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Posts posted by Wrench
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A much needed, and long awaited addition to stable.
Wrench
kevin stein
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I pretty much think that's how you'd have to do it. Not too different from how TK did the SA-2 variants.
BTW, my grandfather's name was Sam, but he never had any missiles! Just thought I'd stick a little joke in there...
Be nice to see these when you get them finished!
While we're on the subject of Nikes ... anyone know if any of the NATO nations (in particular Italy & Greece) deployed them? Or just HAWKs??? This is for the Libya rebuild....
Wrench
kevin stein
PS: the name comes from the Greek goddess of Victory! -- learned that whilst researching Nike site in Alaska for DBS2
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No.
They are Dev A-Team birds, and are availble at Capun's site. Don't forget, you have to register first.
BTW, the NF13/14 aren't finished -- they're to be considered betas still. I have the both, and kinda stopped working on them a while back. (meaning I never finisehd the decals for the RAF NF.13; the IDF NF.14 is basically done, but needs some model tweeking of the lod -- big divot on the nose, but other than that....)
There are various versions of the F.3, F.8 (EAF and IDF) available ... if one knows where to look
(actually, the IDF F.8 never got released; since it was only an ini edit to create the 'country specific' version, using Gramp's IDF skin - which I've since repainted, cleaned up and fiddled with, and redecaled.)
Also, you might want to have a peak in the Knowledge Base ... I've resurrected the "Big List" thread that has (well, mostly up-to-date) listings of what's availabe for aircraft, ground objects/ships, terrains and etc. Worth a look.
Wrench
kevin stein
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So....after 20 minutes of downloading, and then examining the contents...tell us, what's different with these from the ones we already have??? That little blurb above don't say much....in fact, it tells the end user nothing usefull towards install procedures. The historical background was nice, however.
Also, where is the readme file???? ... that little text file nobody reads, that explains the install procedure, which weapons pak to use -if any, credits to whomever built the original's....sources used, etc, etc, etc....I see a lot of people's work in the various files; it'd be correct to list where they came from
The loadouts also look no different from the 23s & 27s already listed in the KB's 'Loadout & Fixes Threads', with the exception of the Indian variant.
Even though most Modelers/Modders are signatories of the Freeware Pact, folks still need to have them listed in a readme for the end user to see. -- that's a site policy!!! Don't forget, there are some people that DO NOT want their files used, without permission, in other work.
Other Items:
Missing the engine sound files, missing LD tgas....making this somewhat incomplete, doncha ya think???
All in all ... a package this size should have everything inclusive. In fact, it could have been pared down substantially, by only including 1 cockpit folder, and having instructions in the (nonexistant) readme to copy it over. I'd have suggested releasing each aircraft as a seperate download, so the end user could pick and choose which one they wanted. Obviously, most folks are probably going to get them all, but it might have made things a bit easier.
Wrench
kevin stein
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Now, THAT's what I call a readme!!!
Looks vaguely familiar though....
Nice to have another Zeke to shoot down and/or fly in.
Wrench
kevin stein
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That would be great! Finally get them sorted out. Always wondered just WHY we never had the tank.
At worst, we could cheat and "borrow" the lods/bmp/ini/whatever from WoI.
Wrench
kevin stein
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It's not a strange thing at all...it's how the game engine was designed. If you look in my loadout threads in the KB, some of the aircraft are set to pre-load later versions, for instance the 9M. If you choose to fly a mission on a date before the M winder is available, the Game Engine will load an earlier version of the missile, say an 9J or 9E
It also goes in the opposite, or 'upwards' direction as you've seen.....say, for example, our F-4S (Late) is set to load 9H...you fly a mission on say, 1990, you might find it has the 9M.
The engine loads the most 'date appropriate' weapon from the time frame.
As Fubar said, ground objects are different, as they have no loadout ini, just fixed weapons loadouts as per their data ini statements.
Wrench
kevin stein
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Not looking very hard, are we??
