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Wrench

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Posts posted by Wrench


  1. agent: it's a simple copy/paste of the data at the wiki. Copy/paste it OVER the existing weapons section in the AS's data ini.

    (don't take this next question wrong, but I have to ask it): you do know how to do a text copy paste, right? Hold down the left mouse button, and swipe down over the text; it should become highlighted. Then right click on the highlighted text, and a little window will pop open. Select 'copy'. Open the ini to be updated, do the same for the section to be replaced, then right click, "paste".

     

    the text below is the relevant section; this is the updated version. If you wish, just use this and do the copy/paste from here.

     

    [iRM Pylons]

    SystemType=WEAPON_STATION

    StationID=1

    StationGroupID=1

    StationType=EXTERNAL

    AttachmentPosition=0.0,-5.00,1.1

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=250.0

    AllowedWeaponClass=GP

    AttachmentType=NATO

    ModelNodeName=F6WP

    PylonMass=50

    PylonDragArea=0.08

    LaunchRailNodeName=

    MinExtentPosition=

    MaxExtentPosition=

     

    [LeftWingStationOutboard]

    SystemType=WEAPON_STATION

    StationID=2

    StationGroupID=2

    StationType=EXTERNAL

    AttachmentPosition=-3.2599,-0.43,-0.62

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=500.0

    AllowedWeaponClass=IRM

    AttachmentType=SOVIET

    ModelNodeName=

    PylonMass=30

    PylonDragArea=0.01

     

    [RightWingStationOutboard]

    SystemType=WEAPON_STATION

    StationID=3

    StationGroupID=2

    StationType=EXTERNAL

    AttachmentPosition=3.2599,-0.43,-0.62

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=500.0

    AllowedWeaponClass=IRM

    AttachmentType=SOVIET

    ModelNodeName=

    PylonMass=30

    PylonDragArea=0.01

     

    [LeftWingStation]

    SystemType=WEAPON_STATION

    StationID=4

    StationGroupID=3

    StationType=EXTERNAL

    AttachmentPosition=-1.22,2.18,-0.41

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=250.0

    AllowedWeaponClass=BOMB,RCKT,RP

    AttachmentType=SOVIET

    ModelNodeName=LeftWing_InnerPylon

    PylonMass=40

    PylonDragArea=0.02

    FuelTankName=

     

    [RightWingStation]

    SystemType=WEAPON_STATION

    StationID=5

    StationGroupID=3

    StationType=EXTERNAL

    AttachmentPosition=1.22,2.18,-0.41

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=250.0

    AllowedWeaponClass=BOMB,RCKT,RP

    AttachmentType=SOVIET

    ModelNodeName=RightWing_InnerPylon

    PylonMass=40

    PylonDragArea=0.02

    FuelTankName=

     

    [LeftTankStation]

    SystemType=WEAPON_STATION

    StationID=6

    StationGroupID=4

    StationType=EXTERNAL

    AttachmentPosition=-2.61,0.50,-0.41

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=400.0

    AllowedWeaponClass=FT

    AttachmentType=SOVIET

    ModelNodeName=

    PylonMass=

    PylonDragArea=

    FuelTankName=Tank400_MiG17

     

    [RightTankStation]

    SystemType=WEAPON_STATION

    StationID=7

    StationGroupID=4

    StationType=EXTERNAL

    AttachmentPosition=2.61,0.50,-0.41

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=400.0

    AllowedWeaponClass=FT

    AttachmentType=SOVIET

    ModelNodeName=

    PylonMass=

    PylonDragArea=

    FuelTankName=Tank400_MiG17

     

    Here's the loadout ini, same thing, copy the text below and paste it DIRECTLY over the existing text in the loadout ini

     

    [AirToAir]

    Loadout[01].WeaponType=F6WP

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=R-3S

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=R-3S

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=Tank400_MiG17

    Loadout[06].Quantity=1

    Loadout[07].WeaponType=Tank400_MiG17

    Loadout[07].Quantity=1

     

    [AirToAirLongRange]

