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ChampionsVA56

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Posts posted by ChampionsVA56


  1. Here is my question for the day. IS IT POSSIBLE to change the default T.O. Flap setting to use landing flap angles for the takeoff run. I've noticed the B-47 needs a TON of runway(more than you have) with the current TO flap setting...........if you use LANDING flaps for TO you can get it airborne in about 2500m......the full length but it works. CAN the data ini be changed for this?? Also....where do you change the max speed that the flaps can be deployed for landing?? You need to slow the B-47 down to 150kts to drop the first notch of flaps........nearly impossible to do........I believe it should be closer to 200kts......Champ


  2. I would like to make a GroundObject KS-19 AAA gun that tracks via radar (got that figured out) BUT THEN DOES NOT SHOOT. I've tried removing the gun info, changing the gun to a non -existing type, zeroing the data, so WHAT else can we do??..........throw me a life-ring here....:) I already made a terrain object(static gun) but thats BOOORINGGGGGG!!!

     

    [MissionData]

    NationName=SOVIET

    ServiceStartYear=1949

    ServiceEndYear=1980

    GroundObjectRole=MOBILE_AAA

    Availability=COMMON

    Exported=TRUE

    ExportStartYear=1950

    ExportAvailability=COMMON

     

    [GroundObjectData]

    DamagedModel=

    DestroyedModel=Crater.LOD

    DestroyedEffect=VehicleFireEffect

    EmptyMass=11000.00

    Component[001]=Body

     

    [sound]

    EngineSoundName=

    MovementSoundName=Gear

     

    [DetectSystem]

    TargetType=AIR

    RadarSearchTime=2.0

    RadarSearchRange=35000.0

    RadarSearchStrength=80

    RadarTrackTime=6.0

    RadarTrackRange=25000.0

    RadarTrackStrength=75

    RadarPosition=0.0,0.0,2.30

    RadarMinimumRange=1000.0

    RadarMinimumAlt=300.0

    RadarSearchFreq=2.8

    RadarTrackFreq=3.2

    RadarCW=FALSE

    DataLink=TRUE

    OpticalSight=TRUE

    NightSight=TRUE

    VisualRange=21000.0

    VisualMinimumAlt=1000.0

    VisualSearchTime=30.0

    ViewportPosition=0.0,0.0,2.80

    MaxVisibleDistance=7000.0

    RadarCrossSection=5

     

    [WeaponSystem]

    TargetType=AIR

    GunRange=0.0

    PitchAngleRate=12

    MaxPitch=89.0

    MinPitch=-3.0

    DefaultPitchAngle=60

    YawLimited=FALSE

    YawAngleRate=20

    DefaultYawAngle=0

    ReloadGunAtAngle=FALSE

    GunRecoil=20

    GunMinAltitude=350.0

    GunMaxAltitude=7200.0

    GunStabilization=TRUE

    GunRadarTracking=TRUE

    RangeFinder=6

    BallisticComputer=6

    YawModelNodeName=platform

    PitchModelNodeName=barrel

     

    [MovementSystem]

     

    [body]

    MinExtentPosition=-1.20,-2.18, 0.00

    MaxExtentPosition= 1.20, 2.18, 2.81

    HasArmor=TRUE

    ArmorMaterial=STEEL

    Armor[FRONT].Thickness=8.3

    Armor[TOP].Thickness=8.3

    SystemName[001]=GunBarrel

    DetachNode[001]=wheel_front_right

    DetachNode[002]=wheel_front_left

    DetachNode[003]=wheel_rear_left

    DetachNode[004]=wheel_rear_right

     

    [GunBarrel]

    SystemType=GUN

    GunTypeName=100MM_KS19

    MuzzlePosition=0.00,4.46,1.64

    MaxAmmo=1000

    BurstAmount=1

    EjectShells=FALSE


  3. Here's another question for the Terrain Guru's.........................I made a target runway which looks really nice and tempting to destroy.... I increased the Target Value and now I get orders to bomb it quite often (what I wanted). BUT....then I and my wingie drop 2000,1000,500 pounders all over the target point (center) and NUTIN!!! No "Mission Complete".....no points......NO CIGAR!! What gives?

