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Gocad

+MODDER
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Everything posted by Gocad

  1. I use single missions only to test new planes or skins I have d/l. Other than that I just do campaigns, mostly those I put together myself. Recently I have to realize that the F4F ICE is no match for a Flanker... dead after two missions. Ah well, life goes on...and somewhere aboard a carrier there is a VF51 F-8E/F-4N/F-14A waiting for me.
  2. Of course you can. It's quite easy actually: Open your campaigndata file (found at *.\Campaigns\[campaignname]), then search for the unit you want to edit and change the marked entries: (example here: F-14) [AirUnit0XX] AircraftType=F-14A ---------- Aircraft name (must match aircraft folder name) Squadron=VF194 --------- Squadron, change if necessary, should match the skin you intend to use ForceID=1 Nation=USN DefaultTexture=VF194 --------------- Aircraft skin (3rd party planes usually squadron specific skins) StartNumber=25 BaseArea=Zulu Station CarrierBased=TRUE CarrierNumber=61 BaseMoveChance=0 RandomChance=100 MaxAircraft=12 StartAircraft=12 MaxPilots=12 StartPilots=12 Experience=100 Intelligence=100 Morale=100 Supply=100 MissionChance[sWEEP]=90 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=90 MissionChance=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=40 UpgradeType=NEVER Supply[001].WeaponType=AIM-7M Supply[001].Quantity=960 Supply[002].WeaponType=AIM-54B Supply[002].Quantity=960 Supply[003].WeaponType=AIM-9M Supply[003].Quantity=720 Supply[004].WeaponType=Tank330_F14 Supply[004].Quantity=240 ^ Weapon inventory, necessary for player units; otherwise you will have no weapons during the campaign
  3. It would be helpful if you would provide some more details, like what addon did you install, which campaign did you play or whether you checked the groundobjects folder or if changes were made to the campaigndata files, etc.
  4. The AI aircraft will carry what is stated in the loadout file, no matter whether those entries are correct or not.
  5. Personally I would say that it doesn't matter when they were introduced or if they are still in use somewhere. It's the capabilities that count. Thus designs like the Victor, Valiant, OV-10, but also the F-5 belong definitely into the Cold war category. But a design like the B-52 is rather difficult to classify. The last version of the B-52, the H model, is a modern warplane, although it has been built in the 60s. But due to constant upgrades it is capable to carry the latest weapon designs. Same goes for the A-10 and P-3. But in the end, it's your game and your call.
  6. I guess so. I put that modded LAU-105 into the weapondata and now it works. Thanks guys!
  7. Thanks. Hmm, looks like I'm not permitted to upload those files... so I just c&p my entire weapon station entries... [LeftInnerWingStation] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=1 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.227,-1.3,-0.725 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2280 AllowedWeaponClass=FT,TER,BOMB,RP,LGB,CBU,EOGB AttachmentType=NATO,USN ModelNodeName=LeftPyl PylonMass=123.8 PylonDragArea=0.03 FuelTankName=Tank300_F18 [RightInnerWingStation] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=2 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 2.227,-1.3,-0.725 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2280 AllowedWeaponClass=FT,TER,BOMB,RP,LGB,CBU,EOGB AttachmentType=NATO,USN ModelNodeName=RightPyl PylonMass=123.8 PylonDragArea=0.03 FuelTankName=Tank300_F18 [LeftInnerWingStation2] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.227,-1.3,-0.816 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2480 AllowedWeaponClass=ARM,EOGR,CGR,TLR,LGR AttachmentType=NATO,USN ModelNodeName=LeftPyl01 PylonMass=123.8 PylonDragArea=0.03 [RightInnerWingStation2] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 2.227,-1.3,-0.816 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2480 AllowedWeaponClass=ARM,EOGR,CGR,TLR,LGR AttachmentType=NATO,USN ModelNodeName=RightPyl01 PylonMass=123.8 PylonDragArea=0.03 [LeftOuterWingStation] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.398,-1.544,-0.77 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2600 AllowedWeaponClass=TER,BOMB,RP,LGB,CBU,EOGB AttachmentType=NATO,USN ModelNodeName=LeftOuterPyl PylonMass=123.8 PylonDragArea=0.03 [RightOuterWingStation] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 3.398,-1.544,-0.77 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2600 AllowedWeaponClass=TER,BOMB,RP,LGB,CBU,EOGB