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malibu43

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Everything posted by malibu43

  1. Thanks! Those do work pretty well. I'm looking forward to what mppd comes up with...
  2. There's a bunch of dispensers based that represent SUU-13's and SUU-14's in Bunyaps 06 weps pack. [WeaponData625] TypeName=CBU-22 FullName=CBU-22/A Dispenser (Smoke) ModelName=SUU-14 Mass=100.000000 Diameter=0.250000 Length=2.500000 AttachmentType=USAF,USN NationName=USAF StartYear=1955 EndYear=1980 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=1955 ExportEndYear=1980 ExportAvailability=2 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=BLU-17/B NumRockets=24 ROF=6.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=FALSE Rocket01Position=0.000000,-1.000000,0.000000 Rocket02Position=0.000000,-1.000000,0.000000 Rocket03Position=0.000000,-1.000000,0.000000 Rocket04Position=0.000000,-1.000000,0.000000 Rocket05Position=0.000000,-1.000000,0.000000 Rocket06Position=0.000000,-1.000000,0.000000 Rocket07Position=0.000000,-1.000000,0.000000 Rocket08Position=0.000000,-1.000000,0.000000 Rocket09Position=0.000000,-1.000000,0.000000 Rocket10Position=0.000000,-1.000000,0.000000 Rocket11Position=0.000000,-1.000000,0.000000 Rocket12Position=0.000000,-1.000000,0.000000 Rocket13Position=0.000000,-1.000000,0.000000 Rocket14Position=0.000000,-1.000000,0.000000 Rocket15Position=0.000000,-1.000000,0.000000 Rocket16Position=0.000000,-1.000000,0.000000 Rocket17Position=0.000000,-1.000000,0.000000 Rocket18Position=0.000000,-1.000000,0.000000 Rocket19Position=0.000000,-1.000000,0.000000 Rocket20Position=0.000000,-1.000000,0.000000 Rocket21Position=0.000000,-1.000000,0.000000 Rocket22Position=0.000000,-1.000000,0.000000 Rocket23Position=0.000000,-1.000000,0.000000 Rocket24Position=0.000000,-1.000000,0.000000 Not an SUU-7, but should give you an idea...
  3. Hey folks, I've been trying to find a 150 gal droptank for the skyraiders, and couldn't find anything in the weps pack that seemed to work. I was hoping maybe and experienced modeler might be able to throw one together... If it can be done, I'd really appreciate it. If not, no big deal. Thanks!
  4. I'd love to give that game a try, but I'm afraid my laptop would spontaneously combust trying to run something like that!!!
  5. Here's another one... MAINSCREEN.bmp
  6. MAINSCREEN_ALTERN.BMP Slightly different question, but similar enought that I don't want to start a new thread. I created these two mainscreens for WOE based on a mainscreen I downloaded here at CA. When I use them, and hover the mouse over a "button" part of the original WOE screen shows up inderneath. Can someone tell me what causes this and what I need to to do to my Mainscreen's to prevent it? Thanks!
  7. Man, I'm really going all out for this one. It's now a far cry from what my original intention was... The way I have it set up now, it will probably best as a dedicated install (installed over a fresh WOE), since I had to tweak a lot of data.ini's for ground objects. However, it could still be added to your standard merged install without screwing too much up... I think. The basic requirements are going to be WOE with the VietnamSEA terrain added. You could install it over WOV, but you'll need to download alternate versions of the stock WOE aircraft and a lot of the more modern ground objects. Installing over WOE w/ terrain added will definitely be the way to go. Here are some custom Hanger and Menu screens I'm working on.
  8. Well, I'm pretty much ready to post the campaign for some folks. It'll probably be up next week. So for now, I'd like to use the one I've pieced together if possible. But, like I said, once the MF version comes out, I'll definitely write it into the campaign and abandon my Franken-Hornet. If it's anything like the A-7E's, I'm sure I won't disappointed!!!
