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Everything posted by daddyairplanes
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welcome back to this neck of the inter woods. and good to here you got it figured out, did you get NA to load too?
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Upgrading to SF2 NA & How to Handle Existing Mod Folders?
daddyairplanes replied to Arrow's topic in General Discussion
a new version ini was generated when you installed. it had the info that you had Europe and now NA. but yes all NA planes (player or AI) will be available in Europe -
Upgrading to SF2 NA & How to Handle Existing Mod Folders?
daddyairplanes replied to Arrow's topic in General Discussion
one point on the exe that you use: you can load into whichever specific executable you like, but two or mod installs merge together unless you explicitly tell the installer not to (into say a Thirdwire2 folder for example). so you likely have SF2NA features if you have Europe and NA installed. as for the mod folder, rename that folder xEurope . install NA and run once. run your Europe exe. then go into the mod folders, (user/savedgames/thirdwire/) go into the Europe folder that was created and cut teh version.ini, paste it into your xEurope folder. delete the new Europe folder and rename the old removing the "x". that version ini has what you have in it. particularly important if you get DLCs or the expansion packs. could you mess with it? probably. should you? i wouldnt. this is a way to do things, i'm sure others will chime in with other methods. final note: you will need to search the site for A-6A and B cockpits. there really isnt an E model pit i'm aware of . but the Intruder is not player flyable from stock -
wow ya go away for a day @KJakker i didnt know he was still active. looks good, will pm him. only thing noticed off is the original RL mod to attach the bombs was a literal steel I Beam that the pair of MERS was attached to. @Stratos the D and F i will likely port over gbreuders work from gen 1 to 2, also based on whats available in Vietnam A&G upgrades. iirc he does have a sight with it. @yakarov79 quit reading my mind!! are you working a G model as well? (primary difference was the j57 instead of the TF33s on the H and the 20mm cannon in place of the G quad 50 cals). keep us updated on progress and I'll remind you of your three options of pylon to go with @Wilches on the G i currently have a modified J57 exhaust that lingers behind the aircraft for about 15-20 seconds. it is keyed as an afterburner effect set to kick in at 97% for takeoff. it is VERY visible once engaged, and i have a few posts in the Screenshot and WIP threads. i also have the effect on the released tankers (A model being J57s too). are you talking about the D and F models or just BUFFs in general? this is back burner at the moment but very closely watched. as you all know my main bit is decalling and historical accuracy, with some ini editing to boot. my main thought is to adjust gbreuders existing work with bomb and MER placement (see screenie in original post) and stick a pylon in the middle. BUT on further research this was available on the HSAB as well i'm going to get refocused on the original scope and get the initial decal work done (actually 75% there) and at least the first couple of prov, wings done before ini dancing parts around. the G model data ini is gonna have a pretty damn long weapons section
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my butt....
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again, your making it all. my modding is more refurb work. thats why i work so much with the stuff available rather and rename minimally within the data and loadout inis you got it easier as you have less research to do!
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so im looking at the D and F model B-52s tonight, looking for an AGM-28 Hound Dog pylon. i d/l gbreuders gen1 mods for the D and F, as well as Vietnam A&G expansion packs for gen 2. gbreuders solution was MERs in space i go through 331KBs weapons packs NOBODY made an AGM-28 pylon in all these years!!!!!!!!!!!! it may not matter, due to the pylon built into the G model, but several of the Gs flew with external bombs hanging off the Hound Dog/I beam/ two MER lash up first created for Vietnam. its hard to try to work something in that you cant find. so am i crazy, lazy or did we not make one in all this time? for reference: what it was what we have if we dont have it, yes Im requesting it modelers. i will adjust the data.ini for more weapons stations and roughly port in gbreuders solultion (making the pylon a gunpod or something inbetween). Im just shocked if in fact no one ever made one. this would be good for ODS AND Vietnam (and everything fictional in between)
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thats a good option for a personal copy when you know what your doing. When I release the mod, it will have a link to the BUFF G/H pack. so I need to stay with stock entries or entries from that pack. there are a few circumstances where i release lod and all, other times I just include the work that i actually did (ini edits, skin and tga). i feel that for a release, only changing the name like that (even to make the load out look or work better) is essentially still the other guys work. not saying your wrong, that just my take on things.
