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Everything posted by malibu43
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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!
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I was trying to create a SEA skin for the Tornado GR1 for a campaign I'm working on, but I'm limited to using paint and it really wasn't working for me. Is there any skinner out there that could whip one up for me? This would be for the GR1 that comes in the Tornado package (oldest one for download at CA). I was thinking something like the 617 scheme, with the greys replaced by tan or brown. Thanks!
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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!
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Hey all, I know the HTS pod doesn't actually do anything in the game, but I was trying to get in on and F-16C just for fun. However, no matter what I do, I can't get it to show up as an available store in the game. Here is the HTS weapon data I have, and the weapon station entry: [WeaponData886] TypeName=HTS_POD FullName=HARM Targeting System Pod ModelName=HTS_POD Mass=79.000000 Diameter=0.203000 Length=1.428000 AttachmentType=USAF NationName=USAF StartYear=1990 EndYear=2020 Availability=2 BaseQuantity=24 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=5 CameraFOV=0.000000 CameraPosition=0.000000,0.000000,0.000000 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 SightTexture= EODisplayFlags=268435456 [RightChin] SystemType=WEAPON_STATION StationID=10 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.654,2.2,-0.80 AttachmentAngles=0.0,0.0,0.0 LoadLimit=80 AllowedWeaponClass=LP,DLP AttachmentType=USAF ModelNodeName=LPYLON PylonMass= PylonDragArea=0.02 DiameterLimit=0.4 LengthLimit=2.6 Lantirn and Lightning pods show up fine on that station. Thanks!
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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.
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Increasing Skyraider rudder effectiveness
malibu43 replied to malibu43's topic in General Discussion
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... -
WOV: How to start game from Aircraft Carrier?
malibu43 replied to ace888's topic in General Discussion
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) -
WOV: How to start game from Aircraft Carrier?
malibu43 replied to ace888's topic in General Discussion
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... -
Increasing Skyraider rudder effectiveness
malibu43 replied to malibu43's topic in General Discussion
At one point I kept a list of my Razbam skyraider fixes, but I gave up. -
Increasing Skyraider rudder effectiveness
malibu43 replied to malibu43's topic in General Discussion
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! -
Linebacker III Campaign
malibu43 replied to malibu43's topic in Mission/Campaign Building Discussion
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. -
Increasing Skyraider rudder effectiveness
malibu43 replied to malibu43's topic in General Discussion
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! -
Increasing Skyraider rudder effectiveness
malibu43 replied to malibu43's topic in General Discussion
Anyone? -
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!
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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.
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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=
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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.
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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...
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Linebacker III Campaign
malibu43 replied to malibu43's topic in Mission/Campaign Building Discussion
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! -
Linebacker III Campaign
malibu43 replied to malibu43's topic in Mission/Campaign Building Discussion
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? -
Yeah, I'd like to, but I didn't realize how much time it takes to write one!!!
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Linebacker III Campaign
malibu43 replied to malibu43's topic in Mission/Campaign Building Discussion
OK, how about this. First reinstall the infantry pack. Make sure you're putting everything into the right spot and reading the readme. Then, go into the vietnamSEA_types.ini in the vietnamSEA_terrain folder. Do a control+f for 'NVA'. You should find this entry: [TargetType096] Name=NVA_Inf FullName=NVA Infantry TargetType=WAREHOUSE ActiveYear=0 TargetValue=1 UseGroundObject=TRUE GroundObjectType=NVA_Squad RepairRate=0.555 StartDetectChance=50 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=4000.0 DestroyedEffect=VehicleFireEffect SecondaryChance=0 Make sure it looks like that. Especially the highlighted part. Then go into your groundobject folder and make sure there is a folder named 'NVA_Squad'. Make sure there is a file inside called 'NVA_Squad.ini'. Then look at the files being called out in that .ini and make sure they're named correctly and that they're in that folder. As far as the AIM-54C goes, I've noticed that with that missile too, and not just in this mod. I'm guessing that maybe it's being fooled by countermeasures right off the bat, and then self destructing. I don't know for sure, though. Let me know how the NVA_squad thing goes. -
This cannot be for real...
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Linebacker III Campaign
malibu43 replied to malibu43's topic in Mission/Campaign Building Discussion
Only if I want the shortest marriage ever... -
Linebacker III Campaign
malibu43 replied to malibu43's topic in Mission/Campaign Building Discussion
Also, guys, I'm getting married in 2 weeks (no, seriously - I really mean 2 weeks...), so my support for this mod may be pretty limited until then, and after that, I'm gone for a couple weeks. So, I encourage those of you who've been around a while or those that have this mod working properly to help out those in need while I'm unavailable!
