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Fubar512

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Everything posted by Fubar512

  1. It's not implemented yet, though my understanding is that the developer would be willing to model it if some one with RL experience (using LABS), were to come forward and explain its operation to him.
  2. FooFighter, just add the following value to the allowable weaponclass entry for the appropriate pylon in the a/c's data.ini (without the quotation marks): "2IR" for Sidewinders and "2AR" for ARMs.
  3. If it's using the WoV A-6A 'pit there will be no visual RWR (as it's an 'A" model pit, afterall), simply a warning tone and possibly a warning light.
  4. It's beginning to sound as if you've gotten stuck with the unpatchable "WallyWorld" edition. Here's a post by Geo from SimHQ that may help you make that determination: "Look at the CD and see if it has the number 24147CD printed on the left side of the lable under the compact disc data storage logo. If it has this number then you probably have the original WalMart release. The number on the full release verion is 24147CD1."
  5. Ken, What types did you fly during your career? I'm asking, because we flight modelers can certainly use feedback from experienced pilots in our quest for accuracy :)
  6. What version of SF:P1 do you have? Or is it WoV? The first "official" release of SF:P1 needs P1 (the unofficial Walmart release is unpatchable). Subsequent releases (Valuesoft, Strike Fighters Gold) have different patch requirements. Try to start the game, and get the version number. You'll find it on the lower right hand coner of the mainscreen, it may say something like "v12.xx.xx". That will help us determine which patches you need to apply.
  7. Just for that, Southern, We're going to model the A-7F, and you will download it...and YOU WILL LIKE IT..or we'll send USAFBLT over to whip you with a wet noodle!!!!
  8. You need to add them all to your groundobject.ini. A common error is in the numbering sequence. Go over yours, make sure that they are all in order. These are my entries: [Object039] ObjectName=SA-8L ObjectFullName=SA-8 Gecko ObjectDataFile=SA-8L_data.INI [Object040] ObjectName=SA-9L ObjectFullName=SA-9 Gaskin ObjectDataFile=SA-9L_data.INI [Object041] ObjectName=ChaparralL ObjectFullName=Chaparral ObjectDataFile=ChaparralL_data.INI [Object042] ObjectName=HawkL ObjectFullName=Hawk SAM Launcher ObjectDataFile=HawkL_data.ini [Object043] ObjectName=HAWK_HIPIR ObjectFullName=Hawk High Powered Illuminator Radar ObjectDataFile=HAWK_HIPIR_data.ini [Object044] ObjectName=Hawk_CWAR ObjectFullName=Hawk CW Radar ObjectDataFile=Hawk_CWAR_data.ini
  9. I've always found it best if you identify the mobile SAM unit's roles as "Mobile_AAA" in their respective data.ini files. For example, my SA-9L_Data.ini [MissionData] NationName=SOVIET ServiceStartYear=1962 ServiceEndYear=2005 GroundObjectRole=MOBILE_AAA<-------This is the edit Availability=COMMON The HAWK takes a bit more work to enable, as all it's components must be placed separately but adjacent to one another. The following coordinates pertain to the default SF Desert Map only! In my Desert_Types.ini (remember to renumber the Target Type entries to match your existing sequence) [TargetType072] Name=Hawk_CWAR FullName=Early Warning Radar TargetType=EW_RADAR UseGroundObject=TRUE ActiveYear=1969 TargetValue=250 RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 [TargetType073] Name=Hawk_HIPIR FullName=HAWK High-Powered Illuminator Radar TargetType=SAM_RADAR UseGroundObject=TRUE ActiveYear=1969 TargetValue=200 RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 [TargetType074] Name=HawkL FullName=Hawk SAM Launcher TargetType=SAM_LAUNCHER UseGroundObject=TRUE ActiveYear=1969 TargetValue=100 RepairRate=3.22 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 In my Desert_Targets.ini (ditto on the numbering) [TargetArea074] Name=HAWK Battery Alpha Position=441441.000,467299.000 Radius=500.000 ActiveYear=1969 Location=1 Alignment=Friendly Target[001].Type=HAWKL Target[001].Offset=-100.203,-100.53 Target[001].Heading=0 Target[002].Type=HAWK_HIPIR Target[002].Offset=50.137,50.891 Target[002].Heading=90 Target[003].Type=HAWK_CWAR Target[003].Offset=000.0,000.0 Target[003].Heading=90 Target[004].Type=HAWKL