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KJakker

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Everything posted by KJakker

  1. Searching for this in the knowledge base did not reveal anything and I was wondering about the [WeaponAI] entries from the GroundObject.ini file that I have listed below. Offhand I was thinking, as there are two groups of ten, that they might be related to the "RangeFinder=" and "BallisticComputer=" entries for gunners and possibly that "AimOffset" might be related to the "ViewportPosition=" relative to the "MuzzlePosition=". However I just don't know. Would some please let me know what these numbers are for and what measurements they represent? [WeaponAI] LeadAmount[01]=0.00 LeadAmount[02]=1.50 LeadAmount[03]=0.50 LeadAmount[04]=1.25 LeadAmount[05]=0.75 LeadAmount[06]=1.13 LeadAmount[07]=0.87 LeadAmount[08]=1.07 LeadAmount[09]=0.93 LeadAmount[10]=1.00 AimOffset[01]=0.0050 AimOffset[02]=0.0040 AimOffset[03]=0.0035 AimOffset[04]=0.0030 AimOffset[05]=0.0025 AimOffset[06]=0.0020 AimOffset[07]=0.0015 AimOffset[08]=0.0010 AimOffset[09]=0.0005 AimOffset[10]=0.0000
  2. I have always liked the Skyray since the first time I flew it in SF2. I took a look in my SF2 Download Archive Folder and saw that I still have an older version of the Skyray data file. In the code box by below I have listed what changed between the 1.0 and 1.1 versions. Maybe It will be useful to you. Note 1: Only the values that differ between the files are listed. "Blank" means that the 1.0 version did not contain a corresponding entry that appears in the 1.1 version. Note 2: The Weapon Stations entries were completely rearranged between the 1.0 and 1.1 versions. I did not try to detail these changes as there were no changes to LoadLimit, PylonMass, or PylonDragArea, that should change aircraft performance. F4D-1_DATA.ini Version 1.0 Vs. F4D-1_DATA.ini Version 1.1 [MissionData] ServiceEndYear=1964 Vs. ServiceEndYear=1965 Availability=RARE Vs. Availability=COMMON SecondaryRoles=SWEEP,CAP,ESCORT Vs. SecondaryRoles=SWEEP,CAP,ESCORT,RECON [FlightControl] [Blank] Vs. [RocketAttackAI] Blank Vs. RollInRange=7000.0 Blank Vs. RollInAlt=1200.0 Blank Vs. PullOutRange=1000.0 Blank Vs. PullOutAlt=300.0 Blank Vs. ReleaseRange=2500.0 Blank Vs. SecondPassRange=4000.0 Blank Vs. SecondPassAlt=700.0 Blank Vs. ReleaseCount=8 Blank Vs. ReleaseInterval=0.095 Blank Vs. AimPitchOffset=0.0 [DetectSystem] No Changes. [Sound] EngineSoundName=JetEngine Vs. EngineSoundName=PW J57 [AircraftData] Blank Vs. DestroyedModel=F-4_Destroyed.LOD Blank Vs. DestroyedEffect=VehicleFireEffect [Fuselage] CD0=0.0099 Vs. CD0=0.00792 Blank Vs. SystemName[013]=PitchTrimmer Blank Vs. SystemName[014]=LeftFuselageStation2 Blank Vs. SystemName[015]=RightFuselageStation2 Blank Vs. SystemName[016]=LeftFuselageSidewinderStation Blank Vs. SystemName[017]=RightFuselageSidewinderStation [Nose] No Changes [LeftWing] CD0=0.0014 Vs. CD0=0.00112 SystemName[009]=LeftInnerWingStationFT Vs. SystemName[009]=LeftOuterWingStation2 Blank