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eburger68

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Everything posted by eburger68

  1. Folks: The July 2010 Update for the WOV Expansion Pack has been released. See the ReadMe above for details on what's new. Eric Howes
  2. Folks: The July 2010 Update for the SF2V Expansion Pack has been released. Please see the ReadMe above for details on what's new. Eric Howes
  3. bigstone: No, this mod is for SF2E only. For WOE you can use the original NATO Fighters series of mods available at Column5' site: http://column5.us/campaigns.shtml Eric Howes
  4. jeanba: The AS-30 is corrected. Didn't know of a problem with the Phimat -- will get that in an update at some point. Folks, if you have comments or spot other issues, please post in the main discussion thread for this mod: http://combatace.com/topic/57081-nato-fighters-4-patch-post-dec-2009-patch-level/ Eric Howes
  5. Dave: We probably will eventually. Let's let this ride for another few days -- maybe a week -- and then collect everything that gets reported. The new fixes are available here for those who want/need them. Eric Howes
  6. Tomb: Attached is a small collection of updates to the campaigns that do the following: 1) Add tanks to the available weapons for the Canberra B.2 and MiG-15bis. 2) Add the MK10_1000_LD to the available weapons for the Canberra B.2. As for the MiG-15 slipper tanks not jettisoning, you can change that functionality yourself by changing the following statement on each of the tank stations in the aircraft's DATA.INI from TRUE to FALSE: NoJettisionTank=TRUE Eric Howes
  7. Tomb: Attached are two files: 1) Hunter5_Fixes.zip Contains fixes for both versions of the Hunter F.5 -- the main one (for use by folks with merged installs including SF2I & SF2E) and the "Alternative" Hunter F5 (for use by folks whose SF2I installs are NOT merged with SF2E). 2) MiG-15_Slippers.zip Contains new files to add the 300 gallon slipper tanks to the MiG-15bis. The slippers are set to load only in the AirtoAir loadout (used for Intercept & CAP missions), not the AirtoAirLongRange (used for Escort & Fighter Sweep). If you want them loaded for all air-to-air missions, edit the Loadout.ini accordingly. Also, I restored the 37mm to a "primary gun." Eric Howes
  8. Tomb: I just double-checked the Canberra tanks -- they're showing up fine on my installation. Are you sure that all the files in the ZIP I uploaded were put in their proper place? As for the MiG-15 37mm gun -- that's marked as a secondary gun, not a primary gun. I do not have a fully merged install that includes SF2I and the other SF2 titles, so I'll have to check into the Hunter tanks later. Eric Howes
  9. Tomb: Try the attached fix pack, which is designed to replace several files in your SF2I Mod Folder. Eric Howes
  10. Metatron: Try the attached DATA.INI (backup your original first). This version makes the control surfaces less snappy. Eric Howes
  11. Folks: Attached is a small collection of fixes for three aircraft: 1) Au-1: elevators now working properly; Column5's updated flight model used; bomb attachment points moved back (bombs were hanging off the front edge of the wing) 2) F4U-7: bomb attachment points moved back (bombs were hanging off the front edge of the wing) 3) Spitfire9c_IDF: cockpit.ini now properly named (so you can fly the aircraft) To install, simply unpack the attached .ZIP files and drop all three folders into the \Objects\Aircraft directory of your SF2I Mod Folder. Eric Howes
  12. DoctorQuest: Thanks for the report. If anyone else spots issues with this mod, please report them in the main discussion thread here: http://combatace.com/topic/56548-1948-war-for-independence1956-suez-crisis/ Eric Howes
  13. ikon71: For this mod you will need the Expansion Pack in addition to SF2I. Eric Howes
  14. Folks: Last night I discovered some minor typo-errors in several campaign files for this mod. Attached are corrected DATA.INIs for the affected campaigns. Best, Eric Howes
