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LeadZeppelin

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Posts posted by LeadZeppelin


  1. Thanks Migbuster and Gepard, it finally worked. I used migbuster's option as I do not know exactly how to make the changes via the weapons editor.

    That is I opened the info window for the AIM-54 (edit weapon) in WE and did not find a field called 'SpecificStationCode' only 'Stationcode', but adding 'F14' in this field did not do it (this field was blank in WE). I must be doing something wrong here and not what you meant with "...If you delete the F14, you must do it via weapons editor...", gepard. I guess I need to read a bit more about working with the WE. I knew how to do it a few years ago, but it has not come back to me yet.

     

    Anyway gentlemen, thanks again. The Tomcat and me are back in business :cool:


  2. Hi Gepard

     

    Thanks for the reply, however the mystery continues; the AIM-54 is still not available

     

    I have found only 2 minor (I think) differences, 1 each in my F-14A+ _DATA.INI and my WEAPONDATA.INI

     

    >> Please be reminded that I have the F-14A+, not the F-14A which does not appear at all in my list of a/c.

     

    My F-14A+_DATA.INI:

     

    [PhoenixStation1]

    SystemType=WEAPON_STATION

    StationID=5

    StationGroupID=1

    StationType=EXTERNAL

    AttachmentPosition=-0.45,0.9,-0.6

    AttachmentAngles=0.0,2.0,0.0

    EjectVelocity=0.0,-2.0,0.0

    LoadLimit=2280

    AllowedWeaponClass=BOMB,AHM <<<<<<<<<<<<<<<<<<

    AttachmentType=USN,USAF,NATO

    ModelNodeName=suppphoenix01

    PylonMass=55

    PylonDragArea=0.02

     

    As you can see the only difference is in the AllowedWeaponClass that shows BOMB in addition to AHM.

     

    Would that make a difference?

     

    and here is the AIM-54A part from my WEAPONDATA.INI

     

    [WeaponData066]

    TypeName=AIM-54A

    FullName=AIM-54A Phoenix

    ModelName=aim54a

    Mass=453.000000

    Diameter=0.381000

    Length=4.010000

    SubsonicDragCoeff=0.120000

    SupersonicDragCoeff=0.222000

    AttachmentType=USN

    SpecificStationCode=F14 <<<<<<<<<<<<<<<<<

    NationName=USN

    StartYear=1974

    EndYear=1984

    Availability=2

    BaseQuantity=4

    Exported=TRUE

    ExportStartYear=1977

    ExportEndYear=1984

    ExportAvailability=0

    WeaponDataType=1

    RailLaunched=FALSE

    RocketPod=FALSE

    Retarded=FALSE

    FinStabilized=TRUE

    SpinStabilized=FALSE

    HasGrowl=FALSE

    EffectClassName=LargeMissileEffects

    ReleaseDelay=1.000000

    WarheadType=0

    Explosives=60.000000

    FusingDistance=3.000000

    ClusterBomblets=0

    ClusterDispersion=0.000000

    GuidanceType=13

    Accuracy=80

    MaxTurnRate=15.000000

    MaxLaunchG=3.000000

    LockonChance=75

    LaunchReliability=80

    ArmingTime=2.000000

    SeekerFOV=6.000000

    SeekerGimbleLimit=40.000000

    SeekerTrackRate=16.000000

    SeekerRange=130000.000000

    MinLaunchRange=3700.000000

    MaxLaunchRange=130000.000000

    Duration=300.000000

    CounterCountermeasure=25.000000

    NoiseRejection=40.000000

    CapabilityFlags=0x1000000b

    LoftAngle=0.000000

    DescentAngle=0.000000

    MaxLoftAltitude=0.000000

    CLmax=14.000000

    MinFreq=0.000000

    MaxFreq=0.000000

    BoosterStart=0.500000

    BoosterDuration=6.000000

    BoosterAccel=16.250000

    BoosterEffectName=MissileFireEffect

    BoosterSoundName=Missile

    BoosterNodeName=

    BoosterPosition=0.000000,-1.835150,0.000000

    SustainerDuration=240.000000

    SustainerAccel=18.250000

    SustainerEffectName=MissileFireEffect

    SustainerSoundName=Missile

    SustainerPosition=0.000000,-1.835150,0.000000

    InFlightEffectName=MissileInFlightEffect

    InFlightSoundName=

    ReleaseAnimationID=-1

    EODisplayFlags=0

    CEP=0.000000

     

    The only difference I can find is the SpecificStationCode, which in my case says 'SpecificStationCode=F14', whereas in your list the entry is blank. I took the 'F14' out but it makes no difference. The Phoenix remains unavailable.

