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Everything posted by malibu43
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Oh. Yeah, those are there on mine. By cues, I was thinking he was looking for the larger circle that comes up on the HUD, like the F-15A in WOE. But either way, I think Trooper's is the way to go.
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OK dude, here's the deal. The reason that latest HUD looks like crap is because it uses 60s_avionics.dll. It looks the same as the one that comes with the MF F-14. I also realized that the HUD that was linked to on the first page of this thread doesn't have any aiming cues for missiles for me either. So I think that's the way it's intended. I'm assuming whoever put that together knows something about the F-14A HUD, and the real thing didn't have them either. I'll just put my faith in someone else on that one. If you really need the aiming cues, one of the F-14 cockpit downloads gives the F-14 the same HUD as the WOE F-15. That's the one I used until recently when I switched to the one linked in this thread. So if you want the aiming cues, try and find that one... *edit - try the "D" HUD here: http://forum.combatace.com/index.php?autoc...p;showfile=7055 or this one: http://forum.combatace.com/index.php?autoc...p;showfile=5864
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I think you would be better off just creating mulitple campaigns. And at the end of one campaign, the end screen says "such and such pilot transferred to such and such squadron at such and such airbase/carrier. To continue the story, select such and such campaign."
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Even though the weapon data hasn't changed, the game engine is much pickier about the release parameters. I have to fly much closer to the target than i ever did before. After that, they all worked fine. Try dropping when the target is 45 degrees +/-10 off the nose. Somewhere in there, they should work.
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I just installed the pit over the one I had, and it worked fine... On a side note, the gun cross is nowhere near where the gun aims. Is it located where it is just to "look right", or did F-14A gun crosses actually point well above where the gun actually shot?
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Did you overwrite with a new avionics.ini?
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Creepy. Straight up creepy. Yes, the commonly accepted definition of a perfect woman...
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I have the Razbam skyraiders package, so at one point I went and changed all the "stand-in" A-4's to AD-7's... However, this doesn't really work because of the way the game assigns missions. If you have CAS mission in the WOV campagins (ie - my WOV ground war enhancement download), then most of the time those AD-7 squadrons would be tasked with CAS. But they still get tasked with strike missions occasionally, and while in real life they would be sent to hit soft, relatively un-defended targets in S. Vietnam and such, the game engine in all it's wisdom will still assign these squadrons to attack highly defended targets in the north. Then you can sit back and watch in wonder as the strike flight of 8 AD-7's you're flying Mig-CAP for attemps to strike a fuel tank at Noi Bai airflied and gets absolutely blow to simitherenes. So, in the case of the skyraiders, I would recommend making one or two squadrons actually use skyraiders if you want to make them flyable for your own entertainment. If you get assigned to strike a target in N. Vietnam, hit exit and then select the campagin again until you get a more acceptable target/mission assignment (hint: if you change the squadron to CAS=100 and Armed_recon=100, you'll get one of those mission types almost evertime you select that campaign...). But I wouldn't recommend changing all the squadrons with A-4's and F-100's standing in for Skyraiders to actually use skyraiders. You'll have a lot of decimated strike flights on your hands...
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Hmmm... my "graphics program" is MS Paint. I think I'll just stick with my Ia Drang "not so" Valley for now. I have just increased respect for what all you terrain builders do.
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Man... some guys on the radio this morning were crticizing the pilot for "putting it down" in a neighborhood. Pissed me off... Obviously, if the pilot was able to control where the aircraft was going, he probably would have tried to avoid the ground all together...
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Easy... yeah right... I suppose I'll give it a try. Two more questions, though. Can you further clarify (explain) "export color pallette" and "convert to 24 bit color"? thanks!
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I have added an "Ia Drang Valley" in my vietnamSEA_targets.ini. Unfortunately, I was not able to find anything that resembles a valley anywhere near where I think it should be. So I did my best to find something that would work. However, I was wondering what tool and how much work is required to edit an HFD file. What would I need to do to just raise the terrain a little on either side of my "valley", so that I could call it a valley without the quotes? Or maybe just add a couple hills...? Thanks in advance! PS - Here are the locations of my "Ia Drang Valley": [TargetArea151] Name=Ia Drang Valley (East) Position=646193,333766 Radius=300 ActiveYear=0 Location=1 Alignment=Friendly [TargetArea152] Name=Ia Drang Valley (West) Position=634234,333469 Radius=300 ActiveYear=0 Location=1 Alignment=Enemy
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In general, the launch parameters for LGB's are much tighter now. I've noticed that I need to release much closer to the target than I did before the Oct 08 patches.
