Jump to content

Gocad

+MODDER
  • Content count

    2,193
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Gocad

  1. Sounds to me like another case of RNG love. First of all, your skins need a file called numbers.lst This is a text file that should contain as many lines as there are individual aircraft numbers! For single missions: In the pre-flight loadout screen select the first number (or whatever you have written into the numbers.lst) For campaign missions: Open your campaign_data: Search for the unit you want to fly for that uses a 3rd party skin. Add 'StartNumber=0' right after the 'DefaultTexture' entry.
  2. File Name: VC-2 'Blue Tails' skin for the Mirage Factory F-8B File Submitter: Gocad File Submitted: 8 May 2008 File Updated: 15 Aug 2008 File Category: F-8 VC-2 'Blue Tails' skin for the Mirage Factory F-8B ------------------------------------------------------------------- Making this skin would not have been possible without the work done by the Gunfighters team and the Mirage Factory or without Column5's fantastic template. Thanks a lot, guys! Installation instructions -------------------------- Extract the contents of the rar file named 'JE_2' into a TEMP folder. Read the text file for further instructions. Legal stuff ------------ 1. The work may not be used in payware projects or in projects that will not be freely distributed under these same terms. 2. You must give proper credit in your readme file. 3. If feasible, include the original readme along with your new mod. Click here to download this file
  3. Version

    119 downloads

    VC-2 'Blue Tails' skin for the Mirage Factory F-8B ------------------------------------------------------------------- Making this skin would not have been possible without the work done by the Gunfighters team and the Mirage Factory or without Column5's fantastic template. Thanks a lot, guys! Installation instructions -------------------------- Extract the contents of the rar file named 'JE_2' into a TEMP folder. Read the text file for further instructions. Legal stuff ------------ 1. The work may not be used in payware projects or in projects that will not be freely distributed under these same terms. 2. You must give proper credit in your readme file. 3. If feasible, include the original readme along with your new mod.
  4. Fleet Composite Squadron Two (VC-2) 'Blue Tails': ...and as usual: no tailcode. EDIT: Now with tailcode and complete decals and ready for download.
  5. IIRC the Navy and the Air Force used different Sidewinder and Sparrow models, i.e. some Sidewinders were only used by the USN. Many 3rd party a/c, such as the F-4N/S do reflect this through the attachment types of their weapon stations, which may make it impossible to load a weapon that wasn't used by the Navy. Short version: Check the attachment types of the weapons (> weapondata) and the weapon stations (> aircraft_data).
  6. I thought I could throw this skin together within a few hours...well, apparently not. Also, I would like to add that I miss the C/K model.
  7. IIRC the Luftwaffe has a training area in Sardinia, so it's actually not much of a surprise that it took place there.
  8. Is that a mod of the stock WOV Kitty Hawk or a 3rd party ship? I'd love to add the Terrier to the WOV CVA-63...but I don't know where to start.
  9. You don't need to buy WOI just because of the code changes, since TK will implement those into the earlier games once WOI is stable and bugfree. Then again, buying WOI means more money for TK and that might make him work faster. Also, your wingmen do engage the enemy...all of them:
  10. Interesting. Maybe now there will be a category for Typhoon skins...
  11. I guess it's determined by the range of the weapon (groundobject) and projectile weight and muzzle velocity of the gun (gundata) A ship equipped with a weapon that supposedly has a range of 3000m wouldn't engage an enemy aircraft that's directly above the ship at, let's say, 12000 ft.
  12. The Laser Designator must be added to the aircraft_data. The avionics file has nothing to do with it. Open the aircraft_data and add this: [Fuselage] .... SystemName[010]=LASERDESIGNATOR .... // Weapon Stations --------------------------------------------------------- ... [LASERDESIGNATOR] SystemType=LASER_DESIGNATOR CameraFOV=2.500000 CameraPosition=0.000000,9.500000,-0.650000 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 EODisplayFlags=268501249 SeekerRange=28.000000 SeekerGimbleLimit=120.000000 SearchTexture=PaveTackNarrow.tga SightTexture=avq23sight1.tga
  13. Judging by this screenshot here I would say it shouldn't be to difficult to emulate that. I guess it's just a matter of increasing TracerLength (see GunData) and TracerLoading(see ObjectData).
  14. I'm going to say something for which I have no evidence whether it's true or not, but I do think it makes sense: The even numbered aircraft is the wingman of the odd numbered aircraft. The odd numbered aircraft is the leader and actively engages the enemy while his wingman watches his back. Therefore the even numbered aircraft don't start fights on their own, because they already have an assignment.
  15. Landing Gear

