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Everything posted by Wrench
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See, I KNEW somebody had backdated it!!! I just couldn't remember who or when. I'll have to go grab these for meselft too!!! Wrench kevin stein
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Some folks have been having some problems with the F-104C (USAF version, by Ajundair & USAFMTL/BLT/wcheese/chili/onions/tomato hold the pickles) I'v almost got the C and A models sorted out -- these 2 birds are in Dave's Starfighter Superpak; which has some EXCELLENT skins, btw. This is what I've go so far.... And I figgured that whilst I was in there, I might has well spend the extra 15 minutes faking out a recon pod. Pay no attention to the fact the oblique camera ports are backwards...this was an early test to ck loading of the fuel tanks and the pod itself. I'll should have, with any luck, some new postings in the Loadout Thread 'fixing' the minor glitches, and I'll upload the Starfighter Recon Pod (fake) as soon as I figure out the lens placements. So, Starfighter, I'll have something for you tonight! Wrench Kevin Stein
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No ground radar with avionics70. A pity too. And you can't swtich back to the 60.dll without rebuilding the avioncs ini, and all the little bits in the cockpit folder (although it might be doable by using stuff that avionics 60 compatable -- stuff that already exists for earlier birds) I guess we're all waiting for the projected "avionics80.dll", which will hopefully re-incorporate the ground mapping and terrain avioidance modes. I hope!!!! Wrench kevin stein
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Always freeware...it's not a new map, it's a revamp of the original. Besided, I just tweek objects and targets. It's USAMTL & Co's from the Iran/Irag Total Conversion Mod. If you all WANT to send money ... well, I ain't to proud to take it!! But, I'd rather it go to a good charaity .... The Foundation for the Financial Relief of The Wrench or the American Diabetes Association. Wrench kevin stein
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Those sounds come from the Tomcat. As for the blue bits, that's a know fault in the Deutchland terrain. Gepard posted a sort of fix for it, can't remember where it at the moment. You might have to search for 'Deutchland terrain' here in the threads. Installing the 'Varks is no harder than installing any other aircraft. As to your CAS mission, you were tasked with destroying 'camonets', right??? Remove them from the groundobject folder, or rename the folder "xcamonet'. It was a known problem. They should be terrain objects only, not in the 'vehicles' class. As for the Red Range, have you checked your cat pointers???? Remember, it needs the desert cat for the desert terrain tiles. That info should be in the associated readme. At worst, you'll need Deuces desert tiles as a replacement. Mine works perfectly in EVERY install I have (at last count, 17 of them) Wrench kevin stein
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No idea why they read empty, when they've obviously got something loaded. I wouldn't worry about it, as long as the little circle is black, you got yourself some ship-killers. This happens on several other aircraft (which ones escape now), but I remember making note of it in the Loadout Thread. Probably on some Commie POS MiG I actually have those drop tanks sitting here ... they're Carlo's (Soulfreak), and I just haven't had a chance to get back to them and create/edit the lods for the matching bmps. Once I get my head and a$$ wired together, I can try and get those done for him, and he can release the to make everybody happy. Wrench Kevin Stein
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You really need to convert the screenshot bmps into jpgs. Makes is easier to view, and perhaps get set up at Photobucket or one of the other free image hosting sites. Much easier to link back too. I think there's already an HUD update for the Toros, have you checked the 'Cockpit Mods' section here at CA??? On the subject at hand, I'm afraid I don't have an answer for you. Wrench Kevin Stein