     

    [TargetType115]

    Name=Gravel_Runway

    FullName=Bombing Range Target Runway

    ModelName=SLB2600

    TargetType=MEDIUM_RUNWAY

    ActiveYear=0

    TargetValue=10000

    UseGroundObject=FALSE

    DamagePoint=140.0

    ArmorValue=0.0

    ArmorType=0

    RepairRate=10.0

    StartDetectChance=100

    StartIdentifiedChance=50

    IncreaseDetectChanceKey=10

    MaxVisibleDist=30000.0

    ZBufferOffset=6.000000

    FlatObject=TRUE

    DamagedModel=

    DestroyedEffect=

    DestroyedModel=

    SecondaryChance=0


  4. I'm currently converting ALL my WOV (series 1) planes over to SF2V (series 2). Other than the decal movement.......it seems as the only other issues are quite minor and somewhat optional (like making the skins into a larger resolution, making new DDS damage decals instead of the tga's, etc). So far ....so good. I have been following Migbusters "how to" post quite carefully. If you haven't discovered it....you will find it in the SF2 knowledge base forum.......Champ


  5. OK.....another silly terrain question. I want to completely REMOVE any chance that the single mission on the SF2 Range will target a specific runway for bombing....lets say this 2400m runway...............................what values would I use and can someone elaborate on these variables(in the Range Target Types ini)...........................

     

    [TargetType085]

    Name=SLB2400

    FullName=Runway

    ModelName=RW2400x050.lod

    TargetType=MEDIUM_RUNWAY

    ActiveYear=0

    TargetValue=400

    UseGroundObject=FALSE

    DamagePoint=140.0

    ArmorValue=0.0

    ArmorType=0

    RepairRate=10.0

    StartDetectChance=100 <<<<<<<<<<<<<<<<<<<<this??

    StartIdentifiedChance=50 <<<<<<<<<<<<<<<<<<<<<this??

    IncreaseDetectChanceKey=10 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<and this baby??

    MaxVisibleDist=30000.0

    ZBufferOffset=6.000000

    FlatObject=TRUE

    DamagedModel=

    DestroyedEffect=

    DestroyedModel=

    SecondaryChance=0

     

    Any what values would practically assure it being a target for the single missions?? (or is this controlled somewhere else in the Range inis or Mission inis?) THANKS........Champ


  6. OK........let me see if I have this right......... I've tried to make some static terrain targets of aircraft to populate a target airfield. Using the simple terrain object conversion works...BUT the plane sits on its belly (sunk in the dirt) BECAUSE there is not data file to tell it it has landing gear.....CORRECT?? OK.....so tried to make it a ground object with the data file intact and STILL....sits on its belly....ARRGHHH!!:dunno: So....am I correct in assuming that the only way to do this is to use a 3D model specifically created to be a terrain object aircraft (Like the Bandios team CH-47)...??? Sorry.......new to this terrain stuff.............walking about like a DRUNK BLIND MAN in a carnival FUNHOUSE...............................Champ


  7. GLAD you like the effect!! I couldn't bear the modern rock music jingles on a game about Vietnam! You can delete or put whatever WAV file (music,speeches and the like) you want....as long as you use the same name ( example: HangarScreen.wav). on whatever file you put in. You could also change the config file like the example below to make the background music whatever wav. file you want as long as it (and any other additions) placed into the MENU folder in the mods area (NOT THE MAIN GAME FILES in Program Files area)....don't monkey in that tree...:} Hope that helps....Champ

     

    [HangarScreen]

    MenuType=NORMAL_MENU

    UseSetBackground=TRUE

    BackgroundImage=DefaultHangarScreen.JPG

    MenuItem001=SystemMenuHotspot

    MenuItem002=SummaryTextArea

    MenuItem003=SummaryTitle

    MenuItem004=DateText

    MenuItem005=BriefingsButton

    MenuItem006=LoadoutButton

    MenuItem007=PlanningMapButton

    MenuItem008=PilotRosterButton

    MenuItem009=FlyButton

    MenuItem010=CancelButton

    MenuItem011=HangarScreenTitle

    MenuCodeDLL=HangarScreen.dll

    RememberMenu=TRUE

    DefaultSelection=-1

    MouseAnimation=MouseAnimation

    BackgroundMusic=HangarRadio1.wav <------------------------------------------HERE IT IS!!!

    TextFilename=HangarScreen.st


  8. Could someone enlighten me on what the different things are on this Airfield ini? I'm trying to get my planes to takeoff from a runway I've created on the SF2 Range terrain. RIght now they depart from the center of the bombing range (near the gunnery targets) at a place called BOGUS RUNWAY (good name).........champ

    [Runway001]

    Heading=0

    Offset=-0,0

    Length=2600

    Width=80

     

    TouchDownHead=0,918.5

    TouchDownTail=0,-918.5

    TakeOffHead=0,1300

    TakeOffTail=0,-1300

     

     

     

     

    ------------------------------THIS IS NOT FROM ABOVE AIRFIELD (but what does it specify on the taxi route?)