    Loadout[01].WeaponType=F6WP

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=R-3S

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=R-3S

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=Tank400_MiG17

    Loadout[06].Quantity=1

    Loadout[07].WeaponType=Tank400_MiG17

    Loadout[07].Quantity=1

     

    [Attack]

    Loadout[01].WeaponType=F6WP

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=R-3S

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=R-3S

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=UV16

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=UV16

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=Tank400_MiG17

    Loadout[06].Quantity=1

    Loadout[07].WeaponType=Tank400_MiG17

    Loadout[07].Quantity=1

     

    Loadout[01].WeaponType=F6WP

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=R-3S

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=R-3S

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=FAB100

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=FAB100

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=Tank400_MiG17

    Loadout[06].Quantity=1

    Loadout[07].WeaponType=Tank400_MiG17

    Loadout[07].Quantity=1

     

    [Recon]

    Loadout[01].WeaponType=F6WP

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=R-3S

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=R-3S

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=S-24

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=S-24

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=Tank400_MiG17

    Loadout[06].Quantity=1

    Loadout[07].WeaponType=Tank400_MiG17

    Loadout[07].Quantity=1

     

    If you have any other problems, let me know. At worst, I'll email you the data and loadout inis. :)

     

    Wrench

    Kevin Stein


  2. MiG-17AS_DATA.INI and MiG-17AS_Loadout.ini

     

    Those are the files that need editing

     

    Opps on my part...I forgot about the ''exported'' thingy on the plyons. I had to do that too. Simple edit in the weapons editor.

     

    for those that don't have it, here's the section from the weapons pak data ini for hte F6WP pylons:

     

    [WeaponData1066]

    TypeName=F6WP

    FullName=F-6 Pylons

    ModelName=F6

    Mass=50.000000

    Diameter=1.000000

    Length=7.000000

    AttachmentType=NATO

    NationName=CHINA

    StartYear=0

    EndYear=0

    Availability=3

    BaseQuantity=8

    Exported=TRUE

    ExportStartYear=0

    ExportEndYear=0

    ExportAvailability=3

    WeaponDataType=3

    GunTypeName=

    MaxRounds=1

    MuzzlePosition=0.000000,0.000000,0.000000

    LightPosition=0.000000,0.000000,0.000000

    AimDirection=0.000000,0.000000,0.000000

    EjectShells=0

     

    copy/paste this OVER the existing entry, and then do the "open in the weapons editor, scroll down till you find it, double click and open the entry, DO NOTHING ELSE!!!, close and -SAVE-" ini dance. This will update the weaponsdata in and weaponsdata.dat files, and your problems should be (for the most part) fixed.

     

    My bad! Sorry!

     

    Wrench

    Kevin Stein


  3. Haven't seen that mod before, and there's no name in the readme.

    The attachements and nation names are off, as well as the missile names (should be RS-2US for the Alkali B's) This would explain the missing nose and missiles.

     

    The pylons will be off, simply because the Farmer is larger than the Fresco. A whole new Izumrud nose lod, with associated pylons would need to be made to get it right.

     

    Further investigation is required :)

     

    As for the avionics, use the existing one from the PFU Fresco. Not much difference, that I know of in the RP-1 and RP-5's the Farmer D/E used.

     

    Wrench

    Kevin Stein


  4. I know all about back troubles...wake up hurting, go the sleep hurting.

     

    I'm assuming this is what you want to see????......

     

    fresco-as.jpg

     

    The exact answer you seek can be found here:

    Buny's Weapons Wiki

     

    Go the the "Aircraft Data" section, then just scroll down until you see "Cuba", and the 17AS will be listed.

    Took me about an hour to get this edited to work (only because I tried a stupid trick on the pylons that didn't work). Not only was the attachment type off, but the hardpoints needed spliting to get everything where it's supposed to go.

    Just copy paste the info as stated on the Wiki into the relevant sections of the data and loadout inis

     

    Happy Hunting!