  9. Hey folks, I'm putting together a modern campaign, and I've included an F-16C BLK40 and an F/A-18C. The F-16C consists of the MF F-16A_BLK10_NDC with modified .ini files and loading and hangar screens. The F/A-18C is the FA-18 "Blue Angels" aircraft from the megapack (I believe it came from check six...?) using the MF FA-18A skins. Then there are a bunch of .ini edits to make it a C and some hangar and loading screens. Right now I'm just going to post the campaign for testing, and I would like include these aircraft so I don't have to right an elaborate readme for modding them. I know the F/A-18C is in the works, and when it (or an F-16C BLK40 with modern HUD/Avionics) comes out, I'll write that into the campaign instead. But, like I said, for now I just want to be able to have people test it out, and I'd like to include these aircraft for them. Would this be alright? Thanks!
  10. I'm sure you aren't the only person in a park in Berkley at 10 PM who claims to have seen "UFO's" and strange lights.
  11. ezlead, Thanks for pointing that issue out to me. After some ivestigating, I found that only SA-6's and one type of AAA was showing up. I extracted the data.ini for almost all of the ground objects, and started changing the dates for the ones I thought should show up in the campaign. My question, though, is does anybody what ground objects the game engine will try to insert into a campaign on it's own? In order to minimize the impact this campaign would have on someone's install, I want to minimize the number of modified data.ini files that need to be installed with the campaign. These are the objects that I would modify the service years for: KS-19 Fan Song SA-2F all the ZIL-157's M113 Quad-55 Any ground objects that I specifically add to the ground units. In addition to these objects the T-72A, SA-6 and straight flush, and the ZSU-34 will show up since they already are good up to the year 2000. So in addition to the objects I listed above, are there any other stock WOE objects that should be available in the campaign but won't because of service dates? I know the campaign will work whether I mod these files or not, but I'm trying to ensure that I include everything that should be there in '95, but not alter too many things that shouldn't/wouldn't be there. Any advice is appreciated!
  12. Thanks for the advice. As it is now, I'm getting some CAS missions 1 or 2 missions into the campaign. I haven't tested any further than that in a while, so I'm not sure where it goes from there. Maybe I'll up the supplies to see how it goes. The only tanks in the campaign are the T-72A, so they should be fine year-wise. I also have the infantry pack incorporated, so you get a mix of CAS missions attacking tanks and infantry. Thanks for the input! *edit* - Actually I just checked, and a lot of the AAA and other ground objects do have service years that end some time in the 80's. However, they are set to exported, and there is no export end year. Since the enemy nation in my campaign is N_Vietnam and these weapons would have to be imported, should all these objects still be available in the campaign?
  13. Good to know there is still interest in it! I'm in the middle of moving right now, so it will be a while (1 week or so) until I can get all the right files zipped and some sort of installation read-me put together. Stay tuned...
  14. Just and update: This has turned into basically a "modernized" version of the LBII campaign. Takes place now in '95 instead of '85 to use F-15E's, the AV-8B+, and F-18's and F-16's with lantirn pods and LGB's. Also featured are the F-15C, A-7E, A-6E, A-10, F-14, F-111F, and Tornado GR1. This means it requires a considerably larger amount of downloads and a little .ini editing to get the F-16 BLK10 to be a BLK40 the FA-18A to be a FA-18C. If anyone's interested in testing, let me know. I'll try and get you all the appropriate files.
  15. I always thought it would be cool if NF was integrated/compatible with Bunyaps weps pack. As is it is right now, you can have a NF install, and then all the other mods that require the weps pack need to be in a separate install. If they were compatible, Nato Fighters could become the standard step after patching and weps pack install, and then folks could mod on top of that.
  16. Really? How does that work? Is that with weapon supply on unlimited? Anyway, I can't try it out, since a while back I went and added all the appropriate weapons into the the RAF campaigns.
