Jump to content

Wrench

ADMINISTRATOR
  • Content count

    27,166
  • Joined

  • Last visited

  • Days Won

    134

Everything posted by Wrench

  1. Version

    1,241 downloads

    A Small Modification of Jet-Zs excellent Italian Air Force F-104S-ASA This is a modification of, like it says in the title, of the F-104S-ASA in the final, pen-ultimate Super Starfighter as used by the Italian Air Force. It is based on JetZ's work, along with Crab_02 3d modeling to create the weapons pylons and a few other niceties that were needed. In fact, very little of the original data ini has been changed, other than updating the weapons types, and service years, and cockpit tweeks by me. All the rest, is still their work. This mod/upgrade/tweek package makes use of several items from the stock games...it is MOST important you have the original 3rd Wire stock issue of the F-104G. Many of it's components are used. --PLEASE NOTE: this is not to be used with any of the Starfighters built and released by Ajundair; it is for the stock 3rd Wire 104G -ONLY-!!!! == THIS IS NOT A COMPLETE AIRCRAFT - YOU WILL NEED THE STOCK 3RD WIRE F-104G TO MAKE USE OF THIS MOD == You MUST have the latest weapons pak installed to make use of the pylons/ventral strake kit necessary for your missiles and other neat things!!! 1) Most important, you'll need to have the stock 3rd Wire F-104G Starfighter, as this is the airframe base. If you don't have it already in game (ie: for WoV*), you can get it at CombatAce or from 3rd Wire's downloads section. *It should be noted, that in fully patched up versions of ALL the sims - especially WoV- all the needed lods are already in place inside the object.cat.* 2) You'll need JetZ's really cool "ITLowVis" skin, availabe at his site: http://www.12packproductions.com/JetZ/index.html If you're a Zipper-head, he's got some SUPERB skins there for the 104. I'd also reccomend getting his F-104S, and 104S-ASA, not only to round out the set, but they're nice additions. And the original basis of this work. The lo-vis skin is part of the 104S/S-ASA package, so you might as well get it all, don't ya think???? There are further, fully detailed instructions in the read on how to create the full aircraft -- PLEASE read them!!! Credits: all credit goes to JetZ and Crab_02 for creating the S and S-ASA version of the Zipper, TK for giving us the F-104 in the first place, and WoE (where I got the cockpit parts) I can only take credit for some ini editing, that gives us this last operational, full interceptor version of the Starfighter. Happy Landings! Wrench Kevin Stein
  2. Wouldn't doubt that for an instant... don't forget, the Kosov terrain was never quite finished, and some and/or many mistakes can be expected (I'm not even going to mentiion the coastlines, with the ocean halfway up the mountains! - be good for surfing, maybe??? ) Wrench kevin stein
  3. Wrench (hands Dave a piece of paper): USAFMTL, what can you make of this??? Wrench kevin stein
  4. I must disagree..... This is right out of the stock P-35 Barlock: [MissionData] NationName=SOVIET ServiceStartYear=1959 ServiceEndYear=1980 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportAvailability=COMMON This is from the P-12 Spoonrest: [MissionData] NationName=SOVIET ServiceStartYear=1959 ServiceEndYear=2010 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportAvailability=COMMON From the HAWK HIPAR/PAR: [MissionData] NationName=USMC ServiceStartYear=1959 ServiceEndYear=2000 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportAvailability=COMMON As for the HAWK PAR, mine most definately has the under line _ on both the folder name and the ini name "EWR" is the type of radar, defined by the terrain types ini; it allows the game engine to randomly popluate the terrain with various radars. It is NOT the GroundObjectRole.
  5. Israeli Me 262

    Ran across this, too, when building the S92 for SF. Rather interesting 'what if'. Given the IDF's penechant for secrecy, it's quite possible that they may have 'experimented' with one. Easy enough to add one to the game to find out....simple redecaling and some ini tweeks Wrench kevin stein
  6. Hell, I'm looking for a Rapair and M-109 series of SPGs!!! Wrench kevin stein
  7. Don't know much about dropping the cockpit (other then maybe adjusting it's height in the cockpit ini???), but changing the color of the sight should be pretty easy, it's just a tga w/alpha channel Open the setka.tga in whatever image program you've got that handles tga w/alpha, like photoshop. In the layers/channels window, set to 'channels' you should see the 3 rgbs and the alpha. Selecting the RGB, you can paint 'under' the alpha any color you want. I kinda think of the alpha as a 'hold-out matte', like they used to use for movie special effects; it only shows through on the parts 'open' (in this case, the sight grid). Save and close. It should work. (just to note, I've done this several times for decals, and vehicle reskins that have the radar grid) Wrench kevin stein
  8. Lybia Terrain Upgrade Ver.2

    Version

    716 downloads

    Update/Upgrade of USAFMTL's Lybia terrain From the Readme: This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets, mostly to try to remove of 'floating' objects in the Gulf of Sidra, and to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, a Lybian flag to wave in the breeze, and quite a few surprises. It should be noted, the water mod is NOT included in this pak...the oceans are just plain water, no wave action. You can get Tristan's Lybia water mod here at CombatAce, in the SF/WoV/WoE Terrain Mods section. If you're so inclined... (the DATA INI is already set up for it's usage) As I always reccomend, unzip to a temp director that's easy to find. == REMEMBER TO BACK UP YOUR ORIGINAL LYBIA DATA, TARGETS, TYPES AND MOVEMENT INIS !!!!! == (just my way of saying I ain't responsible for you doing dumb things!!) = A REALLY Important note: The targets ini in this pak is designed with the ORIGINAL tileset that came when this map was first released. I've tested it, in one of my many installs, with Polak's New Desert Tile Set - and it looks SPECTACULAR! But.... there is a problem with using this newest targets ini -- all the stuff will be buried by the latest terobjects (buildings built into the tiles). It makes the cities look how they're supposed to, but the entire targets ini will need rebuilding to move or remove all the added buildings, AA & SAM units, vehicle depots, industrial centers, parked ships, POL depots, well you get the idea -- everything must be tweeked AGAIN to make use of his tile set. So, I reccomend NOT using his latest and greatest work, until I can get things moved around again. Which means, expect another version of the targets ini built to work with the newest desert terrain tiles. It's almost ready, so it won't be more than "2 weeks" <vbg> This is just a sample from the readme -- it's very extensive, and give FULL, CLEAR instructions on how to get it to work in all 3 versions of the sim. It also describes in detail what you can expect to see and experience; mostly. There is even MORE information for Vista users on disabling the shader (actually, a full DATA ini already adjusted just for them!). REMEMBER: follow the instructions exactly as they're presented to you...you should have no problems getting this to run. A full listing of credits and other people to blame are in the readme as well HapPy HunTing!! Wrench Kevin Stein
  9. Viggen: Now your work is just beginning..... In the Knowledge Base, you'll find a whole slew of data and loadout inis all pre-set and adjusted for use with the weapons pak. The thread is "Weapons/Load Fixes" or something like that. Just look for the HUGE thread with my name on it! The first several post explaing what, why and how to do it. For the most part, it's a simple copy/paste job. If you have any questions, or run into a problem, feel free to give me a shout ... since I'm the official Keeper of KB, that's my job! Don't forget to get the cat extraction tool, here at CA in the "SF/WoV/WoE Utilities Section". It's the most valuable tool you can own!!! Wrench Kevin Stein
  10. Those are Edwards superb terrains...well worth the download. AvSim is a well known and respected site. btw,there are full sized (ie: actual real world size) versions of the 2 two fo them right here at CA, plus here excellent North Africa and Med maps. I can't remembe which of the PTO maps are the full sized ones ... New Gueina? Burma...disremember. Of course, you'll want to do a seperate install for the North Africa stuff..... Actuallly, you'll need a seperate PTO install as well....you don't want Messerschmitt's showing up to defend Tokyo, do you??? Wrench kevin stein
  11. File Name: "What If..." RAF Eagle FGR.1 File Submitter: Wrench File Submitted: 13 Mar 2007 File Updated: 11 Sep 2007 File Category: Fictional Aircraft, Experimental and UAV's McD/Boeing RAF Eagle FGR.1 Mod for WoE ONLY!! Another "What If..." This is a package of ini and skin (well, decals, anyway) mods for the stock F-15A that comes with WoE. It creates a new aircraft, for use by the Royal Air Force. From the ReadMe: = TO INSTALL: It IS suggested that you have the latest weapons pak installed to get the maximum use out of the available weapons capabilities....but this is easily changed to use the "stock" non-modifed weapons. More on that later.... == REMEMBER: This mod is for use in WOE -ONLY!!!- as all the parts ONLY exist there == --- Also -- this if for the STOCK 3rd Wire F-15A ONLY - NOT the MF version --- REMEMBER -- this is NOT a full aircraft, and you MUST have Wings Over Europe to make use of this aircraft mod. When you unzip to a temp directory, a new "Eagle_FGR1" folder will be created. In it you'll find everything you need to just copy/paste this new bird into your /objects/aircraft folder. Including all the modified stock inis and new damage tgas, somehow overlooked, which are also usable on the standard WoE F-15A. But you'r not ready to fly yet..... All the cockpit files, cockpit ini, etc, are making use of ALL the stock WoE bits. They are NOT included, but the ini is (to make your life a little easier; & cause I forgot to remove it!) You'll find a bunch of inis, bmps, tgas, whathave you for this install. The data ini has had the NationName= set to "RAF", so when you fly you'll get RAF medals, and have British flightmates. The loadout has also been adjusted to use UK and USAF weapons. Just about all types of weapons are loadable, most particulary EOGB, ASM, ARM, EOGR, TV guided missiles, iron bombs and CBUs. The aircraft is NOT equiped with a laser designator, so LGBs are not an option. REMEMBER -- this is NOT a full aircraft, and you MUST have Wings Over Europe to make use of this aircraft mod. You'll have the skin folders; "RAF" which just contains a few decals and inis -- you'll need to transfer over the 6 skin bmps from your stock WOE F-15A, as these are reused. In fact, even the decals are the stock ones, just desaturated by me to give them that 'lo-viz' look. The RAF serials are also stock in-game from the F-4M Phantom. They may not be historically correct (yeah, like anything in this mod IS???), but they fit into the era, and look nice. -getting the point?? this is for WoE ONLY -- I will not violate copyright and upload files that at not leagle to share. -- There are further, more detailed instructions for those without the weapons pak -- folks, I spent a lot of time on the readme (actually, more on that than modding the bird!!!), so for the love of flying, I beg you -PLEASE- read it!! With thanks to all the other crazies out there like me that just can't leave a good thing alone! Take that Fighter Mafia!!! Good Hunting! Wrench Kevin Stein Click here to download this file
  12. Well, kinda.... Now mind you, if you're really cleaver, and are super good with the mouse clicker, you can extract all the little bits, goodies, thingamabobs, do-jobies and etcs, and can drop the whole package into any of the Sims (excepting FE, that is -- I mean, really, would you waste a Skyflash on a Fokker D.VII, no -- you'd fly real close, and slow, get right in front of him ..... and LIGHT THOSE BURNERS ... fry his a$$ right up!! Yeah, I'm kinda evil that way....) You'd need: all the aircraft lods (including the shd -shadow- file) all the cockpit 'parts' for the readar, pit lod, all the cockpit tgas, bmps and whatnot. All easily done with the cat extractor. Then you could put it into SF or WoV with minimal muss and fuss. Wrench kevin stein ps: if you think THOSE fantasy-art decals are cool, I've got some super sci-fi ones for a (hopefully) upcoming Dev A-Team aircraft. If it never materalizes, or they just don't work, I'll find a use for most of them! W
  13. Yup. It's all good...our little brother just needed a nudge in the right direction. Ob: you got it right??? I figured that once you could see YOUR Lybia ini, and compared it to Sag's, that all would become clear. Happy Hunting! -- kick Kadaffy Duck for me while you're over there, huh?? Wrench kevin stein
  14. Ok, I see what happening...this is definatley a cat pointer problem. Can you do a copy/paste of you Lybia ini, just the top sections like Sag posted?? Somewhere, it's a simple line that's not pointing to the GermanyCE.cat. that's all it can be, due to the lack of 'stock objects' showing up Wrench kevin stein btw, just to let everyone know, in what little spare time I have, I'm reworking the modern Lybia targets ini to straighten out the misplaced objects. Should have it ready in a few weeks....
  15. View File Nigerian Air Force Tiger Moth Nigerian Air Force Tiger Moth skin for SF, WoV, WoE This is a re-skin of RussoUK's excellent little Tiger Moth into those used (???) by the Nigerian Air Force, in their never ending battle for freedom against the aggressors from it's evil neighbor, Togo (also reccomended is the weapons modification pak for the Moth available both here at CA and my site) This little gem stems from the never ending, good natured ribbing amongst many of us that follow El Presedentie-for-Life, Sparkomatic. I'd actually made, and finished this, over a year ago, and promptly forgot about it. But with renewed intrest in the Nigerian money-schemes (as posted at C5s), I realized it was time for it's release. Defend the Honor of our Beloved Country!! Wrench Kevin Stein Submitter Wrench Submitted 02/17/2007 Category Pre War Aircraft  
  16. Honestly, I was never obvious to ME either!!! Now, thanks to your work, I know what those little numbers mean (kinda always wondered...) I just took them for granted, that they meant something, just never knew what. As to knowing what kind of weapon was loaded on a particular aircraft, I just been using what I've learned over the years, research books I have (hundreds!!!!), photos, and web searches. There are certain obvious things you wouldn't be seeing, like a TER of Mk82s on P-51 (I know that's a lousy example, but....) A lot depends on the aircraft itself. You won't see, for instance, a Walleye on F-100. It has nothing to use as a TV sight (EOGB). You would see it on a Phantom, or Skyhawk (C or later), or Corsair II. Conversely, you CAN have a Bullpup on the Hun, or anything else that 'hardwired' for the controls - since it requires no visual link. RCG type OTH, going back to our Hun (stock F-100D), since it dosen't have any kind of RWR, mounting a ARM on it might not be realistic. None of the Weasel stuff I've rearched has given any indiction of the use of an anti-radiaton missile. (most photos I've seen show, F-100F we're speaking of) bombs and/or rocket pods. But the game allows us to load one. Yes, I know the F had some kind of RWR for the Bear. But the Shrikes may not have been availble at the time, or the aircraft had no more room for electronics 'growth'. Which is actually true; hence the mods for the Thud G into the next WW. I think the loads are more of a 'common sense' things...what's available, and is the bird wired to handle it?? I now pass on the most important thing I've ever learned in all my combat flight simming -- Research, Research and More Research. It has to make 'real world' sense. Bright_Blue_skies: the pdf doc in question is called "Weapons_pak.pdf" and its included in the weapons pak. It should also be at the Weapons Wiki, and might even be here in the Knowledge Base (I'll have to check that) Wrench kevin stein
  17. What exactly isn't working in Lybia???? no terrain? no targets?? Don't forget, Lybia will also need desert terrain tiles (since you can't use the desert.cat without SF) Can you take and post a screenshot of the problem??? I'd reccomend Deuces desert replacement tiles (they should be either here or at SFMods.com - his site). They're enhanced versions of the 'stock' tiles. And the water effects will need adding, too. That fix is here at CA. Just to let you know, Lybia is also one of the terrains wherein you'll find things sorta 'misplaced'....they'll be lots of building out in the Gulf of Sidra, along with various AAA and SAMs too (they like to swim!!) I'm not sure, have to check, but I know I did an upgrade in moving objects 'back' onto the coast or at least inland enough to be out of the water. This is for modern Lybia, not the WW2 stand-in I did a coupla years back. Wrench kevin stein
  18. ....and that's when you release the tiger!!!" (pulls lever) Wrench kevin stein
  19. I wondered what the exact question was!!! You know, a full list (like posted above) is in the the weapons pak pdf file. There's also a twin-arm rack (2AR, me thinks??? -- and I just made one for the Thud G WW) These don't work yet: DLP NP not sure: IFP (we DO have illuminator flare, with pods..so I not sure about that one) BFT hasn't been used, that I know of. I only know of 1 bird that might use it; seen a few pics of a Mirage III with bombs on the drop tanks. I know the IDF never used them. Wrench kevin stein
  20. How the heck did you come up with that?

    Mine's probably one of the easiest....been in automotive since 1977, either as a technician (mechanics got an upgrade when vehicle computers came out) or shop manager. Hence, 'The Wrench'. Had it like forever, all the way back to the old Janes' Green Board. Wrench Kevin Stein
  21. Wrong again.... after crashing his C model at the end of Lucifer Crusade, it went back to GD in the Republic of Texas for a rebuild. They got it back to him, as an XL, just in time to defeat the Army of The Circle in Thunder in the East. Return From the Inferno is when Hawk got it back after it got 'plane jacked'. Parked on top of a mountain, as I remember (ok, it's on the cover art...but what the hell...!) Baby, you're dealing with an Expert here!!! The Next Question is -- how you gonna do the flamethrower, Jim???? Wrench kevin stein
  22. That would have been my next questions....what's the cat pointer. If you start on the ground, you'd notice it immeadetely, as you wouldn't have an airfield around you! Lybia would require the desert.cat OR the use of alternate terrain tiles for WoV or WoE as well. With of course, the adjusted cat pointer that Sag mentions above. Which game are you using, that would help determine which stock terrain cat you'd need to point too....always helps to know for next time Wrench' kevin stein
  23. A few more teasers..... "Just the FAC, ma'am" "They keep watching the skies...." Join the Hunt... "Never pi$$ off a Hog driver...that's what I'm talking about!!" Wrench Kevin Stein
  24. could you be a little more specific..... as in, "I'm not seeing them visually" or "the little buggers ain't showing up at all!!" Wrench kevin stein
  25. IAI K'fir C7 (by those Master of the Delta Wing, The Mirage Factory) Data ini: [CenterStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0,-0.8,-1.045 AttachmentAngles=0.0,0.0,0.0 LoadLimit=550.0 AllowedWeaponClass=FT AttachmentType=ISRAEL,USAF ModelNodeName=CenterPylone PylonMass=34.02 PylonDragArea=0.02 FuelTankName=Kfir_RP1300C [CenterBomb1] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0,-2.30,-0.907 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000.0 AllowedWeaponClass=BOMB,TER AttachmentType=ISRAEL,USAF ModelNodeName=CenterPyloneBomb PylonMass=34.02 PylonDragArea=0.02 [CenterBomb2] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0,0.95,-0.907 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000.0 AllowedWeaponClass=BOMB,TER AttachmentType=ISRAEL,USAF ModelNodeName=CenterPylonebomb PylonMass=34.02 PylonDragArea=0.02 [LeftWingIntStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.145,-1.6,-0.805 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=BOMB,RP,FT,BFT,LGB,LGR,TLR AttachmentType=ISRAEL,USAF ModelNodeName=LeftInnerPylone PylonMass=72.58 PylonDragArea=0.02 FuelTankName=Kfir_RP1300C [RightWingIntStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.145,-1.6,-0.805 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=BOMB,RP,FT,BFT,LGB,LGR,TLR AttachmentType=ISRAEL,USAF ModelNodeName=RightInnerPylone PylonMass=72.58 PylonDragArea=0.02 FuelTankName=Kfir_RP1300C [LeftWingIntStation2] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.145,-1.92,-0.6 AttachmentAngles=0.0,-0.85,0.0 LoadLimit=1000 