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Fubar512

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Everything posted by Fubar512

  1. The F-19's RCS is set to 0.00015 square meters. That's about the footprint of a US .05 coin! The issue is the visible distance value. If an enemy can acquire you visually, he can most likely acquire you on RADAR. FYI, the pertinent variable is "BaseRCSModifier=X.X". As for the availability dates on the other stealth aircraft...I'll quote TK on that; "Two Weeks!" or "Sometime soon!". How about "when you pay the developer"? I'll volunteer to negotiate a rate for him. I propose a reasonable, modest fee. $100.00 US per hour sounds fair...
  2. As I said, it's in the downloads section under SF/WoV add on aircraft: http://forum.combatace.com/index.php?download=917
  3. It's in the downloads secton. You'll need to install the F-14A as well to get the proper sounds, and you'll need to find and install the F-111's cockpit, too (it's a separate download).
  4. What exactly do you mean by "Quick" missions? Are you referring to single missions, or the instant action mission? If it's the latter, the aircraft selection is basically fixed (they're defined in a dll file), and I don't recommend messing around with it unless you really know what you're doing.
  5. This image of a typical SF install's file structure should be of help to you, Jack72
  6. http://forum.combatace.com/index.php?s=&sh...indpost&p=48074
  7. Yes, all that is possible and has already been done. We have radar-directed 57-85-100-130 MM AAA, improved ZSU-23-4s (which aren't really correct for the Vietnam war), specific flak bursts for 37, 57, and larger caliber guns, (etc.) Look for ground object packs and sound packs (the mega pack) here at CA.
  8. The solution to your first problem is quite simple. Download and install the F-14A, and you'll have sounds for your 'Vark.
  9. You are probably referring to the F-15C/E IrGrowlLock.WAV (It's really from an AIM-9L /M) . Try THIS
  10. Problem solved: http://forum.combatace.com/index.php?download=2025
  11. 623 downloads

    These are direct replacements for the default WoV & SF cargoship and tanker. They have been editted to include a radar emitter, making them visible on RWR displays and allowing them to be targetted by anti-radiation missiles (or any antiship missile that uses passive-radar homing).
  12. Soviet ASMs as modeled in SF are set to home in on radar emissions. Your target must have an active radar in order to be successfully targeted. I have data.inis for the default cargo ship and tanker models that equip those vessels with a radar just for that purpose.
  13. Nope.....the Moon! The Moon!
  14. We have faith in you. Here's your asignment for the day. Find the Catfile path statement in the appropriate *.ini file and edit it like so: CatFile=..\VietnamSEA\VietnamSEA.cat Post the results so we can grade you Next, we'll have Colonel Rhumbas test your ability to handle elevated body temperature. You will not have to exert yourself at all.....
  15. You must either be ending your missions quickly, or are warping to and from the objective. The left gauge only registers once the internal tanks dip below 9000 lbs. Fly a mission from the runway, punch off the drop tanks right after takeoff, select afterburner, and watch the left gauge start dropping after a few minutes.
  16. The two fuel gauges work fine on the F-100Ds in both my WoV & SF installs. They are in fact, displaying both external and internal fuel quantity, somethings that's lacking on a few other aircraft.
  17. Yes its possible, but only if you're friends with the developer To the best of my knowledge, what you want to do would require editing the cockpit (or radar screen's) lod to include the necessary tga files, something only the original developer is capable of.
  18. Using SF as an example, extract the file "Desert_Types.INI" from the Terrain/Desert/Desert.CAT. Open it in Windows Notepad, and you'll see this (the first entry): [TargetType001] Name=barrack1 FullName=Barrack ModelName=barrack1.lod TargetType=MISC ActiveYear=0 TargetValue=20 UseGroundObject=FALSE DamagePoint=10.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=barrack1_destroyed SecondaryChance=25 SecondaryEffect=SmallExplosionEffect Compare it to the following entry, and note the differences: [TargetType046] Name=CityBuilding4 FullName=City Building ModelName=citybldg4.lod TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 By reading through the other entries in the Desert_Types, I see a whole slew of opportunities to cause mischeif...Runways, towers, cranes, (etc.). the list is almost endless... :D
  19. That's because the structures themselves have no damage modeling. There is no destroyed, damaged, or secondary effects associated with them. They have no structural limits, in other words, no "armor" type defined (wood, steel, aluminum, etc) in their data files. That's why you can adjust the explosive force to 100 megatons, and still not "flatten" an airfield or a city. It can be fixed, however. I'd love to see "burning" trees, as well....
  20. Patch 1 is for the original Strategy First release.
  21. My suggestion is that you apply for membership at www.column5.us. The majority of the modelers hang out there, and you'll find them more than willing to help you out.
  22. That's really cool! A genuine "Frisbee", just what we needed for a "Red Storm Rising" campaign. If you want some pointers on creating the FM for it, let me know, and I'll hook you up with the guys from AirTevRon 5.
  23. Your display driver is most likely the culprit. First, make sure that you have DirectX 9.0C installed, and then make sure that your display driver is compatble with it (DX9.0C).
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