  17. As I pulled over the top, I expected to see him coming up to meet me, and prepared for a deadly game of chicken. But to my suprise, he continued straight ahead and passed underneath me. What luck! I lined up for a shot and squeezed off a sidewinder. Good kill! Ah... nothing like a little sweet revenge... Feet dry. I wish I could say the same for my flightsuit. What a pretty sight! I line up for final... And grease 'er in... All that's left to do now is take a hot shower and figure out what kind of liquor to toast to wingie with...
  18. Damn! No time to dwell, though... I pressed on down on the deck, and banked hard into the target at 10 miles out. At a mile out, I pulled up and climbed to Angels Six, rolled over and flew the pipper over the target, a large wherehouse in the center of the complex. Bombs away! I pulled up sharply and look back just in time to see the impact. At least wingie wasn't lost in vain. Just as I looked forward again, the fireworks started. I jetisoned my tanks and racks in an effort to lighten up... Once again, I dropped down to the deck and headed for the coast, hoping I could get out without experiencing the same fate as wingie. Unfortunately, I had company... Could I outrun him? Hmmm... not likely. I didn't have enough fuel to make it back down low and at full throttle. Seeing it as my only choice, I took a page out of Maverick and Goose's book and pulled back hard, nearly blacking out.
  19. I've always wanted to do an AAR, and the MF A-7E gave me reason to give one a try... Today's mission is a strike on an industrial complex deep into East Germany. I chose to take 6 MK83's, and wingie went with 8 MK82's. We formed up and went feet dry. It wasn't long before the RWR lit up, and I turned my head to see a long smoky finger reaching out towards me. I popped chaff and flare, and dove for the deck. The RWR went quiet, but I decided it would be best to make the rest of the ingress low and fast. Hopefully we could avoid attracting any uneccessary attention. Our SEAD and escort flights, were comforting but not much... And it wasn't long before the RWR lit up again, and we realized we weren't alone. I slammed the throttels forward, and called wingie to catch up, but he was trailing behind. He survived a near miss... ...and I again encouraged him to catch up. He rogered, and then that was last I heard from him. The rest of my radio calls went unanswered.
  20. Got it! Thanks!
  21. I'm trying to get the F4U-7 so I can mod it to F4U-4B for my Korea install, but I haven't been able to get on checksix all day. Does anyone know if there is another place to download it?
  22. Right on. I was mainly just addressing the questions as to why TER loadouts were only showing up as default loadouts, and couldn't be configured manualy. You guys are the experts.
  23. Alright, I got it figured out. There are a few issues: 1. The load limit for the 'b' version of each weapon station (the ARM station) is set at 400. For some reason, this limit also applies to the other version of the weapon station, meaning that the load limit isn't 1558 or whatever, it's 400. Change the load limits for all the ARM stations to match their regular munitions counterpart, and that fixes that. MER's and TER's work just fine, with the exception of: 2. The innermost and outtermost stations are set as racklimitoutsideonly=true. Is this accurate? I know depending on the munitions and configurations, you could end up with weapons "bumping" into eachother, but I thought I'd seen A-7's with full TER's on the outter wing stations... In fact the default anti-ship loadout requires it. 3. This one isn't as related to the specific issue discussed in this thread, but I noticed that the inner most wing station has the lowest load limit. I would think it would be the other way around. Is it correct the way it is now?
  24. Yeah, I was all about the merged installs at first, but I've seen the light. I recently reinstalled so I could have the separate installs, and in the interest of saving time was trying to copy the heavily modded folders (that I thought were not game specific...) from my merged install into the new separate one. So that's how I ended up with the WOE loading screen in my WOV only install. When I get home, I'll do another install of WOV and pull all the correct .cat files out of the flight folder in put them where they should be... unless some kind soul would like to extract the WOV loading .bmp for me and send it my way... ;)
  25. Thanks wrench. After I realized it was a flight folder issue, I found that your Korea loading screen is actually included with the Korea mod. I had just deleted it when I copied my flight folder from WOE over.
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