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Wrench

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Everything posted by Wrench

  1. That's pretty much what I've been doing...got the IAF MiGs about 96% done (they've been edited to use the latest lods) Speaking of the UPG...well, lets just say that even if it's the wrong cockpit -A-4F-...there's a few surprises in store for that ....<cough>workingHUD<cough>. I'll have some screenies up later today (after I go sleeping...) I'd like to use a modded Phantom pit, but can't figure out the moves for some of the insturments, to say nothing of needed a square Radar/EO display.... One question to all: I need a better shape for the KAB-500 EOGB...I'm using the FAB, and it's way wrong. The thing almost looks like an R73 on steroids...so, anyone have an idea for a better stand-in body shape? Or do we have not-busy 3d modeler who wants to volenteer???? All the data is already done, it works ingame...just need a better shape. 2nd question to ghostrider: I can't find a list of the serial numbers for UPG/Bison. I looked at B-H, but couldn't find them. You have them somewhere? I probably make the decals too Still having a problem with the Paki F-7s; I'm stuck working with the A-4 pit, because of the type of raday. The F-7P uses the standard 21F pit...so that might get released today, along with the Type 74 (since they're the easiest). Gonna release them in dribbles and drabs, as seperate units. I won't be updating ALL the skins, just the ones that came with originaly. The end users will have to make any adjsutments in the decals ini themselves. Wrench kevin stein
  2. I know Bob's had some health problems, and took off to get well. I haven't heard from him since the end of last year/beginning of this one. I, too, hope he's well. Nice to see you too, Ghost!!! On the IAF Fishbeds, I've been using the Magoo/Badger pit set up ... I'm hoping for the later models this is correct. It's a pity we don't have a real 'bis' body for use on the later versions (of which I just found the 96B - it's next on the list to fix) News on the Pakistani versions -- got the pit straightened out (A-4F) on all but the F-7P skybolt, it uses the 21F pit by Magoo, as it apppears have a gun-ranging radar only. And those pits just look sssoooo good! The only problem is the lack of an actual pylon for the outer hardpoint, so those stores will remain 'suspended in space'. Hopefully, we'll be getting the correct body at some point in the near future. Still having lod problems....I'm pretty sure I can't upload the pre-patch lods here, but I'll keep trying to updated the data inis to use the most current. Of course, that means new skins and decal inis....sigh...more work! Wrench kevin stein
  3. Ture, and the fact the 142 was set as a 'gunpod' is that the A or D Bronco??? The loadouts look wrong to me... OV-10A loadout ini: OV-10D (just ignore the LLTV for now) Wrench kevin stein
  4. Actually, disregard the note about the Paki Fishbeds...been messing with them, and can't get the cockpit to sit right (Scooter F pit), especially with the fake hud from MigGeg...just don't sit right. have to experiment with the Phantom J that Bob used originally...wonder if I can 'move' the 2nd engine's gauges out of the way.....or tweek the Magoo/Badger Fishbed pits to a more modern look....or just wait and see what the Mirage/MiG Factory comes up with... Wrench kevin stein
  5. dwace: you get them going ok? Should be pretty easy for all 3 versions; simple backup the original types and targets inis, the rename the new ones to match the others: Since I set it up for the AmericaNWSpring, it'd be like this: AmericanNWSpring_targets.ini --->renamed to----> AmericaNW_targets.ini (for the harsh arid, summer-ish) AmericanNWSpring_targets.ini --->renamed to----> AmericaNWinter_targets.ini (for the Great White Frozen North) The same for the types ini. Like it says in the readme, 'the terrains are identical excepet for tiles, all the inis are the same, just named for each terrain" t'ain't nothing to it!!! Just wish we could have a bay at the bottom......be nice to have some ships and ports to bomb.... Wrench kevin stein
  6. Check the aircraft's main ini, (MiG-71F.ini) see if the 'cockpit' callout has changed. Also, check to see there's a cockpit data file missing. Yeup, seen it before (always back up my aircraft & groundobject folder before patching or installing). Strange when I installed WoE, it never gave me the merge option (which I wouldn't have done anyway -- it's just as easy to copy the terrain folder over, as that's all I wanted anyway) Wrench kevin stein
  7. Interesting...that's the ER-142 set up for the EF-4C WW....it's showing up because in the weapons pak it's set as a gunpod. It needs to be changed to "EP" Try using this, changing it to a 1 strength jammer. I took that set up off the EF-4C because it never set right on the airframe. I swear I posted that fix somewhere... Wrench kevin stein
