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comrpnt

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Everything posted by comrpnt

  1. Hi folks, I've updated my Dong Hoi mission uploads at CombatAce by further enhancing Raid(2) and adding another one (Raid(3)) which features a pair of scrambling Mig-17s as you approach the airfield. Both Raid(2) and Raid(3) also now feature A2A-refueling on your homeward journey. See here: http://forum.combatace.com/index.php?autom...p;showfile=3911 Sokol, the difference in orientation on your Mig-21s might be the difference between having Min/MaxExtents defined in your _static_data.ini and removing them. In the past I found that this parameter gave the static a different AI behaviour. To test this, turn debugging mode on and F6 to an external view. Look at the AI_action attribute. For some of my statics the difference in value of this attribute ties up with the orientation bug. Some aircraft have it and some don't, even if their _static_data.ini files contain only the same attributes. See here for more info: http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3876 Tank03, you're very welcome. Have a go at Raid(3). You'll need to watch your back and those of your buddies, they're not great at responding to threats on their six! (They do complete their mission though -- if the Mig doesn't get them first). Regards, Paul T. (comrpnt) :-)
  2. File Name: Enhanced+ Dong Hoi dawn raids: pairs takeoff, scrambling Migs, A2A-refueling File Submitter: comrpnt File Submitted: 23 Jan 2007 File Updated: 25 Jan 2007 File Category: Missions/Campaigns [update 1.1] This is the updated version of this upload. I've fixed a bug that I found in the AircraftMission numbering and also corrected the way that I had defined the objective points for each aircraft. [statics] I've included the .ini files for the Mig-17 and Mig-21 statics in this upload and also the original Dong Hoi mission, so everything's in this upload now to save time. [Raid(2) Extended] I've added an extra dimension to Raid(2) -- AirToAir Refueling practice. An A310 MRTT tanker rotates out of Da Nang to meet up with your flights once you've completed the bombing raid. The MRTT returns back to Da Nang after completing a couple of tracks. You return to Hue as before. [Tanker] I use the A310 MRTT with Gramps' RAAF skin, found at http://www.AvSim.com (search on "MRTT"). Alternatively you could use the KC-135 from YAP. It can use the same waypoint settings I've defined as it has similar flight performance. [scramble Scramble -- Raid(3)] I've also thrown in yet another version of this raid -- starting a little earlier to ensure that the AI aircraft have their lights on (especially the tanker). Raid(3) repeats the mission defined in Raid(2) except that there are now two pairs of 'loose' formation F-4Es instead of the F-105s and there's a tanker to rendevous with. However, most importantly I've also put in a couple of Mig-17s scrambling out of Dong Hoi as soon as your flights reach their Initial Point. You won't catch the enemy sleeping this time. This is a timing issue. If you leave immediately the mission starts and fly straight to the target area, then the Migs will scramble up to meet you as you start your attack run. [Ground Targets] The lead pair of F-4s are tasked with taking out the Dong Hoi EWR and Mig-21 HASs. Your lead takes out the runway. As for you, you get the parked Mig-17s in the arming PITs South of the main ramp. Waypoints and targetting information are all included, as are the waypoints necessary to meet up with the tanker, so you could again set the autopilot and watch the show. All the best, regards, Paul T. (PNT/comrpnt) :-) Click here to download this file
  3. Version

