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Wrench

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Everything posted by Wrench

  1. I didn't have ANY problems getting running WoE. Don't know what to say...works fine for me!! Wrench kevin stein
  2. Scrapper, please check PM there appears to be something wrong with the zip...I got an empty folder. or to quote a famous British Admiral "there seems to be something wrong with our bloody zips today" sorry, couldn't resist! I've temporarily hidden it til we figure out what's up. Thanks! Wrench kevin stein
  3. Yes. It just needs flattening on certain airfields, some new and some 'moved' to their correct locations. I've almost doubled the target areas (127), and 155 objects in the types ini, many modified or new objects, including a working Silkworm battery at the Shatt al-Arab (thanks to Moonjumper!). New movements inis for CAS and Armed Recon. But, in truth, the north east quadrant needs a complete rebuild - adding the Caspian Sea shore, moving Tehran and it's associated airport closer to where it should be in real life. You'll find some WIP screenshot here: http://forum.combatace.com/index.php?showt...ost&p=93475 Wrench kevin stein
  4. http://forum.combatace.com/index.php?autom...ode=sst&id=5315 File Name: "What If.." Fw-190AT (KM) File Submitter: Wrench File Submitted: 27 Sep 2007 File Updated: 7 Feb 2008 File Category: Axis Fighters File Version: No Information Website: No Information Focke Wulf Fw-190AT, Carrier-Based "What If..." for SF, WoV & WoE WW2 Installs: This is a semi-complete aircraft mod based on Wolf257's FW-190A, converting it into a 'What If" version hypothetically used by the Kriegs Marine on it's aircraft carriers. I say 'semi-complete', because as per Wolf's wishes, the aircraft lod is NOT included. You'll have to copy it over from one of the other FWs. This skin has new, redrawn panel and rivet lines -- to which I claim NO historical accuracy! I don't know enough about the Luftwaffe (or especially in the un-real Kreigs Marine version) markings and such; so accept them for what they are, just eye candy. You also get new Luftwaffe-style outlined aircraft number decals (by me!), and a nice KM nose badge decal as well. The camo pattern is pretty much standard RLM colors, splinter type. The other markings are all from my rather vivid imagination; as these aircraft never existed (and could probably NEVER be made into a fully navalized version), I ask that you all accept this is the spirt it engenders ... pure fun and a little exploration in the "What If..." realms of the Second World War. PLEASE read the read me for further, detailed instructions. There's also a "Fictional Historical Notes" section that might be fun to read! Good Hunting! Wrench Kevin Stein Click here to download this file
  5. "What If.." Fw-190AT (KM)

    Version

    372 downloads

    Focke Wulf Fw-190AT, Carrier-Based "What If..." for SF, WoV & WoE WW2 Installs: This is a semi-complete aircraft mod based on Wolf257's FW-190A, converting it into a 'What If" version hypothetically used by the Kriegs Marine on it's aircraft carriers. I say 'semi-complete', because as per Wolf's wishes, the aircraft lod is NOT included. You'll have to copy it over from one of the other FWs. This skin has new, redrawn panel and rivet lines -- to which I claim NO historical accuracy! I don't know enough about the Luftwaffe (or especially in the un-real Kreigs Marine version) markings and such; so accept them for what they are, just eye candy. You also get new Luftwaffe-style outlined aircraft number decals (by me!), and a nice KM nose badge decal as well. The camo pattern is pretty much standard RLM colors, splinter type. The other markings are all from my rather vivid imagination; as these aircraft never existed (and could probably NEVER be made into a fully navalized version), I ask that you all accept this is the spirt it engenders ... pure fun and a little exploration in the "What If..." realms of the Second World War. PLEASE read the read me for further, detailed instructions. There's also a "Fictional Historical Notes" section that might be fun to read! Good Hunting! Wrench Kevin Stein
