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Wrench

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Everything posted by Wrench

  1. IA-58A Pucara (by FoxMontor) Not a whole lot of changes needed, as it's already set as "Argentina" I have noted, however, some flight model problems in WoE. Upon takeoff, she sits right back on her a$$, tearing off parts of the tail. My suggestion, is add throttle VEEEERRRRY slowly, get rolling befor revving it up fully. Hopefully, and FM Guru will have a look at the problem.... ok, the data ini's weapons stations just get a little tweek: [LeftPylon] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.8920,0.3084,-0.8827 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1500 AllowedWeaponClass=BOMB,RP,FT,GP,TER AttachmentType=Argentina ModelNodeName=LeftPylon FuelTankName=Pucara_Tank300L PylonMass=17.0 PylonDragArea=0.03 [RightPylon] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.8920,0.3084,-0.8827 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1500 AllowedWeaponClass=BOMB,RP,FT,GP,TER AttachmentType=Argentina ModelNodeName=RightPylon FuelTankName=Pucara_Tank300L PylonMass=17.0 PylonDragArea=0.03 [CenterPylon] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=0.0000,0.3420,-1.1128 AttachmentAngles=-0.0,0.0,0.0 LoadLimit=2000 AllowedWeaponClass=BOMB,RP,FT,TER AttachmentType=Argentina ModelNodeName=CenterPylon FuelTankName=Pucara_Tank300L PylonMass=17.0 PylonDragArea=0.03 All I did was remove any reference to USAF/USN weapons. Here's teh loadout ini: [ATTACK] Loadout[01].WeaponType=Pucara_RPIzqx2(HE) Loadout[01].Quantity=1 Loadout[02].WeaponType=Pucara_RPDerx2(HE) Loadout[02].Quantity=1 Loadout[03].WeaponType=BK-BR_125 Loadout[03].Quantity=3 Loadout[03].RackType=Pucara_TER Loadout[01].WeaponType=BK-BR_250 Loadout[01].Quantity=3 Loadout[01].RackType=Pucara_TER Loadout[02].WeaponType=BK-BR_250 Loadout[02].Quantity=3 Loadout[02].RackType=Pucara_TER Loadout[03].WeaponType=Pucara_RPx3(HE) Loadout[03].Quantity=1 [sEAD] Loadout[01].WeaponType=Pucara_RPx1(HE) Loadout[01].Quantity=1 Loadout[02].WeaponType=Pucara_RPx1(HE) Loadout[02].Quantity=1 Loadout[03].WeaponType=BK-BR_125 Loadout[03].Quantity=3 Loadout[03].RackType=Pucara_TER [Anti-Ship] Loadout[01].WeaponType=BK-BR_500 Loadout[01].Quantity=1 Loadout[02].WeaponType=BK-BR_500 Loadout[02].Quantity=1 Loadout[03].WeaponType=BK-BR_250 Loadout[03].Quantity=3 Loadout[03].RackType=Pucara_TER [FAC] Loadout[01].WeaponType=Pucara_RPx1(HE) Loadout[01].Quantity=1 Loadout[02].WeaponType=Pucara_RPx1(HE) Loadout[02].Quantity=1 Loadout[03].WeaponType=Pucara_Tank300L Loadout[03].Quantity=1 [Recon] Loadout[01].WeaponType=Pucara_Tank300L Loadout[01].Quantity=1 Loadout[02].WeaponType=Pucara_Tank300L Loadout[02].Quantity=1 Loadout[03].WeaponType=Pucara_Tank300L Loadout[03].Quantity=1 You'll note the use of Argentine BK-BR bombs replacing the USAF 'Rockeye' CBUs. If there's any real call, an Argentine copy can be easily made. Wrench kevin stein
  2. EE Canberra B.2 (by Ajundair?) Again the basic changes: rename the folder to CanberraB2_Arg rename the Canberrab2.ini to CanberraB2.Arg.ini open and replace the displayed name with: AircraftFullName=Canberra B-2 (FAA) Open the data ini and check the NationName= says Argentina. Again, I'm really sure the dates are off...but leave them alone for now Here's your new weapons stations: The above data also incorporates some fixes from the stock B-57B, as to diameter and lenght limits (see posts above on the 3rd Wire B-57B Canberra) Loadout ini: I'm not particularly happy with the loadouts, expecially the STRIKE. Given the few pictures, and/or AARs, I would think they'd have used the internal bay, and left the wing stations free to reduce drag and perhaps stuck another pair of drop tanks under them to extend range. I've added a few rocket pods, simple because I like having them for the SEAD and CAS mission. They're also nice to have for ANTI_SHIP, as most merchant vessals are rather thin-skinned. You may, of course, adjust to taste. I have also not looked at the cockpit issue...the original references the A-4B, which other than being a single-engined pit, has no real issues. Although I'm sure all EE Canberras had some kind of ground mapping radar. I'll do some more experimenting, and post fixes later. Wrench kevin stein
  3. Mirage IIIC FAA (by The Mirage Factory) Basically, we're following the same steps as above. As we'll be pretty much be doing for all these birds!! Again, this aircraft came from the roginal F/M mod. Again, rename the main folder to MirageIIIC_Arg (I'm using "Arg" for, obviously, Argentina, as opposed to FAA. You can, of course, do it whichever is easiest for you) Rename the MiragcIIIC.ini to MirageIIIC_Arg.ini Open the MirageIIIC_Arg.ini, and again, change the AircraftFullName= to AircraftFullName=Dassault Mirage IIIC (FAA) (note here I'm using the right one, Fuerza Aerea Argentina; NOT the Royal Navy Fleet Air Arm) Save and close. Open the data ini; again there's no need to rename it, and check the NationName= says Argentina. Also, I'm pretty sure the service years might be wrong, but I ain't touching them with no data. Scroll down to the weapons stations, and use the data below: Save and close. Below is you loadout ini. My few hours of research showed they DID use the R-530R, but they were apparently in even shorter supply then the Exocets! But I've allowed their loading, simply because they were there... Save and close. I should be noted, that in the Standard WP (not the MF one), there is no recon pod available for the Mirage's. You'll also have to do the same edits outlined above on the decals ini for the "G8C" skin; if needed. Mine seems to use only standard in-game decals, so no editing was required. Wrench kevin stein
  4. IAI Dagger (by Mirage Factory) Some of you may have already done this, but we're going to create an Argentine ONLY version. The steps below are pretty basic, and covered in another thread of my here in the KB, "Creating Nation Specific Aircraft". First, assuming you've got a full-on Argentine version (all 3 skins), we're going to rename the main folder: IAI_Daggar_FAA Go inside your newly renamed folder and rename the IAI_Daggar.ini IAI_Daggar_FAA (remember -the folder MUST ALWAYS match the name of the main ini!!) Open the IAI_Daggar.ini, and change the "AircraftFullName=" to read as below: AircraftFullName=IAI Dagger (FAA) That's what will show on the drop-down listing for single missions. This will diferentiate it from an IDF version, if you've got an "All Objects" install. What's great about this game, is everything sits in their own folder, and you really don't have to go around renaming other inis. Which we're not going to do. Open up the IAI_Daggar_DATA.INI... Double check your nation name is as: NationName=ARGENTINA I'm not sure of the operation years (the data ini I'm using is from the original Falklands mod), so leave them alone. Scroll down to the weapons stations and replace them all with the following: Save and close. Below is the new, nation-specific loadout ini, with nothing but the new FAA weapons: You'll note, for bombs I've used the M117 750 lb version. If you wish, you can always switch them over for the BK-BR_500 kg bombs (ie: 1000 pounders) Something else you'll probably discover, is that the decals for the skins no longer work. This is because we've renamed the main aircraft folder. Again, this is an easy fix, but you'll have to do it for all 3 skins; no biggie...simple find/replace text. Originally, you're pathway looked like this: IAI_Dagger\dagger\d\flag You need it to read like this: IAI_Dagger_FAA\dagger\d\flag Do this for all decal pathways, using your text editor (I use notepad...super easy) with the find/replace button. Done! Wrench Kevin Stein
  5. Note For Argentine Air Force Weapons, New Weapons to Add, and Nation status adjustment: With some discussion of 'what can I do to use the existing stuff for the Falklands/Malvinas while awaiting the arrival of the new verison?" I took it upon myself to have a look-see and what we've got, what needs tweeking, and what need replacing. Please remember, all the following information may be considered moot when the new Falklands/Malvinas Mod is released!! It should be noted, for those that DO have the original mod, this WILL break the Campaign, due to changes in the weapons. A good Campaign Ini Guru should be able to fix it quite easily, with the data provided here. Hopefully, what I've done here will be of some help to the Falklands Mod Team. Basically, we're missing 3 important aircraft, but they are relitively easy to replace (and will be subject to another post), but the exising aircraft we DO have, are easily modded to fit. What these edit will amount to, is creating 'Nation specific" versions; those will be covered in subsequent posts in this thread. Right now, we're going to 'fix' the weapons, and what I call "Nation status" for Argentina. For all intents and purposes of the original Falklands/Malvinas Mod, Argentina is to be considered an Enemy Nation. No getting around it for gaming purposes -- no political statements here, just a simple "us vs them''. First off, you'll need to extract the Nations.ini from the Missiondata.cat located in the /Flight folder. Open the Nations.ini with your text editor of choice, and find Argentina -- it's Nation040. It'll look like this: You just need to switch it over to "ENEMY". Save and close the nations.ini. EDIT: If you wish, now would be the time to replace the "Argentine Air Force" tag with the correct one: Fuerza Aerea Argentina ------------ New Argentine Nation-specific weapons: Well, with the switch in nation status, now you'll have no weapons, excepting those already existing set with "Argentina" as they're attachment type. There are several; Pucara rocket pods BK-BR 125 kg bomb BK-BR 250 kg bomb BK-BR 500 kg bomb and the Pucara weapons racks. What we need to do now, is fill in the blanks of the now unavailable French, Israeli, and US weapons The weapons below will/should fix the following aircraft. Said aircraft will be coverd in individual posts, giving you the opportunity, materials and data necessary to create nation-specific versions. Mirage IIIC IAI Dagger IA-58A Pucara EE Canberra B2 Super Etendard The SuE I consider a special case, will get a very detailed post later. Special tweeks, etc There are also several birds I haven't looked at yet, the MBB-326, T-34 Mentor, come to mind immeadatley. I'll do them seperately, as I have to go and get them. Let's get started.... Copy/Paste the weapons info below into your weaponsdata ini, in whichever version of the game you're using (SF/WoV/WoE) (It should be noted, some of the operational years are guestimate on my part, and should not be construed as the be-all and end-all) Where *** is the next number in sequence... [WeaponData****] TypeName=LAU-3A_Arg FullName=LAU-3/A (HE Frag) Rocket Pod w/M151 ModelName=LAU-3 Mass=35.299999 Diameter=0.420000 Length=2.350000 AttachmentType=ARGENTINA NationName=Argentina StartYear=1955 EndYear=2020 Availability=2 BaseQuantity=50 Exported=TRUE ExportStartYear=1955 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=Mk40_Hydra_M151 NumRockets=19 ROF=0.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName=Front_Cover RearCoverNodeName=Rear_Cover ShowRockets=TRUE Rocket01Position=0.000000,-0.100000,0.000000 Rocket02Position=0.078000,-0.100000,0.000000 Rocket03Position=-0.154000,-0.100000,0.000000 Rocket04Position=-0.038000,-0.100000,-0.066000 Rocket05Position=0.077000,-0.100000,0.131000 Rocket06Position=0.077000,-0.100000,-0.132000 Rocket07Position=-0.038000,-0.100000,0.066000 Rocket08Position=-0.116000,-0.100000,-0.066000 Rocket09Position=0.116000,-0.100000,0.066000 Rocket10Position=0.000000,-0.100000,-0.132000 Rocket11Position=0.000000,-0.100000,0.131000 Rocket12Position=0.116000,-0.100000,-0.066000 Rocket13Position=-0.116000,-0.100000,0.066000 Rocket14Position=-0.078000,-0.100000,-0.132000 Rocket15Position=0.040000,-0.100000,0.066000 Rocket16Position=0.154000,-0.100000,0.000000 Rocket17Position=-0.078000,-0.100000,0.000000 Rocket18Position=0.040000,-0.100000,-0.066000 Rocket19Position=-0.078000,-0.100000,0.131000 [WeaponData****] TypeName=TER_Arg FullName=A/A37B-5 TER (Argentina) ModelName=ter Mass=43.090000 Diameter=0.230000 Length=1.980000 AttachmentType=ARGENTINA NationName=Argentina StartYear=0 EndYear=0 Availability=3 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=TER NumWeapons=3 LoadLimit=500.000000 LengthLimit=2.500000 MaxFuelAmount=0.000000 Attachment01Position=0.180000,0.000000,-0.020000 Attachment01Angle=0.000000,0.000000,-2578.310078 