     

    I hope you have some more ideas how to solve this.

     

    Thanks again

    Jos


  3. Hi guys

     

    The afterburner works fine now. Changed the entry AfterburnerEmitterName=F15AfterburnerEmitter as you said Gepard :grin:

     

    However still no joy with the AIM-54, Phoenix, MigBuster. Checked the guide you mentioned and looked for old threads but unable to find a decent solution. I have no clue; everything appears to be OK in the DATA.INI etc. What type of weapon class would the AIM-54 be, SAHM, AHM ??

     

    Is there a listing of allowed weapon classes somewhere?

     

    Thanks


  4. Its really a strange thing. I had tried it to install the F-14A from MF in WOE, WOV and it worked very well. Same with the Iranian F-14. No problems with it.

    Maybe, that it is a Windows7 caused problem. I use XP and there are no problems with the Tomcat.

     

    Try to install Typhoids F-14A+ from download section. It has an other installation routine. Perhaps you can get it to run.

    I installed the Typhoid's F-14A and this one works fine.

     

    Two things though that you may be able to answer. I have no afterburner 'flames'. The DATA.INI shows 'AfterburnerEmitterName=F16XLAfterburner' . How can I get this to work?

    The weaponsload options seem to be somewhat restricted and do not include the AIM-54 Phoenix. I have the Mirage Factory weapons pack installed that includes several AIM-54 types. Do I need another pack, or do I need to do something else?

     

    Many questions I know, I appreciate your reponses!


  5. Might be something here too http://combatace.com...thirdwire-sims/

     

    Dont think I have ever resorted to reinstalling the game - if a Mod inst happening there is something you haven't done.

     

    Hi MigBuster

     

    I agree but I don't know what I missed. The thread you pointed at is all about making SFP2 addons working in SFP1 sims, I guess. This addon a/c is the SFP1/WoV/WoE version of the F-14A though, so I think this will not resolve this problem.

     

    Thanks

    Jos


  6. If a plane is not showing up in game it can have different reasons.

    1. It is installed in the wrong folder.

    Make sure, that the F-14 (for instance) is installed in the objects/aircraft folder.

    2. sometimes in automatic installations it can happen, that an additional (and unneccessary) subfolder is created.

    Take a look at the aircraft folder, look for F-14 folder, open it. If there is a single subfolder in it you has found the reason.

    3. Designation of F-14 folder and F-14.ini must be exactly the same.

    It it is F14.ini or so, the game will not accept the plane.

    4. There is no cockpit.

    open file F-14.ini and look wheter there is a line

    CockpitDataFile=F-14A_cockpit.ini

    You must have a cockpit folder in F-14 folder. If not the game does not accept the plane.

     

    etc. pp.

    Hi Gepard

     

    I verified the installation and:

     

    1. A folder called F-14A is installed in objects>>aircraft, so in the correct place

    2. There is no separate subfolder; inside the F-14A folder is a cockpit folder, a VF1 folder (skins) and a bunch of loose documents, s.a. F-14A.ini, F-14A_COCKPIT.ini, F-14A_AVIONICS.ini, F-14A_DATA-ini etc, much the same set up as the other aircraft folders.

    3. Designations are exactly the same, as far as I can see

    4. There is a cockpit folder and the F-14A.ini shows 'CockpitDataFile=F-14A_cockpit.ini' as you indicated

     

    So all looks correct and this surely is the SFP1/WoV/WoE version of the F-14A.

     

    All very strange indeed.

