Basher11
JAGDSTAFFEL 11-
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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?
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Hi Lexx, Good to hear from you again. Just now I am trying to mount AGM-84A onto the B-57B. I can mount it on. But I can't fire it!! It requires a target before I can fire. I mean everything is so strictly setup in this game. Quite difficult to do what you want to do in this game even you know how to hack the INI files. Tough!
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SCUD missile
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yesterday, I was trying to get a feel about how to do a modification to a naval vessel. I changed the PatrolBoat_Data.ini to include the Styx SSM. It shows up with the Styx around the CG of the boad and the whole thing looks weird. So I can now imagine in the case of the SCUD, you will have to make the launcher and the missile. O, that's too much work and I don't have 3D Max Studio, I don't think I can do it myself. In the past, I modified Falcon 4's SCUD missiles and because they are already made in separated parts I could easily change the characteristic of the missiles and get everything done. Now I can't do the same to the SCUD in this game. -
O far from this. That doesn't compare to this. F4 as I heard before, has inherited one big problem is that the LOD is structurally ill-formed for all 3D models. The lighting effect is weak also. I haven't played F4 for a very long time and I have no intentions of going back to the sim. I had played it for 7 years.
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Nuclear Bomb
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Congrats to your success. We all thank Lexx_Luthor for his wonderful contribution. -
SCUD missile
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
bigal1: I'm going mad! Mental! Whatever you call it!! How do you detach that missile from the launcher's rail? The stock SCUD-B_DATA.ini says nothting about these 2 parts of the whole SCUD-B laucn platform. Please tell us how do you do it, or at least some hints? I really want to obtain the details. -
SCUD missile
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It doesn't look like a stock SCUD. Let me look into the download section to see if I can find something useful. -
Breaking News!
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
So the mushroom cloud we see is coming from codes, not collections of effect files? -
SCUD missile
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Capun site has no ships or I don't know where to find them? -
I downloaded a mod for groundobjects. The readme states: "Groundobjects update for SP4 patches. Just drop these (if you have installed any of these) in your the main folder of the afore named ground objects and overwrite. Or if you want to do it yourself There is a whole new format for groundobjects. Your mods are not gone you just have to "reformat" them to the new way. No more is a groundobjectdata.ini needed, now you can install just like aircraft. Open up the main.ini of whatever groundobject you want added. Add these lines at the top....(xxxxx being the name of the object) [GroundObjectData] ObjectFullName=xxxxxx ObjectDataFile=xxxxxx_data.ini So for example [GroundObjectData] ObjectFullName=FROG-3 ObjectDataFile=FROG-3_data.ini Once you have converted all of your objects delete all and any groudnobjectdata.inis and any data.ini you have hanging outin the main groundobject folder as they are no longer needed. I have included Paskos SAM's Kreelin has converted. Just drop into your groundobject folder and you are set. Enjoy USAFMTL" So I am trying to understand what is a main.ini.....
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SCUD missile
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Capun's site is it? Many thanks for the pointer Wrench! -
SCUD missile
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Many thanks! I go search for them. By the way, I want to know if ships fire surface-2-surface missiles? -
I am obsessed with the visual effects that's all, because no Flight Simulation has given us this before. World in Conflicts does provide some nuke effect though. I also find the threads are too scattered around. Please if it is not too much of a troubel to you, group them in one topic or whatever. Many thanks!
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SCUD missile
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
So for all 3 games SF/WoV and WoE, there are no surface to surface missiles which are AI driven? -
Does the SCUD in this sim fire at all?
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What you need: 1. Bunyap Weapon Pack. It is because there are many added weapons apart from the small inventory fo the stock weapon set. Besides, a weapon editor for all Third Wire Series of games 2. The .CAT file extractor 3.* Lexx_Luthor Nuclear Blast Effect files All of the above can be found in Combat Ace download section. How to do it? 1. If you haven't install the weapon pack, then please install them now. 2. Use the file extractor to extract from FLIGHTDATA.INI in the Flight folder, 2 files namely VIEWLIST.INI and FLIGHTENGINE.INI. 3. Make sure a file named MISSILEOBJECT.INI is located in the Objects folder. 4. Install Lexx_Luthor's files, FOLLOW the instructions given by Lexx carefully and complete all of them. 5. Since Lexx provides only the effects, you have to modify the weapon yourself to obtain the effect. Use the Weapon Editor to open the WEAPONDATA.INI file in the Weapons folder inside the Objects folder. 6. Pick a bomb say Mk-84. Now change the Warhead type to Nuclear Fusion, the last one in the list 7. Select an aircraft and go to check the aircraft's Data file for instance B-57B_DATA.INI: [bombBay] SystemType=WEAPON_STATION StationID=9 StationGroupID=6 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2043 AllowedWeaponClass=BOMB,NUC <------------Add "NUC" here AttachmentType=USAF NumWeapons=12 AttachmentPosition001=-0.371,-0.053,-0.550 AttachmentPosition002= 0.371,-0.053,-0.550 AttachmentPosition003=-0.371, 1.747,-0.600 AttachmentPosition004= 0.371, 1.747,-0.600 AttachmentPosition005=-0.371, 3.547,-0.650 AttachmentPosition006= 0.371, 3.547,-0.650 AttachmentPosition007= 0.000,-0.053,-0.220 AttachmentPosition008= 0.000, 1.747,-0.270 AttachmentPosition009= 0.000, 3.547,-0.320 AttachmentPosition010= 0.000,-0.053,-0.620 AttachmentPosition011= 0.000, 1.747,-0.670 AttachmentPosition012= 0.000, 3.547,-0.720 DiameterLimit=0.4 LengthLimit=2.2 BombBayAnimationID=3 BombBayOpenTime=0.8 BombBayCloseTime=0.8 MinExtentPosition=-0.61,-1.16,-1.12 MaxExtentPosition= 0.61, 4.31,-0.45 Now you can go design a mission or fly the flight directly.
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Nuclear Bomb
Basher11 replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You will have to follow all the instructions given by Lexx_Luthor.
