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Crusader

MODDER
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Everything posted by Crusader

  1. And update the PitchSolid section with this data: [PitchSolid] Type=VERTICAL_VELOCITY_INDICATOR NodeName=needle_Pitch MovementType=ROTATION_Z ValueUnit=FPM Set[01].Position=-170.0 Set[01].Value=-6000.0 Set[02].Position=-125.0 Set[02].Value=-4000.0 Set[03].Position=-73.5 Set[03].Value=-2000.0 Set[04].Position=-40.0 Set[04].Value=-1000.0 Set[05].Position=40.0 Set[05].Value=1000.0 Set[06].Position=73.5 Set[06].Value=2000.0 Set[07].Position=125.0 Set[07].Value=4000.0 Set[08].Position=170.0 Set[08].Value=6000.0
  2. Yea.... a new 190 would be cool ... Hmm.. all early 190s had a centerline rack for the droptank or a single 250 kg bomb / 4x 50 kg bombs only from A-4 onwards were kits available for further modifications Not always clear, even in the official Luftwaffe docs I use for all the data in this thread
  3. F-Series Fighter Bombers (ALL Fw 190 variants were capable of using a centerline bombrack for the Fighter Bomber role from the A-1 onwards) Fw 190 F-1 based on A-4 Fw 190 F-2 based on A-5 Fw 190 F-3 based on A-6 Fw 190 F-8 based on A-8 Armament Same as respective 190 A variant but outboard wing guns always removed Wiring was changed to have cowling and wing root guns in 2 groups Added were wing bomb racks, 2x 50-70 kg capacity each wing Additional armor kits for engine and cockpit were fitted G-Series Long Range Fighter Bombers Fw 190 G-1 based on A-4 Fw 190 G-2 based on A-5 Fw 190 G-3 based on A-6 Fw 190 G-8 based on A-8 Armament Same as respective 190 A variant but outboard wing guns and cowling guns (replaced by extra engine oil tank) always removed Added were wing bomb racks, 1x 250 kg capacity each wing or 300 liter drop tank
  4. Apparently krizis thought about making one some years ago.... http://combatace.com/topic/35253-28/
  5. Is any game company making a Korea Air Combat game in the near future ? Hope TKs doing it some day .. lite game with nifty airplanes SF:MA(locked!!) ;D
  6. 100.000 + downloads
  7. Fw 190 A-7, A-8, A-9 armament : 2x MG 131 , ( 2x cowling, synchronized, all weapons eject links and casings overboard from openings in the fuselage bottom) 400 rounds each 2x MG 151/20 ( wing roots, synchronized, casings are ejected through wing bottom ) 250 rounds each 2x MG 151/20 ( outer wings, casings are not ejected, they are collected inside the wings) 125 rounds each * * can be replaced by R2 mod kit, consisting of 2x MK 108 (outer wings, casings ejected through wing bottom) 50 rounds each Wiring was in 2 groups, cowling+wing roots outer wings Fw 190 A-8/R8 heavily armored assault aircraft, cowling guns removed to save weight 2x MG 151/20 ( wing roots, synchronized, casings are ejected through wing bottom ) 250 rounds each 2x MK 108 (outer wings, casings ejected through wing bottom) 50 rounds each Wiring was in 2 groups, wing roots outer wings Fw 190 D-9 armament : 2x MG 131 , ( 2x engine cowling,synchronized, all weapons eject links and casings overboard from openings in the fuselage bottom) 400 rounds each 2x MG 151/20 ( wing roots, synchronized, casings are ejected through wing bottom ) 250 rounds each Wiring was in 2 groups, cowling wing roots
  8. Fw 190A-2, A-3, A-4, A-5 armament : 2x MG 17 , ( 2x engine cowling,synchronized, all weapons eject links and casings overboard from openings in the fuselage bottom) 900 rounds each 2x MG 151/20 ( wing roots, synchronized, casings are ejected through wing bottom ) 250 rounds each 2x MG-FF/M ( outer wings, casings are not ejected, they are collected inside the wings) 60 rounds each Fw 190A-6 Armament: cowling and wing roots same as A-2 to A-5 Outer wings 2x MG 151/20 ( outer wings, casings are not ejected, they are collected inside the wings), 125 rounds each Weapon wiring for A-2 to A-6 Group 1: cowling and wing root weapons Group 2: outboard wing weapons
