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Everything posted by malibu43
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I was pleased to find a mod to allow only 2 Mav's to be loaded onto the LAU-88, which is more realistic for A-10's and F-16's and such. Here's the thread: http://www.simhq.com/forum/ubbthreads.php?...086#Post2498086 I wanted to do the same thing with the TER, since that is how CBU's and other munitions are used on F-16's, etc (ie - only two bombs on a TER). This is what I created in the weapon data. It's just a copy of the TER data, with an attachment position removed: [WeaponData2057] TypeName=TERL FullName=A/A37B-5 TER ModelName=ter Mass=43.090000 Diameter=0.230000 Length=1.980000 AttachmentType=USAF,USN,UK,W_GERMANY,JAPAN NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=TER NumWeapons=2 LoadLimit=500.000000 LengthLimit=4.000000 MaxFuelAmount=0.000000 Attachment01Position=0.180000,0.000000,-0.020000 Attachment01Angle=0.000000,0.000000,2578.310078 Attachment02Position=0.000000,0.000000,-0.250000 Attachment02Angle=0.000000,0.000000,0.000000 [WeaponData2058] TypeName=TERR FullName=A/A37B-5 TER ModelName=ter Mass=43.090000 Diameter=0.230000 Length=1.980000 AttachmentType=USAF,USN,UK,W_GERMANY,JAPAN NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=TER NumWeapons=2 LoadLimit=500.000000 LengthLimit=4.000000 MaxFuelAmount=0.000000 Attachment01Position=0.180000,0.000000,-0.020000 Attachment01Angle=0.000000,0.000000,2578.310078 Attachment02Position=0.000000,0.000000,-0.250000 Attachment02Angle=0.000000,0.000000,0.000000 The problem is that the bombs loaded with a bomb on the inside attachment point instead of the outside, which is the opposite of the way it should be. I tried changed the x values to +/- and couldn't get it fixed. I'm so close! Can someone help me get it right? Thanks!
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I've been messing around with A-7 Loadouts, and the stock game allows MER and TER on each of the 3 pylons for each wing. This can result in lots of loadouts with overlapping weapons. I started investigating on-line to see what was actually done back in the day, and from what I can tell it looks like the outer pylons often would use TER for MK82's and other similar munitions. The center pylons would sometimes use TER, and rarely a MER, but mostly just a single bomb, ARM, or something else. From what I can tell the inner pylon would usually carry a Fuel Tank, and sometimes a single bomb, but never any TER or MER, since it looks like there wouldn't be room there. To all the experts out there, is this right? Anyone one have anything else to add? Thanks!
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I really suggest you read the manual. Where do I start... Ok. If you have an aircraft that is not capable of carrying a laser designator, but can use LGB's, (such as A-10) you can only use the LGB's if you're attacking the primary target on a strike mission (the target is being lazed by "special forces"). If you are flying an aircraft capable of carrying a designator pod (Pave tack, lantirn, litening) you can target anything you can visually target with the 'E' key. The designator is automatically slewed to your visual target. In either of the above scenarios, you just have to get your plane close to the approprate release point (I ususlly go for about 30 degrees tragectory, but it depends on speed and altitude) and pickle. If you have a plane with a TV ready MFD built into the avionics and you're carryng a targeting pod, you'll be able to see what you're targeting in the TV. Otherwise, you won't be able to see it, but that doesn't really matter. But seriously, read the manual it's all in there.
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Did you try what he suggested? If you did it would make sense. And regarding the videos you posted, the first one is from a first person shooter, so there is a higher level of detail on the terrain. Flight sims don't have that level of detail on the terrain ususally, since that's not what you're looking at most of the time like in a FPS. Also, during the scene I think you are referring to, he is flying at tree-top level. Fly down at 50-100 ft in WOE and it will look similar. Especially if you add the forest and farms mod. It's kind of hard to compare the second video to a flight sim, since there arent' many shots from the cockpit. But it's the pretty much the same as what I said above, they are very low, and there are more things on the ground or water to see zooming past, so it looks faster.
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MER fix
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ahhh... That's where it was... Thanks! -
LOMAC Reality Check
malibu43 replied to SJPhantom's topic in Digital Combat Simulator Series General Discussion
I think being outnumbered could be considerd part of the challenge, but aircraft and weps modeled incorrectly (if that's the case - I've never played LOMAC) defeats the purpose of a sim and should be avoided. my 2 cents. -
Hey guys, I remember seeing a post about an issue with MER's and a fix for it a while back, and for the life of me I can't find it. Can anyone point me to it? Thanks!
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Ok. The data.ini and loadout.ini are the default ones, with the exception of sidewinders being added. The GR1 with default strike loadout (8 x MK18): I then reflew the same mission, and did nothing but changed the MK18's to MK21's: With the second loadout, you can only see 6 bombs, but the middle pair is doubled up, and I was able to drop 8. This pic shows the bomb dropping, and you can clearly see that another one is still there. So, like I said above, it looks like for some reason, if you switch from the default loadout, it switches racks on you. This happens with attack loadout as well, if you try and load 8 BL-755's.
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Sorry for not being more specific. I'm using WOE/WOV merged and bunyap's weps pack. My print screen wasn't working correctly, so I'll see if I can get it working for some screen shots. I did a little more investigating, and found that the rougue bomb racks are not the TER's, but actually the long skinny 2BR's you're talking about. One gets loaded on each of the front stations, and one gets loaded on each of the rear stations, each with two bombs. The rear bombs on the front racks and front bombs on the rear racks end up overlapping, and that's why you only see 6 but can only drop 8. So that kind of helps but the question is still why does any loadout other than the default replace the side by side 2BR with the in-line 2BR. I'll work on some screenies. I'm also trying to figure out what an accurate strike loadout would be for the GR1 and IDS versions, if anyone has that info...
