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Gocad

+MODDER
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Everything posted by Gocad

  1. You're right about the formation limit, but that's unrelated to how the game engine picks the individual aircraft (also known as Level 2) decals for such formations. When generating a formation a RNG chooses a number (ranging from 0 to 99). Let's assume that the plane formation consists of 4 Soviet MiG-21 and the number chosen is 97. The lead plane of the formation (remember that the sovietnum goes from 00 to 99) would therefore have the number '97', the second MiG the '98', the third MiG the '99' and the fourth MiG the '00'. The problem is that the game doesn't check whether there are that many decals. It simply assumes there is and therefore assigns a decalnum that doesn't exist. Also, bear in mind that the game itself doesn't need a numbers.lst file to pick a decal. This file is actually only needed so that the player can pick the number he wants in the loadout screen.
  2. Nah, I don't think it's a path problem, since he stated that he had placed the arabnum decals into the stock decals folder (...Objects/Decals) The problem with 3rd party skins is that those lazy skinners never come up with enough individual aircraft number decals (like at least 100) and that leads to a situation where you can encounter an aircraft (especially during single missions) that doesn't have any number decals although there is nothing wrong with the pathnames an all. You can't win against the RNG! Mark my words.
  3. And here's number 10...VMF-351. Needless to say that it won't be the last. On my list are: VC-10, VF-13, VF-62, VF-124, VF-202 (stupid tailcode!), VMF(AW)112, VMF-122, VMF-251, VMF(AW)323, VMF(AW)451.
  4. 114 downloads

    VMF-351 skin for the Mirage Factory F-8J ----------------------------------------------- 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 'MC_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. Additional notes: ------------------ - updated version, see readme for details
  5. View File VMF-351 skin for the Mirage Factory F-8J VMF-351 skin for the Mirage Factory F-8J ----------------------------------------------- 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 'MC_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. Additional notes: ------------------ - updated version, see readme for details Submitter Gocad Submitted 05/09/2008 Category F-8 Crusader Skins
  6. I would say there is another problem (regarding the MiG-27's LOD files), but I've sent lindr2 a PM already.
  7. USAF tailcodes and serial numbers are actually quite easy to make, but US Navy tailcodes....
  8. The 'StartNumber' entry will work for all campaign units and it should be used at least with those units that use 3rd party skins.
  9. 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.
  10. 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.
  11. View File VC-2 'Blue Tails' skin for the Mirage Factory F-8B 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. Submitter Gocad Submitted 05/08/2008 Category F-8 Crusader Skins
  12. Fleet Composite Squadron Two (VC-2) 'Blue Tails': ...and as usual: no tailcode. EDIT: Now with tailcode and complete decals and ready for download.
  13. 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).
  14. 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.
  15. IIRC the Luftwaffe has a training area in Sardinia, so it's actually not much of a surprise that it took place there.
  16. 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.
  17. 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:
  18. Interesting. Maybe now there will be a category for Typhoon skins...
  19. 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.
  20. 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
  21. 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).
  22. 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.
  23. 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.
  24. 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.
  25. Even without pics I think it's fair to say: A-10 > Typhoon (well, at least when it comes to belly landing)
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