
[Decal012]
MeshName=Rudder
DecalLevel=0
DecalFacing=LEFT
FilenameFormat=FinFlash
Position=-5.84,1.50
Scale=2.0
DecalMaxLOD=3
[Decal013]
MeshName=Nose
DecalLevel=3
DecalFacing=LEFT
FilenameFormat=
Position=2.95,0.25
Scale=0.4
DecalMaxLOD=2
I am thinking of getting the Soviet insignia TGA file and putting it into the skin folder, and modifying the Decals.ini to go to it, as a workaround.
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If that happens, I get out of there fast, and go around again. If you're approaching a formation of gun-armed bombers, its best to keep the speed high. If you're keeping a similar speed to try to maneuver to get tone, you're asking for a load of cannon shells.
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I have a problem with the BA53-Y1 10 MT Nuclear Pod from the WeaponsPack_2.52.zip pack. The quantity available is zero.
I have tried several quantities, differing start and end, and each different category of availability.
I am using SFG patched to OCT08. I am using the Weapons Editor 022008.
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"You rost that roving feelin'"?
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Very much guilty with A-4's (but with one mitigating circumstance, they're Australian A-4G Skyhawks and they were used in the air defence role)
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There's no real need to do that. The best things to do are to learn to drop the bombs accurately, and drop more of them (multiple ejector racks were invented for a reason). It is only in the modern era of precision guided weapons that one can think in terms of "one bomb-one target".
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Keep it simple. Get behind, get close, wait until the IR growl becomes deafening, then fire.
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You need to use the RWR. Point the aircraft at an emitting radar and fire. Best to wait for them to start tracking you, or actually fire on you.
By the way, even though I am suggesting that you allow people to shoot at you, I am perfectly sane.
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If you're using it to make videos, might you not be able to get slo-mo in whatever video software you're using?
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I can aim perfectly well, thanks.
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Thanks for the input, guys. It was very helpful.
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P.S. I did another test, I taxied over to a row of hangars and detonated a 1MT warhead. I managed to get one hangar out of three. A couple of shelters 500m away survived.
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I did a mission to destroy a hangar. Naturally, I used a nuclear weapon with a yield of 340KT. The bomb impacted within 3-400m of the hangar and destroyed everything on the airfield ... except the hangars.
Is there a particular file that sets the strength of buildings? I've tried looking in the ini files for buildings in the /Terrains/x folder, and in the /Objects/GroundObject folder.
I wonder if I missed something?
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The Su-22 is also showing a Bahrain flag on the tail. I think I'll grab a new nations.ini file from somewhere.
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Using the Su-22 as an example...What nation does it say at the top of the DATA.ini? Libya
What nation does it say in the skin texture.ini? Libya
On the decals.ini what number is associated with insignia (1,2 or 3)? Here is the right upper wing: [Decal003]
MeshName=wing_right_outer
DecalLevel=0
DecalFacing=TOP
FilenameFormat=Insignia
Position=4.00,-7.18
Scale=1.5
DecalMaxLOD=3
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I have a weird problem. I was going along, in my 75SQN RAAF F-104G Starfighter, when the Fighter Contoller Lady advised me of enemy aircraft. She was right, two Su-22 Fitters, carrying the black cross of the WW2 Luftwaffe, where the Libyan green disc should have been.
Also, on one of my Russian MiG-21s (MiG-21F-13), on the right wing we get a random marking, with red stars everywhere else (Nicaragua for instance). In an enemy formation, it gives some weird combinations (in one flight of four, it had the markings of four different Central American air forces) Other bits of "geographical coordination: include a two-ship formation, Polish and East German.
I checked the file name entries in decals.ini, and they all say "Insignia".
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Thanks, its very usfull for me....i'm debating(trying to) with some a**ho**s about it.sadly there are some nazi cells in my country, but the federals are getting all of them and send them to jail...its quite inadmissible this such of behave here, at least i'm happy the public opinion still abominated with this here...
I doubt that skinheads are the problem. Europe is importing masses of Jew-haters ... the type that pray to Mecca five times a day.
WE.177 Nuclear Bomb Pack
in Thirdwire: Strike Fighters 2 Series - File Announcements
Posted · Edited by Sheriff__001
Hi Ravenclaw.
I decided to carry out some experimentation, and it is actually possible to disable the chute.
The INI edits required are as follows:
Retarded=FALSE
ReleaseAnimationID=-1
The following two lines must be deleted:
ReleaseAnimationTime=2.000000
ReleaseAnimationDelay=0.650000
Although there is no functioning LABS in the game, you can loft bomb by hand. I generally use a medium-angle loft from low altitude. When testing my modifications to your WE.111 from a Buccaneer, I got very good results with the parameters of: 500kt speed, 500ft altitude, commence pull up at 5 NM from target, release at 60 degrees pitch angle. In the Bucc, these parameters will also allow for escape from blast effects.
Unfortunately, the game doesn't support "time bombs". Weapons either burst on impact or proximity. If the game allowed for timed bombs (i.e. 30 or so sec after release), low altitude lay-down of nuclear weapons would be possible.
Incidentally, here is a film about tactical nuclear weapon delivery: