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Fubar512

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Everything posted by Fubar512

  1. Unfortunately, WoV does not have that option coded into the drop-down menu , but you can still script your own anti-ship missions using Kreelin's mission editor, or load anti-ship missions written by others.
  2. Nope, take a look at the navigation lights of an aircraft for guidance. "Visiblearc" in degrees is the value that you need to work with....but I'm at work, and I have no way of checking that right now :huh2:
  3. If you change the visible arc of a light, and superimpose one atop the other, you should be able to have VASI lights...get it? Red, White?
  4. HINT: If you set the radio mast within the radius of an airbase, you can place a red warning beacon (or two, or three) on it, that will come on with the runway lights.
  5. Funny that you've mentioned it, as I was just discussing this very topic with another modder a week ago. You first need to create an effect.ini, point the entry for "inclement weather" in the environmentsystem.ini to it, and then create a "snow" tga file for the aforementioned effect. And, you'll have snow. Also, you can have a custom envirosys.ini for every terrain, so you needn't worry about it snowing in the desert And, as a bonus, with a terrain-specfic envirosys.ini you can set the latitude for every terrain, which would allow for a midnight sun at high latitudes during the summer Cats n' Dogs? Why not Frogs n' Fish? Or, Newts and Iguanas? Hell, why not make it rain money?
  6. The first issue has to do with countermeasures, namely, chaff. That's an issue that must be addressed by the developer, as there is otherwise no workable solution short of eliminating the chaff loadout in the aircraft's data.ini file, altogther. I have had some success against chaff equipped a/c by firing two SAHMs or AHMs in quick succession at the same target. As for your second issue; Try deleteing the objects/weapons/weapondata.dat file, then open up the weapondata.ini (which should also be in your weapons folder) with the weapon editor and "re-save" it. This will recreate the weapondata.dat and should fix your problem.
  7. I'd say that either you did not add the guns to the gundata.ini file, or you did not save the changes to the gundata.ini using the gun editor, which is a necessary in order to create a new gundata.dat (which is what the game reads).
  8. Did you place it in the Terrain's Targets.ini? In short, it needs to be placed, so you must specify a location for it with proper coordinates and orientation.
  9. Keep it up, and you'll get to keep someone company on an island in the Antarctic. Maybe he'll make you first underlord...
  10. The STARM has a longer range, and is supposed to have its target memory capabilities enabled, so it will track a target even if it switches off its emitter. Perhaps you're firing it at too much of an angle, and at too close a target. The STARM works best when the target is 10 KM or more away. Also, you need point the nose of the plane just above the horizon and "loft" the missile towards the target. When I get home from work, I'll put together an instructional video, showing how it's done.
  11. Using Shrikes and STARMs is a quite simple, really, as the intended target actually provides the guidance for your weapons, and, you do not have to select or lock up a target. In the first image, I want you to pay attention to the RWR display at the top right of the instrument panel. See the blips at approximately the 10, 11:30, and 1:30 positions? Those are radar emitters, in search mode. One of them has decided to go from search to track mode, and has therefore made itself a threat. It's now inside the outer ring, and I've maneuvered top place just off my nose (*NOTE* its position within the RWR display has nothing to do with its actual range, it's simply moved up in "threat level", and therefore appears closer to the center of the screen). In this image, the SAM radar has now switched from track to acquisition mode (note the blip's position inside the inner-most ring), which means that he can uplink to, and steer, a SAM towards me. He's also made himself a juicy target for a Shrike I simply orient my aircraft so the intended target is at the 12 O' clock position on my RWR, select a Shrike or STARM, and send it on its way before they respond with a SAM. At this point, I'm free to maneuver, as the missile requires no further action on my part.
  12. Out files can be opened in Notepad. Lod's require a hex-editor.
  13. It's more than likely a terrain object (as opposed to a ground object), and simply requires an entry in the "TerrainName_Types.ini" file. Here's an example of one that's probably similar, and can be used as a template for the AM Radio Tower. And yes, the files would reside in the terrain folder. [TargetType048] Name=DrillingTower1 FullName=Drilling Tower ModelName=DrillingTower1.lod TargetType=OIL_REFINERY ActiveYear=0 TargetValue=100 UseGroundObject=FALSE DamagePoint=10.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=20 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel=drillingtower1_destroyed SecondaryEffect=LargeExplosionEffect SecondaryChance=100
  14. Is the engine sound (etc.) not there at all? Or does it seem to cut out by itself when you change views? If it's the latter, it's a bug that effects addon and default aircraft alike. Try moving the throttle slightly and see if that restores the engine sound.
  15. You can, with two exceptions that I can think of. They are: Any aircraft that is based on, or requires files from the original Strike Fighters C-130, and, any aircraft that is either based on, or likewise, requires files from the Strike Fighters F-104G. The last one can be rectified by downloading and installing the add on F-104G from ThirdWire, but there is a bit of a hack required to allow it to install into WoV. The only other issue you may run into with addons is one of service dates for aircraft and their loadouts. That can be easily fixed, as well. I suggest you take an afternoon to read through the SF/WoV forums and archives here, at SimHQ, and at Thirdwire. Read through the FAQ's provided provided by Column5, first: http://www.column5.us/faq.htm
  16. Female AWACs controller? :) If you're referring to "RedCrown", that's traditionally a ship-borne controller. Perform a Google search on "Red Crown, PIRAZ" -
  17. The thrust value in SF is measured in Newtons. 1 lbs thrust = 4.448 Newtons
  18. Soviet Comms

