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Everything posted by Wrench
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Now, the information above is good, but there's one thing missing: How about a loadout ini, that has all the necessary bits already written down?? The info below is for the GR.1; adjust loads to fit other users: [Attack] Loadout[01].WeaponType=BOZ107 Loadout[01].Quantity=1 Loadout[02].WeaponType=SkyShadow Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank1500_Tornadods Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank1500_Tornadods Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity=1 Loadout[06].WeaponType=BL755 Loadout[06].Quantity=2 Loadout[06].RackType=BRU57 Loadout[07].WeaponType=BL755 Loadout[07].Quantity=2 Loadout[07].RackType=BRU57 Loadout[08].WeaponType=BL755 Loadout[08].Quantity=2 Loadout[08].RackType=BRU57 Loadout[09].WeaponType=BL755 Loadout[09].Quantity=2 Loadout[09].RackType=BRU57 Loadout[10].WeaponType= Loadout[10].Quantity=0 Loadout[12].WeaponType=AIM-9L Loadout[12].Quantity=2 Loadout[12].RackType=LAU-105 Loadout[13].WeaponType=AIM-9L Loadout[13].Quantity=2 Loadout[13].RackType=LAU-105 Loadout[01].WeaponType=BOZ107 Loadout[01].Quantity=1 Loadout[02].WeaponType=SkyShadow Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank1500_Tornadods Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank1500_Tornadods Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity=1 Loadout[06].WeaponType=Mk18_1000_LD Loadout[06].Quantity=2 Loadout[06].RackType=BRU57 Loadout[07].WeaponType=Mk18_1000_LD Loadout[07].Quantity=2 Loadout[07].RackType=BRU57 Loadout[08].WeaponType=Mk18_1000_LD Loadout[08].Quantity=2 Loadout[08].RackType=BRU57 Loadout[09].WeaponType=Mk18_1000_LD Loadout[09].Quantity=2 Loadout[09].RackType=BRU57 Loadout[10].WeaponType= Loadout[10].Quantity=0 Loadout[10].RackType= Loadout[11].WeaponType= Loadout[11].Quantity=0 Loadout[11].RackType= Loadout[12].WeaponType=AIM-9L Loadout[12].Quantity=2 Loadout[12].RackType=LAU-105 Loadout[13].WeaponType=AIM-9L Loadout[13].Quantity=2 Loadout[13].RackType=LAU-105 [sEAD] Loadout[01].WeaponType=BOZ107 Loadout[01].Quantity=1 Loadout[02].WeaponType=SkyShadow Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank1500_Tornadods Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank1500_Tornadods Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity=1 Loadout[06].WeaponType= Loadout[06].Quantity=1 Loadout[07].WeaponType= Loadout[07].Quantity=1 Loadout[08].WeaponType= Loadout[08].Quantity=1 Loadout[09].WeaponType= Loadout[09].Quantity=1 Loadout[10].WeaponType=AGM-88C Loadout[10].Quantity=1 Loadout[11].WeaponType=AGM-88C Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9L Loadout[12].Quantity=2 Loadout[12].RackType=LAU-105 Loadout[13].WeaponType=AIM-9L Loadout[13].Quantity=2 Loadout[13].RackType=LAU-105 [Anti-Ship] Loadout[01].WeaponType=BOZ107 Loadout[01].Quantity=1 Loadout[02].WeaponType=SkyShadow Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank1500_Tornadods Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank1500_Tornadods Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity= Loadout[06].WeaponType= Loadout[06].Quantity= Loadout[07].WeaponType= Loadout[07].Quantity= Loadout[08].WeaponType= Loadout[08].Quantity= Loadout[09].WeaponType= Loadout[09].Quantity= Loadout[10].WeaponType=SeaEagle Loadout[10].Quantity=1 Loadout[10].RackType= Loadout[11].WeaponType=SeaEagle Loadout[11].Quantity=1 Loadout[11].RackType= Loadout[12].WeaponType=AIM-9L Loadout[12].Quantity=2 Loadout[12].RackType=LAU-105 Loadout[13].WeaponType=AIM-9L Loadout[13].Quantity=2 Loadout[13].RackType=LAU-105 [Recon] Loadout[01].WeaponType=BOZ107 Loadout[01].Quantity=1 Loadout[02].WeaponType=SkyShadow Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank1500_Tornadods Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank1500_Tornadods Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity=1 Loadout[06].WeaponType=BL755 Loadout[06].Quantity=2 Loadout[06].RackType=BRU57 Loadout[07].WeaponType=BL755 Loadout[07].Quantity=2 Loadout[07].RackType=BRU57 Loadout[08].WeaponType=BL755 Loadout[08].Quantity=2 Loadout[08].RackType=BRU57 Loadout[09].WeaponType=BL755 Loadout[09].Quantity=2 Loadout[09].RackType=BRU57 Loadout[10].WeaponType= Loadout[10].Quantity= Loadout[10].RackType= Loadout[11].WeaponType= Loadout[11].Quantity= Loadout[11].RackType= Loadout[12].WeaponType=AIM-9L Loadout[12].Quantity=2 Loadout[12].RackType=LAU-105 Loadout[13].WeaponType=AIM-9L Loadout[13].Quantity=2 Loadout[13].RackType=LAU-105 REMEMBER: you MUST specify the racktype for the missiles to load properly Wrench Kevin Stein
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I dont like 'em either. Always considered them a weapon of last resort...but they are valid for the time frame. Of course, there's always some nut-job that'll use it instead of Mk.82...like killing flys with a shotgun, instead of a swatter. Wrench kevin stein