Attachment02Position=-0.180000,0.000000,-0.020000 Attachment02Angle=0.000000,0.000000,2578.310078 Attachment03Position=0.000000,0.000000,-0.250000 Attachment03Angle=0.000000,0.000000,0.000000 [WeaponData****] TypeName=Shafrir1_Arg FullName=Shafrir 1 ModelName=Shafrir1 Mass=92.949997 Diameter=0.160000 Length=2.470000 AttachmentType=ARGENTINA NationName=Argentina StartYear=1963 EndYear=1985 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=1963 ExportEndYear=1985 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=10.890000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=65 MaxTurnRate=11.000000 MaxLaunchG=2.000000 LockonChance=70 LaunchReliability=80 ArmingTime=0.500000 SeekerFOV=4.000000 SeekerGimbleLimit=25.000000 SeekerTrackRate=11.000000 SeekerRange=4800.000000 MinLaunchRange=1000.000000 MaxLaunchRange=3600.000000 Duration=17.000000 CounterCountermeasure=30.000000 NoiseRejection=80.000000 CapabilityFlags=0x00000100 BoosterStart=0.000000 BoosterDuration=2.000000 BoosterAccel=33.700001 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.700000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.700000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 [WeaponData****] TypeName=Shafrir2_Arg FullName=Shafrir 2 ModelName=Shafrir2 Mass=95.199997 Diameter=0.160000 Length=2.560000 AttachmentType=ARGENTINA NationName=Argentina StartYear=1969 EndYear=2010 Availability=2 BaseQuantity=40 Exported=TRUE ExportStartYear=1969 ExportEndYear=1984 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=11.020000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=85 MaxTurnRate=15.000000 MaxLaunchG=4.000000 LockonChance=85 LaunchReliability=90 ArmingTime=0.500000 SeekerFOV=4.000000 SeekerGimbleLimit=30.000000 SeekerTrackRate=12.500000 SeekerRange=5800.000000 MinLaunchRange=800.000000 MaxLaunchRange=6500.000000 Duration=25.000000 CounterCountermeasure=20.000000 NoiseRejection=80.000000 CapabilityFlags=0x00000100 BoosterStart=0.000000 BoosterDuration=2.500000 BoosterAccel=26.959999 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.700000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.700000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 [WeaponData***] TypeName=M117_Arg FullName=M117 750-lb Bomb ModelName=M117A Mass=371.950012 Diameter=0.420000 Length=2.000000 AttachmentType=ARGENTINA NationName=Argentina StartYear=1950 EndYear=2020 Availability=3 BaseQuantity=80 Exported=TRUE ExportStartYear=1950 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE Streamlined=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=MediumBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=175.009995 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=100 MaxTurnRate=5.000000 MaxLaunchG=6.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=60.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=50.000000 SeekerRange=50000.000000 ReleaseAnimationID=-1 EODisplayFlags=0 [WeaponData****] TypeName=JL100R_Arg FullName=Dassault JL100R Rocket Pod ModelName=Jl100r Mass=550.000000 Diameter=0.390000 Length=4.390000 AttachmentType=ARGENTINA NationName=Argentina StartYear=1965 EndYear=1999 Availability=2 BaseQuantity=40 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=Rocket68 NumRockets=18 ROF=5.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=FALSE Rocket01Position=0.000000,0.100000,0.000000 Rocket02Position=-0.082000,0.100000,0.000000 Rocket03Position=0.082000,0.100000,0.000000 Rocket04Position=-0.041000,0.100000,0.072000 Rocket05Position=0.041000,0.100000,-0.072000 Rocket06Position=0.041000,0.100000,0.072000 Rocket07Position=-0.041000,0.100000,-0.072000 Rocket08Position=0.000000,0.100000,0.144000 Rocket09Position=0.000000,0.100000,-0.144000 Rocket10Position=0.082000,0.100000,0.144000 Rocket11Position=-0.082000,0.100000,0.144000 Rocket12Position=0.123000,0.100000,0.072000 Rocket13Position=-0.123000,0.100000,0.072000 Rocket14Position=0.164000,0.100000,0.000000 Rocket15Position=-0.164000,0.100000,0.000000 Rocket16Position=0.123000,0.100000,-0.072000 Rocket17Position=0.000000,0.000000,0.000000 Rocket18Position=0.000000,0.000000,0.000000 [WeaponData****] TypeName=R-530R_Arg FullName=Matra R.530 (Radar Guided) ModelName=R530R Mass=192.000000 Diameter=0.263000 