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Basher11

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Everything posted by Basher11

  1. Well...if you like that, you will like these two: A B-57B launched an AGM-84A against a ground target The airbase was nuked.
  2. I downloaded one of the MiG-29 add-ons. What is the INI file tweak so that I can fore 2 Air-2-Air missiles in salvo mode? And any equivalent ot dropping FAB dumb bombs in salvo mode?
  3. Jesus Christ! That would be God damn deadly! That would assume the IRM travels slower than the radar guided missile I suppose.
  4. http://wikimapia.org/5768390/F_9J
  5. I wish TK would give us Salvo Missile mode. About bombs, is it only available in WoE or later?
  6. I have downloaded this aircraft http://forum.combatace.com/index.php?autoc...p;showfile=2887. And loaded it with a coupld of LGBs. How do I do the targetting and lock up the groud target before I drop the bomb. Is runway or buildings targettable and lockable?
  7. I used 3DSMax in my office trying to open some of the .LOD files to get a feel how to create 3D models for the game but I don't know which menu/commands to open .LOD files. Can anyone give me some pointers?
  8. So planes without a MFD for targeting but still hit the target, is that what happends in the real world?
  9. Mine 3D Studio Max here is 3D Studio Max 2008, which one should i get I mean 3D Studio Max (R9) Exporter Plug-in v12.12.06 (46.6 KB) OR 3D Studio Max (R6/7/8) Exporter Plug-in v08.25.06 (153 KB)?
  10. Thank you all for your links and support. Yeah...regarding the texture and skin, how the hexk do you guys do it? I mean when I check the .BMP fle, it's all contained inside a rectangular 2D can I name it as a "map". How the pogram wrap the 3D model with this 2D squared .BMP file which at the end of the day, turns out to be a perfectly renedered skin? I really don't know how to figure it out.
  11. Yes I know. One question : Say someone is going to start from scratch, create a F-16. How does he know that his model is in the correct ratio to the real jet?
  12. NoNoNoNoNo....What exactly I want to do is to modify some of the existing model Bigals has done a SCUD launcher and Missile. I want to do what he has done myself too...
  13. YOu mean I cannot view the .LOD files of the game using 3DSMax? The reason I want to do that is because I want to learn how to create 3D Model using 3DSMax
  14. I started my exploration of the game by looking into nuclear explosion. Now I know how to unlock some of the weapon views features which is eqaully amazing. And I have tried arming a retired bomber with AGM-84A Harpoon which can be converted into a nuclear warhead. Now, what do I do next?
  15. O I see. No wonder I can never get a TV screen, I am still playing around with the stock aircrafts found in SFP1, WoV and WoE. Would you recommend any mod aircraft which I have a MFD for the Laser Bomb and the Maverick?
  16. There-> http://forum.combatace.com/index.php?autoc...p;showfile=6435 BIG THANKS Bigals!
  17. Out of many flight simulation games, there are always keys for viewing weapons launched by either the player or the AI. Is it really really no such views available in this game? What a pity if it is!
  18. Wingwiner's weapon view works admirably well! Thanks Wingwiner. The video is http://www.youtube.com/watch?v=47m_X22k-v8
  19. This is his modification: [ViewClass011] ViewClassName=WeaponViewClass ViewType=TRACKING_VIEW ViewGroupID=4 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 ObjectDistance=40 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=TRUE RememberPosition=TRUE RememberFOV=TRUE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=TRUE LimitYaw=FALSE ZoomFOV=FALSE ZoomScale=0.04 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=63550000.0 Acceleration=63510000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinAngles=0.0,-100.0,0.0 MaxAngles=0.0,100.0,0.0 //distance to zoom MinObjectDistance=3.0 MaxObjectDistance=1200.0 OffsetDistance=0.0 ResetTime=5.5 [View024] ViewName=WeaponView ViewClassName=WeaponViewClass UpdateAlways=TRUE ViewGotoControl=GOTO_VIEW_WEAPON CycleNextControl=GOTO_VIEW_WEAPON CyclePrevControl=GOTO_VIEW_WEAPON ObjectFrom=SearchPlayerWeapon PositionOffsets=0.0,-15.0,0.0 AngleOffsets=0.0,-15.0,0.0 // If would you like to switch between ALL weapons in the game remove ( delete ) a PLAYERLAUNCHED from [searchPlayerWeapon] section. [searchPlayerWeapon] ViewObjectGroupName=MissileGroup ViewObjectStatusFlag=PLAYERLAUNCHED You might not believe this, but I actually figured it out by myself about [ViewClass011]. I am so glad that I think the same way as he did. That part is to let us look at the weapon from all angles. But I completely get stuck at switching between ALL weapons in the game. I had absolutely no idea it is related to [searchPlayerWeapon] section not even by way of a wold guess. Thanks Solverbolt for the pointer and thanks to Wingwiner.
