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KJakker

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Everything posted by KJakker

  1. Are there any issues that I would need to watch out for if I were to apply the Alternate 1986 Red Storm campaign for NATO Fighters 4+ Dec 2009 Patch and Beyond in conjunction with this patch level of NF4+ and SF2:E Expansion Pack 2?
  2. I have recently downloaded a number of Warships. However I have noticed that not all of their surface to air missile launchers are working. Five examples. The Type 22 frigate visibly has both a forward and aft SeaWorf Launcher but only the forward one will engage aircraft. The same is true of the Type 12L frigate which has a working forward SeaCat launcher but the two atop its aft superstructure sit there and do nothing. The Slava Class cruiser only uses its SA-N-6 missiles, it has its SA-N-4 launchers modeled but does not use them. The Udaloy II class I have only seen use its SA-N-9's but not its SA-N-11's. The stock Carrier also does not use its missile launchers when under attack even though the launchers are visible on the ship's stern. Because I could find little about editing ground objects in the Knowledge Base and the above observed issues I would like to know how to edit the INI files of ships in order to activate the inactive missiles of the vessels that have their launchers physicality present in the model. Thank you.
  3. A bit late getting back to all of you on this. FastCargo, I have re-downloaded the F-35 pack and it seems you were right about the bay doors being properly set up. I might have accidentally messed them up myself. Still I learned a lot about INI editing in fixing the problem. However I am wondering if it is possible to make a single event trigger two animations? With the F-35 for example, when the AutomaticDoors=TRUE command for [WeaponsBay1] triggers BombBayAnimationID=8 is there a way for it to also trigger BombBayAnimationID=7 associated with [MissileBay1] at the same time? I now that when I was looking at the F-22 if I set the GroupAnimation=TRUE tag in the left and right IRM bays that the doors on both of them would open regardless of which one was launching a missile. This would be the reverse with two animations occurring across trigged by a single event. If not, then I had another thought, in a future version is there a possibility that GroupAnimation= in combination with ReverseModelOrientation= and ReverseAnimation= could be used to make a single animation work separately for both left and right bays in a single group allowing you to free up animation slots so that an an additional animation could be made to resolve the visual interference issue or would some kind of ReverseModelPosition= entry be needed for that as well? Next, the missile ejection issue. Thank you for the advice on the booster. It seems I needed to get the timing between the launch delay and the booster delay just right. Now it looks perfect except when perfectly level while inverted. In that situation the doors just sit open for a few seconds with the missile hanging in the bay before it is ejected, odd but given that such a launch position is virtually guaranteed not to happen in any kind of realistic situation I consider the issue solved. And it was the Veltro2k F-102 I was thinking of. I got it confused with the MF F-106. I have not done any more experimentation on the F-102 or F-106. Maybe at a later date.
  4. I noticed someone comment on one of the threads that with the new animation behavior exhibited by the Lightning's rocket packs that it would be possible to make a number of other Rocket armed aircraft from the 50's and 60's viable. As I have not seen anything more substantial posted on the topic specifically since I read it I decided to see if I could make it work with one of the US rocket armed fighters that I was aware of, the F-86D and L. The F-86L that came in the "F-86D/K Sabre Alaska ANG" pack in the download section I used as the test aircraft. After locating all of the relevant entries regrading its existing rocket system in that plane's Data and Loadout INI files and having extracted all of the Data and Loadout files for the Lightning I set about comparing and contrasting the two entries. First the F-86L was set to use the "Mk4_MightyMouse" rocket that I got from MGunny's Ordnance Shop II for SF2 so I made a "Mk4_MightyMouse_RP" for carrying pods, just as the Microcell 2" Rocket's AKA MICRO2 are used in the Lightning. Using the data from the new pod version of the "Mk4_MightyMouse" and the data from the "Weapon Stations" [RocketTray] segment of the F-86L_Data.ini file in conjunction with the "Weapon Stations" [RocketPack1] of the Lightning and the "Lightning_RP53" from the WeaponData.INI as seen below as template's.... Continued