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Wrench

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Posts posted by Wrench

  1. oi vey!!!....

     

    now I'm gonna have Julie Andrew's voice stuck in my head all day!!!!!!

     

     

    SgtKAR98: try this for the Stuka, and other WW2 German stuff:

     

    open the data ini, and change the attachment type from WP (on Pasko's Stuka) to W_GERMANY

     

    Try this for you Stuka's loadout:

     

    [Attack]

    Loadout[02].WeaponType=SC-500

    Loadout[02].Quantity=1

     

    Loadout[02].WeaponType=SC-500

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=SC-50

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=SC-50

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=SC-50

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=SC-50

    Loadout[06].Quantity=1

     

    [sEAD]

    Loadout[02].WeaponType=SC-250

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=SC-50

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=SC-50

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=SC-50

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=SC-50

    Loadout[06].Quantity=1

     

    [Anti-Ship]

    Loadout[02].WeaponType=SC-250

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=SC-50

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=SC-50

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=SC-50

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=SC-50

    Loadout[06].Quantity=1

     

     

    Which Ta-183 needs fixing? the "A" figher or the "B" Jabo??

    again, they need the W_GERMANY attachment.

     

    The Natter carries no weapons other than a snoot full of unguided rockets (R4M??)

     

    It makes me very nuts we've lost that...I had a whole section called "WW2 Nazi Germany Notes". Which, of course, I never saved anywhere.

     

    The Skywarrior stand-in should take common, garden variety USN bombs. Unless, it's set as refueler. I'll have to d/l it and see. (believe it or not, I actualy don't have every single aircraft available!

     

    Wrench

    Kevin Stein

  2. There, see how easy it is????

     

    It really cracks me up as to how bent some folks get over something as simple to fix as loadouts.

     

    Wrench's Quick and Easy Guide to Weapons Fixing: The Lazy Man's Way

     

    Attachement types may vary for era to era, so you need to make sure the nation in the attachment type matches the country. There are some exceptions, of course, as there are to every rule set.

    Many country specific weapons and weapons attachement types can be found by useing the Weapons Editor, and just looking for the main country of origin (right column), and attachment type (right-center column)

     

    1) If it's Soviet or Warsaw Pact air forces, change attachement type to "SOVIET"

    a) if it's somebody elses; ie Egyptian 21PFM, leave as "WP"

    b)Indian, Iraqi, Iranian, PRC, Egypt, and several others have their own.

     

    2) WW2 aircraft have differing nations. Although some (RAF,USN,USAF,USMC) stay the same.

    a) Nazi Germany in no longer a valid type - it has been changed to "W_Germany". Don't ask me why!

    b) WW2 Soviet is now the type for several 'older' weapons that may still have been in use by the USSR during the 50-70s

    c) WW2 Japanese Empire now takes "JAPAN" as it's attachement type.

     

    3) NATO/Western powers have their own, and can be used by changing their's (ie: an RAF Phantom can carry both USN or RAF weapons

    a) France, Belgium, West Germany (pre-reunification), Netherlands also have their own types. Those that use American aircraft, may also be able to mount USAF weapons.

     

    Now, of course there's the name changes for Russkie stuff.....and that's for another post! (but that too, can be found via the weapons editor)

     

    Wrench

    Kevin Stein

  3. First off, we're going to assume you've done the following:

     

    "Download and install the weapons pak FIRST before beginning to edit the aircraft."

     

    Your game installation, and getting ready to edit should pretty much follow this path:

     

    1) Install game

    2) Patch, if needed, to most current level

    3) Download and Install weapons pak

    4) Download and Install add-on aircraft, if desired.

    5) Edit loadouts as needed, following the instructions given here, and the following posts

     

    --------------------------------------------------------------------------------------------------------

     

     

     

    Getting the right Air-to-Air missiles to show on 'Red Air' birds:

     

    Most problems with Soviet/Warsaw Pact weapons not show up is usually a simple matter of replacing the nation name in the "AttachementType=" pointer in the Weapons Stations of the aircraft's data ini.

    This is easily changed by opening the data ini of the aircraft in question, and replacing the stock designator with the correct nation.(it's a simple text edit)

    ie: "WP" is replaced by "SOVIET"

     

    Further, due to changes in the Weapons Pak itself, the NATO code name are no loger used for Soviet missiles.

     

    Example:

     

    NATO Name -

     

    AA-2 Atoll

     

    Soviet Designation -

     

    R-13M

     

    It should also be noted, that most of the air-to-ground weapons have also been changed; but this change mostly affects the guided munitions, not the iron bombs and rocket pods. They remain the same.

     

    It is most important that the data and loadout inis have been extracted from the objects.cat by using the cat extraction tool, available here at CombatAce.