  15. Hi All: As mentioned in the discussion for Kulbit(80)'s Royal Navy Avenger skin, I've been working on incorporating the Avenger into SF2I. I now have a beta available for anyone with interest to test: https://netfiles.uiu...uez_Avenger.rar Please note that you will need to download the TBF/TBM Avenger from the WWII Aircraft section at the Dev A-Team's web site (see below for link). What follows is the ReadMe (which you will need to pay some attention to): ------------------------------------------------------------------------------------------------------------- TBM-3E Avenger for SF2I Expansion Pack - Suez Crisis ------------------------------------------------------------------------------------------------------------- This is a modification of the TBM-3E released by The Wrench, which is itself a mod of the TBF/TBM Avenger available in the WWII aircraft section at the A-Team Skunkworks web site: http://cplengineeringllc.com/SFP1/ This mod creates a TBM-3E Avenger for use in ThirdWire's SF2I Suez Expansion Pack. Included are French Navy and Royal Navy texture sets. Historical purists & rivet-counters take note: what you're about to read is likely to cause nausea, dizziness, and mild vomiting. Before discussing anything else, let me tell you what's wrong with this mod: 1) It uses the wrong aircraft: the French Naval Air unit participating in the Suez Crisis flew the TBM-3S/W, not the TBM-3E. I don't have access to a TBM-3S/W model, so the TBM-3E it is. 2) It represents the wrong unit: the French Naval Air unit flying the Avenger in the Suez was 9 Flotilla, not 15 Flotilla. I don't have decals for 9F, so I used the 15F decals from The Mirage Factory's F4U-7 Corsair instead. 3) It flies the wrong missions: the French Avenger was primarily an anti-submarine aircraft. Given that there are no Anti-Sub missions in SF2I (and given that flying around over an open ocean for hours at a time would get really old really fast in this game), this Avenger is configured to fly Strike, CAS, and Armed Recon missions like other attack aircraft in the world of ThirdWire. For those of you still with me, let me provide some other information about this mod. ~~~~~~~~~~~~ Installation ~~~~~~~~~~~~ This mod is NOT a complete, self-contained package. It requires that you download the TBF/TBM Avenger from the A-Team's site (see above for a link). Once you've got that file downloaded, do the following: 1) Unpack the A-Team's TBF/TBM Avenger into its own folder. 2) Copy or move the \Objects & \Sounds folders from this mod (i.e., the Suez Avenger mod) to your SF2I Mod Folder. 3) Copy or move the following items from the A-Team TBF/TBM Avenger to the \Objects\Aircraft\TBM-3E folder in your SF2I Mod Folder: - TBM Avenger-R5.LOD - TBM Avenger-R5.OUT - \Cockpit [the entire folder "as is"] That's it. You're ready to fly. Please note that the default unit/skin is the French Navy 15F. I've thrown in Kulbit(80)'s Royal Navy skin as a bonus. This aircraft can be flown reliably on both Hard and Normal flight model settings. Although packaged for SF2I, this mod will work fine in Wings Over Israel (WOI), provided you move the decals to their proper texture folders in the TBM-3E folder and install the AN/APS-4 radar pod to your WOI Weapons folder. ~~~~~~~~~~~~~~~~~ Changes & Updates ~~~~~~~~~~~~~~~~~ This mod makes extensive changes to Wrench's TBM-3E. Here's a short list: - added French Navy 15F texture set - added Kulbit(80)'s Royal Navy texture set - moved decals to SF2 \Decals folder - added USERLIST.INI - added custom Hangar & Loading screens - added updated Loadout image - added DestroyedModel data - tweaked flight model for Hard settings in SF2 - tweaked landing gear to fix AI aircraft exploding on the taxiway - removed belly gunner node and gun - performed other minor, misc. tweaks & adjustments ~~~~~~~ Credits ~~~~~~~ As noted earlier, this is a modification of the TBM-3E released by The Wrench, which is itself a mod of the TBF/TBM Avenger available in the WWII aircraft section at the A-Team Skunkworks web site: http://cplengineeringllc.com/SFP1/ Original aircraft: Dev A-Team (Capun, Charles, Gramps and Kesselbrut) TBM-3E Modifications: Kevin Stein, aka The Wrench AN/APS-4 radar pod: Tim Davis Royal Navy skin: Michal Minta, aka Kulbit(80) 15F decals: The Mirage Factory Please see the \_Docs folder for the original readme files included with the mods listed above. Any errors or omissions are entirely my responsibility. ------------ Eric Howes 12 Jun 2010
  16. Kulbit80: Just tested on WOI -- no difference in behavior. With MomentOfInertia=0.32 I get a very pronounced roll to the right, whereas the 3.86 works perfectly. I'm at a loss to explain why you and I are getting different results. Eric Howes
  17. Kulbit80: OK, that might explain the difference. Let me test on WOI (I had been testing on SF2I). Eric Howes
  18. Kulbit: Just tried MomentOfInertia=0.32 -- with that value I get a pronounced roll to the right that only gets worse if you flip the prop rotation direction. With my original values I get no roll one direction or the other. Did you test with the corrected DATA.INI that I posted (the one with the corrected Ymac values)? Eric Howes