From the stock WoI weaponsdata ini:
[WeaponData088]TypeName=Tank790_MiG23
FullName=790-ltr Drop Tank
ModelName=Tank790_MiG23
Mass=439.000000
Diameter=0.392000
Length=5.340000
SubsonicDragCoeff=0.200000
SupersonicDragCoeff=0.770000
AttachmentType=
SpecificStationCode=
NationName=
StartYear=0
EndYear=0
Availability=0
BaseQuantity=0
Exported=FALSE
ExportStartYear=0
ExportEndYear=0
ExportAvailability=0
WeaponDataType=5
MaxFuelAmount=406.399994
Asymmetrical=FALSE
Re-read the statement:
It never existed.... at least not in WoE
As for the rest, as pointed towards the KB, the cheat is using the Su-7 drop tank. There's a whole butt-load of tweeks for Floggers in there, using the bunyap pak. If you're using the TMF pak, no adjustments to the "AttachmentType=" line is necessary.
There's a WHOLE 'nother thread for TMF Weapons Pak Fixes. Go spend some time over there, and see what's what.
Wrench
kevin stein
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Both the S models work perfectly fine for me. (S and S-Late) Chaff/Flare dispenser locations come from the original F-4G WW that's at C5's site. Easy ini edits.
As to using the Sparrow M, I don't think they were ever carried on ANY Navy Phantoms (although we'd need 531_Ghost to confirm this, as he worked on the real ones)
Have you looked at the weight differences?? Max Length and Diameter??
As far as I know, looking at my versions, they are loaded correctly. (the only thing 'not' correct is I have them carring the SUU-23 gunpod, which they didn't on carrier ops)
Wrench
kevin stein
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Remeber, it's NOT the folder with the pilot bits, BUT THE INDIVIDUAL ITEMS THEMSELVES - BMP, LOD AND INI that goes into the Objects/Aircraft folder
Look at the file structure AGAIN in the screenshot in allen's post -- you'll see how it's done
Wrench
kevin stein
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It never existed.... at least not in WoE. If you'll check the Bunyap Loadout Thread in the KB, you'll find a fix for that.
However....
it DOES exist in WoI.
Wrench
kevin stein
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Hmm...me thinks I might have hangar and loading screens for that sitting here, looking for a home!
WRench
kevin stein
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I'm imagining what the co-pilot does using the scope....That's any easy one -- he's playing Strike Fighter on it!!
Wrench
kevin stein
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Do you get an error message???
Do you have all the necessary WW2 ground objects?
Do you have the WW2 modded nations ini?
Do you have the weapons pak installed (for the WW2 weapons)?
Also, you'll probably want to split that install -- one PTO, one MTO, one BoB (ie: one EAW Euro + the BoB). Otherwise you'll have Claudes flying over Malta!
Wrench
kevin stein
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The WW2 installs have a nice sound of a Merlin starting up ... nothing like that (unless its an R-2800!!)
I wonder though, couldn't a sound be assigned for a specific aircraft via main ini edits??? Like:
[AircraftData]AircraftFullName=F-86E-10-NA Sabre
AircraftDataFile=F-86E_data.ini
CockpitDataFile=F-86F_cockpit.ini
HangarScreen=Sabre1_Hangar.bmp
LoadoutImage=F-86F_Loadout.bmp
LoadoutFile=F-86E_loadout.ini
LoadingSound=J47.wav
or something similiar??? Just a wild thought!!
Wrench
kevin stein
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Cool!! I like your version better than the Tiran I did; it's in the rebuild of your Isreal2 map.
At least you got the MG on top dialed in better than I did!!!
Thanks!
Wrench
kevin stein
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bringing this up where I can find it again, to sticky it
wrench
kevin stein
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I'd watch out for that runway postioning....those hills are a little too high and a little too close. The AI has problems when landing near 'mountains'. Ran into this several times too many in SoCal, ASW, Modern Darwin, the WW2 map rebuilds, and now in the Libya rebuild.
when they 'stack up' on their landing approach, they'll may fly right into them. Might want to 'lower' them somehow (perhaps by extending the 'flatten airfield' area by 3-5 km). Even in not geographacily accurate, it'll keep them from crashing on landing.
