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Fubar512

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Everything posted by Fubar512

  1. I would assume that you're talking about a fictional loadout, as the AIM-120 wasn't operational until much later than 1986 (AFAIK, the first models went out in 1990). In fact, that missile project wasn't even out for contactor's bids until late 1987.
  2. The answer's usually quite simple. Start removing everything you installed last night. The game should start. Then, add them back one by one until you find the culprit. Before you do anything, see if the game starts in instant action. That'll give you a clue. The vast majority of the time, the reason any of the SF family CTDs, is due to something that's missing from either a terrain, a model, a campaign, or a mission.
  3. On RussoUK's hard drive It's a WIP.
  4. They're not available yet. All three are WIPs (Works In Progress). with no foreseeable release date.
  5. AFAIK, there will be one, but it's a ways down the road. For test purposes, I'm using an F-111 pit that I modded into a makeshift "fencer" pit. And no, it's for my personal use only, I cannot give it to anyone, nor include it with the model, since it's developer will not allow it.
  6. Consider this: That GeForce card is now three generations old. We're currently on the 8X series GeForce. From experience, I can tell you that the SF-derived sims now require at least a mid-range GeForce 6x series (6600 and above), or their ATI-equivelents, to run properly with all the graphics sliders maxed out.
  7. Sorry, neither is available as a digital download, yet. However, GoGamer does have this package, which includes SFG: http://www.gogamer.com/Combat-Flight-Colle...0VVviewprod.htm
  8. Debug mode is enabled by editing the following line in the Huddata.ini file like so: [Debug] DisplayDebug=FALSE to [Debug] DisplayDebug=TRUE Once this edit is in place, you can assign a key to toggle through the whole range of debug and info boxes, from having nothing (clear screen), to the default mode, and on through two stages of debug data.
  9. The ini entries for RWR lock and warning tones are found in the model's avionics.ini file, under the (obviously) RWR section. They are represented like so: TrackSound= LockSound= You can use any 16-bit mono sound file, up to 44100 hertz. Just assign the event sound file a name, add that name to the above statements, and drop the files into your sounds folder, and that's all. The sounds I used in that video are global, meaning that every aircraft defaults to them, unless I edit the statements in their avionics files otherwise. I normally use a different sound for Warsaw-Pact aircraft, but in this case we're using a stand-in cockpit (the A-10's) until the Su-25's pit is ready. Regarding who the artiste responsible for the Su-24M is, well, that would be the "Tipari King" himself, Tomcat74.
  10. That would be up to Marcelo. I just do .ini work for him. as needed
  11. A preview video of Marcfighters Su-25 in SEAD action against a Hawk battery and its layered defenses: http://forum.combatace.com/index.php?autom...si&img=2725
  12. A preview video of Marcfighters Su-25 Grach (for SF & WoE), in SEAD action against a Hawk battery and its layered defenses. Terrain is SF's desert with Polak's hi-res desert tiles and horizon clouds.
  13. Wow, check this out! It's scheduled for release one year from now, on that great flight sim pioneer's (Loo Flirpa's) birthday! http://forum.combatace.com/index.php?showtopic=18433
  14. Wow! this will be out exactly one year from today! I'll bet that a lot of you just can't wait:
  15. Ask yourself this; What carrier is listed in the campaign data file, and which carriers do you have installed? Your problem may be just that simple to resolve.
  16. Alessandro, Try deleteing weapondata.dat, and then, using the weaponeditor, open the weapondata.ini file up, and hit the "save" button on the editor. This will create a new and hopefully trouble-free weapondata.dat file. If that doesn't work, try reinstalling the newest weapon pack.
  17. Because the loadout.ini files for the NATO Fighters aircraft are using the older weapons designations, while the latest Weapons Pack uses Soviet designations for many of the Soviet weapons.
  18. Here's a request to any interested modelers: We need an S-300 missile, launcher and support system (radars. etc.) for an upcoming project for WoE & SF. Any variant of this system (NATO designations SA-10, SA-12, SA-20) would be welcome.
