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DARoot

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Everything posted by DARoot

  1. Greetings. Can anybody out ther help me obtain a copy of a PBY-5a "Catalina" flying boat mod for my SFP1 WWII PTO? Veltro2k released one a while back, but apparently pulled all his mods from the Internet (although a skin set by Wrench is still available, here on CombatAce). Any assistance would be appreciated. DARoot
  2. Greetings, Wrench How very odd ... I recently found a "Rufe," [but, I obtained mine from the A-Team Site]. You are (sort of) acknowledged -- "* Brought to you by the SFP1 Dev A-Team of Capun, CB Productions, Charles,Kesselbrut, The Wrench, Starfighter2 & Pappychksix * Airplane Model by ArmourDave * This is a data ini modification to convert ArmourDave's Zero into a floatplane Rufe..."] Had to make my own Hangar and Loadout images for it, however -- DARoot [And, THANKS! ... Love floatplanes!]
  3. Greetings, All Could somebody out there help me with a question about some "xx_Data.ini" file entries? Specifically, the parameters: MinExtentPosition=xx,yy,zz MaxExtentPosition=xx,yy,zz I've been away from SFP1/WOV/FE for a while, and am trying now to recall what I used to know. To the best of my memory, these entries describe a sort of "collision box" around a system or object described elsewhere in the "_Data.ini" file [e.g., the pilot], and any bullets falling into that area will cause damage to the object/system [e.g, kill the pilot]. Also, I'm not sure whether "xx+1.0" equals a 1-meter difference, or "xx+0.1" equals a 1-meter difference. Seems to me these parameters can also can affect "bouncing" on the runway (for the whole plane), and whether the plane sits properly on the ground or not. But, I could be wrong. So, can anyone provide additional information and enlightenment, or direct me to an easily-accesible tutorial on this subject? Thank you. DARoot
  4. Hey, Thanks! Raven That's exactly what I needed! DARoot
  5. Greetings, All As discussed/promised above, here's a few text edits you can do to your ArmorDave's Betty bomber "G4M2_Data.ini" file, to provide visible crewmembers in the Dorsal Turret, Tail Turret, Nose, and Waist positions. It ain't perfect, but it's passable... and something similar can be done for any of your multi-crew aircraft. a) The dorsal turret gunner does not rotate with the gun (since he's not attached -- he's just a static); b) ArmorDave's 20mm tail cannon is backwards (muzzle points inside aircraft). No amount of .ini editing I tried could correct this. Probably needs somebody (ArmorDave, or someone with ArmorDave's permission) to hexedit the lod [and while they are at it, add actual gun models to the nose and waist positions...] Anyway... (1) Add to the [Fuselage] section of your Betty "G4M2_Data.ini" -- [We'll assume you are using Wrench's Upgrade "G4M2_Data.ini" dated 1/9/2008] -- [Fuselage]------------------------------- ... // <--Add These -- Keep System Numbers in sequence with what you already have. // --> SystemName[016]=TopGunCrew SystemName[017]=NoseGunCrew SystemName[018]=TailGunCrew SystemName[019]=LWaistGunCrew SystemName[020]=RWaistGunCrew (2) Add to the [//Crew] section of your Betty "G4M2_Data.ini" -- Change numbering if yours is different -- // Crew ---------------------------------- ... //<--Add These -- Keep "Seat ID" numbers in sequence with what you already have. // --> [TopGunCrew] SystemType=PILOT_COCKPIT PilotModelName=GunnerWW2Early SeatID=8 SetCockpitPosition=TRUE Position=-0.00,-0.9,1.22 //Rotation=0.0,0.0,180.0 //<-- This seems to make no difference. "Pilots" always face fwd, and "Gunners" always face aft ... SeatModelName= SeatPosition= [NoseGunCrew] SystemType=PILOT_COCKPIT SeatID=9 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=TRUE Position=0.0,5.75,0.1 SeatModelName= SeatPosition= [TailGunCrew] SystemType=PILOT_COCKPIT SeatID=10 PilotModelName=WW2GunnerCB.lod SetCockpitPosition=TRUE Position=0.0,-10.8,0.18 SeatModelName= SeatPosition= [LWaistGunCrew] SystemType=PILOT_COCKPIT SeatID=11 PilotModelName=GunnerWW2Early SetCockpitPosition=TRUE Position=-0.25,-4.4,0.0 SeatModelName= SeatPosition= [RWaistGunCrew] SystemType=PILOT_COCKPIT SeatID=12 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=TRUE Position=0.25,-5.0,0.0 SeatModelName= SeatPosition= *********************************************** As you can see, you will need some 3rd-Party "Crewmember" lods to insert into the ""PilotModelName" field. I've used the crew files that Wrench indicated to be used, in his Upgrade data file (neither ArmorDave nor Wrench included ANY crew files with their "Betty" archives). However, various crew files are often supplied with other 3rd-Party aircraft mods, and there's a good set from Geo available here on CombatAce (several of which are used above). Check your "Aircraft" folder to see what YOU have. However, I did have to use the A-Team's ""WW2GunnerCB.lod" for the tail gunner position. The confined space just isn't large enough to accommodate the "GunnerWW2Early" (or any other "Gunner" lod that I have -- their feet stick out beneath the airframe if positioned properly). The A-Team's "WWGunnerCB" is KNEELING, however, and fits fine. You can get that crewmember from any of the A-Team's USN WWII aircraft mod downloads. Next Steps -- So, now thay you have crewmembers visible in the turret, nose, tail, waist, etc., maybe you'd like them to have guns to shoot with? Well, there's problems there, too ... ArmorDave only supplied gun models for the Dorsal Turret [top_gun_mg] and Tail Turret [tail_cannon]. So, the rest of these have been "faked" the best I can do. Well, for better or worse, here are my additional "G4M2_Data.ini" edits to the "// [Crew}----" and "// [internal Guns]---" areas of the .ini file for the additional guns -- // Crew --------------------------------------------------------- [Pilot] SystemType=PILOT_COCKPIT SeatID=1 PILOTMODELNAME=PilotWW2JpnNavy.LOD SetCockpitPosition=TRUE Position=-0.35,4.15,0.83 MinExtentPosition=-0.5,3.5,0.4 MaxExtentPosition=-0.3,4.5,1 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=0 Armor[right].Thickness=6 Armor[left].Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 CanopyNodeName=Cockpit [CoPilot] SystemType=PILOT_COCKPIT SeatID=2 PILOTMODELNAME=PilotWW2JpnHino.LOD SetCockpitPosition=FALSE Position=0.35,4.15,0.83 MinExtentPosition=0.5,3.5,0.4 MaxExtentPosition=0.3,4.5,1 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=0 Armor[right].Thickness=6 Armor[left].Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=0 Armor[bOTTOM].Thickness=6 CanopyNodeName=Cockpit [TopTurretGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=3 GunnerID=1 SetCockpitPosition=FALSE Position=0.00,-0.9,1.22 MinExtentPosition=-0.35,-0.3,1.5 MaxExtentPosition=0.35,1.3,0.8 PitchModelNodeName=top_gun_mg YawModelNodeName=top_gun_turret GunRange=2000 PitchAngleRate=45 MaxPitch=85 MinPitch=-5 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=90 MaxYaw=350 MinYaw=10 DefaultYawAngle=180 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=6 Armor[right].Thickness=6 Armor[left].Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 [TailGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=4 GunnerID=2 SetCockpitPosition=FALSE Position=0.0,10.5,0.0 MinExtentPosition=-0.6,-10.8, 0.50 MaxExtentPosition= 0.6,-11.8,-0.50 PitchModelNodeName=tail_cannon YawModelNodeName=tail_cannon GunRange=2000 PitchAngleRate=45 MaxPitch=45 MinPitch=-45 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=60 MaxYaw=225 MinYaw=135 DefaultYawAngle=180 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=6 Armor[right].Thickness=6 Armor[left].Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 [NoseGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=5 GunnerID=3 SetCockpitPosition=FALSE Position=0.0,7.15,0.0 MinExtentPosition=-0.15, 6.50,-0.30 MaxExtentPosition=0.15, 8.50,0.30 PitchModelNodeName= YawModelNodeName= GunRange=2000 PitchAngleRate=45 MaxPitch=45 MinPitch=-45 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=60 MaxYaw=60 MinYaw=300 //-60 DefaultYawAngle=0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=1 Armor[right].Thickness=5 Armor[left].Thickness=5 Armor[REAR].Thickness=5 Armor[TOP].Thickness=2 Armor[bOTTOM].Thickness=1 [LeftWaistGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=6 GunnerID=4 SetCockpitPosition=FALSE Position=-0.9631,-4.6,-0.10 MinExtentPosition=-0.70,-5.60,-0.20 MaxExtentPosition=0.3,-3.6,0.0 PitchModelNodeName= YawModelNodeName= GunRange=2000 PitchAngleRate=50 MaxPitch=50 MinPitch=-10 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=65 MaxYaw=315 MinYaw=225 DefaultYawAngle=270 HasArmor=TRUE ArmorMaterial=STEEL Armor[right].Thickness=3 Armor[left].Thickness=3 Armor[REAR].Thickness=0 Armor[TOP].Thickness=3 Armor[bOTTOM].Thickness=3 [RightWaistGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=7 