  6. File Name: Douglas DB-7 Armee De L'Air (BoF) File Submitter: Wrench File Submitted: 27 Sep 2007 File Updated: 29 May 2009 File Category: Allied Bombers Douglas DB-7 Light Bomber, French Air Force, for SF/ WoV/WoE WW2 installs This is a mod of the Dev A-Team's A-20C Havoc/Boston into an 'almost' earlier version for the French Air Force during the Battle of France. I say 'almost', as the original DB-7s had several physical differences to the later USAAF and RAF and everyone else's version. NOTE: YOU MUST HAVE THE LATEST WEAPONS PAK INSTALLED TO GET THE WW2 WEAPONS AND GUNS It should also be noted, you'll be adding a new machine gun, and 3 new bombs for the AdA. Warm up your gun and weapons editors!!! PLEASE read the readme enclosed for full, detailed instructions. Full list of contrubutors is there as well!! With special thanks to Heck for creating the 7.5 MAC mg. Happy Landings! Wrench Kevin Stein IMPORTANT NOTE: This is a PERMISSION aircraft ONLY!!! It is not to be included in any mods without express, written consent of the Dev A-Team. It is not to be shared in any other way!! Even though I, The Wrench, am a Freeware Signatory, this mod, and any other mods of DAT Procudts are NOT covered by the Freeware Treaty. Click here to download this file
  7. Version

    463 downloads

    Douglas DB-7 Light Bomber, French Air Force, for SF/ WoV/WoE WW2 installs This is a mod of the Dev A-Team's A-20C Havoc/Boston into an 'almost' earlier version for the French Air Force during the Battle of France. I say 'almost', as the original DB-7s had several physical differences to the later USAAF and RAF and everyone else's version. NOTE: YOU MUST HAVE THE LATEST WEAPONS PAK INSTALLED TO GET THE WW2 WEAPONS AND GUNS It should also be noted, you'll be adding a new machine gun, and 3 new bombs for the AdA. Warm up your gun and weapons editors!!! PLEASE read the readme enclosed for full, detailed instructions. Full list of contrubutors is there as well!! With special thanks to Heck for creating the 7.5 MAC mg. Happy Landings! Wrench Kevin Stein IMPORTANT NOTE: This is a PERMISSION aircraft ONLY!!! It is not to be included in any mods without express, written consent of the Dev A-Team. It is not to be shared in any other way!! Even though I, The Wrench, am a Freeware Signatory, this mod, and any other mods of DAT Procudts are NOT covered by the Freeware Treaty.
  8. A few screenies of some upcoming mods, several still in WIP phase: NEI (KL-MNIL) Hawk 75: AdA Hawk 75 (decals by Heck, skin by me -- they'll be 6 skins for this mod! - 2 are shown here) And something completely different (but still in the same vein of 'early war', Douglas DB-7, AdA: To round it off, yet another Hawk 75 Still using Heck' decals (for the numbers and rudder markings, all others are mine), and still some issues with the nose stripes. But they're being worked on, really, they are! Also, awaiting permissions from the original model maker, as there's been a small change to the lod. Any takers to mod the BoB map for the Battle of France???? Wrench kevin stein
  9. No prob, 8! It looked like a good place to stick a light, so.... Little did I suspect that in real life, it's no where's near there. Wrench kevin stein
  10. Well, shoot, Edward!! It's your terrain!!! (the NEI one is flying over Burma, just because) (wait...there's new tiles for the PTO maps???) The Vichy is over Tunisia (sp?), and the others are over Gepards' Battle of Britian BTW, what's your policy of mods of your terrain??? I've tweeked out the Darwin map for 'modern' times; moved and added a lot of things for 1950-later. New airfields, new target areas, new objects, movements, etc. Still need flattining on many of the new dromes in Oz. Just wanted to find out...before going too far (actually, it just need the flattening, and it's ready to roll) So, kick down with that Sally skin, bro!! We need more stuff to shoot down! Heck: thanks fof the offer, I've already got 36 tail tags made. I just have to write a readme, do up a hangar screen, and it'll be released as a full aircraft. Already got permission from my team-mates. Spectre; nope, you ain't hallucinatizing. I'm (again!) going nuts trying to fit the camo patterns together on the skin bmps. This is the first time I've ever created a skin from scratch ... off the UVmaps. It's a LOT harder than I thought. Wrench kevin stein
  11. Pilot lods are ok to upload Sony; the EDA Mirage F1's use American weapons??? For the radar missile, did they use Sparrows??? Seem kinda odd they'd not use the French weapons, what with France being right next door....shipping costs would be less I think Wrench kevin stein
  12. Well said Heck!!! Those Vichy nose stripes are driving me absolutely bats**t crazy!!! Each one is a seperate layer, to ease placement adustments. The tails/rear fues was easy compared to them. My P-36 template us just under 30megs in size right now!!! I hate being OCD....the cursed Hawk is keeping me fron finishing off the Vulcan skin!! (opps..shouldn't have said that!) Wrench kevin stein
  13. Trust me; as the guy that laid out all the new target areas, it'll be worth the wait. Of coures,you'll have to deal with these posers.... Wrench kevin stein