  9. TKs ammo loads for the Spit 9 and the Stang are accurate. TMF Spitfire, the Ia should have 300 rounds each for all 8 guns... it was changed on the late series Ib to 350 rounds each for the 4 outboard MGs, the inboard Hispano's had 60 rounds drum magazines. The Fw 190 A-1 armament : 4x MG 17 , ( 2x engine cowling, 2x wing roots, all syncronized, all weapons eject links and cases overboard from openings in the fuselage/wing bottom) 2x MG-FF/M ( outer wings, cases are not ejected, they are collected inside the wings) Ammo loads: MG 17 cowling : 900 rounds each MG 17 wing roots: 1000 rounds each MG-FF/M: 60 rounds each The weapons were wired into two groups for firing : Group 1: all four MG 17 Group 2: both MG-FF/M Thus the firing possibilities were either each group separately or both groups together
  10. Its a completely new model
  11. I think you have to edit the Gunsight section in the cockpit ini andchange the sight to a lead computing type ... Look into the Sabre pit ini..
  12. in SF2 series, we have a INACTIVE function to hide mesh in cockpits.. e.g. Instrument[120]=Move1 [Move1] Type=INACTIVE NodeName=Camera thats all just needs the correct mesh name and next Instrument number ...
  13. You can accidently remote-control AI flight leader canopies with the Animation Key Command SHIFT+0 or whatever is used ... try it..
  14. yep its that jpg texture quality setting :)
  15. mit was fürn prog machste denn die texturen ?
  16. thats 2 different things the trigger inputs: InputName=FIRE_PRIMARY_GUN no problems InputName=FIRE_SECONDARY_GUN never worked FOR AI AIRCRAFT since day 1 of SFP1, that was notable on all early SF series 1 games where the AI MiG-17's fired only the 23mm cannons and not the 37mm cannon which was set to FIRE_SECONDARY_GUN Then there is the GunGroup= function There are no problems with it, the TW F-8 Crusader series is using GunGroups by deault Each gun can be sorted into a group , example from the Gunval Sabre: [internalGun1] SystemType=FIXED_GUN GunTypeName=20mm_T160 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.539,4.233,0.13 LightPosition= -0.589,4.283,0.13 MaxAmmo=115 EjectShells=TRUE EjectPosition=-0.36,3.454,-0.437 EjectVelocity=0.0,0.0,-2.0 MinExtentPosition=-0.45, 3.50,0.08 MaxExtentPosition=-0.55, 4.40,0.18 GunGroup=1 [internalGun2] SystemType=FIXED_GUN GunTypeName=20mm_T160 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.609,4.234,-0.213 LightPosition= -0.659,4.284,-0.213 MaxAmmo=115 EjectShells=TRUE EjectPosition=-0.24,3.454,-0.437 EjectVelocity=0.0,0.0,-2.0 MinExtentPosition=-0.45, 3.50,-0.16 MaxExtentPosition=-0.55, 4.40,-0.26 GunGroup=2 [internalGun3] SystemType=FIXED_GUN GunTypeName=20mm_T160 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.539,4.233,0.13 LightPosition= 0.589,4.283,0.13 MaxAmmo=115 EjectShells=TRUE EjectPosition=0.36,3.454,-0.437 EjectVelocity=0.0,0.0,-2.0 MinExtentPosition= 0.45, 3.50, 0.08 MaxExtentPosition= 0.55, 4.40, 0.18 GunGroup=1 [internalGun4] SystemType=FIXED_GUN GunTypeName=20mm_T160 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.609,4.234,-0.213 LightPosition= 0.659,4.284,-0.213 MaxAmmo=115 EjectShells=TRUE EjectPosition=0.24,3.454,-0.437 EjectVelocity=0.0,0.0,-2.0 MinExtentPosition=0.45, 3.50,-0.16 MaxExtentPosition=0.55, 4.40,-0.26 GunGroup=2 the 4 guns are splilt into 2 Groups ( Group 1 + 2 ) and can be selected via a keyboard command : ( default on my keyboard ) NEXT_GUNGROUP=SEMICOLON PREV_GUNGROUP=SHIFT+SEMICOLON This gives the option of using either the group 1 guns, or the group 2 guns, or both groups together.