    873 downloads

    [update 1.1] This is the updated version of this upload. I've fixed a bug that I found in the AircraftMission numbering and also corrected the way that I had defined the objective points for each aircraft. [statics] I've included the .ini files for the Mig-17 and Mig-21 statics in this upload and also the original Dong Hoi mission, so everything's in this upload now to save time. [Raid(2) Extended] I've added an extra dimension to Raid(2) -- AirToAir Refueling practice. An A310 MRTT tanker rotates out of Da Nang to meet up with your flights once you've completed the bombing raid. The MRTT returns back to Da Nang after completing a couple of tracks. You return to Hue as before. [Tanker] I use the A310 MRTT with Gramps' RAAF skin, found at http://www.AvSim.com (search on "MRTT"). Alternatively you could use the KC-135 from YAP. It can use the same waypoint settings I've defined as it has similar flight performance. [scramble Scramble -- Raid(3)] I've also thrown in yet another version of this raid -- starting a little earlier to ensure that the AI aircraft have their lights on (especially the tanker). Raid(3) repeats the mission defined in Raid(2) except that there are now two pairs of 'loose' formation F-4Es instead of the F-105s and there's a tanker to rendevous with. However, most importantly I've also put in a couple of Mig-17s scrambling out of Dong Hoi as soon as your flights reach their Initial Point. You won't catch the enemy sleeping this time. This is a timing issue. If you leave immediately the mission starts and fly straight to the target area, then the Migs will scramble up to meet you as you start your attack run. [Ground Targets] The lead pair of F-4s are tasked with taking out the Dong Hoi EWR and Mig-21 HASs. Your lead takes out the runway. As for you, you get the parked Mig-17s in the arming PITs South of the main ramp. Waypoints and targetting information are all included, as are the waypoints necessary to meet up with the tanker, so you could again set the autopilot and watch the show. All the best, regards, Paul T. (PNT/comrpnt) :-)
  4. File Name: Dawn raid on static aircraft at Dong Hoi (WOV) File Submitter: comrpnt File Submitted: 21 Jan 2007 File Category: Missions/Campaigns This upload includes a strafing mission and details on creating 'touchable' static Mig-17F and Mig-21F aircraft for use with that mission. Based out of Hue, you and a wingman in F-4Es head North at dawn to Dong Hoi to knock out the EWR and as many parked static aircraft as you can. Waypoints are provided to get you there and home again, so you could set autopilot on and just watch the show. Regards, Paul T. (PNT/comrpnt) :-) Click here to download this file
  5. Version

    700 downloads

    This upload includes a strafing mission and details on creating 'touchable' static Mig-17F and Mig-21F aircraft for use with that mission. Based out of Hue, you and a wingman in F-4Es head North at dawn to Dong Hoi to knock out the EWR and as many parked static aircraft as you can. Waypoints are provided to get you there and home again, so you could set autopilot on and just watch the show. Regards, Paul T. (PNT/comrpnt) :-)