AttachmentType=NATO,USN ModelNodeName=RightOuterPyl PylonMass=123.8 PylonDragArea=0.03 [LeftOuterWingStation2] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.398,-1.544,-0.887 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2600 AllowedWeaponClass=ARM,LGR,CGR,SAHM,EOGR AttachmentType=NATO,USN ModelNodeName=LeftOuterPyl01 PylonMass=123.8 PylonDragArea=0.03 LaunchRailNodeName= [RightOuterWingStation2] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=8 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 3.398,-1.544,-0.887 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2600 AllowedWeaponClass=ARM,LGR,CGR,SAHM,EOGR AttachmentType=NATO,USN ModelNodeName=RightOuterPyl01 PylonMass=123.8 PylonDragArea=0.03 LaunchRailNodeName= [LeftOuterWingStation3] //SUU-63 Pylon with LAU-115A/A SystemType=WEAPON_STATION StationID=9 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.704,-1.7,-0.727 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=2600 DiameterLimit=0.3 AllowedWeaponClass=IRM,AHM AttachmentType=NATO,USN ModelNodeName=LeftOuterPyl02 PylonMass=91.4 PylonDragArea=0.03 LaunchRailNodeName= [RightOuterWingStation3] //SUU-63 Pylon with LAU-115A/A SystemType=WEAPON_STATION StationID=10 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.704,-1.7,-0.727 AttachmentAngles=0.0,-1.0,-90.0 LoadLimit=2600 DiameterLimit=0.3 AllowedWeaponClass=IRM,AHM AttachmentType=NATO,USN ModelNodeName=RightOuterPyl02 PylonMass=91.4 PylonDragArea=0.03 LaunchRailNodeName= [LeftOuterWingStation4] //SUU-63 Pylon with LAU-115A/A SystemType=WEAPON_STATION StationID=11 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.092,-1.7,-0.727 AttachmentAngles=0.0,-1.0,-90.0 LoadLimit=2600 DiameterLimit=0.3 AllowedWeaponClass=IRM,AHM AttachmentType=NATO,USN ModelNodeName=LeftOuterPyl02 PylonMass=91.4 PylonDragArea=0.03 LaunchRailNodeName= [RightOuterWingStation4] //SUU-63 Pylon with LAU-115A/A SystemType=WEAPON_STATION StationID=12 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 3.092,-1.7,-0.727 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=2600 DiameterLimit=0.3 AllowedWeaponClass=IRM,AHM AttachmentType=NATO,USN ModelNodeName=RightOuterPyl02 PylonMass=91.4 PylonDragArea=0.03 LaunchRailNodeName= [CenterlineStation] //SUU-62 Pylon SystemType=WEAPON_STATION StationID=13 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.0,-0.15,-1.08 AttachmentAngles=0.0,-0.4,0.0 LoadLimit=2280 AllowedWeaponClass=FT,LP AttachmentType=NATO,USN ModelNodeName=centerline PylonMass=58.97 PylonDragArea=0.02 FuelTankName=Tank300_F18 [LeftSparrowStation] SystemType=WEAPON_STATION StationID=14 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=-1.3,-2.418,-0.95 AttachmentAngles=0.0,-0.5,0.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=500 DiameterLimit=0.3 AllowedWeaponClass=SAHM,EP,AHM AttachmentType=NATO,USN MinExtentPosition= MaxExtentPosition= [RightSparrowStation] SystemType=WEAPON_STATION StationID=15 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=1.3,-2.418,-0.95 AttachmentAngles=0.0,-0.5,0.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=500 DiameterLimit=0.3 AllowedWeaponClass=SAHM,EP,AHM AttachmentType=NATO,USN MinExtentPosition= MaxExtentPosition= [LeftSidewinderStation] SystemType=WEAPON_STATION StationID=16 StationGroupID=1 StationType=SEMI_RECESSED AttachmentPosition=-5.974,-2.57,-0.293 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=500 DiameterLimit=0.3 AllowedWeaponClass=IRM AttachmentType=NATO,USN ModelNodeName= PylonMass=34.02 PylonDragArea=0.005 [RightSidewinderStation] SystemType=WEAPON_STATION StationID=17 StationGroupID=1 StationType=SEMI_RECESSED AttachmentPosition=5.974,-2.57,-0.293 AttachmentAngles=0.0,-1.0,-90.0 LoadLimit=500 DiameterLimit=0.3 AllowedWeaponClass=IRM AttachmentType=NATO,USN ModelNodeName= PylonMass=34.02 PylonDragArea=0.005 [LeftInnerWingAHMStation] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=18 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.227,-1.3,-0.725 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2280 AllowedWeaponClass=AHM,2AR AttachmentType=NATO,USN,USAF ModelNodeName=LeftPyl LaunchRailNodeName=LAU-105 PylonMass=123.8 PylonDragArea=0.03 [RightInnerWingAHMStation] //SUU-63 Pylon SystemType=WEAPON_STATION StationID=19 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 2.227,-1.3,-0.725 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2280 AllowedWeaponClass=AHM,2AR AttachmentType=NATO,USN,USAF ModelNodeName=RightPyl LaunchRailNodeName=LAU-105 PylonMass=123.8 PylonDragArea=0.03 I know that the additional stations work, because I can mount AMRAAMs, but just two and not four....
