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FrankD

JAGDSTAFFEL 11
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Everything posted by FrankD

  1. Everything in a mod, except when your told otherwise in the readme, goes to your saved game folder, aka "modfolder".
  2. Hello juanlusapinto and welcome on the forum, the "Sound" folder have to be renamed to plural, "Sounds", to make it work.
  3. X-Ray, the light looks "warmer" in your screen, is it because of the season or you have modified the ini to get that effect?
  4. They may have been jailed for smashing down a bar after a long tour of duty. Otherwise, check if they still are in your mod folder (and that they are still in the right subfolder).
  5. Hello Danwatto, once you've installed NF4, you could rename the "campaigne4" folder to, for example, "RedStorm86" and the "campaigne4.ini" file to "RedStorm86.ini".
  6. Harder is better she said. Thanks for the demonstration Wrench.
  7. hello Tiopilotos, by reading the description of your problem, I suspect a misnamed WheelNodeName. Could you please post your _data.ini file, especially the lower part, where the Landing Gears are. About the maneuverability, compare the _data file against an existing F-4E (one of which the FM match your taste). Best regards
  8. A small typo in the Libya_targets.ini at the bottom end of the "[TargetArea060] Name=Misratah EW-GCI-AD Site" entry: Target[029].Offset=930,420 Target[02].Heading=90 Told you, it's a small one
  9. What about a photovoltaic module covering the whole upper side of the fuselage ala Helios?
  10. My recommendation would be the Saitek AV8R (Aviator). It have a dual throttle, various and distinct buttons, a small footprint but a stable base, a removable handrest and it's cheap (35 box-ish). On the other hand, it does look cheap (does it really matter?) and you would have to widen the deadzone after some months to not have your plane go sideways. All in all, it's a stick with an excellent price-quality ratio for its category (good enough, by far, for SF2 and decently able in more hardcore sims ala Il-2, FSX or Lomac).
  11. Hello Джентльмен, I hope that the translator is right and that I haven't just insulted you Actually working on a Mig-29 Izdelie 9.12B, I haven't been able to find reliable figures about the pylons' load limits. Would you have reliable figures that I could use? Also, to simulate a Mig-29 9.12B as circa 1989, I choose to fuel it with TS-1, which would have a density of 0.78Kg per liter. Is it the right kind of fuel, even for export, and is it the right density? Best regards
  12. Thank you very much Kulbit80. By reading FastCargo as he wrote that he modified "only one ini file", I was searching for a global modifier somewhere in the Flight or Object cats
  13. That sounds whacking. Your guidance, Wrench, will be my light to go through the darkness of my ignorance.
  14. FastCargo, could you please explain how you made the aircraft takes off as shown on your screenshots? I've read your posts several time but I didn't understood what file you modified nor what you modified in it.
  15. Definitely add some flavour to wherever a battle happened, great find Wrench. Could you please explain how do called from the cat directly?
  16. Mmmh, didn't knew that. I thought that given the F-16 presence, FBW would have been "integrated". You saved from some headaches, thanks again Fubar512 I'm gonna wait to understand the FM better before perverting it.
  17. Thanks for your sound advices Fubar512. In a flight manual, I found the limits enforced by the onboard computer on the electrical flight commands in regards of the loadouts. It limits the maneuver in pitch, roll and charge factor (G). Now, what I'm gonna do will be to input these values and perform some test flights and see how the AI react to them. If it does looks good, I'm gonna search such values for the aircrafts I'm interested in for my 'lil monkey project. On the other hand, if it does looks weird, I'll simply stick to the default value. By the way, I haven't found a thing that may let think that but would you know a way to limit the charge factor directly in a weapon's data file? I thought about creating a specific "strike" version of a multirole A/C, with a specific "MaxG=" value, but it would be pointless as soon as the player or the AI would have jettisoned its cumbersome loadout.
  18. That's what I'm actually doing Fubar512, in the [AIData] subsection By the way, would you know what's the unit of measurement used for that parameter?
  19. Hello modders, could anyone who know it for sure please tell me what the unit of measurement used for the MaxRollCombat parameter is? I suspect that it's in degrees per second, as most rates, but in that case, the default value of 60 may be a bit low. Best regards
  20. Thanks for the update Dast24. The "Pilots" subfolder must be in the Objects folder, and both the seat and the pilot must have their own folder in it. Please check in NF4 how it's done. What tanks is the Mig-29_CFT by the way? And that thread may be instructive: http://combatace.com/topic/60726-the-userlistini/ Best regards
  21. Very nice work dast24! Working on a 9.12B version derivative here. PS: the download is all fine for me. Edit: in your "..\Decals\Mig-29G" folder, there's a folder named "cockpit" with, well, all the cockpit related files in it. As far as I know, it have nothing to do there. Also, in the "..\Objects\Aircraft", there are dozen of lod, bmp and ini files. As they are for the pilot and the seat you are using, you have to get them in a "Pilots" subfolder in your Object folder and you only need to include the Pilot, and the seat, you are actually using. Namely "Red7001" and "SEAT_K36DM2", in their own folder off course. In your "MIG-29G.ini", you are calling files that ain't in your "Mig-29G" directory ("MIG-29A_data.ini", "MIG-29_loadout.ini") and it would worth to include an userlist.ini too, both in your ini and in your folder. One is probably supposed to get the missing files from the TMF's Mig-29A_eg but in that case, it would worth to mention it in your Readme. Best regards
  22. Hello tiopilotos, Radar cross section (RCS) is a measure of how detectable an object is with a radar. A larger RCS indicates that an object is more easily detected. http://en.wikipedia....r_cross_section In reality, the RCS is very aspect dependent (the RCS would be smaller when the plane is seen head on than seen on his side) Ingame, the RCS is simplified as it's single value based on the 3D model LOD size. Now about the connection between SearchStrength on this 10m² figure is the game data is normalized so if the radar strength is at 100, it detects 10m^2 target at max range. If radar strength is less than 100, then it can only detect larger RCS than 10m^2 at max range, and if strength is higher, it can detect smaller RCS target at max range, etc. (from TK: http://bbs.thirdwire...?p=48745#p48745) Also, the strength modifies the RCS required for detection at max range, so strength 100 = 10m^2, 50 = 20m^2, 25 = 40m^2, etc... Does it answer to your question tiopilotos? PS: something important to keep in mind: "the max range range setting , say at 160 NM, (...) is the absolute max range you can detect. The radar will not detect anything at 161 NM no matter how big the target RCS is. Target with small RCS can only be detected at shorter range than max range setting."
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