Bunyap
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Everybody keep in mind that not all add-on aircraft were included. Of the ones that were included, not all had updated loadout.ini files. I can't do it all... :) All the information you need is in the Weapons_Pack.pdf supplied with the pack. I would suggest reading the section called "Modifying add-on aircraft for use with the Weapons Pack". There is also a section dealing with the loadout.ini towards the bottom. If you really want to help out, send me the files after getting the aircraft set up correctly. I'll gladly include them as that would save myself and everybody else a lot of trouble. If you need me to expand on anything in the documentation let me know, but pretty much everything I know is there. Bigal, Let me know if those files I sent you did the trick...
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29,794 downloads
This project is designed to provide a hassle free way of obtaining every 3rd party released weapon and gun. It will be updated after every aircraft release to include the newly created ordnance, gun types, and fuel tanks. All data is checked and verified by experts to provide the most realistic weapons effects and performance possible. DO NOT USE IN STRIKE FIGHTERS 2! This weapons pack will not run with the 2008 patched Thirdwire sim unless you run it through latest weapons editor found here. If you are using the latest patch then do not use the data.ini files that the weps pack comes with. http://forum.combata...s&showfile=6075 -
The latest revision to the Weapons Pack is now available. The pack has been re-built from the ground up over the last few months and contains a huge number of new weapons and features. Be sure to read the supplied documentation carefully, especially if you are using older add-on aircraft. Installation: Download and run the installation program: WeaponsPack_16May06.exe The program will prompt you to choose the version of the sim you are installing to. After selecting your version, be sure to install the files into the "main" folder where the sim is installed. The necessary files for all weapons, effects, nations, and default aircraft data are installed automatically. You will notice that some add-on aircraft do not have proper loadouts when using the new Weapons Pack. The data for the weapons has been set up with a more exact system for determining when and where weapons are available. Not all add-on aircraft are set up to take advantage of this system or the new features introduced with the latest version of the simulation. To remedy this, I have included updated files for a large number of add-on aircraft: Add-on Aircraft Data All credit for the aircraft data files should go to the original author. I have attempted to contact all people involved but might have missed a few. If you do not wish for your aircraft's files to be included contact me and I will gladly remove them. Instructions for installing the new files and modifying add-on aircraft that are not included here is provided. You can find all the information you need here: Weapons Pack Documentation A companion to the Weapons Pack called the Weapons Delivery Manual is available for download. It contains in depth information procedures for using many of the weapons included with the weapons pack. Weapons Delivery Manual An add-on terrain called the Bombing Range is also available for download. This terrain, created by Deuces, provides an opportunity to practice weapons delivery techniques on a realistically laid out bombing and gunnery range. Bombing Range Terrain Whenever one guy manages a database of nearly 2,000 weapons supporting over 400 aircraft there are bound to be errors. When reporting them, please be as specific as possible. To be able to duplicate and correct most problems I need as a minimum, the weapon, exact aircraft, date used, simulation used, campaign name, and anything else you feel might be useful. This is a community project so do not hesitate to point out errors, make suggestions, request new or improved weapons, or better yet, build new weapons to be included with future updates.