  8. That looks great FastCargo, but some reason I don't get it to work on my Hornet, despite following your instructions...
  9. Crusader, 2AR does not seem to work with AMRAAMs. I have put that in and this was the result: (Then again, there is no 2AR rack listed in the weaponsdata file and I have some trouble saving my changes...) But like I said, it's possible to load 10 AMRAAMs on a Hornet through the loadout file. You just can't do that yourself in the pre-mission loadout menu...
  10. Of course not. It was just a test. Actually the Phoenix were just mounted there because another Dual AMRAAM mount looked weird, as there was not enough space for six AMRAAMs on each wing. But want I really want is this: And while there is no real dual rack for the AMRAAM available, some Loadout editing might do the trick (at least after 1991): BAM! Dual AMRAAMs on the inner wing station. The problem now is the outer wing station. I can't mount AIM-120 by default, because that would mean that I would have no A-A missiles on either wing pylon before 1991, as Sidewinders and AMRAAMs are not interchangable. Strange enough, this is not a problem with the AIM-7. These are interchangable with the AIM-120.
  11. What? The stock Mirage factory F/A-18 can carry either four Sparrow and two Sidewinder or two Sparrows and six Sidewinder, due to the "built-in" dual rack on the Outer Wing Station.
  12. It's a Corsair. I thought, "well, for once, screw realism." I have also to admit that I realized now that "2AR" doesn't stand for Dual AHM rack, but rather Dual ARM rack. Then again, it might not be necessary to mod an AHM rack, since proper editing of the Loadout file yields the same result... And who would not want a F/A-18 Hornet armed with 10 AMRAAMs?
  13. I guess it's no secret that it is indeed possible to mount dual AMRAAMs on a pylon, using the LAU-105 rack (found in the WeaponsPack, but actually just for Sidewinder missiles) and with a little help from the plane's loadout file. What else would need to be done to mod the LAU-105 into a LAU-116, other than replacing the "WeaponsRackType=2IR" with "WeaponsRackType=2AR"?
  14. Movies (and to a lesser extent documentaries) are not really the ideal sources to determine the value of an airplane, tank etc.
  15. I wouldn't really call the info accurate. Because when Red Crown says something about "50 miles" it often turns out that those MIGs are actually way over 150 miles away.... And I wouldn't be surprised if this info comes from other friendly groups operating in the area.
  16. Well, to be honest, I would rather like to see some "known" birds first, like the Bear and the Backfire bombers, or the F-101 Voodoo, but in the end it's the modder's call which plane they make.
  17. Imagine the confusion had Northrop won this contract....
  18. Sorry for the threadjack, but could it be that you can have only a limited number of stationgroups? Because I was unable to to split up both the Sidewinder and Sparrow stations on the F-4...
  19. You have split up the stationgroups, right? Also, I never realized how confusing it could be to look at the underside of a Canadian Hornet....until now.
  20. I haven't heard of that, but there are of course ways to preselect certain skins and markings. Which skin is used in generic missions depends on two factors. These are the textures that come with the WOV stock F-8E: The Crusader is, according to the F-8E_data file an USN aircraft, but the first texture set is for the USMC Crusader. Nevertheless, the Crusader would have by default the USNGrey2 skin. This means that the skin is choose depending on TextureSet order but also service nation (here: USN) and the service nation has the higher priority. [TextureSet002] <--- skin has a lower priority, but is chosen because it is the first USN skin Directory=USNGrey2 Name=USN Light Gull Grey 2 Nation=USN Squadron=VF162 Specular=0.500000 Glossiness=0.750000 Reflection=0.000000 [TextureSet001] <--- should be used by default, but it is not because it's assigned to different nation Directory=USMCGrey1 Name=USMC Light Gull Grey Nation=USMC Squadron=VMF232 Specular=0.500000 Glossiness=0.750000 Reflection=0.000000
  21. Well...I have given up bitching about the AI, even with the mod they do not really seem to be smarter. But there is something that confuses me: I have observed frequently that Tomcats ordered to attack a specific target hit the AB, but immediately use the airbrake and keep flying like shown in the picture above...
  22. Wow, that sounds truly impressive. But I have a question related to the terrain. Will it run on WOV?
  23. Well, you can only choose which number your plane will have throughout the campaign by changing the StartNumber in your campaigndata file Example: [AirUnit004] AircraftType=F-8E Squadron=VF154 ForceID=1 Nation=USN DefaultTexture=USNGrey1 StartNumber=0 ---> This means your plane will use the first number from the number.lst from the texture folder If you set the startnumber to '2', then your F-8 would have the number '102' instead of '100'. AFAIK that's the only way to alter the startnumber in a campaign mission.
  24. I'm no sure whether this has so much to do with their training standards, but rather with the planes they are flying. I haven't heard much of Indian Su-30 or MIG-29 crashes...
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