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UllyB

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Everything posted by UllyB

  1. I read that the missile were introduced after hundreds of tests with MIG-29 just in 1988, but, of course I didn't find a second source to confirm it so I don't know what is true and what is not.
  2. Any (more) info about these missiles, except they have a 80kg warhead and that they entered service in 1985 with MIG-31s ? I surfed the net with no luck searching some info or pictures.
  3. That rocket pod which has a fueltank , I guess, attached is gorgeous. Maybe you can make one alike... if it's not too much trouble.
  4. There is nothing there except its name ( R-40TD1 ). If you look careful you will notice that the specification are for R-40D only. I already saw that page.
  5. Yes Sir, I will. UPDATE I looked for the YG' book. I can't find it in PDF format, but it looks that it existed once from what I have seen...I found it on Amazon but is 414USD LOL
  6. I searched with the IE, I forgot about it LOL, I was using just the Firefox with Google service, but I could find info only about R-40RD1 Acrid with no reliable data, on one website it says it has an 148,2km max range, on oher it says it has 80km max. Big difference between 148 and 80. Nothing about R-40TD1 the IR counterpart yet.
  7. I was afraid you're gonna say that. LOL PS - by the way, if you choose as STORE TYPE DataLink setting, in weapons editor window it says it's NAVIGATION POD and if you choose Navigation as STORE TYPE you get DataLinkPod, kindda wrong switched places I'd say. Aaa and if youchoose DataLink as STORE TYPE it won't work in game so I guess TK mixed things up a little here or he let them unfinished.
  8. What exactly do these two in the game ? Or are they just for show ? I saw a A-7 FLIR pod dubbed as a Navigation Pod and you just see in IR in front of you.
  9. I saw these two parameters in each missile page in weapons editor, the Noise Rejection and the CM Rejection. What do they mean exactly each and what do their values means ? If someone could please explain to me all these I would appreciate. Thank you.
  10. That was the page I was talking about in my post Impressive! Thanks for them
  11. So the bigger the value, the bigger the performance of the missile or the other way around ?
  12. I ran into this kind of fuel tank. If I fit it in a plane's bomb bay, would the plane use it (use the fuel from the tank and add it o the total fuel quantity available) ? I never used this kind of trick. Thank you.
  13. I found this reading about F-105: " On a typical combat mission into North Vietnam, the F-105D carried two 450 US gal (1,700 L) wing-mounted fuel tanks, a 390 US gal (1,500 L) fuel tank in the bomb bay, and five 1,000 lb (450 kg) or six 750 lb (340 kg) bombs, and required inflight refueling going to and sometimes returning from Hanoi 700 mi (1,100 km) distant. " I didn't know that F-105 had room for a...bomb bay, I thought it based on its wings loads only. Thank you gentlemen for help!
  14. - to use Maverick (AGM-65) missile , you have to have a avionics.ini file in plane's folder, declared in plane's ini file as well. - TK planes support two avionics.dll libraries (avionics60.dll for older avionics effects/avionics70.dll for newer avionics effects). The name of the supported library should be in plane's ini file defined, check for it. If the planes does not support the chosen library, choose the other one and see if it works. - in avionics.ini file you must have something similar somewhere in the file, depending on the aircraft and who made the effect: [TVDisplayData] UseRadarTexture=TRUE DisplayLimitLeft=16 DisplayLimitRight=239 DisplayLimitTop=12 DisplayLimitBottom=243 ApplyFilter=TRUE FilterMaterial=DTVFilterMaterial OverlayTexture=F-4E_DTV.tga [DTVFilterMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=MODULATE NumTextureStages=1 TextureStage[01].TextureName=GreenTVFilter.bmp TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=DIFFUSE - if the plane's cockpit has a radar display built-in and uses avionics70.dll library, then, in avionics.ini file, you should have this line: [RadarData] AvailableModes=SEARCH,TWS,STT,ACM,GM,TV (the mode you want for your Maverick missile) However it works even without this line if you , at least, have in avionics.ini file the lines I wrote above. - if the plane's cockpit doesn't have built a radar display or uses avionics60.dll library you can't see in your cockpit, for obvious reasons, the radar display , but you can see the virtual radar display in that window on the right top of the screen, IF you have those lines I wrote above for avionics.ini file. However this situation is not preferrable, it will be unnaturally to see a radar display knowing that in the cockpit you can't see anything. - if the plane uses a third party cockpit (not a stock one) you must have the cockpit folder and all the files that are needed for displaying the radar (mostly BMPs, JPGs, TGAs files) ************************************************************************** Common mistakes: - the names of the avionics.ini file doesn't match the one declared in plane's ini file. - you miss BMPs or JPGs files needed for radar display, in cockpit folder. - the files needed for radar display are declared wrong in the avionics.ini, section described by me above in that example. - some lines in avionics.ini file call for wrong BMPs/JPGs files (their names). Sometimes avionics.ini file can be modified, in time, by one or many persons who, often, forgot to let everything in order there: [TextureData] //RadarTexture=cockpit\F-4E_AUP_Radar.jpg RWRTexture=cockpit\F-4E_AUP_RWR.jpg RadarAGTexture=cockpit\F-4E_AUP_RadarAG.jpg RadarTextureSize=512 RadarTexture=cockpit\F-18E_Radar.jpg
  15. Mirage IIIRJ & IIICJ recon converted

