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Crusader

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Everything posted by Crusader

  1. Yep, just leave it "live" for a week or so... The latest inis (April 2013) have only one dispenser for 30 chaff and no chaff control box in the F Ahit cockpit. (All A-4's with ALE-29 dispensers should have 2 dispenser , the other was placed immediately to the right and aft of the tailhook mounting...) ECM box and spoiler light is in. A-4E_AHIT - nothing A-4E_AHIT_73 - ECM box, Chaff box (data has 2x 30 chaff), no spoilers, uses A-4H_Ahit_73_cockpit A-4H_AHIT - spoiler light only A-4H_AHIT_68 - spoiler light only A-4H_AHIT_70 - spoiler light only A-4H_AHIT_73 - spoiler light, ECM box, Chaff box (data has 2x 30 chaff)
  2. And we continue... Moved the chaff control box up a little bit, into a more correct place according to reference photos Updated A-4F_74_Cockpit ini which includes all the other edits: A-4F_74_COCKPIT.zip All the edits can be applied to other TW Skyhawk cockpits who have the spoilers, ECM and Chaff boxes.
  3. Thats with latest (June July 2013) game version. SF2 ...the default A-4F_74.ini refers to the A-4F_cockpit.ini. (BUG) It should use its own A-4F_74_Cockpit.ini. With the correct ini, you will get the nice chaff/flare control box on the left panel cover... The counters in the cockpit ini for it are set up for two chaff dispensers (wrong) TW default A-4F_74 data has two dispensers, one for chaff and the other for flares (not both for chaff as on the A-4F) - change A-4F_74.ini to use A-4F_74_Cockpit.ini ( set the file to "read only" after editing or the game will reset it to the default version eventually ) I have made edits to the A-4F and A-4F_74 cockpit inis, using the ini files edited by Nyghtfall who has added working gear and hook handles : ( ini's come with his excellent cockpit repaint http://combatace.com/files/file/15879-thirdwire-a-4f-and-a-4f74-cockpit-repaint/ ) + corrected chaff/flare counter entries for the A-4F_74 (one counter for chaff, one for flares) + added entry for the ECM Control knob, will switch from "Rec" to "Rpt" if ECM is turned on + ECM box, "Rec" light, new function, now works as Type=THREAT_SAM_WARNING_LIGHT . Thats the normal operating setting of the ECM, light indicates that emissions are received and ECM can be switched to transmit. + Spoilers Indicator light - changed entry to use external animation link function, now the spoiler light works correctly (gears extended and ground contact, airbrake extended) Updated ini files : Updated A-4F COCKPIT ini files.zip
  4. Guess the game simply adds it to the available stores list due to incorrect export/availability settings of the missile and it matches to one of the Allowed Weapon Classes or fits station limit parameters .. nothing to worry about :D
  5. Checked Controls menu, throttle assignment ?
  6. Small change I made a while ago ( in 2012 ..) to bring the bombs per second selector in sync with the intervals in the list, I think the original setup had the selector going backwards. In the A-1 cockpit ini, find the IntervalSelectorKnob section and replace it with the updated section : [IntervalSelectorKnob] Type=RIPPLE_INTERVAL NodeName=Interval_Knob MovementType=ROTATION_Y Set[01].Position=315.0 Set[01].Value=50.0 Set[02].Position=295.0 Set[02].Value=55.0 Set[03].Position=275.0 Set[03].Value=63.0 Set[04].Position=255.0 Set[04].Value=71.0 Set[05].Position=235.0 Set[05].Value=83.0 Set[06].Position=215.0 Set[06].Value=100.0 Set[07].Position=200.0 Set[07].Value=111.0 Set[08].Position=185.0 Set[08].Value=125.0 Set[09].Position=170.0 Set[09].Value=143.0 Set[10].Position=150.0 Set[10].Value=167.0 Set[11].Position=130.0 Set[11].Value=200.0 Set[12].Position=103.5 Set[12].Value=250.0 Set[13].Position=75.0 Set[13].Value=286.0 Set[14].Position=50.0 Set[14].Value=333.0 Set[15].Position=25.0 Set[15].Value=400.0 Set[16].Position=0.0 Set[16].Value=500.0