Vs. SystemName[010]=LeftOuterSidewinderStation [RightWing] CD0=0.0014 Vs. CD0=0.00112 SystemName[009]=RightInnerWingStationFT Vs. SystemName[009]=RightOuterWingStation2 Blank VS. SystemName[010]=RightOuterSidewinderStation [LeftOuterWing] CD0=0.0006 Vs. CD0=0.00048 [RightOuterWing] CD0=0.0006 Vs. CD0=0.00048 [VertTail] CD0=0.0006 Vs. CD0=0.0003 // Crew --------------------------------------------------------- No Changes // Engines --------------------------------------------------------- [Engine] SLThrustDry=45370.0 Vs. SLThrustDry=45390.0 SLThrustWet=71170.0 Vs. SLThrustWet=71200.0 ExhaustEmitterName=CleanExhaustEmitter Vs. ExhaustEmitterName=DirtySingleExhaustEmitter // Control Surfaces --------------------------------------------------------- No Changes // Internal Guns --------------------------------------------------------- No Changes // Weapon Stations --------------------------------------------------------- Weapon Stations were completely rearranged between the 1.0 and 1.1 versions. // Fuel Tanks --------------------------------------------------------- No Changes // Landing Gears --------------------------------------------------------- [NoseGear] RollingRadius=0.23 Vs. RollingRadius=0.25 MaxSteeringSpeed=45 Vs. MaxSteeringSpeed=40 [LeftMainGear] RollingRadius=0.38 Vs. RollingRadius=0.30 [RightMainGear] RollingRadius=0.38 Vs. RollingRadius=0.30 [TailWheel] ReverseWheelRotation=TRUE Vs. ReverseWheelRotation=FALSE RollingRadius=0.12 Vs. RollingRadius=0.135 [Tailhook] No Changes // Airbrakes --------------------------------------------------------- No Changes // Lights --------------------------------------------------------- [LeftPositionLight] [LeftUpperPositionLight] SystemType=LIGHT SystemType=LIGHT Color=0.98,0.5,0.5 Color=0.98,0.5,0.5 Brightness=0.03 Brightness=0.03 Position=-3.71,-2.96,-0.48 Position=-5.20,-2.96,0.25 LightSrcOffset=-0.07,0.07,0.0 LightSrcOffset=-0.07,0.07,0.0 LightSrcRange=0.5 LightSrcRange=0.5 CanFlash=FALSE CanFlash=FALSE Vs. [RightPositionLight] [LeftLowerPositionLight] SystemType=LIGHT SystemType=LIGHT Color=0.5,0.98,0.5 Color=0.98,0.5,0.5 Brightness=0.03 Brightness=0.03 Position= 3.71,-2.96,-0.48 Position=-5.20,-2.96,0.20 LightSrcOffset=0.07,0.07,0.0 LightSrcOffset=-0.07,0.07,0.0 LightSrcRange=0.5 LightSrcRange=0.5 CanFlash=FALSE CanFlash=FALSE Blank [RightUpperPositionLight] Blank SystemType=LIGHT Blank Color=0.5,0.98,0.5 Blank Brightness=0.03 Blank Position= 5.20,-2.96,0.25 Blank LightSrcOffset=0.07,0.07,0.0 Blank LightSrcRange=0.5 Blank CanFlash=FALSE Blank [RightLowerPositionLight] Blank SystemType=LIGHT Blank Color=0.5,0.98,0.5 Blank Brightness=0.03 Blank Position= 5.20,-2.96,0.20 Blank LightSrcOffset=0.07,0.07,0.0 Blank LightSrcRange=0.5 Blank CanFlash=FALSE [TailLight1] Position=-0.02,-6.30,2.17 Vs. Position=-0.02,-6.20,3.20 [TailLight2] Position=0.02,-6.30,2.17 Vs. Position=0.02,-6.20,3.20 //-----------------------------------------------------------------------------
  3. Colmack, I would be willing to take it on. I will Email you soon.
  4. Farewell to a Police Dept Hero