Wrench
kevin stein
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It's a Dev A-Team WIP. Check with Capun over on his Forums
Wrench
kevin stein
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Really love the little details, all the placards and such. AND the personalized aircraft!!!
Great work, Mike!!
That LORAN rack will go nicely with the updated D's for Iran, too.....
Wrench
kevin stein
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MiG-25BM Foxbat-F {SEAD variant} by Team Foxbat.
This post was originally to help out another member get the loadout sorted, but I thought it'd be a good idea to add it, so it dosen't get lost in the shuffle.
The fixes herein will also include adding running and landing lights.
I've moved the hardpoint around a little, and addind a 'stand-in' drop tank, as the 5500 liter version has never materalized. So, without further ado...
data ini:
[station1]SystemType=WEAPON_STATION
StationID=1
StationGroupID=1
StationType=EXTERNAL
AttachmentPosition=-4.5280,-1.5390,0.3433
AttachmentAngles=0.0,0.0,0.0
EjectVelocity=0.0,0.0,-1.0
LoadLimit=675
AllowedWeaponClass=ARM
AttachmentType=WP,SOVIET
ModelNodeName=Station1
PylonMass=86.18
PylonDragArea=0.02
LaunchRailNodeName=L_MSL-RAIL1
LaunchRailHeight=0.190
[station2]
SystemType=WEAPON_STATION
StationID=2
StationGroupID=1
StationType=EXTERNAL
AttachmentPosition=4.5280,-1.5387,0.3433
AttachmentAngles=0.0,0.0,0.0
EjectVelocity=0.0,0.0,-1.0
LoadLimit=675
AllowedWeaponClass=ARM
AttachmentType=WP,SOVIET
ModelNodeName=Station4
PylonMass=86.18
PylonDragArea=0.02
LaunchRailNodeName=L_MSL-RAIL4
LaunchRailHeight=0.190
[station3]
SystemType=WEAPON_STATION
StationID=3
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=3.4122,-0.3715,0.3935
AttachmentAngles=0.0,0.0,0.0
EjectVelocity=0.0,0.0,-1.0
LoadLimit=675
AllowedWeaponClass=ARM
AttachmentType=WP,SOVIET
ModelNodeName=Station3
PylonMass=86.18
PylonDragArea=0.02
LaunchRailNodeName=L_MSL-RAIL3
LaunchRailHeight=0.190
[station4]
SystemType=WEAPON_STATION
StationID=4
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=-3.4120,-0.3715,0.3930
AttachmentAngles=0.0,0.0,0.0
EjectVelocity=0.0,0.0,-1.0
LoadLimit=675
AllowedWeaponClass=ARM
AttachmentType=WP,SOVIET
ModelNodeName=Station2
PylonMass=86.18
PylonDragArea=0.02
LaunchRailNodeName=L_MSL-RAIL2
LaunchRailHeight=0.190
[station5]
SystemType=WEAPON_STATION
StationID=5
StationGroupID=3
StationType=EXTERNAL
AttachmentPosition=0.0,-0.615,-0.399
AttachmentAngles=0.0,0.0,0.0
EjectVelocity=0.0,0.0,-1.0
LoadLimit=2050
AllowedWeaponClass=BOMB,MER
AttachmentType=WP,SOVIET
ModelNodeName=CenterHP01
PylonMass=86.18
PylonDragArea=0.02
[stationFT]
SystemType=WEAPON_STATION
StationID=6
StationGroupID=3
StationType=EXTERNAL
AttachmentPosition=0.0,-0.615,-0.399
AttachmentAngles=0.0,0.0,0.0
LoadLimit=2050
AllowedWeaponClass=FT
AttachmentType=WP,SOVIET
ModelNodeName=CenterHP01
NoJettisionTank=TRUE
PylonMass=86.18
PylonDragArea=0.02
FuelTankName=Tank800_MiG21
Loadout Ini:
[sEAD]Loadout[01].WeaponType=Kh-58
Loadout[01].Quantity=1
Loadout[02].WeaponType=Kh-58
Loadout[02].Quantity=1
Loadout[03].WeaponType=Kh-58
Loadout[03].Quantity=1
Loadout[04].WeaponType=Kh-58
Loadout[04].Quantity=1
Loadout[06].WeaponType=Tank800_MiG21
Loadout[06].Quantity=1
Lighting Fixes: Note, these same fixes can be applied to any of the other Foxbat variants, excpeting perhaps the 2-seater. I haven't looked at that one yet.
