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UllyB

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Everything posted by UllyB

  1. I know everything you mentioned , except HOW to change a stock ASM fixed one in weapons editor into a, let's say EOGR. That was what I was asking. I know that I can replace it, but I don't want that. I want to know how I can change it. You say it might not be possible to change it ? How's so ? The missile is all text, some bitmaps/jppgs and LODs, nothing else, so it has to be a way! The text setting governs it, the game's engine knows to interpret the text settings made by one. Also , IMO there is no sense to make the same weapon, but as EOGR, it wouldn't work, or would it ? Can game's engine to distinct between two different types of missile , with the same name ? PS - it could be just one exception though, now it came to me, but I doubt it's that: TK hardcoded directly the ASM type, but even so I should be able to change it into a EOGR one, through (text commands/lines) settings. PPS - In my weapons editor AGM-84A/C and D are set as cruise missiles, the rest are EOGRs.
  2. Now really...nobody knows to explain to me ? How am I suppose to learn about SF2 "mechanic" if I can't get a little help ?
  3. It's not "that" simple. No one would make one now just because I need it (I don't know how to make one in a 3D editor otherwise I wouldn't have been asking that, would I ?). The most precious help would be if you could tell me exactly where they are or to upload one if you have it. I know, too that they may be there, somewhere as you suggested. First, my downloads are limited, second, I don't have the whole time in the world just to do that, searching blindly hundreds, maybe thousands of files just for a pylon, not knowing where exactly to search. Bottom line, If anyone already have what I need or can tell me in which pack it is I would appreciate it, thank you.
  4. I think I discovered the culprit. I put navalmap=TRUE to Desert stock map just to experiment. When I deleted it, I didn't get that E-2 hawkeye anymore, when chose ARMED_RECON mission. Still I would like to know how come I get that interferrence created so I am wind up with a E-2 instead of my plane in a ARMED_RECON single mission ?
  5. I have a plane which have set these kinds of type of mission only: PrimaryRoles=CAS,STRIKE,SEAD,ANTI_SHIP SecondaryRoles=ARMED_RECON In its loadout.ini there are no other loadouts set, other than the ones specified above. However , when I enter the game, and want to choose the type of the mission in game's menu, I can choose "Reconnaissance" type also! Why does that appear there ? Why can I choose a type of mission which is not set for my plane (in data.ini and loadout.ini files) ? I know the ARMED_RECON uses the CAS loadout and not RECON one so it can't be because of that.
  6. I know it's not flyable. The plane in question was a third party SF1 MIG-27M brought and transformed for SF2. That's why I am puzzled.
  7. I discovered something new. When i tried to choose the ARMED_RECON mission type (I am in DESERT map CAT) , it changes my plane with an E-2 Eyehawk ! What the heck is going on ? LOL Do I have to specifiy ARMED_RECON loadout separately into loadout.ini file ? I knew that I don't have to. I tried another third party plane , a F-4E_AUP and this one works well when I choose ARMED_RECON. I'm puzzled.
  8. I did that, too. There are a lot of fake pilots but not with pylons. I found a lot of them but they are used for aircraft shape add-ons (nose of the plane, antennas, cockpits etc)
  9. So the basic line would be if, when I use an X plane brought into game, IF there are , in its service date interval, other planes that still uses SAHM missiles (SAMs, I remembered, they use the same SAHM technique/mechanic) then I can use TRUE in that line. Is that it ? Did I get it right ?
  10. I read one of MigBuster tutorial. I know what a RWR system basically is, but I want to know more. What does mean that when is TRUE and what does when it isn't ? RWRCanDetectCW=FALSE /TRUE Let's see if I got it right. When is FALSE it means that planes has no RWR display. When is TRUE it means that it has. BUT! I looked into stock MIG-27 data.ini file and , even if the plane has no RWR obviously unless you add a cockpit (and all Russian cockpits for MIG-23/27 have no RWR display whatsoever), and the value was TRUE. Which means that it is wrong or...I did't understand anything. Which one is it ?
  11. So one jetfigter actually can use both types of radar. Good to know. How do I know then when to put for a third party or old SF1 plane brought to SF2 world, TRUE or FALSE for CW radar if you say that some jetfighters can use both ? Or do I put TRUE and I don't have to bother with this issue anymore ?
