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Wrench

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Everything posted by Wrench

  1. We all know the game don't know one carrier from another!! I'll be they'll work fine on the RCN bird farms!!
  2. for those of you who've never experienced it ... ======== back on topic, GREAT play on words, Alfie!! Have you tried the torpedo attack mode yet? Pretty interestering!
  3. what's funny, after the PDF fail, I went and did the usual search, and found the dual carrier as resin bits for the model kits!! https://www.click2detail.net/store/p64/1%3A72_GAM-87_Skybolt_Set_(Type_1)_for_B-52H.html both types of noses
  4. It's in the wrong category, and I'll be moving it to proper "F-16" one. Thank you for your work
  5. well, if one leaves the engine data sections alone, only the aerodynamic sections would need "replacement" Since these are "equalivant" to the E models ... Let me fiddle and I'll get back to you! Since the Fubat512 KAW FM greatly increases "pilot work load" -- you have to really make a conscious effort to plan and play out the engagement, maybe leaving it more relaxed might be better? Thank you for the compliment!! I always love seeing your work, and how GOOD it always looks. I know how much research it takes to get the serials/squadron correct!! EDIT: ok, looking it over, it HAS the latest KAW version of the FM, and all the hit boxes are also updated & corrected. I have nothing to do to this one, but simply enjoy flying it!! Thank you again, paulo!!
  6. that's what Julheim did on his F4D Skyray. Oddly, I've gotten AI wingmates to fire their rockets in Scorpions (possibly because of the aformentioned cheat. As it's an A-A rocket, think "HasGrowl=TRUE". read the data ini for the MMHE1)
  7. they're skybolts, but I can't cut the image out of my SSP book (stupid pdf reader....) the "Boeing B-52 In Action #1153" has a couple of picture of those missiles.
  8. View File SF2 NAA B-45B Tornado "Gunship" What-If by Veltro2k SF2 NAA B-45B Tornado "Gunship" What-If Pack by Veltro2k 3/27/2021 -For SF2, Any and All (Full 4/5 Merged Reccomended) "Quarantine Approved - Essential Mods" This is the release of a "What If..." variant of the North American B-45B "Tornado" light jet bomber. This version is totally fictional, but the model itself is based on some modifications performed on a few "C" models (ie: the solid nose). This aircraft represents those as if they had entered service with the 84th Bomb Squadron of the 47th Bomb Wing. Historically, all bomber versions only served with the 47th in it's 3 squadrons. All markings are decals, and decal randomization is TRUE. All serial numbers are spurious, but are taken from another aircraft (also a bomber) of the same year vintage. There are 12 serial/buzz numbers. Squadron color markings ARE historically correct for the 84th. All necessary parts have been provided, with one caveat. The Mk.7 (61kt) nuclear bomb does =NOT= include the nuke explosion effect. As there are several around, you End Users (tm) may need to do some editing/renaming. I use the one from the Gunny Ordinance Pack. Other weapons include under-wing 5" HVAR rockets & rails, GP bombs, and torpedos. There are 4 20mm cannon in the solid nose. Unfortunately, due to needing a real gunsight (K-14), the bombsight won't/doesn't work. You may have to 'glide bomb' or best guess it. When in-game, you can identify this aircraft by it's Displayed Name on the aircraft Drop Down Selector. You'll see: B-45B Tornado (WI) The "WI" standing for "What If". As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! Also, please read the "Notes" for other info, "historical" notes and some operational suggestions. Happy Landings! Wrench Kevin Stein with thanks to Veltro2k for building it Submitter Wrench Submitted 03/27/2021 Category What If Hangar
  9. Version 1.0.0