In the FUSELAGE section, add these SystemNames
SystemName[013]=LLandingLightSystemName[014]=RLandingLight
LeftOuterWing/RightOuterWing seem to already have the SystemName listings.
In VertTail1, add...
SystemName[002]=TailLightAnd in the empty //Lights section...add this junk below.
[LLandingLight]SystemType=LIGHT
Color=0.88,0.88,0.88
Brightness=0.20
Position=-1.65,1.75,-0.5
LightSrcOffset=2.6046,80.0560,10.50
LightSrcRange=300
LightRange=60.0
CanFlash=FALSE
LightNodeName=LandingLight
IsLandingLight=TRUE
[RLandingLight]
SystemType=LIGHT
Color=0.88,0.88,0.88
Brightness=0.20
Position=1.65,1.75,-0.5
LightSrcOffset=2.6046,80.0560,10.50
LightSrcRange=300
LightRange=60.0
CanFlash=FALSE
LightNodeName=LandingLight
IsLandingLight=TRUE
[LeftPositionLight]
SystemType=LIGHT
Color=0.89,0.26,0.26
Brightness=0.03
Position=-7.20,-2.90,0.55
LightSrcOffset=0.0,0.0,0.10
LightSrcRange=1.0
CanFlash=TRUE
FlashTime=0.70
[RightPositionLight]
SystemType=LIGHT
Color=0.26,0.89,0.26
Brightness=0.03
Position=7.20,-2.90,0.55
LightSrcOffset=-0.0,0.0,0.0
LightSrcRange=1.0
CanFlash=TRUE
FlashTime=0.70
[TailLight]
SystemType=LIGHT
Color=0.88,0.88,0.88
Brightness=0.03
Position=-1.75,-7.30,3.550
LightSrcOffset=0.0,0.0,0.0
LightSrcRange=0.5
CanFlash=FALSE
And that should pretty much be that.
Enjoy!
Wrench
kevin stein
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Yet another interestering development!!
Mine were all tested in WoE!!! You got the bunyap wepons pak in, right???, Cause the Kilters aren't n the TMF pak. Easy enough to add, of course
That weight will also allow for the other Soviet ARMs too, but they all have pretty much the same operational years, so mine defaults to the Kh-58s (as pointed to in the loadout ini)
On a side note, whilst fiddling with this, it seems the smaller ones (Keglers?) can be loaded on some Fishbeds, along with the Su-17/20/22 (and the as-yet-to-be-seen) Su-24 and 25, and some Floggers. According to Yefrem Gordan's book
Wrench
kevin stein
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Nice!!! Reggio Calabria is 'aka' Tito Minnitti.
Wrench
kevin stein
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the 'factory5' object is a small cylindrical tank laying on it's side, with a support structure (like a propane tank). It also as an emitter for a small smoke stream... I renamed it 'cryo-storage tank', like for LOX or LNitogen, kinda thing. Had a picture of it, but can't seem to find right now
Wrench
kevin stein
J-6/MiG-19 WIP
in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Posted
Methinks I finally see a proper nosed Farmer-D???
Wrench
kevin stein