  14. Nice Mirage, Sony! Ala13, as to editing pilots, it's a rather simple matter of hex editing the existing lod to take the new pilot skin. I've done it dozens of times (as anyone around here can tell you) There are 4 files for the stock pilots: Pilot**.ini Pilot**.bmp Pilot**.LOD Pilot**_LOD002.LOD They use a 7 digit naming convention (ie: Pilot**). After making the paint changes to your pilot skin (the bmp), save it with a max of 7 digits; for your Spanish pilot, I'd use PilotSP (Pilot Spain). Having extracted the stock pilots lods and ini, rename them all to match (again, PilotSP). Open the PilotSP.LOD with a hex editor, and do a 'search for' bmp. A reminder: there are 3 instances of the bmp callout in each of the stock 3rdWire pilot lods. They'll all need changing. Say we're using the PilotN1, 3rdWire stock unit, as our base lod. On the panel of the hex editor, you'd see "PilotN1.bmp". Just carefully type over the N1 with SP, and search again until you've gotten them all changed. Save and close the hex editor. Do the same for the PilotSP_LOD002. Open the newly renamed PilotSP.ini, and change the lod pointers, like in the example below: It takes about 5 minutes to do both lods and ini edits. Once the editing is done, drop all 4 of the new pilot files into the /Object/Aircraft folder, and edit the data in of the aircraft in question, and you're done. (the data ini part you probably knew already) See, it's easy! I use a free hex editor called "XVI32". It's real easy to use, and best of all, it's FREEEEEE!!! Back to the Rhino, the LOD is the physical model. Anything else is fair game to upload! Wrench kevin stein
  15. For the SF series, we've got radar equipped night fighter (Beau, Blenhim, Me110, Ju-88, Me-262, P-70, Me-410). We're only missing the P-61. We also have the Fritz-X and another one who's name excapes me now. Wrench kevin stein
  16. So, basically, what you've done is modify the inis to create a 'country specific' aircraft, and created skins to match? Or are the skins just re-decaling of the original 3rd Wire units?? Uploading inis and decals pose no 'copyright' problems - especialy for country/nation specific aircraft (I've done it LOTS of times myself). Personally (and hopefull more of the moderators will chime in here), keeping the original 3rdW skins shouldn't be a problem, as the 3-tone pretty much exists in all versions of the sim. On the other hand, if the original skin has been modified to use with this Spanish version, that'll WILL need to be stated in the readme, if the skin bmps are included. Credit to TK is always a good thing -- let's him know we care As I said, as the aircraft exists in all versions, uploading the LODs won't be necessary, as the game engine will just pull them from the object.cat file for in game use. Uploading skins and inis is OK in my book. It's funny you should mention that, I and several of the moderators were just discussing that this afternoon. As long as no "core files" (the LODd, or physical model) is uploaded, anything else is cool. If you've any questions or problems, feel fee to PM me; I'll help as best I can. I have a great belief in "You can never have too many Phantoms" Wrench Kevin Stein
  17. If they're your sound mods, uploading them is no big deal. Just write a little readme on how to install them, zip them up, and upload them to the 'Sound Mods' section. More, better, reallistic sounds are ALWAYS welcome! Wrench kevin stein
  18. thanks Heck! You've saved me countless hours of work in research alone for those marking! (as you'll notice, they turn up on the Vichy skin as well!) The DB-7 is kinda a 'best closest fit', as I'm using the standard A-20C; the AdA versions wern't A-20s, they're nacelles were shorter/narrower, only had 1 rear upper gun (and one lower), 4 nose guns - the additional 2 which have been added and all switched over to Heck's 7.5 French MG (btw, those first ones were built less than a mile from where I'm sitting right now, at the old Douglas plant at Santa Monica Airport) Still can't find any info on individual aircraft numbers....apparently those few that made it into service before the Armistice, seemd to only have the markings on the tail (like on the Hawk - new decals for those are in produciton as we speak). The few pics I've found only show Vichy versions, with a small number aft of the fues roundel, or aft and above it, almost resting on the stripe. Now, if I can talk my Team-mates into finishing off the Battle..... Re-skinning Hurri's for BoF is no big deal..... But the question remains... WHERE ARE THE OTHER FRENCH BIRDS????? Wrench kevin stein