  7. All F-16A had the AoA/NWS/AAR etc indicator light boxes mounted on the HUD frame and not on the panel cowling like in F-16C's.. ---------------------------------------------------------- F-16C ---------------------------- --------------------------------------------------------- F-16A ----------------------------- F-16A Block 15 swapped the location of the Altimeter with the AoA+INSTR panels The ini entries for modifying the F-16A_Netz_Cockpit ini .. : [CockpitSeat001] ... Instrument[094]=MoveAltimeterLeft Instrument[095]=MoveAltimeterDown Instrument[096]=MoveAltimeterDistance Instrument[097]=MoveAltimeterAngle Instrument[098]=MoveINSTRRight Instrument[099]=MoveINSTRUp Instrument[100]=MoveINSTRDistance Instrument[101]=MoveINSTRAngle Instrument[102]=MoveAoARight Instrument[103]=MoveAoAUp Instrument[104]=MoveAoADistance Instrument[105]=MoveAoAAngle Instrument[106]=Moveindexer_LRight Instrument[107]=Moveindexer_LUp Instrument[108]=Moveindexer_RLeft Instrument[109]=Moveindexer_RUp Instrument[110]=Moveindexer_LRotateLeft Instrument[111]=Moveindexer_RRotateRight ... // swap instrument positions [MoveAltimeterLeft] Type=AIRSPEED_INDICATOR NodeName=case_alt MovementType=POSITION_X Set[01].Position=-0.179 Set[01].Value=0.0 Set[02].Position=-0.179 Set[02].Value=1.0 [MoveAltimeterDown] Type=AIRSPEED_INDICATOR NodeName=case_alt MovementType=POSITION_Z Set[01].Position=-0.095 Set[01].Value=0.0 Set[02].Position=-0.095 Set[02].Value=1.0 [MoveAltimeterDistance] Type=AIRSPEED_INDICATOR NodeName=case_alt MovementType=POSITION_Y Set[01].Position=-0.046 Set[01].Value=0.0 Set[02].Position=-0.046 Set[02].Value=1.0 [MoveAltimeterAngle] Type=AIRSPEED_INDICATOR NodeName=case_alt MovementType=ROTATION_X ValueUnit=DEG Set[01].Position=-30.0 Set[01].Value=0.0 Set[02].Position=-30.0 Set[02].Value=1.0 [MoveINSTRRight] Type=AIRSPEED_INDICATOR NodeName=INSTR MovementType=POSITION_X Set[01].Position=0.219 Set[01].Value=0.0 Set[02].Position=0.219 Set[02].Value=1.0 [MoveINSTRUp] Type=AIRSPEED_INDICATOR NodeName=INSTR MovementType=POSITION_Z Set[01].Position=0.100 Set[01].Value=0.0 Set[02].Position=0.100 Set[02].Value=1.0 [MoveINSTRDistance] Type=AIRSPEED_INDICATOR NodeName=INSTR MovementType=POSITION_Y Set[01].Position=0.050 Set[01].Value=0.0 Set[02].Position=0.050 Set[02].Value=1.0 [MoveINSTRAngle] Type=AIRSPEED_INDICATOR NodeName=INSTR MovementType=ROTATION_X ValueUnit=DEG Set[01].Position=30.0 Set[01].Value=0.0 Set[02].Position=30.0 Set[02].Value=1.0 [MoveAoARight] Type=AIRSPEED_INDICATOR NodeName=AoA MovementType=POSITION_X Set[01].Position=0.135 Set[01].Value=0.0 Set[02].Position=0.135 Set[02].Value=1.0 [MoveAoAUp] Type=AIRSPEED_INDICATOR NodeName=AoA MovementType=POSITION_Z Set[01].Position=0.100 Set[01].Value=0.0 Set[02].Position=0.100 Set[02].Value=1.0 [MoveAoADistance] Type=AIRSPEED_INDICATOR NodeName=AoA MovementType=POSITION_Y Set[01].Position=0.050 Set[01].Value=0.0 Set[02].Position=0.050 Set[02].Value=1.0 [MoveAoAAngle] Type=AIRSPEED_INDICATOR NodeName=AoA MovementType=ROTATION_X ValueUnit=DEG Set[01].Position=30.0 Set[01].Value=0.0 Set[02].Position=30.0 Set[02].Value=1.0 // reposition indicator boxes [Moveindexer_LRight] Type=AIRSPEED_INDICATOR NodeName=indexer_L MovementType=POSITION_X Set[01].Position=0.035 Set[01].Value=0.0 Set[02].Position=0.035 Set[02].Value=1.0 [Moveindexer_LUp] Type=AIRSPEED_INDICATOR NodeName=indexer_L MovementType=POSITION_Z Set[01].Position=0.028 Set[01].Value=0.0 Set[02].Position=0.028 Set[02].Value=1.0 [Moveindexer_RLeft] Type=AIRSPEED_INDICATOR NodeName=indexer_R MovementType=POSITION_X Set[01].Position=-0.035 Set[01].Value=0.0 Set[02].Position=-0.035 Set[02].Value=1.0 [Moveindexer_RUp] Type=AIRSPEED_INDICATOR NodeName=indexer_R MovementType=POSITION_Z Set[01].Position=0.028 Set[01].Value=0.0 Set[02].Position=0.028 Set[02].Value=1.0 [Moveindexer_LRotateLeft] Type=AIRSPEED_INDICATOR NodeName=indexer_L MovementType=Rotation_Y ValueUnit=DEG Set[01].Position=-2.00 Set[01].Value=0.0 Set[02].Position=-2.00 Set[02].Value=1.0 [Moveindexer_RRotateRight] Type=AIRSPEED_INDICATOR NodeName=indexer_R MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=2.00 Set[01].Value=0.0 Set[02].Position=2.00 Set[02].Value=1.0 To modify Block 1 to 10 F-16A's, use only the indicator boxes mod To modify Block 15's, use the complete mod with instrument position swap