GunnerID=5 SetCockpitPosition=FALSE Position=0.9631,-4.55,-0.10 MinExtentPosition=0.70,-5.55,-0.20 MaxExtentPosition=1.3,-3.55,0.0 PitchModelNodeName= YawModelNodeName= GunRange=2000 PitchAngleRate=50 MaxPitch=50 MinPitch=-10 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=65 MinYaw=45 MaxYaw=135 DefaultYawAngle=90 HasArmor=TRUE ArmorMaterial=STEEL Armor[right].Thickness=3 Armor[left].Thickness=3 Armor[REAR].Thickness=0 Armor[TOP].Thickness=3 Armor[bOTTOM].Thickness=3 [TopGunCrew] SystemType=PILOT_COCKPIT PilotModelName=GunnerWW2Early SeatID=8 SetCockpitPosition=TRUE Position=-0.00,-0.9,1.22 Rotation=0.0,0.0,180.0 SeatModelName= SeatPosition= [NoseGunCrew] SystemType=PILOT_COCKPIT SeatID=9 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=TRUE Position=0.0,5.75,0.1 SeatModelName= SeatPosition= [TailGunCrew] SystemType=PILOT_COCKPIT SeatID=10 PilotModelName=WW2GunnerCB.lod SetCockpitPosition=TRUE Position=0.0,-10.8,0.18 SeatModelName= SeatPosition= [LWaistGunCrew] SystemType=PILOT_COCKPIT SeatID=11 PilotModelName=GunnerWW2Early SetCockpitPosition=TRUE Position=-0.25,-4.4,0.0 SeatModelName= SeatPosition= [RWaistGunCrew] SystemType=PILOT_COCKPIT SeatID=12 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=TRUE Position=0.25,-5.0,0.0 SeatModelName= SeatPosition= ..... // Internal Guns --------------------------------------------------------- //[PilotNoseMG] //SystemType=FIXED_GUN //GunTypeName=12.7MM_Ho103 //InputName=FIRE_PRIMARY_GUN //MuzzlePosition=0.05,8.20,-0.360 //LightPosition=0.05,8.20,-0.360 //AimAngles=0.0,0.0,0.0 //MaxAmmo=150 //TracerLoading=5 //EjectShells=FALSE [TopTurretGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89S MuzzlePosition=0.0,-2.2,1.1 LightPosition=0.0,-2.2,1.1 MaxAmmo=500 TracerLoading=5 BurstAmount=10 GunnerID=1 [TailGun] SystemType=FLEXIBLE_GUN GunTypeName=20MM_TYPE99-1 MuzzlePosition=0.0,-12.18,-0.215 LightPosition=0.0,-12.18,-0.215 MaxAmmo=500 TracerLoading=5 BurstAmount=10 GunnerID=2 [NoseGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89S MuzzlePosition=0.00,8.20,-0.350 LightPosition=0.00,8.20,-0.350 MaxAmmo=500 TracerLoading=5 BurstAmount=10 GunnerID=3 [LeftWaistGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89S MuzzlePosition=-0.960,-4.6,-0.10 LightPosition=-0.960,-4.6,-0.10 MaxAmmo=300 TracerLoading=5 BurstAmount=10 GunnerID=4 [RightWaistGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89S MuzzlePosition=0.960,-4.55,-0.10 LightPosition=0.960,-4.55,-0.10 MaxAmmo=300 TracerLoading=5 BurstAmount=10 GunnerID=5 *********************************************************** [Change your own "GunnerID" and "Seat" entries to match with, and be in sequence with, whatever you already have]. Heh! Heh! You've probably noticed the "commented out" entry for the "[PilotNoseMG]. If you only use the G4M2 "Betty" as an AI target, you won't care. But if you (like me) sometimes fly bombers .... Every so often you just get the urge to shoot at something! So, for my own amusement, I added a "Pilot Controlled" 12.7MM_Ho103 with 150 rounds, for a bit of strafing destructive fun! [but do NOT try to dogfight in this barge -- you will be sorry...]. If an enemy plane happens to fly in front of you, however (or tries a head-on attack), between you and the AI NoseGunner, you should be able to waste the fool .... Not historically accurate -- consider it a "field modification," if you like. [And, one sub-vaiant of the G4M2 DID have a cockpit-mounted 7.7mm MG ...] If you wish to use this, just uncomment the entry under "[internal Guns]," and add the following additional entry to your [Fuselage]section -- [Fuselage] SystemName[021]=PilotNoseMG Also, if you plan on flying bombers a lot, I urge you to try out one of Dfang's Level Bombing Sight mods (available here on CombatAce). Makes horizontal bomb runs a lot easier. This was VERY hard to test. Whether I flew the Betty, or flew an opposing plane in attack, I generally only saw the Top Turret and Tail Turret firing. (before getting shot down, in either mode). The restrictive fields of fire for the waist guns is particularly problematic, since it takes the AI a certain amont of time to decide "Oh, yeah, let's shoot at this guy" and the enemy is already out of their field of fire by the time they decide to do something. Plus, ArmorDave did not supply nodes or models in his lod for the nose and waist guns in the first place, so the gunner stations have no associated "modelnodenames." However, these gun edits DO work, I just have not been able to take many screenshots to prove it! Well, here y'go. Test and comment, if you please, and get back to me. The more eyes, and heads, involved, the better, I say. DARoot Oh, Yes, lest I forget --- Once you start "tweaking" your G4M "Betty" _Data.ini, you may get interested in producing different variants, to suit yourself. My research (in books, and on the Internet) seems to indicate 3 (three) main versions: G4M1 -- Available May 1941 - 1,550hp Kasai 11 Radial Engines - 3x7.7mm MG (nose, dorsal turret, ventral) and 1x20mm cannon (tail turret); G4M2 (several variants) -- Available Dec 1942 - 1,800hp Kasai 21 Radial Engines - 4x7.7mm MG (nose, dorsal turret, waist R/L) and 1x20mm cannon (tail turret) OR 1x7.7mm MG (cockpit) in addition to above, and substitute 1x20mm cannon in dorsal turret (for 7.7mm MG). G4M3 -- Available Oct 1944 -- 1,850hp Kasai 22 Radial Engines -- 3x7.7mm MG (nose, waist R/L), 2x20mm cannon (dorsal turret, tail turret) AND additional crew armor protection, self-sealing fuel tanks, decreased range, fuel supply, etc. [You will, of course, have to edit top speed, climb rate, cruising range, and other performance-related stuff in your _Data.ini file, but that's too much to deal with for our purposes right now.] All G4M versions had a 7-man crew -- - Pilot - Co-Pilot - Navigator/Bombardier/Nose Gunner - Top Turret Gunner/Crew Chief - Radio Operator/Waist Gunner 1 - Chief Mechanic/Waist Gunner 2 - Tail Gunner And all could carry 1 Type 91 Torpedo, or 2,205lb of bombs. ArmorDave's G4M2 (and Wrench's Update) are a good compromise for the PTO, IMHO. Some of the above information may be at odds with other information previously posted on this Forum. Well, if you're gonna start messin' with xx_Data.ini files, ya gots ta get used to doing your own research! And the FIRST thing you will learn, is that "Different Learned Authorities have different views/opinions...." Ya pays yer money an' ya takes yer choice.... It's a GAME, after all, so do what pleases you, and don't worry about it. DR
  6. Buon Giorno, Ice Man! Allora! If you are still around, (or, for anyone else who may be interested), adding additional crewmember figures to the G4M "Betty" (or any other multi-crew aircraft) is fairly straightforward, and generally only involves some edits to the "xxaircraft_DATA.ini" text file in Notepad, as described in my previous post above. Building upon what has been discussed previously, this is what you can achieve, if you wish -- I won't post my _Data.ini edits just yet, since I also, while I'm at it, might as well address making the guns themselves work properly (give those crewmembers a purpose, besides eye-candy, eh?). I note you are (apparently) using the Wrench's Skins/Ini Update to ArmorDave's G24m2. In his ReadMe, Wrench states, "About the guns/turrets/etc. If you've taken the time to browse through the data ini, you'll see the nose turret and waist positions are commented out. I was not able to get the working, so by doing this, leaves you with the stock gun positions. If some ini guru manages to get these guns working, PLEASE post the update??!!!!!" Well, a little tweaking DOES make the guns work (the below screenshot is a "test" version, with all the guns set to: SystemType=FIXED_GUN InputName=FIRE_PRIMARY_GUN -- Just for testing purposes (and for that screenshot). The trick now is figuring out how to make the AI use them... More later, I hope. DARoot
  7. Hah! Thanks again, JonathanRL and Wrench, for helping me find a PBY Catalina for SFP1. I'm very happy. [And now, if I can locate an OS2U "Kingfisher" and an H6K "Mavis," I'll be in floatplane heaven!] DARoot
  8. Hey, DeanKlef Y'know, the A-Team TBF-1c, "out-of-the-box," has the following entry in it's "TBF-1c_Data.ini" -- // Weapon Stations --------------------------- [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.28,-0.55 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1100 AllowedWeaponClass=WGR // <--Change This AttachmentType=USN DiameterLimit=0.6 LengthLimit=4.1 BombBayAnimationID=7 BombBayOpenTime=2.0 BombBayCloseTime=2.0 It should work fine IF you changed your "WeaponData.ini" to include the weaponedit provided by A-team. However, the "default" Bunyap Mk 13 torpedo won't work. Since you say your torpedo is not showing up in either the "Loadout" screen or in-game, I'll bet you can simply open up your "TBF-1c_Data.ini" in Notepad, and change the line indicated above to: AllowedWeaponClass=EOGR,IOGR,LGR,WGR and THAT should solve your problem. [And you won't need to read and digest my entire discourse above, unless you're interested...] [Oh, go ahead and change the "AttachmentType=" to USN,USAF,UK while you're at it. Won't hurt, and should take care of any "Allied" models of the Avenger you may make]. Best of luck. DARoot