Length=3.284000 AttachmentType=ARGENTINA NationName=Argentina StartYear=1965 EndYear=1985 Availability=1 BaseQuantity=80 Exported=FALSE ExportStartYear=1965 ExportEndYear=1982 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE Streamlined=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=MediumMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=27.000000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=65 MaxTurnRate=11.000000 MaxLaunchG=3.000000 LockonChance=75 LaunchReliability=80 ArmingTime=1.000000 SeekerFOV=6.200000 SeekerGimbleLimit=30.000000 SeekerTrackRate=12.500000 SeekerRange=12800.000000 MinLaunchRange=4000.000000 MaxLaunchRange=18000.000000 Duration=27.000000 CounterCountermeasure=70.000000 NoiseRejection=60.000000 CapabilityFlags=0x10000000 BoosterStart=0.000000 BoosterDuration=2.700000 BoosterAccel=11.250000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.111000,0.000000 SustainerDuration=6.500000 SustainerAccel=2.610000 SustainerEffectName=RocketFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.111000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 Then, save and close the weaponsdata ini. Now, do the usual 'adding weapons ini dance' we've all come to know and love. It should be noted here, and I've probably mentioned it somewhere else as well, drop tanks don't usually have a nation specific attachement type (hence, the use of the 75 gallon P-51 tank of WW2 Luftwaffe aircraft). So getting the tanks on the Mirage variants, Skyhawks, etc, will be a non-issue. That's it for the basic weapons. Let's move on to the specific aircraft WRench kevin stein
  6. I know what you're saying..sometime I feel like I'm 'tip-toing' around it as well. I know there are still strong feelings about this on BOTH sides, and I've had good working relationships with some of the Argentine modders we have (FoxMontor specifically asked that I do the hangar and loading screens for the Pulqui and Pucara -- and he's a super dude!) Unfortunately, for game world reality, Argentine has become an "Enemy" nation. Which goes back to the loadout problem, now almost fixed. Looking over Edwards original, I can't see how it could have worked, given the nation status, the Argentine AF would have NO weapons! (and this is NOT a critisicism of his work -- just pointing something out) Anyway, look for loadout fixes for the Argie birds today -- you'll be getting 6-10 new, nation specific weapons. I"ll post them in the "Loadouts Thread" And remember too, guys, this is just something to fill in the space until the newest, much better one comes out next year. Wrench kevin stein
  7. What the problem with the ground radar? Just not coming up? Have you created an avionics ini for the bird in question; Does it have a CRT to display the radar (or that bothersome box in the up/right corner) - not familiar with the pits, is I! Is the avaionics60.dll called out in the main ini? Easy way to cheat (and I should know -- Ive done it) use the avionics ini from the A-4C/E; its ground map/terrains avoid only. That's alwyas a good place to start. Wrench kevin stein
  8. I seem to remember that you can have an envriomental ini for a particular terrian; also setting the latitude and longitude in the ***.ini sets things like sunrise/sunset, etc (see DBS and Edward's EAWEuro terrains) Plus the various skymods (Polaks clouds are superb!) for differing types of clouds and stuff Wrench kevin stein
  9. Got behind on some things... I know most of this is that one-handed exercise, but I've fixed the following aircraft for use with the weapons pak, assuming Argentina is stated as an "ENEMY" nation (by editing it' entry in the NATIONS.ini) -- which removes just about all weapons for their usage: A-4C 'Caza" A-4Q A-4P Pucara Dagger There already exists, in the Bunyap WP, 3 Argentine bombs: BK-BR 125 kg BK-BR 250 kg BK-BR 500 kg I've created some new weapons, to replace those that can't be loaded due to nation status: M117 750# bomb TER_Arg Shafir1_Arg Sharif2_Arg LAU-3A_Arg rocket pod The only aircraft I haven't looked at is their Canberra. I still have to write a readme for the update of nosecone's A-4Q, so expect that sometime tommorrow. If there is any real interest in this...and remember, this is all moot when the FMT releases the newest version, I can upload the fixes. This will allow you to run single player missions, as the campaign ini would need tweeking for the new Argentine weapons. Note to FMT: if you can use any of my stuff or ideas, please feel free to do so. (which, knowing the folks on the Team, probably have come to the same conclusions as I have!) Wrench kevin stein
