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Everything posted by Wrench
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Leaving WoV
Wrench replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's why I run all "exe" add-ons to a seperate folder in a temp directory. It's a little more work, haveing to manually copy/paste the needed files, but I've never had a problem doing it that way. Sorry for your problems. Wrench Kevin Stein -
Aircraft...the same list...?
Wrench replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
oopss...I'm getting to be a bad a speller as USAFMTL!!! It should read: Oh, cash, check, and international money orders also accepted, along with Master Card, Visa and American Express I may be easy, but I'm not cheap!! Wrench kevin stein -
F-105G Thunderchief - Wild Weasel III (by ArmourDave & Co) Ok, we're going to be adding a new weapon rack, a Dual ARM. While not quite the same shape as those used in SEA (and detested by the pilots for vibrations it caused), it WILL give you a little extra punch. The good thing about it is, somthing similiar to this same 'style' of 2AR is still in use, I belive, by the US Navy for a dual HARM rack on the Hornets (at least, that's what the picture said!) Ok...here's the weaponsdata text for the new rack, where **** is the next number in sequence: [WeaponData****] TypeName=2ARM FullName=Dual ARM Rack ModelName=BRU57 Mass=50.000000 Diameter=0.000000 Length=0.000000 AttachmentType=USAF,USN NationName=USAF StartYear=1969 EndYear=2040 Availability=2 BaseQuantity=25 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=6 WeaponsRackType=2AR NumWeapons=2 LoadLimit=200.000000 LengthLimit=3.100000 MaxFuelAmount=0.000000 Attachment01Position=-0.320000,0.000000,-0.138000 Attachment01Angle=0.000000,0.000000,0.000000 Attachment02Position=0.320000,0.000000,-0.138000 Attachment02Angle=0.000000,0.000000,0.000000 You should know the drill by now...the standard adding weapon ini dance. The best thing about this is, it uses an already existing rack, so no new parts are added (just recycled stuff) data ini: [LeftWingStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,2AR AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,2AR AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.350,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER AttachmentType=USAF,USN ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [RightWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=3.35,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER AttachmentType=USAF,USN ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.0000,-0.1935,-1.3359 AttachmentAngles=0.0,-3.3,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,CGR,FT,NUC,RCN,MER AttachmentType=USAF ModelNodeName=pylon_centerline PylonMass=56 PylonDragArea=0.02 FuelTankName=f105_650gal_sea loadout ini: [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=M117 Loadout[05].Quantity=6 Loadout[05].RackType=MER [sEAD] Loadout[01].WeaponType=AGM-45A Loadout[01].Quantity=2 Loadout[01].RackType=2ARM Loadout[02].WeaponType=AGM-45A Loadout[02].Quantity=2 Loadout[02].RackType=2ARM Loadout[03].WeaponType=AGM-78A Loadout[03].Quantity=1 Loadout[04].WeaponType=AGM-78A Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 [Recon] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 [AirToAir] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 As you can see above, I gave you a pretty hefty SEAD load... The only disadvantage of this, is you ain't got no bombs. But since the harpoints are split (all seperate groups), you can easily add a cluster bomb on one of the inner stations, if you don't want the STARMs. Don't forget ... unlike the follow-on F-4G, you've got a gun!! Happy Hunting! Wrench kevin stein
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F-105F-1 (Early) Thunderchief F-105F-1 (Late) Thunderchief (by ArmourDave & Crew) The two aircraft are virturally identical, so I'm leaving the info pretty much the same. Both share the exact same harpoint numbering and loadouts. This'll save a little space on the CA servers Data ini: [LeftWingStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,2AR,EP AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,2AR,EP AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.350,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER,CGR AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [RightWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=3.35,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER,CGR AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.0000,-0.1935,-1.3359 AttachmentAngles=0.0,-3.3,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,CGR,FT,NUC,RCN,MER AttachmentType=USAF ModelNodeName=pylon_centerline PylonMass=56 PylonDragArea=0.02 FuelTankName=f105_650gal_sea Loadout ini: [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=M117 Loadout[05].Quantity=6 Loadout[05].RackType=MER [sEAD] Loadout[01].WeaponType=AGM-45A Loadout[01].Quantity=1 Loadout[02].WeaponType=AGM-45A Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER [Recon] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 [AirToAir] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 I've allowed the use of a jammer pod, even tho I've found no data suggestion their usage. You might also note the addition of "2AR" . That'll be explained in the F-105G WW III Wrench kevin stein
