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Basher11

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Everything posted by Basher11

  1. Regarding the avionic data file, I know very little about it AT THIS MOMENT. What I do know is it has nothing to do with AI aircraft. In Jane's Combat Simulation's F-15 which came out into the flight simulation market in 1998, it simulates nearly real avionics on F-15C Eagle. You can engage multiple targets and fire AIM-120 upon them on after the other. As far as WoI is concerned, the game engine's coding has been changed considerably. There are also some other radar track modes like STT. Might I suggest you to refer to the F-22's Avionics file for reference. In order to maintain authenticity, we have to make modifictaions not too much deviated from the factual data. There are a few places where you can obtain such data like radar search range and track range as well as azimuth. The problem with modelling radar is the the track range and search range depend whether you are head-on with the boggies or the boggies are running away from you. For example, the tracking range of AIM-120 missile is 30nm when it is chasing a target. When the missile is going head-on against a target, it's traxck range is increased to 35nm. So it varies. I refer to FAS.ORG before but lately they have changed their pages and fewer information is available now.
  2. Yes, it is possible. Just rename say AIM120.LOD to AIM120.LOD.BAK for example.
  3. Alright guys, this version should still be heard even the afterburner is on. Missile.wav is the updated version. _Missile.wav is the original extracted version from Super EF2000 Missile.wav _Missile.wav
  4. I am using Audio Editor to fine tune the pitch. There are 2 parts of the weapon release sound. The first part is the release from the pylon featuring a high bass noise. Followed by the actualy motor blasting off releasing reocket fire. A small difficulty is when I superimpose the file with the sound of the engine, it is pretty hard to distinguish the sound of the missile with that of the jet engine. If afterburner is on, the sound of missile firing can hardly be heard. I am going to tune the frequency up to see how it plays out. Do give me a little more time.
  5. It is an extraction from a good old game by DID known as Super EF2000 produced in 1995. Here are some screenies:
  6. This might be a silly question. But does anyone know if it is normal to have white smoke trails coming out from every aircraft in WoI? I am currently running WoI and beginning to realize every stock aircraft happens to discharge white or grey smokes. s it a problem with my ATI graphics card or it is by default given by the game ?
  7. Try this. Missiles.wav
  8. That's the max I can get Only 4. And they look like that: If memory serves me, there are some sort of pylons which accomodates more than 2 or 3 weapons. It's kind of a rack which must be specified int he aircraft's Data.INI file. Perhaps some other commuters can help.
  9. Hang in there, I will be back with results.
  10. This is also what I have had changed. Sorry about th emissing details.
  11. I know Fubar. I added it to the missile is because I love to see eye-candy. Fancy watching the missile changes its path from its G-turn capability for catching up the target. Besides, if I were hte one who was riding in the Su-27, I need to see the trails to evade. Some sort of cheat here. Don't think it goes with hard difficulty settings in real game. Excuse me!
  12. I have searched through the knowledge base but in vain, trying to look for information about Angle of Attack. Firstly, is it tweakable? If yes, which INI file should I belooking for? And under which section I should enter the value and what is the name of the parameter? I am referring to the AoA fr firing Air-2-Air missile. Your help will be greatly appreciated.
  13. Thanks Fubar! I was about ot ask csb what each of those bold parameters stands for. Anyway I have posted my eperimental result in another thread. Pls download the zip file and check my work. I treasure your feedback. Many thanks truly!!
  14. I want to share a set of files with you all, about my experiemental data for BVR combat. Could anyone tell me where might I fnd some free file hosting sites?
  15. Cheers Viper! It's really cool, it's like the explorer in Windows. Thanks again!
  16. TurtleHawk, I would like to help. Could you tell me if you have installed any weapon pack to your WoI installation? In my case, I have not. I am using the stock weapon store. I have had your problem with AGM-65A. It shows some quantity in the store but it show "0 AGM-65A" in th epull-down menu of the weapon pylon. I made a change to the weapon.ini file as follows: After making the change, I can now select 2xAGM65A from the menu. Revert if you still have problems with it.