  9. Greetings, DeanKlef An addendum to my previous response [as if it wasn't long enough already...], just to try to cover ALL the issues raised in your question. -- I also use SFP1 (as you do) for my PTO installation. -- My SPF1 executable is v8.30.6.9, and gets along fine with Bunyap's 03Jul06 Weapons patch. -- To the best of my knowledge, SFP1v08.30.06 Patch (5.74 MB) is the LAST "Official" patch/upgrade to SFP1 before the 1 Oct 2008 update patch (which is the last). -- The "Midway Campaign v1.1" does require that patch. In fact, Baltika's ReadMe states: "INSTALLATION GUIDE: 1. Install SFP1/SFG/WoV/WoE --> 2. Patch up to v.083006 3. Install Bunyap's Weapon Pack (required for WW2 weapons) 4. Delete all stock aircraft 5. Install terrain, aircraft, skins, groundobjects listed above. 6. Copy over the various files included in the download package into your new install. It should be obvious where everything has to go. Over-write when prompted. Avoid "nested" folders. 7. Midway campaign should now be available at Campaign selection screen." Anyway, in trying to respond to your question, I decided to download the 1 Oct 2008 SFP1 Patch myself, but have not installed it yet, since things are working fine for me right now with the 30 August 2006 patch, and Bunyap's 3 July 2006 WeaponData and Gundata files. I'll read the ReadMe for the 2008 patch, and get the new (?) 2008 WeaponEditor and GunEditor packages to go with it, but until I try them out, I don't know what effect it/they may have on the game [And, if it ain't broke, don't try t' fix it...]. Well, you could try re-installing the v08.30.06 patch, I suppose if something somehow got messed up the first time, but only if none of my OTHER suggestions (that mostly just involve simple text-editing) don't work for you. Best of luck! Hope this information is helpful. DARoot
  10. Greetings, DeanKlef I'm certainly no expert, but I have recently "come back to" SFP!/WOV, and have been setting up a PTO installation, so I am re-learning things, and may be able to offer some useful information regarding your question. I'll try to help, at least. The Mark 13 Torpedoes work fine on my installation. When you say they "don't show up" in yours, does that mean you do NOT get the choice from the "Loadout" screen before flight, or that the model does not show up in the external 3-D view (or both?) Well, let's take this one step at a time -- - First, check your "WeaponData.ini" and WeaponData.dat" files in your "\Objects\Weapons" Folder. Bunyap's Weapons Pack (03Jul06) [which I use, with the Midway Terrain and Campaign, with no problems yet observed.:sohappy:..] has both, dated 07/03/06, that contain the Mk 13. - Check that the "Mk13 Torpedo.lod" dated 10/25/05 (included with Bunyap's pack) is present in your "\Objects\Weapons" folder as well. [Bunyap's pack includes it...and ALSO includes a "Mk13Torpedo.lod" (no space between 13 and Torpedo), that I don't know what is used for...perhaps nothing...]. Anyway, the weapon won't show in external 3-D view if there is no .lod file. - In Bunyap's "WeaponData.ini," the Mk 13 entry is at [WeaponData 234], and the main things to check there are: ModelName= [should be "Mk13 Torpedo" same as the .lod file name]; Mass= [should be 1005.00]; AttachmentType= [should be USAF,USN,UK]; Start= [should be 1935]; End= [should be 1950]; Exported= [should be TRUE]; GuidanceType= [should be 5]. - Now, open the "xxaeroplane_Data.ini" file (it's a text file, so Notepad works just fine) for the plane you want to use this weapon, and check the "Service Start" and "Service End" Dates [for WW2, they need to be between about 1938 to 1946 or so.] Also, if playing a Campaign or setting up a Single Mission, if you are given (or pick) a Flight Date earlier or later than the dates the Mk13 is available, it won't show up in the "Loadout" picklist. In fact, your plane won't show up at all if the date selected does not fall within it's availability dates (the Single Mission Creator will only allow you to pick dates based on what's in the "Service Start/End" date parameters in the xx_Dat.ini, thankfully...]