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Fubar512

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Everything posted by Fubar512

  1. I tried this a few months ago, and the answer is "No", unless you change the ranging radar to system that utilizes a "track" entry...and that won't be quite accurate in most circumstances. I know that during the Have Drill eval series, they discovered that the gun-ranging radar on MiG-17s would show up as "AAA" on the F-4 Phantom's warning panel, but there's no way to acheive that in the series, as the avionics.dll only allows that to happen in response to a ground threat.
  2. Hmmmm....I've been shot down at 40+ nm range by an SA-10. Also, the Arleigh Burke model I'm working (which sports 90 VLS deployed SM-2 missiles), like has no issues defending itself quite effectively. Given that I've just installed the Dec 09 patch, and have not had the time to thoroughly test most of my mods, I cannot say exactly which parameters one should change and/or add to ensure that said models behave in a realistic manner.
  3. There was an entry for heatsignature in the groundobject.dll way before we had one in the aircraftobject.dll. TK probably intended the former to highlight targets if and when he decided to add FLIR capability to the avionics suites on later aircraft models.
  4. Not at all, though your question brings to mind a line from one of my favorite movies... "We train young men to drop fire on people. But their commanders won't allow them to write FU%K! On their airplanes, because it's obscene!"
  5. Correct me if I'm wrong, but wasn't the AGM-45 Shrike essentially an AIM-7 Sparrow with an AR seeker and a modified warhead? Also, while on the subject of novels, IIRC, in Tom Clancy's "Red Storm Rising", they used sidewinders against Soviet assualt hovercraft.
  6. On the SF2x series, TK setup the shader files according to the DirectX version in use by the OS that the sim is installed on (2000 & XP use DX9, DX10 For Vista & Win 7). For example, DX9 versions will use a water effects shader that is titled "TerWaterEffectDX9.FX", while the DX10 version is simply named "TerWaterEffect.FX". The first gen series has likewise been using a similar naming convention for its shaders since the Oct 08 patch.
  7. Not really. They have to be updated, as there are new effects shaders and parameters that need to be applied. You can try experimenting, by comparing the lines in the default December-09 environmentsystem.ini, and the widesky version, and making the appropriate changes....but it's still a matter of experimentation.
  8. Diego, TK added animations for gun hammers, cocking levers, and the like in FE, and subsequently upgraded all of his sims to that patch level. I'm sure that you can use that animation type to simulate gun barrel recoil.
  9. Unless you're creating a fictional post-1973 scenario, I'll let you in a secret....the NV did not have any ZSU-23-4s during the Vietnam war (1964-1973). The ZSU-23-4 has its own fire control radar, NATO codename "Gundish", so networking it to a firecan (SON-9) for the sake of fire control, is likewise inaccurate. Also, since the 2006 patch updates, gun-laying radars do not achieve lock in the series 1 titles (though they do in series 2). Below is the data entries that I use in the ZSU-234_Data.ini (in all series): [MissionData] NationName=SOVIET ServiceStartYear=1965 ServiceEndYear=2000 GroundObjectRole=MOBILE_AAA Availability=COMMON Exported=TRUE ExportStartYear=1966 ExportAvailability=COMMON [GroundObjectData] DamagedModel= DestroyedModel=Tank_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=19300.00 Component[001]=Chassis Component[002]=Turret [sound] EngineSoundName=TankEngine MovementSoundName=TankTrack [DetectSystem] TargetType=AIR RadarSearchTime=2.0 RadarSearchRange=20000.0 RadarSearchStrength=80 RadarTrackTime=20.0 RadarTrackRange=4000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=100.0 RadarMinimumAlt=60.0 RadarSearchFreq=8.0 RadarTrackFreq=8.4 RadarCW=FALSE DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=2500.0 VisualSearchTime=10.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=7000.0 RadarCrossSection=5 [WeaponSystem] TargetType=AIR GunRange=2500.0 PitchAngleRate=60 MaxPitch=85.0 MinPitch=-4.0 DefaultPitchAngle=40 YawLimited=FALSE YawAngleRate=45 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=10 GunStabilization=TRUE GunRadarTracking=TRUE RangeFinder=4 BallisticComputer=6 YawModelNodeName=turret PitchModelNodeName=gunbase_1 [MovementSystem] MaxRoadSpeed=12.22 MaxOffRoadSpeed=8.33 PowerAvailable=178968.0 MaxTurnRate=16.0 MaxDeceleration=5.0 SuspensionConstant=28.0 MovementEmitterName=TrackedVehicleDustEmitter MovementEmitterPosition=0.0,-3.13,0.50 [Chassis] ModelNodeName=chassis MaxExtentPosition= 1.49, 3.25, 1.58 MinExtentPosition=-1.49,-2.98, 0.00 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=9.2 Armor[right].Thickness=9.2 Armor[left].Thickness=9.2 Armor[REAR].Thickness=9.2 Armor[TOP].Thickness=9.2 Armor[bOTTOM].Thickness=9.2 SystemName[001]=Engine [Turret] ParentComponentName=chassis ModelNodeName=turret DetachWhenDestroyed=TRUE MaxExtentPosition= 1.48, 1.90, 1.58 MinExtentPosition=-1.48,-1.42, 2.56 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=8.3 Armor[right].Thickness=8.3 Armor[left].Thickness=8.3 Armor[REAR].Thickness=8.3 Armor[TOP].Thickness=8.3 SystemName[001]=GunBarrel1 SystemName[002]=GunBarrel2 SystemName[003]=GunBarrel3 SystemName[004]=GunBarrel4 SystemName[005]=RadarDish DetachNode[001]=gunslid [Engine] SystemType=ENGINE MaxExtentPosition= 1.03,-1.10, 1.50 MinExtentPosition=-1.03,-2.98, 0.41 [GunBarrel1] SystemType=GUN GunTypeName=23MM_AZP23 MuzzlePosition=0.126,3.126,2.179 MaxAmmo=500 TracerLoading=2 BurstAmount=25 EjectShells=FALSE [GunBarrel2] SystemType=GUN GunTypeName=23MM_AZP23 MuzzlePosition=-0.126,3.126,2.179 MaxAmmo=500 TracerLoading=2 BurstAmount=25 EjectShells=FALSE [GunBarrel3] SystemType=GUN GunTypeName=23MM_AZP23 MuzzlePosition=0.176,3.126,1.838 MaxAmmo=500 TracerLoading=2 BurstAmount=25 EjectShells=FALSE [GunBarrel4] SystemType=GUN GunTypeName=23MM_AZP23 MuzzlePosition=-0.176,3.126,1.838 MaxAmmo=500 TracerLoading=2 BurstAmount=25 EjectShells=FALSE [RadarDish] SystemType=RADAR RadarFamilyName=Gundish DataLink=TRUE RadarSearchTime=2.0 RadarTrackTime=20.0 RadarType=FIRE_CONTROL
  10. Wrench was right.....AMAZING!!!!!! Ya think that the fact that he's only been doing this for, oh, about 7 years, had anything to do with this?
  11. It's more than likely a decal issue, as Wrench said. The A-7 is displaying its "damage DDS file"...interesting.
  12. That issue has absolutely nothing to do with "heights". It's caused by the way the series handles two alpha objects with transparent backgrounds (a similar issue can occur when viewing distant trees and structures "through" a grove of nearby trees). The fix is to simply add mipmapping to the offending clouds. BTW, this is just another example of a problem that can be solved by simply reading through the knowledge base.
  13. That anomaly is probably due to the afterburner node entry. If the model was not created (or modified in 3dsmax and re-exported) with a proper afterburner node, you cannot add one and expect it to work. I've encountered some earlier (series 1) models, that had a specific afterburner node, but it was not intended to work the way series 2 ab nodes do.
  14. Yes, you can adjust the sink time of any ship mod. However, "destoyed" ships laying on their sides while still cruising at 20+ knots is a waaaaaay bigger immersion killer than simpling having them blow up and sink. You can redefine warships as "cargoships", and have them appear in system-generated missions. BTW, most (if not all of this) is spelled out in the knowledge base.
  15. It all depends on what groundobject_role the author of the APC decided to assign to it. Usually, for an armored vehicle, it's "tank". But, it can also be a "transport", or even "infantry".
  16. I present "TWO WEEKS!, the motion picture" TWO_WEEKS!.wmv
  17. There is no dedicated armed recon load. Only Strike/CAS/SEAD.
  18. That line sets the "strength" of a structure, that is, how much damage it can sustain before it's either destroyed or damaged.
  19. The Groundobject_data.ini has not been used since the 2006 patch, which coincided with the release of Wings over Europe. Since that time, ground objects have been configured in a manner similar to aircraft. And that is, each in their own individual folder, which contains a model.ini, a data.ini, .lod files (applicable only to third-party models), and a separate sub-folder for texture files.
  20. Are you using the correct utility to open the file? I suggest that you try 7-zip: http://www.7-zip.org/
  21. Editing ..