  10. The real Avro CF-100 is sadly missing...would fill a historical gap (and be quite usefull for DBS2, at any rate) As for the Arrow...who do I have to bribe/kindnap/kill/whatever to get one for the game??? I, personally, think that's the greatest "What If..." aircraft of all time. Still looking for "Last Flight of the Arrow", but it's been out of print forever (and I'm out of funds anyway) If I contiue with the Super Sabre, what could it be called, to diferentiate it from the Canuk??? CF-110? CF-1100? All the markings are stock in-game decals. So for late 50s, early 60 the natural metal would be ok? Hope so...other wise I have to plot out the mapping for the 2-tone! Hi-viz international orange wing tips?? ...hmm...hmm...something to fiddle with for later Wrench kevin stein
  11. Hey, Sag, got some rather dumb questions: When was the RCAF replaced by the CF? When did they go to camo, and did it depend on where deployed (home, Europe, arctic)? And this one's for fun...CF-100 about 10 minutes work If I know more about the markings, I could release it as another "What If..." Wrench kevin stein
  12. Is the carrier added to the terrain's ***_types.ini???? Is the carrier listed in the terrain's ***_targets.ini (at the CV station)??? Wrench kevin stein
  13. You DO have a carrier in you /groundobjects folder, right?? Did you add the carrier to the WoE_Types.ini???? Wrench kevin stein
  14. All the aircraft for I/I are already done...we just need to finish Desert Storm before moving on. I'v completely rebuilt that map -- it has over 200 target areas, new movement ini (lots of places for tank battles), corrected placements of, well, places. I think many of the 'places' are with a few meters of their acutal location (gotta love Google Earth). But several of the Iranina air fields are mis-located, and need moving and terrain flattening...same for the several new ones I added. I've tested the new version (map) in SF, WoV and WoE...so I know it works. The campaign ini itself needs to be completely rebuilt, as there are scads of new nation-specific weapons. MK2 just released that as a small update. Have you looked in the Knowledge Base, "Weapons and Loadout Fixes Thread", you'll find the entire Iraqi and Iranian air forces fully updated... Remember folks, I don't keep that thread for my health...it's there for situations like this, to give you what you need even before you know you need it. As for the MiGPits...they work in everything...check your install procedures, youve missed something somewhere. Wrench kevin stein
  15. LloydNB has a couple of nice walkway warning decals in this Egyptian AF skin (I know, cause I borrwed them for the WW2:46 version) A good template is needed for puppy.... Wrench kevin stein
  16. Use the standard WepPak. The Argentine camo tanks, and the 'avionics blisters' are not in the MF one. They could be added, of course... You know, of course, that once you add the weapons pak -- of any kind, you'll be having to start extracting the data and loadout inis for EVERY SINGLE ONE OF THE STOCK AIRCRAFT, as all the Soviet/client states and various other users have all been changed. You'll need the cat extractor tool, available here in the 'Utilities' downloads section, and then spend a lot of time in the Knowledge Base's "Weapons and Loadout Fixes" Thread. Welcome to the world of modding...and contragulations, you've almost taken your first step into a much larger world... The upgrade of nosecones' skin will probably be up later today, just cause I hate having finished projects sitting around. Wrench kevin stein
  17. DAMN!!! I sure could use those stencils for the Scropion skins!!!! Any chance of a hi-rez scan of that??? (might give the tulips a try too...) I tried putting the tuplis on that GAF Spit 22 mod I did too....that was ANOTHER real pain, too. Never did get them right; to my satisfaction. Wrench kevin stein