    The fake pilots for noses are missing from the package unfortunately. Maybe you upload them soon. Thank you. UPDATE Please disregard my previous comment. It was a download glitch. I downloaded again and now the fake pilots appeared. My apologies.
  16. wow, cool! Thank you very much.
  17. after you finish this project do you think you'll get time to make, for community, the Bofors M70 135-millimeter unguided rocket pod ? It would suit great the J-37 Viggen. I really need to feel a real punch when I use rocket pods blasting ground targets. I would appreciate if you could build this special pod. Thank you for your work, that I benefited so often, and good luck with your projects,
  18. SF2 BAe Nimrod MR.1 Remod Pak by Veltro2k

    " These aircraft herein are released in "AS IS" Condition. Any and all issues/problems that cannot be solved via ini edits will exist forever, as new models are unlikely to be created " Man, you LOVE this phrase. LOL Again, you reminded me of that literature professor in highschool I told you about and his sadism. LOL
  19. Gloster Javelin FAW. 8-9-9R pack

    Where is the LOD for Firestreak missile ? In weapons folder you have something mixed, there are 2 ini files, just one matching the folder's name. The LOD for missile is missing. If you try the stock LOD, the skin won't match, so I guess you just forgot to add the LOD for Firestreak. I can't find other explanation. So if it is as I thought, please let me have the LOD, in order to see correct the skin on it. Thanks! PS - The same situation in Gloster Javelin FAW.7 1.0.0 pack
  20. Buccaneer Mk50 SAAF for SF2

    fantastic skins!
  21. The skins are SUPERB, the best I've ever seen here at CombatAce! BRAVO!
  22. First I bumped into the subject reading the KB, then I read in a terrain readme that the SF2 NA brought something interesting for carrier operations, this precious watermap bitmap, with those spawning zones for carriers, for each side (the yellow and green zones). I tried to make one but it doesn't work (I tried to make other zones for VietnamSea, like in the example given in KB), only that guy bitmap worked but he didn't say how he has done it exactly. How do you make a eligible watermap bitmap for a terrain with those zones? What is the secret ? The way I understood it is that the engine "knows" to read those colors. How's that ? What am I missing ? Thanks in advance!
  23. It worked, but only for VietnamSea. Try the bitmap I uploaded and compare it with vanilla one, in game. The bitmap made by me even gives you a stable variation in deep sea for carrier deploying. For Baltic Rim I made a bitmap that works for USN only, the Soviet carrier is moving hopelessly around, on water and land. I tried to make one for GermanyCE. It doesn't work at all. Only TK knows why LOL. I will search furthermore for a solution. Interesting your observation about color indexes and map symbol sharing. I'll think about it. Following your theory red is for water area, black for land area, that strange yellow for enemy spawning areas and green for ally spawning areas. So far so good, it should be straightforward, except it isn't. LOL. It has to be something we miss. I am thinking about matching the bitmap value, all of them have 257Kb.
  24. Hellenic Air Force F-5A Volume I

    Thanks. Please let me know when you will finish it. Good luck!
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