below code box. [RocketTray] SystemType=WEAPON_STATION StationID=01 StationGroupID=1 StationType=INTERNAL NumWeapons=24 AttachmentPosition024=-0.394,1.473,-0.461 AttachmentPosition023=0.391,1.473,-0.461 AttachmentPosition022=-0.391,1.473,-0.529 AttachmentPosition021=0.391,1.473,-0.529 AttachmentPosition020=-0.322,1.473,-0.467 AttachmentPosition019=0.322,1.473,-0.467 AttachmentPosition018=-0.322,1.473,-0.536 AttachmentPosition017=0.322,1.473, -0.536 AttachmentPosition016=-0.251,1.473,-0.475 AttachmentPosition015=0.251,1.473,-0.475 AttachmentPosition014=-0.251,1.473,-0.543 AttachmentPosition013=0.251,1.473,-0.543 AttachmentPosition012=-0.181,1.473,-0.481 AttachmentPosition011=0.181,1.473,-0.481 AttachmentPosition010=-0.181,1.473,-0.549 AttachmentPosition009=0.181,1.473,-0.549 AttachmentPosition008=-0.109,1.473,-0.484 AttachmentPosition007=0.109,1.473,-0.484 AttachmentPosition006=-0.109,1.473,-0.553 AttachmentPosition005=0.109,1.473,-0.553 AttachmentPosition004=-0.038,1.473,-0.492 AttachmentPosition003=0.038,1.473,-0.492 AttachmentPosition002=-0.038,1.473,-0.562 AttachmentPosition001=0.038,1.473,-0.562 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1700.0 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF DiameterLimit=0.5 LengthLimit=3.2 BombBayAnimationID=10 BombBayOpenTime=.5 BombBayCloseTime=.9 MovingPylon=TRUE ModelNodeName=Rocket_Tray AutomaticDoors=TRUE [RocketPack1] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=INTERNAL AttachmentPosition=-0.40,2.97,-1.30 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=RP AttachmentType=UK ModelNodeName=rockets_pack HideNodeName=no_weapon_pack DoNotDetachPylon=TRUE NoJettision=TRUE BombBayAnimationID=5 BombBayOpenTime=0.5 BombBayCloseTime=0.5 AutomaticDoors=TRUE GroupAnimation=TRUE SpecificStationCode=LIGHTNING_RP53 [WeaponData071] TypeName=Lightning_RP53 FullName=2" Microcell Rocket Pack ModelName= Mass=100.000000 Diameter=0.000000 Length=1.067000 SubsonicDragCoeff=0.000000 SupersonicDragCoeff=0.000000 AttachmentType=UK SpecificStationCode=LIGHTNING_RP53 NationName=RAF StartYear=0 EndYear=0 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=1 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=MICRO2 NumRockets=22 ROF=22.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=FALSE Rocket01Position=-0.120000,0.000000,-0.030000 Rocket02Position=-0.060000,0.000000,0.010000 Rocket03Position=0.000000,0.000000,0.040000 Rocket04Position=0.050000,0.000000,0.070000 Rocket05Position=-0.120000,0.000000,0.040000 Rocket06Position=-0.060000,0.000000,0.070000 Rocket07Position=-0.010000,0.000000,0.100000 Rocket08Position=0.050000,0.000000,0.130000 Rocket09Position=-0.120000,0.000000,0.100000 Rocket10Position=0.000000,0.000000,0.170000 Rocket11Position=-0.180000,0.000000,0.130000 Rocket12Position=-0.120000,0.000000,0.160000 Rocket13Position=-0.060000,0.000000,0.200000 Rocket14Position=-0.010000,0.000000,0.230000 Rocket15Position=-0.170000,0.000000,0.200000 Rocket16Position=-0.120000,0.000000,0.230000 Rocket17Position=-0.060000,0.000000,0.260000 Rocket18Position=-0.170000,0.000000,0.260000 Rocket19Position=-0.060000,0.000000,0.330000 Rocket20Position=-0.170000,0.000000,0.330000 Rocket21Position=-0.110000,0.000000,0.360000 Rocket22Position=-0.170000,0.000000,0.390000 ...Continued from Above. I was able to create the following entries. Just replace the Weapon Stations [Rocket_Tray] entry in the Aircraft_data.ini of the F-86D/L variant change Aircraft_loadout.ini as shown below and then turn the two bottom WeaponsData entries into "Saber_RT.ini" and "Mk4_MightyMouse_RP.ini" respectively in load them up with the Strike Fighters Weapons Editor. I am not sure how historically accurate the rate of fire I used is, however upon completion instead of having to punch off individual shots the F-86L is now able to smoothly ripple its rockets just like the new Lightning's. Being relatively new to all of this I hope the I haven't wasted anyones time or done something redundant in conducting this little INI experiment. Place this into the Aircraft_data.ini in this case "F-86L_data.ini" [Rocket_Tray] SystemType=WEAPON_STATION StationID=01 StationGroupID=1 StationType=INTERNAL AttachmentPosition= AttachmentAngles=0.0,0.0,0.0 LoadLimit=1700.0 AllowedWeaponClass=RP AttachmentType=NATO,USAF ModelNodeName=Rocket_Tray HideNodeName=no_weapon_pack DoNotDetachPylon=TRUE NoJettision=TRUE BombBayAnimationID=10 BombBayOpenTime=.5 BombBayCloseTime=.9 AutomaticDoors=TRUE GroupAnimation=TRUE SpecificStationCode=Saber_RT Next, inside "F-86L_loadout.ini", change this... Loadout[01].WeaponType=Mk4_MightyMouse Loadout[01].Quantity=24 into this. Loadout[01].WeaponType=Saber_RT Loadout[01].Quantity=1 Then change the two entries below into .ini files and import them using the Strike Fighters Weapons Editor [WeaponDataXXX] TypeName=Saber_RT FullName=2.75" Mighty Mouse Rocket Tray ModelName= Mass=340.000000 Diameter=0.070000 Length=3.200000 SubsonicDragCoeff=0.000000 SupersonicDragCoeff=0.000000 AttachmentType=NATO,USAF SpecificStationCode=Saber_RT NationName=USAF StartYear=0 EndYear=0 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=1 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=Mk4_MightyMouse_RP NumRockets=24 ROF=24.