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Flanker562

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Everything posted by Flanker562

  1. Well the truck is really just semantics, so don't worry too much. Spectre_USA and me have been blown out of the sky upon taking off so he requested it due to survival and I agreed, it would be nice. As far as your radar is concerned, it's not just yours. Erwin did provide one and so far no luck. Found some more info about the SA-10 which I'll get around to making a tactics tutorial on defeating it, but WOE isn't being nice to me so I'll have to get that worked on as I go.
  2. So far it's just the USAF/USMC/USN, French, Dutch and Brits. It's definitely multinational but those are the major air players around here. Maybe a few others but mainly that's what I've seen anyways. Alot of the scenarios would be CAS/Strike missions, as I don't carry AAMs obviously due to no air threat when playing the Single Missions.
  3. Nice. What's not coolio is the Patriot is no worky. Erwins, and Cocas's radar isn't launching a missile (definitely get locked on....) after literally painting a bullseye and saying "Shoot me!". I readjusted some values, but gotta spend some more time on it. So I can release the campaign as is for now, as trying to get the Patriot to work. Since it seems the campaign is okay, I may just upload it. Just have to do some admin stuff and I'll release it.
  4. Well I had to edit it a bit, but should work fine, just have to reset the mission up so I can evaluate it.
  5. Mine can, but for some reason if I drop it in the Sounds it not worky, but the ones above work fine though.... But I managed to get STORMs settings and all is worky
  6. Got it, just trying to evaluate it by getting shot at
  7. Even sometimes you just gotta fly without the usual, and just appreciate virtual flight.
  8. Gawd.. okay I'll check it out, thanks man!
  9. For the sound gurus... what is the format I have to save .wav files in to make them work in WoX? I noticed it was set at 176kps for most sounds so that's my question of the day. What settings are required for the game to "hear" those sounds, because obviously high quality isn't needed for it.
  10. Thanks! couple projects I'm also working on for a campaign to be started sometime by somebody else:
  11. Cool beans man Though there are plenty of online references for camo schemes, as the colors don't look correct.
  12. The problem is that the flatface does not rotate at all, it's purely directed towards the enemy (like a claymore), so yes delete the turret heirarchy, node, etc..
  13. True, or a Navy ad.... worked out pretty nice for a basic one Thanks! And Vampyre's shots are the reasons I installed WOE instead of WOI. Mouth started watering over the Hog shots, but mainly the DS Mod...
  14. F-35C Lightning II, and a new set of shoes (WIP Personal skin)
  15. Just out of curiosity, did my first trap earlier, and as this screenshot shows, I hit the deck sorta right (okay not the three wire) but the hook didn't grab the wire. Not sure if it's just the carrier (CVN71 static) or wrong carrier? Definitely not going to delete it Dave so don't worry The only reason being is that the hook isn't long enough. And it's nice to have a gun now
  16. Just a quick start using the Hornet scheme.
  17. Flanker562

    Memorial Day

    Unfortunately I don't have all the names from 1-26 IN, but they are missed S!
  18. Indeed Though as a beta... it needs alot of touching up and work. So far it flies good, but roll.... not sure about that but may be a future project..
  19. Test drivin', More test drivin', and making a point.
  20. [WeaponData1800] TypeName=Dardos2 FullName=Dardos2 ModelName=Dardos2 Mass=475.000000 Diameter=0.488000 Length=4.000000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.462000 AttachmentType=USN,ARGENTINA SpecificStationCode= NationName=Argentina StartYear=1997 EndYear=2040 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=1997 ExportEndYear=2040 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=LargeBombEffects DragAreaMultiplier=1.000000 WarheadType=10 Explosives=58.509998 FusingDistance=3.000000 ClusterBomblets=145 ClusterDispersion=1.000000 GuidanceType=8 Accuracy=95 MaxTurnRate=2.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=2.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=20.000000 SeekerRange=75000.000000 ReleaseAnimationID=1 ReleaseAnimationTime=2.000000 ReleaseAnimationDelay=0.500000 EODisplayFlags=0 CEP=0.000000 Did both range and Afghanistan testing.... the Dardos is pretty neat.. though honestly the scheme makes me think of tennis shoes. Regardless. this should help the system out greatly. The Fuzing distance is when it goes off, so the default 50m.. it goes off way too early, and inertia either isn't modelled, or not sure.... but I dropped this on an SA-6 launcher and got results. Some targets it may point detonate, but it does the job And just a graphical note... the modeller should put the weapon on the 0 X axis, or if I remember correctly back when I actually did a short stint at modelling in MAX9 (trial version), the weapon floats below the hardpoint. At first on the Skyhawk it was just an ini edit, but hanging it on another pylon it showed the same thing. Otherwise pretty neat little thing...
  21. http://www.google.com/search?client=opera&...-8&oe=utf-8
  22. Nice Now I'll try and see about a ini for the radar...
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