    Wrench

    Kevin Stein


  5. Actually, you don't really need to delete the cargo ship and tanker. You can take any of the ships, this example is from the original Liberty Ship's data ini (with only a single 40mm gun), and do something like this:

     

    [MissionData]

    NationName=GENERIC

    ServiceStartYear=1940

    ServiceEndYear=2045

    GroundObjectRole=CARGO_SHIP

    Availability=VERY_COMMON

    FormationSizeBase=8

    FormationSizeVariation=4

     

    The nationname will allow it's use by either side, and it's role as 'CARGO_SHIP' will allow its' appearence in anti-ship missions

     

    With some tweeking of a terrain's targets and types ini, they can also be added a 'docked' objects in ports. (see the WW2 Lybia mod for examples -- all over the map!)

    Soviet or Western warships can also be changed to "CARGO_SHIP", with their nationnames intact, and will apper in anti-ship missions

     

    Mind you, carriers are industrucable, due to the flight deck having to act as a runway (although I'm sure an industrious modder can fix that, and have them 'in port' as well, possibly set as a warehouse or seomthing)

     

    Wrench

    Kevin Stein


  6. A real, new 19PM is on Pasko's "To Do" list, along with a new, complete (not needed the new nose) 17PFU.

    Don't know when they'll be finished.

     

    You could use the existing RP-1 Izumrud nose, but I think the Farmer's fuselage is a little fatter than the Fresco's. Simply a matter of creating a new hardpoint, and dailing in the location of the nose/radar cover via the data ini, and adding it to the loadout ini. Use the same avionics as the PFU, and cockpit (nice mod of the A-4s for that at my site)

     

    In the screenie above, is this what we're seeing or is it photoshoped? On the PFU, I haven't been able to get the numbers to show on the nose cone, even adding it as a 'node' in the decal ini. Moving it aft, of course, and making it slightly smaller works though :)

     

    Wrench

    Kevin Stein


  7. There was a mod floating around a few years ago of the O-1 into a Yak-12 by someone-who-is-not-to-be-named.

     

    It would be easy to duplicate, using the O-1E has a base: (mind you, the real one's were radial engined)

     

    --NOTE: I have not personaly tested this mod, this is all off the top of my head---

     

    d/l my mod of the L-19 Birdog, availabe at my site, or here at CA. This will give you an OD skin, and a mod of the P-39's cockpit to something you can fly and use. (yah, is says 'Cessna' on the dash...)

     

    ==ADVISORY: The flight model leaves something to be desired...==

     

    Create new folder, call it "Yak-12"

    Copy all the L-19 files into the new Yak folder

     

    rename the L-19.ini to "Yak-12.ini"

    rename L19_Cockpit.ini to "Yak12_COCKPIT.INI"

    rename L-19_data.ini to "Yak-12_data.ini"

     

    edit the ini as follows:

     

    [AircraftData]

    AircraftFullName=Yak-12 "Creek"

    AircraftDataFile=Yak-12_data.ini

    LoadoutFile=

    CockpitDataFile=Yak12_COCKPIT.INI

    HangarScreen=

    LoadoutImage=L19_Loadout.bmp

    AvionicsDLL=Avionics60.dll

     

    Throw out the loadout ini, as we dont have any rockets like the US Army or USAF used for marking on the Red Air side. Actually if you want it as an AI only aircraft, you don't even need to cockpit stuff.

     

    at the bottom, edit the texture info as follows:

     

    [TextureSet001]

    Directory=ODGreen

    Name=ODGreen

    Nation=Soviet

    Squadron=

    Specular=0.300000

    Glossiness=0.000000

    Reflection=0.000000

     

    (note nation name change)

     

    go to the ODGreen skin folder and do this to the textureset.ini:

     

    [TextureSet]

    Name=ODGreen

    Nation=Soviet

    Squadron=

    Specular=0.300000

    Glossiness=0.000000

    Reflection=0.000000

     

    Copy/paste this into a blank notepad, and save as 'Decals.ini' :

     

    [Decal001]

    MeshName=Fuselage

    DecalLevel=2

    DecalFacing=LEFT

    FilenameFormat=SovietNum

    Position=-1.183,0.155

    Rotation=0.0

    Scale=0.50

    DecalMaxLOD=3

     