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Walleye
Bunyap replied to craiso's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
How's this? They will be in the next Weapons Pack which should be released very soon. -
imaginary weapon
Bunyap replied to a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Cool. I see what you have in mind... When you create the gun with the gun editor there is a block for the "Gun Fire Sound Name". Delete whatever is there and the gun's sound should be gone. Was there an additional sound caused by the guy disappearing or was the gun's sound the only one? -
4,437 downloads
This started as a post by Aladar on the SIMHQ forum and quickly turned into what I would consider a very important add-on for Strike Fighters. The difficulty in weapon delivery for this era screamed for an area for virtual pilots to practice and hone their A2G skills. There are two versions of the terrain, one for friendly aircraft called Bombing Range and one for enemy aircraft called Red Range. Both are installed when you run the installation program. It is important to remember that only friendly aircraft such as NATO forces can be flown on the Bombing Range and only enemy aircraft such as Soviet forces may be flown on the Red Range. The Range Terrain consists on an airfield and main range complex. A variety of targets are available for bombing. Intercept missions against a drone aircraft are available when flying the included pre-built single missions. Terrain by Deuces Targets and data by Bunyap and The Wrench BQM-34 Firebee Drone by RussoUK Airfield lights by Sidewinder86 Intercept missions by Zerocinco -
House wanted
Bunyap replied to a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
The buildings like that one are tied into the terrain with the terrain editor somehow and can't be used as a target. The textures are still there so I built a simple building like that one for you. Try this: http://bunyap2w1.com/models/SmallBuilding1.rar Place the .lod files in the terrain folder and add this to the VIETNAMSEA_TYPES.ini: [TargetType096] Name=SmallBuilding1 FullName=Small Building ModelName=SmallBuilding1.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=SmallBuilding1Dest.LOD SecondaryEffect=SmallExplosionEffect SecondaryChance=100 I haven't tested this one but it should show up (and blow up). I used the same texture to build this building and it measures about 25 x 50 feet. Let me know if it works for you. -
I need a favor from one of you single mission gurus. I'm setting the Range terrain up to be compatable with WOE and adding a few things like a new installer, the BQM-34 Drone, a Range Operations Guide, and anything else I can think of. What I really need are a series of drone intercept single missions to include with the installer. What I had in mind was a series of intercepts under different conditions: target closing, target moving left to right, right to left, target moving away, etc. If possible they would start with the aircraft on the ramp as shown here: forum post I would write a sort of mission guide and include it with the documentation. Here's a quick work in progress of the Range terrain that includes the updated drone: http://bunyap2w1.com/Terrain/BombingRange.exe If anybody could hook me up it would be appreciated.
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The Weapons Delivery Manual for Strike Fighters and Wings Over Vietnam is now available. Weapons Delivery Manual Inside you will find information on weapons included with the weapons pack, techniques for employing them, aircraft systems usage, mission planning, and a lot more. Many sections are not yet complete and updates will be made periodically. This is a community project so if you want to write something for it please do.
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No Weapons!
Bunyap replied to swayne64's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's odd. What aircraft are only allowing the M122? There is a good chance I can fix that with weapons edits. A few of the aircraft default to the M122 for reasons that can't be fixed without editing the aircraft's files but they all should have other choices available as well... Also, which default weapons are missing? I can fix that with the next update. Thanks! -
Weapons Pack - 01 Jan 06
Bunyap replied to Bunyap's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Update 1 is posted. This adds some add-on fuel tanks and fixes some issues with Royal Navy loadouts. Data for the RedTop and Firestreak missiles has also been updated. Thanks JSF_Aggie and SkippyBing! I inadvertantly left dwcace out of the credits. They have been updated. Thanks dwcace! -
This is my first 100 Mission Challenge mission and mission 4 of my OTC campaign. You can see the first three OTC missions here: Mission 1 Mission 2 Mission 3 I won't go into detail like on the others but I have included a video of the mission. Briefly, it was an F-100D strike on a HQ Building. We were a two ship for this mission with 4x Mk 82. Here is the video with highlights from the mission: Mission 1 Highlights Video You'll see in the video that I ingressed at low level and performed a pop-up attack on the target. I didn't pick up as much altitude on my pull up as I thought I did so I had to hang inverted for a few seconds before pulling down on the target. I still made a decent run but let myself drift a little bit. I was a little distracted at the moment too, but you'll see... ;)
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Now that the campaign issues have been worked out and I'm back in the States for a while the 100 Mission Challenge is back on! The rules have been updated and can be viewed here: 100 Mission Challenge Web Page Any SF:P1 or WOV campaign can be used and any aircraft can be flown. Modifications are acceptable as long as you get no unfair advantage. Be sure to read the rules carefully before starting. The first person to survive 25 consecutive missions, 50 missions, 75 missions, and so on will recieve a prize. Have fun and good luck!