  12. I have the latest weapons packs for blues and reds but there is no such pylons in them. I also searched in some SF2 aircraft archives I downloaded to see if they have inside weapons. Some have such items but not pylons in it. It would help if you could tell me, exactly, which weapon pack from download section has it. Thank you
  13. After your answer I read about CW radars and Pulse radars but it is so much technicality that I didn't understand the difference in terms of WHO/WHAT military installation (in our game) uses them. In our game we have planes (jetfighters) and SAMs. They both use both systems (which is again confusing, how do I know when is one and when is another in terms of reading the RWR display ? ) or some use one type and the other use the other one ? As I understood, maybe I am wrong, military aicraft use both, the radar CW and the pulse radar. I tried to put the question on google like : - are SAM batteries use the pulse radar/radar CW ? - are military jetfighter using pulse radar/radar CW ? and I found no direct answers, just the one that some military aicraft use the radar CW It will be much easier to let me know who uses one and who uses the other one or if both platforms use both and some explicit examples.(which SAM, which aircraft). Also, in case that our platforms, in our game, use both technologies, then what is the difference between them, in terms of advantage ? Thank you
  14. In highschool, almost 40 years ago I had a literature teacher. At first I had the feeling that I will rather hate him then like him, but soon I discovered how wrong I was. He was hard on us, he had a black sense of humor but he also was a very good professional and I learned things about life contemplating his mind/deeds. Many things I learned them from him on the hard way but it was worth it in the long run. Somehow you remind me of him, you have the same style, the same black humor so when I see you speaking here I am just guessing what you are going to do/say next. LOL
  15. The whatif Argentinian Kfir C7 comes with no 1300L tank LOD (FuelTankName=AR_Kfir_RP1300C on the wing setting). The 3D model has built-in fuel tanks. It doesn't work to simply replace it with the Mirage stock one (they don't match). I checked some weapon packs with no luck. I could hide the original fuel tanks and bring others but I would like to try find the original first. Does anyone, please have the LOD to give it to me or to point me to a weapon pack that has it ? Thank you
  16. It's so hard to believe that some people can appreciate some order in a weapons list ? The model I downloaded is from this site, it has been here for years. It's unlikely someone could have had that nerve to upload here something pirated. Let me know what you find about this issue.
  17. I did that and the type "ASM" didn't change in weapon editor after changing those parameters. That is WHY I asked....
  18. what kind of mission I can't do in SF2 Israel and I can do them in SF2 (DESERT CAT) ? Are there any other type of missions except these: INTERCEPT/SWEEP/CAP/ESCORT CAS/SEAD/ANTI-SHIP/STRIKE/RECON/ARMORED RECON ?? I also experimented all the above missions from a carrier, in SF2 environment, too for both red and blues. So what am I missing ? I hope you are not talking about the A.I. antiship fancy missions from SF2 NA.
  19. Nope, you are wrong, they are not, they were CREATED by this fellow. These LODs lines are in its ini file: [LOD001] Filename=AR_Kfir-C7.LOD Distance=1500 [LOD002] Filename=KfirC2-001.LOD Distance=3000 [LOD003] Filename=Kfir-002.LOD Distance=5000 [LOD004] Filename=Kfir-003.LOD Distance=8000 And these are the stock ones: [LOD001] Filename=Kfir_C-2.LOD Distance=100 [LOD002] Filename=Kfir_C-2_lod2.LOD Distance=250 [LOD003] Filename=Kfir_C-2_lod3.LOD Distance=500 [LOD004] Filename=Kfir_C-2_lod4.LOD Distance=1000 [LOD005] Filename=Kfir_C-2_lod5.LOD Distance=10000 However, I was asking about fuel tanks LODs, not the plane's LODs (please see my first post again), which is different no matter you look to the problem. Regarding the weapon editor I disagree with you. One needs weapon editor as Yakarov79 stressed it, for bringing in an easy way ORDER into your weapons. If you or anyone else won't care about order in weapons department, that is your/his choice, not mine.
  20. I said it was a KfirC7 which is a third party obviously. TK didn't make a KfirC7 model, I checked before (I know that TK, for SF2 models, locked them because of the very reason you mentioned it, I know that for a long time so, trust me, I know what I do when I ask something here). That is why I asked for it. But , silly me, I forgot that , when you have a built-in fuel tank, it's easier to create a fake tank (a fuel tank without 3D model name) and add it to your weapons , with weapon editor. So I feel so stupid now in the end knowing there was no 3D model for it at all, for obvious reasons! LOL I consider this thread closed. PS - and I DID use the LOD viewer obviously. How else could I know that they were built-in ?