    Version

    710 downloads

    This file represents 2 minutes and 33 seconds of chatter between a flight of Soviet fighters and their controller as they are vectored in to engage a flight of enemy aircraft (dodging SAMs in the process ). It should add a least a smidgen of immersion to your SF experience while you're out tearing around in your favorite MiG or Sukhoi product.
  19. OK, now you're thinking like a real SF modder See that button in the image that says "copy gun"? Copy the ".50 cal M3" (the copy will now appear at the bottom of the list), rename the copy to something like 'Sabre M3". associate your sound file with it, and then open up the F-86_Data.ini and change all six internal gun entries to "Sabre M3". This last step is necessary as the model needs to know which weapon to use.
  20. It's about as complicated as typing an email, or posting a message on this board If you've downloaded the weapons pack, then you should have a copy of the Weapon & Gun Editors. First, if you're using Windows 2000 or Windows XP, you need to right click on the Guneditor.exe and Weaponeditor.exe files, select "properties", click on the compatibility tab. select Windows 95 mode, click apply, and then OK. This step must be performed for both editors, BTW. Next, you need to locate your gundata.ini (you may have to extract it from the Objectdata.cat) using the the Guneditor. There will be one in each installation, and it will reside in your Objects folder. Once you've open the Gundata.ini, scroll down to the entry for the desired weapon, in this case, the N-37D cannon. The highlighted text "gun fire sound name". is what you need to edit. I've already done so here. associating it with the 37mm cannon sound. Next, you need to make sure that the sound is in the Sounds folder, and that it also has the necessary entries in the soundlist.ini file (that needs to be extracted from the Flightdata.cat file and into your flight folder). The readme in the Mega pack will explain how to do that. The only issue with that is that EVERY .50 cal in game will use that "faster" sound, even single barreled weapon mounts.
  21. You mean, something like this ? Gun Check Instructions for that should be in the Mega Pack's read me file (Mega Readme?)
  22. First of all, you'll find it a great help of you go to tools/folder options/view, and uncheck "Hide extensions for known file types". If you had done this beforehand, then you would have seen that the very first file on your screenshot (the VietnamSea "Security Catalog") is in fact, the elusive VietnamSEA.CAT that we've been talking about, all along.
  23. Then you must use the VietnamSEA.CAT in place of the Desert.CAT
  24. I see that you've added the refueling probe and the external manifolds. Nice detail, Capun!
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