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awesome pics, tho with the Rosie I would think they would have sold France either Ns (they handled better around the Midways than the S) or refurbed F-8s. Worked on something similar when I was doing the N skinpack but for some reason couldnt get the shades of blue on the nose and body to match up. and yes, does belong in the what if section, but still pretty neat mandatory screenie
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yakarov, are you saying something like this visual (was working it up evidently while you were posting) the red areas were what i was suggesting cutting, while the white areas are what i was sugessting a bluish gray for. the yellow is to highlight the shrink and space between the tower and edge of image
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Historically accurate in 2018? soooo the IJN is gonna be the protagonist, and Admiral Spruance played by an Inuit lesbian? (much filming in Canada per teh article)
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to specify the above question a little more, is the model a solid model with the latticework painted on or a lattice work with a lot of open space? (the pic leads me to believe solid model) no format will extend past teh physical model (jpeg, bmp or tga) 30 second observation of the pic: cut the material out of the arches and the trapezoids in the middle out, then redo the white portions as a darker bluish gray. that should save the time of cutting out alll the space between every brace, but provide an illusion of transparency. finally, give yourself a pixel or two of space between the top and bottom edges. it will cause the decal to bleed out to the edges of the node. i use this fact intentionally when putting stripes on planes (airliners are big and most of the time the tga doesnt go all the way to the back end of the plane. the bleeding extends it past where it should end) but in your case like most others its a pain.cut your tower, paste it and shrink it to 98 or 99%. that should give you the space you need
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i thought so too, and EricJs tutorial said as much when i read it. maybe something changed with the july 2013 patch also of interest is that the type names of the two loadouts provided in for the B-52G_89 nearly match the model names. MK82 vs Mk82 was what clued me in now i gotta set up nuke and conventional payloads as well as see who still had the anti ship mission at that time.
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SOLVED IT! i was using the type name rather than the model name. once that was switched, it shows up
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nother sunny day on the Gulf Coast but it wanst sunny enough vaya más rápido, creo que están enojados!!!!!!!!!!! Menrva, loving Texas as a new testing grounds. still stand by my statement on adding Carswell and Dyess though (and maybe Barksdale at the upper edge of the map)
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ok shifted the weapons stations around a little, mainly so the new stations for ALCMs only (front 6) are shown on the bottom of the dropdown menus. changed to reflect in the loadout.ini. still no joy, although no issues loading in the drop downs the new loadout ini // Station 1 = Fuselage BombBay1 [Conventional Strike]---------------------------------------------------------------------------- THIS WORKS, CHANGED FROM Strike Loadout[01].WeaponType=MK82 Loadout[01].Quantity=27 Loadout[03].WeaponType=MK82 Loadout[03].Quantity=1 Loadout[04].WeaponType=MK82 Loadout[04].Quantity=1 Loadout[05].WeaponType=MK82 