  6. Hi folks, the kind of thing you're looking for can be done using modified stock or add-on aircraft. See my previous posts on the whole 'statics' topic. http://bbs.thirdwire.com/phpBB/viewtopic.p...&highlight= http://bbs.thirdwire.com/phpBB/viewtopic.p...&highlight= Existing posted add-on static a/c can be found here: http://forum.combatace.com/index.php?autom...p;showfile=2949 http://forum.combatace.com/index.php?autom...p;showfile=2933 http://forum.combatace.com/index.php?autom...p;showfile=2931 http://forum.combatace.com/index.php?autom...p;showfile=2930 http://forum.combatace.com/index.php?autom...p;showfile=2929 http://forum.combatace.com/index.php?autom...p;showfile=2928 http://forum.combatace.com/index.php?autom...p;showfile=2926 http://forum.combatace.com/index.php?autom...p;showfile=2913 Note: these probably won't work for strafing missions as I removed most of the data that defines collisions so I'll need to do a strafable Mig. As for a strafing mission, I'll knock something up with a Mig-17 in WOV and post it to the Missions section at Combatace, including info on how to create a static Mig from one of the stock ones. Give me a day or so but shouldn't be too much trouble. Cheers, regards, P.T (PNT/comrpnt) :-)
  7. http://forum.combatace.com/index.php?autom...ode=sst&id=3811 File Name: SFP1/WOV/WOE CH_FS_PT config files File Submitter: comrpnt File Submitted: 4 Jan 2007 File Updated: 2 Feb 2007 File Category: Joystick Config Files This download contains all the files you need to use my flavour of button assignments for SFP1, WOV and WOE when using CH Products FighterStick and ProThrottle. (Where I refer to WOV you should equally be able to use SFP1 or WOE) Mostly I fly WOV YAP missions, when I fly a mission at all (these days I admit that I spend more time modding than flying). Well, as you can see I have a new set of toys, so rather than learn someone elses keys to button assignments I thought that I'd learn enough to program my own as a exercise in understanding how my new kit worked. This is the result. Included are the files: 1. WOV_CH_PNT.cmc - Game commands to CH keys definitions. 2. WOV_CH_FSPT_PNT.map - Map file that you install onto the FS & PT. 3. WOV_CH_FSPT_PNT.cms - Empty cms file if you want to program buttons in more detail. 4. WOV_CH_FSPT_PNT.jpg - JPG image detailing what each button does. 5. WOV_CH_FSPT_PNT.ppt - Powerpoint original used to create the included JPG file. 6. CH_PNT_Keys.INI - WOV game keys map (relates to the .map file). [update] I've updated (slightly) the key_to_button assignments on the stick because I felt the original wasn't quite logical. Also I've updated the .jpg/.ppt overlay picture because I found a few typos or incorrectly named actions. So the new .jpg/.ppt now reflects the slightly modified behaviour of the assignments. Regards, PNT. :-) Click here to download this file
  8. Version

