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Wrench

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Posts posted by Wrench


  1. 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! :rofl: 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


  2. 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....)

     

    idf_meteor-nf14.jpg

    eaf_meteor4.jpg

     

    There are various versions of the F.3, F.8 (EAF and IDF) available ... if one knows where to look :wink:

    (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


  3. 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


  4. 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


  5. 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


  6. 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


  7. 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


  8. 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


  9. 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]=LLandingLight

    SystemName[014]=RLandingLight

     

    LeftOuterWing/RightOuterWing seem to already have the SystemName listings.

     

    In VertTail1, add...

     

    SystemName[002]=TailLight

     

    And 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


  10. 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 :wink:

     

    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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