    My advice is that you also learn to use the search feature. Stealth is determined by the BaseRCSModifier line, under the detect system header. It calculates the RCS based on the 3d model's apparent size. For example, a value of "1" directs the game engine to use the model's full signature, one of "0.5" to use one-half the model's signature, etc. The proper values for most (older) aircraft can be found by performing a web-search search using Google, or any other search engine of choice. Modern avionics are not fully implemented in this series. The only features of an AESA system that one could implement, is global scanning and AESA-jamming. Mounting weapons internally would require the construction of a new 3D model (as it is impossible to add these to an existing model). For that, you'll need a 3D modeling program. Most use 3dsMax, if only because it is impossible to export a model into the game without it. If you're still interested, I suggest that you read Mustang's tutorials on creating and exporting 3d models.
  22. Are they designated as Mobile_AAA? If they already are, then the issue probably lies with the SA-8 missile itself. And yes, this goes for both generations of TW sims.
  23. Mobile_SAM as an object role is not working. I've redesignated the SA-8 (and all other TELARS and IR-SAM TELs) to Mobile_AAA.
  24. Don't forget that the shore tiles must also be be repainted to match the sea tiles. The best color scheme to use is a solid one, as the water shader stands out best when presented against a solid back-drop.
  25. Dealing with heavy-caliber flak while egressing southeast of Haiphong, December 28, 1972 (Model is Razbam's A-6B):
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