  18. With a few more tweeks, it might be usefull for the Large Staff Weapons as used on the Death Gliders.... This is what I used for them (LCannon sound not included, it comes from XvT) Wrench kevin stein
  19. WHOOPSS!!! I forgot that one!! Thanks Paladrain! Wrench kevin stein
  20. One of the all-embracing reasons to extract to a temp folder --- I'd start over, deleting the obvious addon, then unzip it to a temp folder. Intallling the cockpit is a really straightforward affair -- there's even a thread about it in the Knowledge Base "Adding Cockpit to them Pesky MiGs" or something like that... 1) unzip to aformentioned temp folder 2) select with mig to update, for instance the 21MF 3) copy/paste the approiate 'cabina' folder into the MF's main folder 4) copy/paste the approiate "Cabina_**.ini" to the MF main folder 5) open the MiG-21MF.ini, and add the necessary lines -- This is directly from mine: [AircraftData] AircraftFullName=MiG-21MF Fishbed-J AircraftDataFile=MIG-21MF_DATA.ini CockpitDataFile=Cabina_MiG-21MF.INI HangarScreen=21MF_Hangar.bmp LoadingScreen=Imagen02_MiG-21MF.bmp LoadoutImage=Imagen00_MiG-21MF.bmp LoadoutFile=MiG-21MF_loadout.ini AvionicsDLL=Avionics60.dll <--- AvionicsDataFilename=Avionica_MiG-21MF.INI <--- these last 2 line are VERY critical to getting working radar and rwr But DO have a look at the 'adding pits' thread inthe KB...a lot of other questions will be answered as well. Wrench kevin stein
  21. ????!!!! there's another one??? Where might this be acquired from??? I don't seem to have it.... Wrench kevin stein
  22. Mine too...I had a HELLL of a time trying to get the shark-mouth for the 112 Squadron Sabre 4!!!! Maybe as decals??? I have a small jpg of a decal sheet for it somewhere.... Wrench kevin stein
  23. File Name: MiG-21MF 1024x templates File Submitter: Wrench File Submitted: 11 Dec 2007 File Category: Skin Templates / Decal Sets MiG-21MF Fishbed-J 1024x Skin template: These are new templates, based off and resized from the original little itty bity ones as originally issued by 3rd Wire. I call these "semi-HiRez, as they are now resized to 1024x1024...to me HiRez is anything OVER 2048!! This set is designed to allow you to create new skins, either natural metal or camoflague types. I have NOT plotted out the overlaps for camos, but this can easily be done in you imaging program (Photoshop, Gimp, PSP, etc) by enlarging the camo skin bmps, and adding them as another layer. Repainting should be relatively easy after that. I've redrawn, as best I can, all the panel, rivet lines, inspection plates, etc. Some of the rivet placement is a 'best guess', as the original size of the bmp was ONLY 256x256, and are badly blurred. The base skin color is a 10-15% gray, which when adjusted for in the textureset ini, will look like semi-polished natural metal. (the accompanying screenshot shows this new skin, with the 'Blue Bort' number decals) Happy Skinning! Wrench kevin stein Click here to download this file
  24. Version

    400 downloads

    MiG-21MF Fishbed-J 1024x Skin template: These are new templates, based off and resized from the original little itty bity ones as originally issued by 3rd Wire. I call these "semi-HiRez, as they are now resized to 1024x1024...to me HiRez is anything OVER 2048!! This set is designed to allow you to create new skins, either natural metal or camoflague types. I have NOT plotted out the overlaps for camos, but this can easily be done in you imaging program (Photoshop, Gimp, PSP, etc) by enlarging the camo skin bmps, and adding them as another layer. Repainting should be relatively easy after that. I've redrawn, as best I can, all the panel, rivet lines, inspection plates, etc. Some of the rivet placement is a 'best guess', as the original size of the bmp was ONLY 256x256, and are badly blurred. The base skin color is a 10-15% gray, which when adjusted for in the textureset ini, will look like semi-polished natural metal. (the accompanying screenshot shows this new skin, with the 'Blue Bort' number decals) Happy Skinning! Wrench kevin stein
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