Loadout[05].Quantity=1 Loadout[06].WeaponType=MK82 Loadout[06].Quantity=1 Loadout[07].WeaponType=MK82 Loadout[07].Quantity=1 Loadout[08].WeaponType=MK82 Loadout[08].Quantity=1 Loadout[09].WeaponType=MK82 Loadout[09].Quantity=1 Loadout[10].WeaponType=MK82 Loadout[10].Quantity=1 Loadout[11].WeaponType=MK82 Loadout[11].Quantity=1 Loadout[18].WeaponType=MK82 Loadout[18].Quantity=1 Loadout[19].WeaponType=MK82 Loadout[19].Quantity=1 Loadout[20].WeaponType=MK82 Loadout[20].Quantity=1 Loadout[21].WeaponType=MK82 Loadout[21].Quantity=1 Loadout[22].WeaponType=MK82 Loadout[22].Quantity=1 Loadout[23].WeaponType=MK82 Loadout[23].Quantity=1 Loadout[24].WeaponType=MK82 Loadout[24].Quantity=1 Loadout[25].WeaponType=MK82 Loadout[25].Quantity=1 Loadout[26].WeaponType=MK82 Loadout[26].Quantity=1 [Attack] Loadout[01].WeaponType=CBU-87 Loadout[01].Quantity=27 Loadout[03].WeaponType=MK82 Loadout[03].Quantity=1 Loadout[04].WeaponType=MK82 Loadout[04].Quantity=1 Loadout[05].WeaponType=MK82 Loadout[05].Quantity=1 Loadout[06].WeaponType=MK82 Loadout[06].Quantity=1 Loadout[07].WeaponType=MK82 Loadout[07].Quantity=1 Loadout[08].WeaponType=MK82 Loadout[08].Quantity=1 Loadout[09].WeaponType=MK82 Loadout[09].Quantity=1 Loadout[10].WeaponType=MK82 Loadout[10].Quantity=1 Loadout[11].WeaponType=MK82 Loadout[11].Quantity=1 Loadout[18].WeaponType=MK82 Loadout[18].Quantity=1 Loadout[19].WeaponType=MK82 Loadout[19].Quantity=1 Loadout[20].WeaponType=MK82 Loadout[20].Quantity=1 Loadout[21].WeaponType=MK82 Loadout[21].Quantity=1 Loadout[22].WeaponType=MK82 Loadout[22].Quantity=1 Loadout[23].WeaponType=MK82 Loadout[23].Quantity=1 Loadout[24].WeaponType=MK82 Loadout[24].Quantity=1 Loadout[25].WeaponType=MK82 Loadout[25].Quantity=1 Loadout[26].WeaponType=MK82 Loadout[26].Quantity=1 [StrikeTEST]------------------------------------------BUT THIS ONE DOES NOT Loadout[01].WeaponType= Loadout[01].Quantity= Loadout[15].WeaponType=AGM-86C Loadout[15].Quantity=1 Loadout[16].WeaponType=AGM-86C Loadout[16].Quantity=1 Loadout[17].WeaponType=AGM-86C Loadout[17].Quantity=1 Loadout[30].WeaponType=AGM-86C Loadout[30].Quantity=1 Loadout[31].WeaponType=AGM-86C Loadout[31].Quantity=1 Loadout[32].WeaponType=AGM-86C Loadout[32].Quantity=1
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theres a Strike loadout already. i tried [StrikeTEST], although frankly in EricJs tutorial on this he uses an example titled AFGNCAS, and in a different tutorial someone used Sample_01. trying one more thing standby
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ok, so created a loadout for 6 CALCMs in the B-52G_89 loadout.ini i have: put in the stationIDs and added the weapon types to the loadout ini [TEST] Loadout[01].WeaponType= Loadout[01].Quantity= Loadout[03].WeaponType=AGM-86C Loadout[03].Quantity=1 Loadout[04].WeaponType=AGM-86C Loadout[04].Quantity=1 Loadout[05].WeaponType=AGM-86C Loadout[05].Quantity=1 Loadout[18].WeaponType=AGM-86C Loadout[18].Quantity=1 Loadout[19].WeaponType=AGM-86C Loadout[19].Quantity=1 Loadout[20].WeaponType=AGM-86C Loadout[20].Quantity=1 and select the loadout in the mission editor. but it does not load in a single saved mission that im using for development work. any suggestions on what Im missing?
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the funky crayon scheme ultimately serves a purpose. nearing the end of the set up phase of the trip. anyone want to take H models while I work the Gs?
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wings done, hopefully get the tail and stabs done after kids school open house tonight. then to plug SIOP in before commencing now, for 10000 points, who can guess the first unit out the door once i get things dialed in?
