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UllyB

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Everything posted by UllyB

  1. Kevin, I recently find this post (see the pic). Disregard, please what is NOT incircled with RED ! If the Iraq/Iran campaign work after a SF1 series game is patched with oct 2008 update, than this raise a legitim question: why doesn't that campaign work with WOI ? Is somehow WOI 2008 patched different than SF1 2008 patched ?
  2. man...it's the same....I don't understand... Could be the textures of the WOI F4E stock model cockpit ?
  3. Does anyone know a website (except www.airliners.net) where I can find some quality MIG-23 pictures, please ? (if they are at least 1280x1024, the better) . I saw a few sites but they exhibited pics under 1024x768.
  4. I think you missunderstood me friend. THAT is the cockpit in CAUSE which gives that....glitch. There is NO other. That's the one I downloaded. Now you see the ...picture? :) So...now that you know what's the issue let's see how can we solve that, alright ? I use the F-4E_kurnas stock files and I just added that cockpit of yours. Didn't you notice that you can't see the speed dials ? It's a luck that the author saw my post. Let's hope we can find a solution to solve the issue. It bothers me very. I wait for your reply.
  5. I changed the F-4 cockpit with a new one F4 _ES which uses avionics70.dll, it looks nicer , it's slick but some detail bothers me a lot (see pic). The radar texture green frame is bigger that the board instrument where it should fit , so the speed of a target is not shown right. (I wonder why the author didn't notice that when tested the mod and corect the issue). How could I fix that ? I tried to shrink that BMP (radar texture) but it doesn't work....(I was thinking it can't be that easy). I really would love some expert advice. Thank you.
  6. I looked at the pics, nice texture ! What map is that please ?
  7. You mean there is a probability induced by the game engine to...miss that very upgrade (randomess)?Or you meant it could appear later eventually ? Yes the skin is in place, nothing wrong there. I hope you understood correctly, I mean...the first UPGRADE(the skin ONLY), the game DID that, but when came to change the plane (to Nesher), it changed the Shahak to...that strange skin ...instead. And about the first matter, I've searched and lots of people , in the past (but some AFTER 2008 oct patch) are complaining about the same thing. One said: "so I think this could be categorized as a ...campaign bug". Did you encounter this situation I and the others did ? (to miss a scripted upgrade)
  8. Attrition War 67-73 VERSION 1.1

