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BattlerBritain

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Everything posted by BattlerBritain

  1. The effects with the Gsh-623 might be because it's rate of fire is set to 10,000rpm in the Gundata. I think that's a bit rapid :yes: Use the Guneditor to put it down to something like 5 or 6000 rpm, like the Vulcan. Or just edit it in the MiG-31BM_DATA.INI to read GSH-23 and use that gun instead. But I'm using the initial MiG-31BM release with no problems. It's a really great plane - flys well, great radar, loads of weapons and looks great.
  2. BMP1_AT3

    Great - more goodies Don't know how to get rear-turret guns to shoot backwards - maybe you don't need anything special? Rates of fire I can help you with. ROF for the 45mm on your T-26 should be about 6 or 8. ROF for 76mm on KV-1 should be about 6 or 8 as well (see T-34/76). ROF for 85mm on JS-1 should be about 6 (see T-34/85). ROF for 122mm on JS-2 should only be about 2 or 3 (some sources say 1). ROF for 122mm on JS-3 should only be about 2 or 3 (some sources say 1). Speeds: can't quote exact figures at the moment (I'm at work - no references available) but T-26 : about the same as a Sherman KV-1: about the same as a Sherman JS-1: about the same as an M-26 Pershing (slightly slower than a Sherman) JS-2: about the same as an M-26 Pershing (slightly slower than a Sherman) JS-3: real slow - about 8km/h tops (it was a monster - armour liable to cracking as well). Will update later, Battler
  3. BMP1_AT3

    Rebel - you do great work. Keep it up Don't worry about the _DATA.INI's - we can edit those in a few seconds. And your English is fine. Many Thanks, Battler
  4. BMP1_AT3

    Rate of fire of 15 for that 73mm!!! You got Arnie reloading that pop gun then Dood? Your data for the AT-3 looks OK. Model looks good as well. Looks great on a Hind as well.
  5. BMP1_AT3

    Cheers Dood
  6. BMP-1

    A possible addition to the GUNDATA.INI for the 73mm_2A28 gun is: [GunDataxxx] TypeName=73mm_2A28 FullName=73mm_2A28 Caliber=73.000000 ROF=3.000000 MuzzleVel=665.000000 AmmoWt=3.800000 WarheadWt=3.600000 Reliability=80.000000 Accuracy=50.000000 AddLight=TRUE MaxLightRange=1800.000000 FireColor=0.150000,0.150000,0.150000 GunFireEffect=TankGunFireEffect GunFireSound=TankGun EffectClassName=BazookaEffects EffectTime=0.400000 TracerTexture=Tracer.tga TracerSize=0.250000 TracerDistFactor=0.002000 TracerLength=0.300000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE Data taken from "Weapons and Tactics of the Soviet Army" by David C Isby, published by Janes 1981, 1988; ISBN 0 7106 0352 5 .
  7. BMP-1

    Yeeeehhaaaa!! Nice one Dood Well done - it looks great. I'm gonna have fun with this. Many Thanks, Battler
  8. KV-2

    Jeeeesuss that looks superb For the movement alter the BMP_DATA.INI [MovementSystem] to read something like: [MovementSystem] MaxRoadSpeed=14.9 MaxOffRoadSpeed=8.33 PowerAvailable=280050.0 MaxTurnRate=18.0 MaxDeceleration=4.5 This was taken from Gepards T-34_DATA.INI in his recent WOI_Panzer_Pack. I'm wondering if you can do the missile on the gun similar to adding a missile to a SAM launcher, eg: [Turret] ModelNodeName=Turret DetachWhenDestroyed=TRUE EffectSize=1.0 MaxExtentPosition= 0.61, 0.75, 3.04 MinExtentPosition=-0.61,-0.52, 1.88 HasArmor=FALSE SystemName[001]=Rails [Rails] ModelNodeName=Rails MaxExtentPosition= 2.39, 4.20, 1.72 MinExtentPosition=-2.39,-4.70, 0.00 HasArmor=FALSE SystemName[001]=Missile1 [Missile1] SystemType=MISSILE MissileID=1 WeaponTypeName=AT-3 WeaponPosition=-0.80,0.75,2.50 ShowMissile=TRUE IndependentPitchMovement=FALSE Edit the Position numbers to fit the BMP model. Also have a look at Kesselbrut's M3A1 Bradley model at: http://forum.combatace.com/index.php?autoc...p;showfile=2747 Better still - get in touch with Kess - he's the master at Ground Objects - I bet he'd love to help you with this one :)
  9. KV-2