  8. Yup, in the aircraft's data ini (which must be extracted from the objects.cat, then placed inthe aircraft folder ... c'mon! you know this stuff!!! ) At the top of the data ini, for every aircraft is the [MissionData] section. It looks like this (btw, this is the 17F's) Go For It!! Wrench kevin stein
  9. They have to be added to the sounds list ini. Editing the data ini does less than nothing. I disremember the exact format for the soundlist, but it's around here someplace.... Also, make sure the guns are added to the gundata.ini, with the correct sound pointers. You'll find those dates in the aircraft data ini -- extract them from the objects cat, and place them in their respective aircraft folders. There ain't no B-36 available. Can I interest you in a slightly used B-35? Only 1 former owner - USAF! They only flew the aircraft on weekends and good weather (looking for hot chicks! ) Pasko started work on 36 a couple of years ago, but it's hasn't materalized as yet. You can find the Firebar at Pasko's site and Column5. Maybe even here (I haven't looked, though) Happy FLying! Wrench kevin stein
  10. How To Fix the MiGs from Madcaddie and howling1's MiG Paks: As I stated in this post: Notes for PRC, Indian and Other Aftermarket Migs, I mentioned that one of the options is to rebuild the aircraft from scratch. This means rebuilding JUST the data ini, using the latest version, and the most current lods, in fully patched-up install of the game. Now this still poses a problem on those aircraft based off the MiG-21F, as it only has the 2 wing stations (we're speaking of the F-7B, BS and probably a couple of others). Unfortunately, nothing can be done with them. As we're given to understand the Mirage Factory is doing a version of the F-7, we can only hope they'll have the option of giving us the extra inner wing hardpoints. If/when this occurs, all the following information could be considered moot, but we got nothing but time here.... One of the other problems is, say for the Pakistani versions (F-7MP, MP GFS, F-7P and 7P GFS), there does not exist a 'modern' looking pit...with the necessary HUD, AG and AA radar displays. They came 'stock' from their package using the F-4J's pit, which I don't like using, as I'd rather have a single-engine gauged pit. It does work, but not as well as it could (and no disprect to Bob, as he was working with what was available at the time). I've personally been using a modified version of the A-4F, as it has an ''updated'' look to it, plus the necessary RWR. But we're going to leave them alone for now...as they should be considered special cases. They may be the subject of further posts, or upgrade/update packages that might be released. A couple of posts above, you'll see some info for tweeking the MiG-17 and MiG-19 variants; this follows pretty much the same path. You'll need: 1) The cat extraction tool (you should already have this) 2) A fully current, totally patched up version of the game 3) Some paitence. For our example, we're going to rebuild howling1's J-7 III ML. Some of these instructions are going to sound a little familiar, if you've read the post above...we're just copying more information. This little bird is based off the MiG-21MF, so go ahead and extract the data in for the MF. Place the newly extracted data ini into the J-7 III ML's folder. Rename the original data ini to "ori_J-7 III ML_DATA.ini", as you'll be needing bits out of it. Rename to MiG-21MF_DATA.ini to match the original, ie: J-7 III_DATA.INI. Make sure the cases match -- the game has gotten case sensitive after the last round of patching. (double check the main ini as well) Data Ini Mods: Open the original, and copy the first section, [MissionData] OVER the existing section. Scroll down to the sounds section, and if you want, change the engine sound to that wonderful "MiGEngine" wav that the MF supplied us with. Sounds nicer. Scroll down to the fuselage section, in BOTH the new version, and the original, and copy over the flare station callouts (ie: SystemName= whatever the thing is). Continue scrolling down, double checking in BOTH data inis for any other changes. I know Bob added my opening canopy mod, so check to see if it's listed as a SystemName=; should be listed in the Fuselage section. Add the [Canopy] section, if you want. You can also change your pilot figure at this time. Scroll down to the WeaponsStations... If you've modified the hardpoints as in my original post somewhere around Page 3 or 4 in this thread, just copy/paste that data over the existing weapons stations. You'll also want to copy over the "///Decoys" section from the original too; it gives you a total of like 4 flares! Save and close...that just about does it. In essence, what we've done is take the newest, patched version of the MF; as we need the latest flight modeling, control modeling, look-up