     

    TaxiHead[01].Heading=270

    TaxiHead[01].Offset=50,895

    TaxiHead[02].Heading=322

    TaxiHead[02].Offset=80,863

     

     

    TaxiTail[01].Heading=45

    TaxiTail[01].Offset=-47,-802

    TaxiTail[02].Heading=45

    TaxiTail[02].Offset=-79,-832

     

     

     


  9. LockonChance=0

    LaunchReliability=0

     

    BoosterStart=0.000000

    BoosterDuration=0

    BoosterAccel=0

    BoosterEffectName=LargeMissileFireEffect

    BoosterSoundName=Missile

    BoosterNodeName=

    BoosterPosition=0.000000,-4.450000,0.000000

    SustainerDuration=200.000000

    SustainerAccel=0

    SustainerEffectName=LargeSAMTrailEffect

    SustainerSoundName=

     

    That may be a start

     

    Hell Lockon chance=0 may just do it too

     

     

    Tried that...they still launched and came my direction but missed by a mile. (thank god.........it has a big azz Nuke on the nose)


  10. Need an expert (NOT ME). I would like to inert or make a dummy CIM-10 Bomarc missile for a project I'm working on. I want the missile to appear on the launcher and just sit there........not launch or have my wingman announce the SAM launch. Is this possible with an edit of the data.ini?? THANKS....CHAMPVA56 BTW.....I did get the Bomarc to work in SF2.......thing is DEADLY when armed with a nuc.

     

    [WeaponData001]

    TypeName=CIM-10A_Inert

    FullName=CIM-10A Bomarc Inert

    ModelName=CIM-10A

    Mass=7020.000000

    Diameter=0.890000

    Length=14.200000

    SubsonicDragCoeff=0.120000

    SupersonicDragCoeff=0.250000

    AttachmentType=

    SpecificStationCode=

    NationName=USAF

    StartYear=1957

    EndYear=1972

    Availability=2

    BaseQuantity=8

    Exported=FALSE

    ExportStartYear=0

    ExportEndYear=0

    ExportAvailability=0

    WeaponDataType=1

    RailLaunched=FALSE

    RocketPod=FALSE

    Retarded=FALSE

    FinStabilized=TRUE

    SpinStabilized=FALSE

    HasGrowl=FALSE

    EffectClassName=LargeMissileEffects

    ReleaseDelay=0.000000

    WarheadType=0

    Explosives=455.000000

    FusingDistance=50.000000

    ClusterBomblets=0

    ClusterDispersion=0.000000

    GuidanceType=12

    Accuracy=100

    MaxTurnRate=25.000000

    MaxLaunchG=5.000000

    LockonChance=100

    LaunchReliability=90

    ArmingTime=10.000000

    SeekerFOV=160.000000

    SeekerGimbleLimit=0.000000

    SeekerTrackRate=30.000000

    SeekerRange=210000.000000

    MinLaunchRange=4000.000000

    MaxLaunchRange=200000.000000

    Duration=250.000000

    CounterCountermeasure=70.000000

    NoiseRejection=85.000000

    CapabilityFlags=0x10000000

    LoftAngle=0.000000

    DescentAngle=0.000000

    MaxLoftAltitude=0.000000

    CLmax=27.000000

    MinFreq=0.000000

    MaxFreq=0.000000

    BoosterStart=0.000000

    BoosterDuration=40.000000

    BoosterAccel=2.250000

    BoosterEffectName=LargeMissileFireEffect

    BoosterSoundName=Missile

    BoosterNodeName=

    BoosterPosition=0.000000,-4.450000,0.000000

    SustainerDuration=200.000000

    SustainerAccel=2.700000

    SustainerEffectName=LargeSAMTrailEffect

    SustainerSoundName=

    SustainerPosition=0.000000,-5.000000,0.000000

    InFlightEffectName=LargeSAMTrailEffect

    InFlightSoundName=JetEngine

    ReleaseAnimationID=-1

    EODisplayFlags=0

    CEP=0.000000

    post-52878-014251200 1287098153.jpg

    post-52878-017579800 1287098166.jpg

    post-52878-075360200 1287098179.jpg

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