p10ppy
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Yeah thats correct tailspin AS long as you are NOT adding a NEW weapon loadout to a thirdparty aircraft you shouldnt need to touch the aircraft just dump the old thirdparty weapons (lods, bmps) in the addon "aircraft/weapons" folder along with the old WEAPONDATA.ini and WEAPONDATA.dat (the one that you use pre expansion) and go through and update the thirdparty weapons with the new parametres in the new weapons editor and save(phew... lot of old and new there ) nothings changed on the actual aircraft i think.... we should get a weapons pack going like the SF/WOE/WOV one....
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New Le Prieur Rockets for the FE-Addon Spad VII 180 I did them in a bit of a weird way to… Stop the AI jettisoning them Give them an upward trajectory on launch Caveats You can’t launch them in groups or all at once (they seemed to be historically bulk fired) Never seen the AI use them (did the AI use them pre Addon?) They are REALLY inaccurate, on purpose; use a lot of them from about 150 metres… Included are a: New Spad_180_data.ini (with the weapon stations added) New Spad_180.ini (with the loadout file added) New Spad_180_Loadout.ini Le_Prieur_map.bmp Le_Prieur_Rocket.LOD Le_Prieur_Tube.LOD REMEMBER TO BACKUP YOUR FILES BEFORE USING THESE ONES You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder) Place the Le_Prieur_map.bmp, Le_Prieur_Rocket.LOD, and Le_Prieur_Tube.LOD in the “Weapons” folder has well The Spad_180XXX.ini files go in the “Aircraft/SPAD7_180” folder Open the WEAPONDATA.INI in a text editor and add to the bottom ///////////////////////////////////////////////// [WeaponData025] TypeName=LePrieurRocket FullName=Le Prieur Rocket ModelName=Le_Prieur_Rocket Mass=5.000000 Diameter=0.050000 Length=0.356000 SubsonicDragCoeff=0.320000 SupersonicDragCoeff=2.769000 AttachmentType=NATO,USAF,UK,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.040000 FusingDistance=5.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=90 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=50 ArmingTime=0.500000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=10.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=0.800000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=2.000000 BoosterAccel=26.000000 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,0.012000,-0.029000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,0.012000,-0.029000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData026] TypeName=LePrieurTube FullName=Le Prieur Tube ModelName=Le_Prieur_Tube Mass=4.000000 Diameter=0.020000 Length=1.570000 SubsonicDragCoeff=0.100000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=1915 EndYear=1919 Availability=2 BaseQuantity=200 Exported=TRUE ExportStartYear=1914 ExportEndYear=1919 ExportAvailability=2 WeaponDataType=5 MaxFuelAmount=0.001000 Asymmetrical=FALSE ///////////////////////////////////////////////// Note [WeaponData0XX] should be sequential with any thing you already have there After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save That should be all Enjoy and feel free to mod it for other aircraft :yes: the readme has info for attaching them to other craft Note they are in the CombatACE Forum > Downloads > Thirdwire Series (SF/WOV/WOE/WWI) > Weapons Mods/Skins > area so you wont see it announced in the FE section (when it gets approved)
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311 downloads
New Le Prieur Rockets for the FE-Addon Spad VII 180 I did them in a bit of a weird way to… Stop the AI jettisoning them Give them an upward trajectory on launch Caveats You can’t launch them in groups or all at once (they seemed to be historically bulk fired) Never seen the AI use them (did the AI use them pre Addon?) They are REALLY inaccurate, on purpose; use a lot of them from about 150 metres… Included are a: New Spad_180_data.ini (with the weapon stations added) New Spad_180.ini (with the loadout file added) New Spad_180_Loadout.ini Le_Prieur_map.bmp Le_Prieur_Rocket.LOD Le_Prieur_Tube.LOD REMEMBER TO BACKUP YOUR FILES BEFORE USING THESE ONES You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder) Place the Le_Prieur_map.bmp, Le_Prieur_Rocket.LOD, and Le_Prieur_Tube.LOD in the “Weapons” folder has well The Spad_180XXX.ini files go in the “Aircraft/SPAD7_180” folder Open the WEAPONDATA.INI in a text editor and add to the bottom ///////////////////////////////////////////////// [WeaponData025] TypeName=LePrieurRocket FullName=Le Prieur Rocket ModelName=Le_Prieur_Rocket Mass=5.000000 Diameter=0.050000 Length=0.356000 SubsonicDragCoeff=0.320000 SupersonicDragCoeff=2.769000 AttachmentType=NATO,USAF,UK,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.040000 FusingDistance=5.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=90 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=50 ArmingTime=0.500000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=10.