tables, etc, and bring the older version up to current standards. Decals Modifications: Well, since we're not using the original, pre-patch lods, most of your decals will now be in the wrong places. For a PLAAF bird like this one, it's a super easy fix. You just copy/paste the decals ini from the MiG-21MF over into whatever Chinese skin folders you've got. Now, mind you, there is a small difference: the PLAAF puts the national insignia on the vertical tail, so you'll need to edit those decals name; Thusly: (in fact, this is the whole decals ini for the "China Silver 1" skin, it can be used on any other skins as well) A quick check of the SF objects cat show the "VPAF" numbers are stored there; I know that WoV and WoE have them as I'm using WoE almost exclusivly. No problems should arise from this. The only reason we're using them is, they're 4 digit numbers. And there you have it, kiddies....how to bring these older mod up to current standards. As for cockpits, for the most part, just stick with the Magoo & Badger MiG Pits and you won't go far wrong. I just wish the SPO-10 RWR worked..... I hope to be able to 'fix' the Indian and Pakistani MiGs in a similiar manner, and release said fixes for the masses. Happy Landings! Wrench Kevin Stein
  11. MiG-21SM Fishbed J (MF body by 3rdW, mods by madcaddie) On this one, I tried a little experiment, taking a page from the Mirage Factory's way of doing things. I copied and pasted the existing 4 wing hardpoints, doubling them to 8, but they are 'split'...meaning 1 group of 4 is IRM/SAHM missiles only, and the other group of 4 is bombs, rocket pods, drop tanks or large rockets. It fixed a few problems with improper missiles showing up when they shouldn't have. So, you're going to be adding stations to the inner and outer wings. Now, there is a small problem...as this is a pre-patch 4 bird (as are all madcaddie's MiG Mods), so my suggestion is to extract a new copy of the MiG-21MF's data ini, and make the changes there. This will allow you to use the newest lods, and eliminate the problems inherent in these older mods. After extraction, rename the original MiG21SM_DATA.ini to, oddly enough..."ori_MiG21SM_DATA.ini". This is effectively back it up, and you'll need it to make changes from. If you browse through the original, you'll note the he has added armour values to many of the aircraft components. I'd suggest copying them over to your new data ini. Rename the newly extracted data ini to match the aircraft, ie: MiG21SM_DATA.INI. Open it up, and make the necessary changes in the operation years, copied from the original. You may also want to changed the engine sound to the MiGEngine wav from the MF Floggers - it sounds ssoo much nicer! Now, we start adding the 'new' hardpoints, there's only 4, so it's not a big deal... In the LeftWing section add: SystemName[005]=LeftWingStation2 In the RightWing section add: SystemName[005]=RightWingStation2 In the LeftOuterWing section add: SystemName[004]=LeftOuterWingStation2 In the RightOuterWing section add: SystemName[004]=RightOuterWingStation2 Here are your new weapons stations: [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.68,-1.61,-0.42 AttachmentAngles=0.0,0.0,0.0 LoadLimit=100.0 LengthLimit=3.5 AllowedWeaponClass=IRM,SAHM AttachmentType=SOVIET ModelNodeName=WingPylon_Outer_L PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_Outer_L LaunchRailHeight=0.10 LaunchRailMass=25 [RightOuterWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=2.68,-1.61,-0.42 AttachmentAngles=0.0,0.0,0.0 LoadLimit=100.0 LengthLimit=3.5 AllowedWeaponClass=IRM,SAHM AttachmentType=SOVIET ModelNodeName=WingPylon_Outer_R PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_Outer_R LaunchRailHeight=0.10 LaunchRailMass=25 [LeftWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.01,-0.7,-0.38 AttachmentAngles=0.0,0.0,0.0 LoadLimit=100.0 LengthLimit=3.5 AllowedWeaponClass=IRM,SAHM AttachmentType=SOVIET ModelNodeName=WingPylon_L PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_L LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.01,-0.7,-0.38 AttachmentAngles=0.0,0.0,0.0 LoadLimit=100.0 LengthLimit=3.5 AllowedWeaponClass=IRM,SAHM AttachmentType=SOVIET ModelNodeName=WingPylon_R PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_R LaunchRailHeight=0.10 LaunchRailMass=25 [LeftOuterWingStation2] SystemType=WEAPON_STATION StationID=5 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.68,-1.61,-0.42 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=SOVIET ModelNodeName=WingPylon_Outer_L PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_Outer_L LaunchRailHeight=0.10 LaunchRailMass=25 FuelTankName=Tank490_MiG21 [RightOuterWingStation2] SystemType=WEAPON_STATION StationID=6 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=2.68,-1.61,-0.42 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=SOVIET ModelNodeName=WingPylon_Outer_R PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_Outer_R LaunchRailHeight=0.10 LaunchRailMass=25 FuelTankName=Tank490_MiG21 [LeftWingStation2] SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.01,-0.7,-0.38 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=BOMB,RCKT,RP,CGR AttachmentType=SOVIET ModelNodeName=WingPylon_L PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_L LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation2] SystemType=WEAPON_STATION StationID=8 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.01,-0.7,-0.38 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=BOMB,RCKT,RP,CGR AttachmentType=SOVIET ModelNodeName=WingPylon_R PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_R LaunchRailHeight=0.10 LaunchRailMass=25 [CenterlineStation] SystemType=WEAPON_STATION StationID=9 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=0.0,0.23,-0.77 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=500 AllowedWeaponClass=BOMB,FT,RCN AttachmentType=SOVIET ModelNodeName=Centerline_Pylon PylonMass=40 PylonDragArea=0.02 FuelTankName=Tank490_MiG21 Below, is the complete loadout ini, with hardpoint explinations: // Station 1 = Left Outer Wing Station // Station 2 = Right Outer Wing Station // Station 3 = Left Wing Station // Station 4 = Right Wing Station - these 4 IRM, SAHM // Station 5 = Left Outer Wing Station // Station 6 = Right Outer Wing Station // Station 7 = Left Wing Station // Station 8 = Right Wing Station - these 4 BOMB,RP,RCKT,FT,CGR // Station 9 = Fueslage Centerline Station - FT, RCN [AirToAir] Loadout[01].WeaponType=R-13M Loadout[01].Quantity=1 Loadout[02].WeaponType=R-13M Loadout[02].Quantity=1 Loadout[03].WeaponType=R-13M Loadout[03].Quantity=1 Loadout[04].WeaponType=R-13M Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=R-13M Loadout[01].Quantity=1 Loadout[02].WeaponType=R-13M Loadout[02].Quantity=1 Loadout[03].WeaponType=R-13M Loadout[03].Quantity=1 Loadout[04].WeaponType=R-13M Loadout[04].Quantity=1 Loadout[09].WeaponType=Tank490_MiG21 Loadout[09].Quantity=1 [Attack] Loadout[05].WeaponType=UV16 Loadout[05].Quantity=1 Loadout[06].WeaponType=UV16 Loadout[06].Quantity=1 Loadout[07].WeaponType=UV16 Loadout[07].Quantity=1 Loadout[08].WeaponType=UV16 Loadout[08].Quantity=1 Loadout[09].WeaponType=Tank490_MiG21 Loadout[09].Quantity=1 Loadout[05].WeaponType=FAB250 Loadout[05].Quantity=1 Loadout[06].WeaponType=FAB250 Loadout[06].Quantity=1 Loadout[07].WeaponType=FAB250 Loadout[07].Quantity=1 Loadout[08].WeaponType=FAB250 Loadout[08].Quantity=1 Loadout[09].WeaponType=Tank490_MiG21 Loadout[09].Quantity=1 [sEAD] Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank490_MiG21 Loadout[06].Quantity=1 Loadout[07].WeaponType=UV16 Loadout[07].Quantity=1 Loadout[08].WeaponType=UV16 Loadout[08].Quantity=1 Loadout[09].WeaponType=Tank490_MiG21 Loadout[09].Quantity=1 [Anti-Ship] Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank490_MiG21 Loadout[06].Quantity=1 Loadout[07].WeaponType=FAB250 Loadout[07].Quantity=1 Loadout[08].WeaponType=FAB250 Loadout[08].Quantity=1 Loadout[09].WeaponType=Tank490_MiG21 Loadout[09].Quantity=1 [Recon] Loadout[03].WeaponType=R-13M Loadout[03].Quantity=1 Loadout[04].WeaponType=R-13M Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank490_MiG21 Loadout[06].Quantity=1 Loadout[09].WeaponType=RecPod_MiG21 Loadout[09].Quantity=1 This worked realllly well during testing...the loadout screen only shows the hardpoint being used for that mission, and as they are all exactly in the same places.... The only glitch I can find, is that you don't get Aphids in the later years; I assume this is because the R-13's are available forever! You can always load them by hand. You'll also note I've ONLY used the IRMs, as opposed to using the semi-active radar Atolls. I tried that, but they disappear around 1980...so I stayed with the R-13, instead of the R-3R or R-3S. Enjoy! Wrench Kevin Stein
  12. MiG-21RF Fishbed H (body by 3rd Wire -MF-, mods by madcaddie; part of the 'More MiGs Pak) I really hate when this happens...I discovered 2 more Fishbed variants whilst cleaning up and backing up stuff off my main HD. Just when I thought I'd gotten all the little buggers straightened out, I discover a mess of MiGs in my temp/unzip folder. This is a pure recon variant, gunless. data ini: [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.68,-1.61,-0.42 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=FT,EP AttachmentType=SOVIET ModelNodeName=WingPylon_Outer_L PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_Outer_L LaunchRailHeight=0.10 LaunchRailMass=25 FuelTankName=Tank800_MiG21 [RightOuterWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.68,-1.61,-0.42 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=FT,EP AttachmentType=SOVIET ModelNodeName=WingPylon_Outer_R PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_Outer_R LaunchRailHeight=0.10 LaunchRailMass=25 FuelTankName=Tank800_MiG21 [LeftWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.01,-0.7,-0.38 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=IRM AttachmentType=SOVIET ModelNodeName=WingPylon_L PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_L LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.01,-0.7,-0.38 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=IRM AttachmentType=SOVIET ModelNodeName=WingPylon_R PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_R LaunchRailHeight=0.10 LaunchRailMass=25 [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,0.23,-0.77 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=500 AllowedWeaponClass=RCN,FT AttachmentType=SOVIET ModelNodeName=Centerline_Pylon PylonMass=40 PylonDragArea=0.02 FuelTankName=Tank490_MiG21 You'll note the split outer stations, and the "EP" tag. Just in case we ever get an attachable ECM pod for them. Mind you, there IS a pod for the centerline (RecPod D), but is has no strength...meaning a little weapons editor work is needed to adjust it's deception strength...20 would be a good number; somewhere in the neighborhood of the USAF QRC-160s. Loadout ini: [Recon] Loadout[01].WeaponType=Tank800_MiG21 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank800_MiG21 Loadout[02].Quantity=1 Loadout[03].WeaponType=R-13M Loadout[03].Quantity=1 Loadout[04].WeaponType=R-13M Loadout[04].Quantity=1 Loadout[05].WeaponType=RecPod_MiG21 Loadout[05].Quantity=1 Wrench kevin stein
  13. File Name: American NorthWest series Upgrades File Submitter: Wrench File Submitted: 14 Aug 2007 File Updated: 4 Mar 2008 File Category: Terrains File Version: No Information Website: No Information Upgrade/Update for American NorthWest Series of Terrains The original America Northwest Terrains; AmerianNW, AmericanNWinter and AmericaNWSpring, were released sometime back in 2003. They are exceedling FUN maps to fly on, as they are full of deep canyons and high mountain ranges. This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, HQ centers, and 2 country flag to wave in the breeze, one for country 'Orange' (now called the Global Sedition), and 'The Alliance'. The HQ centers have vehicles parked at them, the layout for which was borrowed from Major Lee's DBS - I figured these are all his terrains, so using it would be a pretty cool touch. The movements ini has been expanded to more Armed Recon missions, with additional truck routes for both sides. I added an oil field to the Alliance side, to give the Sedition forces something extra to bomb, and Alliance forces something to protect. I figure the story line would be "short on resources, the Global Sedititon is trying to capture the Salmon River Oil fields for their own" With thanks to Major Lee for permission to modify and share Please!!! read the enclosed readme for more information and full installation instructions -- with a little renamed, this upgrade can be used on all of the ANW terrains - and it's explained "how to" Click here to download this file
  14. FB-111A Switchblade (by Team Vark & Co) This is our stand-off nuke cruise missile carrier. data ini: [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.2000,-4.0000,-0.2190 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3000 AllowedWeaponClass=BOMB,TER,MER,FT,NUC AttachmentType=USAF ModelNodeName=soportes_izqui_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [RightWingStationOutboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.2000,-4.0000,-0.2190 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3000 AllowedWeaponClass=BOMB,TER,MER,FT,NUC AttachmentType=USAF ModelNodeName=soporte_dere_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.4100,-1.4570,-0.1700 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3000 AllowedWeaponClass=BOMB,TER,MER,FT,NUC,EOGR,CGR AttachmentType=USAF ModelNodeName=soporte_izqui_inter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [RightWingStationInboard] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.4100,-1.4570,-0.1700 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3000 AllowedWeaponClass=BOMB,TER,MER,FT,NUC,EOGR,CGR AttachmentType=USAF ModelNodeName=soporte_dere_inter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [WeaponsBay] SystemType=WEAPON_STATION StationID=5 StationGroupID=4 StationType=INTERNAL AttachmentPosition=0.0,1.226,-0.586 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2100 AllowedWeaponClass=BOMB,NUC,EOGR,CGR AttachmentType=USAF NumWeapons=2 AttachmentPosition001=0.23,1.250,-0.33 AttachmentPosition002=-0.23,1.250,-0.33 DiameterLimit=0.48 LengthLimit=5.0 DeploymentMethod=OPEN_BOMBBAY_DOOR BombBayAnimationID=8 BombBayOpenTime=1.5 BombBayCloseTime=2.0 MinExtentPosition=-0.50,1.226,-0.586 MaxExtentPosition= 0.50,1.226,-0.586 [ECMStation] SystemType=WEAPON_STATION StationID=8 StationGroupID=5 StationType=EXTERNAL ModelNodeName=ECMpylon AttachmentPosition=0.0,-5.495,-0.934 