    I disagree. I do think that these reports can be useful, but unfortunately they often are presented out of proportion. The media (and I think their audience as well) prefers to focus on the sensational value of such an incident instead of providing the public with an objective account of the event. God, I sound so idealistic here.
  16. No, there isn't. Why would someone want to turn this game into something where you don't have to do anything at all because your AI wingmen shoot down or bomb everything that shows up long before you even get to chance to do it yourself? Now THAT would be a problem.
  17. Landing Gear

    Even without pics I think it's fair to say: A-10 > Typhoon (well, at least when it comes to belly landing)
  18. Thanks for the tips. I did follow the suggestions here and yes, enemy aircraft will now have a tough time getting close to Alaska. This is going to hurt. That's actually my wingman...I had been shot down already. I think I should increase the launch time a bit...looks like the Perry is launching its missiles a bit too fast now. I did create a 'new' missile as well, the RIM-162 Envolved Sea Sparrow (not something I made up, but I'm not sure whether its capabilities do completely match those of the actual missile...) [WeaponData813] TypeName=RIM-162 FullName=RIM-162 ESSM ModelName=agm-78 Mass=280.019989 Diameter=0.254000 Length=3.660000 AttachmentType= NationName=USN StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=MediumMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=39.000000 FusingDistance=2.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=95 MaxTurnRate=21.000000 MaxLaunchG=6.000000 LockonChance=97 LaunchReliability=97 ArmingTime=0.500000 SeekerFOV=180.000000 SeekerGimbleLimit=240.000000 SeekerTrackRate=36.000000 SeekerRange=65000.000000 MinLaunchRange=1200.000000 MaxLaunchRange=60000.000000 Duration=90.000000 CounterCountermeasure=85.000000 NoiseRejection=90.000000 CapabilityFlags=0x0000003f BoosterStart=0.000000 BoosterDuration=4.500000 BoosterAccel=18.754000 BoosterEffectName=SmokelessMissileEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.835150,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.835150,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0
  19. Version

    118 downloads

    VC-5 'Checkertails' drone controller scheme for the Mirage Factory F-8B Making this skin would not have been possible without the work done by the Gunfighters team and the Mirage Factory or without Column5's fantastic template. Thanks a lot, guys! Installation instructions Extract the contents of the rar file named '5DC' into a TEMP folder. Read the text file for further instructions. Legal stuff 1. The work may not be used in payware projects or in projects that will not be freely distributed under these same terms. 2. You must give proper credit in your readme file. 3. If feasible, include the original readme along with your new mod.
  20. I can't believe I said that...I should have known better. Anyway: Finally!
  21. Could I have some opinions regarding the Typhoon's turning capabilities? Maybe it's just me, but after some combat missions I got the impression that the Typhoon has a rather poor turning rate...
  22. It seems to me that you only get CAS missions when a ground offensive is in progress. Open your Campaign_data and set the StartGroundOffensive value to '1' (doesn't matter for which side) Doing so will trigger a ground offensive immediately. Bear in mind, though, that with each successful or failed mission (depends on which side is advancing) a node will be lost or taken and the advancing force may get closer to the capital of the other side. Once it's lost the campaign will be over. This means that a Vietnam campaign with a ground offensive could be over after a few missions.
  23. Oh yeah! Perfect would be the same recon method used by the ancient Microprose F-19/F-117, etc. series. Load up camera, fly through enemy territory undetected and take an actual shot of the target. That was real fun. This would certainly beat the current "take off, wait until you reach waypoint #3, then press the 'next waypoint' button until you'll receive congratulations on another successful mission"... scnr
  24. One More Shift

    Good luck for your future, Dave!
  25. EF2000 von Craig

    nm.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..