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The latest revision to the Weapons Pack is now available. Weapons Pack - 01 Jan 06 Update 1 This is a MAJOR revision of the weapon performance data, available dates, nation assignments, and external models. I'd recommend deleting the Weapons folder and starting fresh if you have any previous version installed. Detailed installation instructions are provided here: Installation Instructions
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Weapons Pack - 01 Nov 05
Bunyap replied to Bunyap's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Update 3 is now available. I've been on vacation for the last month so this is just a basic update to add recent releases. I'll start looking into problems and omissions again this weekend. New stuff: Bf-109 Fuel Tank Lightning Fuel Tank fixed P-47N Fuel Tank HS-129 Gun Pods HVAR Mk II AB-20 50Kg Abwurfbehälter HS-129 Ruestsatz 1 Mirage Fuel Tanks F-106 Fuel Tank GWS-22 Seacat AIR-2A Genie F-106A Gun Pod AIM-4F Falcon AIM-4G Falcon -
Two new skins for the Sea Hawk are ready. The first is for the Sea Hawk F.2. This is WF147, the fifth production Sea Hawk F.1. It was retained bty Hawker for development purposes and was modified with, among other things, powered ailerons making it the F.2 prototype. Sea Hawk F.2 skins The second is a Sea Hawk F.1 of 804 Squadron with the early squadron crest. Sea Hawk F.1 skins
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I have updated my ADI textures add-on to include most of the WOV aircraft. The texture for the F-100 and similar ADIs have also been given a higher resolution to support lines at every five degrees just like the real ones. ADI Update If you haven't seen this before, these ADI textures have lines that match the aircraft's actual climb and dive angle. Having accurate dive angle readings are essential when doing visual dive bombing.
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This is mission 2 of an Operation Tainted Cigar campaign. You can see mission 1 here: Mission 1 Mission 2 was a 0700 strike on Ciudad Libertad Airfield. We were Python flight, four F-100Ds, and our primary target was the runway. We would try to carter it and make it completely unusable for enemy aircraft. Intel showed light resistance expected from enemy aircraft but heavy AAA around the target. Intel screwed the pooch (actually I did) by not providing a target photo or even runway orientation. We would have to figure it out when we got there. (I usually have a peek at the targetdata.ini to get this info but was eager ro get into the air.) I was given a younger guy, 2Lt Elliot as my wingman but had two experienced pilots, Capt Ritcher and 1Lt Russell, as my second element. We had no dedicated SEAD flight assigned as escort for this mission and only Denver flight, two F-8D, as air to air escort. I decided my wingman and myself could take out the runway with no problems and dedicated my second element to SEAD. Tiger flight, four A-4D, would be hitting targets in the area about five minutes ahead of us so the defences would be stirred up by the time we got there. I decided on 4x M117 for my wingman and myself. The fuzes were set with a 60 msec delay to give bigger and better craters on the runway. (Looking back, Mk-82s would have been a better choice for penetrating the runway surface. They have a thicker case and would be less likely to break up before getting deep enough for a good crater.) I gave my second element 2x Shrike and 2x M117 with instantanious fuzing to take care of any radar and AAA threats in the area. The basic plan for the mission was to ingress at 14,000 feet and attack along the same heading as the runway to increase the chance of good hits. My second element would go in first with my wingman and myself following 30 seconds later. Lets see how it went... Lined up for takeoff at Runway 06 at Homestead AFB. On our way... We turn right and head for our marshall point off Key West. The flight forms up and we climb to 14,000 feet. We arrive off Key West 5 minutes early and hold. Denver flight, our escort passes below us and calls that they are pushing for the IP. Red Crown calls out bandits at 11 o'clock for 50 miles. It looks like we may get a little resistance... This is Tiger flight, the two A-4Cs hitting targets around the same airfield we are heading to. Very cool markings... Approaching the IP... We have the coast in sight. Red Crown calls bandits at 12 o'clock, for 10 miles. They are well below us at 5,000 feet. Our escort identifies them as MIG-17s and engages. They have the situation well in hand so we press on towards the IP. Numerours Fox 2 and guns calls come from our escort. Smoke trails appear below and to the right of our flight and MiGs go down in flames! A MiG hits the water right under us. We had a nice view of the engagement... Target