Jump to content

dtmdragon

+MODDER
  • Posts

    2,080
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by dtmdragon

  1. Cheers for the help but unfortunately it didn't quite do the trick. It is the joystick I want to remove and doing what you wrote above just made it lay down horizontally pointing forwards?? Here is the original cockpit.ini lines for the joystick I want to remove: [stickRoll] Type=CONTROL_STICK_ROLL NodeName=SideStickBase MovementType=ROTATION_Y Set[01].Position=-15.0 Set[01].Value=-1.0 Set[02].Position=15.0 Set[02].Value=1.0 [stickPitch] Type=CONTROL_STICK_PITCH NodeName=SideStick MovementType=ROTATION_X Set[01].Position=15.0 Set[01].Value=-1.0 Set[02].Position=-15.0 Set[02].Value=1.0
  2. Is there a way to make a node disappear in the cockpit using the cockpit.ini file the same way you can for a node on an aircraft lod? eg to do it with an aircraft .lod you add the following to the data.ini file: [AircraftData] Component[xxx]=no_nose_ecm // Mods ------------------------------------------------------ [no_nose_ecm] ParentComponentName=Nose ModelNodeName=nose_ecm DestroyedNodeName=nose_ecm DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE
  3. Cheers guys I had a feeling that might be the case so i think I will give it a miss.
  4. I've only ever played the Strike Fighters 2 series but have been looking into Yankee Air Pirate 2. So I was wondering how it compared to SF2 since it's based on WOV in terms of game play, graphics etc what do you guys think? Cheers, Dan.
  5. Does anyone know if there is a Enhanced Laser Guided Training Round (E-LGTR) or SCALPEL (Small Contained-Area Laser Precision Energetic Load) bomb floating around in a download somewhere? Cheers, Dan.
  6. Here is my attempt...Unpack and drop in your weapons folder. Nuclear weapons.7z
  7. Having used a few nuclear weapons in SF2 lately while figuring out loft bombing I noticed the Explosive Mass (kg) values are all over the place. Even the same weapon available with two separate downloads can have vastly different figures. So what I propose is to standardise the vales based on what the community think best represents the performance of the different yields in the game. I overhauled all the weapons in my install and came up with some standard values based on popular figures others have used, research, meatball maths and a bit of in game trial and error. Please feel free to tweak and contribute! Weapon - Real life yield - SF2 Explosive Mass (kg) value AIR-2A Genie 1.5 KT 1500000.00 AIR-2A Genie 1.5 KT 1500000.00 AIM-26A Nuclear Falcon 250 T 62500.00 AGM-28 Hound Dog Mod.1 1.1 MT 110000000000.00 AGM-28 Hound Dog Mod.2 350 KT 3500000000.00 AGM-69A SRAM 200 KT 2000000000.00 ALCMB AGM-86/B Nuclear ALCM 150 KT 1500000000.00 AN-52 Tactical Nuke 25 KT 25000000.00 ASMP Nuke Missile 300 KT 3000000000.00 ASMP-A Missile 300 kt 3000000000.00 B61 Nuclear Bomb 340 KT 3400000000.00 B61 Nuclear Bomb Tactical 170 Kt 1700000000.00 B61 Mod.11 Earth-Penetrating 340 KT 3400000000.00 B61-12 GPS/INS Nuclear Bomb 50 Kt 50000000.00 B83 Nuclear Bomb 1.2 MT 120000000000.00 BA53-Y1 3.8 MT Nuclear Pod 3.8 MT 380000000000.00 Blue Danube Nuclear Bomb 12 KT 12000000.00 Blue Steel Stand-off Missile 1.1 MT 110000000000.00 Mk-28 1.1 MT Nuclear Bomb 1.1 MT 110000000000.00 Mk-28 350KT Nuclear Bomb Tact 350 KT 3500000000.00 Mk7 8KT Nuclear Bomb 8 KT 80000000.00 Mk7 19KT Nuclear Bomb 19 KT 19000000.00 Mk7 22KT Nuclear Bomb 22 KT 22000000.00 Mk7 30KT Nuclear Bomb 30 KT 30000000.00 Mk7 31KT Nuclear Bomb 31 KT 31000000.00 Mk7 61KT Nuclear Bomb 61 KT 61000000.00 Mk-15 3.8 MT Nuclear bomb 3.8 MT 38000000000.00 Mk-43 70 kT Nuclear Bomb 70 KT 70000000.00 Mk-43 1 MT Nuclear Bomb 1 MT 100000000000.00 MK-83Mod 1 Tactical Nuke 170 KT 1700000000.00 RDS-2 20 kT Nuclear Bomb 20 KT 20000000.00 RDS-4 30 kT Bomb 30 KT 30000000.00 RDS-6 400 ktNuclear Bomb 400 KT 4000000000.00 WE-177A 10KT Nuclear Bomb 10 KT 10000000.00 WE-177B 450kt Nuclear Bomb 450 KT 4500000000.00 WE-177C 200kt Nuclear Bomb 200 KT 2000000000.00
  8. dtmdragon