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SAMs and AAA
Wrench replied to bucklehead101's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nothing for AAA....yet!!! (well, I have, but it's not ready for release yet.... ) But the SAMs are easily networked. (like Nick Bell, Fubar, etal recently did for the HAWKs) The stock SF/WoV/WoE SA-2 and SA-6 are networked already. Didn't somebody release data inis for the SA-2 and -3 with the networked line added??? If not, you just need to add the association to the particular radar in the data ini of the SAM and radar: This is for the SA-3ML: [DetectSystem] TargetType=AIR RadarSearchTime=2.0 RadarSearchRange=60000.0 RadarSearchStrength=80 RadarTrackTime=20.0 RadarTrackRange=60000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,3.30 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=8000.0 RadarCrossSection=100 NetworkType=SA-3 SA-3DL [DetectSystem] TargetType=AIR MaxVisibleDistance=4800.0 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=4800.0 ViewportPosition=0.0,0.0,2.30 RadarCrossSection=25.0 NetworkType=SA-3 SA-3QL: [DetectSystem] TargetType=AIR DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=4800.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=4800.0 RadarCrossSection=3.0 NetworkType=SA-3 For the Sidenet radar: [DetectSystem] TargetType=AIR RadarSearchTime=5.0 RadarSearchRange=75000.0 RadarSearchStrength=80 RadarTrackTime=10.0 RadarTrackRange=60000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=600.0 RadarMinimumAlt=1000.0 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=8000.0 RadarCrossSection=100 NetworkType=SA-3 Fansong: [DetectSystem] TargetType=AIR RadarSearchTime=5.0 RadarSearchRange=75000.0 RadarSearchStrength=80 RadarTrackTime=10.0 RadarTrackRange=60000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=600.0 RadarMinimumAlt=1000.0 DataLink=TRUE NetworkType=SA-2 OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=8000.0 RadarCrossSection=100 Flatface: [DetectSystem] TargetType=AIR RadarSearchTime=5.0 RadarSearchRange=250000.0 RadarSearchStrength=80 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=2500.0 RadarMinimumAlt=1000.0 DataLink=TRUE OpticalSight=FALSE MaxVisibleDistance=2000.0 RadarCrossSection=100 NetworkType=SA-3 But....be forewarned!!!! Be prepared to eat hot rocket death!!! Wrench kevin stein -
Where's The Kosovo Terrain?
Wrench replied to SidDogg's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That's like me with the Southern California terrain...needs a major overhaul, but I can 'see my house from here!' Wrench Kevin Stein -
A-10A weapons loadout blues
Wrench replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
"A-10 Modern"???? That's a new one for me! Are we talking LASTE, here?? I'm asusming it's here at CA??? You guys are really messing me up!!! I just wannna finish off the Century series, get the WW2 Axis stuff strightned out....and you all keep coming up with this unusual weirdness!!! Give me a pointer to the Hog, and I'll see what I can do... Wrench kevin stein -
Avionics hump
Wrench replied to grumpapotamus's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, POOP!! At least it IS loading!!! One other thing I thought of, is add the name to the weaponsdata ini; ie, the the "FullName" section ALQ-100 RHAW A-4L That would make sure you've got the right one (and skin) loaded. Wrench Kevin STein -
How can i modify Weapondatas so, that i can select different Droptankskins
Wrench replied to Soulfreak's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
All the tanks will need their own inis (both right and left tip tanks, and if you modded the underwing 195 gallon one) And don't forget, the tip tanks load 'asymetrical', so you'll need that box check in the weapons editor; just like I did for Euro Greens.. Asymmetrical=TRUE RightModelName=TANK170RF104or (for the orange) Carlo, I'll be happy to have a look at them, if you wish. PM me, and I'll send you my email addy. Wrench Kevin Stein -
How can i modify Weapondatas so, that i can select different Droptankskins