. Anyway, the aeroplane availability dates, the weapon availability dates, and the timeframe for the mission must all fall within the separate availability timespans. -- Now scroll down to the "// Weapon Stations" section in your aeroplane's "xx_Data.ini" file, and check the following entries -- LoadLimit= AllowedWeaponsClass= AttachmentType= LengthLimit= Now it gets sorta complicated. -- Obviously, if the "LoadLimit" for the weapon station is not high enough to accommodate the weapon mass, the weapon cannot be loaded on that station, and won't show up in the "Loadout" picklist; -- The "Attachment Type" for the station and the weapon must correspond. Easy for USN, USAF, etc. But, for WW2, can get complicated. "NATO" and "WP" were OK for SFP1 and WOV, but the WW2 mods introduced some new "players," notably Imperial Japan, Nazi Germany, and WW2Soviet. So, if you are trying to load your Mk13 Torpedo on a plane for the British, Australian, New Zealand, Dutch East Indies, etc. forces, you may have to research and add their identifiers. [However, it's MUCH easier to just edit those individual plane data.inis to accept "USN" or UK" -- so you don't have to re-compile "WeaponData.dat"]. -- The "Length Limit" usually only affects internal bomb bays (Such as on the TBF Avenger); -- "WeaponClass" entry in your plane's xx_Data.ini corresponds to the "GuidanceType" entry in WeaponData.ini. And, again, different 3rd party modders seem to have different ideas about how this entry should be interpreted, and each "patch" of SFP1 (or WOV, OR WOE, etc.) seems to add more, or change how they work. For simplicity, take the "GuidanceType=5" from Bunyap's WeaponsPack. This originally corresponded to "TV Homing", but was not implemented in the original SFPI (v1.0) release. Well, this MAY or MAY NOT correspond, nowadays, to one or more of the following "AllowedWeaponsClass" types -- CGR,EOGB,EOGR,IOGR,LGB,LGR,WGR. Well, fiddle-de-dee! This is FAR too much monkey business for me to be involved in! --- So, I tend to go with "USN,USAF,UK,NATO" for the "AttachmentType" for my Allied planes, and "WP,JAPAN" (and any other Axis I can think of) for my Japanese planes. --- Similarly, I've had good luck using "EOGR" for the Mark13, (and Mark48 Torpedo, also included in Bunyap's pack) and Japanese Type 91 torpedoes. But, just to be safe, I include ALL the other "WeaponClass" abbreviations shown above in the xx_Data.ini files for EVERY torpedo-carrying plane I have, that otherwise fails to show whatever weapon it is supposed to be showing. The "extra" entries don't hurt anything.... One last thing -- If you have downloaded any of the A-Team's WWII torpedo aircraft (Kate, TBF, TBD, etc.)they often include another version of the Mk13 Torpedo (their .lod is dated 08/25/11) AND it has a separate bitmap file AND they give a text file for inclusion in your "WeaponData.ini." [which gives the Mk13 "GuidanceType=1 [or WGR]...]. I haven't bothered with it (since Bunyap's WeaponsPack already has a viable Mk13) and, as the images posted below show, there ain't that much difference between the two [and they both look ugly -- although I confess I have not yet compared the A-Team data entries to Bunyap's original "WeaponData.ini" entries for performance differences. But, you see now why adding those extra entries to your plane's "AllowedWeaponsClass" and "AttachmentTypes" data.ini file weapon sections areas is a good idea.... These screenshots illustrate the Mk13 (both types) and the Mk48 mounted on the A-team TBD-1 Devastator -- Well, this took longer than I thought! [sorry!] Maybe somebody will benefit from it.... DARoot
  11. Greetings, All FYI, Wrench has come up with a nifty trick to add bomber crewmembers, as embodied in his "TBF-1" upgrade to the A-Team's TBF-1C "Avenger," and his "Sally_Update" to Wolf257's Ki-21 "Sally" mod. He added a [system} and a {Crew} entry for "xxGunnerMan" in places where the aeroplane's main lod does NOT have an attached/included gunner figure to the gun itself. That's how I discovered this -- the A-Team TBF-1C already had a gunner crewman ATTACHED to its dorsal turret gun (e.g., part of the lod), and Wrench's "TBF-1" upgrade resulted in (a) the dorsal gunner having no textures, and (b) a fully-textured crewman being superimposed on the rear gunner. Well, investigation revealed that a simple re-positioning of that "textured" crewman