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=250 AllowedWeaponClass=EP AttachmentType=USAF DiameterLimit=1 LengthLimit=2.99 MinExtentPosition=-0.50,1.226,-0.586 MaxExtentPosition= 0.50,1.226,-0.586 You may note the simililarities between the F and the FB...they use the same hardpoints, but for different weapons dictated by mission/operational differences. loadout ini: Loadout[01].WeaponType=F-111_FuelTank Loadout[01].Quantity=1 Loadout[02].WeaponType=F-111_FuelTank Loadout[02].Quantity=1 Loadout[03].WeaponType=SRAM Loadout[03].Quantity=1 Loadout[04].WeaponType=SRAM Loadout[04].Quantity=1 Loadout[05].WeaponType=SRAM Loadout[05].Quantity=2 [Anti-Ship] Loadout[01].WeaponType=Mk82SE Loadout[01].Quantity=1 Loadout[01].RackType=BRU3A Loadout[02].WeaponType=Mk82SE Loadout[02].Quantity=1 Loadout[02].RackType=BRU3A Loadout[03].WeaponType=F-111_FuelTank Loadout[03].Quantity=1 Loadout[04].WeaponType=F-111_FuelTank Loadout[04].Quantity=1 Loadout[05].WeaponType=Mk84 Loadout[05].Quantity=2 It may be possilbe to load Harpoons for the Anti-Ship mission, so you don't have to expose yourself to much to convoy defenses...but I haven't tried this. Wrench kevin stein
  15. Since there have been some more follow questions about USAF Varks, I thought I'd take a little time to clear up a few things. As it stands now, the F-111F is carrying ONLY conventional weapons...standard iron bombs and such. The only versions 'cleared' for nuclear weapons use is the FB-111A. When released, these aircraft were pretty much set up to use the Weapons Pak. Considering that the SRAM is only available there...it makes sense. So, to get everyone on the same page, here's the dat for the F-111F: data ini: [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.253,-4.0,-0.219 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=BOMB,LGB,TER,MER,FT,EOGR,NUC AttachmentType=USAF ModelNodeName=soportes_izqui_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [RightWingStationOutboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.253,-4.0,-0.219 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=BOMB,LGB,TER,MER,FT,EOGR,NUC AttachmentType=USAF ModelNodeName=soporte_dere_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.465,-1.457,-0.170 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3000 AllowedWeaponClass=BOMB,LGB,TER,MER,FT,EOGR,NUC AttachmentType=USAF ModelNodeName=soporte_izqui_inter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [RightWingStationInboard] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.465,-1.457,-0.170 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3000 AllowedWeaponClass=BOMB,LGB,TER,MER,FT,EOGR,NUC AttachmentType=USAF ModelNodeName=soporte_dere_inter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [PaveTack] SystemType=WEAPON_STATION StationID=5 StationGroupID=4 StationType=INTERNAL AttachmentPosition=0.0,1.226,-0.586 AttachmentAngles=0.0,0.0,0.0 LoadLimit=00 AllowedWeaponClass=LP AttachmentType=USAF NumWeapons=1 DeploymentMethod=OPEN_BOMBBAY_DOOR BombBayAnimationID=8 BombBayOpenTime=3.0 BombBayCloseTime=3.0 MinExtentPosition=-0.50,1.226,-0.586 MaxExtentPosition= 0.50,1.226,-0.586 [sidewinderStation1] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.484,-4.0,-0.0070 AttachmentAngles=0.0,0.0,90.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=soportes_izqui_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=34.02 PylonDragArea=0.01 [sidewinderStation2] SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.6,-4.0,-0.0070 AttachmentAngles=0.0,0.0,90.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=soporte_dere_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=34.02 PylonDragArea=0.01 [ECMStation] SystemType=WEAPON_STATION StationID=8 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.0,-5.495,-0.934 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=91 AllowedWeaponClass=EP AttachmentType=USAF DiameterLimit=1 LengthLimit=2.90 MinExtentPosition=-0.50,1.226,-0.586 MaxExtentPosition= 0.50,1.226,-0.586 you will notice the "NUC" tag on several stations -- but as you'll see below, they are NOT pre-loaded. It should also be noted that "NUC" is for free-fall bombs, NOT stand-off guided or cruise missiles. [Attack] Loadout[01].WeaponType=GBU-12D Loadout[01].Quantity=1 Loadout[02].WeaponType=GBU-12D Loadout[02].Quantity=1 Loadout[03].WeaponType=Rockeye Loadout[03].Quantity=6 Loadout[03].RackType=BRU3A Loadout[04].WeaponType=Rockeye Loadout[04].Quantity=6 Loadout[04].RackType=BRU3A Loadout[05].WeaponType=PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=ALQ-131 Loadout[08].Quantity=1 Loadout[01].WeaponType=Mk82SE Loadout[01].Quantity=6 Loadout[01].RackType=BRU3A Loadout[02].WeaponType=Mk82SE Loadout[02].Quantity=6 Loadout[02].RackType=BRU3A Loadout[03].WeaponType=M117R Loadout[03].Quantity=6 Loadout[03].RackType=BRU3A Loadout[04].WeaponType=M117R Loadout[04].Quantity=6 Loadout[04].RackType=BRU3A Loadout[05].WeaponType=PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=ALQ-131 Loadout[08].Quantity=1 [sEAD] Loadout[01].WeaponType=GBU-12D Loadout[01].Quantity=1 Loadout[02].WeaponType=GBU-12D Loadout[02].Quantity=1 Loadout[03].WeaponType=GBU-12D Loadout[03].Quantity=1 Loadout[04].WeaponType=GBU-12D Loadout[04].Quantity=1 Loadout[05].WeaponType=PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=ALQ-131 Loadout[08].