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Fubar512

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Everything posted by Fubar512

  1. BTW, HARMS, STARMS, and Shrikes are supported. STARMS & Shrikes are in WoV.
  2. The only "thing' it's meant to open, is the weapondata.ini file. And if it can't open that, try closing it and and restarting it.
  3. It's a present limitation of the game. Right now, they're tactical nukes, with a yield of 10 KT or so, and will not destroy a reinforced structure unless it has a lightened damage model assigned to it. For example, if you nuke an airbase, you'll kill any and all AC nearby, the air defenses, oil tanks, etc, but hangers and such will survive as they require a direct hit. The aerial nuke will take out any ac within a fair radius (including your own if you choose a target that's too close).
  4. What he meant were the entries in the F-18A_Data.ini. Also, they (obviously) won't appear prior to 1991. Try the F-15C in 1992 and see if they're available for that aircraft. If so, than its an issue with your F-18A install.
  5. In your MissileObject.ini, make sure the following data entries are present and match the following exactly: [NukeExplosionEffect] GroundHitEffectName=NukeExplosionEffect GroundHitSoundName=Nuclear.wav WaterHitEffectName=NukeExplosionEffect WaterHitSoundName=Nuclear.wav ObjectHitEffectName=NukeExplosionEffect ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=NukeExplosionEffect ArmorHitSoundName=Nuclear.wav AirBurstEffectName=AerialNukeEffect AirBurstSoundName=Nuclear.wav CraterModelName= CraterType=5 [AerialNukeEffect] GroundHitEffectName=NukeExplosionEffect GroundHitSoundName=Nuclear.wav WaterHitEffectName=AerialNukeEffect WaterHitSoundName=Nuclear.wav ObjectHitEffectName=AerialNukeEffect ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=AerialNukeEffect ArmorHitSoundName=Nuclear.wav AirBurstEffectName=AerialNukeEffect AirBurstSoundName=Nuclear.wav CraterModelName= CraterType=5
  6. Does it have an "AHM" (Active Homing Missile) entry on the hardpoint, in its data.ini file?
  7. Are there entries for the aforementioned missiles in your weapondata.ini? If so, and they still do not appear, try opening up the weapondata.ini with the weapon editor, and hit the "save" button. This will create a new weapondata.dat file, and should enable them.
  8. All aircraft in SF or WoV have pilot callouts in their respective data.ini files. For instance, this is the default F-4E: [Pilot] SystemType=PILOT_COCKPIT Position=0.0,6.36,0.74 SeatModelName=seat_f-4 SeatPosition=0.00,6.36,0.31 MinExtentPosition=-0.25, 5.91,-0.20 MaxExtentPosition= 0.25, 6.99, 0.92 CanopyNodeName=canopy_front_outer HasArmor=TRUE This is an add on A/C's (F-14A) entry: [Pilot] SystemType=PILOT_COCKPIT PilotModelName=PilotV1<------SEE THIS? Position=0.0,4.95,1.38 SeatModelName=seat_f-4 SeatPosition=0.00,4.89,0.94 MinExtentPosition=-0.329, 4.637,1.344 MaxExtentPosition= 0.329, 5.522,0.43 CanopyNodeName=canopy HasArmor=TRUE If the "pilotmodel=" entry is absent, the game engine will assign the default SF/WoV pilot to the model. That entry needs to be there an order to use a non-default pilot model. The pilot model files than need to be in the general aircraft folder (not the individual aircraft's folder). Capice?
  9. Because when this simulation first came out (in the fall of 2002), the "average" gaming system sported either a P4 1.8 or an Athlon XP 1800, teamed with a 64 meg Geforce 3 or 64 meg Radeon 8500 vid card. Such a system would have given you frame rates in the single digits at high resolution with several 2048x2048 skinned models flying about. Today, with 3+ ghz CPUs being the norm, and even budget DX9-capable vid cards running 128-256 megs with 500 MHz core and 1000 mhz mem speeds, it's no longer an issue. Also, it depends on how the skins were formatted. For example, the default F-4s, F-104s, and F-100s all run 512x512 skins, and they look rather good, considering.
  10. OK, go here to download the ATI 5.2 Catalyst drivers for Windows 2K/XP: ATI Catalyst 5.2 courtesy of GURU 3D
  11. It would be of immense help if you'd tell us what card (brand, model, and chipset) you're having issues with...
  12. You'll find the weapon and gun editors indispensable for adding and modifying weapon and gun capabilities. For example, you can change tracer colors and or edit which effects are associated with a particular gun type. You can change the warhead weight, type, guidance type, counter measure rejection values, (etc.) of a given missile, or simply change the fusing value of a bomb or shell.
  13. By installing the current weapons pack.
  14. Cat Extractor

    LOL....the "extractor" is used to extract individual files from their various .cat, or catalog files. The file you seek is located within the objectdata.cat
  15. Yes, they share the same basic engine, so aircraft and objects that work in one sim will work in the other as long as both sims are patched to comparable levels.
  16. Dude, Go for it. This is an open sim, and an open community.
  17. Well, the aircraft models themselves are up there, and in many cases, superior to those in the IL-2 series. The terrain can use some improvement, and that's where the modding community comes into play, with 3D models of bridges, rail yards, and other structures being either available now, or in the works. And soon enough, we'll have also improved atmospherics; clouds, sun effects, etc. Possibly the only gripe may be a lack of advanced water surface effects, but after getting a peak at what the developer (TK), has in store for us in the next patch, I would not be surprised if he addresses that "issue", as well.
  18. It's a stand-alone, and it's completely open in architecture, as is Strike Fighters.
  19. I know that a few have successfully created aircraft using Blender and/or other freeware 3d apps, and then had someone else import and "code" the models for them in 3dMax. BTW, the F/A-22 and '117 are already quite far along in the "WIP" stage.
  20. Dfang, Did you delete the reference to the original, WoV Korat, as per directions? If you did not, that's one reason you'd have buildings on the runway. Did you orientate the airbase itself at 60 degrees on the tile as per the directions? If not, buildings will appear on the runway (again), and the runway's takeoff head will be off. Did you make a mistake and try correcting the Korat_Airfield.ini's data by changing the runway's orientation to 60 degrees, instead of leaving it as it's default 90? Go back and double check all these.
  21. Just checked, it's still where it should be in WoV, and I'm running Patch 3. Follow these directions: To install Korat RTAFB into WoV and have it appear where it should, do the following. In your WoV\Terrain\VietnamSEA folder, edit VietnamSEA_Targets.INI as follows (if you don't have this file, you'll need to extract it from the Vietnam_SEA.cat): First, scroll on down to "TargetArea094", and delete it, replacing it with the following: [TargetArea094] Name=Korat RTAFB Position=298000.00,496000.00 Radius=9899.495117 ActiveYear=0 Location=2 Alignment=FRIENDLY AirfieldDataFile=korat_airfield.INI NumSquadrons=9 Target[001].Type=korat_airbase Target[001].Offset=0,0 Target[001].Heading=60 Next, edit the VietnamSEA_Types.ini as per the instructions provided by Gepard
  22. You mean....This place, here? Hey, those aren't Thuds 'n Rhinos!
  23. You need to open the weapondata.ini with the provided weapon editor and hit the "save" button. This will create a fresh weapondata.dat file.
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