Jump to content

dtmdragon

+MODDER
  • Content count

    2,027
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by dtmdragon

  1. One thing to try with the rwr issue is the format you are saving the rwr image as. I can't speak to photoshop or gimp because I use paint.net but I have had an issue where a radar screen image was saved with a parameter changed that made it not show up in the game. Also those with a problem could try bmp or jpeg format to see if one works over the other.
  2. Weapons manual shows ripple quantities of single, pairs and full ripple: From T.O. 1F-4C-34-1-1 "Weapon Selector Knob The weapon selector knob, placarded WPN SEL, is a rotary type switch with eight positions; only seven positions are used. This switch is used to select the type of munitions and method of release. The switch positions are BOMBS-SINGLE, BOMBS-PAIRS, BOMBS-RIPPLE, RKTS & DISP-SINGLE, RKTS & DISP-PAIRS, GAM-83 (AGM-12), and AGM-45. Note..... ....The only automatic mode of intervalometer operation is BOMBS-RIPPLE. In the automatic mode, the bomb button is depressed and held until the bomb release sequence is complete. The manual mode requires that the bomb button be actuated for each release." Interesting the picture in the manual shows bombs: single, triple and ripple not bombs: single, pairs and ripple like in the text of the manual. This could all be after a modification from the early F-4D/E with no ripple selection like you were talking about?
  3. @ravenclaw_007 Here is the fix below for F-4D_67 (changes in bold): Also is "RippleQuantity=18" correct with just 18? ///////////////////////////////////////////////////// [Station17LightArmed] Type=inactive NodeName=StationLight17a MovementType=LIGHT ItemNumber=17 [Station18LightArmed] Type=inactive NodeName=StationLight18a MovementType=LIGHT ItemNumber=18 [Station19LightArmed] Type=inactive NodeName=StationLight19a MovementType=LIGHT ItemNumber=19 [Station20LightArmed] Type=inactive NodeName=StationLight20a MovementType=LIGHT ItemNumber=20 /////////////////////////////////////////////// [Station17Light] Type=inactive NodeName=StationLight17 MovementType=LIGHT ItemNumber=17 [Station18Light] Type=inactive NodeName=StationLight18 MovementType=LIGHT ItemNumber=18 [Station19Light] Type=inactive NodeName=StationLight19 MovementType=LIGHT ItemNumber=19 [Station20Light] Type=inactive NodeName=StationLight20 MovementType=LIGHT ItemNumber=20 [StationLight22] Type=WEAPON_STATION_SELECTOR NodeName=StationLight22 MovementType=LIGHT ItemNumber=17 [StationLight22a] Type=WEAPON_QUANTITY Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 NodeName=StationLight22a MovementType=LIGHT ItemNumber=17 [StationLight23] Type=WEAPON_STATION_SELECTOR NodeName=StationLight23 MovementType=LIGHT ItemNumber=20 [StationLight23a] Type=WEAPON_QUANTITY Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 NodeName=StationLight23a MovementType=LIGHT ItemNumber=20 [StationLight24] Type=WEAPON_STATION_SELECTOR NodeName=StationLight24 MovementType=LIGHT ItemNumber=19 [StationLight24a] Type=WEAPON_QUANTITY Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 NodeName=StationLight24a MovementType=LIGHT ItemNumber=19 [StationLight25] Type=WEAPON_STATION_SELECTOR NodeName=StationLight25 MovementType=LIGHT ItemNumber=18 [StationLight25a] Type=WEAPON_QUANTITY Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 NodeName=StationLight25a MovementType=LIGHT ItemNumber=18
  4. @ravenclaw_007 great work mate! I have picked up that the missile selected lights for Falcon stations are not lighting up when the falcon missile is selected but the A/G outer and inner pylon selected and armed lights are instead. Looks like just a numbering issue for the missile selected lights but the link from the falcon stations to the A/G outer and inner pylon lights needs to be removed or the nodes made inactive. Sidewinder and Sparrow lights are all working correctly
  5. I was going to ask you this in a PM but I thought others might be interested in your answer. For me the almost unlimited 'what if' aspect of SF2 is one of the most attractive things about the game. You @Spinners have to be one of the most prolific 'what if' guys here, so my question to you is; What is your absolute favorite 'what if' mod you have ever done? And what is you absolute favorite 'what if' mod someone else has done? (Screenshots and links too please 😁)
  6. My own work around (no HUD) cockpit.7z [CockpitData] Directory=cockpit HUDMode=CAGED,AA,AG RippleQuantity=1,2,4 RippleInterval=60,100,140 [GunsightFront] HasGunsight=TRUE GunsightMilSize=50 GunsightName=Meteor8_lead.tga AGGunsightName=Meteor8_lead_AG GunsightComputedName=Meteor8_sight.tga LeadComputing=TRUE MinLeadRange=182.88 MaxLeadRange=731.52 DefaultLeadRange=300 MaxDepression=250 DefaultDepression=50 RocketDepression=50 All functions are 100% historically accurate including the boresight cross in the air-to-air mode with the gyro sight enabled. It could be turned off and on by the pilot, he could even have the entire fixed (AG) sight (cross and circle) displayed as well as the gyro sight but most would just have the small cross from the fixed sight showing as well as the gyro sight. This was the same on WWII RAF gyro sights although most did not have the depressable function for the fixed sight at that stage.
  7. If your setting up the AG gunsight via the [HUD] eg harrier etc, it can only be as a CCIP not a fixed depressable sight like when it is solely setup via the cockpit.ini eg F-4 etc
  8. Best wishes and hope you are well soon my friend!
  9. There is a maximum number of decals per node but I'm not sure what it is. Also there is some weird things when it comes to decals. For instance changing the order of the decals in the decal.ini file can make them suddenly appear when they didn't before. On the standard TW F-8 the BU numbers added to the vertical stab show up fine but on the DLC F-8K they suddenly don't but when I moved them to the front of the decal.ini list they did. Go figure 🤷
  10. Stunning been waiting on this one since your first F-1!
  11. Utilizing Ravenclaw_007 and teams latest F-4E pack to create the Israeli Airforce specific F-4E variants used in the 1973 Yom Kippur war. There were three separate deliveries prior to the war and due to the variations of the Blocks all sorts of different configurations of ECM antenna, strike camera, slats/ flaps, 'slime' lights, MIDAS4 etc not to mention local upgrades of 'slime' lights, MIDAS4 muzzle mods and slat instillations. Now throw in the Operation Nickle Grass emergency aid aircraft during the war! I have rounded them all up into 3 in-game varients: - F-4E Kurnass - F-4E Kurnass Hard-Wing & MIDAS4 - F-4E Kurnass (73)
  12. That would utterly destroy my FPS! 😄
  13. Peace Gate III/IV embargoed Pakistan F-16A Block 15 OCU with late production WAC HUD. Nearly used by New Zealand, operated by the US Navy and ultimately delivered to Pakistan.
  14. View File F-8K & F-8L Crusader (TW DLC) Third Wire F-8K & F-8L Crusader 1.0 This pack is a TW DLC enhancement. So it's needed to work. Included is the F-8K with data/ avionic/ effect/ sound corrections for accuracy, as well as modification of the Third Wire DLC F-8K Crusader model into the F-8L model Crusader. F-8K - The F-8K is the F-8C airframes rebuilt to extend their service life starting in 1969. It is updated with the same underwing pylons as F-8E, but it did not receive any engine or avionics updates. The F-8K was used mainly by the Marines squadrons in the States and did not see any combat. F-8L - The F-8L is the F-8B airframes rebuilt to extend their service life starting in 1969. It is updated with the same wing as the F-8H as well as the landing gear from the F-8D/ E, but it did not receive any engine or avionics updates. The F-8L was used mainly by the Reserve squadrons in the States and did not see any combat. To install: 1, Unpack and drop into your main mods folder. 2, Override when prompted. Credits: - F-8 DATA & LOADOUT v1.0 update by FANATIC MODDER. - SF2V Air & Ground War Expansion v.2.0 Gold by Eburger68 and team. - Weapons by Ravenclaw_007. CombatAce fair use agreement applies. Enjoy, Dan. Submitter dtmdragon Submitted 10/28/2024 Category F-8  
  15. F-8K & F-8L Crusader (TW DLC)