Wrench replied to Soulfreak's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Are the lods existing for the 'new' tanks?? If not, you'll have to do like I did to re-create the 'stockish' Euro-greens. copying and renaming lods is pretty easy -- they're just like any other file. But like Ghost said, they might need internal hex editing to rename the bmps it should look for. Also, the bmp may need renaming to match the size of the space inside the lod where the pointer for the bmp is. I know that's not very clear, but here's a screen shot from my hex editor, to visually show what I mean: You see the call out, and it has x amount of 'digit places', in this case 17 places. The bmp name must match that amount ie: Tank170F104or.bmp, for example, for the Orange tank (or=orange). After editing, you'd "save as" Tank170F104or.LOD In the fuel tank ini, you'd just use the new lod name. As to getting them selectable, you need to edit the pointer in the data ini like I did to fix the Euro Greens: (this is for the wingtip tank, btw) FuelTankName=Tank170F104or and in the loadout ini, same thing: Loadout[01].WeaponType=Tank170F104or Loadout[01].Quantity=1 This will cause them to preload all the time. Hope that helps (after giving away all my secrets!!!) Wrench kevin stein -
Where's The Kosovo Terrain?
Wrench replied to SidDogg's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
It may also be a AvSim But.... Be prepared to be disappointed...it was never finished, and is very buggy...lots of little weird problems, coastlines, mountains, etc being 'strange'. The entire terrain needs a rebuild from the bottom up. I was fiddling with is earler this year, and gave up. You can still fly over it, there are targets to bomb, etc....just lots of General Weirdness. (Murphy's brother-in-law) Wrench kevin stein -
Aircraft...the same list...?
Wrench replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The topic is now available in the Knowledge Base. Comments, questions, burboun, etc, are welcomed. Oh, cash, check, and international money orders also excepted, along with Master Card, Visa and American Express Wrench Kevin Stein -
EDIT, 3/19/09: It should be noted at this time, that using ANY of the game patched up to the current level (ie: with the 9/08 and/or 10/08 patches) is ABSOLUTELY NOT RECCOMENDED!!!! Just about all these WW2 and later prop aircraft have flight models that were built MUCH eariler. It is my considered, and much tested, opiniion, that you not patch your game install, in particular one to be used for WW2, to any level higher than the 10/06 patch. Otherwise, you WILL experience some "oddities" with almost every aspect of the flight model; from landing gears to who know what!! Thank You! ------------------------------------------------------- This little tutorial is designed to show you how to create an Era Specific Install. FPS players (Doom, Quake, etc) would consider the creation of such an install as a 'Total Conversion', which is basically what we're about to do....totally convert a Modern Jet Sim into a 2nd World War version It should be noted, that I'm using the word "install" to actually mean 'copy'. You won't be running the install program, or have to add patches, as you'll be taking an existing install of the game, and creating another. There are many and varied reasons to create an 'Era Specific' install of your game; the most important is to remove confusion of having the wrong types of aircraft/ship/ground objects showing up in inapproiate places (for example, having Mig-21's arrive over the Solomon's while you're flying a F4F Wildcat, or Zekes over London.) These instructions are built around Wings Over Europe, but they are the same for any of the other in the series: Strike Fighters, Wings Over Vietnam, or even First Eagles. We're going to concentrate on a World War 2 install, this one for the European Theatre of Operations (ETO). While on the subject of WW2 installs, in theory, you'll need at least 3 different ones, covering the major Theatres: ETO (Western/Northern Europe) PTO (Pacific) MTO (Med and North Africa) The Pacific can also be split in two, one for general PTO (Darwin/Oz, Solomons, Phillipines, Japanese Home Island/Okinawa) and China/Burma/India (CBI) -- each would have it's own specific aircraft sets. To Begin.... You're going to need a fully patched version of WoE -but REMEMBER--use no patch later than the 10/2006 version--, and the latest weapons pak. You should already have them somewhere on your hard drive. If not, you will most definately need one. For those of us with massive HDs, you should have a stock, unmodded install, that can be used as the base for updating others. (for more information on that, see USAFMTL's post here in the KB, Add-On Saving Patches: Patching With Confidence) Ok, let's get to creating a 'new' install. We all know how to copy/paste files around here, so I won't insult anyone by explaining that 1) Create a new folder; call in it "WoE_WW2_ETO" 2) Open your stock install of WoE, and copy EVERYTHING - that means ALL the subfolders and other files inside the root folder; all the exe's and other little bits floating around. The folder list is: Campaigns Controls Effects Flight Manual Menu Mission Net Cache Objects including the subfolders Aircraft, GroundObjects,Decals,Weapons PilotData Screenshots