in sight! The runway runs east - west so we need to get into a better position. I select all four M117 and set up to ripple them with a 140 msec setting. I'll try to put them down the center of the runway. At 5 miles out I signal the second element to engage the air defences while my wingman and myself circle around to come in from the east, out of the sun. As we circle towards the east, the second element calls "In hot." We look back and see hits on the usual AAA locations. They have done well! Now its our turn. I signal my wingman to attack the runway and break right to line myself up. The remaining AAA has zeroed in on me and bursts are visible all around! I roll into a 25 degree dive from 11,000 feet. I had planned to release from 8,000 feet and at 400 knots. That would put the reticule at 280 mils, well below the sight glass. With the amount of AAA I'm glad I decided to stay up high! (I'm using Galanti's high res F-100 cockpit, by the way. Looks great! It's one of my favorite add-ons.) Stabalized and lined up. Through 8,500 feet and... pickle! I give the bombs a couple seconds to come off and pull up. I snap into a right turn and get the heck out of the area! I peek back to look at the runway and see hits right down the middle. Good pass! I hope I make it back to brag about it... As we come off the target Red Crown calls out bandits at 4 o'clock for 10 miles heading our way! I signal my flight to rejoin, dump my tanks, and claw for altitude. We could turn to engage, but not at low altitude and with perfectly good F-8s in the area. I take my flight northeast, away from the threat. Looking back at the target one more time... They won't be using that runway for a while. We form up and do a battle damage check. Everybody is accounted for and in decent shape. On approach at Homestead... On final... Smooth landing. I love the way the F-100 flies since the latest patch! I shut her down and head in to debrief. A review of the tapes show good results from everybody in the flight. The runway is heavily damaged and several KS-19 and ZPU-2 guns were taken out. Maintenance reports that Capt Ritcher's jet took some hits but should be patched up by tomorrow. Not a bad mission!
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Weapons Pack - 01 Nov 05
Bunyap replied to Bunyap's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Update 2 is up... The reason for the split is to keep weapons from the wrong era from showing up as loadout options. There is a limitation in the system that does not allow weapons with the "exported " box checked to go away. For now, splitting the pack up is the best option. -
This is a .pdf form that computes the information needed when planning ripple releases. Ripple Release Planner Its main purpose is to give you an intervalometer setting for a desired pattern length or a pattern length for a desired intervalometer setting. It also gives the impact spacing and release altitude of the last bomb for safe escape planning. I'll be putting a few more of these out as I get the time.
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Weapons Pack - 01 Nov 05
Bunyap replied to Bunyap's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Update 1 is posted. -
The latest revision to the Weapons Pack is now available. Weapons Pack - 01 Nov 05 Weapons Pack Update 1 Weapons Pack Update 2 Weapons Pack Update 3 This is a MAJOR revision of the weapon performance data, available dates, nation assignments, and external models. I'd recommend deleting the Weapons folder and starting fresh if you have any previous version installed. Detailed installation instructions are provided here: Installation Instructions
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Mission one was a strike against one of the SS-5 sites. I was assigned to the 511th FBS, deployed to Homestead AFB since the crisis began. We were scheduled for a 1200 takeoff and 1228 time over target. Intel showed heavy AAA around the target area with more at a nearby airfield. This was not going to be easy... On the bright side, enemy air activity was expected to be light. My flight was an 8-ship of F-100Ds so we would have plenty of firepower to throw at the missile site. I decided on the standard loadout of 4x M117 General Purpose Bombs and 2x drop tanks for my flights. As usual, my wingman and myself would go for the primary target while the remaining flight members took out air defences and targets of opportunity around the primary. While planning the strike I looked at the tactical situation and planned accordingly. This would be a relatively short flight so fuel conservation would not be an issue. I chose an altitude of 16,000 feet up until the IP. That would give us some altitude to play with just in case the air threat materialized and be about as much altitude as I could expect out of a fully loaded F-100 