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=FALSE Rocket01Position=0.038000,1.473000,-0.562000 Rocket02Position=-0.038000,1.473000,-0.562000 Rocket03Position=0.038000,1.473000,-0.492000 Rocket04Position=-0.038000,1.473000,-0.492000 Rocket05Position=0.109000,1.473000,-0.553000 Rocket06Position=-0.109000,1.473000,-0.553000 Rocket07Position=0.109000,1.473000,-0.484000 Rocket08Position=-0.109000,1.473000,-0.484000 Rocket09Position=0.181000,1.473000,-0.549000 Rocket10Position=-0.181000,1.473000,-0.549000 Rocket11Position=0.181000,1.473000,-0.481000 Rocket12Position=-0.181000,1.473000,-0.481000 Rocket13Position=0.251000,1.473000,-0.543000 Rocket14Position=-0.251000,1.473000,-0.543000 Rocket15Position=0.251000,1.473000,-0.475000 Rocket16Position=-0.251000,1.473000,-0.475000 Rocket17Position=0.322000,1.473000,-0.536000 Rocket18Position=-0.322000,1.473000,-0.536000 Rocket19Position=0.322000,1.473000,-0.467000 Rocket20Position=-0.322000,1.473000,-0.467000 Rocket21Position=0.391000,1.473000,-0.529000 Rocket22Position=-0.391000,1.473000,-0.529000 Rocket23Position=0.391000,1.473000,-0.461000 Rocket24Position=-0.394000,1.473000,-0.461000 [WeaponDataXXX] TypeName=Mk4_MightyMouse_RP FullName=Mighty Mouse FFAR ModelName=Mk4_MightyMouse Mass=7.000000 Diameter=0.069800 Length=1.200000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.400000 FusingDistance=0.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000002 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=1.100000 BoosterAccel=80.000000 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.620000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.620000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.300000 ReleaseAnimationDelay=0.050000 EODisplayFlags=0 CEP=20.000000 According to the Readme files included with it, the Saber I used for this test was developed buy the following people. F-86L Lima Sabre by Bunyap, Fubar512. Skins by USAFMTL and Sundowner. Original 3D model by Zur The "Mk4_MightyMouse" rocket Data I used is from "MGunny 331KillerBee's Ordnance Shop II".
  5. I forgot to mention that when I did the test I mentioned above I had updated the rocket using Booster and Sustainer data from the MMHE1 in the F-89 update pack (see below) and I noticed that it made it easier for me to get my rounds on target but did not really help the AI a whole lot. On another point a lot of my flight is getting shot down by defensive fire from the bombers gunners. They keep closing well into cannon range to launch there rocket and when they miss are finding themselves unarmed in the middle of a formation of bombers. Is there a value/entry that could be modified to make them shoot from farther out and disengage after expending all ammo? I tested the Lightning F.2a in the same mission as the F-86L and they preformed similarly as far as firing their rockets is concerned lunching from either too low, and due to not having a sustainer modeled, in the MIRCO2 data entry, beyond effective range. I am going to add a sustainer like and try it again. The saving grace is that the Lightning has a pair of 30mm Cannons that the F-86L lacks so my flight shot down over half the bombers with guns. [WeaponData001] TypeName=Mk4_MightyMouse_RP FullName=Mighty Mouse FFAR ModelName=Mk4_MightyMouse Mass=7.000000 Diameter=0.069800 Length=1.440000 AttachmentType= SpecificStationCode=Saber_RT NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=2.721550 FusingDistance=2.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x10000002 BoosterStart=0.000000 BoosterDuration=1.100000 BoosterAccel=122.449997 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.730000,0.000000 SustainerDuration=2.200000 SustainerAccel=122.449997 SustainerEffectName= SustainerSoundName=Rocket SustainerPosition=0.000000,-0.730000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.000000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000AirToAir=TRUE
  6. I did the test and I see what you mean. I have watched the rest of my squadron send their salvo of rockets off time after time in what would have been perfect firing solutions if the bomber were just a bit lower or the fighter a bit higher. One thing I have found is that I am most accurate with the rockets when I center the aim dot in the ASE Radar Circle on the radar scope. Is there some way that the gunsight could be made to indicate that aim point and of making the AI use it?