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=0.800000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=2.000000 BoosterAccel=26.000000 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,0.012000,-0.029000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,0.012000,-0.029000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData026] TypeName=LePrieurTube FullName=Le Prieur Tube ModelName=Le_Prieur_Tube Mass=4.000000 Diameter=0.020000 Length=1.570000 SubsonicDragCoeff=0.100000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=1915 EndYear=1919 Availability=2 BaseQuantity=200 Exported=TRUE ExportStartYear=1914 ExportEndYear=1919 ExportAvailability=2 WeaponDataType=5 MaxFuelAmount=0.001000 Asymmetrical=FALSE ///////////////////////////////////////////////// Note [WeaponData0XX] should be sequential with any thing you already have there After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save That should be all If you want to add the rockets to another craft using the Spad_180_data.ini as an example Add these Systems to the bottom of the appropriate wing sections (SystemName[XXX]= should be sequential with systems already there) [TopWingMidLeft] for the Spad ///////////////////////////////////////////////////////////////// SystemName[001]=leftWingRocketRail SystemName[002]=WingRockets02 SystemName[003]=WingRockets04 SystemName[004]=WingRockets06 SystemName[005]=WingRockets08 ///////////////////////////////////////////////////////////////// [TopWingMidRight] for the Spad ///////////////////////////////////////////////////////////////// SystemName[001]=RightWingRocketRail SystemName[002]=WingRockets01 SystemName[003]=WingRockets03 SystemName[004]=WingRockets05 SystemName[005]=WingRockets07 ///////////////////////////////////////////////////////////////// In the Weapon Stations section add these stations (Weapon Stations usually go after the gun entries) The two first stations are for the non-jettisonable launch tubes (graphic only) The Attachment Position will vary with differing aircraft AttachmentPosition= -3.04,0.50,0.05 equals 3.04m to the left, 0.5m to the front, and 0.05m above the aircrafts CG The RightWingRocketRail is exactly the same except the first number (3.04) is positive, meaning to the right The following 8 Weapon Stations are for the rockets themselves Their Attachment Positions are similar to the first two EXCEPT: Left and right are the same as the first 2 and should alternate positive/negative (eg 3.04 for WingRockets01 and -3.04 for WingRockets02) Forward/backward are also the same except add 0.01 (eg 0.51 vs. 0.50) Up and down, add 0.017 for the first two (WingRockets01, WingRockets02) Add 0.137 too the next two (WingRockets03, WingRockets04) Add 0.257 too the next two (WingRockets05, WingRockets06) Add 0.377 too the last two (WingRockets07, WingRockets08) All other values shouldn’t need changing unless you already have some weapon stations listed (you may need to change the StationID / StationGroupID) /////////////////////////////////////////////////////////// [LeftWingRocketRail] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.04,0.50,0.05 AttachmentAngles=0.0,15.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.01 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=LePrieurTube [RightWingRocketRail] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.04,0.50,0.05 AttachmentAngles=0.0,15.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.01 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=LePrieurTube [WingRockets01] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=3.04,0.51,0.067 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets02] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-3.04,0.51,0.067 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets03] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=3.04,0.51,0.187 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets04] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-3.04,0.51,0.187 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets05] SystemType=WEAPON_STATION StationID=7 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=3.04,0.51,0.307 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,90.0,18.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets06] SystemType=WEAPON_STATION StationID=8 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-3.04,0.51,0.307 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets07] SystemType=WEAPON_STATION StationID=9 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=3.04,0.51,0.427 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets08] SystemType=WEAPON_STATION StationID=10 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-3.04,0.51,0.427 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 ///////////////////////////////////////////////////////// Add to the aircraft’s someAircraft.ini //////////////////////////////////////////////////// LoadoutFile=someAircraft_LOADOUT.INI /////////////////////////////////////////////////////////////////// If it doesn’t already exist Create the someAircraft_LOADOUT.INI with… (or add to it if already exists) //////////////////////////////////////////////////////////////// [Le Prieur] DefaultFor=BALLOON_BUSTING Loadout[01].WeaponType=LePrieurTube Loadout[01].Quantity=1 Loadout[02].WeaponType=LePrieurTube Loadout[02].Quantity=1 Loadout[03].WeaponType=LePrieurRocket Loadout[03].Quantity=1 Loadout[04].WeaponType=LePrieurRocket Loadout[04].Quantity=1 Loadout[05].WeaponType=LePrieurRocket Loadout[05].Quantity=1 Loadout[06].WeaponType=LePrieurRocket Loadout[06].Quantity=1 Loadout[07].WeaponType=LePrieurRocket Loadout[07].Quantity=1 Loadout[08].WeaponType=LePrieurRocket Loadout[08].Quantity=1 Loadout[09].WeaponType=LePrieurRocket Loadout[09].Quantity=1 Loadout[10].WeaponType=LePrieurRocket Loadout[10].Quantity=1 //////////////////////////////////////////////////////////////// Note the Loadout[XX] numbers maybe different if you have other WEAPON_STATION’s on the aircraft Enjoy and feel free to mod it and repost it for other aircraft :yes: V -