  17. BUMP This file has been updated to v1.1 Version 1.1 - new gunsights added (A-4 type with bomb/rocket sight) - 16x HVAR loadout enabled and weapon positions adjusted Notes on A/G rocket/bomb sight usage: - bombing , use pipper (center dot) to aim - rocketing, use bottom diamond for aiming rockets
  18. View File SF2 Korean War Era F-86 Sabre Pak UPDATE SF2 Korean War Era F-86 Sabre Pak 12/14/2012 UPDATE for http://combatace.com/files/file/13604-sf2-korean-war-era-f-86-sabre-pak/ Features: - new gunsights added (A-1CM and A-4 types, with rocket sight where applicable) - 16x HVAR loadout enabled and weapon positions adjusted - Cockpit fixes: + CGCockpitOffset=TRUE added + cockpit POV height offset set to 0 + cockpit height position synchronized with pilot position Notes on A/G rocket/bomb sight usage: - bombing , use pipper (center dot) to aim - rocketing, use bottom diamond for aiming rockets (pipper with F-86A) Have fun The KAW Mod Team Submitter Crusader Submitted 12/14/2012 Category F-86
  19. Version v1

    853 downloads

    SF2 Korean War Era F-86 Sabre Pak 12/14/2012 UPDATE for http://combatace.com/files/file/13604-sf2-korean-war-era-f-86-sabre-pak/ Features: - new gunsights added (A-1CM and A-4 types, with rocket sight where applicable) - 16x HVAR loadout enabled and weapon positions adjusted - Cockpit fixes: + CGCockpitOffset=TRUE added + cockpit POV height offset set to 0 + cockpit height position synchronized with pilot position Notes on A/G rocket/bomb sight usage: - bombing , use pipper (center dot) to aim - rocketing, use bottom diamond for aiming rockets (pipper with F-86A) Have fun The KAW Mod Team
  20. http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=14&t=6346
  21. just got that file from avsim pappyspilots.zip
  22. Only forgot to add the Synchronized=TRUE to the MG 17 and 304 kg fuel capacity ..
  23. Heres a fully updated 109 E-3 pit ini which makes use of all the things posted above and has a new magnetos lever function , new calibrated manifold pressure indicator Also included is baffmeisters 109E-3_data0.8 ini with following changes: - added to Engine section : MinManifoldPressure=17.95276 MaxManifoldPressure=40.3937 - Internal Guns, 2 gungroups defined, MG17 and MGFF to get the ammo counters to work right and the gun rdy lights which are off if out of ammo - MGFF set to EjectShells=FALSE Bf109E-3.7z
  24. View File German Bomber Bombsight A cockpit mod which adds a CCIP-type bombsight for level/shallow dive bombing with Ju 88 and He 111 Submitter Crusader Submitted 12/07/2012 Category Avionics
  25. and more updated 109 intruments [TurnIndicator] Type=TURN_INDICATOR NodeName=Needle_Turn MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=-40.0 Set[01].Value=-12.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=40.0 Set[03].Value=12.0 [stbyCompass] Type=Gyro_Compass NodeName=Compasssphere MovementType=ROTATION_z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 [FuelIndicator] Type=TOTAL_FUEL_QUANTITY_INDICATOR NodeName=Needle_Fuel MovementType=ROTATION_Z ValueUnit=LB Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=30 Set[02].Value=335.0 Set[03].Position=60 Set[03].Value=670.0
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