    I had a German Shepherd mix named Angel who had to be put to sleep due to cancer when she was nine years old. I remember crying and clutching her body until my mom had to pull me away from her so that my dad could bury her. It is a sad days when a beloved dog passes on.
  5. I don't no if this will help but try watching this.
  6. There are not two weeks left in May.
  7. I recently read an offhand remark elsewhere of 1914 for the start of commercial fight. However I don't trust it because in the same location I read it is incorrect information on when the Model T Ford came out which makes all the info I read suspect in my mind. So I decided I should ask the aviation enthusiast over here what the truth is. What year did commercial fight start? In this case meaning when was it first possible for paying passengers to go up in a heavier-than-air aircraft. Second, when did airlines that offer regular passenger service between destinations start? I would appreciate ether a direct answer, a link to a good source, or both please.
  8. Okay, thanks. I was thinking that with WWI starting in 1914 it would not have happened until after the war.
  9. I have been working on an ini file of an MM38 Exocet for use as an ASM by surface ships in SF2:NA, however I am having an issue. The missile seems to only launch when the "ShowMissile=" entry is set to "TRUE". If I set it to FALSE the ship will not launch the missile. Now I have tried the same test missions with other ships with "ShowMissile=FALSE" set for their SSM's. They work just fine and the ship I am setting the MM38 Exocet up for also shoots when I use the RGM-84A from WhiteBoySamurai's cruise missile pack. Any idea what would cause the "ShowMissile=" flag to make a weapon not launch most of the time? I get the feeling that I am missing something that is staring me in the face but I don't know what. Here is to Data from the ship's data.ini file for the gunner and missile. [Exocet] SystemType=GUNNER GunnerID=1 TargetType=GROUND MissileRange=42000.0 MinMissileRange=0.0 PitchLimited=TRUE PitchAngleRate=45.0 MinPitch=0 MaxPitch=75 DefaultPitchAngle=15.0 YawLimited=FALSE YawAngleRate=90.0 MinYaw= MaxYaw= DefaultYawAngle=180 MissileLaunchTime=6.0 VisualSearchTime=3.0 ViewportPosition=0.0,-4.965,6.14 IndependentSearchChance=100 LookAroundChance=100 GunnerFireChance=100 GunnerFireTime=0.5 MaxMissilesInAir=4 YawModelNodeName=Giro_exocet PitchModelNodeName=Alza_exocet ParentComponentName=Hull ModelNodeName=Sop_Exocet2 DetachWhenDestroyed=TRUE EffectSize=1.0 MinExtentPosition=-2.352,-7.38,1.535 MaxExtentPosition=2.352,-4.317,4.076 StructuralFactor=500.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=10.0 Armor[right].Thickness=10.0 Armor[left].Thickness=10.0 Armor[REAR].Thickness=10.0 Armor[TOP].Thickness=10.0 Armor[bOTTOM].Thickness=10.0 [Missile1] SystemType=MISSILE GunnerID=1 MissileID=1 WeaponTypeName=MM38 WeaponPosition=0.0,-4.965,4.14 ShowMissile=FALSE IndependentPitchMovement=FALSE ReloadCount=3 ReloadTime=1.0 Here is the data for the missile itself. If anyone has more accurate data on the MM38 Exocet please let me know what numbers need to be adjusted. The sources I have don't say what the BoosterDuration and BoosterAccel should be for example. [WeaponData001] TypeName=MM38 FullName=MM-38 Exocet ModelName=MM_38 Mass=735.000000 Diameter=0.350000 Length=5.210000 SubsonicDragCoeff=0.389000 SupersonicDragCoeff=0.404000 AttachmentType= SpecificStationCode= NationName=FRANCE StartYear=1975 EndYear=2040 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1979 ExportEndYear=2040 ExportAvailability=2 WeaponDataType=7 FinStabilized=TRUE EffectClassName=CruiseMissileEffects ReleaseDelay=1.000000 WarheadType=1 Explosives=165.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=7 Accuracy=85 MaxTurnRate=4.000000 MaxLaunchG=3.000000 LockonChance=80 LaunchReliability=95 ArmingTime=3.000000 SeekerFOV=30.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=12.000000 SeekerRange=24000.000000 CLmax=14.000000 MinLaunchRange=4000.000000 MaxLaunchRange=42000.000000 Duration=180.000000 CapabilityFlags=0x10100002 LoftAngle=0.000000 MaxLoftAltitude=0.000000 StartDecentRange=0.000000 DescentAngle=45.000000 MinimumAltitude=50.000000 BoosterStart=0.000000 BoosterDuration=4.000000 BoosterAccel=9.000000 BoosterEffectName=LargeShipMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.128000,0.000000 SustainerDuration=60.000000 SustainerAccel=0.250000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.890000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 CEP=40.000000 IsDecoy=FALSE JammerStrength=0.000000
  10. Thanks for the response. I have sent you a PM with the download for the ship and attached the updated weapon and ship data to it.
  11. Sorry I am a bit later than planed in replying. Yes the it works fine in the Anatolia v2 Terrain, see the screenshot below. However I am having an issue with getting and updated to SF2:NA standards MM38 Exocet working the way it should. Once that is solved I will put the necessary components to update the "ARA Intrepida modernizada con MM-38 Exocet". I might even consider making the update package my first submitted download file. Will have to look up how to properly build a "Readme" file and give credit first.
  12. Acesfakia, I have the "ARA Intrepid modernized with MM-38 Exocet" running in SF2:NA. However I still need to do some fine-tuning. Here are some screenshots while you wait.
  13. If you want I can convert the ship over to SF2:NA format. Just give me a day for some testing.
  14. RIM-8