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Question about Aussie decals
Wrench replied to Sheriff__001's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Like this??? simple job..extract the RAF roundel, rename to "WRoundel", adjust decal ini to match. If you folks want, I can upload it? Canberra B.20 is fix also, in fact, I made a complete RAAF version Now, if I can just get the airfields straightened out on Edwards Darwin map......lots of terrain flattening needed to match the moves of the WW2 airfields to their 'present' locations -- gotta love Google Earth!!! Then get the defenses built for Oz and the countries north... Wrench kevin stein -
HELP!mig 17 pfu radar skin
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No, the Fresco noses are skinned just like an aircraft...the lod has the built in pointer for the skin bmp. No decals are, or can be, involved as it's seperate from the aircraft (think of it as loaded ordanance) Also, could you be a little more specific as to just what you're trying to do??? All the Fresco noses come with their own skins. Just as I did for the 19PM ... hex edited and renamed the 17PFU lod to match the 19PM, so to have the 'black' section show in the cockpit, hiding itself. Installing the Fresco/Framer nose bubbles is the same as any other weapon, and the same procedure is used. Detailed, illustrated instruction are in the Knowledge Base "Adding New Weapons", I think it's on page 2, by USAFMTL So, if you please, more details???? Wrench kevin stein -
Question about Aussie decals
Wrench replied to Sheriff__001's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Sheriff: that would be super easy to re-do for the Sabre, just make a new decal for the wings, drop it in the decal folder, adjust the pointer in the decals ini --for the wings only-, and just use the 'roo rooundel' for the fuselage (that one's stock). So, as to the type of roundel, blue/white/red for the lower, and blue/red only for the top??? Must find some pics...I'm off!! Wrench kevin stein -
Stacks: have you added the weapon text info to the weaponsdataini, and then run the weapons editor to 'save and update' the weaponsdata.dat file??? Just adding the text sections won't do a thing...they have to be run through the editor to 'create' the entry in the dat file. And as for the Ali-cats, you'll find all the necessary info to update them, and the IIRAF Phantoms, in the Knowledge Base 'Weapons and Loadouts' thread ... I've updated their loads and added several weapons to fill in some blanks. The only ones you won't find in there, are all the Iraqi birds ... those will arrive, fully updated, when the new Desert Storm mod gets re-released. As for the RDS-4 30kt, it works fine for me... double check the entry, and make use it's the same as this: And make sure you have the nuke effects in your /effect folder. Wrench kevin stein
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File Name: RAAF F-4E Package File Submitter: Wrench File Submitted: 5 Aug 2007 File Category: F-4 Oz F-4E Package for SF/WoV/WoE This is an update of nosecone's RAAF F-4E Phantom II skin set. Having never seen this mod before, I made several unkind comments on the message boards, for which I apologized publicly. Also, as part of said apology, I'm updating the inis and pathways so it now become a simple drag/drop or copy paste operation. As a bonus, I'm including all the ini's necessary to create an RAAF country specific version of the Phantom. All inis, and brand new -only available in this mod!- Hangar & Loading screens are included. Amberly Rhino??? That don't sound too bad!!! Once unzipped, you get 2 choices: 1) Add the skin to the existing F-4E in the usual manner or; 2) Create a RAAF-only version. I've included everything needed to do so. You also get a new, Bonus Skin, "RAAFGray" Well, all it is, is the 5 texture bmps, decals ini, texture set ini for a Dark Gray Version of the skin, based off the colors used on the F-111C that's available. I just reused everything that nosecone did, since he mentioned something about the "later versions". You will be re-using the decal set provided (ie: copy into the RAAFGray folder) There are full, detailed install instructions in the read me -- so read the cursed thing!!!. There is vitally important information about weapons loads in there. Operation years are a 'best guess', for a "What If..." aircraft. Credits: All credit goes to nosecone; he created the decals and did all the original work in 2002. All I've done is assemble it into a cohernt package, updated to the latest standard, and create the dark gray skin. (picture not posted here, check the 'Mods and Skinning' Forum for a screenshot) Enjoy! Wrench kevin stein Click here to download this file
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F-86H ?