     

    Thanks

    Jos


  7. Why do add-on aircraft not show in the sim after apparent succesful installation?? (Sim WoE, see above)

     

    I decided to uninstall the sim and start from a fresh (V08.30.06) installation. I had attempted to add the F-14A (SFP1 version) and the F-4G Weasel pack. from Mirage Factory, in the updated (Oct 2008) version without succes.

     

    Then I re-installed both in the fresh sim. The F-4Gs are now listed and can be flown, however the F-14A refuses to show in the list for Single Missions. I am still in V08.30.06!. Hereafter I updated to Sept 2008, F-4G remains listed and flyable, the F-14A still not. In the meantime I updated to Oct 2008; no change, F-4G is OK, F-14A not available.

     

    Being executable files there is nothing I could have done wrong, so the installations should be OK, and both aircraft files show under Objects>> Aircraft.

     

    This all makes no sense to me. There should be no reason for the Tomcat not to be listed. Only difference between the 2 add-on aircraft is the fact that the F-14 is a all new type, not standard, and the F-4G is another version of a type that comes with the sim.

     

    Again help would be appreciated, what is going wrong here!!

     

    Thanks

    Jos


  8. Many will tell you to upgarade to SF2; quite rightly so.Then there are some others like me

    To make the F-14A work in series one a lot of edits are required-like converting the ini files from unicodde to ANSI. With regard to no Hangar screens, you'll have to change the JPEG images that have provided to BMP's, and the corresponding references in the F-14A. ini

    Thanks for the response Stick. I now realize that there is a compatibility problem between the SFP1 and SFP2 line of sims. The F-14 I installed is for SFP2. Funny thing is that the F-14B is visible in the list and flyable, whereas the F-14A is not, although coming from the same installed files. I also converted the hangar screen jpeg to .bmp and changed the .ini accordingly but it makes no difference; the hangar screen does not show. In the meantime I enjoy flying the standard aircraft, in particular the F-15A and the different Phantoms.

     

    For the Weapons Editor go to the Third Wire site and get the latest version, the 08 patch changed some things around. I'm like you I just started playing this again after a long absence. Check the KB on how to make the WE work, you have to right click the WE itself and then properties,click the tab marked compatibility and then tick the box that say run is Win95. That should get your WE running, same with the Gun Editor.

    Thanks for your response too, firehawk. I think I got the WE working (V.02.20.08), even without changing the compatibility mode (!?) with the help, and better reading/understanding of, the knowledge base but not sure yet how to actually use it though. What version of the Gun Editor should I use? The 3rd wire website shows V 11.05.05 as the 'latest' version for SFP1 sims. Is this the right one?

     

    Thanks again both

    Jos :cool:


  9. Hi all

     

    I rediscovered WoE just now and it has been a while since I flew it. This sim itself works fine and I applied all patches up to Oct2008. However I have great difficulty installing 3rd party addons and weapons etc, s.a. the great Mirage Factory F-14A & B. For example, the F-14B shows, but the F-14A does not, no 'hangar' screen picture and no loading weapons graphic (the aircraft with the different loading stations) show. The new weapons do not show either (s.a. the Phoenix) so I am doing something wrong.

     

    I used to be able to work with weapons editor and extract utility but nothing seems to work and I cannot remember how to do it. To make a long story short, where can I find good tutorials how to do this all. I have searched this site but found only part information.

     

    Btw I am running Windows 7, the sim itself runs fine on it.

     

    Many thanks

    Jos :cool:

    (LeadZeppelin)


  10. Totally agree. There is a good atmosphere in WoV, but then again I grew up (teenager) with both the Vietnam war AND the music. Interesting thing is too is that many aircraft wore 'musical' names s.a. 'Lead Zeppelin', 'Good vibrations', 'Iron Butterfly' and yes 'The Jefferson Airplane' to name a few. This part of the Airwar has long been neglected in the flightsim world. It is a pitty that there is not much going on in the multiplayer arena that I know of. Maybe something can be set up with other WoV players. It seems there are a lot especially on Combat Ace.