Sounds Speech System Terrain It's extreamly important that the GermanyCE terrain folder comes over, as you'll be making adjustments on the WW2 terrain to make use of the GermanyCE.cat, located inside the terrain folder -- this cat holds a lot of the objects needed for your eye candy (airfields, and such like) It should be noted here, that Edward's WW2 terrains contain almost everything needed to run; just follow the instructions in his enclosed readmes, and all should be well. If not, I'm only a PM away.... Sorry for the digression, but I'm sure someone would have had that question. Back to what we were doing... Don't worry about registry entries for the 'copy of install'....once the game is installed in the usual manner, you don't need to run it again. The single registry entry is sufficent for any number of installs for whichever game you're using. (thanks to SayWhat for reminding me!) You'll need to create a new shortcut for your ETO install, hopefully you know how to do that. I must insert a shamless plug here, as I've created several icons for shortcut use for various WW2 style installs. They're available here at CA, and also at my site. Ok, now we've got our ETO folders set up, but we're still full of modern aircraft. This is the easy bit...delete ALL the modern aircraft ... you won't be needing them anymore. Toss them into the recyle bin. As for the ground objects, you can pretty much leave them alone, as they for the most part, won't show up. You may want to extract the Zil-157's data ini and change the NationName= to 'WW2_Soviet". Leave the jeep alone, as it's a world-wide standard vehicle. Speaking to the Nations, you'll need the WW2 Nations ini and Formations mod, otherwise you'll get all kinds of CTDs and general weirdness. The formations have been changed to fit the era, as have the Nations...in particular the addition of the Axis Powers. Most of the Allies are unchanged; RAF, RN, AdA, USMC, USN, etc...only the USAF needs a little tweek; here's what I did with mine for all my WW2 installs: With the above data, you don't have to change the "NationName=" in any of the data inis, or the weaponspak. It shows up in the debrief, or medal screens as "United States Army Air Force", as the USAF as such, didn't exist until September/October 1947. EDIT: One thing I forgot to mention, is a little file called the "Options.ini", that resides in the main, or root folder of everyone of the games. You'll need to do a little tweek on the mission years. So, go ahead and open that up in you text editor of choice. When you've it open, scroll down till you find the 'SingleMission' header. At the bottom (this one is from WoE), you'll see this: StartYear=1955 EndYear=1985 You'll want to go and change it to something that fits more with the time frame. What I've done on all of mine, is basically make them spread for 100 years... StartYear=1930 EndYear=2040 Continue scrolling down, as it's repeated several more time (DogfightHost, Co-OpMission). Replace every instance with the year spread above. Save and close. Now we've got that sorted out, you can go ahead and start installing you European Air Warbirds. Be advised, however, that there are skin sets that are theatre specific...you don't want a Desert camoed Hurricane or Blenheim flying over France & Low Countries. Those that are here at CA should have that stated in their readmes, and hopefully, in the blurbs in the downloads section (I know mine do!) You'll find the WW2 aircraft here at CA, in strangelly enough, the "WW2 Aircraft" section, with all the usual suspects; especially now that Wolf has re-released his WW2 Plane Pak, with loads of updated Luftwaffe and USAAF birds. You'll have to go searching for the vehicles; some are here at CA, others are scattered around the Web - Geo has many of them at his site; Geo's SF Aircraft, Vehicles and Etc Many of the other ground objects, AAA units, etc can be found in Edwards terrain pak. Ships and other items can be found in the usual places, ususally right here at CA. Now, I know there are some issues with the loadouts on some of the WW2 Luftwaffe and IJN/IJAAF aircraft; those will be addressed as soon as possible in the 'Editing Loadouts' thread right here in the Knowledge Base, and for right now, is beyond the scope of this turorial. That about finishes off creating a WW2 ETO Total Conversion Install of WoE for you flying pleasure. These same instruction can be used to create lots of others; Korea, the aforementioned PTO, and several that have already been released, such as Major Lee's superb "Danger:Bering Straits", or "Operation Tainted Cigar", or Mid-East Wars, the (well, needs updating and a major rebuild) Iran/Iraq Wars. What are you doing reading this?? Get out there and fly, boy!!! Any problems, questions, clarifications, please feel free to PM me Happy Landings; Wrench Kevin Stein
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Aircraft...the same list...?