View File New Le Prieur Rockets for the FE-Addon Spad VII 180 New Le Prieur Rockets for the FE-Addon Spad VII 180 I did them in a bit of a weird way to… Stop the AI jettisoning them Give them an upward trajectory on launch Caveats You can’t launch them in groups or all at once (they seemed to be historically bulk fired) Never seen the AI use them (did the AI use them pre Addon?) They are REALLY inaccurate, on purpose; use a lot of them from about 150 metres… Included are a: New Spad_180_data.ini (with the weapon stations added) New Spad_180.ini (with the loadout file added) New Spad_180_Loadout.ini Le_Prieur_map.bmp Le_Prieur_Rocket.LOD Le_Prieur_Tube.LOD REMEMBER TO BACKUP YOUR FILES BEFORE USING THESE ONES You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder) Place the Le_Prieur_map.bmp, Le_Prieur_Rocket.LOD, and Le_Prieur_Tube.LOD in the “Weapons” folder has well The Spad_180XXX.ini files go in the “Aircraft/SPAD7_180” folder Open the WEAPONDATA.INI in a text editor and add to the bottom ///////////////////////////////////////////////// [WeaponData025] TypeName=LePrieurRocket FullName=Le Prieur Rocket ModelName=Le_Prieur_Rocket Mass=5.000000 Diameter=0.050000 Length=0.356000 SubsonicDragCoeff=0.320000 SupersonicDragCoeff=2.769000 AttachmentType=NATO,USAF,UK,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.040000 FusingDistance=5.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=90 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=50 ArmingTime=0.500000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=10.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=0.800000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=2.000000 BoosterAccel=26.000000 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,0.012000,-0.029000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,0.012000,-0.029000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData026] TypeName=LePrieurTube FullName=Le Prieur Tube ModelName=Le_Prieur_Tube Mass=4.000000 Diameter=0.020000 Length=1.570000 SubsonicDragCoeff=0.100000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=1915 EndYear=1919 Availability=2 BaseQuantity=200 Exported=TRUE ExportStartYear=1914 ExportEndYear=1919 ExportAvailability=2 WeaponDataType=5 MaxFuelAmount=0.001000 Asymmetrical=FALSE ///////////////////////////////////////////////// Note [WeaponData0XX] should be sequential with any thing you already have there After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save That should be all If you want to add the rockets to another craft using the Spad_180_data.ini as an example Add these Systems to the bottom of the appropriate wing sections (SystemName[XXX]= should be sequential with systems already there) [TopWingMidLeft] for the Spad ///////////////////////////////////////////////////////////////// SystemName[001]=leftWingRocketRail SystemName[002]=WingRockets02 SystemName[003]=WingRockets04 SystemName[004]=WingRockets06 SystemName[005]=WingRockets08 ///////////////////////////////////////////////////////////////// [TopWingMidRight] for the Spad ///////////////////////////////////////////////////////////////// SystemName[001]=RightWingRocketRail SystemName[002]=WingRockets01 SystemName[003]=WingRockets03 SystemName[004]=WingRockets05 SystemName[005]=WingRockets07 ///////////////////////////////////////////////////////////////// In the Weapon Stations section add these stations (Weapon Stations usually go after the gun entries) The two first stations are for the non-jettisonable launch tubes (graphic only) The Attachment Position will vary with differing aircraft AttachmentPosition= -3.04,0.50,0.05 equals 3.04m to the left, 0.5m to the front, and 0.05m above the aircrafts CG The RightWingRocketRail is exactly the same except the first number (3.04) is positive, meaning to the right The following 8 Weapon Stations are for the rockets themselves Their Attachment Positions are similar to the first two EXCEPT: Left and right are the same as the first 2 and should alternate positive/negative (eg 3.04 for WingRockets01 and -3.04 for WingRockets02) Forward/backward are also the same except add 0.01 (eg 0.51 vs. 0.50) Up and down, add 0.017 for the first two (WingRockets01, WingRockets02) Add 0.137 too the next two (WingRockets03, WingRockets04) Add 0.257 too the next two (WingRockets05, WingRockets06) Add 0.377 too the last two (WingRockets07, WingRockets08) All other values shouldn’t need changing unless you already have some weapon stations listed (you may need to change the StationID / StationGroupID) /////////////////////////////////////////////////////////// [LeftWingRocketRail] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.04,0.50,0.05 AttachmentAngles=0.0,15.