  19. In your case, the file you need to edit is the A-4B.ini, which would be located in the Objects/Aircraft/A-4B folder. The default version in WoV looks like so: [AircraftData] AircraftFullName=A-4B Skyhawk AircraftDataFile=A-4B_data.ini CockpitDataFile=A-4B_cockpit.ini HangarScreen=A-4B_hangar.bmp LoadoutImage=A-4B_loadout.bmp LoadoutFile=A-4B_loadout.ini [LOD001] Filename=A-4B.lod Distance=100 [LOD002] Filename=A-4B_lod002.lod Distance=250 [LOD003] Filename=A-4B_lod003.lod Distance=500 [LOD004] Filename=A-4B_lod004.lod Distance=1000 [LOD005] Filename=A-4B_lod005.lod Distance=8000 [shadow] CastShadow=TRUE ShadowLOD=A-4B_shadow.shd ShadowType=1 ShadowCastDist=10000 MaxVisibleDistance=150 [DamageTexture] DamagedPostFix=_Holes.tga DestroyedPostFix=_Shredded.tga [TextureSet001] Directory=USNGrey1 Name=USN Grey Nation=USN Squadron=VA95 Specular=0.500000 Glossiness=0.750000 Reflection=0.000000 [TextureSet002] Directory=USMCGrey1 Name=USMC Grey Nation=USMC Squadron=VMA224 Specular=0.500000 Glossiness=0.750000 Reflection=0.000000 If you add a texture to the above, it would be "[TextureSet003]". It would then be assignable to individual aircraft in a given flight, from the drop down in the loadout menu. Tip: If you wish to make the new skin the default for that model, assign it as "[TextureSet001]", and renumber the existing textures/skins, accordingly.
  20. OK, lets say you've downloaded and installed the MiG-23MLD from Column5's site. After installing the aircraft in the objects/aircraft folder, you'd navigate to its own folder (Objects/Aircraft/MiG-23MLD), and locate the MiG-23MLD_Data.ini. When you've located that file, double click on it, and it should open in Notepad, by default. Once open, scroll down to the "Weapons Stations" entries, and edit the following entry (which I've highlighted in bold type), to match what i have here: [LeftGloveStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.330,0.50,-0.105 AttachmentAngles=0.0,0.0,0.0 LoadLimit=760.0 AllowedWeaponClass=SAHM,IRM,BOMB,RP,2BR,2IR,GP,FT AttachmentType=SOVIET ModelNodeName=AAM_GlovePylon_Left PylonMass=108.9 PylonDragArea=0.03 LaunchRailNodeName=LeftRail FuelTankName=Tank800_MiG23 Then, just save your settings when prompted (just close out and windows will ask you if you wish to accept the changes). You must do this for every AttachmentType entry, on all effected aircraft. While this is easily accomplished on the third-party models, you will have to extract the data.inis for the default aircraft in order to accomplish this, using SkyPat's SF extraction utility. Next, in the same folder, locate the MiG-23MLD_LOADOUT.ini, open it as you did the data.ini, and edit it like so (note, this is what I'm personally using): [AirToAir] Loadout[01].WeaponType=R-24R Loadout[01].Quantity=1 Loadout[02].WeaponType=R-24R Loadout[02].Quantity=1 Loadout[03].WeaponType=R-60MK Loadout[03].Quantity=2 Loadout[03].RackType=APU-62L Loadout[04].WeaponType=R-60MK Loadout[04].Quantity=2 Loadout[04].RackType=APU-62R Loadout[05].WeaponType=Tank790_MiG23 Loadout[05].Quantity=0 [AirToAirLongRange] Loadout[01].WeaponType=R-24R Loadout[01].Quantity=1 Loadout[02].WeaponType=R-24R Loadout[02].Quantity=1 Loadout[03].WeaponType=R-60MK Loadout[03].Quantity=2 Loadout[03].RackType=APU-62L Loadout[04].WeaponType=R-60MK Loadout[04].Quantity=2 Loadout[04].RackType=APU-62R Loadout[05].WeaponType=Tank790_MiG23 Loadout[05].Quantity=1 Again, after making the edits, just close it out, and accept the changes when prompted. And that's it!
  21. That's not exactly accurate, as the cat extractor will always extract aircraft data.inis and loadout inis will into the objects folder by default, whereas those files need to be placed in the specific aircraft's folder (after one edits them) in order for them to work properly.
  22. While there is an "anti-sub" mission type and load out category available (for scripted missions only), there are only two submerged sub models available. I have not had the time to create more, nor has there been the prerequisite interest in that type of scenario. Who can tell. If USAFMTL and I ever get the time to work on and complete the G.I.UK Gap terrain map and campaigns, we would certainly need to add additional "submerged" Soviet sub types to add to the action.
  23. You do not replace them in the *.cat file, you place the edited files in their corresponding folder. In the case of an aircraft's data.ini, that would be in it's named folder. under objects/aircraft/the aircraft's folder (F-4E, etc.). The game will always read the data in the .ini files outside the catalog archive (cat file), first. And if one could recompress an edited file back into the catalog arhive it originated from, you'd be accomplishing little more than defeating one of the best "foolproofing" schemes in the industry.
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