AllowedWeaponClass=FT AttachmentType=ISRAEL,USAF ModelNodeName= PylonMass=72.58 PylonDragArea=0.02 FuelTankName=Kfir_SRP500K NoJettisionTank=TRUE [RightWingIntStation2] SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.145,-1.92,-0.6 AttachmentAngles=0.0,-0.85,0.0 LoadLimit=1000 AllowedWeaponClass=FT AttachmentType=ISRAEL,USAF ModelNodeName= PylonMass=72.58 PylonDragArea=0.02 FuelTankName=Kfir_SRP500K NoJettisionTank=TRUE [LeftWingIntStation3] SystemType=WEAPON_STATION StationID=8 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.145,-1.351,-0.892 AttachmentAngles=0.0,-2.5,0.0 LoadLimit=1000 AllowedWeaponClass=IRM AttachmentType=ISRAEL,USAF ModelNodeName=LeftInnerPylone01 PylonMass=72.58 PylonDragArea=0.02 [RightWingIntStation3] SystemType=WEAPON_STATION StationID=9 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.145,-1.351,-0.892 AttachmentAngles=0.0,-2.5,0.0 LoadLimit=1000 AllowedWeaponClass=IRM AttachmentType=ISRAEL,USAF ModelNodeName=RightInnerPylone01 PylonMass=72.58 PylonDragArea=0.02 [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=10 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.006,-2.2,-0.78 AttachmentAngles=0.0,-2.5,0.0 LoadLimit=550 AllowedWeaponClass=IRM AttachmentType=ISRAEL,USAF ModelNodeName=Leftpylonemissile LaunchRailNodeName=Rail_Magicleft PylonMass=72.58 PylonDragArea=0.02 FuelTankName= [RightOuterWingStation] SystemType=WEAPON_STATION StationID=11 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=3.006,-2.2,-0.78 AttachmentAngles=0.0,-2.5,0.0 LoadLimit=550 AllowedWeaponClass=IRM AttachmentType=ISRAEL,USAF ModelNodeName=Rightpylonemissile LaunchRailNodeName=Rail_Magicright PylonMass=72.58 PylonDragArea=0.02 FuelTankName= // rear pyl [LeftFusePyl] SystemType=WEAPON_STATION StationID=12 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-0.774,-2.715,-0.77 AttachmentAngles=0.0,0.0,10.0 LoadLimit=450 AllowedWeaponClass=BOMB AttachmentType=ISRAEL,USAF ModelNodeName=LeftFuseP PylonMass=72.58 PylonDragArea=0.02 FuelTankName= [RightFusePyl] SystemType=WEAPON_STATION StationID=13 StationGroupID=4 StationType=EXTERNAL AttachmentPosition= 0.774,-2.715,-0.77 AttachmentAngles=0.0,0.0,-10.0 LoadLimit=450 AllowedWeaponClass=BOMB AttachmentType=ISRAEL,USAF ModelNodeName=RightFuseP PylonMass=72.58 PylonDragArea=0.02 FuelTankName= // front pyl [LeftFrontPyl] SystemType=WEAPON_STATION StationID=14 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.878,0.968,-0.901 AttachmentAngles=0.0,0.0,10.0 LoadLimit=450 AllowedWeaponClass=BOMB AttachmentType=ISRAEL,USAF ModelNodeName=Left_FrontPyl PylonMass=72.58 PylonDragArea=0.02 FuelTankName= [RightFrontPyl] SystemType=WEAPON_STATION StationID=15 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.878,0.968,-0.901 AttachmentAngles=0.0,0.0,-10.0 LoadLimit=450 AllowedWeaponClass=BOMB AttachmentType=ISRAEL,USAF ModelNodeName=Right_FrontPyl PylonMass=72.58 PylonDragArea=0.02 FuelTankName= [LeftFrontPylLGB] SystemType=WEAPON_STATION StationID=16 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.878,0.968,-0.901 AttachmentAngles=0.0,0.0,10.0 LoadLimit=500 AllowedWeaponClass=LGB AttachmentType=ISRAEL,USAF ModelNodeName=Left_FrontPyl_LGB PylonMass=72.58 PylonDragArea=0.02 