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Gocad

+MODDER
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Everything posted by Gocad

  1. 'StartNumber' belongs into the campaign_data. An example: [AirUnit030] AircraftType=F-8B_MF Squadron=VF174 ForceID=1 Nation=USN DefaultTexture=VF174 StartNumber=0 - This means that the player aircraft will be assigned the decal ending with '000'. In case you haven't noticed, the individual aircraft decals are numbered, beginning with '000' and ending with '011' or '023' or even with '099'. EDIT: D'oh!
  2. Yeah, most 3rd party skins come usually with 12-20 individual aircraft decals, however the game uses a RNG that operates within a range between 1 and 100 to pick an individual aircraft number. That's why the stock skins come with 100 individual aircraft numbers. Btw, you cannot select an aircraft number during campaign, but it doesn't matter as long as you add the line 'StartNumber=0' to the unit that using 3rd party skin.
  3. Thanks. I took me some time to realize that it must not really look exactly like the one in Osprey Combat Aircraft #7.
  4. I think I can file this under 'progress'...although it's quite likely that the finished skin will have a slightly different checkerboard pattern.
  5. Hmm, multiple instances of the same weapon station do make only sense when each station has a different attachment class. Then again it might work since each FT station can accept only a specific type of fuel tank. But even when you are able to load up a different type of fuel tank (IIRC this is possible with the Tornado GR, just a potential hint here), you still would have to stick to one of the two fuel tanks in the loadout.ini
  6. Well, what I meant by saying that the GermanyCE terrain wasn't really suited for carrier ops was rather related to the distances to the target areas. That aside it's as suited as any other terrain for carrier ops, regardless whether they have carrier stations by default or not. Creating those doesn't require an MA in terrain editing, besides, there's always the knowledge base you can consult.
  7. Can the game handle Ekranoplanes (aka ground effect aircraft) ?
  8. The TV screen won't show up for laser-guided weapons unless you have a laser designator on-board (either built-in or carried in a pod (Pave Tack, AAQ-14, Litening, etc.) and you can't drop/fire a laser-guided weapon at a target that is not illuminated by a laser designator. As said above, the primary target of a STRIKE mission is illuminated by default, but that's it.
  9. Maybe I'm wrong about this, but something tells me that sims featuring Russian planes only wouldn't do well on the market, at least not in most parts of Europe or the US. I know that some here will disagree, but that is what I think. Not to mention that the fictional Soviet/Russian civil war scenario has been done to death already.
  10. These security measures are probably the result of the Tomcat scare. You know, Iran was trying to get some sophisticated spare parts from retired USN aircraft for its museum fleet. A man can dream. The part about aviation history can be misleading, especially if you fail to notice the 'bit for bit' part. They are basically selling scrap metal and not complete aircraft.
  11. Well, you could say that WOV's terrain was the only one designed for carrier operations since it already has two carrier station, but other than that there is no difference between the TW games. Bering Strait for WOE is a wonderful terrain for carrier ops (once you have added some carrier stations) WOE's Germany terrain is, to be honest, not really suited for carrier ops. Sure, you can add carriers to the WOE campaign, but their location isn't the best...unless you want to place an US Navy carrier group off the East German coast.
  12. Version

    79 downloads

    Naval Air Reserve, NAF Washington 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 '6A_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.
  13. File Name: Naval Air Reserve, NAS Dallas skin for the Mirage Factory F-8B File Submitter: Gocad File Submitted: 18 Apr 2008 File Updated: 19 Oct 2008 File Category: F-8 Naval Air Reserve, NAS Dallas 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 '7D_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
  14. Version

    85 downloads

    Naval Air Reserve, NAS Dallas 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 '7D_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.
  15. AFAIK the 60lb-rockets don't need a specific rack. Besides, the rack entry is only necessary when you want use a weapon rack that's not part of the aircraft model. Not to mention that weapon racks have their own attachment class (2IR,TER, etc.)
  16. Nah, the 60lb-rocket had only a weight of 63.5 kg. I'm not sure about the availablity, though. Check the EndYear in weapondata...maybe that's the problem. Just a guess.
  17. The release of the "VMF-112" skin made me to do these: NAF Washington (VF-661 & 662; VMF-321) NAS Dallas (VF-701 & 703; VMF-111 & 112) I guess the Navy/Marine reserve units should be covered now. Fun fact: The tailcodes here do not refer to a particular unit, but rather the airbase where they were stationed at.
  18. Good to know, I guess I can vote for the B.III then. Basically identical, except for the engines. I'm not sure though, whether all B.III had the H2S or just some lead aircraft.
  19. Yes, this is it. The radome on the bottom is for the H2S radar (used for locating targets during bad weather or at night) The B.III was in fact based on B.II series IA, they just had replaced the RR Merlins with the Bristol Hercules radial engines, which provided more power than the Merlin.
  20. Did you check which [terrainname].cat the Libya.ini points to? Even the terrains that come with all tiles and stuff need an existing terrain.cat to work properly...and they often point towards SFP1's desert.cat, which they need for the airfield.ini files. These files do exist in the terrain.cat files of WOV/WOE, but as long as Libya.ini doesn't point to them you will have problems with the airfields.
  21. You what they say about "third time's a charm"... F6U Pirate F7U Cutlass F8U Crusader
  22. I guess I'll have alter my personal image of the Halifax a bit then...I always think of the B III as the typical Halifax model. But any Halifax model would be a welcome addition. :yes:
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