Wrench replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Actually, that's not a link, just underlined words to make sure the point got across. Wrench kevin stein -
Hawk Missile battery?
Wrench replied to Hawk MMS's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
sssh...you're not supposed to mention that...it's the new 'deep radar'; it can see through anything (excpeting degenerate matter ie: collapesed stars, neutron stars, Slaver stasis boxes, etc) Part of the plasma-stealth technology we got when trading with the Puppeteers during the 4th Man-Kzin War. Wrench Kevin Stein -
Aircraft...the same list...?
Wrench replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'll try and write a tutorial up tonight, and have it in the Knowledge Base. To Simplify, you create a new folder of, say, WoE. Rename the Folder "WoE_WW2_ETO" copy EVERYTHING from your original install -- that means EVERYTHING -- all the sub-folders (flight, menu, effects, objects, sound, terrain -expecially the GermanyCE terrain- etc) to the new folder Delete all the 'modern' jets. Add WW2 European aircraft. (allied and axis) Add WW2 ETO ground objects (usually in the terrain, if using Edwards ETO map) Add WW2 ETO terrain (making whateve adjustment necessary to use the WoE GermanyCE.cat) Creat new shortcut to this install, call it "WoE_ETO". That's the quick and simple route; I'll do a more detailed version as soon as I can Wrench kevin stein -
The Wrench is in the garage! Wrench kevin stein
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Hawk Missile battery?
Wrench replied to Hawk MMS's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I haven't had a chance to flly it much, but when I did I flew Red ... Boy!! did I get my a$$ handed to me!!! I just missed the perfect screenie, too -- I actuallty SAW the HAWK coming right at my face!!! Didin't have time to hit the button to take the picture... As to the Nikes...Nick, I gotta tell ya...I think it's a Communist plot!!! Spies everywhere!!! You just can't trust anyone..they're all agents of the Evil Empire!!! But seriously, it's really great! Congrats, bud - you pulled off a great mod, and the object tweek helps on something else, too!!! Wrench Kevin Stein -
Aircraft...the same list...?