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I'm quite bummed right now. I got my MacBook a year ago (running xp through boot camp) and it came with the x3100. Now only a year later, new MacBooks come at the same price with NVIDIA 9400m. Supposed to be 5x faster... Keeping up in the computer world can be so difficult and frustrating... That's all.
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I looked at the weapons_data.ini entries supplied with the download, and at the weapons stations in the aircraft's data.ini, and didn't see any issues with the attachments types, nations, load limits, etc... GP is already there on the right and left inner stations. So I see no reason why they shouldn't be showing up, unless it has to do with the way you're adding the weapons (but it sounds like you have that covered). I've never tried that aircraft, so I can't speak for how it would work out for me. Good luck getting it figured out!
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It's in Bunyap's weapons pack. (GBU-123)
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I think the best way to do it, would be to get the terrain, aircraft, and ground objects together, then: -A series of single missions based on the actual attacks. You could play from the perspective of some zeros, kates, vals, and P-40's. -A what if campaign, based on an attempted Japanese invasion, with US carriers involved too. Kind of like the Falklands campaign...
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IL-2 Sturmovik was the original game. I doubt many people play that one anymore. Only patches up to 1.2 or something like that. Then there were a bunch of add-ons. Aces Expansion Pack, Pacific Fighters, and some others. Then they released IL-2 1946, which is IL-2 with almost all of the add-ons (including Pacific Fighters) all combined into one awesome mega install of WWII goodness. In addition to the additional aircraft and theaters, all the other gameplay and graphics enhancements of all the add-ons are included. It patches up to 4.08 or 4.09 beta, or it can have an unspeakable mod applied that does some other stuff (oops, did I speak of the unspeakable...?). If you want to play online, you hopefully have 1946. Otherwise, it might be hard to find people. Since 1946 is only $20, you probably wasted your money if you bought anything else (I did that too...).
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To add flyable migs to the stock campagins, read through this: http://forum.combatace.com/index.php?showtopic=20810 It will help you get an idea for how the campaigns work. Extract the appropriate files out of WOE, and try your hand at making the edits required to fly for the Red. In short, you will need to: 1. Make the stock Mig of your choice flyable by adding a cockpit from the downloads section, or sub in one of the flyable migs you downloaded. 2. Add weapons to that unit in the campaign_data.ini. 3. Add the unit and the appropriate lines to the campaign.ini.
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http://forum.combatace.com/index.php?autoc...mp;showfile=343
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You were close, though, Wrench. The line I had to change was here: [CockpitSeat001] ModelName=PIT_F14 Offset=0.0,-0.08,0.01 Position=0.0,5.6,1.40 ViewAngles=0.0,-2.0,0.0 <---------------------------------- Changed that to 0, changed the gun aim angle to 0, and all is good!
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Adjusting the gunsight depression had no effect on the alignment of the LCOS. I even went up to 1000, and the darn thing was still in the same spot...? I think for now, I'll just make due with the -2 degrees guns. At least until that MF F-14 comes along... (hint hint)
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While I'm on the subject, I also noticed that the guns in the MF F-14 are depressed by 2 degrees. The result is that you have to pull the nose up to shoot straight ahead. If I change the angle to 0, the guns shoot straight, but the lead computing sight is off. I've searched through the avionics.ini file and messed with values, but haven't found a way to adjust the lead computing sight to account for the adjusted angle of the guns. Is it possible to adjust the lead computing sight?
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Well, I don't know if I really like that HUD much. The files I posted below are edited versions of one of the other F-14 cockpit upgrades available. I've done a lot of tweaking in the HUD to get the size and placement that I like, so I'd rather just remove the little diamond verses using a different HUD, even if mine isn't that realistic.
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Does anyone know which entry in the avionic.ini or cockpit.ini corresponds to this ugly little guy? He shows up when I select sidewinders, and I can't figure out how to get him to go away. Doesn't really move around the HUD at all, missile lock or not. He just sits there all ugly looking, ruining my view. Thanks! F_14A_AVIONICS.TXT F_14A_COCKPIT.TXT
