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Crusader

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Everything posted by Crusader

  1. yea, I agree on the MP Even the old, limited MP features like in SF1 for the SF2 series would be much fun with the much improved cockpits and avionics ( radar limitations etc) still, there were those of us who enjoyed MP with what we had in SF1 series instead of complaining about what wasnt there at all. Most guys kinda demanded same features like Lock On .. but that wasnt going to be .. SF1 series is not Lock On.
  2. very good I can say, a new TMF F1C is definitive coming .. with cockpit
  3. look's like TK plans big business this year
  4. http://www.facebook.com/thirdwire
  5. F-104G data ini [LeftWingtipStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.304,-0.176,-0.513 AttachmentAngles=0.0,0.0,90.0 LoadLimit=250.0 AllowedWeaponClass=IRM,FT AttachmentType=NATO ModelNodeName= PylonMass= LaunchRailNodeName=missile_rail_wt_left LaunchRailHeight=0.15 LaunchRailMass=24.95 FuelTankName=Tank170_F104 [RightWingtipStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.304,-0.176,-0.513 AttachmentAngles=0.0,0.0,-90.0 LoadLimit=250.0 AllowedWeaponClass=IRM,FT AttachmentType=NATO ModelNodeName= PylonMass= LaunchRailNodeName=missile_rail_wt_right LaunchRailHeight=0.15 LaunchRailMass=24.95 FuelTankName=Tank170_F104 kannst auch noch NoJettisionTank=TRUE zu den stationen hinzufügen wenn die tanks nicht abwerfbar sein sollen
  6. doesnt affect the ballistics its for units which have an optical system and positions the point of view or where the optics are I think almost all use the default value of 0.0,0.0,2.3 or somehting like that which places the point of view at model center at 2.3 meters height long ago I modded a system on wich I placed the optics very high, 100 meters or so to enable it t olook very far didnt work out all that good in the end, cause the game engine kinda reduces max optical targeting to 10 km (iirc) that has been 4 years ago but I think it hasnt changed at all.
  7. AFAIK no, I've tried to get a moving map and something else, didnt work
  8. PIRATEical zeugs ...
  9. Weil Craig/bongodriver die max-dateien für die erste version in einem hdd crash flöten gegangen sind kann also nix ändern/updaten = neu bauen
  10. hey. but this new version with proper missile rails on all stations please... no more one 10% pylon fits all toys ... LOL !!!!!!!!1
  11. http://forum.combatace.com/files/file/7199-factory-target-area-for-strike-fighters-1/ http://forum.combatace.com/files/file/1644-drvv151/
  12. Cheyenne Blackhawk ( S-67 !!!) edit: more NINJA!!!
  13. Yes, I've used Harpoon and Sea Sparrow , same thing happend. Game limitation. And AFAIK it doesnt matter if you use different guidiance types, the WeaponSystem cant keep them apart. I've had a ship firing Harpoon against aircraft :ph34r:
  14. Extract HUDDATA.ini and place it in the FLIGHT folder Add this : [Display006] DisplayType=RWR PosX=0.01 PosY=0.015 Width=0.125 Height=0.16666667 Alpha=0.60 InitTime=2.0 RWR will show up permanently for all aircraft that way It also works for aircraft which have no RWR display in the cockpit Just requires the RWR section in avionics ini and DetectSystem section in the aircraft's data ini To switch it off, cycle ALT+D game HUD modes
  15. IRST infra red search 'n track kamma auch mit TV kuckn ... oder so oder genauer: PIRATE (Passive Infra Red Airborne Tracking Equipment) von dem wiki thingo PIRATE IRST The Passive Infra-Red Airborne Track Equipment (PIRATE) system is an Infrared Search and Track System (IRST) mounted on the port side of the fuselage, forward of the windscreen. SELEX Galileo is the lead contractor which, along with Thales Optronics (system technical authority) and Tecnobit of Spain, make up the EUROFIRST consortium responsible for the system's design and development. PIRATE operates in two IR bands, 3-5 and 8-11 micrometres. When used with the radar in an air-to-air role, it functions as an Infrared Search and Track system (IRST), providing passive target detection and tracking. In an air-to-surface role, it performs target identification and acquisition. It also provides a navigation and landing aid. PIRATE is linked to the pilot’s helmet mounted display.[104] Eurofighters starting with Tranche 1 Block 5 have the PIRATE. The first Eurofighter Typhoon with PIRATE-IRST was delivered to the Italian Aeronautica Militare in August 2007 Ich hab irgendwo son EF Capability PDf teil.. da sind photos drin .. ma kuckn ob ichs finde eininge Luftwaffe 2-sitzer ham das teil auch schon, und ich denke das die neue Tranche für unsere Jabos das teil auch haben ..
  16. das system .. das teil was man nicht sehen will wird als beschädigtes teil in die data ini eingefügt (DestroyedNodeName=laser pod) das teil ist dann nur zu sehen wenn die mühle zerstört ist
  17. [AircraftData] ... Component[010]=hidePIRATE [hidePIRATE] ParentComponentName=Forward fuselage ModelNodeName=laser pod_ok DestroyedNodeName=laser pod DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE
  18. Game supports only one missile/rocket launcher for ships or other Ground Objects. You can have many missiles ( up to 32, I think ) on the single launcher.
  19. MIIIS existiert noch was wann fertig usw.. ungewiss
  20. hey.. TEH BREAK ... thats just a very clever marketing trick by DanW to keep Suez a hot topic ( and the Mustang! )
  21. aha der kram hier muß in die HUDDATA.ini rein [Display006] DisplayType=RWR PosX=0.01 PosY=0.015 Width=0.125 Height=0.16666667 Alpha=0.60 InitTime=2.0 Ist dann allerdings immer sichtbar, für alle flieger kan man aber mit ALT+D abschalten wenn man durch die modes geht ( alles weg )
  22. nach sowas wurde doch mal gefragt ... ?
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