     

    Yes welcome aboard Keith and see you sometime 'going downtown'.

    LZ


  11. Hello all

     

    I have recently returned to IL-2/FB/AEP, just for a change, after been flying jets on WoV / WoE for a couple of months. For some reason I can not get the aircraft under control during take offs and landings. I locked the tail wheel to stop it from going in all directions but straight ahead, but even that does not make a lot of difference, it is mostly over sensitive over the ailerons and if this supposed to be the torque effect than this sim is overdoing the effect and does not give you a chance to correct it the right way. The rudder cannot be used in a satisfactory manner either as it is indeed also oversteering and almost useless. I am a private pillot myself and I fly rather overpowered ultra-lights, so I know somthing about torque; this is rediculous.

    Anyway I still think that my joystick settings may be no good so I would appreciate some hints from you all. 1,000.000 + IL2 pilots (online) can't be wrong and I understand when flying multiplayer you have to survive not only the aircombat by also the TOs and landings.

    Another thing is padlock. I seem only to be able to padlock when the target is within 2 miles and in sight. Is that correct or is there another way to be able to padlock when the target is not directly in front?

    And one more thing, how can I avoid this rediculous stalling behaviour? The aircraft seems to go into an exagerated stall behaviour every time you go just a little slow. There is no real warning (feeling in the joystick perhaps) that you are about reaching stall speed?Again I may have the joystick set wrong, but flying WoV and WoE this sim appears to be a bit unrealistic as far as the flying characteristics of the aircraft are concerned.

     

    Thanks

    LZ :clapping:


  12. ............

    Once you are on a Hamachi network, you can use the ingame LAN interface to detect and join games (no need to worry about IP addresses!). I am not sure how firewalls/routers/internet service providers affect this, but so far, I have had no problems having people join my network and Doghouse has joined by both the conventional Hyperlobby method and the Hamachi method to the same server.

     

    Hamachi does have a limit. The free version only allows 16 people to join any single network. So I have to kick offline people out to let new people join. Right now I only have a few people who have joined, so that won't be a problem on my network until more people try it. The good news is that anyone can create their own Hamachi network and have up to 15 other people join it. So we need to form a chat group on MSN, Yahoo, AOL IM or whatever where unlimited numbers of people can meet, then create Hamachi networks as required to handle the number of people trying to play. To date, I have never seen more than 8 people online at one time which Hamachi already handles for free :)

     

    Hello streakeagle

    I tried to join your network (streakserver1), but I guess it already exceeds the 16 members. Anyway I am looking for a way to fly WoV and WoE online. So far no luck on Hyperlobby; not many pilots seem to fly WoV online here. However I found 'doghouse' there in the chat and he pointed me in the Hamachi direction, saying that more WoV flying is going on through Hamachi. I am not very familiar with networks, but I think I got the picture. Tried to find a session in WoV multiplayer, clicking LAN instead of IP/Internet. No session was available at the time but I keep on trying. Maybe I found nothing because I could not join your network?. Anyway, I have created my own network for now, see what comes out of it and also because what you put in your forum entry above. Thanks, perhaps you can let me know how to (properly) join a session?

    Thanks

    LeadZ


  13. I've seen ingame screenies of the aforementioned model with drag chutes deployed, but this was some time ago. I believe that someone tried to get them to work recently, using the drag-chute key, and it didn't work. But there's always the animation keys.... :biggrin:

     

    hmmm don't know if I understand this. I have seen the animation keys in the Options 'control' section, but left them unassigned as I do not know where they are for or how to use them. Would it be too much to ask to explain these keys or perhaps tell me where I can find out in this forum or elsewhere? :please:

    Thanks Fubar512


  14. Drag chutes must be built into the 3D model's file (*.lod file). Only a couple of models presently have drag chutes incorporated into their .lod files, and both are 3rd-party add-ons (I may be mistaken, but I believe the Mirage Factory's MiG-23 family is one of them).

     

    Unfortunately, the drag chute feature itself, is as of yet, not fully implemented.