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.01 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=LePrieurTube [RightWingRocketRail] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.04,0.50,0.05 AttachmentAngles=0.0,15.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.01 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=LePrieurTube [WingRockets01] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=3.04,0.51,0.067 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets02] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-3.04,0.51,0.067 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets03] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=3.04,0.51,0.187 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets04] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-3.04,0.51,0.187 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets05] SystemType=WEAPON_STATION StationID=7 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=3.04,0.51,0.307 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,90.0,18.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets06] SystemType=WEAPON_STATION StationID=8 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-3.04,0.51,0.307 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets07] SystemType=WEAPON_STATION StationID=9 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=3.04,0.51,0.427 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 [WingRockets08] SystemType=WEAPON_STATION StationID=10 StationGroupID=3 StationType=EXTERNAL LoadLimit=5 AttachmentPosition=-3.04,0.51,0.427 AttachmentAngles=0.0,15.0,0.0 AllowedWeaponClass=RCKT EjectVelocity=0.0,150.0,30.0 AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 ///////////////////////////////////////////////////////// Add to the aircraft’s someAircraft.ini //////////////////////////////////////////////////// LoadoutFile=someAircraft_LOADOUT.INI /////////////////////////////////////////////////////////////////// If it doesn’t already exist Create the someAircraft_LOADOUT.INI with… (or add to it if already exists) //////////////////////////////////////////////////////////////// [Le Prieur] DefaultFor=BALLOON_BUSTING Loadout[01].WeaponType=LePrieurTube Loadout[01].Quantity=1 Loadout[02].WeaponType=LePrieurTube Loadout[02].Quantity=1 Loadout[03].WeaponType=LePrieurRocket Loadout[03].Quantity=1 Loadout[04].WeaponType=LePrieurRocket Loadout[04].Quantity=1 Loadout[05].WeaponType=LePrieurRocket Loadout[05].Quantity=1 Loadout[06].WeaponType=LePrieurRocket Loadout[06].Quantity=1 Loadout[07].WeaponType=LePrieurRocket Loadout[07].Quantity=1 Loadout[08].WeaponType=LePrieurRocket Loadout[08].Quantity=1 Loadout[09].WeaponType=LePrieurRocket Loadout[09].Quantity=1 Loadout[10].WeaponType=LePrieurRocket Loadout[10].Quantity=1 //////////////////////////////////////////////////////////////// Note the Loadout[XX] numbers maybe different if you have other WEAPON_STATION’s on the aircraft Enjoy and feel free to mod it and repost it for other aircraft :yes: V Submitter p10ppy Submitted 03/01/2008 Category Weapons Mods
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Can I just bring up another little thing? No payware and credit is all good :yes: But another thing that is important IMHO Is share and share alike No fair to let people have free access to mods…. Only to have someone re-release some of it in a restricted form… If people want to use/mod my work (and please feel free) please if you re-release it, Make it free for others to use in the same way 2cents
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not that i have time to make that much stuff but i always release my stuff under a similar agreement and its great if more people do...(I've always found some attitudes around here puzzling) can i suggest (again) http://creativecommons.org/license/ why reinvent the wheel :)
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Does look good Laton (like the dirty brown especially) Might be possible with the damage modeling link the cockpit glass to the nose or engine node and then do a damaged cockpit glass node (only in max I'm afraid) with a new spattered texture can't think of a way to do it out side of max... unless you can use two differing XXX_holes.tga's? and can map an alpha over an alpha? (seems a long shot)
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Caveat :I haven't looked at this yet (sooo busy) I"think" all the 3rd party weapons need there specs altered to reflect the new FM modeling for weapons so its not maybe that straight foward maybe a project for a brave volunteer
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yeap just like that :) http://www.histavia21.net/munitions_37_Spad-Canon.htm some pics of the shells towards the bottom
