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Posts posted by ShrikeHawk
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22 hours ago, Menrva said:Waypoints can be altered globally by tweaking relative values inside the MissionControl.ini file that must be put inside the Flight folder. I never experimented with this though, so you're on your own.
Most cool. It at least gives me a place to go looking. Much appreciated!
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11 hours ago, allenjb42 said:Are you talking when you come out of warp at the IP after pressing alt-n?
Yes - exactly that.
But I'm hoping to avoid editing each singlemission. I've noted that in some terrains there is a <terrainname>_dogfight.ini file. Does this establish spawning ranges?
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Is there a way to change the ranges for engagements in singlemission?
I'm encountering scenarios where fighters appear 2 miles away. I'd like to push that out farther if possible. Can do?
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I love building out installs for unusual or rarely covered air battles. This time, I'm working on a fictional one including Menrva's Madagascar terrain.
A fictional conflict over oil rights in Madagascar.
Western oil companies purchase oil rights from corrupt politicians.
The common folk get nothing, not even jobs. A violent insurgency
arises. Western nations side with petroleum companies. African
and South American nations side with the insurgents. Through
unspoken agreement, no nation sends frontline equipment, wary
of appearing like the bully. The US claims it's only sending trainer
and recon aircraft."It's not a real 'shooting war' after all."
---US Secretary of StateHere's a video:
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3 hours ago, Gepard said:If you set more Flak or SAM the game engine will only use 16 of them.
Good lord! I'm nowhere near that, but still good to know. Thanks!
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2 hours ago, Menrva said:If you wish to release modified files for my terrain packages, please check with me via PM first
@Menrva Absolutely! I wouldn't release it, edited, without your agreement first. All I'm doing is modestly changing the target list and types list. Visually, the terrain is stunning. I wouldn't change a thing about that.
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32 minutes ago, Wrench said:why not just simply replace the SAMLauncher callouts with AAA? Why create more work?
There aren't any for FRIENDLY targets. I have been replacing things like Tent1 and USTruck callouts with AAA. Seems, in Singlemission, I have to set enemy AAA to High to see the difference.
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16 hours ago, Wrench said:BTW, what terrain are you trying to upgrade?
Not an upgrade, per se, just a change. I'm working with Menrva's Madagascar terrain. I've imagined a war where only low-cost Light Attack are operating, a COIN War. In such a scenario you wouldn't operate planes like AT-6B and Super Tucano in a hotly contested airspace. So, I have removed all SAMs. But...that means air defense suppression missions are not very threatening (read: not challenging). So, I have added boatloads of AAA ground objects and I want a lot of them around the targets. Flying low directly over an airfield should be terrifying. Thus, I need more AAA positions.
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41 minutes ago, Wrench said:Each AAA position has to be plotted individually, and THEN added to the targets ini.
So, to be clear, I have to add AAA sites via a terrain editor and then add them to _targets.ini? It can't be done with just .ini edits?
If so, does adding objects require a ph.d in quadratic equations, and can you recommend the easiest to use terrain editor?
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I am trying to increase the density of AAA positions in a terrain. To do this, I changed a few entries in the _targets.ini file to "AAA". This should plugin randomly selected Mobile_AAA and Static_AAA objects, right? But I am not seeing an increase of targets. What am I missing? I have changed other entries (e.g., "Target[010].Type=Pit1" to "Target[010].Type=Gepard") and these appear and function, but cannot be targeted (red box). Why is that?
How does TargetType=MISC play into the missions? For instance TRANSPORT can be found in Armed Recon or TANK can be found in CAS missions. What about MISC?
During Flak suppression missions ground objects are often appearing on the map one at a time. Is there a way to change that?
Thanks in advance for any help with these questions.
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8 hours ago, Wrench said:and doing it via the Fake Pilot (tm) method wasn't an option? (as has been done numerous times in the past)
I've never actually used that, wrench. Would that method allow a pylon to appear? If so, are there directions for this in the knowledge base?
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I have a pylon in my weapons folder. I want to add it to a new weapons station on the aircraft. I want the pylon to appear and hang an IRM on it. I've looked all over for instructions. How do I do this?