to the (more forward) [Navigator] position got rid of the crewmember superimposition, and placing the required bitmap [it simply needed a copy of "WW2Gunner.bmp" placed in the texture folder] in the texture folder (as is done with the original A-Team version) eliminated the "all-white" rear dorsal gunner crewman. Then, it was just a matter of interpreting what Wrench was TRYING to do, and using it to create a new "Belly Gunner Man," and positioning that new System/Object in the ventral MG position. I've used this "trick" successfully to add a belly gunner crew figure to the TBF-1C "Avenger" (by the A-Team), and also to Wrench's own TBF-1 "Avenger" (Midway era, based on the A-team TBM_Avenger-R6.lod). Shown below are my Data.ini edits -- Code -- Data.ini [Fuselage] ... ... SystemName[001]=Pilot SystemName[002]=Navigator SystemName[003]=RearGunner SystemName[004]=RearGun SystemName[005]=Canopy SystemName[006]=Wingfold SystemName[007]=MainFuelTank SystemName[008]=BombBay SystemName[009]=CenterBomb1 SystemName[010]=CenterBomb2 SystemName[011]=CenterBomb3 SystemName[012]=CenterBomb4 SystemName[013]=LowerPositionLight1 SystemName[014]=UpperPositionLight1 SystemName[015]=LowerPositionLight2 SystemName[016]=LowerPositionLight3 SystemName[017]=BellyGunner [b]** --> New Entry < -- **[/b] SystemName[018]=BellyGunnerMan // <--- **** SystemName[019]=BellyGun ... ... // Crew ---------------------------------- [Pilot] SystemType=PILOT_COCKPIT PilotModelName=PilotWW2Early SeatID=1 SetCockpitPosition=TRUE Position=0.00,0.90,1.40 SeatModelName=seat_single SeatPosition=0.00,0.84,0.97 MinExtentPosition=-0.35,1.4,0.7 MaxExtentPosition= 0.35,0.4,1.6 CanopyNodeName=Glass_F StructuralFactor=1.5 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=75 Armor[REAR].Thickness=15 Armor[bOTTOM].Thickness=8 // [b]***--> New Entry [/b]< -- *** [Navigator] SystemType=PILOT_COCKPIT PilotModelName=PilotWW2Early SeatID=2 SetCockpitPosition=FALSE Position=0.00,-0.38,1.36 SeatModelName=seat_single SeatPosition=0.00,-0.44,0.96 MinExtentPosition=-0.35, 0.9,0.65 MaxExtentPosition= 0.35,-1.0,1.55 CanopyNodeName=Glass_C StructuralFactor=1.5 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=8 Armor[REAR].Thickness=5 Armor[bOTTOM].Thickness=5 [RearGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=4 GunnerID=1 SetCockpitPosition=FALSE Position= PitchModelNodeName=Gun1 YawModelNodeName=Ball_Turret_Glass GunRange=2000 PitchAngleRate=45 MaxPitch=60 MinPitch=15 DefaultPitchAngle=25 YawLimited=TRUE YawAngleRate=45 MaxYaw=240 MinYaw=120 DefaultYawAngle=180 [bellyGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=5 GunnerID=2 SetCockpitPosition=FALSE Position= PitchModelNodeName=Gun2 YawModelNodeName=Gun2 GunRange=2000 PitchAngleRate=45 MaxPitch=-15 MinPitch=-40 DefaultPitchAngle=-20 YawLimited=TRUE YawAngleRate=45 MaxYaw=220 MinYaw=140 DefaultYawAngle=180 // [b]***--> New Entry [/b]< -- *** [bellyGunnerMan] SystemType=PILOT_COCKPIT PilotModelName=WW2GunnerCB SeatID=3 SetCockpitPosition=TRUE Position=0.00,-3.25,0.05 Rotation=0.0,0.0,180 SeatModelName= SeatPosition= CanopyNodeName=Cockpit ***************************************************** My next "project" happens to be exactly what you have asked about -- adding additional crew members to Wrench's skin/data upgrade to ArmorDave's G4M2 "Betty," starting with Wrench's upgrade to the "Sally" mod as a guide, and using the knowledge gained above..And if that succeeds, I'll go on to add crew to my B-25 (which already has nearly everyone, except the nose gunner/bombardier), B-17s, B-24s, etc. Backup, tweak, reposition, experiment, etc. That's how we all learn. [And, of course, copying the good ideas from better modders, who have gone before ....] DARoot
  12. Aha! Thank you both, Wrench and JonathanRL! -- I'd check out the SF2 TSF mod immediately, but I've already used up my 5 downloads for today (trying to get all those Wrench skins needed by Midway v1.1). -- Hiya, Wrench! I'm a big fan of yours, don't ya know? Yeah, I was more active a few years ago (but never posted much on the Forums here), and just recently re-installed SFP1 and WOV, and have been busily exploring and acquiring many new mods for both (many of which are YOURS -- but, I'm not brown nosing or anything ... ) Hmmmmm... 25 posts, eh? Well, we'll see .... Thank you both again. DARoot
  13. Back up