    nukes

    From the album: Dan

  9. Here is how to make a non retarded version of a retarded bomb. 1, Firstly open the editor and copy the bomb you want to change. 2, Rename it xxxx_slick 3, make the following changes and save.
  10. dtmdragon

    we177

    From the album: Dan

  11. Great reference site on British nuclear weapons especially the WE.177 Lots of photos and a slideshow on delivery methods. http://nuclear-weapons.info/ The slideshow on delivery methods http://nuclear-weapons.info/images/deliverymethods.ppt works very well in SF2 however you have to use the following release distances because the distance to a visual ground target in SF2 is a straight line not a horizontal distance. You will also need to make a copy of the WE.177 bombs and make them non retarded with the weapons editor as you cant toss bomb a retarded bomb very far! You will also need to deactivate the release animation which will stop the parachute deploying. So for the first delivery method release at a distance of 5.09NM and for the second method release at 2.55NM. The rest are unchanged. I came up with these figures by using the data in the slides and a bit of triganomatry lol
  12. Testing the proposed B61 Mod.12 (B61-12) tactical nuclear smart bomb at the Range which, if given the go ahead by Congress, will combine existing US B61 freefall bombs with a GPS/INS guidance kit similar to existing JDAM bombs.
  13. dtmdragon

    B61 Mod.12

    From the album: Dan

  14. Is this more accurate or just a 'fun' mod etc? Cheers, Dan
  15. Nice work, I quite enjoyed playing something a bit different from the usual SF2.
  16. dtmdragon

    starscreen

    From the album: Dan

  17. Just to clarify guys, are you saying can shift your heavily modded mods folder to an external hard drive and still run the game with no performance penalties ect? Cheers, Dan.
  18. Improved Sniper XR targeting pod skin. Just drop in weapons folder and override. SniperXR.7z
  19. dtmdragon

    SNIPERPOD

    From the album: Dan

  20. Update uploaded. 1.1 Updates: - Skin pack added to make a total of 7 different skins that cover the change in markings over the years as well as squadrons that have been activated and disbanded etc. Plus a few special/ anniversary skins. - Additional 'CF-18 Hornet IMP Phase II Operation 'Mobile' Lybia 2011' Aircraft with with loadouts, markings and a pilot skin specific to the campaign. - LoadOut.ini files and weapons updated. - Improved Bird slicer IFF aerials.
  21. Nice work mate but I don't think your updated version uploaded. The read me is dated '03 June 2012' and the loadout.ini files that didn't have any weapons in them still don't etc.
  22. And don't forget you will have to add 'ASM' to the 'AllowedWeaponClass=' line of the weapons stations of every addon aircraft you have so it can carry these upgraded weapons that have been changed to the cruse missile type (ASM).
×
×
  • Create New...

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..