Wrench replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If I understand the question correctly, I think he's asking why he's getting WW2 birds mixing up with late model Migs (or in the example, a J8M going after a Panther). Are your running ALL your aircraft in ONE install???? If so, you'll have to create a comeplely seperate WW2 installs for each main theatre (preferablly 3 -- ETO, MTO, PTO) otherwise you'll be running into the problems described. This has been repeated over and over and over --SEPERATE INSTALLS FOR YOU WW2 AIRCRAFT AND GROUND OBJECTS Once that's been sorted, you should have no problem taking you Spit up against Georing best (or your Corsair over the Solomons) It requires NO editing of the service years (unless you're extending WW2 in the 1946-48 regime ala SWOTL2), no messing around with anyting else, save correcting some loadouts for the Axis birds. The standard 6/06 weapons pak is used, as all the weapons and the nations using them have been corrected. It just requires a little extra hard drive space, and a little attentiion to details -- its not difficult at all. Wrench kevin stein -
Avionics hump
Wrench replied to grumpapotamus's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You can change the loadout on the loadout screen; this can be done with any aircraft, that's how it works. You shold have pre-loaded the correct avi hump...why are you messing about with changing it on the laodout screen??? Just leave it alone...it's works fine as is As to the <empty> staton, is the little circle blacked out??? That means something is already loaded. Leave it alone. As you said: Then, obviously, the data in and loadout ini are working. the Min/Max extend positions are the the collision meshes, I think, they have no affect on the laoding or not loading of the hump. The only other thing you can try is this: AllowedWeaponClass=A4L that should force only the hump to load (although you might need to leave the EP callout) As to the Izumrud nose, that's all we got. There once was a time, that a real 17PFU was under construction, but that was several years ago, and I personally expect to see the 2nd Coming befor the real, fully built in 17PFU's arrive. Wrench kevin stein -
F-105D-31 (by ArmourDave, Sundowner, Volksjaeger, Lansen, C5) Virtually identical to the -25 above, this one gets an ECM pod in the loadout ini for certain mission taskings. data ini: [LeftWingStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,EP AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,EP AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.350,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER,EP,CGR AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [RightWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=3.35,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER,EP,CGR AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.0000,-0.1935,-1.3359 AttachmentAngles=0.0,-3.3,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,CGR,FT,NUC,RCN,MER AttachmentType=USAF ModelNodeName=pylon_centerline PylonMass=56 PylonDragArea=0.02 FuelTankName=f105_650gal_sea loadout ini: [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER Loadout[01].WeaponType=QRC-160-1 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=M117 Loadout[05].Quantity=6 Loadout[05].RackType=MER [sEAD] Loadout[01].WeaponType=QRC-160-1 Loadout[01].Quantity=1 Loadout[02].WeaponType=MK82 Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER [Recon] Loadout[01].WeaponType=QRC-160-1 Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 You'll note, especially when in game, with the spilt hardpoints, you can tailor your load for the specific mission. Also, you may wish to replace the Mk.82 in the SEAD loadout with a Shrike, as shown below: [sEAD] Loadout[01].WeaponType=QRC-160-1 Loadout[01].Quantity=1 Loadout[02].WeaponType=AGM-45A Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER This will, at least, give you a shot at taking out the radar that's bugging you... Wrench Kevin Stein
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F-105D-25 Thunderchief (by ArmourDave, Lansen, Sundowner, Volksjaeger, C5) Basically, needs not adjustment other than changing "NATO" to "USAF", but I'll post the relevant sections anyway. The only real change, is the switch to USAF, and the addition of EP to the outboard stations to allow for an ECM pod to be loaded. data ini: [LeftWingStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,EP AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,EP AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.350,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER,CGR AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_silver [RightWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=3.35,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER,CGR AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_silver [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.0000,-0.1935,-1.3359 AttachmentAngles=0.0,-3.3,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,CGR,FT,NUC,RCN,MER AttachmentType=USAF ModelNodeName=pylon_centerline PylonMass=56 PylonDragArea=0.02 FuelTankName=f105_650gal_silver loadout ini: [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_silver Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_silver Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_silver Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_silver Loadout[04].Quantity=1 Loadout[05].WeaponType=M117 Loadout[05].Quantity=6 Loadout[05].RackType=MER [sEAD] Loadout[01].WeaponType=MK82 Loadout[01].Quantity=1 Loadout[02].WeaponType=MK82 Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_silver Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_silver Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER [Recon] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_silver Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_silver Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_silver Loadout[05].Quantity=1 You'll note the aformentioned ECM pods are not pre-loaded. You may, based on mission year and pod availability, upload one on the loadout screen. Wrench kevin stein