  19. Iran's latest....

    Actually saw a painting of the proposed IIAF version on/in the Lockheed magazine Code One, I think there's even a shot at (is it?) F-16.net, you the Viper site over in Europe. Strangely, I actually like the look of the modded f-5. It's cool in an 'interesting' way. Wrench kevin stein
  20. It flys just like it's supposed to, brother! Dont' forget it IS a First Generation Jet, and therefore automatically under powered. (and straight winged besides!). Basic 'best at the time' kind of thing. Compare it to it's contemporaries: Banshee, Panther,etc, it fits right in. Also, don't forget that carrier aviation lagged behind its land-based brethern in the early/mid fifties until better engines, steam cats, and swept wings made it to Fleet level. (I don't count the Sabre/Fury in this, as it's still a Generation 1.5, due to it's swept wings, but still with lower powered engines, as compred to the Crusader or Scimitar, with would be 2nd Generation, like the US Century series or Mig-21 and up - although some would consider the Mig-19 as 2nd, it being ALMOST the equlivant of the F-100 - this whole discussion being in the realm of opening a large can of worms as to who is where with what) Wrench kevin stein
  21. Did you edit the NVA_Squad.ini to update it to SP4 level, as below: This is covered in the "Ground Object Format Update" in the KB (unfortuantely, now on page 2!!!) Also, in the General Discussion Forum on my Filling The Blanks: Ground Objects sticky, the very first post, near the bottom. Just a reminder, double check all pre-SP4 object's main ini (ie: MyPimpedRide.ini) to make sure it's been updated. I did the update for Pasko's SAMs and Vehicle Pak (both Desert & Euro Green), I know Kesselbrut's vehicles are are updated. And just like aircraft, the folder name must match the ini name (and vice versa) so...your folder should be: (I'm using the Soviet Squad as an example, cause I can't find my NVA one!) /Objects/GroundObject/Soviet_Squad in the folder you'll need Soviet_Squad.ini Soviet_Squad_DATA.ini Solider_destroyed.bmp SOVIETGUNNER.bmp (a stock bmp, in the objects cat) weapons.bmp Squad_damaged.LOD Squad_destroyed.LOD SU_Platoon.LOD and mine has 2 OUT files, that don't mean anything except to 3d guys (since we're not decaling the troops!! -- but that COULD be possible!) A textureset.ini is NOT needed, if all the bits are in the main folder. If there are 2 or more skins, you'll need seperate folders, each with a textureset.ini. (ie: desert or Euro skinned vehicles) Also, be it know that ther are some issues with the destroyed/damaged models...when I was updating the DS & Iran/Irak groundobjects, they tended to disappear with destroyed, rather than having the mangled, bloody bodies laying around. You can change the destroyed effect pointer in the data ini: [GroundObjectData] DamagedModel=Squad_damaged.LOD DestroyedModel=squad_destroyed.LOD DestroyedEffect=VehicleFireEffect <--this one works nicely! EmptyMass=720.00 Component[001]=Body07 Component[002]=RPG Being the rather twisted individual that I am, it'd be nice to have the bodies lying around, with the smoke and flames issuing forth.... I'll have to re-download the NVA dudes, and re-check my edits. (before I took on the Weapons Tweeks, all I did was maintian/update/check all new ground objects) Wrench kevin stein
  22. Iraqi AF Il-28 Beagle (by 3rdWire) I did run across some references to the Beagle, but very little. So, basically, we'll just create a quick Iraqi version. I claim NO historicality for the following, but it'll add another target for the Iranians Replace the following in the MissionData section NationName=IRAQ ServiceStartYear=1960 ServiceEndYear=1980 AircraftRole=ATTACK AircraftCapability=DAY_AND_NIGHT Weapons stations stay the same. Loadout stays the same; I just kept the Soviet weapons as stock. Wrench Kevin Stein