    Instructions for it's usage are here in the Knowledge Base.

     

    Now, as simple Rule of Thumb for Western Powers aircraft:

     

    If the data in calls for NATO as the attachment type, and it is/was an American designed aircraft, you can change that to read "USAF" with a 99% certainty that the stock loadout is going to work.

    There are, of course, excpetions to this rule. These would be country specific aircraft used by specific countries. Most notably, would be the Mirage series, they would need "FRANCE" as their attachment type, and adjustments of the loadout ini accordingly to match up with French weapons. RAF/RN aircraft DO have their own weapons (bombs, missles, etc), but it if was Made in the USA, you can get way with using USAF or USN weapons - this is most true with the Phantoms. All of these aircraft WILL be covered.

     

    In further posts, I'll be listing aircraft or aircraft groups with the adjusted data ini sections and loadouts. Some of these posts will be getting pretty big, so I'll try to keep things tight and conscise. Question, comments and requests should be addressed to me or one of the moderators in the 'SF/WoV/WoE General Discussion' Forum

     

    Happy Hunting!

    Wrench

    Kevin Stein

  4. IT seem the Wiki has dropped beyond it's own event horizon, and is no longer part of our physical universe.

    (ie: it's vanished!!)

     

    USAFMTL has created a new thread here in the Knowledge Base, and I (and hopefully others) will beginto rebuild the database here.

     

    I belive we'll start with the Fishbeds, as they seem the most popular.

     

    Wrench

    Kevin Stein

  5. Well, hell....

     

    Looks like we'll need to start the "Weapons Pak Loadouts and Data Ini Updates" thread in the KB.

     

    Time to start the massive copy/paste work (damn, and I got applictions to fill out for jobs too!!)

     

    Dave, start the thread and we'll get startd on it.

     

    Wrench

    Kevin Stein

  6. Did you change ALL the years in ALL the sections??? (not just the single mission - coop, dogfight, whatever)

     

    I've got mine set (for jet WoE from 1945 to 2050, with no problems.

     

     

    EDIT:

    Probably Vista screwing this up some how.

     

    I didn't catch this first time around.

    Didn't TK say there were issues with running in Vista???

    Bet that's the kicker!

     

     

    Wrench

    Kevin Stein

  7. How hard can it be???

     

    take an existing model (ie GBU24 as it has pretty much the right shap and size ie: like those used against the SCUD launchers at the mountain fortress)

    edit the weapon's data using an exiting rocket propelled GBU (AGM-130 comes to mind) to match

    rename said item to "AGM-149 Blue Parrot" (oh, wait, that was other bar in Casablanca).

     

    The only problem I see is making sure the size is correct for the bays. 24's might be too long.

     

    btw, anybody notice in the movie, when launched agains the scuds, and the camera follows along the bomb, the nose vanes were moving to steer it??? (watched it yesturday- again!!!)

     

    the implosion bomb "probably" cannot be created, unless someone can tweek a Durandal maybe?? And to what purpose? Most of the weapons we have already more than do the job.

     

    I'll spend a few hours on this, and see what develops

     

    Wrench

    Kevin Stein

  8. I know they're not perfect, but there are a some tweeked Skyhawk pits for 17/17PF-PFU/19 and Su-9s both here at CA and at my site.

     

    What I don't remember is, if I tweeked to pilot positions to get them more in line with the physical model. Guess I'll have to check and see.

    I do remember is that they use the RP-22 style radar bmp from the PFU.

     

    If you all want them, I'll check the pilot positon, and update the ones here at CA.

     

    Again, while not perfect, they are quite a workable alternative.

     

    Wrench

    Kevin Stein

  9. Use larger/multi purpose decals. (ie: like I did on the RAF mustangs, right and left side, with squadron letters/roundel/aircraft letter. like: GA o A as one) In that case, you need to make one for each side (r & l), and have them set to level=2

     

    For a Navy/MC bird for example, you'd have the squadron tail code and aircraft number as one. Something like:

     

    YZ

    1234

     

     

    Also, it seem lately that only 2 per mesh seem to work. Now, mind you, this seem to be the WW2 birds in WoE.

    I do think something has changed since the last patch

     

    Of course, in some cases in just easier to paint them directly on the skin involved. Expecially works well with the loviz types.

     

     

    ot: hey Dave! how you doing?? Everything ok?

    I know all about surgeries...have been sliced open twice in the last few years (groin hernia and naval hernia). take it easy, and get healed soon!

     

    Wrench

    Kevin Stein

  10. Been there, done that.

     

    Well, at least for Fighters Anthology.....

     

    That's the thing I really miss in the SF series...a good, built in mission editor ala FA. And a way to write individual mission briefings, that each carries the storyline along.