  7. FastCargo and hgbn, thanks for the advice on the AirToAir=TRUE line and adding the RocketBoresightAngle=2.5 to the flightcontrol section of the data.ini. In addition to that I changed the "Mk4_MightyMouse_RP's "CEP=" from 20 back to the 0 it was in the original "Mk4_MightyMouse". I had originally changed it because the MICRO2 has a CEP of 30 and the other US 2.75" rockets have ones from between 20 and 25. I just tested the redone "Mk4_MightyMouse_RP" (data posted below) with the RocketBoresightAngle=2.5 under the Flight Control section, as recommended by hgbn, in an F-86L intercept mission. The results were that my wingman and I attacked four Tu-16 Badger's and we each shot down one of them and I damaged a second before our ammo was exhausted. I still had to close till the bombers filled my gunsight before launching, but then a lot of the great aces have said that one needs to get as close as possible before opening fire so I figured I would follow that advice. Now a few question, do you think we are going to need to play around with the CEP= of the various rockets? As unguided ripple fired weapons it sounds like it would be important to experiment with. Also what do you think about the rate of fire of the rockets, I set it to fire all rounds in one second because the Lightning's pods are do the same, should it be modified? If so does anyone have reliable data on what the historical rate of fire of the F-86D/L's rockets were? Another point is that I changed the warhead type and fusing distance of my "Mk4_MightyMouse_RP" variant from that used by the original Ordnance Shop's "Mk4_MightyMouse". That one originally was set to fuse at 25m and had a 1.04kg HEAT warhead which I changed to an HE warhead with a reduced fusing distance to 0.5m due to the Mighty Mouse's small warhead size, do you think this warrants further adjustment? Finally I wanted to bring up an important point concerning the FM data for the F-86D/K/L. Every one that I have downloaded has the Ymac= value of all the lift surfaces set to negative values when the LeftWing, LeftOuterWing, and LeftStab should have positive values. Is possible that this issue is interfering in the AI's employment of the rockets? Regardless if we are going to be updating the F-86D/L's data to make them compatible with the for the new rocket system then I think that this issue should be addressed at the same time. Edit: Wrench, I forgot to say that I will look into adding the sustainer as you suggested. I will report back after I have tested it. [WeaponData001] TypeName=Mk4_MightyMouse_RP FullName=Mighty Mouse FFAR ModelName=Mk4_MightyMouse Mass=7.000000 Diameter=0.069800 Length=1.200000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode=Saber_RT NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.400000 FusingDistance=0.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000002 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=1.100000 BoosterAccel=80.000000 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.620000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.620000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.300000 ReleaseAnimationDelay=0.050000 EODisplayFlags=0 CEP=0.000000 AirToAir=TRUE
  8. When I searched for "AirToAir=TRUE" in the data entry for MICRO2 and its associated rocket packs, Lightning_RP1, and Lightning_RP53 I did not find an "AirToAir=" entry among the data. As such where exactly in the entry does AirToAir=TRUE go?
  9. I can not seem to get a hit on any items I enter into the search box. I noticed this when I went looking for information on fixing some issues I was having with add-on SF2 aircraft. No mater what I type in I get "No results found for" whatever the search term was. I tested this after I posted a topic requesting help on getting my F-106's weapons to work properly. I entered the topic title into the search box for the forum and got "No results found for 'F-106 loadout not recognised or imported?'." even though my topic is right there on the forum for all to see. I followed the instructions in the FAQ and I have tried searching with both Firefox and Internet Explorer and get the same result. It would really be a help if I could search for answer rather than having to posting every time I have a question with something that may already have been answered in another thread. Any help would be appreciated.