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F-105D Thunderchief (stock 3rd Wire) This is a simple mod, that "splits" the hardpoint into their own group, allowing for the loading of an ECM pod on one wing station, leaving the other for ordanance. data ini: [LeftWingStationOuter] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.27,-3.38,-0.12 AttachmentAngles=0.0,-0.5,0.0 LoadLimit=500 AllowedWeaponClass=BOMB,ARM,EP,RP,IRM,CGR AttachmentType=USAF ModelNodeName=pylon_left_outer PylonMass=59.88 PylonDragArea=0.04 [RightWingStationOuter] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.27,-3.38,-0.12 AttachmentAngles=0.0,-0.5,0.0 LoadLimit=500 AllowedWeaponClass=BOMB,ARM,EP,RP,IRM,CGR AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=59.88 PylonDragArea=0.04 [LeftWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.27,-2.42,-0.23 AttachmentAngles=0.0,-5.0,0.0 LoadLimit=1600 AllowedWeaponClass=BOMB,ARM,EP,MER,RP,FT,CGR AttachmentType=USAF ModelNodeName=pylon_left_middle PylonMass=108.41 PylonDragArea=0.06 FuelTankName=Tank450_F105 RackLimitOutsideOnly=TRUE [RightWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=3.27,-2.42,-0.23 AttachmentAngles=0.0,-5.0,0.0 LoadLimit=1600 AllowedWeaponClass=BOMB,ARM,EP,MER,RP,FT,CGR AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=108.41 PylonDragArea=0.06 FuelTankName=Tank450_F105 RackLimitOutsideOnly=TRUE [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.0,-0.72,-0.75 AttachmentAngles=0.0,-3.5,0.0 MissileRollAngle=0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=2100 AllowedWeaponClass=BOMB,MER,FT AttachmentType=USAF ModelNodeName=pylon_center PylonMass=57.15 PylonDragArea=0.03 FuelTankName=Tank650_F105 loadout ini: [AirToAir] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank450_F105 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank450_F105 Loadout[04].Quantity=1 [Attack] Loadout[01].WeaponType=QRC-160-1 Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank450_F105 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank450_F105 Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-24B Loadout[05].Quantity=4 Loadout[05].RackType=MER Loadout[01].WeaponType=QRC-160-1 Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank450_F105 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank450_F105 Loadout[04].Quantity=1 Loadout[05].WeaponType=M117 Loadout[05].Quantity=6 Loadout[05].RackType=MER [sEAD] Loadout[01].WeaponType=AGM-45B Loadout[01].Quantity=1 Loadout[02].WeaponType=QRC-160-1 Loadout[02].Quantity=1 Loadout[03].WeaponType=CBU-24B Loadout[03].Quantity=4 Loadout[03].RackType=MER Loadout[04].WeaponType=CBU-24B Loadout[04].Quantity=4 Loadout[04].RackType=MER Loadout[05].WeaponType=Tank650_F105 Loadout[05].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank450_F105 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank450_F105 Loadout[04].Quantity=1 [FAC] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank450_F105 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank450_F105 Loadout[04].Quantity=1 [Recon] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=QRC-160-1 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank450_F105 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank450_F105 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank650_F105 Loadout[05].Quantity=1 Don't know why this bird has an A-A loadout; it was designed to be a tactical bomber, specalizing in Nuke delivery, but, oh well!! Wrench kevin stein
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F-100D Super Sabre (stock 3rd Wire) As issued, in game, the stock loads are 99.9% perfect. If you wish, you can just leave them alone. This little mod was created by me almost 3 years ago, and will give a more 'Nam-ish' load, allowing a TER on the inboard stations for more iron bombs or CBUs. It is not necessary to use these tweeks -- you may leave the stock data and loadout inis as they came. This only gives more bombs. If you are using the weapons pak, and want the stock loads, just change the "NATO" callout to "USAF" data ini: [LeftWingStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.52,-2.06,-0.84 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=453.60 AllowedWeaponClass=BOMB,RP AttachmentType=USAF ModelNodeName=pylon_left_outer PylonMass=55 PylonDragArea=0.02 [RightWingStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=4.52,-2.06,-0.84 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=453.60 AllowedWeaponClass=BOMB,RP AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.02,-0.93,-0.83 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1360.80 AllowedWeaponClass=BOMB,FT AttachmentType=USAF ModelNodeName=pylon_left_middle