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malibu43

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Everything posted by malibu43

  1. I actually hadn't been reading much, until I had some time lately and decided to re-read Flight of the Intruder. That got me going again, and I picked up Fortunes of War, no knowing that I'd already read that one too, but it was a fun read anyway. Then, while on vacation, I found the only book in English in the resort's common area and it was Battle Born by Dale Brown. So I started it and, since it looked like it hadn't been touched in serveral years, I "accidentally" took it home with me. My dad read Red Storm Rising a while back and recommended it to me, but I never got around to it. I'll have to read that one next. Cool. I'll leave my carriers in there then!
  2. SAM issue

    While I'm at it and updating som SAM launcher data, can anyone tell me what years the following would have been deployed in East Germany? SA-3 SA-6 SA-7 SA-9 Would it be the same as the service entry date for the Soviet Union, or delayed slightly? Thanks!
  3. SAM issue

    Like someone else mentioned, if you don't want these to show up at all in Vietnam campaign, make them so they aren't exported. But another thing I noticed, is that the SA-7 and SA-9 are listed as type=MOBILE_AAA and STATIC_AAA. This means that they get placed on the map wherever AAA is listed in the targets.ini. The result is an insane volley of SA-7's and SA-9's whenever you fly over a target area normally populated with guns. I think it's a little extreme, in the VietnamSEA terrain, anyway, where there a lot's of AAA. In the WOE terrain, it doesn't seem to be so bad, since there aren't as many AAA emplacements. I'm going to try two things, and see which one works the best and gives a realistic result: 1. Change the types to STATIC_SAM and/or MOBILE_SAM, so that they don't show up in huge quantities with the AAA emplacements. The downside of this is they will only show up where sam sites would normally, and smaller targets with AAA protection won't have any SA-7's or 9's. 2. Change the availability to RARE or VERY_RARE (for availability and exported availability). Hopefully this will allow them to still be randomly placed with AAA installations, but they will show up a lot less often. I'll let you know how it goes.
  4. Which A/C are you trying to add it to?
  5. There are several different tornado fuel tanks that come with the tornado package that all share the name Tornado_Tank_1500. Each one is a different color. This allow you to pick between any of them during a single mission. However, when you list Tornado_Tank_1500 as a weapon for a squadron in a campaign, you only get the first one that appears in the weapondata.ini (in my case, the "green" one). I have multiple Tornado squadrons in my campaign, and I want to use one skin for one squadron and another skin for another squadron. As a result, I would want to use different fuel tank skins for each squadron as well. However, like I said, right now it just defaults to the first vairiant of the tank listed in the weapondata.ini. Is there another entry I can use when I list the weapons for a squadron to specify which Tornado_tank_1500 I want the squadron to be equipped with? Thanks!
  6. Strangely enough, I just went back and tried it again, and it worked fine. So DLP is the right weapon type. Thanks for the incredibly fast response, by the way!
  7. After seeing this thread, I went back and played with my cat shot times a little. I found that 3 seconds seemed to be about in the right spot. With 30-35 kts head wind, it puts the aircraft right at about 170 kts off the bow of the ship. That's just enough for fully loaded A-7's and A-6's, so I'm going to call it good.
  8. Let me start by saying I haven't done any flight model tweaking... at all. None of the Razbam Skyraiders have any rudder response at all (well maybe a little, but it may as well be none). This makes things really difficult in a ground attack aircraft that uses lots of rockets and guns. I tried tweaking some values in the data.ini to get better results (like the A-10A in WOE perhaps) but had no luck at all. Can anyone tell me what I need to tweak to get better rudder response? Here are what I think would be the relevant parts of the data.ini: [FlightControl] StallSpeed=50.89 CruiseSpeed=107.94 ClimbSpeed=123.68 CornerSpeed=123.68 MaxG=6.00 MaxSpeedSL=139.42 MachLimit=0.50 PitchDamper=0.95 RollDamper=0.2 YawDamper=0.0 GunBoresightAngle=0 RocketBoresightAngle=0 [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=13.0 MinDeflection=-13.0 CDdc=0.0179 Cydc=0.1700 Cndc=-0.0360 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=0.832,0.869,0.901,0.929,0.953,0.972,0.986,0.995,1.000,1.000,0.995,0.985,0.970,0.950,0.926 ControlRate=3.0 ModelNodeName=Rudder ReverseModelOrientation=TRUE RotationAxis=Z-AXIS MaxControlSpeed=90.63 I tried messing with the min/max deflection (up to 30/-30) and took the control rate all the way up to 10, and got pretty much no change. Any help would be appreciated! Thanks!
  9. Hmmm... never really noticed. I don't hold the bar too high for my wingmen, though, so it could be happening and I just never noticed . I can check later if I get a chance. It could have something to do with the fact that the canopy is opened using the bomb bay door open function. In some weird instances, you can load a weapon in the bomb bay, but it won't drop. Maybe it has something to do with that...? There are updated data.ini files for the razbam skyraiders in the download section that correct the bombay issue. I wonder if that would make the problem go away. Here's the thread that discussed it: http://forum.combatace.com/index.php?showtopic=24650&hl It looks like capun removed his updated data.ini files from the downloads, but the manual fix as described in the thread still works. I don't know if that's related to the CAS issue or not...
  10. When you go to the single mission menu, there should be an option for 'create' and 'load'. If you select load, then you can load the missions you download. (for example, WOV has a carrier take off and a carrier landing mission)
  11. You are correct...mostly. You will only take off from an Aircraft Carrier in campaigns or user-built single missions. The in-game single mission generator will only result in missions taking off from airfields. Is this in the knowledge base? Maybe it should go there...