  20. I have this video and I really want to view the AGM-84A launched from the B-57B. Currently I have no key for viewing that. <YouTube><object width="425" height="350"> <param name="movie" value="http://www.youtube.com/watch?v=47m_X22k-v8">'>http://www.youtube.com/watch?v=47m_X22k-v8"> </param> <embed src="http://www.youtube.com/watch?v=47m_X22k-v8" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object></YouTube>
  21. Finally, I managed to load the B-57B with AGM-84A using SFP1 engine. Designed a mission so that AI driven B-57B armed with AGM-84A would attack a airbase's runway. It wouldn't engage and fire. So I jumped into the cockpit and see if I could target and launch. No. Then I copied the F-4J's DetectSystem [DetectSystem] RadarType=AIR_INTERCEPT RangeUnit=NM RadarAzimuthLimit=60 RadarElevationLimit=60 RadarSearchTime=1.0 RadarSearchRange=100 RadarSearchStrength=100 RadarTrackTime=4.0 RadarTrackRange=80 RadarTrackStrength=80 DopplerLookdown=TRUE VisualBlindArc=5,6,7 VisualRestrictedArc=4L,8L MaxVisibleDistance=8400.0 HasRWR=TRUE to replace that of the B-57B. I jumped into the pit again and this time by pressing E I could target the runway. I could also fire the Harpoon and they hit right onto the runway. Now I switched the role back to AI and AI just wouldn't engage and fire. It flew all the way up to the sky above the runway and turned back according to the waypoints. What is wrong witht he AI plane? Where could I get a list of the Radartype?
  22. No, Anti-Ship is not there I have confirmed that already. It was in the process of my figuring out which mission type "permits" an ASM launch. By the method of isolation, Strike, SEAD, Anti-Ship all 3 don't trigger the launch EXCEPT CAS. It is a regret really that Anti-Ship doesn't work at this point. Imagine in a campaign where you airbourne for a CAS mission towards the waters! It's not really a bug deal but not playing to the literal meaning of Close Air Support. Unless we re-define Close Air Spport to be applicable to naval vessels. That still sounds odd. Let me go back and check out something and I'll get back to you. By the way, SEAD only works against battle vessels for convoys AI reckons them only under CAS mission for obvious reason that they don't emit homing signals for ARM.
  23. Hi Wrench, That is the fun part of playing a flight simulation. We can always explore things hidden deep inside the core of the simulation. I know the Canberra has retired. I also know that 84A is anti-ship. From the result of the experiment, it is interesting to find out that you can mount a small elephant along one of the pylons of an aircraft provided the aircraftsis the same origin of the elephants. The more I go exploring the game the more I love this simulation. TK is really great, he has done a incredibe invention.
  24. CAS triggers ASM launches even AGM-86. But the stand-off range is horrible. Seems like the range of the missile itself has to be adjusted for stand-off range launch. I have successfully passed the 1st experiment. The only trouble is you need to designate a ground vehicle target for such launch scenairo. For instance, the game engine doesn't enable a target designation towards an airbase's runway. You will have to place a truck on the runway and let the AI aircraft to launch the AGM-XX. Another alternative is to arm the AGM-XX with a nuclear warhead, possibly one with magnitude up to the one like in "The Sum Of All Fear". By so doing, the airbase can be completely taken out. Of course, the damage effect can not be visually confirmed since default ground buildings has no destroyed LOD. Anyway, yes, FAC mission type for AGM-XX launch.
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