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Just some shots from yet another terrain upgrade I'm working on (while waiting for more DS stuff to show up) Without further ado.... Phantom 1, MiG 0 Singed my tailfeathers, and just missed...this time! Iraqi push towards an Iranian outpost under heavy fire... Recon over Khrak Island (southern end) --about 2 seconds later, I was missing my wings and in the drink, shark food. Flypast over Bander-e Khomeyni (note the shipwreck, a leftover of the Tanker War) The targets have been completly redone, with about 50 new areas, new ground attack, truck and shipping routes, a few dozen new objects (the usual stuff for the terrain - truck parks, industrial/chemical centers, power stations, etc plus artillery that works kinda and other surprises). Using Polak's new Desert Tiles; fully tested and SF and WoE (should work just fine in WoV as well) It goes out for testing soon to some teammates (as there are still a few little bugs). When it's ready, you'll get the word. Designed for use in you seperate, Iran-Iraq Install -- should NOT be use by itself, as you probably won't have the necessary ground objects and country specific aircraft and loadouts - that will be taken care of in the final release. There's a highly detailed, explicitlly instructed readme (that ain't quite finished) that wll explain all. Release Date: more than '2 weeks' Wrench Kevin Stein
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Well, I can't get the missile to NOT load -- it's there every time, all the way back to 1968. What I think you're doing is paying attention to the 'Stores Available' screen on the left, and not the the diagram on the right. Are the little circles blacked out, even it if says "Empty"??? That means the missile is loaded. From what I remember, the stores available section is only for campaigns, not single missions. Have you actually flown a anti-ship mission, and looked at the outside view??? You should see this ... Like I say, it loads for me everytime, all the way back to the start date. I did, however, find a few other things wrong ... the missile is listed as "FRANCE" for the nationname. It should most definately be "WGERMANY". That needs changing. Also, the M117 750# bomb need the 'West Germany' box checked. Since it is a German aircraft, you can even go so far as to change ALL the "AttachmentType=" notations to "W_GERMANY". It dosen't affect anything, and will still allow the B winder to load. You can even 'upgrade' the winder the F models; see the adjusted loadout ini below: If you go eariler than the availibility of the F, it just reverts back to B's. Of couse, we still don't have a recon pod.... There dosen't seem to be a 'real' problem here ... just looking at the wrong thing. Wrench Kevin Stein
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What I posted was the C-10. (I can't find my common,garden variety C!!!) Should be the same though. Wrench kevin stein
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Don't forget the 0-1 not flyable out of the box...it needs a cockpit and a bunch of other stuff. But, once upon a time, an exceptionaly bright, exceedingly cool individual DID come up with a rather interestering fix for it... you can find what you need to tweek the Bird Dog in the downloads section; Korean Era L-19. For the stock 0-1, you really only need the inis, and the cokepit included (with thanks to Wolf for allowing the mod of the Airacobra pit) There's also a nice Aussie version by Gramps in there too, someplace. Look for 'Cessna 180' or something like that. Wrench Kevin Stein
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Seems to work fine for me.... The only thing I noticed, is the attachment position of the wing tank needs some adjusting upwared a few mm. Make sure the data ini says "USAF" for the attachmenttype=, and use this below for your loadon ini Wrench kevin stein
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My sidewinders are expensive fireworks
Wrench replied to Bongodriver's topic in Mods/Skinning Discussion
Expensive fireworks....hmmm.... Been thinking about this one all day.... anyone give any thought to, just for S&G of course, to creating a let's call it the "AIM-9WP"???? for it's explosion effect, use the willie pete effect. Just a passing funny thought....what with the 4th of July tommorrow, and all that Wrench Kevin Stein -
Thanks, Derk! All mine already have the audio-only rwr, that 's the easy part. The jammer 'go inside', so that's no problem. Putting the ejector position on the wing would be the hardest part...probably just use the inner pylon position for the ejector 'mouth'.... something else to think about/play with over the holiday.... Wrench kevin stein
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That's why it's there, and why I work so hard at it. Looking at how many aircraft are already done, and what still to do....I'm slightlly less than halfway through. Still haven't touched any of the WW2 birds.... Wrench kevin stein
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Specs, please??? (locations, amount/type of expendables) That way I can updated the KB for the Zippers!! TIA! Wrench kevin stein
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Do you know how to solve problem when I trigger my gunpod?