Wrench replied to Nicholas Bell's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Are we sure it's the guy in the bottle, or the guy with the bottle??? If Zur cranks out some newer (older?) versions of the Sabre, you can bet they'll be good!!! Wrench kevin stein -
Grumman F11F-1F Super Tiger
Wrench replied to suhsjake's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I'm pretty sure it came with the newer G-91 paks, but here's the weapons data, where **** is the next number in sequence [WeaponData****] TypeName=AS-20 FullName=AS-20 Radio Command Guided Missile ModelName=AS20 Mass=143.000000 Diameter=0.250000 Length=2.600000 AttachmentType=NATO,ITALY,FRANCE,W_GERMANY NationName=France StartYear=1958 EndYear=1970 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=1958 ExportEndYear=1970 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=33.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=2 Accuracy=80 MaxTurnRate=10.000000 MaxLaunchG=2.500000 LockonChance=90 LaunchReliability=90 ArmingTime=0.000000 SeekerFOV=15.000000 SeekerGimbleLimit=35.000000 SeekerTrackRate=35.000000 SeekerRange=10000.000000 MinLaunchRange=2000.000000 MaxLaunchRange=6000.000000 Duration=30.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x00000000 BoosterStart=0.000000 BoosterDuration=10.000000 BoosterAccel=5.000000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.300000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.300000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 happy hunting! Wrench kevin stein -
Airfield types?
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Basically, what I'm trying to figure out, even after all this time is... is there a picture guide for which airfield is which???, and how big a footprint it presents?? (sorta like the standard ground objects pic that somebody supplied many moons ago....) I know airfield 3 is the dirt strip, airfield 5 is a single paved ruway, airfield 4 is the kinda "Y" shaped one... but what are 1, 2, 6?? TIA! Wrench kevin stein -
MiG-19PM Farmer-E Mod -Ver 2.0
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
When Bunyap rebuil the Pak for the 6/06 release, he used "WP" and "NATO" for the, well, oddball stuff. So that's how I kept it. This allows for other nations that might use the aircraft to have it load with no problems. And don't forget, for the 19PM, we're using 2 Fresco nose bubbles, as per Lexx's fix...the PFU (ok, 19PM cause it got renamed and repainted to 'hide itself' from being visible through the canopy) cause it has the missile pylons, and the 17PF for the acutal nose extension. Wrench kevin stein -
Airfield types?
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Yeah!!! That's exactly what I was seeking! thanks Charles!! I wonder, if you wouldn't mind if I uploaded this to the "Terrains and Such" section, I'm sure others could find this very helpfull, too! Wrench kevin stein -
Question about Aussie decals
Wrench replied to Sheriff__001's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Looking at the Mirage III0, I'm wonder if the upper wing decal placement for the Phantom are correct...the Mirage dosen't use them (and most pics I've seen don't have them on the camo either) But the 111C Pig does, along with the CAC-32 Avon Sabre...hmmm....well, you all can always just delete the pointer in the decal ini, thusly: [Decal003] MeshName=wing_left_outer DecalLevel=0 DecalFacing=TOP FilenameFormat= <--note removed decal name Position=-5.01,-1.80 Rotation=-90.0 Scale=1.30 DecalMaxLOD=3 Reverse=TRUE [Decal005] MeshName=wing_right_outer DecalLevel=0 DecalFacing=TOP FilenameFormat= Position=5.01,-1.80 Rotation=270.0 Scale=1.30 DecalMaxLOD=3 Leaving it black won't hurt nothing! Wrench kevin stein -
Problem in WOE no missiles for russian jets in 1970-1986?
Wrench replied to jklv's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wrench kevin stein -
Can't get Super Etendard to work... grrr..