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Thomas H: hope you got it going ok...you may need to use the Gun editor in win98 mode if its giving you trouble (forum search for clues) Gr.Viper glad you like the FM :yes: peter01 get very close :) i have a few French pilot repaints around (nothing flash) is that what you meant? I can release them if people are interested Theres also another pilot model i did (little smaller, different pose) for small cockpits, hes not as nice as TK's addon pilots though If i can make it work i shall try to release the late version of the S.A.M.C 37mm Smooth bore and it fired cannister (need to work that out though) thanks everybody, hope you all enjoy it :)
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i increased the mass % of the nose (not sure if that has any effect on the fm tho) and the xac table is changed to try to represent the wing stagger Moi's are different too never thought of the CG See what you think I'd be very happy if you fiddled and uploaded a new FM :)
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1,225 downloads
Little mod of the Spad VII to turn it into a Spad XII (apologies and acknowledgement to Gr.Viper who went before me) Model changes: removal of the nose humps and reskin XXX_data.ini changes: tweaked flight model reflecting the much heavier weight, more powerful engine (220hp nominal), wing stagger, better aerodynamics, and more wing area New weapon (37mm S.A.M.C.) New (it’s a mod of stock) reloading sound for the canon (its slow), New firing effect for the canon (cockpit smoke) New hanger and loading screens The canon is on the secondary fire button and takes 12 sec to reload (new sound more or less reflects this) It has 12 reloads I have seen the A.I get infrequent hits with this setup (I’m pretty infrequent too) --------------------------------------------------- A few “Facts” The Spad XII was a beefed up version of the Spad VII with a new engine (Hispano-Suiza 8Cb 220hp) and a slightly more refined fuselage, more wing area and the most obvious difference, slight wing stagger (something we can’t do with the stock model) It had a 37mm S.A.M.C. semi-automatic canon with twelve reloads mounted to fire through the prop hub and with the breech situated between the pilot’s legs Because of the breech placement the controls were of the Deperdussin type (wheel) After initial enthusiasm for the aircraft by the French ace Georges Guynemer, the Aéronautique Militaire placed an order for 1000 airframes, However the Spad XII proved very difficult to fly with its unfamiliar controls, the new weapon filled the cockpit with smoke on firing and was difficult to aim and reload, and to cap it off, the new Hispano-Suiza proved to be unreliable Its doubtful that more than twenty aircraft were completed and these were issued singly to individual Aces of the Aéronautique Militaire, There were never more than 6-8 on the front at any one time and they were widely spread throughout the Escadrille’s --------------------------------------------------- Top speed 220kph at SL Ceiling 7000m Empty weight 628kg --------------------------------------------------- Files New Reloading sound: gun_reloadlg.wav goes in the Sounds folder The SOUNDLIST.INI must be modified to add the sound (this must be extracted to the flight folder if you haven’t already) see below New gunfire effect: 37mmSpad.ini must be placed in the effects folder New cannon must be added to the bottom of your GUNDATA.INI (this must be extracted to the Objects folder if you haven’t already) see below, and then the GUNDATA.INI must be opened and saved with the gun editor New aircraft folder SPAD_XII placed in the Objects/aircraft folder This contains 4 skins (the French aces, Nungesser of Esc65, Madon of 38ESC, Fonck of Esc103 and Guynemer of Esc3), the Ini’s necessary for the craft, a hanger screen and two version of the loading screen: wide(default) and normal (you must rename it to use it) --------------------------------------------------- SOUNDLIST.INI Add near the top of the file: --------------------------------------------------- SoundFile0XX=gun_reloadlg /////////////////////XX is the next number in the sequence above --------------------------------------------------- And at the bottom add: --------------------------------------------------- [gun_reloadlg] Priority=HIGH 3DSound=FALSE NumBuffers=1 Looped=FALSE --------------------------------------------------- GUNDATA.INI Add at the bottom of the file --------------------------------------------------- [GunData0XX] //////////////////////////////////XX is the next sequential number TypeName=37MM_SAMC FullName=37mm SAMC Moteur canon Caliber=37.000000 ROF=1.000000 MuzzleVel=400.000000 AmmoWt=0.650000 WarheadWt=0.035000 Reliability=97.000000 Accuracy=70.000000 AddLight=TRUE MaxLightRange=1000.000000 FireColor=0.150000,0.100000,0.100000 GunFireEffect=37mmFireEffectEnH GunFireSound=TankGun EffectClassName=37mmEffects EffectTime=10.000000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE --------------------------------------------------- Important: the GUNDATA.INI must be saved in the gun editor after manual editing Have fun :yes: V -
