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Everything posted by ChampionsVA56
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OK....here's my question for the week.................say you took a cool plane/model which has no landing gear..........let's say perhaps the Firebee Drone. An you gave it a cockpit(and guns,and missiles or cameras,etc)and now can fly it all over the place......BUT......no gear!! You can give it the imaginary gear of another aircraft (data ini cut/paste...he he!) but still.......goes KABOOM when you land it..............:rolleyes:Anyone have any little "tricks" up your sleeve for this one??
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Well....I tried everything (Userlists for vehicles), HUD plotted routes ,etc and still NO CAS or ARMED RECON on JSF's SF2 range................Game just freezes if you select one of these mission types. Must be some other glitch somewhere....so the heck with it!!! Static convoy targets is what I'm sticking with.
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When it refers to TRUCK routes.....does that mean any random truck,tank etc that matches the enemy nations list and userlist of the ground object? In this case I would need a ground object (like a T-34 tank) to ID'd as a "RANGE" nation to be available for selection? Does it pick at random or is there a method the game uses? THANKS>>>>>>>>>>>>>>Champ
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Probably is yours!! Came with the SF2 Range download........I'm ASSUMING (??) it does not function in the SF2 Range since nothing is moving....YET. If there is a updated version....I would love to see how it works. This is my first "stumble" into terrain stuff....thats why I'm asking LOTS of questions...........THANKS FOR THE REPLYS!!! Keep em coming.........me learn.....me learn!!
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I hope to start a discussion about the important odds and ends about setting up these routes. Here is the MOVEMENT ini from the SF2 Range (which has no Armed Recon or CAS missions due to lack of moving targets). Could someone( Terrain Wizards) cast some light on this area. [FrontLine] FriendlyBase=Home Base EnemyBase=Bombing Range Position[001]=000000.000,630000.000 Position[002]=295000.000,578000.000 Position[003]=339000.000,578000.000 Position[004]=508000.000,512000.000 Position[005]=547000.000,518000.000 Position[006]=701000.000,583000.000 Position[007]=999000.000,600000.000 StartShow=1 EndShow=7 [Route001] RouteType=TRUCK StartArea=Checkpoint 10 EndArea=Bombing Range RoutePosition[001]=461000,650100 RoutePosition[002]=417172,726165 [Route002] RouteType=TRUCK StartArea=Vehicle Depot EndArea=Checkpoint 10 RoutePosition[001]=409742,719102 RoutePosition[002]=461000,650100 [Route003] RouteType=TRUCK StartArea=Vehicle Depot EndArea=Industrial Center RoutePosition[001]=409742,719102 RoutePosition[002]=409351,725400 [Route004] RouteType=TRUCK StartArea=Checkpoint 6 EndArea=Checkpoint 10 RoutePosition[001]=377000,683000 RoutePosition[002]=466000,740000 [Route005] RouteType=TRUCK StartArea=Checkpoint 7 EndArea=Industrial Center RoutePosition[001]=359000,708000 RoutePosition[002]=408901,724970 [Route006] RouteType=TRUCK StartArea=Checkpoint 10 EndArea=Checkpoint 6 RoutePosition[001]=466000,740000 RoutePosition[002]=377000,683000 [Route007] RouteType=TRUCK StartArea=Checkpoint 8 EndArea=Rail Yard RoutePosition[001]=423090,704090 RoutePosition[002]=408528,720649 [Route008] RouteType=TRUCK StartArea=Checkpoint 10 EndArea=Rail Yard RoutePosition[001]=466000,740000 RoutePosition[002]=408528,720649 What would be required and what are the various entries on this ini and their significance. This would be MOST APPRECIATED as I am trying to make some things GO ZOOM and BOOM on the SF2 Range.......CHAMP
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Putting together a new QB-47E target drone. I made the J47's the type with water injection(-25A).....added about 20 percent thrust. Now I can rotate at the VERY,VERY end and just get airborne before I mow the cactus. That's with TO FLAPS(20)........with LANDING FLAPS (50) she does much better.........3/4 runway....Champ
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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