    Glad to here that. You might need to go in and adjust the "GunTypeName=" of [Gun1] and [Gun1] for them to work. I have them set to use "127MM_Mk45_C" which is a contact fused version of the Long Beach's stock "127MM_Mk45" the I created.
  15. RIM-8

    I have attached the version of the CGN-9 data ini file that I use. It does have some edits in it. CGN-9_DATA.7z
  16. RIM-8

    I have attached the RIM-8 that I use with SF2:NA. The USS Long Beach I have launches it without issue. RIM-8.7z
  17. Upload limit in PM

    Go to your profile and look in "My Settings", then select "Manage Attachments". That should show you how much space you have for attachments and how it is allocated.
  18. Snailman, you might want to try changing [AvionicsData] to [RadarData] and see what happens. I have noticed that some aircraft are set up that way in their Avionics.ini files. For example the Tornado F3 from NF5. See how the first part of the Tornado_F3_AVIONICS.ini file appears below. I do not know if it will have any effect but it might not hurt to try. [TextureData] RadarTexture=cockpit\Radar\F3_radar.bmp RWRTexture=cockpit\rwr.bmp RadarTextureSize=256 [RadarData] AvailableModes=SEARCH,TWS,STT,ACM RangeUnit=NM RangeSetting[1]=10 RangeSetting[2]=20 RangeSetting[3]=40 RangeSetting[4]=80 RangeSetting[5]=160 RadarPosition= MaxElevationAngle=60 MinElevationAngle=-60 MaxAzimuthAngle=120 MinAltitude=40.0 BoresightElevation=-2.0 BoresightAzimuth=0.0 MinReturn=0.01 MinimumSpeed=25.41 SearchRange=160 SearchStrength=200 TrackRange=160 TrackStrength=150 TWSUpdateTime=0.5 AcquisitionSymbolSpeed=1.0 AcquisitionresetPosX=0.5 AcquisitionresetPosY=0.20 AcquisitionresetTime=5.0 DisplayLimitLeft=29 DisplayLimitRight=226 DisplayLimitTop=29 DisplayLimitBottom=226
  19. Wrench I have a question. The Gunval Sabers were, as I understand it, modified F-86F's. So why did you decide not to use the new cockpit used by the F-86F from the KAW F-86 Sabre Pack for the GunVal Sabers?
  20. Snailman, do you have the CVN Ulyanovsk 1.0 or the CVN Ulyanovsk 2.0? The 1.0 version had an issue that caused CTD upon mission loading. Try this, start the game, go to Options, select Graphics, change the graphics option to Custom, then set Object Detail to Low. Once that is done try running a mission with the Ulyanovsk in and see if there is a difference.
  21. Good Story of Honor in Warfare

    I read about this in, I think it was Air & Space magazine, a few years ago.
  22. Did I hear the voice of GLaDOS from Portal in that trailer?
  23. I wanted to say that the new Sabers are wonderful. The new cockpit is a beautiful update over the old SF-1 based A-4 mod and the alignment of the guns to the gun sight is the best I can recall ever seeing in all my playing of SF2. If you have the Saber steady the bullets go right through the center of your piper.
  24. All of those vehicles look great. I just had an image in my mind of the MLRS counter battery firing on your Type 053H1S frigates.
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