  23. Iraqi AF Su-17 Fitter C (by ArmourDave) Once more, creating a nation-specific version, replace the sections in the MissionData with the info below (end year is totally off, but it makes sure it's around for the Gulf War...) NationName=IRAQ ServiceStartYear=1972 ServiceEndYear=2010 AircraftRole=ATTACK AircraftCapability=DAY_ONLY weapons stations: [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.4869,-3.7829,-0.1458 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=WP ModelNodeName=pylon_left_outer PylonMass=60 FuelTankName=Tank600_Su7 [RightWingStationOutboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=2.4645,-3.7676,-0.1316 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=WP ModelNodeName=pylon_right_outer PylonMass=60 FuelTankName=Tank600_Su7 [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.1945,-0.6900,0.0115 AttachmentAngles=0.0,0.0,0.0 LoadLimit=750.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=WP ModelNodeName=pylon_left_inner PylonMass=90 [RightWingStationInboard] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.2121,-0.6751,0.0000 AttachmentAngles=0.0,0.0,0.0 LoadLimit=750.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=WP ModelNodeName=pylon_right_inner PylonMass=90 [LeftFrontFuselageStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-0.4247,-2.3246,-0.2169 AttachmentAngles=0.0,0.0,-22.5 LoadLimit=750.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=WP ModelNodeName=central_pylon_front_left PylonMass=90 [RightFrontFuselageStation] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=00.4397,-2.3246,-0.2169 AttachmentAngles=0.0,0.0,22.5 LoadLimit=750.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=WP ModelNodeName=central_pylon_front_right PylonMass=90 [LeftBackFuselageStation] SystemType=WEAPON_STATION StationID=7 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-0.4247,-4.5685,-0.2169 AttachmentAngles=0.0,0.0,-22.5 LoadLimit=750.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=WP ModelNodeName=central_pylon_back_left PylonMass=90 [RightBackFuselageStation] SystemType=WEAPON_STATION StationID=8 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.4397,-4.5685,-0.2169 AttachmentAngles=0.0,0.0,22.5 LoadLimit=750.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=WP ModelNodeName=central_pylon_back_right PylonMass=90 [LeftIRStation] SystemType=WEAPON_STATION StationID=9 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-1.7508,-1.9922,0.1901 AttachmentAngles=0.0,0.0,0.0 LoadLimit=750.0 AllowedWeaponClass=IRM AttachmentType=WP ModelNodeName=left_ir_pylon PylonMass=90 [RightIRStation] SystemType=WEAPON_STATION StationID=10 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=1.6813,-1.9922,0.1901 AttachmentAngles=0.0,0.0,0.0 LoadLimit=750.0 AllowedWeaponClass=IRM AttachmentType=WP ModelNodeName=right_ir_pylon PylonMass=90 Loadout ini: [AirToAir] Loadout[09].WeaponType=IRAQ AA-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=IRAQ AA-2 Loadout[10].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=Tank600_Su7 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank600_Su7 Loadout[02].Quantity=1 Loadout[05].WeaponType=Tank600_Su7 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank600_Su7 Loadout[06].Quantity=1 Loadout[09].WeaponType=IRAQ AA-2 Loadout[09].Quantity=0 Loadout[10].WeaponType=IRAQ AA-2 Loadout[10].Quantity=0 [Attack] Loadout[01].WeaponType=Tank600_Su7 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank600_Su7 Loadout[02].Quantity=1 Loadout[03].WeaponType=IRAQ UV16 Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ UV16 Loadout[04].Quantity=1 Loadout[05].WeaponType=IRAQ UV16 Loadout[05].Quantity=1 Loadout[06].WeaponType=IRAQ UV16 Loadout[06].Quantity=1 Loadout[09].WeaponType=IRAQ AA-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=IRAQ AA-2 Loadout[10].Quantity=1 Loadout[01].WeaponType=Tank600_Su7 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank600_Su7 Loadout[02].Quantity=1 Loadout[03].WeaponType=NASR-400 Loadout[03].Quantity=1 