View File Spad XII Little mod of the Spad VII to turn it into a Spad XII (apologies and acknowledgement to Gr.Viper who went before me) Model changes: removal of the nose humps and reskin XXX_data.ini changes: tweaked flight model reflecting the much heavier weight, more powerful engine (220hp nominal), wing stagger, better aerodynamics, and more wing area New weapon (37mm S.A.M.C.) New (it’s a mod of stock) reloading sound for the canon (its slow), New firing effect for the canon (cockpit smoke) New hanger and loading screens The canon is on the secondary fire button and takes 12 sec to reload (new sound more or less reflects this) It has 12 reloads I have seen the A.I get infrequent hits with this setup (I’m pretty infrequent too) --------------------------------------------------- A few “Facts” The Spad XII was a beefed up version of the Spad VII with a new engine (Hispano-Suiza 8Cb 220hp) and a slightly more refined fuselage, more wing area and the most obvious difference, slight wing stagger (something we can’t do with the stock model) It had a 37mm S.A.M.C. semi-automatic canon with twelve reloads mounted to fire through the prop hub and with the breech situated between the pilot’s legs Because of the breech placement the controls were of the Deperdussin type (wheel) After initial enthusiasm for the aircraft by the French ace Georges Guynemer, the Aéronautique Militaire placed an order for 1000 airframes, However the Spad XII proved very difficult to fly with its unfamiliar controls, the new weapon filled the cockpit with smoke on firing and was difficult to aim and reload, and to cap it off, the new Hispano-Suiza proved to be unreliable Its doubtful that more than twenty aircraft were completed and these were issued singly to individual Aces of the Aéronautique Militaire, There were never more than 6-8 on the front at any one time and they were widely spread throughout the Escadrille’s --------------------------------------------------- Top speed 220kph at SL Ceiling 7000m Empty weight 628kg --------------------------------------------------- Files New Reloading sound: gun_reloadlg.wav goes in the Sounds folder The SOUNDLIST.INI must be modified to add the sound (this must be extracted to the flight folder if you haven’t already) see below New gunfire effect: 37mmSpad.ini must be placed in the effects folder New cannon must be added to the bottom of your GUNDATA.INI (this must be extracted to the Objects folder if you haven’t already) see below, and then the GUNDATA.INI must be opened and saved with the gun editor New aircraft folder SPAD_XII placed in the Objects/aircraft folder This contains 4 skins (the French aces, Nungesser of Esc65, Madon of 38ESC, Fonck of Esc103 and Guynemer of Esc3), the Ini’s necessary for the craft, a hanger screen and two version of the loading screen: wide(default) and normal (you must rename it to use it) --------------------------------------------------- SOUNDLIST.INI Add near the top of the file: --------------------------------------------------- SoundFile0XX=gun_reloadlg /////////////////////XX is the next number in the sequence above --------------------------------------------------- And at the bottom add: --------------------------------------------------- [gun_reloadlg] Priority=HIGH 3DSound=FALSE NumBuffers=1 Looped=FALSE --------------------------------------------------- GUNDATA.INI Add at the bottom of the file --------------------------------------------------- [GunData0XX] //////////////////////////////////XX is the next sequential number TypeName=37MM_SAMC FullName=37mm SAMC Moteur canon Caliber=37.000000 ROF=1.000000 MuzzleVel=400.000000 AmmoWt=0.650000 WarheadWt=0.035000 Reliability=97.000000 Accuracy=70.000000 AddLight=TRUE MaxLightRange=1000.000000 FireColor=0.150000,0.100000,0.100000 GunFireEffect=37mmFireEffectEnH GunFireSound=TankGun EffectClassName=37mmEffects EffectTime=10.000000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE --------------------------------------------------- Important: the GUNDATA.INI must be saved in the gun editor after manual editing Have fun :yes: V Submitter p10ppy Submitted 02/13/2008 Category Spad
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Little mod of the Spad VII to turn it into a Spad XII (apologies and acknowledgment to Gr.Viper who went before me) Model changes: removal of the nose humps and reskin XXX_data.ini changes: tweaked flight model reflecting the much heavier weight, more powerful engine (220hp nominal), wing stagger, better aerodynamics, and more wing area New weapon (37mm S.A.M.C.) New (it’s a mod of stock) reloading sound for the canon (its slow), New firing effect for the canon (cockpit smoke) New hanger and loading screens The canon is on the secondary fire button and takes 12 sec to reload (new sound more or less reflects this) It has 12 reloads I have seen the A.I get infrequent hits with this setup (I’m pretty infrequent too) --------------------------------------------------- A few “Facts” The Spad XII was a beefed up version of the Spad VII with a new engine (Hispano-Suiza 8Cb 220hp) and a slightly more refined fuselage, more wing area and the most obvious difference, slight wing stagger (something we can’t do with the stock model) It had a 37mm S.A.M.C. semi-automatic canon with twelve reloads mounted to fire through the prop hub and with the breech situated between the pilot’s legs Because of the breech placement the controls were of the Deperdussin type (wheel) After initial