data from the pylon
[WeaponData001]
TypeName=1pilones
FullName=External Pylons
ModelName=1pilones
Mass=20.520000
Diameter=0.480000
Length=2.500000
SubsonicDragCoeff=0.003000
SupersonicDragCoeff=0.007000
AttachmentType=BRAZIL
SpecificStationCode=1pilones
NationName=BRAZIL
StartYear=1965
EndYear=2020
Availability=3
BaseQuantity=12
Exported=TRUE
ExportStartYear=1965
ExportEndYear=2020
ExportAvailability=2
WeaponDataType=4
StoreType=2
NumChaff=0
NumFlare=0
EjectPosition=0.000000,0.000000,0.000000
EjectVelocity=0.000000,0.000000,0.000000What I have in the aircaft file so far. Missile appears, but not the pylon
[LeftPylonMount]
SystemType=WEAPON_STATION
StationID=4
StationGroupID=4
StationType=EXTERNAL
AttachmentPosition=-5.0920,0.3084,-0.3827
AttachmentAngles=0.0,0.0,0.0
LoadLimit=100.0
AllowedWeaponClass=MER,TER,CGR,ATR,TLR,2IR,2AH,2BR
AttachmentType=Nato,Argentina,ISRAEL,FRANCE,BRAZIL
NoJettisionTank=TRUE
ModelNodeName=
PylonMass=
PylonDragArea=
FuelTankName=1pilones[RightPylonMount]
SystemType=WEAPON_STATION
StationID=5
StationGroupID=4
StationType=EXTERNAL
AttachmentPosition=5.0920,0.3084,-0.3827
AttachmentAngles=0.0,0.0,0.0
LoadLimit=100.0
AllowedWeaponClass=MER,TER,CGR,ATR,TLR,2IR,2AH,2BR
AttachmentType=Nato,Argentina,ISRAEL,FRANCE
NoJettisionTank=TRUE
ModelNodeName=
PylonMass=
PylonDragArea=
FuelTankName=1pilones[LeftOuterPylon]
SystemType=WEAPON_STATION
StationID=6
StationGroupID=5
StationType=EXTERNAL
//AttachmentPosition=-5.0920,0.3084,-0.8827
AttachmentPosition=-5.0920,0.3084,-0.5227
AttachmentAngles=0.0,0.0,0.0
LoadLimit=1500
AllowedWeaponClass=BOMB,RP,FT,GP,TER,IRM
AttachmentType=Nato,Argentina,ISRAEL,FRANCE
ModelNodeName=
FuelTankName=
PylonMass=17.0
PylonDragArea=0.03[RightOuterPylon]
SystemType=WEAPON_STATION
StationID=7
StationGroupID=6
StationType=EXTERNAL
//AttachmentPosition=5.0920,0.3084,-0.8827
AttachmentPosition=5.0920,0.3084,-0.5227
AttachmentAngles=0.0,0.0,0.0
LoadLimit=1500
AllowedWeaponClass=BOMB,RP,FT,GP,TER,IRM
AttachmentType=Nato,Argentina,ISRAEL,FRANCE
ModelNodeName=
FuelTankName=
PylonMass=17.0
PylonDragArea=0.03 -
25 minutes ago, Menrva said:Any new clouds by you are always welcome!
Most cool. Yeah, clouds are very much a matter of taste. Everybody has their favorite look. Here's some screenies of battle between Atlas Impalas and Aero L-39ZOs. Seriously chaotic. I was a busy pilot. New clouds and your Madagascar terrain are highlighted.
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6 hours ago, Menrva said:Good to see someone using the Madagascar terrain I've made; I really liked working on it.
It's really beautiful. I like the varied terrains. Throwing in carriers was a major plus for me. I've also added in your RealSky environment. Though I plugged in my latest cloud graphic, one I haven't released before.
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I'm working on a fictional theater using the beautiful Madagascar terrain. It features the T-45 as a fictional mercenary naval fighter (F/A-19E), with a brand new skin and ini edits, operating from long-deck Essex carriers off the coast.
It imagines a budget war using low-cost trainers instead of front-line aircraft. So it includes AT-6B, Super Tucano, Hawk 52/60, L-39, MB-339, Alphajet and many others.
They've all been set for CAP and SWEEP missions, so it's a battle of the small and swift. Much fun.
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Yeah, I thank that's got it. Thanks kindly for the assist!
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33 minutes ago, Blade said:The data.ini looks correct. Probably a hierarchy issue within the model...? If so, you can try one thing. Add the following line at the end of the [RightWing] section:
Okay, so far it looks like it's working. For now, my 4-year old is being demanding. ;) I'll keep you updated.
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11 minutes ago, Blade said:What is the 'ParentComponentName' of the outer wing? It should be the right wing (usually called 'RightWing' by default).
Here you go, from the data file:
[RightOuterWing]
ParentComponentName=RightWing
ModelNodeName=RightOuterWing
DestroyedNodeName=
ShowFromCockpit=TRUE
DetachWhenDestroyed=TRUE
DamageRating=DESTROYED
MassFraction=0.089
HasAeroCoefficients=TRUE
LiftSurface=TRUE -
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Hell yeah, I'd read her story. I want to know more about the girl who does, and finds a way. I don't care about political correctness, I want to know the truth. What you've written so far is excellent. It makes me want to know more.
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That is one bad@ss aircraft. Love it!
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I just installed DCS World from Steam. But now I see that FC3 (which I intend to get sometime soon) is not sale on Steam but it is at ED. Apparently, anything directly from ED is not compatible with Steam installs.
Did I make a mistake in installing from Steam? Are discounts more common/deeper at ED than on Steam?
Video thread 2
in Thirdwire: Strike Fighters 2 Series - Screen Shots
Posted
Temporal testing with time machines in F-15s has met with several issues...