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Posts posted by ChampionsVA56
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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
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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
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Blasted an UN-MANNED drone with a "winder" and saw this go by.........had to pause game, jump out of cockpit via Ctrl/F12 and go see what it was...................... Who the heck invited this idiot? OK..........can this be turned off in the effects and can it be done for a specific aircraft?? Or do I just live with it.......THANKS...Champ
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I believe that is a type of spring loaded intake (like the T-33 has on its back) for the centrifugal compressor. I think its called an intake plenum..........??? Anyone?? Bueler??
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I had a bad feeling that was the answer.
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I think you may be right about the target being "under" the terrain....it is a third party terrain I'm using (the SF2 Range). Is there a quick fix for this or does it require ALOT of brain and finger work?? Champ
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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
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Use the big Combatace can opener.......otherwise known as the Cat Pack Extraction Tool........see above link.
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So TARGET VALUE is the magic number. Right under my nose the whole time.............duh. Just out of curiousity....what do the other values pertain to?
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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
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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
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THANK YOU very much: DARN,I could have made some really NEAT stuff....................:( BTW.........I did already make another skin for the C-130.....let me know if you want a copy)
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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!! 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
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THANK YOU AGAIN........great info and MUCH appreciated.
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OK........another dumb question for the terrain modder people. IS IT POSSIBLE to limit and airfield or airbase to use just one nation or branch of service? I want to make a desert airbase where only USMC units can operate from......THANKS!!!
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THANK YOU!! THANK YOU!! DANKE!!
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OH YEAH....if you just delete the wav. file.....the game will NOT>...repeat NOT put the original music back on. You will be listening to a tune called "Sounds of Silence". Make sure to back up the original music wav.'s somewhere. I keep a 8GB flash drive for all my back up files.
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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
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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
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Does anyone have any inert or dummy SA-2 or other SAMs they could post or share?? I'm in need of a few good DUMMIES.......Champ
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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)
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I have the launcher as a terrain object. If I make the missile a terrain object....will it still appear on the launcher at the correct angle? Does the game care if the missile called out for (in the ini file) is NOT a weapon??
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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
Skydivers.......what the?
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
NOT to sound stupid....BUT is there really a mod for this?? I installed the SF2V Gold expansion pack and before this......never saw a bailer before. Did I get a little extra surprise from the pack???...champ