Target[004].Offset=100.203,100.53 Target[004].Heading=180 [TargetArea075] Name=HAWK Battery Bravo Position=363963.000,460267.000 Radius=500.000 ActiveYear=1969 Location=1 Alignment=Friendly Target[001].Type=HAWKL Target[001].Offset=-100.203,-100.53 Target[001].Heading=180 Target[002].Type=HAWK_HIPIR Target[002].Offset=50.137,50.891 Target[002].Heading=90 Target[003].Type=HAWK_CWAR Target[003].Offset=000.0,000.0 Target[003].Heading=90 Target[004].Type=HAWKL Target[004].Offset=100.203,100.53 Target[004].Heading=180 [TargetArea076] Name=HAWK Battery Charlie Position=257207.000,446202.000 Radius=500.000 ActiveYear=1969 Location=1 Alignment=Friendly Target[001].Type=HAWKL Target[001].Offset=-100.203,-100.53 Target[001].Heading=180 Target[002].Type=HAWK_HIPIR Target[002].Offset=50.137,50.891 Target[002].Heading=90 Target[003].Type=HAWK_CWAR Target[003].Offset=000.0,000.0 Target[003].Heading=90 Target[004].Type=HAWKL Target[004].Offset=100.203,100.53 Target[004].Heading=180
  10. The FLIR at this point is just a hack I'm working on. It's basic principle is roughly the same as DFang's bomb site, only it presents a "night - sight" sort of an image. It's still a WIP, and I'll release to the community as soon as I verify that it works as it should. At present, Stealth in SF is determined by a fixed RCS (Radar Cross Section) variable, that represents an overall value. There's no provision that I'm aware of to have it fluctuate due to aspect change, and/or due to having bomb bay doors or even landing gear hanging below the AC. I know I'd like to see an RCS value as a variable for weapons (both missiles and bombs), as this would solve at least two issues; AI ships & aircraft being able to identify and engage cruise-missiles and ASMs, and radar reflective ordnance causing an increase in a stealth aircraft's RCS.
  11. Mark, Rest assured that the F-117 and F/A-22 will be as realistic as possible, given the constraints imposed upon us by the SF engine. The 117 in particular will have nothing more sophisticated than a FLIR (which probably won't be able to slew around...but that's another story). I've already verified that both models are truely invisible to radar at range.
  12. rhugouvi, Are you running in 16-bit color? Also, please provide us with some information about your system, namely, what display adapter and display drivers you're running.
  13. Both are currently works in progress, both are (for all intents & purposes) invisible to radar in-game.
  14. http://www.simhq.com/cgi-bin/ultimatebb.cg...;f=121;t=005613 Scroll down about halfway down the first page....
  15. Robert, Its quite simple. Just use the weapon editor (available here) to open the weapondata.ini file in your weapons folder, after you've made the required edits or added the required data. Then, just hit the "save" button, and thats it. Repeat the same procedure on the gundata.ini file in the objects folder (this time, using the gun editor, of course!).
  16. Its working fine for me. Did you install the guns & weapons? Did you then save the gundata and weapondata edits with the gun & weapon editors? If not, that's why it's not working. Any time you edit or create new data entries in either the gundata or weapondata.ini files, you must save those changes by using the respective editor in order to generate a new "DAT" file. That's what SF/WoV reads in this case, the *.DAT file (not the .ini).
  17. Are you sure that you're installing SF SP1? The very last file on the list (on page 2)?
  18. You need to start with Patch 1, and then, install the rest in sequence.
  19. If you have the latest weapons pack, and its properly installed, then you'll have the AIM-54A Phoenix available in the F-14A's loadout starting in 1974, and the AIM-54C Phoenix after 1982.
  20. If you've installed any of the more recent weapons packs, you should have the Nuke Falcon available as a loadout on Air Force F-4s.
  21. We don't have the Genie yet, but we do have nuke-tipped Falcons in the weapons pack.
  22. Just make a temporary, eparate install, and copy the BMPs over.
  23. The indicator that shows you target bearing, and threat level, is the RHAW scope (it was not referred to as an RWR display until after the Vietnam War).
  24. They're located in the Objects/ObjectData.cat.
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