Wrench replied to mook's topic in General Discussion
Easy fix would be to NOT load a gunpod of the Foxbat....never seen any evidence that they could carry one. btw, this also happens when putting a GP on the Vigilante, too. Again, llike Capun said, it's an animation conflict, and can't be fixed. Wrench kevin stein -
Well, lets see.... If you look at the data inis for the ASA, the ASA-M mod I just released, and the Knowledge Base, Creating a Country Specific Aircraft in which I used the KLU Zipper (and info supplied by DERK), you 'll see they DO have jammers. Just no expendables. Baugher's site is the cat's meow for aircraft info, baby!!! Wrench kevin stein
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Here we go again..... ok, am I the only one who's read the "Elric" series by Michael Moorecock???? If you had, you'd be familiar with that devine craft, 'The Ships That Sails Over Land and Sea'. It was used by Elric, and other incarnations of the Champion Eternal, in their Final Battle against the Lords of Chaos. (good reads, btw, if you like Sword & Sorcery -- get the ones with the Michael Whelan covers...superb artwork!) OR.... lots of very small wheels under the hull OR... anti-gravity/repulsor lift technology in play. OR... (you fill in the blank) Now, to answer the actual question, it's a route location problem in the movements ini. It's pretty easy to adjust, you just need to know the map coordinates to make the changes in the way points. (use Debug=TRUE in your HUDDATA.ini) It's the top line, CameraPosition= or something like that. Wrench Kevin Stein
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Don't waste you're time with those..... 1) they exist already and have been covered in the Knowledge Base and 2) more importantly, a little bird told me we will probably be seeing totally new ones. Can't say any more Wrench kevin stein
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the wonky wheels is a well know problem, as is the fix. You just take the landing gear data from the latest, patched data ini. (btw, this same fix can be applied to all the earlier Fishbeds and variants, F/J-7 series, etc) Same goes for the centerline tanke and wing pylons....take a quick look at the data ini's weapons section and compare the mounting data (this might be already covered in the KB, in the Fishbed sections) Good work Gerald! Saved me a bunch of responses! Wrench kevin stein
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F-94B Starfire (by Pasko, howling1 and C5) Just to make sure we're all on the same page, mission type-wise, here's the MissionData section. Again, this was designed as an all-weather interceptor (actually a stop-gap until the F-89's reached service), and is VERY limited in it's capabilities. [MissionData] NationName=USAF ServiceStartYear=1951 ServiceEndYear=1959 NationName=USAF AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT Availability=VERY_COMMON Exported=FALSE PrimaryRoles=INTERCEPT SecondaryRoles=SWEEP,CAP,ESCORT NormalMissionRadius=1330 MaxMissionRadius=2221 Ceiling=14265 MinBaseSize=MEDIUM double check the missiondata you have; if it dosen't match, just use the above. As this aircraft has no A-G loads, the 2 hardpoints are only used for fuel tanks. Now, there does seem to be a problem there...there is NO "TANK260_F94" anywhere. So, we're cheating and taking the easy way out - switching over to the F-80 Misawa style tank. No big deal! data ini: [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.56,-0.12,-0.44 AttachmentAngles=0.0,0.0,0.0 LoadLimit=800 AllowedWeaponClass=FT AttachmentType=USAF ModelNodeName=LeftWingPylon PylonMass=20 PylonDragArea=0.03 FuelTankName=TANK260_F80 [RightWingStationInboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 3.56,-0.12,-0.44 AttachmentAngles=0.0,0.0,0.0 LoadLimit=800 AllowedWeaponClass=FT AttachmentType=USAF ModelNodeName=RightWingPylon PylonMass=20 PylonDragArea=0.03 FuelTankName=TANK260_F80 Loadout ini: // Station 1 = Left Wing Station // Station 2 = Right Wing Station [AirToAir] Loadout[01].WeaponType=TANK260_F80 Loadout[01].Quantity=1 Loadout[02].WeaponType=TANK260_F80 Loadout[02].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=TANK260_F80 Loadout[01].Quantity=1 Loadout[02].WeaponType=TANK260_F80 Loadout[02].Quantity=1 The only other change that comes to mind (and I haven't done this myself), is to switch the cockpit over from the Skyhawk one used, to that of the Sabre-Dog. Nice single seat, early 50s style with a radar display. You will, however, have to adjust the pilot position to match that of the data inis. Wrench kevin stein
