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JSF_Aggie

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Everything posted by JSF_Aggie

  1. F-35A

    They just pivot about the back edge.
  2. F-35A

    Correct. They were on the two X-35's, but will not be on any of the F-35's (A, B, or C). For the F-35's, the "speed brake" will be the rudders both comming inward, and the flaps going down. I can't remember if the LEF's have a role or not. I can try to look tomorrow. In the first pic here, you can see they've been removed. http://www.lmaeronautics.com/f35firstflight/
  3. F-35A

    The production versions do not have a unique surface for a speed break, like the two CDA aircraft. It's done with a combination of the rudders and flaps.
  4. I believe that is the case. A year or so ago, when the Mirage Factory released a large pack for use in online play, I believe they included some modified dogfight.ini's for a couple terrains. I think it's used as XY locations to spawn the different players.
  5. Kevin, Sorry, I've missed this thread somehow. If you still have some questions, let me know and I'll do my best to answer.
  6. In SP4, TK changed the code defining how the front line behaves. If you define more than 2 Forces in a campaign, several things go screwy, including ground units disappearing after they capture a StrategicNode.
  7. Moses, I got it working. I did the following: 1. Installed the Hornet 2. Corrected two capitalization errors, but I doubt this is what fixed it: [USMCUnit001] UnitName=VMFA-122 Crusaders ForceID=1 UnitID=45 StartDate=1983 DescFile=woe2Start.txt StartText=woe2Start1.txt 3. Removed a 2nd entry from the loadout section for the AGM-45B, I bet this is causing your CTD. Supply[001].WeaponType=Mk82 Supply[001].Quantity=2880 Supply[002].WeaponType=Mk84 Supply[002].Quantity=480 Supply[003].WeaponType=Tank300_F18 Supply[003].Quantity=480 Supply[004].WeaponType=AIM-7M Supply[004].Quantity=240 Supply[005].WeaponType=AIM-9F Supply[005].Quantity=480 Supply[006].WeaponType=Mk83 Supply[006].Quantity=1560 Supply[007].WeaponType=AGM-45B Supply[007].Quantity=480 Supply[008].WeaponType=Rockeye Supply[008].Quantity=1480 Supply[009].WeaponType=AIM-9L Supply[009].Quantity=480 Supply[010].WeaponType=AGM-45B Supply[010].Quantity=480 These are the only changes I made, and it's working for me. There are a total of 93 AirUnit's. Let me know if you still have issues, and I can send you these files and/or look at it some more.
  8. Moses, The most I've done, or seen done is around 90, but I would be surprised if that's the limit. If you want, PM me your email, or a link to your campaign files and I'll look. Hopefully it's just a typo or something along those lines.
  9. If you guys want help with any skins, I would be more than happy to. When my dad was flying, we were stationed at Minot, Dyess, and Carswell. I was real young, but I still remember going to the Minot alert pad and watching the Airman standing guard with their parkas in the minus whatever temps. 1 week on, 2 weeks off.
  10. F-35A

    This is not true, just forward looking.
  11. I don't know that this has anything that you don't already have access to, but I have my dad's H model self-training handbook. It has some good diagrams of all the cockpit instrumentation. Were you going to do with, or without the tail gun? Thanks.
  12. AV-8C

    Are you talking this one here? http://forum.combatace.com/index.php?autom...p;showfile=1772 If so, it's older than what you get with the update file above. It's still using avioncs60.dll, with the above update, it switches to using avioncs70.dll with a real hud. Also, I diff'ed the _data.ini's and the flight models are significantly different. Kreelin posted this June, 24 2006. By the way, my Pax trip went down the toliet. All flights into the area were canceled until Tuesday cause of weather, and the guys running the class said that would be missing to much time. There's another in July, so hopefully I'll get to go to it.
  13. AV-8C

    USAFMTL, I don't think the AV-8C here, has Kreelin's last update. Kreelin did an update after SP4, in which he updated the flight model, and Kess added the HUD symbology. MoonJumper and Deacon tested the flight model. The update is here, but requires that it be installed ON TOP OF the AV-8C here. http://tiana.andriam.free.fr/av8csp4udp.exe
  14. Thanks man, those are great. Much appreciated.
  15. The .bmp's in the file should go into the folder for each terrain you want them for, i.e. desert, GermanyCE, VietnamSEA, etc... I don't believe it's possible for .bmp's to remove your runways. This is usually because your terrain isn't finding a .cat file. For example, in the bombing range's range.ini: [Terrain] TerrainFullName=Range DataFile=Range_data.INI TargetFile=Range_targets.INI TargetTypeFile=Range_types.INI MovementFile=Range_MOVEMENT.INI NationsFile=Range_NATIONS.INI BriefingText=Range_Briefing.INI DogfightFile=Range_dogfight.INI DogfightOnly=FALSE CatFile=..\GermanyCE\GermanyCE.cat <--------This needs to point to a cat file that exists.
  16. The Huey was made by KillerBee, specifically for use as a ground object. The Cobra is Capun's, used as a ground object.
  17. I haven't tested it, but I assume MissionRate works as a multiple of NormalMissionRate. For example: NormalMissionRate=1.0 will give you 1 mission per day. In that case, MissionRate=0.5 would give 1 mission every 2 days & MissionRate=1.0 would give 1 mission per day & MissionRate=2.0 would give 2 missions per day
  18. Johan, You may want to play around with adding the "MissionRate" variable to each of your squadrons. TK uses it in the stock SF campaign (per the example below), but not in any of the WOV or WOE campaigns. I assume it works as a multiple of the MissionRate variables defined at the top of the _data.ini. TK has it in there even for squadrons that are not playable, so hopefully it effects AI squadrons as well. It was something I'm going to experiment with eventually. [AirUnit001] AircraftType=F-100D Squadron=436TFS StartDate=9/25/1959 ForceID=1 Nation=USAF DefaultTexture=USAFSilver1 BaseArea=D3 Airfield RandomChance=100 MissionRate=0.9 <<<<------------------------------------ MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50
  19. Nothing that I'm aware of. I've only completed 2 campaigns since SP4, OTC and DBS '72. Both had the problem you mention, and both were fixed by having just two "forces" defined. The only other thing I can suggest is to show TK your two campaign .ini files, either via email or post them at his site. Good luck
  20. Check this... http://bbs.thirdwire.com/phpBB/viewtopic.php?p=19576 What's defined as the base needs to be a strategic node, so the ground forces have a "road map" to get there.
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