    [Decal002]

    MeshName=Fuselage

    DecalLevel=2

    DecalFacing=RIGHT

    FilenameFormat=SovietNum

    Position=-1.183,0.155

    Rotation=0.0

    Scale=0.50

    DecalMaxLOD=3

     

    [Decal003]

    MeshName=Fuselage

    DecalLevel=0

    DecalFacing=Left

    FilenameFormat=

    Position=-0.21,0.155

    Rotation=0.0

    Scale=1.0

    DecalMaxLOD=3

     

    [Decal004]

    MeshName=Fuselage

    DecalLevel=0

    DecalFacing=Left

    FilenameFormat=

    Position=0.75,0.155

    Rotation=0.0

    Scale=1.0

    DecalMaxLOD=3

     

    [Decal005]

    MeshName=Fuselage

    DecalLevel=0

    DecalFacing=Right

    FilenameFormat=

    Position=-0.21,0.155

    Rotation=0.0

    Scale=1.0

    DecalMaxLOD=3

     

    [Decal006]

    MeshName=Fuselage

    DecalLevel=0

    DecalFacing=Right

    FilenameFormat=

    Position=0.75,0.155

    Rotation=0.0

    Scale=1.0

    DecalMaxLOD=3

     

    [Decal007]

    MeshName=Wing_L

    DecalLevel=0

    DecalFacing=TOP

    FilenameFormat=Insignia

    Position=-4.154,1.674

    Rotation=0.0

    Scale=1.5

    DecalMaxLOD=3

     

    [Decal008]

    MeshName=Wing_R

    DecalLevel=0

    DecalFacing=BOTTOM

    FilenameFormat=Insignia

    Position=4.154,1.674

    Rotation=0.0

    Scale=1.5

    DecalMaxLOD=3

     

    [Decal009]

    MeshName=Wing_L

    DecalLevel=0

    DecalFacing=BOTTOM

    FilenameFormat=Insignia

    Position=-4.154,1.674

    Rotation=0.0

    Scale=2

    DecalMaxLOD=3

     

    [Decal010]

    MeshName=Wing_R

    DecalLevel=0

    DecalFacing=TOP

    FilenameFormat=Insignia

    Position=4.154,1.674

    Rotation=0.0

    Scale=2

    DecalMaxLOD=3

     

    [Decal011]

    MeshName=VertTail

    DecalLevel=0

    DecalFacing=LEFT

    FilenameFormat=Insignia

    Position=-2.9,1.25

    Rotation=0.0

    Scale=0.75

    DecalMaxLOD=3

     

    [Decal012]

    MeshName=VertTail

    DecalLevel=0

    DecalFacing=RIGHT

    FilenameFormat=Insignia

    Position=-2.9,1.25

    Rotation=0.0

    Scale=0.75

    DecalMaxLOD=3

     

    Place it in the ODGreen skin folder. If prompted to overwrite, say "YES".

     

    It should look something like this:

     

    creek.jpg

     

     

    That should hold everyone for a while. If there's any interest in it, I could easily put it together as a package for release. I'm sure I can find some kind of Soviet/WP rocket pod that'll work.

     

    For another FAC alternative, may I also suggest Pasko's AN-2 Colt??? Not like the FAC function works anyway....

     

     

    Wrench

    Kevin Stein


  8. Yes, there are now 2 full sets availabe at my site (as well as here at CA)

     

    Original, Desert Tan skins for SF desert map, or for Iran/Iraq, Lybia, Israel, Suez, Madagascar (Africa East), Desert Storm, So Cal

     

    Euro-ish Green for WoV, WoE, DRV, SEA, Dueces Euro-Desert mod, Kosovo, America NW, ANW Spring, EAWEuro mod, Tiawan, Korea.

     

    There is also a scattering of winter camos, some at my site and some at Major Lee's Aerodrome for America NW winter, Korea (winter), DBS, Himalayas, EAWEuro (winter - hard and thaw)

     

    There are some surprises in the latest Euro-skin pak; a few vehicles never released before. All Pasko's work.

