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Gocad

+MODDER
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Everything posted by Gocad

  1. CampF8.jpg

    From the album My Crusader skins

  2. Stating the obvious: Wrench was right. Building a template is no big thing...especially when you don't have to start from scratch. It still needs a few hours of work, though.
  3. They do spawn, but only if they are stationed at the airbase there. So no Finnish Drakens on a South Vietnamese airbase...unless you're running a campaign that has Finnish Drakens based in South Vietnam. Taken during a campaign mission: Note that the static aircraft are not identified by type, but by the squadron they're assigned to.
  4. Well, actually you have to reach Waypoint #5 to complete the recon mission successfully, but the game doesn't care whether you really fly to this waypoint or if you just cycle through them with the 'next waypoint' key.
  5. This won't happen during campaigns, though.
  6. Business as usual...another MiG bites the dust
  7. bau.jpg

    From the album My Crusader skins

  8. USS Cabot question

    I think it's fair to say that no jet aircraft (except for VTOL jets, of course) could have operated off the Dedalo due to the rather small size of its flight deck.
  9. Yeah, StationGroup #7 (the aft Sparrow stations) won't be accessible in the loadout menu, but I think it's not much of a problem, since you can't load anything but those Sparrow missiles there and they get loaded via the loadout file.
  10. Well, updating the aircraft_data and loadout files of the Soviet planes is definitely a 'must do'...took me a while to realize why they were flying aroung without missiles...
  11. F4D_LGB2.jpg

  12. I wouldn't recommend to use the loadout.ini to get the LP and the LGBs aboard, since we all know that the AI doesn't really like those 'smart' bombs, right? Okay, that's definitely something else. I must have been thrown off by the fact that I didn't have this one in my weapons pack. That would require an aircraft_data edit, which would like this: [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.47,0.37,-1.18 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1600 AllowedWeaponClass=BOMB,LGB,ARM,GP,IFP,MER,RP AttachmentType=NATO,USAF ModelNodeName=wing_pylon_outer_left01 PylonMass=86.18 PylonDragArea=0.02 [RightOuterWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.47,0.37,-1.18 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1600 AllowedWeaponClass=BOMB,LGB,ARM,GP,IFP,MER,RP AttachmentType=NATO,USAF ModelNodeName=wing_pylon_outer_right01 PylonMass=86.18 PylonDragArea=0.02 [LeftInnerWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.05,2.74,-1.28 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,LGB,EOGB,NUC,EOGR,ARM,EP,TER,TLR,RP,LP AttachmentType=NATO,USAF ModelNodeName=AdapterLeft ;PylonMass= ;PylonDragArea= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [RightInnerWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=2.05,2.74,-1.28 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,LGB,EOGB,NUC,EOGR,ARM,EP,TER,TLR,RP AttachmentType=NATO,USAF ModelNodeName=AdapterRight ;PylonMass= ;PylonDragArea= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.0,0.37,-1.01 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=2050 AllowedWeaponClass=BOMB,LGB,NUC,GP,LP,IFP,DLP,MER,RCN AttachmentType=NATO,USAF ModelNodeName=pylon_centerline PylonMass=32.21 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sparrowStation1] SystemType=WEAPON_STATION StationID=6 StationGroupID=5 StationType=SEMI_RECESSED AttachmentPosition=-0.501,5.07,-0.84 AttachmentAngles=2.0,0.0,2.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=231.5 AllowedWeaponClass=SAHM,LP AttachmentType=NATO,USAF MinExtentPosition= MaxExtentPosition= [sparrowStation2] SystemType=WEAPON_STATION StationID=7 StationGroupID=5 StationType=SEMI_RECESSED AttachmentPosition=0.501,5.07,-0.84 AttachmentAngles=-2.0,0.0,-2.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=231.5 AllowedWeaponClass=SAHM,EP AttachmentType=NATO,USAF MinExtentPosition= MaxExtentPosition= [sparrowStation3] SystemType=WEAPON_STATION StationID=8 StationGroupID=7 StationType=SEMI_RECESSED AttachmentPosition=-1.08,-0.65,-0.87 AttachmentAngles=0.0,2.0,5.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=231.5 AllowedWeaponClass=SAHM AttachmentType=NATO,USAF MinExtentPosition= MaxExtentPosition= [sparrowStation4] SystemType=WEAPON_STATION StationID=9 StationGroupID=7 StationType=SEMI_RECESSED AttachmentPosition=1.08,-0.65,-0.87 AttachmentAngles=0.0,2.0,-5.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=231.5 AllowedWeaponClass=SAHM AttachmentType=NATO,USAF MinExtentPosition= MaxExtentPosition= .... Bold entries mark edits. And it works: Okay, that's a Pave Tack on the left inner wing station, but it should do.
  13. Infantry

    Unlikely, since there's not that much place inside an APC or IFV. MANPADS are usually handled by air defence units, which might be assigned to operate along larger infantry formations. Assigning an AAA machinegun to infantry units (in-game) would be far more realistic than giving them some light SAMs.
  14. Infantry

    The average infantry platoon has no SAMs at their disposal...they have enough to carry already.
  15. F4D_LGB.jpg

  16. Actually you should already be able to load the AVQ-23 Pave Spike in the front right left Sparrow station: Stock TW F-4D, stock F-4D_data.ini...with bunyap's weapons pack installed. There's no need for aircraft_data or loadout .ini edits.
  17. Vista limits the access to files located in the Program Files section, which can be a problem for programs not written for Vista, since they might be unable to write and create certain files (like savegames or screenshots) I recommend to install the TW games into your personal Users folder. That should solve those problems.
  18. WOV is definitely more fun, but WOE seems to have an edge regarding mods. The solution is: Get'em both.
  19. You don't have to change anything if you're using bunyap's weapons pack. All you have to do is delete the previous weaponsdata.dat file, then open the weaponsdata.ini file with the Weaponseditor released 02/2008 and save the file. If you're trying to use the MF weaponspack for WOI released in 05/2008 THEN you would have to change the ATTACHMENT type from ISRAEL to USAF, NATO, etc.
  20. pmj.jpg

  21. RF-4B low vis scheme...hmmm.
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