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Gocad

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Everything posted by Gocad

  1. 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.
  2. 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...
  3. 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.
  4. Gocad

    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.
  5. Gocad

    Infantry

    The average infantry platoon has no SAMs at their disposal...they have enough to carry already.
  6. 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.
  7. 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.
  8. WOV is definitely more fun, but WOE seems to have an edge regarding mods. The solution is: Get'em both.
  9. 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.
  10. The WOV/WOE patches contain a few more goodies than just the code stuff. Tons of new decals...and I'm not talking about insignias here. Also, slightly upscaled skins.
  11. "Any version" refers to the patch status, not the game title.
  12. I have no slowdowns in the roster screen. Also, are the MF weapons packs now compatible with the updated WOV/WOE?
  13. One reason why it's possible to have a merged WOV/WOE install is that the WOE objectdata.cat contains all files that of the WOV objectdata.cat. I don't have WOI, but I doubt that the WOI objectdata.cat contains all the files from WOV/WOE, so in order to have a merged install you would have to extract numerous, if not to say all files from either the WOE or WOI objectdata.cat and place them into the respective aircraft/ground object/decals folder. You might also have to create a new squadronlist, since I'm not sure whether those are compatible. Come to think of it, I do not even see the slightest benefit of a WOV/WOE/WOI merged install.
  14. Yes, every aircraft that can load LGBs can drop them on primary targets without an onboard laser designator.
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