enthusiasm for the aircraft by the French ace Georges Guynemer, the Aéronautique Militaire placed an order for 1000 airframes, However the Spad XII proved very difficult to fly with its unfamiliar controls, the new weapon filled the cockpit with smoke on firing and was difficult to aim and reload, and to cap it off, the new Hispano-Suiza proved to be unreliable Its doubtful that more than twenty aircraft were completed and these were issued singly to individual Aces of the Aéronautique Militaire, There were never more than 6-8 on the front at any one time and they were widely spread throughout the Escadrille’s --------------------------------------------------- Top speed 220kph at SL Ceiling 7000m Empty weight 628kg --------------------------------------------------- and apologies for the almost inevitable mistakes I've made in the read me And thank you TK and Thirdwire for a wonderful game and fabulous Spad model :yes: Have fun (get it in the downloads once its approved)
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Hmmm I had no idea FF was so popular (never tried it) seems like I’m missing out I miss using my old Thrustmaster FLCS / throttle combo Its was crotchety and awkward to program but had a beautiful feel to it Haven’t had a comp with a gameport for a long while now though Use a Thrustmaster Topgun Fox 2pro now, which is an ok stick (never been enthralled by it) Very reliable though (its probably 8-10 years old) Always meant to rip the guts out of the FLCS and replacing it with a USB controller …. Maybe I should look at FFing it at the same time How many of you use/recommend pedals?
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Peter i'm not sure (I've never encountered it) you could try deleting the texture tails of the aircraft.ini's to let them rebuild themselves (sure you have tried that)
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Very nice skins Sinbad (I have a peculiar fascination with the Adriatic front as well) As to the mesh removal, expanding a little theres a couple of things that may work, I'm not sure what capun means by Lexx's method, I thought Lexx invented the cockpit move (very ingenious) but that won't work on external models The method i use to hide external meshes is to make them a WEAPON_STATION system (Lexx may have invented this too ) example [bumpL] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.000,0.5000,0.0000 AttachmentAngles=0.000,0.0000,0.0000 LoadLimit=100 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=BulgeFront L /////the node to remove PylonMass=0.001 PylonDragArea=0 FuelTankName=Ribbon_Red if theres no weapon attached the mesh will not show... whether this would result in the breaking of the models hierarchy and therefore in the case of the spinner you getting no prop showing you would have to experiment... :( Adding meshes is harder (and not possible until the weapon editor arrives) Make a "weapon" shaped like your to be added mesh and add it as a default loadout (these will animate with their parents node) the rudder probably is doable in this way (make it slightly bigger all round and parent it to the original rudder) Making a whole new model is a huge undertaking (I'm not sure i would describe it as easy) the other (long shot) is to use a Tga instead of a bmp for the nodes texture (alpha channel to straighten the rudder edge for example) will probably look bad AND you would have to hack the LOD in a tex editor to turn on transparency (look here for some clues http://forum.combatace.com/index.php?showt...p;hl=hex+editor ) no idea whether that will work have fun :yes:
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Hey Tailspin It is pretty lame at stock (I think it’s a bug actually) Numerous flyovers at differing height later of 10 sockelflak batteries convinced me it wasn’t the tracer If the tracer couldn’t hit me I was never hit If the tracer was shooting past my wing I died real fast It the bloody gun It’s only got enough opmf to chuck a shell about 180m on the slant Reducing the caliber is the only thing that seems to fix it (less drag I guess) Warhead weight seemed to make no difference And velocity made a little bit… Reducing it to a silly 7mm meant it still had some gas left at 1000m ymmv I’m not sure it’s meant to work that way? Heres a finish-ish model to play with (I haven’t really ini-ed it, just got it working for testing) Feel free to do what you want with it :yes: sockelflak.rar
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avion magique http://www.histavia21.net/amaviapag/37%20m...A.D%20Canon.htm
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Ive got the RW stats for the Sockelflak some where I remember thinking TK's stats were pretty good but i never tried in game so never saw the particle effects I'm pretty sure they were not time fuzed (bad around balloons) Just dirty great tracers (which look quite slow when they were coming straight for you, just like a flaming vegetable ) never even found a pic of the brit version BTW its a bad rumor that the gun editor doesn't work (started by me i think ) its fine its only the weapon editor that doesn't anyone got a nice schematic view of a german infantry man?