    364 downloads

    This download contains all the files you need to use my flavour of button assignments for SFP1, WOV and WOE when using CH Products FighterStick and ProThrottle. (Where I refer to WOV you should equally be able to use SFP1 or WOE) Mostly I fly WOV YAP missions, when I fly a mission at all (these days I admit that I spend more time modding than flying). Well, as you can see I have a new set of toys, so rather than learn someone elses keys to button assignments I thought that I'd learn enough to program my own as a exercise in understanding how my new kit worked. This is the result. Included are the files: 1. WOV_CH_PNT.cmc - Game commands to CH keys definitions. 2. WOV_CH_FSPT_PNT.map - Map file that you install onto the FS & PT. 3. WOV_CH_FSPT_PNT.cms - Empty cms file if you want to program buttons in more detail. 4. WOV_CH_FSPT_PNT.jpg - JPG image detailing what each button does. 5. WOV_CH_FSPT_PNT.ppt - Powerpoint original used to create the included JPG file. 6. CH_PNT_Keys.INI - WOV game keys map (relates to the .map file). [update] I've updated (slightly) the key_to_button assignments on the stick because I felt the original wasn't quite logical. Also I've updated the .jpg/.ppt overlay picture because I found a few typos or incorrectly named actions. So the new .jpg/.ppt now reflects the slightly modified behaviour of the assignments. Regards, PNT. :-)
  9. http://forum.combatace.com/index.php?autom...sst&id=2933 File Name: Complex static/parked F-4J with ground crew (complete) File Submitter: comrpnt File Submitted: 7 Jul 2006 File Updated: 8 Feb 2008 File Category: Static Aircraft File Version: No Information Website: No Information I've decided to post each static aircraft as a complete folder so that the installation process is as simple as possible. I felt that the manual installation in my earlier post was too much work for a lot of people. This way you can pick and choose the statics you want to include in your own missions. "If you build it, they will come". Well, if you make it easy for people, they will use it. This posting consists of a F-4J complex static/parked aircraft with its canopy raised and a member of the ground crew sitting in the pilot's seat, a sample mission (.msn) file that shows you how to reference static aircraft, and an extract of the optional changes to the VIETNAMSEA_TARGETS.INI (or equivalent) file that you may want to apply. Thanks, regards, PNT/comrpnt :-) Click here to download this file
  10. File Name: Approach and airfield lights for ALL WOV airfields V1.10 File Submitter: comrpnt File Submitted: 28 Nov 2006 File Updated: 23 Jul 2009 File Category: Ini Edits Welcome to the Approach and Airfield Lighting pack for ALL friendly airfields for Wings Over Vietnam (WOV). This pack puts approach lights at the end of each runway and anti-collision lights on all tall buildings and structures, for each type and layout of runway for all friendly airfields. Updated for October 2008 Thirdwire Patch: Alternative airfield lighting definition files are now included that work with the October 2008 patched version of the game. Acknowledgements, Disclaimer and Terms Thank you to TK and all modders who have provided the platform and prerequisites I use in my packs. If there are any problems with this pack and my own modifications, then please contact me directly, not the authors of the prerequisites. Note that prerequisites have their own terms and conditions that may differ from those defined for this pack. Released under Fair-Use terms, as defined at CombatAce Prerequisites There are no prerequisites for this pack. More Info See here for more detailed screen shots: http://bbs.thirdwire.com/phpBB/viewtopic.php?p=19180 and also here for additional screen shots of Airfield 4: http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3293 Here is the list of additional lights introduced by this mod, found in the different types of layout: Tower1 & Tower2 Fueltank1 & Fueltank2 Hangar1, Hangar2 & Hangar3 Bunker1 & Bunker2 Watertower ASR (radar) ShelterA (used for ramp and QRA sites) I've also include a Heli-pad for each layout. Each building or structure contains at least 1 anti-collision red light (in some cases up to 4 lights) and hangars also contain flood lights facing the ramp area. Regards, comrpnt :-) Click here to download this file
  11. Version

