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Fubar512

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Everything posted by Fubar512

  1. It's admitedly a shot-in-the-dark, but try Object01 , Object02, or Object03
  2. The HudData.ini is the file you seek. It resides in the flightdata.cab file and must be extracted for editing.
  3. Crusing altitudes are global and set in the missioncontrol.ini. Cruise speed is aircraft-specific, and set in the flight control section of each invidual aircraft's data.ini
  4. Mirage Factory MiG-23M in WoE

    Loaded for bear:
  5. Thanks. The entries for the ailerons are present, and judging by the other values, this looks like an FM from last summer/early fall. I have newer ones that I'll package and upload as soon as SP4 & WoE are released.
  6. Do me a favor, if you will. Copy and paste the Left Outer Wing data to your next reply.
  7. Those do not look like the figures for the '21F13's control surfaces. The following are the values for the left aileron: [LeftAileron] SystemType=CONTROL_SURFACE InputName=ROLL_CONTROL MaxDeflection=20.0 MinDeflection=-20.0 CDdc=0.0243 Cldc=0.0270 Cndc=-0.0011 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.565,0.850,0.987,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.987,0.850,0.565 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=1.420,1.920,1.981,1.756,1.504,1.252,1.000,0.748,1.000,1.252,1.504,1.756,1.981,1.920,1.420 ControlRate=3.5 MaxControlSpeed=180 ModelNodeName=LeftAileron ReverseModelOrientation=TRUE As to why there's no animation in your case, I cannot say without looking through that FM. I will say one thing, all of the animaitions on mine work.
  8. A Plane Named Sue

    My Name is Sue, how do you do?
  9. Easy...wear a helmet while you're playing!
  10. I've made MRBMs and 16" guns, and they all "reach out and touch someone", as they should. A couple of questions that you need to ask yourself... 1) Line of sight: What's the weapon shooting at? 2) Physics: What's the weapon's max elevation? What's the muzzle velocity and weight of the projectile?
  11. Gundata.ini & Gundata.dat must reside in the main objects folder. Weapondata.ini and Weapondata.dat should reside in the weapons folder (if you have one).
  12. Since Dave already pointed you at the trees, I'll help you out with the 'lil houses on Uncle Ho's prarie. You'll find them hiding in the VietnamSEA_types.ini file.
  13. Dave, With that stern expression that you always seem to be wearing, you'd be a natural. Throw on a pair of aviator shades, and your mug would represent the epitome of determination. If the AI were self-aware, it'd take one look at that visage and would probably think, "Damn, this guy really looks like he wants to kill me!"
  14. The weapondata.ini file is editable in notepad (or any other text editor), and is basically there for the convenience of the developer. The weapondata.dat file contains all the info that's in the weapondata.ini (or, at least it should ) in hexadecimal format, and is what the game engine actually reads. That's why it's important to save any edits made in the weapondata.ini file with the weapon editor; the weapon editor creates a new (or updated) .dat file.
  15. Paul, this is all you have to do with AmericaNW: [TargetArea001] [TargetArea002] Name=Elk Airfield Position=260500.000,345000.000 Radius=6000.000 ActiveYear=0 Location=1
  16. If the plane is invisible, then you're missing its .lod files, or the path to them is not correct (in a separate folder, etc). and the game cannot find them. Lod files are the actual 3D model files.
  17. Go here: http://forum.combatace.com/index.php?showtopic=9323 If you're using WindowsXP, make sure that you run the Weapons Editor in Windows 98 compatibility mode (otherwise it will not launch). If you're not sure on how to do that, just run a Google search on "Windows XP - Windows Compatibility mode".
  18. Paul, Open up the targets.ini file for the terrain that's giving you problems, and make sure that target area 001 is NOT an airfield. That, believe it or not, is what causes the issue you've mentioned.
  19. Is the weapon-in-question listed in your gundata.ini?
  20. Ya know.....I took one look at the thread title, and expected a parody of "I Want to Rock" by Twisted Sister...
  21. Raising the cruise speed will not fix the issue, as the AI is not "cruising" during a dogfight. Raising the corner speed by 10% or so, and bumping the stall speed up to at least 70 m/s helps to a degree. The real trick is limiting the AI's tendency to exceed alpha stall, or, better yet, having the developer add an AI max alpha variable that can be defined in each aircraft's data.ini. I've discussed the latter with TK, and he seemed receptive to the idea. Another approach is to edit the "AIData section of the aircraftobject.ini to limit the AI's predilection to-wards radical turns, excessive pitch inputs, and to force it to throttle up at the slightest drop in airspeed.
  22. As I recall, someone once accused the F-105 of being "AC/DC", as it had both a boom and a refueling port
  23. Really? Won't refuel a USAF fighter? Needs a boom?
  24. Why not just use the same TGA that the contrail emitter uses?
  25. Those figures are not in degrees, they are instead measured as"Units" of AoA. General rule-of-thumb, 20 units of AoA = 16 degrees. To get the proper figures for AoA limits, you really need a dash-1 manual for each of the USAF birds, and a NATOPs for the Marine and Navy A/C. The MiG-21/23/29 and SU-27 are easy to figure, the limits are plainly marked on their alpha-meters Simply knowing the stall limit (AlphaMax) is only part of the story. You also need to find out where the stall buffet (AlphaStall) begins to set in. That data that us usually not listed in any manual, you'll need to obtain "anecdotal data" for that, preferably from someone who's flown the aircraft type that you're modeling. Also, a variable-sweep design such as the Tomcat is impossible to model accurately, as the SF engine currently supports only one set of values, whereas you'd need values for each wing-sweep position. The obvious work-around is to model the values as an average, ie., "mid-sweep".
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