  19. Wrench: OK, I'll split difference on the tail wheel with my original value. New value will be .185. Anything else that needs adjusting? Also, I just realized I neglected to credit the pilot figure authors: PilotFN & WW2GunnerCBNavy. Either of you recognize who the authors of those are? Thanks, Eric Howes
  20. Guys: Actually, I'm the one who caused the confusion. I did't see Kulbit80's reply and so misunderstood Wrench's post right below it. In any case, the Ymac values are indeed wrong for the right side. Interestingly, those incorrect numbers are the A-Team originals. Attached is a DATA.INI with the correct Ymac values as well as the new RollingRadii. Let me know how this one works. Eric Howes
  21. Wrench: Thanks for looking at this mod. 1. Rolling Radii Actually, the values in the DATA.INI are adjusted (the original values had the wheels sinking deep into the tarmac). Your values work a little better, so I'll go with those. 2. Engine torque/pull I'm no expert on props in ThirdWire games, but I never understood ThrustPosition to be associated with torque/pull. TK has the following for his Spitfires, and they most definitely pull: ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0.0,0.0 The AVHistory P-51D flight model uses this (and it pulls, too): ThrustAngles=0.0, 0.0, 0.0 ThrustPosition=0.0, 3.05, 0.00 Keep in mind that the aircraft is flying with an unbalanced/asymmetrical load. So far as I can tell, the engine torque's pull is partially (but only partially) off-setting the pull to right from the radar pod on the right outer wing. If you flip the PropRotationDirection you'll notice that the pull to the right becomes much more pronounced -- even to the point of making it difficult to take off (at least on Hard flight model; not sure if engine torque/pull is simulated on Normal flight model). Best, Eric Howes
  22. Metratron: Glad to hear that you're enjoing the mod. The oddly placed co-pilot is something we noticed during beta testing (you'll see the same thing with the HalifaxTR as well). Unfortunately, I don't know of an easy fix for that oddity. The other issues you raise are easy to address, though: 1) MiG-15 gunsight Attached is a corrected COCKPIT.INI that will add a circular gunsight to the cockpit. Just drop the .INI file in your MiG-15bis folder, overwriting the existing COCKPIT.INI file. 2) WWII pilot figure For any aircraft you want to use a WWII-style pilot figure, open the DATA.INI for that aircraft and change the PilotModelName= statement (in the "Crew" section) to point to PilotLanc: PilotModelName=PilotLanc Best, Eric Howes
  23. Wrench: I figured honesty was the best approach with this. This is a historically inaccurate aircraft playing a real one on the 3W groove tube. Thanks for the offer of the template, but it wouldn't do me any good -- I'm no skinner or decalist. I'm hoping that someone else will step up to the plate and do a proper 9F texture/decal set. As for the landing gear, I actually tweaked or added a number of things. Put 'em side-by-side and you'll see. I fought with that thing most of last night and into the wee hours of this morning before I finally noticed that decreasing the spring factor and increasing the shock stroke had beneficial effects. So far as I can tell, the spring factor combined with the extremely short shock stroke caused the AI aircraft (always three & four in the formation) to tip over when they taxiied forward, then hit the brakes. Think of a really springy rubber ball bouncing off a hard wall. The AI aircraft hit the brakes, the spring factor caused a wild rebound off the short shock stroke on the main gears, and the aircraft tipped over. With the revamped landing gear they still wobble around a little bit, but they (like Weebles) don't fall over. The flight model tweaks were comparatively simple -- just "relaxed" some of the key settings a bit. On Hard flight model the aircraft still has the determined, tank-like sluggishness of the orignal fm, but it's on sturdier legs now and won't send you into into a flat-spin just because you *thought* about attempting a slow turn below 200 knots. Eric Howes
  24. Kulbit80: My own mods to the Avenger are now available: http://combatace.com/topic/56655-sf2i-suez-avenger/ Eric Howes
  25. Kulbit80: Great timing, this. I was working on the Avenger for my own SF2I installation just this morning. I did the basic SF2 conversion work (not difficult), then tweaked the fm to be a bit more relaxed (and flyable) on Hard settings. (Edit: also did custom Hangar/Loading screens for this, too.) I had just started fiddling with a basic French Navy texture set when I had to leave for work. You just saved me a good bit of time and effort. Thanks, Eric Howes
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