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I discovered a weird issue with both the GR1 and IDS versions of the Tornado from the Tornado Package here at combat ace. I tried to trouble shoot this to the best of my abilities, but I have little understanding of the way weapons racks work in this game, so I didn't get very far. I'm hoping some of the resident loadout experts (*cough* Wrench *cough*) can maybe figure it out. I'll do my best to describe the problem, or at least tell you how to reproduce it. Ok... All the stock loadouts for the Tornados work fine*. If the loadout consists of 8 bombs, they are loaded on 4 hardpoints under the fueselage (Front and Rear, Left and Right center line stations) using 2BR dual bomb racks. At least I think they are the 2BR racks, since I don't know what one really looks like. If the default loadout consists of 4 bombs, they are loaded on the same hardpoints without the racks. Here's where things get weird. If you change the loadout from the default one by changing the type of bomb, the plane ends up with a differnent rack once you start the mission. The rack is a long skinny one that runs the length of either the left or right underside of the fuse (two of the racks are loaded). Each rack holds 3 bombs. So you selected 8 bombs, but can only see 6 and have a different rack than the normal loadout would have. Then if you take off and drop the bombs, you'll find that there are actually 8 bombs loaded, it's just that the two last pairs are actually doubled up on top of each other. So basically, if you change the type of bomb (even just from a MK18 1000lb to MK20 1000lb) it changes the rack and gives you a funky loadout with objects over lapping each other. Like I said, I tried messing with the weapon station data in the data.ini, and played with the rack called out in the loadout.ini (which is the BRU57, USAF only and not available until 2002, that threw me off as well...), and that either didn't fix anything or made things worse. So, any help from the experts would be appreciated. I would recommend looking at the files and trying to recreate the problem as I described it above, since that's probably the easiest way to see what's going on. Let me know what you find! It's not a show stopper, but definitely takes away from the fun a little when things don't look right. Thanks! *PS - I should also point out that I had to add W_Germany to the attachment type for 2BR in the weapon data.ini to get the default loadouts for the IDS to work. So if you want to get the default loadouts for the IDS to work to begin with, that needs to be fixed first.
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It works now. Hmmm... I was typing www.simhq.com into the address bar, press enter, and then go to www.simhq.org. But it works fine now. Never mind. April Fools on me...
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Anyone else having problems logging onto sim HQ? I keep geting routed to simhq.org...
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I was just wondering if anyone knew if/what high drag bombs the Tornado (GR1 and IDS) would carry in real life. With the stock loadouts and weapons pack the way they are, there aren't any available, and I was thinking modify the attachment types to allow the the appropriate high drag bombs for low level runs. Thanks!
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It just hit me, for some reason, that this may actually be a simple driver issue. I've been rolling back drivers to trouble shoot EECH, but that was before I was really trying to troubleshoot this WOV problem. If I remember last weekend correctly, I think I played a dogfight mission in an F-4 right after installing XP and the driver that came on bootcamp. I don't remember seeing this problem. Then I started updating and rolling back drivers like crazy trying to get EECH to work. So that is good news: I may be able to fix it (maybe)... The bad news is that I'm having weird issues with the drivers, and I think my best option at this point is to completely wipe the XP partition of the macbook, and then start all over again with a fresh operating system and fresh drivers from the Bootcamp Disk.... :( Keep you fingers crossed for me!
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BOZ 107/C dispenser
malibu43 replied to ST0RM's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wow. Nowhere near 1000kgs. I wonder where that came from. Anyway, thanks! -
I'll roll back the driver further and see if that helps. I've also had graphics problems with EECH on my new laptop, so at this point I'm settling with the fact that it's an issue with my system and not the game. The graphics chip is an integrated chip from Intel. I've emailed customer support, but all I got was "that game is not on the list of games that we have tested with your graphics chip, check to see if there are any game patches availabe, make sure the driver is up to date." Not really helpful. The list of compatible games is basically the most popular roll playing and FPS games from the last couple years. I doubt they tested any flight sims, or are interested in helping me trouble shoot one. As far as verifying that the mobo and graphics chip are working properly, I don't know what to do there, short of trying to find someone with the same system and trying it there... and that may be difficult. I doubt there a ton of people around with Macbooks running xp through bootcamp that would be willing to let me load a game on their laptop... :)
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Yeah, someone else already suggested that, and I replied that I really enjoy having the glare on (if you look a few posts up) But I have it shut off now so at least the game is playable. However, I noticed this morning that the Tornado canopy is all messed whether reflections are on or not. The Tornado has that wire thingy running the length of canopy over the pilot's head. In order to resolve this, I had to remove the torn-glass.lod (or was it a .tga?) from the cockpit folder. That fixed the problem, but now the tornado no longer has that wire in the canopy. The tornado issue combined with the overcast cloud texutre issue means that it's more than just canopy reflections. But that's about all I've got. Not sure where to go next...
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afterburners
malibu43 replied to CaptainCA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Open the data.ini for the aircraft you want to change. Look for hte engines section. Each engine will have an afterburner effect listed (if it has afterburner). Simply replace whatever effect is listed with the effect you want to use. Make sure all the proper components of the new effect have been dropped into the effects folder.