FuelTankName= [RightFrontPylLGB] SystemType=WEAPON_STATION StationID=17 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.878,0.968,-0.901 AttachmentAngles=0.0,0.0,-10.0 LoadLimit=500 AllowedWeaponClass=LGB AttachmentType=ISRAEL,USAF ModelNodeName=Right_FrontPyl_LGB PylonMass=72.58 PylonDragArea=0.02 FuelTankName= Loadout ini: [AirToAir] Loadout[01].WeaponType=Kfir_RP1300C Loadout[01].Quantity=1 Loadout[08].WeaponType=Python3 Loadout[08].Quantity=1 Loadout[09].WeaponType=Python3 Loadout[09].Quantity=1 Loadout[10].WeaponType=Python3 Loadout[10].Quantity=1 Loadout[11].WeaponType=Python3 Loadout[11].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=Kfir_RP1300C Loadout[01].Quantity=1 Loadout[06].WeaponType=Kfir_SRP500K Loadout[06].Quantity=1 Loadout[07].WeaponType=Kfir_SRP500K Loadout[07].Quantity=1 Loadout[10].WeaponType=Python3 Loadout[10].Quantity=1 Loadout[11].WeaponType=Python3 Loadout[11].Quantity=1 [Attack] Loadout[02].WeaponType=CBU-52 Loadout[02].Quantity=3 Loadout[02].RackType=TER Loadout[03].WeaponType=CBU-52 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=LAU-3A Loadout[05].Quantity=1 Loadout[10].WeaponType=AIM-9L Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9L Loadout[11].Quantity=1 Loadout[16].WeaponType=GBU-12B Loadout[16].Quantity=1 Loadout[17].WeaponType=GBU-12B Loadout[17].Quantity=1 [Anti-Ship] Loadout[02].WeaponType=Mk82 Loadout[02].Quantity=3 Loadout[02].RackType=TER Loadout[03].WeaponType=Mk82 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=LAU-3A Loadout[05].Quantity=1 Loadout[10].WeaponType=AIM-9L Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9L Loadout[11].Quantity=1 Loadout[16].WeaponType=GBU-12B Loadout[16].Quantity=1 Loadout[17].WeaponType=GBU-12B Loadout[17].Quantity=1 Loadout[01].WeaponType=Kfir_RP1300C Loadout[01].Quantity=1 Loadout[04].WeaponType=GBU-10B Loadout[04].Quantity=1 Loadout[05].WeaponType=GBU-10B Loadout[05].Quantity=1 Loadout[10].WeaponType=Python3 Loadout[10].Quantity=1 Loadout[11].WeaponType=Python3 Loadout[11].Quantity=1 Loadout[16].WeaponType=GBU-12B Loadout[16].Quantity=1 Loadout[17].WeaponType=GBU-12B Loadout[17].Quantity=1 [ARMED_RECON] Loadout[01].WeaponType=Kfir_RP1300C Loadout[01].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=LAU-3A Loadout[05].Quantity=1 Loadout[10].WeaponType=Python3 Loadout[10].Quantity=1 Loadout[11].WeaponType=Python3 Loadout[11].Quantity=1 Loadout[16].WeaponType=GBU-12B Loadout[16].Quantity=1 Loadout[17].WeaponType=GBU-12B Loadout[17].Quantity=1 [Recon] Loadout[01].WeaponType=Kfir_RP1300C Loadout[01].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=LAU-3A Loadout[05].Quantity=1 Loadout[10].WeaponType=Python3 Loadout[10].Quantity=1 Loadout[11].WeaponType=Python3 Loadout[11].Quantity=1 Loadout[12].WeaponType=CBU-52 Loadout[12].Quantity=1 Loadout[13].WeaponType=CBU-52 Loadout[13].Quantity=1 Loadout[14].WeaponType=CBU-52 Loadout[14].Quantity=1 Loadout[15].WeaponType=CBU-52 Loadout[15].Quantity=1 The same reasoning about (for the C2), is applied here for the RECON/ARMED_RECON missions. The CAS mission (ATTACK) loadout show just as they're listed...don't know how they did it, but it's kinda cool! Wrench kevin stein
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..