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F-89D Scorpion (by MontyCZ) 12/04/07 NOTE: this aircraft has gone back into the hangar for a complete rebuild of the weapon systems, updating the skin and decals. It is expected to be release during the week of the date above. These data ini edits will be supersceeded by the new versions. I will correct them after release of the update Again, we'll be changing the mission types: Availability=COMMON Exported=FALSE ExportStartYear= ExportAvailability= PrimaryRoles=INTERCEPT,CAP SecondaryRoles=ESCORT,RECON,SWEEP The above makes more sense for such a ' use-limited' aircraft, that weren't exported Remember: this model has NO guns, but gets the Nuke Genie To make sure things do load properly, particulary the 100-some AA unguided rockets in the wingtip pods, here's the weapons station data: Data ini: [LeftWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.8,0.10,-0.55 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,IRM,RCN,RCKT,SAHM AttachmentType=USAF ModelNodeName=LeftWingPylon PylonMass=55 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 FuelTankName=Tank200_F100 [RightWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 3.8,0.10,-0.55 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,IRM,RCN,RCKT,SAHM AttachmentType=USAF ModelNodeName=RightWingPylon PylonMass=55 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 FuelTankName=Tank200_F100 [LeftWingStationOutboard1] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-5.0,-0.10,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=IRM,RCN,RCKT,BOMB AttachmentType=USAF ModelNodeName=LeftPylon1 PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [RightWingStationOutboard1] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=5.0,-0.10,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=IRM,RCN,RCKT,BOMB AttachmentType=USAF ModelNodeName=RightPylon1 PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [LeftWingStationOutboard2] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-5.3,-0.10,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=RCKT AttachmentType=USAF ModelNodeName=LeftPylon1 PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [RightWingStationOutboard2] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=5.3,-0.10,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=RCKT AttachmentType=USAF ModelNodeName=RightPylon1 PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [LeftWingStationOutboard3] SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-5.6,-0.10,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=RCKT AttachmentType=USAF ModelNodeName=LeftPylon1 PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [RightWingStationOutboard3] SystemType=WEAPON_STATION StationID=8 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=5.6,-0.10,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=RCKT AttachmentType=USAF ModelNodeName=RightPylon1 PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [LeftWingStationOutboard4] SystemType=WEAPON_STATION StationID=9 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-5.9,-0.10,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=RCKT AttachmentType=USAF ModelNodeName=LeftPylon1 PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [RightWingStationOutboard4] SystemType=WEAPON_STATION StationID=10 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=5.9,-0.10,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=RCKT AttachmentType=USAF ModelNodeName=RightPylon1 PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [LTip1] SystemType=WEAPON_STATION StationID=11 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-8.35,1.65, 0.172 AttachmentAngles=1.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=RP AttachmentType=USAF ModelNodeName= PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [RTip1] SystemType=WEAPON_STATION StationID=12 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 8.35,1.65, 0.172 AttachmentAngles=-1.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=RP AttachmentType=USAF ModelNodeName= PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [LTip2] SystemType=WEAPON_STATION StationID=13 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-8.35,1.65, 0.172 AttachmentAngles=1.0,0.0,0.0 LoadLimit=1000.6 AllowedWeaponClass=RP AttachmentType=NATO ModelNodeName= PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 [RTip2] SystemType=WEAPON_STATION StationID=14 StationGroupID=4 StationType=EXTERNAL AttachmentPosition= 8.35,1.65, 0.172 AttachmentAngles=-1.0,0.0,0.0 LoadLimit=1000.6 AllowedWeaponClass=RP AttachmentType=NATO ModelNodeName= PylonMass=5 PylonDragArea=0.02 LaunchRailNodeName= LaunchRailHeight=0.10 Loadout ini: [AirToAir] Loadout[01].WeaponType=AIR-2A Loadout[01].Quantity=1 Loadout[02].WeaponType=AIR-2A Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-4D Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-4D Loadout[04].Quantity=1 Loadout[05].WeaponType=AIM-4D Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-4D Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-4D Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-4D Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-4D Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-4D Loadout[10].Quantity=1 Loadout[11].WeaponType=F-89WTip Loadout[11].Quantity=1 Loadout[12].WeaponType=F-89WTip Loadout[12].Quantity=1 Loadout[13].WeaponType=F-89WTipIn Loadout[13].Quantity=1 Loadout[14].WeaponType=F-89WTipIn Loadout[14].