    106 downloads

    SF2 NAA B-45B Tornado "Gunship" What-If Pack by Veltro2k 3/27/2021 -For SF2, Any and All (Full 4/5 Merged Reccomended) "Quarantine Approved - Essential Mods" This is the release of a "What If..." variant of the North American B-45B "Tornado" light jet bomber. This version is totally fictional, but the model itself is based on some modifications performed on a few "C" models (ie: the solid nose). This aircraft represents those as if they had entered service with the 84th Bomb Squadron of the 47th Bomb Wing. Historically, all bomber versions only served with the 47th in it's 3 squadrons. All markings are decals, and decal randomization is TRUE. All serial numbers are spurious, but are taken from another aircraft (also a bomber) of the same year vintage. There are 12 serial/buzz numbers. Squadron color markings ARE historically correct for the 84th. All necessary parts have been provided, with one caveat. The Mk.7 (61kt) nuclear bomb does =NOT= include the nuke explosion effect. As there are several around, you End Users (tm) may need to do some editing/renaming. I use the one from the Gunny Ordinance Pack. Other weapons include under-wing 5" HVAR rockets & rails, GP bombs, and torpedos. There are 4 20mm cannon in the solid nose. Unfortunately, due to needing a real gunsight (K-14), the bombsight won't/doesn't work. You may have to 'glide bomb' or best guess it. When in-game, you can identify this aircraft by it's Displayed Name on the aircraft Drop Down Selector. You'll see: B-45B Tornado (WI) The "WI" standing for "What If". As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! Also, please read the "Notes" for other info, "historical" notes and some operational suggestions. Happy Landings! Wrench Kevin Stein with thanks to Veltro2k for building it
  10. that's how they work -- they were mass fired at the target, from a "crossing angle" (90 deg deflection) and one hoped for a hit or two. No prox fuses were ever used on any of the unguided rockets, from F-89 through F-86D and F-102s Are you using the original MMHE?? There is a 'better' one in the F-89 Scorpion v3 pack. It's called "MMHE1". Did them almost 10 years ago. It's a bit of a cheat, but they have a sustainer that keeps them flying straight, so they act more gun like. It's still a crap shoot, but with practice, you can get some hits.
  11. why didn't you just use the data ini from the Canadairs I did?? They have the updated KAW FM
  12. you don't repack them. you extract to a "location" (ie: a folder called, let's say 'extracted files'). Take out the ones you need, put them in the relevant folder withing the game's mods folder, and ignore the rest.
  13. No, it wasn't. I think you're confusing strike aircraft (this bomber) with it's recce cousin (RB-45) but thank you for your compliment
  14. Having had to do that 3-4 years ago with an HD crash, I can tell you can't migrate the exes. The installers have to be run, just like the first time you got them. OTH, saving the mods folders is a brilliant idea; then you can copy/paste them over the (newely) created mods folders from the (new) installs IIRC, once the new mods folder are generated, you should (the operative word!!) be able to re-use the original (archived) Options and Version inis. What I did when I had to reinstall, I didn't. I wanted new everythings until I could copy over all the other folders.
  15. That is all far too much work, for far too little reward. Just let the game engine handle it. That's how it was designed. The userlist ini for all the aircraft, and the limited nations & nations list in terrains it there for exactly that reason. Why add more confusion? Also, nice to see you back again!!
  16. no disturbing, legitimate questions. THOSE are always welcomed!! glad you got it fixed!
  17. not exactly perfect, but close enough to what I wanted!! (it's also a cool shot with the moon!!) thanks guys!
  18. (facepalm) duh!! it's been a hard year....
  19. yes, the fuck ups are included in the new games. July 2013 is the final version of the games
  20. I don't have that terrain, so can't really help in this instance. It does sound like a bug, but I"ll have to check my SF2I install to test. However, I'll only be using the stock IsrealME map, as that mods folder is strictly middle east/israel only
  21. these are what is meant by generic tags. the game, based upon year dates, user lists and availability, will populate the region with (approximately) appropriate units. That's pretty much all there is to know!! :)
  22. yah, I removed the node name, as it's just "stuck" between the left nacelle's 2 intakes. Does anybody remember the "SRC" bits actually stand for?? It's been years since I've see the defination (might have been on the now closed and vanished 3W boards) I'll make some experimental changes and we'll see what happens! thanks folks!
  23. remember, there's 3 rudders: 2 outer fins, and the right inner fin. Don't ask me why!!
  24. Ok, I have the lamp placed where it's supposed to go, but its not illuminating the runway in front! For some reason, it's lighting up (seemingly) sideways!) below are the specs for the light: //left nacelle only landing light// [LandingLight] SystemType=LIGHT Position=-4.97,6.55,-0.12 LightSrcOffset=0.0,0.00,0.00 Color=0.88,0.88,0.88 Brightness=0.05 LightSrcRange=65.0 CanFlash=FALSE LightNodeName=LandingLight IsLandingLight=TRUE the image below shows what it looks like. Can some one kindly steer me in the right direction in aiming the headlights?? (I was once licensed by the State of California (tm) to inspect and certify lighting malfunctions & repairs, but this one's got me!!) TIA!!
  25. don't bother adding them to terrains, just let the game engine populate them itself. If you place a SAM, ERW or SAM Radar DIRECTLY CALLED OUT BY NAME on a terrain, it goes into "stealth mode". It will never show on your RWR. (yet another fuck up created by one the later patches) Just let the game generate them in already specificed generic listings. (ie: "SAMLauncher", or "AAA"). Seriously, don't mess with terrain editing.
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