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  8. The TCS data section.... its using the weapondata format. Correct format for aircraft data and avionics ini (yep..) is this : Example from a F-4E TISEO with Dual FOV, with smaller FOV for long distance; 10km+ [TISEO] SystemType=EO_CAMERA ModelNodeName=TV CameraFOV=5.000000 DualFOV=TRUE SearchFOV=2.500000 CameraPosition=-2.052,3.488,-0.687 CameraAngles=0.0,-2.0,0.0 MaxSeekerRange=30.000000 SeekerGimbleLimit=30.000000 SeekerTrackRate=20.0 SightTexture=f-4_tiseo2.tga SearchTexture=f-4_tiseo.tga BypassFilter=FALSE IRImage=FALSE TrackingGateType=0 GimbleAngleDisplayType=1 ShowTargetID=TRUE // Tracking Gate options // 0 None // 1 Crosshair // 2 Four Corners // 3 Double Lines // Gimble Angle Display options // 0 None // 1 Pointing Cross // 2 Nose Index Marker
  9. Yep.. all very low key about it so far. New book coming in April : https://ospreypublishing.com/f-15-eagle-versus-mig-23-25-pb EDIT: cover picture resized
  10. The hi-res runway textures.. I usually downsize them to 512 pixel and save them in JPG format.. and remove the original BMPs from the folder. Helps a lot on my old crate.
  11. Its also possible to directly target any targetable object by pointing the aircraft at it or look at it and use the Acquire Visual Target command ( Numpad * by default, iirc)
  12. HUD, several switches and stuff and the WCP look very much like F-15A stuff which has been "Phantomized", so to say. I wont be surprised if the HUD symbology is very similar to the F-15A symbology.
  13. None of the textures show on the HUD which means the avionics ini is missing the HUD Material section which is a SF2 feature To fix it Open the avionics ini file (with notepad , e.g.) Find the [HUD] section Add this line to the HUD section : [HUD] ... HUDMaterial=HUDMaterial and then the new HUDMaterial section : [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=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 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
  14. Antennaes and the pylon arrangement and... the end/rear of the fairing from wing to fuselage where the Spirale chaff dispensers are mounted on later variants Theres also the Eclair chaff/flare dispenser box on the underside of the rear fuselage on the early variants
  15. How about a good old .bat file with DOS command lines to do all the copy/paste with one click or two ..
  16. That 100 ft or so split-s pullout... Regarding the expanded CDL tables: Ive modified a MiG-21bis (not flown yet) and the TW Mirage 5D and got a couple of flights with it fighting MiG-21's and F-15A And I do have the impression that its smoother turning at a given G and also easier to hold the desired G
  17. In the cockpit ini, the ItemNumber= refers to the AnimationID used in the data ini / aircraft lod animation In the AV-8B+, the refuel probe is using #8
  18. Cockpit ini , Probe section [Probe] Type=EXTERNAL_ANIMATION_LINK NodeName=ICP_PROBE MovementType=LIGHT ItemNumber=8
  19. int he aircrafT's data ini [FlightControl] section, look for (add if missing) RocketBoresightAngle=0 ( make avionics ini value match this value ) If you change the angle in the data, then the AI has trouble aiming .. which requires adjusting AimPitchOffset in the next section, [RocketAttackAI] ... AimPitchOffset=0.5 All that is for rockets only.. I'm still looking for my updated F-15E files...
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