  12. At one point I kept a list of my Razbam skyraider fixes, but I gave up.
  13. Close. It was Cndc, and it needed to be decreased (it's a negative number). changed it from -0.036 to -0.336 and I've got great rudder response now. Thanks!
  14. Hey guys, Don't see any posts with questions, so I'm assuming that no new issues have arrisen over the last couple weeks. I'm still working on the final release, which will probably be ready within the next couple weeks. There are no real major changes... mostly just made adjustments to the target priorities and target_types.ini to rework the way the campaign plays out. Also added some more additional aircraft (all available from CA): B-52H (AI only) F-14D MIG-25P (AI only) I hate to keep tacking on requirements that users will have to download separately (I always find that to be a turn off when evaluating whether or not to install a mod), but I think the AI aircraft add to the immersion and the F-14D is fun to fly and was around during this time period. I'm also making a sort of change log to track the difference between the beta and final release, so that those that have already downloaded and installed the beta can just swap out the necessary new files and not completely re-install. Also, if anyone's played through a campaign to the end, I'm curious to know if the North Vietnemese seem to run out of aircraft toward the end or not. I want to make sure I have enough squadrons in there to keep things fun.
  15. So, yours have an effective rudder? This doesn't really need to be specific to the skyraiders. Can anyone tell me in general how you change an aircrafts rudder, aileron, elevator, etc. effectiveness? I know in CFS2 there were "scalers" you could add to an aircraft's data that would allow you to inrease control effectiveness. Thanks!
  16. File Name: Linebacker III (Beta) File Submitter: malibu43 File Submitted: 16 Jul 2008 File Updated: 16 Jul 2008 File Category: User Made Campaigns Thanks for downloading my Linebacker III campaign. This is pretty much the finished version. I'm only calling this a Beta simply because it hasn't been extensively tested. This is a completely fictional campaign senario created to allow folks to fly some of the 80's/90's era aircraft in a campiagn situation. It's set up to be fun, and not an accurate representation of what would have happened had there been a conflict in Vietnam in the 90's. The squadron names/numbers are just what was there from the Linebacker II campaign I used as a template, so many of them may be incorrect for the type of aircraft used. Also, I didn't really spend any time on which skins to use, so most the default skin for most squadrons will be whatever the default skin for the aircraft is. I would recommend a dedicated install for this campaign to prevent corrupting something, but it doesn't need it. See the installation instructions for more details. They aren't required downloads or listed in the install instructions, but I would also highly recommend the "Green Hell" mod for the terrain and the "wide sky" mod as well to get the most fun out of this campaign. Included in the zip file: -Vietnam Targets.ini, movement.ini and types.ini -LBIII campaign folder -F-16C and F-18C -TER_CBU weapon rack -Menu Screen -Ground Object updates All the required downloads are availabe at Combat Ace. However, if you can't find something here, try Column5.us. Required Downloads: -Bunyaps Weps Pack -LAU-88_AGM_65D by KingAlbert -Infantry Pack by Kesselbrut -US Armor Pack (labeled 'US 70's to Now Pack' in downloads) -BMP-1 by Rebel Ryder -F-15C (recommend the MSIP F-15C/D for an updated HUD) -F-111F from F-111 Package (look in the readme for where do get the cockpit) -AV-8B+ -A-6E_TRAM -A-7E_Late_MF (from the MF A-7E pack) -F-14A -F-16A_BLK10_NDC (only pilot and fx are needed for F-16C_BLK40) -Tornado GR1 from Tornado Pack -LHA-1 USS Tarawa -Soviet Artillery Pack -SU-27 (marcfighters.combatace.com) -Mig-29C Installation: 1. Recommended: Start with a clean, patched copy of WOE and Add entire VietnamSEA terrain folder from WOV. or If you don't want a separate install for the campaign, you can just follow the rest of the steps and add everything to your existing WOE (w/WOV terrain) or WOE/WOV Merged install. Most of the files you're installing shouldn't interfere with anything else, but I can't promise that. I would recommend a seperate install. 2. Add the included vietnamSEA_targets.ini, vietnamsea_movement.ini and vietnamsea_types.ini into the terrain folder (allow to overwrite) 3. Drop the LineBackerIII campaign folder into the campaigns folder. 4. Add the F-16C_BLK40 and FA-18C folders into the aircraft folder. Also run the installer for the F-16A_BLK10_NDC into a temporary folder, and copy all the pilot and extra files (effects, etc.) from the temporary directory into the appropriate directory in your Linebacker III (or WOE) installation. 5. Overwrite the TER_CBU entry in the weapondata.ini file with the included weapon data. You will need to overwrite the exsisting entry, not just add the data at the bottom. The only difference is the attachment points have been adjusted to allow only the outer and bottom attachment points to be used (for the F-16). Make sure to open the weapon in the weapon editor afterwards so it shows up. 6. Copy all the data.ini files from in the ground object update folder into their appropriate folders in the groundobject folder. This updates all the SAM's, AAA, and vehicles so they show up after the 80's. 7. Install all of the required downloads. 8. If your doing a separate install, place mainscreen.BMP and mainscreen_alt.BMP in your menu folder. I have included two different mainscreens, and you can switch between the two by simply naming whichever one you want to use mainscreen.bmp and changing the name of the other one to something else. There is also an icon you can use. I would also reccommend saving a copy of one of you favorite 90's rock songs in .wav format and renaming it mainscreen.wav and dropping that in the menu folder. I chose "Welcome to the Jungle" by Guns 'n Roses. Really sets the mood! Credits: vietnamSEA_targets.ini, _movement.ini, and _types.ini by TeTeT Modified LBII campaign by TeTeT F-16C created using the F-16C_BLK10_NDC by Mirage Factory F-18C created using the FA-18A from Mirage Factory and the FA-18ba from the checksix megapack. Big thank you to these folks for the work they did and for allowing me to use it!!! Click here to download this file
  17. Simple Mission - Need Recommendations