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Good idea these weapons are a big gap and quite prevalent by the sounds of it (especial around drachen) funnily enough i started work on a Sockelflak model a month or so ago (I'm tooo easily distracted) never finished the texture ... couldn't find a good enough pic of a german infantry man to use (was a briefish search tho) the rest is ready to go tho from memory If you are interested i could try to finish the model sooner rather than later? Ps whats the particle effect like for it? these weapons were the latercause of the flaming onion phenomenon i think earlier it was caused by a gattling type weapon borrowed from the navy
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it's a little more complicated because you need to extract the Spad13 pit and place it in the Spad7 folder (i think, i did anyway ) theres some info around somewhere here in the forum Edit some pics my Spad7_180 folder structure (note theres a few folders like the PSD folder that you wont have, and dont need) the cockpit folder (spad13 files extracted from the ObjectData.CAT and placed in the Spad7_180/cockpit folder) hope that helps
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Thanks guys I should point out that the first "screenshot" is the loading screen and has been fairly heavily Photoshopped Also apologies for the readme and the download instructions I can actually write English (sort of) my only excuse is it was late here and I'd a few to many pinot noir's Just let me know if theres any problems :)
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View File Spad VII Skins and Misc Little Spad VII hop up Cockpit.ini and Spad7_180.ini Hanger Screen Widescreen and normal loading Screen Default tan textureset (replacement for stock if you wish) Escadrille 103 (Les Cigones) textureset and decals (Tan) Escadrille 31 (Hoplite Archer) textureset and decals (Tan) Escadrille 48 (Rooster) textureset and decals (Tan) Escadrille 65 (Dragon) textureset and decals (Tan) Escadrille 81 (Grayhound) textureset and decals (Camo) Escadrille 94 (Running Reaper) textureset and decals (Camo) Escadrille 3 (Les Cigones) textureset and decals (Tan) Escadrille 3 (Les Cigones) Alternative with Stripe textureset and decals (Tan) Escadrille 3 is skinned to a higher degree than the other Escadrille with personal markings and semi accurate paint jobs/numbers The French seemed to paint all their aircraft individually so many compromises were necessary The Folder structure is a little unusual (trying to save space) Straight under the SPAD7_180 folder there is a Decal folder (combined for all the new decals) and Folders for all the new Texturesets The main Tan Skins live straight in the SPAD7_180 folder as well so all the tan textureset’s can access then (some textureset folders have replacements depending on Escadrille) If you haven’t already done so you will need to extract the Spad XIII cockpit from the ObjectData.CAT into a separate cockpit folder under the SPAD7_180 folder if you wish to fly the SPAD7_180 (the two .ini’s provided point to a cockpit folder and make a few changes to the 13’s cockpit but they are not necessary if you have already done this) If you will need to use the provided SPAD7_180.ini if you wish to use the provided hanger and loading screen (or alter your own ini) There’s a wide screen version of loading screen in the folder “widescreen loading pic” just copy it over the existing pic or delete it depending on your needs I suggest you unzip this Download to a temp folder first and take what you need to the SPAD7_180 folder. Please remember to back up any files that may be overwritten in the SPAD7_180 folder first These Skins should work fine for the SPAD7_150 as well but the .ini files will be different Please feel free to use these skins and decals for your own work (non-profit only) Hope you enjoy them Vernon Submitter p10ppy Submitted 02/01/2008 Category Spad Skins