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=GBU-10D Loadout[01].Quantity=1 Loadout[02].WeaponType=GBU-10D Loadout[02].Quantity=1 Loadout[03].WeaponType=GBU-10D Loadout[03].Quantity=1 Loadout[04].WeaponType=GBU-10D Loadout[04].Quantity=1 Loadout[05].WeaponType=PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=ALQ-131 Loadout[08].Quantity=1 [Recon] Loadout[05].WeaponType=PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=ALQ-131 Loadout[08].Quantity=1 Wrench kevin stein
  16. As for the Blinder in WoV, you'll also need the "large airports" -- which don't exist on the VietnamSEA map (IIRC), otherwise the game will crash on whilst loading the mission. Any other terrain with the large airports should work just fine. Same would be said for the Badger (Tu-16), which is also a stock bird. Correction: just checked my WoV install...neither be Badger nor Blinder are availble in WoV (see above for runway reasons). That being said, you could extract the data ini, and change the "MinBaseSize=" from LARGE to MEDIUM. But you might run out of runway on takeoff....to say nothing of overrunning the end on landing (that don't mean they're not 'hidden' in the objects cat....) EDIT: 2nd correction - A quick check of the types and targets inis shows Runway4 is the large runway, it IS used on the VietnamSEA map, but only for US forces. NVAF uses only medium and small (Runway 1, 2, 3, 5, 6) There are several mods of the Blinder (either here or at C5's), and Pasko has several Tu-16s available at his site. Wrench kevin stein
  17. I seem to recall that it's a 'stock' aircraft....it comes with the game. Wrench kevin stein
  18. True, my bother, but now we can have the technology -- we can rebuild it --I just crack myself up sometimes!!! After all, Sinufru didn't build his first pyramid in a year (or the second....or the third....). Was watching 'Engineering an Empire: Egypt this afternoon. Gotta love the CG!! Something interesting I ran over today*, there was some mention of Iranian F-7 Fishbeds...never heard of that!! Makes for an interestering scenario - MiG v MiG... Wrench kevin stein *whilst trying to updated/upgrade/correct and even fix howling1's F/J-7 series mods. Got a lot of the re-done, but unfortunately some must use the newest 21MF lods; need to 5 hardoints
  19. I like that screenshot wallpaper, very nice!!! :yes: You should be able to find them over at Major Lee's site. He emailed me today, giving me permission to upload it. He's had a MAJOR hard drive crash..and lost nearly everything. I hope Ken can get it recovered...he had some very interestering stuff in the works,too. BTW, the green IS spring... Wrench kevin stein
  20. There's a tutorial on "How to Use the Radar" in the Knowledge Base: Using Radar Mind you, it's designed for use on "Hard" mode, but the keystrokes are the same. This should answer several people's questions I've seen of late. I actually looked in the manual (that what's inside the folder "Manual" -- the game manual on pdf). It really dosen't say too much; WoE's concentrates on the Eagle's radar, but give a lot of good, basic information. Remember: why do you think they're called 'radar guided missiles'???? Wrench kevin stein
  21. Version

    1,446 downloads

    Upgrade/Update for American NorthWest Series of Terrains The original America Northwest Terrains; AmerianNW, AmericanNWinter and AmericaNWSpring, were released sometime back in 2003. They are exceedling FUN maps to fly on, as they are full of deep canyons and high mountain ranges. This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, HQ centers, and 2 country flag to wave in the breeze, one for country 'Orange' (now called the Global Sedition), and 'The Alliance'. The HQ centers have vehicles parked at them, the layout for which was borrowed from Major Lee's DBS - I figured these are all his terrains, so using it would be a pretty cool touch. The movements ini has been expanded to more Armed Recon missions, with additional truck routes for both sides. I added an oil field to the Alliance side, to give the Sedition forces something extra to bomb, and Alliance forces something to protect. I figure the story line would be "short on resources, the Global Sedititon is trying to capture the Salmon River Oil fields for their own" With thanks to Major Lee for permission to modify and share Please!!! read the enclosed readme for more information and full installation instructions -- with a little renamed, this upgrade can be used on all of the ANW terrains - and it's explained "how to"