PylonMass=163.2 PylonDragArea=0.03 FuelTankName=Tank335_F100 [RightWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.02,-0.93,-0.83 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1360.80 AllowedWeaponClass=BOMB,FT AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=163.2 PylonDragArea=0.03 FuelTankName=Tank335_F100 [LeftWingStation3] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.55,1.80,-1.04 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=680.40 AllowedWeaponClass=BOMB,RP,FT,ARM,TER AttachmentType=USAF ModelNodeName=pylon_left_inner PylonMass=81.6 PylonDragArea=0.03 FuelTankName=Tank200_F100 [RightWingStation3] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.55,1.80,-1.04 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=680.40 AllowedWeaponClass=BOMB,RP,FT,ARM,TER AttachmentType=USAF ModelNodeName=pylon_right_inner PylonMass=81.6 PylonDragArea=0.03 FuelTankName=Tank200_F100 [sidewinderStation1] SystemType=WEAPON_STATION StationID=7 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.43,1.79,-1.00 AttachmentAngles=0.0,-3.0,-45.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=pylon_y_left PylonMass=45.0 PylonDragArea=0.04 [sidewinderStation2] SystemType=WEAPON_STATION StationID=8 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.43,1.79,-1.00 AttachmentAngles=0.0,-3.0,45.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=pylon_y_right PylonMass=45.0 PylonDragArea=0.02 [sidewinderStation3] SystemType=WEAPON_STATION StationID=9 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.76,1.79,-1.11 AttachmentAngles=0.0,-3.0,45.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=pylon_y_left PylonMass=45.0 PylonDragArea=0.02 [sidewinderStation4] SystemType=WEAPON_STATION StationID=10 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.76,1.79,-1.11 AttachmentAngles=0.0,-3.0,-45.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=pylon_y_right PylonMass=45.0 PylonDragArea=0.02 [CenterlineStation] SystemType=WEAPON_STATION StationID=11 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,0.25,-1.40 LoadLimit=907.20 AllowedWeaponClass=BOMB,RCN AttachmentType=USAF ModelNodeName=pylon_centerline PylonMass=108.9 PylonDragArea=0.02 loadout ini: [AirToAir] Loadout[07].WeaponType=AIM-9B Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-9B Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-9B Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9B Loadout[10].Quantity=1 [AirToAirLongRange] Loadout[03].WeaponType=Tank335_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank335_F100 Loadout[04].Quantity=1 Loadout[07].WeaponType=AIM-9B Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-9B Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-9B Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9B Loadout[10].Quantity=1 [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank335_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank335_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-24B Loadout[05].Quantity=3 Loadout[05].RackType=TER Loadout[06].WeaponType=CBU-24B Loadout[06].Quantity=3 Loadout[06].RackType=TER Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank335_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank335_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=Mk82 Loadout[05].Quantity=3 Loadout[05].RackType=TER Loadout[06].WeaponType=Mk82 Loadout[06].Quantity=3 Loadout[06].RackType=TER [sEAD] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank335_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank335_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=AGM-45A Loadout[05].Quantity=1 Loadout[06].WeaponType=AGM-45A Loadout[06].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank335_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank335_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank200_F100 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank200_F100 Loadout[06].Quantity=1 [FAC] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank335_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank335_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank200_F100 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank200_F100 Loadout[06].Quantity=1 [Recon] Loadout[03].WeaponType=Tank335_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank335_F100 Loadout[04].Quantity=1 Loadout[07].WeaponType=AIM-9B Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-9B Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-9B Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9B Loadout[10].Quantity=1 Loadout[11].WeaponType=ReconPod Loadout[11].Quantity=1 Happy Bombing! Wrench kevin stein
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2 Questions: Mica / Iris Missiles and Planes of FE
Wrench replied to Piloto's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The answer to both your questions can be found in the Knowledge Base 'Weapons and Loadouts', with special reference to the F-4F ICE Phantom II. If you'll look in the relelvant post (for the ICE) you'll find an alternate loadout with the IRIS-T set to load. For years prior to the IRIS's (IRISi??) being available, you'll get the standard 9L or 9M winder. You'll also find a section updating the data in as to sercive years. And, it's looks like I'm changing my quote.... THE KNOWLEDGE BASE IS YOU BEST FRIEND Use it ... or be confused beyone all thearpy.... Wrench Kevin Stein this post: F-4F ICE