     

    :good:

     

    Wrench

    Kevin Stein


  9. Pasko's SAMs and Vehicles Pak: Euro Skins


    Reskinning of Pasko's SAMs, AAA, tanks, trucks, etc into Euro Camo styling. SA-3 series skins supplied by Phamtuan (used with permissions). Some skins bmps mods of stock 3rd Wire units. A few are new made by me, lod hex editing by me when needed

     

    For WoV, WoE and SF. All objects upgraded to the latest patch standards for all 3 sims.

    Several new objects, never released or seen before are included.

    See readme for full list of changes, suggestions, credits, compliments and thank yous to all involved.

     

    Wrench

    Kevin Stein

    (I'm only the Assembler!)


     


  10. VMFA-58 Wildcards F-4B Phantom II


    Fictional skin for the Wildcards, VMFA-58 had they really existed, and flown the Phantom in the 60s/70s.

    Skin based on original USMCGray by 3rd Wire (their templates); decals some stock, some by me.

     

    see readme for install instructions and credits

     

    Enjoy!

    Wrench

    Kevin Stein


     


  11. I've just about got it finished, might even add a few Soviet AAA guns, if I can find out who created them:

     

    KS-12

    KS-30

    KS-60

     

    Of the original items, they'll have complete sets of bmps and tga; unfortunately in the desert tan. Im sure at this point it'd be ok to add or supplement them with the green textures for WoV or WoE usage (since just about everyone has one or the other)

     

    eventually, yes, the Pak will be reposted

     

    Wrench

    Kevin Stein


  12. The road sections that are surrounding/under the buildings are part of the ground platte thingy

     

    If I understand how that works, you'd need to create a new ground plate (or road plate or whatever) in 3D Max, and export as a new object. (which is waaaay beyond my skill set - I can't even make a box in GMax!)

     

    I know lots of the roads/trails etc are painted on some of the tiles (like in WoV or Deuces enhanced tile set). If used on a tile, you'd have them running every which way.

     

    Maybe a 3d modeler could help out on that one; I can't think of another way to do it.

     

    Wrench

    Kevin Stein


  13. I think wrench did the L-19.

     

    Yup.

    Modded from the orignal O-1 supplied by TK, with a OD skin that came from somewhere I can't/don't remember, with weapons by Capun, cockpit by Wolf -from his P-39-, ini edits by me, and an MUCH better version of the OD skin with decals by Pappychksix. (skin is available here at CA...use that one instead of mine...it's really much nicer!

     

    Wrench

    Kevin Stein


  14. There's a fix for that on my site...did it almost 2 years ago.

    check on the "new airplanes page" that has the cockpit repaints. There's one for the 17PFU, that includes an updated weapons entry tht turns the radar nose into a jammer pod (with strength of 0), and includes a repainted A-4E cockpit (and if I remember, uses the Izumrud radar tga), audio RWR, and some other fixes.

     

    Full detailed instructions are there.

    But just in case, here's the weaponsdata entry for the modified/updated radar nose. You'll have to change the AllowedWeaponsType= to "EP" for the 'jammer nose'

     

    [WeaponData***]

    TypeName=17PFU

    FullName=RP-1 Izumrud Radar

    ModelName=17PFU

    Mass=150.000000

    Diameter=0.500000

    Length=1.000000

    AttachmentType=WP,SOVIET,CHINA

    NationName=SOVIET

    StartYear=1955

    EndYear=1970

    Availability=2

    BaseQuantity=20

    Exported=TRUE

    ExportStartYear=1957

    ExportAvailability=1

    WeaponDataType=4

    JammerType=1

    JammerStrength=0.000000

     

    I remember that some time ago, Bunyap was working on updating all the radar noses, dorsal humps and other 'addons' for the Skyhawks (A-4EL, A-4P/Q, Kahu, etc), using the data I gave him. I have a lot of those that I did already done, but they've never been posted. Cause some ain't quite finished.

     

    But to get started, grab the update from my site (use the link below in my sig). I also seem to remember posting a lot of these here at CA; possibly in the 'SF Cockpits' section.

     

    Wrench

    Kevin Stein

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