at moderate power settings anyway. The main threat to my flight would be AAA around the target so I would want to stay high as long as possible. I decided to drop to around 12,000 feet at the IP, high enough to stay out of most AAA and low enough to identify the target. Once past the IP I would want to set up my bombing run. I planned on diving from 12,000 feet at a 45 deg angle, peaking around 420 Knots, then releasing at 6,000 feet. That put my sight depression at about 140 mils, or just below the bottom of the sight glass. I only wanted to make one pass so I decided to ripple all four bombs at max spacing of 140 ms. This would place my four bombs on a line about 100 feet long. (I think... It's been a while since I've done the math.) That would make it more likely for me to take out multiple targets on one pass. Coming off the target, I would enter a climbing left turn, careful to avoid the airfield with the AAA, and head for home. Time to take-off and put it all into practice. Rotate around 180... Off the ground around 210... The F-100 is a lot safer to take-off in since the latest patch. My wingman forms up as I take the flight towards Key West. Once over Key West I enter a climbing left turn to allow my flight to catch up. Red Crown calls bogeys at 9 o'clock for 50. Our air cover should brush them aside with little trouble... We're formed up over Key West at around 8,000 feet and pressing on for waypoint 3. At waypoint 3 we loiter, waiting for our flak suppression escort, Denver flight, to arrive. Denver flight calls out "passing waypoint 3". I make one more turn in my holding pattern and push for the IP at 16,000 feet and 300 KIAS. I put the squadron into "trail" formation. Approaching the coast, we hear numerous bogey calls from Red Crown. There are lots of Fox 2 calls from our aircraft and lots of kills reported. Nothing within sight of us... We should be clear all the way to the target. Passing the IP, I put the flights into Box formation and push it up to 400 KIAS while descending to 12,000 feet. Target in sight! The missile site is a little left of my course at about 7 miles. I clear my flights onto the target and double check my switch settings... M117s selected... ripple quantity 4... intervalometer set to 140 ms. Red Crown calls bogeys at 11 o'clock for 20 miles. No aircraft in sight... We press for the target. Rolling out of my dive and tracking the target... I'm a little shallow... Pulling off the target into a climbing left turn... The AAA really lit up but my flight made some good passes. Continuing the turn off the target as more of my flight hits the target. I can see the bombs hit as I look back. Tracers are still flashing around in the area but not nearly as many as on my pass. My boys are really lighting things up down there... No more AAA for now... Looking back I see at least one missile on fire. One more peek at the target as flak from the airfield starts to burst around me. I snap my head back forward and start jinking like crazy. Some of these are really close! To top it off, Red Crown calls out bogeys at my six o'clock for 5 miles. My flight is guns only at this point so its time to haul ass out of here and leave the aircraft to the guys carrying missiles! Feet wet and away from any danger... Once the hard stuff was over I turnedd on the wing leveler and did some sight seeing with the F6 key. There were quite a few MiGs around but most were single ship at this point. Our air to air guys did well... Here is one of our F-4s that provided air cover. Lots of missiles missing from the rails... We form up out over the water and get a good head count. All are accounted for except #2 from the second flight. I never saw him get hit but it must have been over the target... Gear down, turning onto final at Homestead. Lining up... Watching my airspeed... Soft landing but a little right of centerline. Oh well... Back in chocks... A review of gun camera footage showed we could have done a little better. I did get one of the missiles and a tent but screwed the pooch by not giving my wingman a target. By the time I realized this we were off the target and it was too late. The other members of my flight did some good bombing. Numerous AAA sites in the area were taken out. Our casualty was 1Lt Brice who was downed by a 14.5mm KPV machine gun near the target. Overall, not a bad mission!
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Weapons Pack - 20 Mar 05
Bunyap replied to Bunyap's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Update 5 is posted: CTU-1/A and 2/A Container by Bunyap RIM-2 Terrier Series by Bunyap Mk44 Mod 0 Lazy Dog Dispenser by Bunyap Double Ejector Rack by BPAO NADR UK Tank by BPAO ALQ-101 ECM Pod by BPAO Phimat Chaff Dispenser by BPAO Israeli 300-gal Drop Tank by Sundowner Israeli 300-gal A-4H Tank by Sundowner Iraqi Weapons mods by Howling1
