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Fubar512

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Everything posted by Fubar512

  1. Ok, I'll give it a try when I get home this evening, and see what I can come up with, for now, here's some info that you may find helpful in enabling a nuclear weapon: Enabling Nukes in SFP1 & WoV Step one: get the latest weapons pack from Bunyap Step two: get the SFP1 extraction utility (SFP1E) Step three: get the latest nuke effects pack HERE Install and setup the above files/apps as per the instructions supplied with them. Now, on to the real meat and potatoes, adding a nuclear warhead to an existing weapon. Lets create an AIM-54A Nuclear Phoenix (I know, I know, there probably is no such animal). First, using the weapons editor, open up your weapondata.ini file. It should be located in your Strike Fighters (or WoV)Objects/Weapons folder. When you open up the weapdata.ini, you should see a list of the available weapons in the left hand pane. Scroll down until you see "AIM-54A". Highlight it, then, press the "Copy Weapon" button. You will now have a copy of the weapon at the bottom of the field. Highlight the new entry, then press the "Edit Weapon Button". This will open up a new window which will allow you to edit a whole bunch of parameters. The entries that most be edited are: Warhead Type, Explosive Mass, and Effect Class Name, and Bomblets. From experience, I've found that using "Cluster: Incendiary", as opposed to "Nuclear Fission", or "Nuclear Fusion", works EVERY TIME. You must also define the number of "Bomblets", which in our case, is one (that must be one helluva bomblet!) The explosive mass that we're using here is a result of trial and error by myself and USAFMTL. It achieves the desired effect, that is, it will swat a whole flight of TU-16s right out of the sky by simply detonating in close proximity to them. That's right, kiddies, a direct hit is not required here :D The fuzing distance helps to ensure that the weapon doesn't take you, and your wingmen out, as well ;) Now, we'll need to associate an effect with the new weapon. Since this is an air-to-air weapon, and the event will most likely take place high above Terrafirma, we'll use the "aerialnuke" effect (without the quotes). Type that into the field marked "Effect Class Name". If it was an air-to-ground munition (SRAM, B-61, etc.) we'd use the "nukeexplosioneffect", which simulates a ground burst (We're currently working on a nuke effect that simulates a nuke detonating on the ocean's surface) It would also be nice, though not really necessary, to give our new creation a name. You'll see that I christened this monster (Type) "Aim-54A/N", and gave it a full name of "AIM-54A Nuclear Phoenix". Hit the "OK" button to save the changes, then hit the "Save" button to create an updated weapondata.ini and a new weapondata.dat file. Last, but not least, don't forget to edit the missileobject.ini file as per the instructions supplied with the nuke effects pack. The results: The AIM-54A/N just took out a gaggle of SU-17s at a range of 25 nm.
  2. Beans? As in "Beans, Beans, the magical fruit, the more you eat, the more you toot?"
  3. Thanks a bunch, Fates. Let's see if this works....
  4. That scooter looks like it's going to leap right out of my monitor Nice work, Deuces!
  5. It seems that file attachment may not have been implemented yet, so you'll have to do one more thing... Open up notepad (start/run, type notepad into the open field, and click ok). Copy and paste the following data onto notepad: [EffectType001] Name=FuelDumpEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=BurnEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=DumpEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 [EmitterType001] Name=BurnEmmiter EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=02.00000 PositiveZOnly=TRUE Randomness=0.100000 DragFactor=0.002000 Inheritence=0.300000 LifeTime=5.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=18000.000000 EmissionRate=0.000050 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.40000 ParticleLifeTimeDeviation=0.50000 ParticleWeight=0.5000 ParticleRandomness=0.1000 ParticleDragFactor=0.10000 ParticleInheritence=0.30000 ParticleWindFactor=0.1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.700000,0.700000,0.700000,0.500000 ParticleColor[02].Time=0.100000 ParticleColor[02].Value=0.600000,0.600000,0.30000,0.400000 ParticleColor[03].Time=0.20000 ParticleColor[03].Value=0.200000,0.160000,0.040000,0.400000 ParticleColor[04].Time=0.3000000 ParticleColor[04].Value=0.170000,0.125000,0.03000,0.300000 ParticleColor[05].Time=0.5000000 ParticleColor[05].Value=0.030000,0.030000,0.020000,0.100000 ParticleColor[06].Time=1.000000 ParticleColor[06].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.000000 ParticleSize[02].Time=0.1200000 ParticleSize[02].Value=3.00 ParticleSize[03].Time=0.5000000 ParticleSize[03].Value=6.00 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=12.0000 BaseSizeDeviation=0.5 TextureMaterial=FireMaterial [EmitterType002] Name=DumpEmitter Type=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=20000.000000 EmissionRate=0.00005 EmissionVolume=0.200000,0.200000,0.200000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.080000 ParticleLifeTimeDeviation=0.200000 ParticleWeight=-0.20000 ParticleRandomness=0.100000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000 ParticleColor[02].Time=0.080000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.200000 ParticleColor[03].Time=0.200000 ParticleColor[03].Value=1.000000,1.000000,1.000000,0.150000 ParticleColor[04].Time=0.800000 ParticleColor[04].Value=1.000000,1.000000,1.000000,0.100000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,1.000000,1.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.300000 ParticleSize[02].Time=0.4000000 ParticleSize[02].Value=0.300000 ParticleSize[03].Time=0.8000000 ParticleSize[03].Value=0.300000 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=0.300000 BaseSizeDeviation=0.0 TextureMaterial=SmokeMaterial [FireMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Fire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [smokeMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smokewhite.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE In notepad's menu, go to "file", "save as", "save in:" your wov/sfp1 effects folder, ""file name:" FuelDumpEffect.ini, and "save as type:" all files And that should do it!
  6. The latest WoV patch is available here: LINK Most third-party SFP1 AC are SFP1 & WoV compatible. The thing I'd be concerned about is as to the particular AC being compatible with the latest SFP1 patch level (SP3). The biggest issue seems to be some non-SP3 compliant AC having problems taking off under AI control. The WoV patched I provided the link for brings WoV into parity with SFP1 SP3.
  7. You mean that the weapon is not available as a loadout for the aircraft in question, right? If that's the case, copy and paste that particular weapon's entry from your weapondata.ini file onto a reply, and then tell us which aircraft you'd like to use it with. We'll see if we can make it work for you
  8. VF-1_Late_F-14A