    1,125 downloads

    Welcome to the Approach and Airfield Lighting pack for ALL friendly airfields for Wings Over Vietnam (WOV). This pack puts approach lights at the end of each runway and anti-collision lights on all tall buildings and structures, for each type and layout of runway for all friendly airfields. Updated for October 2008 Thirdwire Patch: Alternative airfield lighting definition files are now included that work with the October 2008 patched version of the game. Acknowledgements, Disclaimer and Terms Thank you to TK and all modders who have provided the platform and prerequisites I use in my packs. If there are any problems with this pack and my own modifications, then please contact me directly, not the authors of the prerequisites. Note that prerequisites have their own terms and conditions that may differ from those defined for this pack. Released under Fair-Use terms, as defined at CombatAce Prerequisites There are no prerequisites for this pack. More Info See here for more detailed screen shots: http://bbs.thirdwire.com/phpBB/viewtopic.php?p=19180 and also here for additional screen shots of Airfield 4: http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3293 Here is the list of additional lights introduced by this mod, found in the different types of layout: Tower1 & Tower2 Fueltank1 & Fueltank2 Hangar1, Hangar2 & Hangar3 Bunker1 & Bunker2 Watertower ASR (radar) ShelterA (used for ramp and QRA sites) I've also include a Heli-pad for each layout. Each building or structure contains at least 1 anti-collision red light (in some cases up to 4 lights) and hangars also contain flood lights facing the ramp area. Regards, comrpnt :-)
  12. File Name: Approach and airfield lights for ALL friendly WOE airfields File Submitter: comrpnt File Submitted: 7 Nov 2006 File Updated: 19 Nov 2006 File Category: SF Object Mods [Note] This mod replaces an earlier version by adding approach and airfield lights for the large two-runway airfield (Airfield3). This update can be used in place of that earlier one as it also incorporates the lights for Airfield's 1, 2 and 4 in WOE. [Acknowledgement] The approach lights in this mod are the mostly the work of Sidewinder, Piett and Eightlein. With the exception of Airfield3 (see below), I simply ported them into WOE. I have also based my Heli-pad on the previous excellent work of Eightlein. My thanks to them for their previous hard work. Credit where credit is due. :-) This mod introduces approach lights and anti-collision lights to WOE's airfield 1, 2, 3 and 4 air bases. Basically, all of the friendly airbases in WOE. The anti-collision lights are defined for all the tall buildings and structures around the airfield. There are two layouts for Airfield 1 (just to be awkward) so I've modified the GermanyCE_targets.ini file to point each Airfield1 reference at it's correct layout file containing the lighting information. Airfields 2 and 4 use the same layout as Airfield 1 Layout 2, so it was simple to port across everything but the tower lights (see below) for their use. Airfield 3 represents the most work I've put into this mod due to the sheer number of lights it contains and also that the version of the previous work I downloaded (done by Sidewinder and Piett) had some bugs I wanted to fix. Airfield 3 now has approach lights for all four runways. Also, I've cleaned up the taxiway lights, removed some spurious lights that were incorrectly placed on the centre of the main runway and completed the taxiway lights at the end of runway 06/24 which were partly missing in the version I downloaded. Airfield 4 has two layouts, based on Layout 2 and a new one, Layout3. In Layout 3 the tower is a new structure and in a different location (i.e. next to the ramp). The Tower4 ground object is used on some bases instead of the normal stock Tower1 ground object. Again, for Airfield 4 I've modified the GermanyCE_targets.ini file to point each Airfield 4 reference at it's correct layout file containing the lighting information. [More Info] Adding QRA sheds is simple and two examples are included for each type of Layout (For Airfield 1 Wildenrath for Layout 1 and Diepholz for Layout 2, and for Airfield 2 it's Freiburg. Airfield 4 uses Lahr for Layout 2 and Hahn for Layout 3). For QRA-enabled airbases simply point the air base's GermanyCE_targets.ini entry at the _QRA.ini version of the Layout ini file. For Airfield 3 I've decided to add QRA sheds as standard to all Airfield 3 airbases. This is because I think that these bases warrant such facilities. QRA sheds are at the end of runways 36/18 and 06/24. Heli-pads are also included on the North and South ramps for Airfield 3. See here for screen shots: http://bbs.thirdwire.com/phpBB/viewtopic.php?p=19180 and also here for additional screen shots of Airfield 3 http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3293 The list of additional lights for both types of layout is: Tower1, Tower2 and Tower 4 Fueltank1 & Fueltank2 Hangar1, Hangar2 & Hangar3 Bunker1 & Bunker2 Watertower ASR (radar) ShelterA (used for ramp and QRA sites) I've also include a Heli-pad for each layout. Each building or structure contains at least 1 anti-collision red light (in some cases up to 4 lights) and hangars also contain flood lights facing the ramp area. This mod certainly makes the home airfield's easy to spot from a distance. The red lights are on all of the time, with the other lamps and flood lights coming on at dusk and switching off after dawn. Approach lights are also set on all of the time. QRA lights are always on -- those guys don't ever sleep! Hope you like these mods. Kind regards, Paul T (PNT/comrpnt/Nazgul) :-) Click here to download this file
  13. Version