    Wow - you star! That looks great. For the missile there are some Soviet ATGM's in the Weapons Pack. Don't know if it's possible to re-use them and you'd have to ask permission of the creator to include them.
  10. I'd just like to add my thanks and congratulations to Kesselbrut for a truly outstanding package. This has to be one of the best mods ever for this game. The installation instructions are also a top-notch guideline - read them - it helps. As a debugging guide I also had CTDs to start with on going to the Loading screen. The cause of it was that I hadn't copied across all the Effects in the Effects folder. I'm now having a blast :) Cheers Dood, Battler
  11. KV-2

    Great addition and keep'em coming. I do like the KV-2 :) However, I think a ROF of 8 is a little optimistic for the gun on this beast. About 1 or 2 would be more accurate. Likewise the ROF for the 45mm 20k on your T-26 should be about 6 or 8, not 45! It wasn't an auto-cannon. Also, any chance you could do us a BMP-1 or -2? That would really good for Golan 1973. Many Thanks, Battler
  12. Strange - the thing I miss most after years of playing EAW is floating down in your parachute after bailing out. That really added to the immersiveness for me :) And yes Dave, I know, TK's said 'not a snowballs chance in hell of that one'. But I can dream. As for coffe cup holders they have those in the EH101 helicopter, soon to be used as the US Presidential helicopter. I think the seats are heated as well. There might be silver service in US Presidential service although they don't get that in Brit use in Afghanistan. Nice helicopter the EH101. I worked on the avionics for that one on testing the autopilot modes. Works a treat :)
  13. Hmmm - haven't setup anything deliberately. Seems to happen when I press P-for-Pause. Anyhow, I've disabled the animations in the _DATA.INI. Now getting some airtime in. She flies real nice. Thanks for getting back to us Craig.
  14. Quick question Craig - the canopy and refuel probe - what makes them open and close? Took my EFA for a spin and the first thing that happened was the canopy opening and refuel probe popping out - couldn't get them back in. Was a bit drafty at 30,000ft :) Very nice plane by the way. Cheers, Battler
  15. They look good. Turret seems the right shape. Looking forward to those
  16. Paratroopers