     

    Thanks Fubar512, that was a quick response. Does that mean that it only works when built in the .lod file, or that the feature does not work at all yet?


  15. Crusader is one of my favorites too. Saw a real one on board USS Midway (CV-41) in the Bay of San Diego last month. CV-41 is now a floating museum. When you get a chance go and visit. All famous Navy aircraft are aboard: Phantom, Vigilante, Skywarrior, Scooter etc, but for me the F-8 Crusader was the best and in what I think it's most striking color scheme, that of VF-111 'Sundowners' complete with pilot figure and sun-rays helmet. See pics below:

     

    post-23135-1176508203_thumb.jpgpost-23135-1176507835_thumb.jpgpost-23135-1176508171_thumb.jpgpost-23135-1176508232_thumb.jpgpost-23135-1176508259_thumb.jpgpost-23135-1176508292_thumb.jpg

     

    (Last pic shows CVN-68 Nimitz in the background moored at the naval base on Coronado Peninsula)


  16. Getting better results now with the Shrike. Use RWR, fly with the target radar set in the 12 o'clock position, and most of all I fly level and a little bit nose up, instead of diving, "lofting" the Shrike so that it gently goes balistic by itself, homing in on the active radar and "Whammo" as somebody mentioned earlier in this forüm. This really works and they mostly hit now; some hit the ground. No luck still with the standard ARM, but with a little practice this should work as well soon. :cool:


  17. Thanks guys for your comments

     

    Typhoid: I know that the Shrike and the Standard ARM are bots ARMS, however I understand that the standard ARM acquires the target and has memory so that it continues on to the target radar site even if these guys on the ground switch the set off, is that correct. Now I think what you mean is that there is no difference in launching both types, although I seem to have read somewhere that the Standard ARM was better in acquiring a target even when not exactly in the 12 o'clock position?

     

    CoolHand29: when you say "…and then nose up a bit then fire …." Is that what bunyap is talking about in the Weapons Delivery Manual under Anti Radiation Missiles (pg. 80)…"The original mode of operation was to send the Shrike on a lofted trajectory (for maximum range) towards a suspected SAM site. As soon as the missile had passed its peak altitude and started to come down, its seeker would detect the site's radar emission and home on it."….?

     

    Anyhow, this is interesting stuff.

     

    Thanks again :ok:


  18. Hello fellow Weasels

     

    I am reviving this pretty old topic a bit. I also have problems getting hits on SAM radars with the F-105G, both with the Shrike and the standard ARM. I have been following the procedure as told above and getting better results with the Shrike now, however I still have no luck (or clue) with the ARM. I have one question here. Does it make a difference if you are in a dive or should I rather fly level? I found out that I am mostly in a dive and the missiles tend to slam into the ground short of the target. Now here is another thing. After some frustrating 105-G missions I downloaded the F-4G from column5. Beautifully done, and of course not realistic to go downtown with but I had a lot more succes with the Shrikes here. I had no ARM loaded, is also not possible I think. Anyhow, the Shrike should be the same as the one you load on an F-105G. Does anybody have a clue and/or hints how the perfect the AR missiles firing in WOV?

    Thanks :rofl:


  19. Hello all

     

    I tried the weapons editor for the first time today, imported the WEAPONDATA.INI from the Objects/Weapons folder in WOV, but when I wanted to save I got an error window with "Unable to create for writing!". The changes were not saved and the editor closed. Am I doing something wrong and/or is there a manual available how to use the editor? Still a newbee, sorry.

    Thanks :cool:


  20. I log in from a lot of locations also. Is it always the "other" location that has problems? If so, then you might consider checking the keyboard you're using. You can use a text editor or even the reply box below to check that your keyboard actually types what it's supposed to. Type your user name and password a couple times to make sure. Sometimes sticky keys or caps is the problem. To answer your question directly. No, there is no reason you shouldn't be able to log in from both places as long as you're using the exact same user name and password for both.

     

    PM me with your user name and password and I'll verify them later today.

     

    Erik

     

    Hi Erik

     

    Same thing happens again at my home computer. I sent you an email with the details!

    THX

    Jos

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