    Greetings, All! I am VERY happy to see CombatACE back up again! I had just re-installed SFP1 (v1) and WOV (v1) after a (rather long) hiatus (filled with FE v1 and v2), and visited CombatACE's downloads area to check out the latest patches, Gun and Weapon Editors, etc. Having decided on what I wanted to start out with for upgrades, I came back the next day, only to find the site down!!! [Talk about bad luck!] Well, things are fine now. Thanks to all of you at CombatACE that fixed what needed fixing abd brought this much-appreciated site and resource center back to the Community! DARoot
  14. Love 'em! You go, girl (guy? Whatever! -- And, there's nothing wrong with that! --J. Seinfeld)
  15. FM progress

    Hi, All. Might know something about the "sheared off propeller" thing that Bandy mentioned. I had the same thing happen to me with a "custom" plane I made for myself that was still using a pre-Expansion Pack FM. Check your plane's DATA.ini for the entry "DamagedPropNodeName=D_Prop Static" (under [ENGINE]). If it's not there, add it, and see if that solves your problem. Worked for me (and it's apparently just a visual artifact). [Engine] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=1 SLPowerDry=149140.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0.0,0.0 ThrottleRate=0.5 AltitudeTableNumData=9 AltitudeTableDeltaX=914.4 AltitudeTableStartX=0.0 AltitudeTableData=1.000,0.945,0.891,0.836,0.782,0.727,0.673,0.618,0.000 NumBlades=2 PropDiameter=2.93 MomentOfInertia=9.74 PropEfficiencyAdvanceRatioTableNumData=11 PropEfficiencyAdvanceRatioTableDeltaX=0.1 PropEfficiencyAdvanceRatioTableStartX=0.0 PropEfficiencyAdvanceRatioTableData=0.069,0.349,0.555,0.687,0.764,0.798,0.800,0.800,0.696,0.448,0.000 ConstantSpeed=FALSE SpinnerNodeName=Spinner StaticPropNodeName=Prop Static SlowPropNodeName=Prop Slow FastPropNodeName=Prop Fast DamagedPropNodeName=D_Prop Static <-- This One SlowPropRPM=400 FastPropRPM=800 MaxPropRPM=1360 IdlePropRPM=500 DARoot
  16. Thank you, Peter01. By the way, just curious, but a while back (2007) Christian59 posted a recommendation about adding some "supply" lines to Campaign ini files for his added-gunpod Nieuports if one wished to use them in campaigns. To wit: Would this still be necessary with your new FMs, and the way you are now handling loadouts? DARoot
  17. Updated FMs No5

    Thank You, Christian59 DARoot
  18. Updated FMs No5

    A request -- Would someone with a working version of the Weapon- and Gun-data editors please be willing to post updated versions of the Weapondata.ini and .dat files (and Gundata.ini and .dat files) that Peter01 recommends (he included them with his June 2009 upload), that will allow these files by Christian59 to be used by those of us who, for one reason or another, are "editor-deprived?" Dunno why, but I've never been able to get these editors to create valid .dat files on my system -- and as a result, no external Vickers gun model (and anything else that Peter01 didn't include in his recommended files). Thanks in advance. DARoot
  19. What is the best way to adjust the bullet aim point for guns? I'm using MK2's "Russianized" F-4E cockpits for my MiG-21s, but the bullets fire too high (about at the top of the sight circle) and I want to "center" them. I've extracted the "F-4Ecockpit.ini" from Objectsdata.cat and played with the numbers in the cockpit position and viewangle entires, but nothing seems to work out satisfactorily. Any suggestions?
  20. Thanks Found what I needed in the "ReadMe" file for Wrench's modification of the F-4 cockpit for the B-57 Canberra. Apparently you can add a line to the gun information in the aircraft data.ini file for "AimAngles=x.x,y.y,z.z" to adjust where the bullets go. Works a treat!
  21. ______________________________________________________________ Exactly the same thing happened to me. Bought a "discount" ($11.00) copy that was just the same as you describe. Sealed in plastic & everything. But, couldn't patch it (various files, including "desert.cat" and messages.dll" were "invalid previous versions"), and the "readme" stated (as yours did) that it was a "press release version." Contacted Third Wire and they told me to take it back to the retailer for a refund. When you buy at discount on the Internet, Good Luck finding the "retailer." I finally bought a good, complete version from Go Gamer ($25.00 with shipping). But at least it works, and accepts the patches. Caveat Emptor Hope you find a decent copy. It's worth it.
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