Loadout[04].WeaponType=NASR-400 Loadout[04].Quantity=1 Loadout[05].WeaponType=NASR-400 Loadout[05].Quantity=1 Loadout[06].WeaponType=NASR-400 Loadout[06].Quantity=1 Loadout[07].WeaponType=NASR-400 Loadout[07].Quantity=1 Loadout[08].WeaponType=NASR-400 Loadout[08].Quantity=1 Loadout[09].WeaponType=IRAQ AA-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=IRAQ AA-2 Loadout[10].Quantity=1 [sEAD] Loadout[01].WeaponType=Tank600_Su7 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank600_Su7 Loadout[02].Quantity=1 Loadout[03].WeaponType=IRAQ UV16 Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ UV16 Loadout[04].Quantity=1 Loadout[05].WeaponType=IRAQ UV16 Loadout[05].Quantity=1 Loadout[06].WeaponType=IRAQ UV16 Loadout[06].Quantity=1 Loadout[09].WeaponType=IRAQ AA-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=IRAQ AA-2 Loadout[10].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=Tank600_Su7 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank600_Su7 Loadout[02].Quantity=1 Loadout[03].WeaponType=NASR-400 Loadout[03].Quantity=1 Loadout[04].WeaponType=NASR-400 Loadout[04].Quantity=1 Loadout[05].WeaponType=NASR-400 Loadout[05].Quantity=1 Loadout[06].WeaponType=NASR-400 Loadout[06].Quantity=1 Loadout[07].WeaponType=NASR-400 Loadout[07].Quantity=1 Loadout[08].WeaponType=NASR-400 Loadout[08].Quantity=1 Loadout[09].WeaponType=IRAQ AA-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=IRAQ AA-2 Loadout[10].Quantity=1 [FAC] Loadout[01].WeaponType=Tank600_Su7 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank600_Su7 Loadout[02].Quantity=1 Loadout[03].WeaponType=IRAQ UV16 Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ UV16 Loadout[04].Quantity=1 Loadout[05].WeaponType=IRAQ UV16 Loadout[05].Quantity=1 Loadout[06].WeaponType=IRAQ UV16 Loadout[06].Quantity=1 Loadout[09].WeaponType=IRAQ AA-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=IRAQ AA-2 Loadout[10].Quantity=1 [Recon] Loadout[01].WeaponType=Tank600_Su7 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank600_Su7 Loadout[02].Quantity=1 Loadout[09].WeaponType=IRAQ AA-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=IRAQ AA-2 Loadout[10].Quantity=1 It should also be noted at this time, the Iraqi Air Force never operated the earlier Su-7. When I was working on updating these aircraft (and the terrain itself), all the OrBats I came across for Iran/Iraq and DS made NO mention of them Wrench kevin stein
  24. Iraqi AF MiG-27D Flogger D (by USAFMTL & Co) Again, making sure this is an IqAF only version.... NationName=IRAQ ServiceStartYear=1978 ServiceEndYear=1999 AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT weapons stations: [LeftGloveStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.481,-0.50,-0.241 AttachmentAngles=0.0,0.0,0.0 LoadLimit=550 AllowedWeaponClass=BOMB,RP,2BR,TER,GP,FT,EOGR,LGB,RCKT,MER,ARM AttachmentType=WP,SOVIET ModelNodeName=GlovePylon_Left PylonMass=108.9 PylonDragArea=0.03 LaunchRailNodeName=LeftRail LaunchRailHeight=0.136 FuelTankName= [RightGloveStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=1.481,-0.50,-0.241 AttachmentAngles=0.0,0.0,0.0 LoadLimit=550 AllowedWeaponClass=BOMB,RP,2BR,TER,GP,FT,EOGR,LGB,RCKT,MER,ARM AttachmentType=WP,SOVIET ModelNodeName=GlovePylon_Right PylonMass=108.9 PylonDragArea=0.03 LaunchRailNodeName=RightRail LaunchRailHeight=0.136 FuelTankName= [LeftFuselageStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-0.744,0.967,-0.903 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1050 AllowedWeaponClass=BOMB,RCKT,RP,GP,2BR,ARM AttachmentType=WP,SOVIET ModelNodeName=LIntakePylon PylonMass=108.9 PylonDragArea=0.03 [RightFuselageStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.744,0.967,-0.903 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1050 AllowedWeaponClass=BOMB,RCKT,RP,GP,2BR,ARM AttachmentType=WP,SOVIET ModelNodeName=RIntakePylon PylonMass=108.9 PylonDragArea=0.03 [CenterFuselageStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=0.00,-0.25,-1.1 