  22. I must correct myself -- it's only 127 target areas. I'm not doing the campaign ini myself; don't have too much knowledge there, just rebuilding the targets. BTW, having a quick look at the campaign, it calls for aircraft that were never used in theatre - hence the importance of a stand alone version (no Su-7 for Iraq). With the arrival of several vehicles/SAMs etc, both from 3rd Wire and other persons (M-60s for Iran, for instance, and the missing Cheiftien MBT - a Centurion could be used as a stand in); F-7A/F-7B/F-7BS Fishbeds are missing...lots of work rebuilding that too. All the weapons callouts are also incorrect; there are loads of Iraninan and Iraqian ONLY weapons in the wepak; so, like I said, the "IranIraq_DATA.INI" also needs a complete overhaul. To say nothing of the strategic nodes...what with all the new target areas. Paitence, hopefully, will be rewarded! Wrench kevin stein
  23. Not sure...it's the one from the latest version out by USAFMTL and Co. (whatever version we're using for the DS mod) Wrench kevin stein
  24. You're probably missing the pointer for the building's skin. Look in the IR_DATA.ini, and go through each of the terrain tile listings, like below: You may need to add them. Obviously, you won't be adding them to the sea (ocean) tiles. But you will to the sea/desert, desert/farm, desert/mountain, etc Another thing with Polaks' tiles, is the city 'grids' are heavily populated already (built into the tile). You may need to go through the targets ini and remove any and all references to buildings, other than warehouses, generator buildings, HQ buildings - for EACH of the city entries. SAM and AAA units will have to be moved, as some are now inside the terrain buildings. That's why I said 'it back in the shop for repairs'. There's something in the neighborhood of 5-7000 objects that need moving around or deleting. Several of the airfields are VERY misplaced (Shiraz, Busher, Tehran-as is the city itself), several important ones are missing (the real Busher, Krahg Island). Oil fields renamed to their correct names, several are missing in Iran. Several cities in Iran and Iraq are missing; Umm Qsar, Khorramshar (across from Basra), Bandar-e Shapur (seen above; the pic with the 2 Fishbeds and the oil tanker wreck), Bandar-e Kanga in the south. Fortified strongpoints on both sides, vehicle depots, industrial centers, refineries....you get the idea. It's getting a MAJOR rebuild. Hopefully, after DS is released, it will follow. There are several areas that need major flattening for the correction of the airbases, and etc So, play with what you got now, and be paitent for the new stuff. Wrench kevin stein ps: also in the works, pending Edward's permission, updated 'Modern' Darwin/Timor map. Target area (re)placement nearly complete, just need airfield flattenings. W
  25. Version

    130 downloads

    Hawker Hunter FGA 60 Mod for WoE Mid East Installs ONLY!! Another "What If..." aircraft for you alternate history enjoyment! This is a ini and skin mod for the stock Hunter FGA 9 that comes with WoE. It creates a new aircraft, for use by the Israeli Defense Forces Air Force. It's suggested that you use this in a seperate Mid-East (Arab vs Isrealis) WoE install; this is how I have it. It will work much better in a seperate install. It IS required that you have the latest weapons pak installed to get the maximum use out of the available weapons capabilities. == REMEMBER: This mod is for use in WOE -ONLY!!!- as all the parts ONLY exist there == You'll find all the inis, bmps, tgas, whathave you for this install. The data ini has had the NationName= set to "ISRAEL", so when you fly you'll get Israeli medals, and have Israeli flightmates. In other words, this is a semi-complete aircraft, missing only the lod files (which cannot be uploaded or shared as they are core files-which makes this WoE ONLY). You get a new hangar screen, the damage tgas and everything else needed! == REMEMBER: this is NOT a full aircraft, and you MUST have Wings Over Europe to make use of this aircraft mod. == You'll also have 2 skin folders; IDF and IDF2 representing the 2 different eras the aircraft operated in. The first is the blue/tan camo for the 50s and early 60s, and the 3 tone for use in the 70s and 80s. The 3 tone skin represents aircraft from the Advanced Fighter School, and were used for training purposes (although some may have been used in the ground support role during the 73 War, alongside the remaining Sabre 6s <wink>) Please read the enclose readme for full install instructions -you're creating a NEW aircraft-, and other important notes. REMEMBER: This is for WoE ONLY, and requires the Weapons Pak!!! For those without WoE, I am working on a version useing AD's Hunter F.6, so be paitent! Happy Hunting (I crack myself up sometimes!!) Wrench Kevin Stein
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