    I've been playing with the loadout on the C-130H to get Paras to appear in WOI. I like the new C-130H model better than the C-130a in that the C-130a model only has a 3-bladed prop and it doesn't look right when the aircraft is static and parked on the pan. As an ex-RAF C-130 techie I like the 'Fat Albert' and 3 blades just don't do it for me :) . The C-130H cockpit is also spot on. I altered the C-130H_DATA.INI to get the Paras to appear thus: // Weapon Stations --------------------------------------------------------- [PalletStations] //SystemType=WEAPON_STATION //StationID=1 //StationGroupID=1 //StationType=INTERNAL //AttachmentPosition=0.0,-6.3,0.3 //AttachmentAngles=0.0,0.0,0.0 //EjectVelocity=0.0,-35.0,1.5 //LoadLimit=20400 //LengthLimit=2.5 //AllowedWeaponClass=BOMB //AttachmentType=NATO,USAF,USN //NumWeapons=3 //AttachmentPosition001=0.063, 1.232,0.3 //AttachmentPosition002=0.063,-1.268,0.3 //AttachmentPosition003=0.063,-4.268,0.3 //BombBayAnimationID=3 //BombBayOpenTime=5.0 //BombBayCloseTime=5.0 SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,-6.3,0.3 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,-12.0,0.0 LoadLimit=20400 LengthLimit=2.5 AllowedWeaponClass=BOMB,EOGB AttachmentType=NATO,USAF,USN NumWeapons=24 AttachmentPosition001= 0.371,-0.853,0.0 AttachmentPosition002=-0.371,-0.053,0.0 AttachmentPosition003= 0.371, -0.747,0.0 AttachmentPosition004=-0.371, -1.747,0.0 AttachmentPosition005= 0.371, -2.547,0.0 AttachmentPosition006=-0.371, -3.547,0.0 AttachmentPosition007= 0.871,-0.853,0.0 AttachmentPosition008=-0.871,-0.053,0.0 AttachmentPosition009= 0.871, -0.747,0.0 AttachmentPosition010=-0.871, -1.747,0.0 AttachmentPosition011= 0.871, -2.547,0.0 AttachmentPosition012=-0.871, -3.547,0.0 AttachmentPosition013= 0.871,-0.853,0.0 AttachmentPosition014=-0.871,-0.053,0.0 AttachmentPosition015= 0.871, -0.747,0.0 AttachmentPosition016=-0.871, -1.747,0.0 AttachmentPosition017= 0.871, -2.547,0.0 AttachmentPosition018=-0.871, -3.547,0.0 AttachmentPosition019= 0.371,-0.853,0.0 AttachmentPosition020=-0.371,-0.053,0.0 AttachmentPosition021= 0.371, -0.747,0.0 AttachmentPosition022=-0.371, -1.747,0.0 AttachmentPosition023= 0.371, -2.547,0.0 AttachmentPosition024=-0.371, -3.547,0.0 BombBayAnimationID=3 BombBayOpenTime=5.0 BombBayCloseTime=5.0 [VehicleStations] //SystemType=WEAPON_STATION //StationID=2 //StationGroupID=1 //StationType=INTERNAL //AttachmentPosition=0.0,-6.3,0.3 //AttachmentAngles=0.0,0.0,0.0 //EjectVelocity=0.0,-35.0,1.5 //LoadLimit=20400 //LengthLimit=3.5 //DiameterLimit=0.1 //AllowedWeaponClass=BOMB //AttachmentType=NATO,USAF,USN //NumWeapons=3 //AttachmentPosition001=0.063, 2.932,-0.95 //AttachmentPosition002=0.063,-0.668,-0.95 //AttachmentPosition003=0.063,-4.268,-0.95 //BombBayAnimationID=3 //BombBayOpenTime=5.0 //BombBayCloseTime=5.0 SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,-6.3,0.3 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,-12.0,0.0 LoadLimit=20400 LengthLimit=2.5 //DiameterLimit=2.0 AllowedWeaponClass=BOMB,EOGB AttachmentType=NATO,USAF,USN NumWeapons=24 AttachmentPosition001=-0.371,-0.853,0.0 AttachmentPosition002= 0.371,-0.053,0.0 AttachmentPosition003=-0.371, -0.747,0.0 AttachmentPosition004= 0.371, -1.747,0.0 AttachmentPosition005=-0.371, -2.547,0.0 AttachmentPosition006= 0.371, -3.547,0.0 AttachmentPosition007=-0.871,-0.853,0.0 AttachmentPosition008= 0.871,-0.053,0.0 AttachmentPosition009=-0.871, -0.747,0.0 AttachmentPosition010= 0.871, -1.747,0.0 AttachmentPosition011=-0.871, -2.547,0.0 AttachmentPosition012= 0.871, -3.547,0.0 AttachmentPosition013= 0.871,-0.853,0.0 AttachmentPosition014=-0.871,-0.053,0.0 AttachmentPosition015= 0.871, -0.747,0.0 AttachmentPosition016=-0.871, -1.747,0.0 AttachmentPosition017= 0.871, -2.547,0.0 AttachmentPosition018=-0.871, -3.547,0.0 AttachmentPosition019= 0.371,-0.853,0.0 AttachmentPosition020=-0.371,-0.053,0.0 AttachmentPosition021= 0.371, -0.747,0.0 AttachmentPosition022=-0.371, -1.747,0.0 AttachmentPosition023= 0.371, -2.547,0.0 AttachmentPosition024=-0.371, -3.547,0.0 BombBayAnimationID=3 BombBayOpenTime=5.0 BombBayCloseTime=5.0 ..... This gives x2 lots of 24 Paras which is enough for starters. A real C-130 can take 64 paras, but thats for a later tweek. I also tried setting them to face to the rear and the exit ramp but the Paras seemed to fall strangely after being released so I left them facing forward. Cheers, Battler
  17. Paratroopers

