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Fubar512

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Everything posted by Fubar512

  1. File Name: Cargo Ship 2 File Submitter: Fubar512 File Submitted: 7 Jul 2007 File Updated: 7 Jul 2007 File Category: Add-On Ships An add-on that utilizes the existing SF/WoV/WoE cargo ship, and adds an interesting twist, SA-14 Gremlin manpads! To install, simply extract the "Cargoship2" to your groundobjects folder, and add the following entry to your weapondata.ini: [WeaponDataXXXX] TypeName=SA-14 FullName=SA-14 Gremlin ModelName=SA-7 Mass=10.300000 Diameter=0.600000 Length=1.470000 AttachmentType=WP,SOVIET NationName=SOVIET StartYear=1974 EndYear=2000 Availability=3 BaseQuantity=1 Exported=TRUE ExportStartYear=1974 ExportEndYear=2020 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.170000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=80 MaxTurnRate=18.000000 MaxLaunchG=1.500000 LockonChance=90 LaunchReliability=85 ArmingTime=0.200000 SeekerFOV=4.500000 SeekerGimbleLimit=25.000000 Don't forget to save the changes twice, both on closing with notepad, and then again with the weapon editor. Click here to download this file
  2. Cargo Ship 2

    Version

    509 downloads

    An add-on that utilizes the existing SF/WoV/WoE cargo ship, and adds an interesting twist, SA-14 Gremlin manpads! To install, simply extract the "Cargoship2" to your groundobjects folder, and add the following entry to your weapondata.ini: [WeaponDataXXXX] <----change number to match sequence TypeName=SA-14 FullName=SA-14 Gremlin ModelName=SA-7 Mass=10.300000 Diameter=0.600000 Length=1.470000 AttachmentType=WP,SOVIET NationName=SOVIET StartYear=1974 EndYear=2000 Availability=3 BaseQuantity=1 Exported=TRUE ExportStartYear=1974 ExportEndYear=2020 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.170000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=80 MaxTurnRate=18.000000 MaxLaunchG=1.500000 LockonChance=90 LaunchReliability=85 ArmingTime=0.200000 SeekerFOV=4.500000 SeekerGimbleLimit=25.000000 Don't forget to save the changes twice, both on closing with notepad, and then again with the weapon editor.
  3. Perhaps it's the SA-7 launcher itself. I'll have a go at, and see if I experience any issues. I know the SA-7 missile itself works well, as I've come up with a nasty little twist on the default SF-series cargo ship.
  4. Unfortunately, one cannot add a new mission category, as mission types are limited to what's already coded into the dll files. Regarding your sound file issue, why not simply combine all the radio chatter into one, long wav file, name it "SARchatter.wav", and then use it in place of the default wind sound?
  5. Out of curiosity, do you have an entry in your weapondata.ini for the SA-7 missile itself?
  6. CCIP

    That is an issue dating back to when we were Beta testing WoE, 18 months ago. To repair it would take a recoding of the game. In short, there is no .ini fix that will cure it. Sorry...
  7. Uploaded: http://forum.combatace.com/index.php?autom...p;showfile=4932
  8. http://forum.combatace.com/index.php?autom...ode=sst&id=4932 File Name: AeoConvertFile Submitter: Fubar512 File Submitted: 6 Jul 2007 File Category: Utilities/Editors A neat little utility created by Kreelin, that allows you to input data (wingtip and centerline chord, wing sweep angle, wing area, etc.) and will calculate CL, CLa, mac and Ymac for you. FYI, TK from Thirdwire uses Mach 0.4 as a reference speed. This file is available as is, without documentation. Click here to download this file
  9. AeoConvert

    Version

    494 downloads

    A neat little utility created by Kreelin, that allows you to input data (wingtip and centerline chord, wing sweep angle, wing area, etc.) and will calculate CL, CLa, mac and Ymac for you. FYI, TK from Thirdwire uses Mach 0.4 as a reference speed. This file is available as is, without documentation.
  10. Either Kreelin must upload it himself, or, give me permission to do so, here at CA.
  11. This is what would probably happen if you tried the aforementioned mission (keeping in mind the Su-27 can carry only iron bombs and rocket pods at best). Notice that chaff isn't too effective against a SPY series radar, and that layered anti-air defenses essentially make this a suicide attack. VIDEO Nasty Oliver Hazzard Perry class escorts courtesy of Capun. Terrier armed CVA-63 by Bunyap, USAFMTL, and myself.
  12. Su-27 vs NATO Task Force

  13. Star Wars Games

    I've just reinstalled XWA, and added Darksaber's Ultimate Craft Pack. I've probably not played XWA in almost 8 years. It's a nice break from conventional flight sims.
  14. You do not add it to the terrain. You simply install it in the objects/ground object folder. If the model is preformatted for SP-4 and above, that is all that's needed. Adding to a mission or a campaign is another story.
  15. As long as the terrain has shipping routes defined in its movement.ini file, yes. The carrier will be available in both user-scripted (loadable) single missions, and in campaigns. It will not be available in randomly-generated missions.
  16. Now, ask yourself this; what folder would an effect most likely reside in?
  17. If you modiy a carrier to be "destroyable", it will no longer be a carrier, as it's the flight deck that makes it all but impossible to destroy. Besides, my carriers have 'teeth" : )
  18. Sorry, Veltro. I accidentally delted your last post while posting a response. Anyway, the basics of FM creation are rather straightforward. You could begin by computing the CL, CLa, mac, and Ymac (coefficients of lift and mean-area chords) values for the aircraft you're modeling. Kreelin has created a useful applet that will perform this for you. He's christened it, "AeroConvert". All one needs to get started is to obtain the following data: 1.) The wing surface area (in meters squared) 2.) Wing chord at the centerline root (in meters) 3.) Wing chord at the wing tip (in meters) 4.) Leading-edge sweep angle (in degrees) 5.) Standard Mach level from which to derive values (TK uses Mach 0.40) You then still need to figure out the drag coefficients and their associated tables, the various lift tables, etc. Then comes the detective work, where you must obtain information either from flight manuals for the model in question, or from (hopefully reliable) anecdotal sources. Information that will answer questions such as these: 1) At what point does the real aircraft first begin to exhibit stall buffet? 2) At what point does the stall-induced drag begin to exceed lift? 3) At what point will the aircraft depart from controlled flight (with zero stores)? Keep in mind that we're just scratching the surface, here. PM me if you need a hand....
  19. The amount of effort one must expend to create such a tool would probably be almost as time and resource consuming as was the creation of the game itself. And, it would undoubtedly still demand some understanding of aerodynamics on the part of the user. If you really want to create an accurate flight model, do your homework. Start by performing a search at all the SF-related sites.
  20. There's a MiG-17F flight model in the downloads section that was created using data from the USAF's "Have Drill" evaluation performed at Groom Lake during the late 1960's. It even exhibits wing warping and loss of pitch authority at the proper indicated air speed.
  21. I've been playing with weather effects again, and there may be something new and exciting on the horizon.... Skin is Whitenight's Northern Fleet texture.
  22. Gray Skies, Gray Wolf

  23. That is not an error. As mentioned before in another reply, that's how the Strike Fighters series handles reflections on silver surfaces. That is there on both ATI and on nVidia cards.
  24. I beg to differ. Both 1 and 2 are absolutely correct as originally stated. Several aircraft models (most notably the Su-27 and the F-14) will frequently be seen with their speed brakes extended and afterburners engaged during a dogfight, while under AI control. This effect is due to the AI attempting to maintain maximum corner speed. The various inertia dampers will help limit excessive porpoising, yawing and rolling due to control surface deflection.
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