    1,282 downloads

    [Note] This mod replaces an earlier version by adding approach and airfield lights for the large two-runway airfield (Airfield3). This update can be used in place of that earlier one as it also incorporates the lights for Airfield's 1, 2 and 4 in WOE. [Acknowledgement] The approach lights in this mod are the mostly the work of Sidewinder, Piett and Eightlein. With the exception of Airfield3 (see below), I simply ported them into WOE. I have also based my Heli-pad on the previous excellent work of Eightlein. My thanks to them for their previous hard work. Credit where credit is due. :-) This mod introduces approach lights and anti-collision lights to WOE's airfield 1, 2, 3 and 4 air bases. Basically, all of the friendly airbases in WOE. The anti-collision lights are defined for all the tall buildings and structures around the airfield. There are two layouts for Airfield 1 (just to be awkward) so I've modified the GermanyCE_targets.ini file to point each Airfield1 reference at it's correct layout file containing the lighting information. Airfields 2 and 4 use the same layout as Airfield 1 Layout 2, so it was simple to port across everything but the tower lights (see below) for their use. Airfield 3 represents the most work I've put into this mod due to the sheer number of lights it contains and also that the version of the previous work I downloaded (done by Sidewinder and Piett) had some bugs I wanted to fix. Airfield 3 now has approach lights for all four runways. Also, I've cleaned up the taxiway lights, removed some spurious lights that were incorrectly placed on the centre of the main runway and completed the taxiway lights at the end of runway 06/24 which were partly missing in the version I downloaded. Airfield 4 has two layouts, based on Layout 2 and a new one, Layout3. In Layout 3 the tower is a new structure and in a different location (i.e. next to the ramp). The Tower4 ground object is used on some bases instead of the normal stock Tower1 ground object. Again, for Airfield 4 I've modified the GermanyCE_targets.ini file to point each Airfield 4 reference at it's correct layout file containing the lighting information. [More Info] Adding QRA sheds is simple and two examples are included for each type of Layout (For Airfield 1 Wildenrath for Layout 1 and Diepholz for Layout 2, and for Airfield 2 it's Freiburg. Airfield 4 uses Lahr for Layout 2 and Hahn for Layout 3). For QRA-enabled airbases simply point the air base's GermanyCE_targets.ini entry at the _QRA.ini version of the Layout ini file. For Airfield 3 I've decided to add QRA sheds as standard to all Airfield 3 airbases. This is because I think that these bases warrant such facilities. QRA sheds are at the end of runways 36/18 and 06/24. Heli-pads are also included on the North and South ramps for Airfield 3. See here for screen shots: http://bbs.thirdwire.com/phpBB/viewtopic.php?p=19180 and also here for additional screen shots of Airfield 3 http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3293 The list of additional lights for both types of layout is: Tower1, Tower2 and Tower 4 Fueltank1 & Fueltank2 Hangar1, Hangar2 & Hangar3 Bunker1 & Bunker2 Watertower ASR (radar) ShelterA (used for ramp and QRA sites) I've also include a Heli-pad for each layout. Each building or structure contains at least 1 anti-collision red light (in some cases up to 4 lights) and hangars also contain flood lights facing the ramp area. This mod certainly makes the home airfield's easy to spot from a distance. The red lights are on all of the time, with the other lamps and flood lights coming on at dusk and switching off after dawn. Approach lights are also set on all of the time. QRA lights are always on -- those guys don't ever sleep! Hope you like these mods. Kind regards, Paul T (PNT/comrpnt/Nazgul) :-)
  14. File Name: WOE Airfield 1 new approach/buildings/structures lights File Submitter: comrpnt File Submitted: 7 Nov 2006 File Updated: 8 Nov 2006 File Category: SF Object Mods This mod is superseded by one that provides lights for WOE Airfield's 1, 2 & 4. Please see here: http://forum.combatace.com/index.php?autom...p;showfile=3431 Regards, P.T. :-) Click here to download this file
  15. Hi A-team, many thanks for working on this wonderful model. Much appreciated. Now I can simulate refuelling in pure RAF-style. Screen shots of F.6s lined up behind this beauty and associated .msn to follow. I am now very happy. 5/5! Warm beers all around. Cheers, kind regards, P.T. (comrpnt) :-)
  16. http://forum.combatace.com/index.php?autom...ode=sst&id=3344 File Name: RAF Pilot skins for WOE File Submitter: comrpnt File Submitted: 17 Oct 2006 File Updated: 9 Feb 2008 File Category: Pilot Mods File Version: No Information Website: No Information Here is my attempt to do some RAF pilot skins for WOE. I've drawn pilot and navigator skins for the following RAF Squadrons... Pilot: 1, 3, 4, 11, 14, 19, 20, 92 Navigator: 19, 92 The skins are available only in camo helmets to reflect the requirement for stealth during predominately low-level sorties. The naming convention I've adopted is... PLTnnnC | | | | | +-- C for Camo | +------ Squadron number +------------- Pilot NAVnnnC | | | | | +-- C for Camo | +------- Squadron number +-------------- Navigator E.g. PLT014C = Pilot 14 Sqn Camo Helmet NAV019C = Navigator 19 Sqn Camo Helmet I've also included blank helmet designs in camo for Pilots and Navs that have no squadron affiliation. These are PLT|NAV000C For info, these skins are 512 x 512 so they're not FPS killers. Hope you like them, regards, Paul T. (comrpnt). Click here to download this file
  17. RAF Pilot skins for WOE

