Jump to content

UllyB

ELITE MEMBER
  • Content count

    1,671
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by UllyB

  1. I also noticed that F-102 and F-106 baydoor animation won't work for the A.I. The missile goes through plane when released. Why doesn't it work for F-102 and F-106 but for bombers do? Tu-16 and TU-22 A.I. "know" to open the baydoor before releasing bombs. Could this issue be solved by a syntax or something. I saw at SF2 series that there is an line command : AutomaticDoor=TRUE. I tested and it won't work for SF1.
  2. I recently noticed that some missile, when launched, they are going up, instead of "falling" until their booster kicks in. Maverick (AGM-65A and AGM-65B). Their settings is the stock ones so I wonder why is that. Other missile fall as they should. Any idea ?
  3. Truth is I didn't know that feature belonged to SF2 generation. I discovered into a SF1 plane's loadout, maybe forgotten by the author when he transformed a SF2 plane to a SF1, but there was no one there to tell me that. I forgot about it until now , when I remembered it and found it useful for what I wanted to happened for that F-106 loadout. I reached to a compromise. I let one version for CAP and one for INTERCEPT. However part of the syntax works, you can change, by stating that lines in the loadout.ini, when a plane to load something new. It's a shame that the other half won't work. Thank you, like always, for your guidance Sir. PS - SF2 it may have its glamour with new shaders, but the SF1 attracts me more powerfull with its simplicity and beautiness so I feel that I can't part of it yet. My intention is to make a clear "path" through all SF1 stuff and make, at least for myself, a very beautiful, rich game. Bless all the men who contributed to this fine game!
  4. I tried to load for F-106 the Air-2A genie missile (for 1959-1871) and the gunpod begining with 1972. It looks like this: [AirToAir] Loadout[01].WeaponType=AIR-2A Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-4G Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-4G Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-4F Loadout[04].Quantity=1 Loadout[05].WeaponType=AIM-4F Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank360_F102 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank360_F102 Loadout[07].Quantity=1 [AirToAir_72] StartDefaultDate=1972 DefaultFor=INTERCEPT,CAP Loadout[02].WeaponType=AIM-4G Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-4G Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-4F Loadout[04].Quantity=1 Loadout[05].WeaponType=AIM-4F Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank360_F102 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank360_F102 Loadout[07].Quantity=1 Loadout[08].WeaponType=F106AGunPod Loadout[08].Quantity=1 For the gunpod, it works, but BEFORE 1972 the game leaves the place empty.(I can load the Air-2A missile manually though). I tried to put 1959 the default for Air-2A missile, but if I do that, after 1972 it won't load the gunpod, it will be the just the Air-2A missile only. I could use a little help. What is the correct syntax to have the two versions please ?
  5. You missunderstood me (I think). I know to read a data.ini file Sir. The gunpod takes over when data change to 1972, BUT...before that... Air-2A should appear because it's declared (FIRST), but IT DOESN'T. That was my point. That is why I was puzzled, that is why I asked for help. I checked and IF...I delete these rows : [AirToAir_72] StartDefaultDate=1972 DefaultFor=INTERCEPT,CAP then... the Air-2A APPEARS as it should...BEFORE 1972, in the plane's loadout. And , of course, if I leave it to that, it will stand there even after 1972 date. My logic is this: if a weapons declared appears, why does it disappear BEFORE the data in question, if a newer weapon, through that syntax, takes over. It should appear BEFORE 1972 (the Air-2 A) and after that the gunpod should take over. I never said they should work in the same time or similar. That is why I think you missunderstood me.
  6. Wow, interesting, I didn't know such a tool existed. Do you still have it ? I would love to give it a try.
  7. Does exist an utility to make CAT archives ? I would need one to make sure that no other planes from default CAT mixes with my single player missions.
  8. Is it possible to "fit" a radar into stock A-10 (WOE) scope (the one it uses for Mavericks and LGBs ) ? I tried but, except FLIR devices, nothing appears there. I've done that in the past for other planes, but my "magic" won't work in this case. I'm not sure if the cockpit model (LOD) has anything to do with this issue (lack of info) so I could use some guiding or help. Thank you.
  9. I see, but even so, there is a very big gap between 28 km and 120km, plus I noticed that , when told to engage, the wingman (A.I.) accelerates so it has even enough speed which would help launching it earlier because of a more favorable momentum of the missile. And finally, I tested it, firing it myself and the missile (1 in 4) makes a kill from 50-60km or so. Another aspect I remembered: when the AI wingman is head-on with the enemy AI, the enemy fires always first and sometimes, kills my wingman before it even got a chance to fire. I thought that maybe these things are moderated by AI skill etc but my AI wingman had "excellent" skill and the enemy AI was put on "NORMAL" so the bottom line, the situation is very cloudy for me.
  10. If an R-37 or R-33 has a max range over 100Km why don't A.I. wingmen fired them earlier ? I noticed they fired when they were at aprox 28km of target. Is there a hardcoded limitation to that ? (A.I. pilots had high ranking values)
  11. Many thanks for help but I also need the TGA files which work in conjunction with the ini file, too (I checked the effects folder and I don't have the TGA files named in the ini effect file). Plus I am not sure if the shaders files are from CAT's game (so no worry) or... I have to put them somewhere those which are listed in the ini file... Can you, please take a look and tell me where goes where, too ? The best it would be if you can archive the "Effects" folder and send it to me (uploading it on a site where I could take it)
  12. Do I need a data link pod attached to the aircraft in order to be able to launch an IIR missile ? Or it was not simulated in SF1 series ?
  13. I tried recently some planes which were in the Malvine campaign pack, which I guess is a pre-2008 patch thing. They all work well in WOI except one, the TC-34C Mentor which explodes in the first second on the runway. What is the cause of sudden explosion of the aircaft in game ? I thought first that maybe it's old model etc , but the others , from the pack are too, so it is supposed to work. What went wrong I wonder...?
  14. adding that value solved the issue, many thanks man!
  15. alright, I'll do that, and tell you what happened after. Thanks for staying with me.
  16. ok I'll take a look, but I really have no idea how just looking to an animation it would spark a solution into my mind for that.
  17. no , I don't. I use malvinas planes on WOI and I have compatible other terrains (Desert Storm/GermanyCE/Israel2/PersianGulf/Madagascar/Cuba2011/VietnamSea and the default of WOI). First I tried it (the original map , the one with DESERT.CAT added) but, unfortunately, the campaign is unplayable. Do you know by chance if The Malvinas campaign was ever remade after 2008 patches ? If not , it's a shame....that conflict had really big potential.
  18. ok I will, here you go.Mentor_DATA.ini and thank you once again. You helped me in the past with that SU-25 (plane was tipping on a side slowly in time) and you help me now again.
  19. well actually it literally flips forward, with no shifting in sides...It simply falls in its...nose a sort of speak. I guess I have to fiddle with the main gear rolling radius ? Thanks anyway for the insight, now I am no longer in the dark when encountering this sort of problem.
  20. oh I see, now is crystal clear, so it's just an eyecandy piece. Good to know. Thanks.
  21. What is that a refuelling pod in the game ? Act as a pod but in the same time makes sure that fuel never ends ? I missed when such thing launched and I don't know how to use it. I need a little help here please.
  22. I managed to see what happens seconds before plane explodes. It bounces slightly and enters, tilting, into the ground at a 45 degree angle and explodes...I tried it with stock terrains and it does the same...Also the airfields.ini files are in the terrain folder as Wrench instructed in an old thread but it didn't help.
  23. ok then, it sounds so easy, I even now can't believe how simple it was. Thanks for confirmation.
×

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..