    Version

    342 downloads

    This texture set represents an F-14A from VF-1, circa late 1970's, early 1980's. It's a quick and dirty repaint in MS Paint (of all things!), of BPAO's excellent F-14A.
  9. MiG RWR Sounds

    Version

    535 downloads

    Unique RWR (RADAR Warning Receiver) sounds for use on any Soviet aircraft in SFP1 or WoV.
  10. I use the A-4B's cockpit in the MiGs, even though it would be incorrect for the twin engined MiG-19. I use the A-4E's 'pit in the MiG-21, with the F-4B's RADAR. Also, you can add the MiG-21's loadout to the '17 and '19. so they can carry ATOLL AAMs. Here's my MiG-17 and MiG-19 [aircraft data] line in their corresponding aircarft.ini's: [AircraftData] AircraftFullName=MiG-17F Fresco-C AircraftDataFile=MiG-17F_data.ini CockpitDataFile=A-4B_cockpit.ini LoadoutFile=MiG-21pfm_loadout.ini Here's My MiG-21 [aircraft data]: [AircraftData] AircraftFullName=MiG-21PFM Fishbed-F AircraftDataFile=MiG-21PFM_data.ini CockpitDataFile=A-4E_cockpit.ini LoadoutFile=MiG-21pfm_loadout.ini AvionicsDLL=Avionics60.dll AvionicsDataFilename=F-4B_avionics.ini
  11. You can also use the RADAR to aquire targets for the AIM-9. You'll see min and max range range ticks change to accomodate the Sidewinder's targeting parameters. Also, if you select guns, the aiming reticle, or "pipper" will now use targeting information from the RADAR, assuming you can maintain RADAR lock at close range, on a maneuvering target.
  12. You mean it reverts to a Novalogic game? DAMN!!!!!!
  13. Ed's stuff

    'nuff said
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