    Version

    518 downloads

    Here is my attempt to do some RAF pilot skins for WOE. I've drawn pilot and navigator skins for the following RAF Squadrons... Pilot: 1, 3, 4, 11, 14, 19, 20, 92 Navigator: 19, 92 The skins are available only in camo helmets to reflect the requirement for stealth during predominately low-level sorties. The naming convention I've adopted is... PLTnnnC | | | | | +-- C for Camo | +------ Squadron number +------------- Pilot NAVnnnC | | | | | +-- C for Camo | +------- Squadron number +-------------- Navigator E.g. PLT014C = Pilot 14 Sqn Camo Helmet NAV019C = Navigator 19 Sqn Camo Helmet I've also included blank helmet designs in camo for Pilots and Navs that have no squadron affiliation. These are PLT|NAV000C For info, these skins are 512 x 512 so they're not FPS killers. Hope you like them, regards, Paul T. (comrpnt).
  18. File Name: WOE Refuelling mission (as requested) File Submitter: comrpnt File Submitted: 15 Oct 2006 File Category: SF Missions/Campaigns RAF F4 Tanker mission for WOE. This mission involves you taking off as a pair of 19Sqn F-4s from RAF Wildenrath and heading North-West to the tanker practice zone. The tanker takes off from nearby Laarbruch - North of Wildenrath. Both you and the tanker have the same tanker-track waypoints programmed into your navigation system so finding the same piece of sky where the tanker is should not be too much of a problem. As there's no radio contact (radio silence on this mission) for briefing purposes you need to know that the tanker is flying at 20,000 ft and a speed of 280kts. This information will prove useful when you line up and start closing on the drogue. Both you and your wingman have the necessary waypoints programmed in to do the tanker track 3 times and then head back to Wildenrath for a touch down. You can fly the whole mission on autopilot if you like. Obviously you'll not rendevous with the tanker if you do it all on AP. The MRTT will also return to Laarbruch after 3 circuits of the tanker track. The overall mission time is about 45 minutes. The weather is set to RANDOM and it's an afternoon sortie (16.00). For more of a challenge set the time to 01.30. The MRTT's lights should come on, including the drogue lights (if you'd included the mod I submitted a while back http://forum.combatace.com/index.php?autom...;showfile=2992). [in case you missed it] SFP1, WOV and WOE only simulate tanking - you will not take on any fuel during this mission - but it feels realistic enough when your about to hit the drogue! Also, as you're flying as a pair, if you line up behind the starboard drogue (right side) then your wingman appears to line up on the port side. This looks quite realistic when viewed from outside. :-) Hope you like it. Regards, Paul T. (comrpnt). Click here to download this file
  19. Hi Andrea, the WOE refuelling mission has just been posted to CombatAce. Should be there in a few hours once it's been approved. Regards, Paul T. (comrpnt). It looks something like this...
  20. Hi Typhoon86, I've spent most of my time recently tweaking WOV -- I tend to use it as my testbed, then port across to WOE when I have time. I'll knock up a similar refuelling mission for WOE for you in a short while and send it along (probably as a CombatAce mission upload to make it widely accessible). No problem. It'll probably be a couple of 19 Sqn F-4s out of Wildenrath and an A310 MRTT (out of somewhere else) as this is simple to get hold of from www.AvSim.com (search on MRTT). It's worth noting that these are simulated missions which test your formation flying. There's no logic in the game to take on fuel from a tanker, but it is good fun trying to stay close enough to the drogue to simulate it. Cheers, regards, Paul T. :-) (comrpnt)
  21. Hi Mike, the F-4M I tested here was fine, provided I set HasAeroCoefficients=FALSE and LiftSurface=FALSE and removed the CLD variables. I also removed the engines, control surfaces entries and fuel cells. In short, I took out just about everything I could. Interesting note though. When I first tested it I got the coords wrong so the statics all appeared on the runway, heading 270. At that time the F-4M only had the most basic stuff knocked out the _static_data.ini. It was heading the right way on the runway. When I ran the test again on the ramp (having fixed the coords for where I really wanted it to be) the F-4M showed the heading bug. Therefore I went back in and took out everything else from the _data.ini. Mmmm, this got me thinking -- perhaps there is some relationship between the statics and the actual surface they're sitting on, as to whether they have the heading bug? There might be something worth looking at here for other models that don't behave themselves when on the ramp. I've sent you the F-4M_static_data.ini to have a go yourself. Cheers, regards, P.T. :-)