    Everything you'll need is at www.freefalcon.com It can be hard to find but it's there. Look through the stickies in the Ara Support Forum.
  18. A-6A vs A-6E, pylon location

    Thanks! Those pics are helpful. I hijacked another thread and was able to find the answer to my question. I guess that in Vietnam ground crews would remove some of the landing gear doors in order to fit additional ordinance on, if needed. So that explains that... http://forum.combatace.com/index.php?showtopic=30262&hl=
  19. Any more modern jet flight sim

    I've heard (and it makes sense) that there really isn't enough information availabe regarding these aircraft and their flight systems to put together an accurate hard-core flight sim.
  20. Awesome idea!!! But... ... speaking of realism, I was wondering if in real life you would actually hear something like that from the cockpit? I'm not saying you wouldn't since I have no idea. That's why I'm asking...
  21. Well, I'm bummed we haven't been able to figure out the issue with the NVA troops. Just to be sure, when you target them with the 'E' key, you've pressed F8 to view the current target and confirmed that there's nothing there, right? They can be kind of hard to see sometimes and a pain to hit with dumb bombs... hmmm... maybe the weapon issue has something to do with your weapon settings for the campaign. What do you have it set at? And, lastly, I will!
  22. The part about groundobjectdata.ini and all that other stuff is from the "original readme" (if you read closely) and doesn't apply. You should just have to drop the folders in, then be good to go. After you made sure the folder was there, did it work?
  23. A-7E AAR

    Yeah, I'd like to, but I didn't realize how much time it takes to write one!!!
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