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1200 AllowedWeaponClass=FT AttachmentType=WP,SOVIET ModelNodeName=CenterPylon PylonMass=108.9 PylonDragArea=0.03 FuelTankName=Tank600_Su7 [LeftAftFuselageStation] SystemType=WEAPON_STATION StationID=6 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-0.734,-3.585,-0.653 AttachmentAngles=0.0,0.0,-3.0 LoadLimit=550 AllowedWeaponClass=BOMB AttachmentType=WP,SOVIET ModelNodeName=LAPylon PylonMass=108.9 PylonDragArea=0.03 [RightAftFuselageStation] SystemType=WEAPON_STATION StationID=7 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.734,-3.585,-0.653 AttachmentAngles=0.0,0.0,3.0 LoadLimit=550 AllowedWeaponClass=BOMB AttachmentType=WP,SOVIET ModelNodeName=RAPylon PylonMass=108.9 PylonDragArea=0.03 [LeftFuselageStationRail] SystemType=WEAPON_STATION StationID=8 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-0.744,0.967,-1.041 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET ModelNodeName=LIntakePylon LaunchRailNodeName=LeftRail02 PylonMass=108.9 PylonDragArea=0.03 [RightFuselageStationRail] SystemType=WEAPON_STATION StationID=9 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.744,0.967,-1.041 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET ModelNodeName=RIntakePylon LaunchRailNodeName=RightRail02 PylonMass=108.9 PylonDragArea=0.03 Loadout ini: [AirToAir] Loadout[03].WeaponType=IRAQ R-60TM Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ R-60TM Loadout[04].Quantity=1 [AirToAirLongRange] Loadout[03].WeaponType=IRAQ R-60TM Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ R-60TM Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank600_Su7 Loadout[05].Quantity=1 [Attack] Loadout[01].WeaponType=IRAQ UV32 Loadout[01].Quantity=1 Loadout[02].WeaponType=IRAQ UV32 Loadout[02].Quantity=1 Loadout[03].WeaponType=IRAQ UV32 Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ UV32 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank600_Su7 Loadout[05].Quantity=1 Loadout[01].WeaponType=NASR-7 Loadout[01].Quantity=1 Loadout[02].WeaponType=NASR-7 Loadout[02].Quantity=1 Loadout[03].WeaponType=NASR-7 Loadout[03].Quantity=1 Loadout[04].WeaponType=NASR-7 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank600_Su7 Loadout[05].Quantity=1 Loadout[06].WeaponType=NASR-7 Loadout[06].Quantity=1 Loadout[07].WeaponType=NASR-7 Loadout[07].Quantity=1 [sEAD] Loadout[01].WeaponType=Kh-27 Loadout[01].Quantity=1 Loadout[02].WeaponType=Kh-27 Loadout[02].Quantity=1 Loadout[03].WeaponType=IRAQ UV32 Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ UV32 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank600_Su7 Loadout[05].Quantity=1 Loadout[06].WeaponType=RBK-250 AO-2.5 Loadout[06].Quantity=1 Loadout[07].WeaponType=RBK-250 AO-2.5 Loadout[07].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=NASR-7 Loadout[01].Quantity=1 Loadout[02].WeaponType=NASR-7 Loadout[02].Quantity=1 Loadout[03].WeaponType=NASR-7 Loadout[03].Quantity=1 Loadout[04].WeaponType=NASR-7 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank600_Su7 Loadout[05].Quantity=1 Loadout[06].WeaponType=NASR-7 Loadout[06].Quantity=1 Loadout[07].WeaponType=NASR-7 Loadout[07].Quantity=1 [FAC] Loadout[01].WeaponType=IRAQ UV32 Loadout[01].Quantity=1 Loadout[02].WeaponType=IRAQ UV32 Loadout[02].Quantity=1 Loadout[03].WeaponType=IRAQ UV16 Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ UV16 Loadout[04].Quantity=1 You'll note above, the usage of WP & SOVIET again; this is to allow the Kegler ARM to be loaded Wrench kevin stein