    The campaign script doesn't upgrade the aircraft types, only the texture. Any idea why ? Did anyone who played this campaign notice that ?
  9. I finally found a LP for NATO. How does actually (as gameplay) a laser bomb/rocket work ? How do you do it ? I guess it's not that easy as for a TV guided missile...is it ?
  10. Thanks, I was writing from scratch the loadout.ini and I don't know what I was thinking and I wrote CAS instead of "attack"...lol...and I misspelled Anti-ship with anti_ship. And yes there was no fuel tank name specified. Thank you once again.
  11. I got a plane that doesn't "respond" in loadout.ini for CAS and ANTI_SHIP. For CAP, SWEEP, SEAD and STRIKE it loads correctly. It's something I miss (and it's strange ,too) because...for instance, it let me load Maverick for SEAD but for CAS it leaves the loading empty., it won't let me load Mavericks. One more thing strange...If I put FT to a centerline station it doesn't see the FT. But if I allow BOMB class to that pylon, the fuel tank appears ! For the record: The years are checked, weapons in weapondata.ini are checked, model for weapons checked, allowclasstype checked, loadout.ini checked etc Any suggestion where I should start to solve it ?
  12. Thanks, you were right. I replaced the flight control section from stock F-16A and it worked.
  13. I tried the Mirage Factory F-16 BLK10 and if I load it with 3x2 AIM-9s, one ECM pod and 2 wing tanks the gear is breaking when plane attempta take off. I looked into aircraft.data.ini , AI section and I tried to compare with other planes and change. [AIData] AileronDeltaRoll=1.2 AileronRollRate=-1.0 ElevatorDeltaPitch=1.0 ElevatorPitchRate=-0.1 ThrottleDeltaSpeed=0.05 ThrottleVelocity=-0.01 DeltaSpeedForAfterburner=50 DeltaSpeedForAirbrakes=-50 MaxPitchForAltitude=30.0 MinPitchForAltitude=-20.0 PitchForThrottle=0.005 PitchForAltitude=0.001 PitchForVerticalVelocity=-0.001 RollForHeading=15.0 RollForHeadingRate=-0.5 MinRollHeading=15.0 MaxRollForHeading=65.0 PitchForRoll=0.23 FormationSpeedForPosition=0.8 FormationSpeedForRate=0.5 But it didn't work. Then I let just the loading from default loadout.ini file and it worked, the landing gear was crashing no more. I checked a few times to be sure. Then I found this old Wrench thread about a take off issue but in my ignorance I couldn't make any good of it. However the issue there was slightly different but still it was a take off problem. http://combatace.com...in-current-sf1/ After a while, after more search, I found another Wrench thread and he is talking about a parameter called OnGroundPitchAngle I looked for it but no luck. http://combatace.com...-to-the-add-on/ As I see it (not knowing too much about modding and fiddling such issues) I have two choices, stick to the default loadout.ini or... maybe I could solve the issue (with your help of course) if I could know what should I change into AI section to make the plane leave the ground earlier (hope that is not hardcoded). The plane crashes the landing gear at 217-220. Can it make to take off at 200 ?
  14. I saw into weaponsdata.ini entry that recon pods have a Field of view variable and some have texture for "SightTexture=avq23sight1.tga" Are they ..doing anything in the game, can one actually using/control them ? I thought they are just for show there...What is the deal with them ?
  15. A YAK 141 would be interesting.I saw it in an old hellicopter sim, after 2001, Enemy engaged or Apache Havoc, can't remember which one, but it was controlled by A.I. and it was near Cuba at one USSR carrier. I remember you could see with a virtual camera all the planes in the game and this one I liked it because it was carrier based.
  16. It worked with the old ones, perfectly ! Thank you all, today I learnt another thing about modding business.
  17. You mean I can extrapolating a distance just like that, taking a value from any file ? Is that simple ? I thought that LODs have connection with how the model looks exactly from a specific distance.
  18. seems simplier to find the old weapon pack and then add APU-62 to the new weapondata.ini. Thank you !
  19. If it's the second case (multiple LODs) how do I practically make a "weapon.ini" custom ? Custom in what way ? I don't get it...I think you forget I'm not expert modder...
  20. ok, I'll try to stick to your guidance, though I feel lost after reading your post... thanks anyway.
  21. Can I use a weapon model if I have the BMP (skin) and LODs , but I don't have the ini file ? As I figured out the weapon ini file contains the distances corresponding to model LODs, basically how the missile looks from different distances when you look to it.. Did I get that right ? If the answer to my first question is YES, how do I do to make use of that weapon ? Is it enough to copy the LODs and skin into weapon folder, and to make a corresponding entry into weaponsdata.ini file ? I saw in some weapon packs missiles with skin (or without) , LOD but no weapon/missile ini files. Is this usual ?
  22. Weapons Pack for MiG-23/27

    where are the missiles INI (90% of them) ? Where are the missing skins? How can I use a missile if I don't know the LOD distances ??? This package is incomplete, it can't be use. Why bother upload this if people can't use it ? I really don't get it... The entries in weapondata.ini for some missiles are exaggerated. Air to air missiles which, for example, have 22 max turn rate, here is this pack they have 40 !!!!! Or the accuracy which exceed far beyond the realistic values.
  23. The second choice is out of question, it can't be corrected this way. For the first choice, how do I make the station for 2IR only ? Do I write AllowedWeaponClass=2IR or I name the station itself to lead to that, case in which what should the name be to "tell" the frame it handles just 2IR racks ? Without a proper documentation about the rules and names (syntax) for doing this kind of thing I'm like a blind. How come that Mirage Factory plane (MIG-23MS in question) is made pre 2008 august weapons pack and the weapon pack doesn't have a APU-62 (or similar fo Soviet part) rack model ? I looked everywhere , there is no APU-62 at all... It has to be somewhere a pack that has that model. If you know where can I find it would do a lot easier and simplier the job. One more thing about adding a rack to a plane. I noticed that different racks need different "methods" to add them. For instance, TER rack type is simple. You just write TER to weaponclassallowed and then add racktype=TER in loadout.ini, you write the quantities and ...is over ! Why are some so simple and other so complicated to implement ? If anyone knows a weapon pack which has APU-62 or similar racktype , PLEASE let me know.Thank you
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