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Crusader

+MODDER
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Crusader last won the day on April 18

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About Crusader

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  1. Think a similar topic has been discussed before, and one of the ideas was to simply print out the bmp/jpg map file (the Planningmap). Old planningmaps are without a grid, but this can be added with a paint prog.
  2. Fun with rockets. Type "Sneb68" (ravenclaw armory quality hardware), Ive increased the CEP value to 75. This gives a much nicer "shotgun" pattern with single rockets sometimes crossing my flightpath Animation times are now these, that way the fins are opening much faster, right after the rocket leaves the pod ReleaseAnimationTime=0.100000 ReleaseAnimationDelay=0.050000 The Matra LR F1 and F4 pods have a firing rate of 30 rockets/sec, I have changed both pods to this rate. Much denser salvo firing.
  3. Some bridge busting.. somewhere north of Hormuz
  4. SF2_USN_F-4B_J_MissileStatus_v1

    Sparrow wing stations, could be the case, perhaps when the ac were modified with SEAM ... I can always update :) The first (iirc) two USN MiG kills in SEA were achieved with AIM-7 fired from wing stations, though. Rail launched, much better ignition reliability.
  5. Lets say it is done "the lite" way, originally :D All missiles were indicated (the status), as I have modded it. Not just the selected missile and station - gives no overview about how many are left. Thus the USAF variants could be modified too, but without the wing Sparrow stations. Reminds me, I didnt check If I have updated the AIM-9 stations .... I started this mod 2 years ago or so, with just one jet for trials..
  6. View File SF2_USN_F-4B_J_MissileStatus_v1 Modified cockpit and data ini files for the SF2 F-4B, F-4B_65, F-4B_67 and F-4J Phantom II aircraft. Based on SF2 July 2013 ini files. Adds AIM-7 Sparrow capability to the inner wing hardpoints and new missile status panel function to indicate all available air-to-air missiles. Cockpit ini files: - increased sight diameter value to 60 mil - modified missile status panel lights All available a2a missiles are now indicated by the amber RDY lights. No light = empty station Green missile select light is available for all a2a missile stations Data ini files: - new inner wing stations (ID 17 + 18) for AIM-7 Sparrow SAHM missiles. Missiles are rail-launched, not ejected. - gun pod capability on the outer wing hardpoints added Weapon menu notice: When loading Sparrow missiles on the wing stations, unload the AIM-9 missiles (or it looks ugly ;) ) Submitter Crusader Submitted 04/16/2018 Category F-4  
  7. SF2_USN_F-4B_J_MissileStatus_v1

    Version 1

    60 downloads

    Modified cockpit and data ini files for the SF2 F-4B, F-4B_65, F-4B_67 and F-4J Phantom II aircraft. Based on SF2 July 2013 ini files. Adds AIM-7 Sparrow capability to the inner wing hardpoints and new missile status panel function to indicate all available air-to-air missiles. Cockpit ini files: - increased sight diameter value to 60 mil - modified missile status panel lights All available a2a missiles are now indicated by the amber RDY lights. No light = empty station Green missile select light is available for all a2a missile stations Data ini files: - new inner wing stations (ID 17 + 18) for AIM-7 Sparrow SAHM missiles. Missiles are rail-launched, not ejected. - gun pod capability on the outer wing hardpoints added Weapon menu notice: When loading Sparrow missiles on the wing stations, unload the AIM-9 missiles (or it looks ugly ;) )
  8. Load more bombs ;D In the data ini, you can change ShockStroke= (value of 0.40 is 40 cm) SpringFactor= DampingFactor=
  9. No designator pod required for Strike missions, the main strike tgt is always "lased" by the game engine. But its the AI aircraft which cant use LGBs (only the player wingmen can), eventually we have to exchange the default loaodut for "dumb" LGbs, like it has been done for the Desert Storm mod... Makes AI flights more useful, but the player has to change his config to real LGBs manually...
  10. (Preliminary) Info for the HUD of the F1CR, CT, EH Digital readouts on the top: airspeed KIAS ___________ heading tape ____________ baro altitude mach number _____________________________________ radar altitude (NAV and A/G) tgt closure speed (kts, with rdr lock) _____________________ range to next WP and WP #, OR tgt radar range in NM windshield-mounted radar lock and weapon shoot lights are inactive or limited (in-range/shoot light will work with LGB ARM only - certain types) HUD changes with missiles: - missiles selected, you have the inverted T "aircraft" symbol to show where the boresight radar and missile seeker look and below it, 2 missile symbols: two small circles with a "tail" - indicate missiles present and ready if the missile seeker sense a target a seeker acquisition symbol appears on top of the missile rdy symbols (shaped like a "house") if inside range and G-limits a in-range circle will appear around the aircraft symbol (this is the new Shoot indication) - With last missile of a particular type (radar or IR) fired the missile ready and seeker symbols will disappear = no missiles left - Gunsight reticle doesnt have the rangebar anymore (a trade-off for having the HUD missile and shoot symbols) - CCIP rocket elevation adjusted for ravenclaws SNEB missiles (used by LR F1, 2 and 4 pods) KNOWN issues : Cockpit layout is a mix of several types (for now). The available weapon indicator lights are working only partially (its WIP) The stand-by compass is not working (set to be fixed) 1000 other things ... Have fun HUD with AA Gun (VR = vitesse rapproché , closure speed) HUD with Super 530F selected, shows the -- -- bar with gap (ASE circle function, shoot cue (circle) and missile rdy and lock symbols
  11. Eure Meinung

    Ahhh... ja richtig.. ist ja "Sprit" ...
  12. Eure Meinung

    Voll unrealistisch.. der ganze Hangar voller Kisten mit ERSATZTEILEN... sowas ham wir doch gar nicht...
  13. Im talking about the correct ID setting in the cockpit ini Example: [Canopy] Type=EXTERNAL_ANIMATION_LINK NodeName=GlassBack MovementType=ANIMATION AnimationID=3<<----------------------------------this is the animation number/slot used in the cockpit lod ItemNumber=3<<----------------------------------this refers to the animation number/slot used in the aircraft lod and must be set to the correct ID used for the canopy animation You can check the animations from within the lodviewer tool
  14. lol Its probably this: the entry in your cockpit ini (the animation link) refers to another animation (slats maybe) which deploy/retract in flight... and thats causing your wild canopy movement. Change the value to 7 if this is the canopy animation ID of the aircraft model Further, to prevent the canopy from opening in flight. add following to the [Canopy] section in the data ini: MaxDeploySpeed=5 This sets a limit of 5 m/s (about 10 knots / 18 km/h) and the canopy will close automatically if this speed is exceeded. You can double the value if you want to taxi faster with the canopy open. And for info, the CanopyNodeName=Canopy entry in the [Pilot] section tells the game which part of the aircraft is jettisoned when the crew ejects. For some aircraft (eg the Mirage F1) the canopy glass node is used there, if ejection (on the real thing) is through the canopy without jettison it first.
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