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=Tank200_F100 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank200_F100 Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-4D Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-4D Loadout[04].Quantity=1 Loadout[05].WeaponType=AIM-4D Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-4D Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-4D Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-4D Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-4D Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-4D Loadout[10].Quantity=1 Loadout[11].WeaponType=F-89WTip Loadout[11].Quantity=1 Loadout[12].WeaponType=F-89WTip Loadout[12].Quantity=1 Loadout[13].WeaponType=F-89WTipIn Loadout[13].Quantity=1 Loadout[14].WeaponType=F-89WTipIn Loadout[14].Quantity=1 [Recon] Loadout[01].WeaponType=Tank200_F100 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank200_F100 Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-4D Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-4D Loadout[04].Quantity=1 Loadout[11].WeaponType=F-89WTip Loadout[11].Quantity=1 Loadout[12].WeaponType=F-89WTip Loadout[12].Quantity=1 Loadout[13].WeaponType=F-89WTipIn Loadout[13].Quantity=1 Loadout[14].WeaponType=F-89WTipIn Loadout[14].Quantity=1 On a gaming historical sidenote, these 2 Scorpion variants were/are among the earliest aircraft released for Strike Fighters by a 3rd Party. Happy Landings! Wrench kevin stein
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F-89C Scorpion (by MontyCZ) Small Udate: 12/04/07 Enough of this world traveling, lets go time traveling! The Scorpion was designed as a 'contenintal defense interceptor'...to stop those waves of Russian bombers bent on destroying American cities. As such, it has a very limited role. So, we're going to change the top section "MissionData" to more fit the reality of the situation. I have allowed for a couple of other mission types, although I doubt that ADC would have actually allowed them, in partucular view that I've found NO reference of any model Scorpion being deployed outside the CONUS (well, I most definatley include Alaska in that, even though it was only a territory until 1959) MissionData - copy past this OVER your existing sections, just to the SecondaryRoles line. You'll see I've allowed for 'RECON' and 'SWEEP'. In truth, I fully believe the 2 mission types should only be "INTERCEPT" and "CAP". [MissionData] NationName=USAF ServiceStartYear=1951 ServiceEndYear=1965 AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT Availability=COMMON Exported=FALSE ExportStartYear= ExportAvailability= PrimaryRoles=INTERCEPT,CAP SecondaryRoles=ESCORT,RECON,SWEEP Data ini Hardpoints: Need no actual changes. You may wish to removed the references to "NATO", as this is no longer valid. UPDATE: 12/04/07: Correcting Ammo loads for the guns: I may have incorporated this into the Skin and Ini Update Pak recently released, but I'll post it here anyway. Scroll down to the //Internal Guns section, and change the MaxAmmo= on all 6 guns to the following: MaxAmmo=200 Loadout ini: [AirToAir] Loadout[01].WeaponType=AIM-4D Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-4D Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR Loadout[08].Quantity=1 Loadout[09].WeaponType=HVAR Loadout[09].Quantity=1 Loadout[10].WeaponType=HVAR Loadout[10].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=Tank200_F100 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank200_F100 Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR Loadout[08].Quantity=1 Loadout[09].WeaponType=HVAR Loadout[09].Quantity=1 Loadout[10].WeaponType=HVAR Loadout[10].Quantity=1 [Recon] Loadout[01].WeaponType=Tank200_F100 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank200_F100 Loadout[02].Quantity=1 I personally dislike the use of the HVAR missiles, as they're pretty useless for the most part - your AI wingmates will probably never fire them, although you CAN hit bombers with them - I have! You do, however, have 6 20mm guns to tear up stuff with! Also, none of my recent research (as of 12/01/07) indicates the ability to mount and use the Falcon missiles. But, I've left them on there just because.... Wrench kevin stein
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Iraqi Air Force Aircraft Notes: UPDATED 9/23/07: With a partial re-release of the Iran/Iraq campaign, I feel it's now time to release the modified weapons loadout information for the Iraqi Air Force. Of course, this will probably mean a complete rebuild of the campaign ini for you end users (and my apologies to MK2 for doing this to him ...again...), but it will also give you folks some idea of what to expect when the DS mod is finally released. You can find the IqAF info starting with this post Iraqi Air Force Fixes - It starts HERE Don't forget to check the Iranian Air Force birds above, and add the necessary weapons to make a great mod even better!! Happy Hunting! Wrench Kevin Stein