  10. I remember reading once on a forum a few years back, maybe F-16.net I can't remember exactly, a comment that remarked on the possibility of developing an air superiority fighter based on the F-105 Thunderchief. I think the poster though it could be superior to the F-4 if I remember correctly. In my mind such and aircraft might be to the F-105 what the F-8 and A-7 were to each other. I was wondering what your thoughts on such an aircraft would be.
  11. Well this was more about building an true fighter out of the base F-105 design. Like a reverse of how the A-7 Corsair II is obviously related to the F-8 Crusader or maybe Wildcat to Hellcat might be more appropriate. The proposal from what I remember was like using the Thud as a starting point. Get rid of the bomb-bay to reduce weight and add new wings and enlarged vertical and horizontal stabilizers for lower wing loading and increased control to start with for example. In other words an aircraft in the same linage as the F-105, such that you could tell they came from the design school if you saw them side by side on the tarmac but built to preform a different mission.
  12. Just got back on and tested it. The search engine is now working. Thanks!
  13. OK good to know. However it does not return anything else I type in ether. Delta Dart, radar guided missiles, drop tanks, strike fighters, I even tested your member name "usafmtl" . They all return "No results found for" the search term.
  14. The drop tanks on all my Hawker Hunter's are not disappearing from view when jettisoned. Does anyone know what might be causing this behavior and how to fix it? Secondly how do I fix the Glowing Sky/Black Sun issue below? I know I read something about it a few months back but I can't seem to find where the answer was posted.
  15. I recently had to do a full reinstall of all my SF2 games to fix an error. Anyway having reinstalled most of my mods I am finding that for some reason my F-106A is not recognizing any of the AIM-4 missiles even though I have every version from A to G. It only sees the AIM-26 variants. Also when I try to use the weapons editor to import all the weapons and external tanks from the F-106weapons.ini that came with the F-106A it does not seem to be importing and saving them. It is a bit frustrating as I had it working perfectly before the reinstall. Also is something up with the search engine? I tried searching for "F-106","Delta Dart" and variants of it but got zero returns though I remember reading post about it.
  16. Actually it was all working fine as of my previous post. The problem with the AIR-2, Gunpod and tanks was because the Weapons Editor was not importing them into the game properly due to a mistake in the F106Weapons file provided with the aircraft. I managed to fix it and now it works perfectly. Again thank you.
  17. That did it for finding the AIM-4 and while I was at it I found that one of the [WeaponDataXXX] lines in the F-106weapons.ini was a digit too short thus preventing me from importing the AIR-2, drop tanks, and gunpod for it. All fixed and working properly now. Thanks!
  18. I was wondering if anyone could help me solve an issue I have. In the screen shot below you can see what is going on. After I patched my SF2:V, SF2:E, and SF2:I up to the Feb2010 level I lost my gun piper and the radar images are not fading from the radar screen of both the F-4E and F-4J. Their also seems to be a disruption of the cockpit textures around the radar screen. This problem only seem the effect variants of those two aircraft. I have pulled all my mods out before I patched so that it would run over the stock version of the game and I have not reinstall any mods.
  19. Well I have finished fresh downloads and installs of SF2:V, E, and I. Tested the aircraft in question and they seem to be back in working order.
  20. Do you think a full reinstall might solve it followed by repatching? If I did not patch it would at least knock it back to the Dec2009 version for me.
  21. SF2E A-10 series .ini tweaks

    What do the .ini tweaks do? That is, how are they different from stock? That info should at lest be included in the readme file.
  22. I recently was thinking about the F-100 in comparison to the MIG-19 and was wondering how to go about adjusting the wing loading of the F-100 to simulate equipping it with larger wings of 468 square feet vs. the original 400 square feet? According to my numbers that would give the F-100 near identical wing loading to the MIG-19. I want to try and figure out what would have been necessary to make "the Hun" the equal of the mig-19 in a dogfight. The other issue if T/W ratio I think I have solved.
  23. I will reset those on my F-100 experimental. What would be great would be a spread sheet that I could plug that data into that would automatically adjust everything in the FM according each individual change. Still just re-engining the plane with an F100-PW-200 in place of the J57 does wonder for its performance.
  24. The only thing I have ajusted so far is the "ReferenceArea" and the "EmptyMass" to account for the differences in wing area and engine weight. I still need to fine out what the average mass of the F-100's wings are so I can properly adjust the aircraft mass to account for the larger wings though. Thanks for the info about about FastCargo 's flight-dynamics wiki. I will have to keep an eye out for that.
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