  21. Also don't mess with radar settings values if you don't know what you do. Keep in mind that data from your radar from your plane's avionics.ini file must concide with radar data found into plane' data.ini file, section [DetectSystem] (every plane has one, simple or a complex one), though the reference in data.ini has no impact in the game, it's put there as a guiding thing. Pay attention to the TrackRange/TrackStrength/SearchRange/SearchStrength etc main parameters in plane's avionics.ini file. It might be a good idea to use Google and learned about radar performance for each aircraft you want to mode. After all, you want your plane to be as realistic as it could, right ? Also , in matters of avionics, as Wrench suggested, check in plane's ini file what type of avionics library your plane uses (Avionics60.dll or Avionics70.dll). Syntax written in avionics.ini file for an avionics60.dll library won't work for a plane which uses avionics70.dll library. Even the syntax for these two libraries is different. Take two planes , one which uses avionics60.dll and the other the avionics70.dll and compare then their avionics.ini files , at the radar section. They are different, aren't they ?
  22. Well I learned from the best so you need to know that I already prepared a backup folder where I put all my modified planes (stock or third party) after I work on them. In other words I am not afraid of any surprises. From my experience a blank screen, even in Win 10, has to do with graphical issues so as long as one won't experiment with video drivers or do soemthing stupid, it shouldn't occur to anyone. That's the rule in theory. PS - I don't have just one game. I have them all installed. I only experiment in SF2 Israel, for precatious reasons, which is different. Wasn't here one person in particular who told me to take it slowly, eh ?
  23. Never encountered this issue.
  24. Infrared missile won't work as radar guided ones, which is exactly like in real life. In game, for an unexperimented eye, they "seem" to work the same (like a fire-and-forget missile) because SOME of them, including the Mica IR, being new they have LONGER range than any other IR missile, AIM-9L for example. Don't be fooled by that difference. Firing an AMRAAM is 95% a fire-and-forget missile, opposed to MICA IR which is not. So if you fire MICA IR from, let's say 20km it won't hit the target for sure in SF2 series IF the enemy skill is set to HARD, meaning that the enemy A.I. pilot can fool the IR missile taking early evasive manouvres. So don't confuse BVR missile with IR missile just because some new IR missiles have apparently (very) long range. No, the weapon editor is an utility which you can download from the utility section in download sector. The weapon editor works like this: you have in C:\ModFolder\StrikeFighters2_XXX\Objects\Weapons\ folder all the weapons you brought/downloaded/created plus the stock ones (look into that folder and observe). Weapon editor KNOWS how to work with those weapon folders you have there. When you run it (after you install it) it will show you the weapons that you can edit yourself (from each SF2 game installed on your HDD) or just read each weapon characteristics (press EDIT button after you selected a weapon from the list - see the photo) As you can see in the picture radar guided BVR Mica EM has a max launch range of about 70 km ! If you have just 10NM which is about 18.52 km it means that something is wrong with the weapon settings. If you want to arrange weapons in your weapons editor use WeaponData.ini file. You can generate it directly from the weapon editor (notice the SAVE DAT/INI button). After you change something in your weapon editor don't forget to SAVE, to weapondata.ini file and directly into the editor (SAVE button). Don't tinker/tamper with data into weapon editor IF you don't know or you are not sure what you're doing! To make things easier for you in the matter of game's weapons just go to download section and download the latest weapon packs. Notice that you can download, too Soviet weapon packs (most of therm enemy weapons considered) as well there. I forgot to add something in the previous post. If you have a very high altitude ( plus a very high speed) in the moment you fired the missile, then you will notice that the range settings for that BVR missile will suddenly raise with 10-20%, which is logical, higher speed plus higher altitude means that it will have higher initial speed, plus the speed given by the fact that the missile falls to the target (gravity). In SF1 series I remember that SAHM missiles (AIM-7 Sparrows ones especially) didn't work if the enemy plane was flying low (under 2000 feets) exactly like in real Vietnam times/situations (there was something with the Sparrow guidance as I understood it). I didn't try this in SF2 to see if it's the same.
  25. I read those articles, I knew about them. Thanks anyway.
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