  22. BTW, the GermanyCE files you seek can be found by using the SFP1 Extractor Utility, found here: http://forum.combatace.com/index.php?autom...mp;showfile=343 Simply install this utility and point it at a .cat file in the game to extract the content files you need to read and or edit. When the game loads it uses the local version in preference to the one stored in the .cat file. In most cases that's the trick to modding the game. Simply extract a file, mod it and the game sees the mod next time it's executed. I used the _targets.ini file to find the coords for Wildenrath (listed in the Wildenrath entry in /Terrain/GermanyCE/GermanyCE_targets.ini). Regards, P.T. :-)
  23. Hi Doubleugly, your post has given me a great opportunity to have a go at modding WOE for the first time, since installing it a few weeks ago, to see if there are any issues with statics in this environment. I copied across one of my F-4J statics and created a new one based on the F-4M supplied with WOE. Both appear to work fine. I'll PM you the F-4M static_data.ini file to get you started and a sample mission I used to test the mod. Here are the results of my quick test: Here are the steps I followed to create the F-4M_static I reference in the sample mission. BTW, these steps are similar steps required to create a static of any aircraft in the game. 1. Copy F-4M folder in the Objects/Aircraft folder and rename the copy F-4M_static 2. Open the _static folder and rename the F-4M.ini file to F-4M_static.ini 3. Edit this _static.ini file to read the following... [AircraftData] AircraftFullName=Phantom FGR Mk.2 Static AircraftDataFile=F-4M_static_data.ini CockpitDataFile= HangarScreen= LoadoutImage= LoadoutFile=F-4M_loadout.ini AvionicsDLL= AvionicsDataFilename= 4. Copy in the F-4M_static_data.ini file I'll PM you into the F-4M_static folder. This replaces the stock _data.ini file with one that basically removes anything in the flight model (FM) that enables the F-4M to move or fly. 5. Copy the sample mission .msn file I'll PM you into the /Missions folder. 6. Run the game. Select Load Mission. Choose RAF Static Lineup. 7. That's it. You should find the F-4M_static parked up along side you on the Wildenrath ramp. A few points to note. The coords for GermanyCE (the map environment used in WOE) are different to those in WOV, so although Airfield1 in WOE is similar in layout to Airfield1 in WOV, the orientation of the runway is different - well for Wildenrath at least (270 versus 360 takeoff heading). So, the coords for your flyable F-4 and the static are different to the posted CombatAce mission accordingly. Also, if you attempt to use the CombatAce "F-4J_static complete" as is, you'll also need to place its decals in the Objects/Decals folder and edit the F-4J texture/Decals.ini file to point at the Objectss/Decals folder instead of the one housed within the F-4J folder as per the CombatAce download. Any problems, please let me know. Cheers, regards, Paul T. (comrpnt) :-)
  24. Mike, Roger that on the F-4! I noticed the same on my latest patched install. I think I have a fix for the F-100D though. :-) Comment out the following lines in the [Aircraftdata] section in the _data.ini file. It works for me. [Aircraftdata] ... ;EmptyInertia= ; This is already commented out ... ;ReferenceChord= ; Now comment out this line... ;CGPosition= ; ...and this one. ... Cheers, regards, Paul.
  25. Hi Mike, I'll look into this as it also affects most of my missions. Will report back soon. (In the mean time see if there's a difference between statics with most data removed, such as engines, control surfaces etc -- as per my original post -- and statics that only have the EmptyInertia commented out). Cheers, regards, P.T.
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