     

    sigh....those were the days

    Warbirds, Force of Eagles, Firebreak (started and never finished Dark Wing)

    Flight of the Old Dog

    the first 6 Wingman novels.....

     

    the great heydays of mission buildings.....

     

    Wrench

    Kevin Stein

  11. RAF Mustang III (MH) skin & ini mods


    This is a modifcation of Wolf257's P-51C Mustang into the Mk.III version, as used the RAF in the ETO This is the model with the "Malcom Hood".

     

    This is a semi complete aircraft mod, creating a country specific version for use in your World War 2: ETO installs ONLY!!

     

    It represents aircraft from 315 Polish Squadron "City of Deblin" of circa 1944/45 (pre-invasion striped, or post invasion striped).

     

    IMPORTANT -- This mod does =NOT= include the aircraft's LOD file (the actual physical model) or the cockpit folder!!

     

    New, modified inis, decal tgas (including my new damage tga), skin bmps, etc are included making this almost a full aircraft add on. The cockpit folder itself is NOT included, but a modified cockpit ini (for the new gunsight tga) is. You will need to have the WW2 Plane Pak to make use of existing files that are needed for this aircraft's installation.

    Included, for your enjoyment, are brand new, never before released RAF Mustang III hangar and loading screens - only available in this mod!!

     

    Please see the 'readme' enclosed for full, detailed instructions!

     

    I'd like to thank him personally, for making his wonderful WW2 aircraft available, for letting us mod them to our hearts content.

     

    Good Hunting and

    Happy Landings!

    Wrench

    Kevin Stein


     

  12. No difference, still uses the A-4B pit. (open the Mig-15bis.ini, and you'll see the pointer "CockpitDataFile=A-4B_Cockpit.ini")

     

    So, unless Fubar wants to cut loose with the modded Fitter pit...

    (or, at least tell us what's needed to tweek it :) )

     

    Wrench

    Kevin Stein

  13. Not "might", WILL overwrite.

     

    You need seperate installs for YAP and NF; otherwise problems will ensue.

    While not truly incompatable, they are designed (especially NATO Fighters), as stand alone units. (the NF readme states this pretty clearly)

    So,you need :

     

    1) install of WoV for Yap and

    2) install of WoE for NF.

     

    {can't say about merged installs, as when I 1st installed WoE, for some reason it never asked me. Let me tell you, it was mind-bogglingly difficult to copy/paste the VietnamSEA terrain folder into WoE! :crazy: }

     

    I've got something between 9-12 installs for all the games (SF,WoE,WoV and FE). Modded, unmodded, test installs (for weapons tweeking), theatre and era specific, etc

     

    IT's the only way to fly!!

     

    Wrench

    Kevin Stein

  14. There are no drop tanks for the Panthers -- they're part of the wing structure (the tip tanks), and are not jettisonable.

     

    Are you saying you can't load ANY weapons? (it only carries bombs and HVARs)

     

    The -5P is a recce bird, and carries NO weapons.

     

    Wrench

    kevin stein

  15. In the SF d/ls section, you'll find MK2's repaints of the Skyhawk pit for use with the Migs (etc). There's a green and a black dashboard version.

    The only problem with that is, it uses the stock A-4B cockpit ini, which puts the pilot in the wrong place.

    What I've done (kinda experimenting with upgrading them a little) is the following:

     

    1) Extract the A-4B_cockpit.ini

    2) Place in (this case,) the MiG-15s folder.

    3) Rename to "Mig15_cockpit.ini"

    4) Make sure the pointer in the MiG-15bis.ini points to your new cockpit ini (ie:CockpitDataFile=Mig15_cockpit.ini)

    5) Adjust pilot position as follows:

    (you may wish to copy/paste the following date OVER the existing lines in your new cockpit ini)

     

    [CockpitSeat001]

    ModelName=a-4b_cockpit

    Offset=0.0,-0.08,-0.03

    Position=0.0,1.437,0.658

    ViewAngles=0.0,0.0,0.0

    MaxYaw=152

    MinYaw=-152

    MaxPitch=90

    MinPitchFront=-43

    MinPitchRear=-20

    LightRange=1.5

    LightInnerConeAngle=43

    LightOuterConeAngle=60

    LightAngles=0.0,-35.0,0.0

    DiffuseLightFactor=0.5

    NightLightOn=0.55

     

    you'll notice it's been move more towards the center, based on pilot position in the data ini. Also, I've turned the light one earlier (NightLightOn= line -- thats a Moonjumper fix, btw). That should get you pretty close to the actual physical position you see on the outside view. Feel free to tweek/adjust/fine tune the pilot position you your liking.

    I also have a new soviet gunsight for it too, and if anyone is interested, I'll upload it. That way, you ain't stuck using the USN Mk.8.

     

    Wrench

    Kevin Stein

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