  17. Hey Craig, Since you have mentioned the weapon.ini file, you've got a shortcut here - that's me! I have spent the whole week trying to figureout if WoI's engine has the potential or cushion for BVR weapons delivery. The process is on-going though because I have not conclusion yet so far. But here is my finding at this moment: Before I go on, please note that historical accuacy is being set aside for the purpose of making a new combat environment using existing resources available. To enable firing missile within the range of most IR heat seeking missiles, let's say 7nm; the MaxVisible Distance must be changed. Despite the definition of this variable is the visible distance of human fresh eyes, but functional wise, it is the 'eye' of medium and long range missiles. I use 1,000,000m roughly eqaul to 540nm. This eliminates any blocking factors of releasing medium and long range missiles (I shall call it BVR missile from here-on-in). Next variables we will be looking at are Seeker Range and Max Launch Range of the missile. Se below: During my numerous testing, the missile self detonated itself in many ocassions, I still have no clues about that happening. After I changed the tweo variables to the current values as shown, number of self-detonations has been reduced. Having said that, other problems arise now. AI launching platforms is committing pre-mature firing meaning that it fires more than it should once targets coming into range head-on. THIS IS A PROBLEM OF AI AIRCRAFTS. Criag, that's all I have got so far, if you come up with something new, please hare with us all. Many thanks!
  18. I am not quite sure then, it was downloaded from somewhere a little while ago. One of the most interesting parts of playing TK's simulations is that tweaking the INI files. I still believe though I have no solid evidence that some more parameters are unlockable. We all know that GunBoresightAngle and RocketBoresightAngle are there for adjusting the firing angle of gun and rocket there may be a similar parameter which is related to the angle for firing missiles. That is what I am currently thinking and hoping.
  19. F-15C add-on. Speed 379knots, ceiling 8,000ft. I take that as a compliment. I will contribute what I have collected after all have been done.
  20. That is correct. Basically in simple terms maybe to me can be translated into "elevation of the aircraft's nose to the horizontal axis. I am asking about it is because the AI aicraft launches AIM-7 sparrow when it is heading sloghtly nose down and the sparrow doesn't correct its path to loft up towards its target. Therefore I am beginning to suspect if I should "instruct" the aircraft to maintain an angle of attack before firing missiles. Similar to the concept of coresight when firing rocket, talking about eh AI aircrafts. But I could be wrong you know.
  21. Hi Lexx, Wench and everyone, Thanks for your comments and generous help. I just wake up from bed! Too many testing hours on WoI. The whole story goes like this: I am still doing some trial and error on the air-2-air missiles. I am almost there, currently I am refering to other flight sims like EF2000, F/A-18 and F-15 for some data reference. Soon I will report my finding on AIM-120C. While I was setting up aircrafts here and there specially when they got in close dog fighting I find my screen full of while trails now I know they are contrials. The formation is due to my slack set up of missions. I don't bother to put additional information into the weather section via Le Missioneur 2006. Normally I just put CLEAR or BROKEN or OVERCAST when I want to see the enhanced 3D clouds. I think if you leave Contrail Altitude out, the game automatically set up a value for you as to what is the value I wouldn't have an idea. But in the picture the contrials come out at 8,000 ft or above. Anyway many thanks everyone for your help.
  22. You might not believe this. I think I am very lucky today, discovered it only by sheer luck. I was sitting in front of my 17" CRT idling. Just couldn't make out anything. Then I just wildly browse through the all the folders. Suddenly I recall some time ago someone on this forum mentioned to me to check out some of the stock missions to see how things play out. So I went opeing up F-15A_vs_MiG-23MF_(1v2).msn. There are many different lines. In fact I am using Le Missioneur 2006 so there are some lines which are not present in the stock mission but in the one I created myself. I removed everything which are not in the stock mission and put in things which are not in my mission but in he stock mission. It works!! Next step I thought would be isolation, so I did. I tried everything, adding removed lines back in ONE BY ONE and each time ran the mission again. Guess I have been repeat running the mission like that with re-addition more than 12 times. Finally guess what...it's the weather!!! :fuk: After almost 5 hours troubling shooting and asking your help. I still don't know which part which line of the weather section that must be present in a user-made mission to get the emitter work properly. But at least I know it is all about the missing weather. I must take some rest now and continue after some sleep. Thanks anyway for your great help. You even tested it out for me, thanks beyond words!
  23. I tried this: //ExhaustEmitterName=CleanExhaustEmitter //ExhaustPosition=-0.70,-6.50,-0.00 for both engines of the F-15A. No smoke now. But no afterbuner flame either. I don't know what to take now.
  24. The stock F-15A has its emitter set to CleanExhaustEmitter, and it shows no smoke in Single Missions generated by the game. But smoke is present in use-made missions. A bit irregular there which makes me unable to find any clue and guess.
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