Wrench replied to JG14_Jagr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
For our friends having problems with the Etendard, you might also want to have a look in the 'Editing Loadouts Thread" that I maintian, as there's a post relevant to the Super E: Super Etendard Loadout Tweeks Well, yeah! Another fine example from Los Angeles Unified Skool District But at least I can get weapons to work!!! Wrench kevin stein ps: I thought Fubar was The Official CombatAce Spell Checker??? -
Can't get Super Etendard to work... grrr..
Wrench replied to JG14_Jagr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Gentlemen, if I can perhaps direct your attention to the Wonderful World of the CombatAce Knowledge Base??? I think you'll find this little tutorial most imformative.... Adding Weapons: A Basic Turorial <--Click Me!! I'm a Link to Wonders Beyond Imagining!!! Enjoy! Wrench kevin stein -
F-86H ?
Wrench replied to Nicholas Bell's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That must be the one I have...some of the birds have been on my HD for, like, forever!! It's one of howling1 mods, so it must be a tweek of one of Zur's originals. I've got a place for the weapons stuff in the KB, but just haven't finished testing. Tweeked the Mk.12 Nuke a little, but it's still a stand it. Guess I'll have to finish testing it, and post the relevant data... Wrench kevin stein -
Looking for an A-1H
Wrench replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Definately, give that a try. A quick check on mine shows I just used the CleanExhaustEmitter. I mean, after all, California has the tightest smog rules in the country.... Wrench kevin stein -
MiG-19PM Farmer-E Mod -Ver 2.0
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
BB: you're right about the Alkali's not hitting anythings...they truely suck worse the 9B winder! Good catch on the mounting height, I just used the stock numbers from the PFU. As to the nose problems, did you follow the instructions EXACTLY as stated in the readme??? Once the text section of the weapons is added to the weaponsdataini, you MUST run the weapons editors to add them, and update the weaponsdata.dat file. You probably forgot the one step...give it another try!! It works perfectly for me... Wrench kevin stein -
I seem to remember seeing one around somewhere, but just can't find it!! Since I've been on a 'down under' kick, I figured I'd have a look at this one too. I think it was the interceptor version, Mirage IIIO? TIA! Wrench kevin stein
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Oz Mirage?
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Man, I must be going blind...or stupid or both!!! You'd think a Moderator would know where thing are... thanks guys,!!! btw, anyone know why the RWR dosen't work???? Wrench kevin stein -
F-111C Amberly Pig, RAAF (by Team Vark & Co) Since I got to fiddling with the 'What If...' Oz Rhino, I thought I'd revisit the Pig. I found all kinds of strangeness. So, brothers and sisters, settle in for a heap of editing...you'll be making several kinds of edits. Let us begin... First off, after almost 2 days of being driven bat-sh*t crazy trying to get the PaveTack to show, if finally occured to me that the wrong aircraft lod was being used. The one having been used is NOT equipped with the laser pod, just a bomb bay. The actual 'model' of the PaveTack is built in to the aircraft lod. Took a while to figure that out... So, assuming you have the entire Vark Pak installed, do the following: 1) In the F-111C folder, renamed the original F-111C.LOD to "ori_F-111C.LOD". 2) Open the F-111F folder and copy the F-111F.LOD into the F-111C's main folder. 3) Rename F-111F.LOD to F-111C.LOD. This means you don't have to edit the ini. Open the data ini, and scroll down to the Fuselage section. You'll be looking for SystemName[012]=BombBay change that to read: SystemName[012]=PaveTack Below you'll find the weapons stations edits, now set to use the Aussie nation-specific weapons: [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,EOGB,CGR AttachmentType=WP 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,EOGB,CGR AttachmentType=WP 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,ARM,RCG,ASM,EOGB,CGR AttachmentType=WP 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,ARM,RCG,ASM,EOGB,CGR AttachmentType=WP 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=800 AllowedWeaponClass=LP AttachmentType=WP NumWeapons=1 DiameterLimit=0.52 LengthLimit=3.3 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=WP 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=WP 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=WP DiameterLimit=1 LengthLimit=2.90 MinExtentPosition=-0.50,1.226,-0.586 MaxExtentPosition= 0.50,1.226,-0.586 This is your new loadout