    Johan - the same way you'd drop 24 bombs at once. Edit the Cockpit.ini to allow 24 items to be dropped on 1 button toggle and select that via the ] key. You might want to edit the time delay between the paras dropping to something like 1 or 2 secs (1000 or 2000 delay). Battler
  18. I get something like this with all games in the SF series, only my screen 'Goes Large' in that it fills more of the screen than it should, eg you can only see the end of your callsign in the bottom-left box etc. It's got something to do with the screen refresh rate and the size of the window in your monitor. I have to use the On-Screen Display menu to re-size the window so that it fits properly again. I don't know why it does this. For me it happens about 1 time in 3. I've tried using the NVidia driver settings to specify the refresh rate at the selected screen size but it doesn't seem to make a difference. So I just live with it and use the OSD to re-size and the do it back again afterwards. P-I-T-A but what the heck.
  19. Yeah - cheers nele for the data They seem to fly OK now
  20. That looks a really good Challenger 2 model. Looking forward to that. With regards to armour thickness a really good site for armour values and armour pen values for different ammo try this link: http://members.tripod.com/collinsj/protect.htm From that I'd set the M1A1's armour at about 900mm and the Chally 2 about the same, armour set to STEEL. Oh, and the Wikipedia site has it that a Chally 2 withstood 70 RPG hits in Basra: http://en.wikipedia.org/wiki/Challenger_2_tank
  21. I've managed to get some Israeli SAMs to turn up by modifying the ISRAELME_TARGETS.INI and adding the following to the end of each Israeli airbase: Either... Target[096].Type=SAMRadar Target[096].Offset=-1292,1206 Target[096].Heading=90 Target[096].ActiveYear=1970 Target[097].Type=SAMLauncher Target[097].Offset=-1392,1381 Target[097].Heading=30 Target[097].ActiveYear=1970 Target[098].Type=SAMLauncher Target[098].Offset=-1192,1381 Target[098].Heading=90 Target[098].ActiveYear=1970 Target[099].Type=SAMLauncher Target[099].Offset=-1032,1140 Target[099].Heading=150 Target[099].ActiveYear=1970 or... Target[155].Type=SAMRadar Target[155].Offset=-1292,1206 Target[155].Heading=90 Target[155].ActiveYear=1970 Target[156].Type=SAMLauncher Target[156].Offset=-1392,1381 Target[156].Heading=30 Target[156].ActiveYear=1970 Target[157].Type=SAMLauncher Target[157].Offset=-1192,1381 Target[157].Heading=90 Target[157].ActiveYear=1970 Target[158].Type=SAMLauncher Target[158].Offset=-1032,1140 Target[158].Heading=150 Target[158].ActiveYear=1970 ..depending on how many entries are in the airfileds list. Add Hawks and Chapparalls and have fun.
  22. WOI Gun Jams

    It would have been nice if TK had added, say, a percentage chance for each gun type to jam when fired. That way F-8 Crusader gun jams could have been accurately modelled and more reliable guns modelled as well.
  23. MLRS

    That looks really good. Certainly good enough to release.
  24. Cheers Johan Believe it or not the WOI MiG FM ini change is the first mod I've ever had posted. I think I've got a way to go before I catch up with some others around here
  25. Got all of them. Air War was the first game I ever bought when I was 12 years old and at school. It took my firends and I a whole weekend to get through the rules far enough to play the first scenario. All other games seemed easy after that . Yeah - we spent years playing those and getting our tactics right. Now I can do with SF in an hour what it used to take us weeks to do with a boardgame. I still dig out these games once in a while to see what they were like. It is true that Strike Fighters radar and ecm values are very close to the values in Air Superiority/Air Strike. I wonder why that is ?
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