  25. Iraqi AF MiG-25PD Foxbat E (by those MiG guys) We're creating a nation specific version of this one, so MissionData section at the top, use the following: NationName=IRAQ ServiceStartYear=1975 ServiceEndYear=2003 AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT Availability=COMMON weapons staitons: [station1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= -4.5280,-1.5390,0.3433 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=490 AllowedWeaponClass=SAHM AttachmentType=WP,SOVIET ModelNodeName=Station1 DiameterLimit=0.35 LengthLimit=6.3 PylonMass=86.18 PylonDragArea=0.02 [station2] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= -3.4120,-0.3715,0.3930 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=490 AllowedWeaponClass=SAHM,IRM AttachmentType=WP,SOVIET ModelNodeName=Station2 DiameterLimit=0.35 LengthLimit=6.3 PylonMass=86.18 PylonDragArea=0.02 [station3] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 3.4122,-0.3715,0.3935 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=490 AllowedWeaponClass=SAHM,IRM AttachmentType=WP,SOVIET ModelNodeName=Station3 DiameterLimit=0.35 LengthLimit=6.3 PylonMass=86.18 PylonDragArea=0.02 [station4] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 4.5280,-1.5387,0.3433 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=490 AllowedWeaponClass=SAHM AttachmentType=WP,SOVIET ModelNodeName=Station4 DiameterLimit=0.35 LengthLimit=6.3 PylonMass=86.18 PylonDragArea=0.02 [stationFT] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-4.0 LoadLimit=2000 AllowedWeaponClass=FT AttachmentType=WP,SOVIET ModelNodeName=CenterHP01 NoJettisionTank=TRUE PylonMass=86.18 PylonDragArea=0.02 FuelTankName=PTB5500 [station1APU62-1] SystemType=WEAPON_STATION StationID=6 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.525,-1.166,0.059 AttachmentAngles=0.0,0.0,0.0 LoadLimit=80 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET DiameterLimit=0.15 LengthLimit=2.2 ModelNodeName=Station1 LaunchRailNodeName=APU62L PylonMass=86.18 PylonDragArea=0.02 [station1APU62-2] SystemType=WEAPON_STATION StationID=8 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.721,-1.166,0.324 AttachmentAngles=0.0,0.0,0.0 LoadLimit=80 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET ModelNodeName=Station1 DiameterLimit=0.15 LengthLimit=2.2 LaunchRailNodeName=APU62L PylonMass=86.18 PylonDragArea=0.02 [station4APU62-1] SystemType=WEAPON_STATION StationID=7 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=4.525,-1.166,0.059 AttachmentAngles=0.0,0.0,0.0 LoadLimit=80 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET DiameterLimit=0.15 LengthLimit=2.2 ModelNodeName=Station4 LaunchRailNodeName=APU62R PylonMass=86.18 PylonDragArea=0.02 [station4APU62-2] SystemType=WEAPON_STATION StationID=9 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=4.721,-1.166,0.324 AttachmentAngles=0.0,0.0,0.0 LoadLimit=80 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET ModelNodeName=Station4 DiameterLimit=0.15 LengthLimit=2.2 LaunchRailNodeName=APU62R PylonMass=86.18 PylonDragArea=0.02 You'll note the usage of both WP & SOVIET attachment types...this ensures proper loadout Loadout ini: [AirToAir] Loadout[03].WeaponType=IRAQ R-40R Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ R-40R Loadout[04].Quantity=1 Loadout[06].WeaponType=IRAQ R-60TM Loadout[06].Quantity=1 Loadout[07].WeaponType=IRAQ R-60TM Loadout[07].Quantity=1 Loadout[08].WeaponType=IRAQ R-60TM Loadout[08].Quantity=1 Loadout[09].WeaponType=IRAQ R-60TM Loadout[09].Quantity=1 [AirToAirLongRange] Loadout[03].WeaponType=IRAQ R-40R Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ R-40R Loadout[04].Quantity=1 Loadout[06].WeaponType=IRAQ R-60TM Loadout[06].Quantity=1 Loadout[07].WeaponType=IRAQ R-60TM Loadout[07].Quantity=1 Loadout[08].WeaponType=IRAQ R-60TM Loadout[08].Quantity=1 Loadout[09].WeaponType=IRAQ R-60TM Loadout[09].Quantity=1 [Recon] Loadout[03].WeaponType=IRAQ R-40R Loadout[03].Quantity=1 Loadout[04].WeaponType=IRAQ R-40R Loadout[04].Quantity=1 Loadout[06].WeaponType=IRAQ R-60TM Loadout[06].Quantity=1 Loadout[07].WeaponType=IRAQ R-60TM Loadout[07].Quantity=1 Loadout[08].WeaponType=IRAQ R-60TM Loadout[08].Quantity=1 Loadout[09].WeaponType=IRAQ R-60TM Loadout[09].Quantity=1 Note the usage of ONLY Iraqi weapons Wrench kevin stein
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