ini: [Attack] Loadout[01].WeaponType=AUS GBU-12 Loadout[01].Quantity=1 Loadout[02].WeaponType=AUS GBU-12 Loadout[02].Quantity=1 Loadout[03].WeaponType=AUS Rockeye Loadout[03].Quantity=6 Loadout[03].RackType=AUS BRU3A Loadout[04].WeaponType=AUS Rockeye Loadout[04].Quantity=6 Loadout[04].RackType=AUS BRU3A Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 Loadout[01].WeaponType=AUS Mk82SE Loadout[01].Quantity=6 Loadout[01].RackType=AUS BRU3A Loadout[02].WeaponType=AUS Mk82SE Loadout[02].Quantity=6 Loadout[02].RackType=AUS BRU3A Loadout[03].WeaponType=F-111_FuelTank Loadout[03].Quantity=1 Loadout[04].WeaponType=F-111_FuelTank Loadout[04].Quantity=1 Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 [sEAD] Loadout[01].WeaponType=AUS Rockeye Loadout[01].Quantity=6 Loadout[01].RackType=AUS BRU3A Loadout[02].WeaponType=AUS Rockeye Loadout[02].Quantity=6 Loadout[02].RackType=AUS BRU3A Loadout[03].WeaponType=AUS AGM-88B Loadout[03].Quantity=1 Loadout[04].WeaponType=AUS AGM-88B Loadout[04].Quantity=1 Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=AUS GBU-10 Loadout[01].Quantity=1 Loadout[02].WeaponType=AUS GBU-10 Loadout[02].Quantity=1 Loadout[03].WeaponType=AUS AGM-84A Loadout[03].Quantity=1 Loadout[04].WeaponType=AUS AGM-84A Loadout[04].Quantity=1 Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 [Recon] Loadout[03].WeaponType=F-111_FuelTank Loadout[03].Quantity=1 Loadout[04].WeaponType=F-111_FuelTank Loadout[04].Quantity=1 Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 Now, this is not a perfect fix; on Anti-Ship mission, in pre-Harpoon years, you might find yourself carrying a couple of Bullpup missiles, and for some reason, Rockeye cluster bombs. I belive it's a quirk of the game engine. I'd reccomend double checking the loads, and adjusting them manually if needed to suit the mission requirements. You'll also notice the use of HARMs on the SEAD load, even though these were never actually installed. You can easily switch them out for some other standoff weapon that'll kill radars. However, I DID give you plenty of cluster bombs to drop on those nasty SAMs and AAA unit. Comments and updates are welcomed! Happy Hunting! Wrench Kevin Stein
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Looking for an A-1H
Wrench replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
bad valve guide seals, weak oil rings?? I mean, jeez, its an old bird; probably has a tired engine After all, the Captain has been using them the 'windmill' the ship into dock and all..... Try this in the data ini Engine section: ExhaustEmitterName=CleanExhaustEmitter or just delet the emitter name, should show no exhaust trail Wrench kevin stein -
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Oz F-4E Package for SF/WoV/WoE This is an update of nosecone's RAAF F-4E Phantom II skin set. Having never seen this mod before, I made several unkind comments on the message boards, for which I apologized publicly. Also, as part of said apology, I'm updating the inis and pathways so it now become a simple drag/drop or copy paste operation. As a bonus, I'm including all the ini's necessary to create an RAAF country specific version of the Phantom. All inis, and brand new -only available in this mod!- Hangar & Loading screens are included. Amberly Rhino??? That don't sound too bad!!! Once unzipped, you get 2 choices: 1) Add the skin to the existing F-4E in the usual manner or; 2) Create a RAAF-only version. I've included everything needed to do so. You also get a new, Bonus Skin, "RAAFGray" Well, all it is, is the 5 texture bmps, decals ini, texture set ini for a Dark Gray Version of the skin, based off the colors used on the F-111C that's available. I just reused everything that nosecone did, since he mentioned something about the "later versions". You will be re-using the decal set provided (ie: copy into the RAAFGray folder) There are full, detailed install instructions in the read me -- so read the cursed thing!!!. There is vitally important information about weapons loads in there. Operation years are a 'best guess', for a "What If..." aircraft. Credits: All credit goes to nosecone; he created the decals and did all the original work in 2002. All I've done is assemble it into a cohernt package, updated to the latest standard, and create the dark gray skin. (picture not posted here, check the 'Mods and Skinning' Forum for a screenshot) Enjoy! Wrench kevin stein -
How to get rid of AIM-4 as default loadout?
Wrench replied to MacGalin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You can always add this to the sidewinder stations: NotAllowedWeapon= and then 'name' the missile to not be loaded. Works on the Yak-25! Editing the loadout won't help, most of the time, as it'll still load what available for that year. Wrench kevin stein