    Version 1.2

    138 downloads

    Third Wire F-8K & F-8L Crusader 1.0 This pack is a TW DLC enhancement. So it's needed to work. Included is the F-8K with data/ avionic/ effect/ sound corrections for accuracy, as well as modification of the Third Wire DLC F-8K Crusader model into the F-8L model Crusader. F-8K - The F-8K is the F-8C airframes rebuilt to extend their service life starting in 1969. It is updated with the same underwing pylons as F-8E, but it did not receive any engine or avionics updates. The F-8K was used mainly by the Marines squadrons in the States and did not see any combat. F-8L - The F-8L is the F-8B airframes rebuilt to extend their service life starting in 1969. It is updated with the same wing as the F-8H as well as the landing gear from the F-8D/ E, but it did not receive any engine or avionics updates. The F-8L was used mainly by the Reserve squadrons in the States and did not see any combat. To install: 1, Unpack and drop into your main mods folder. 2, Override when prompted. Credits: - F-8 DATA & LOADOUT v1.0 update by FANATIC MODDER. - SF2V Air & Ground War Expansion v.2.0 Gold by Eburger68 and team. - Weapons by Ravenclaw_007. CombatAce fair use agreement applies. Enjoy, Dan.
  16. Thanks for that mate, so in the photo you mention is the empty rails for the Python 3 the 'special underpylon adapter' or the extended ones that replace the AIM-9 rails in the traditional location?
  17. 1982 Israeli Vipers loadouts?

    Royal Navy Sea Harriers encountered the same problem in the Falklands.
  18. Ukrainian Air Force skin for F-16AM(Viper Team)

    Except the 'bird slicer' IFF antenna are the older F-16A ADF style not F-16AM MLU....??? That is 100% not a European F-16AM MLU behind him. Possibly a non flying training/ maintenance airframe?
  19. Ravenclaw was working on the AARGM last year https://combatace.com/forums/topic/85993-weaponspack-3/?do=findComment&comment=801732
  20. I've noticed that to, it locks up my whole PC if I try and open it with the lod viewer but it works fine in the game.
  21. Thanks mate, does it specify D model Sidewinders or could they be G models? My understanding was they used G models by this stage but since they look identical to the D models there can be a lot of confusion. On a different note during research into Kurnass weapons for this time period (1982) I found out the IAF F-15 could only carry the G model at the time and not the L. And if they carried the Python it was on a special dual missile rail carried on the wing stations in place of the drop tanks. You can replicate it in the game with the stock TW 2IR quite easily. It was immediately after the war that they deveoloped the modified extended sidewinder rails to carry Pythons in place of the Sidewinders. Also what book did you find the photo in? Link to podcast episode if your interested. He talkes about planning a strike on Bagdad during Desert Storm with the Kurnass 2000 and Popeye missiles. https://open.spotify.com/episode/1fsWsT2ZfMxTzj2uVIiC4x?si=p9eKyNJ5RhypH1wGcT4KVA
  22. Thanks mate! Does it have the chaff/ flare dispensers in the rear sparrow bays?
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..