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UllyB

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Everything posted by UllyB

  1. well..it seems that I was happy too early... The weapon pack (august 2008) and the stock one (WOI) doesn't have the soviet 2IR rack type model APU-62. I tried a trick and , after seeing your tutorial , where you were adding to weapondata.ini a HAL APU-62 twin IRM rack. I used the USN, NATO etc rack LAU model which stock has it . It worked but the coordinates are not right, obviously. Is there a latest weapon pack I don't know of which contains that APU-62 2IR rack or something similar ? I noticed that in 2IR data (in weapondata.ini entry for it) I can modify only the coordinates where the missiles can be fit, but I can't force the rack itself to position where I want it. I need some guidance...
  2. I felt you're gonna say something like this :) Thx man!;)
  3. I tried a Mirage Factory MIG-23MS and I noticed in data ini file that it supports twin (2 IR missiles) setting. I changed in loadout.ini (quantity=2) , I looked into weapon station but...I can't make it appear with twin IRM. I didn't notice any limitation concerning the length, diameter etc. Here's the section: [LeftFuselageStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-0.40,0.55,-1.16 AttachmentAngles=0.0,0.0,0.0 LoadLimit=760.0 AllowedWeaponClass=IRM,2IR,RP,BOMB,2BR AttachmentType=WP,SOVIET ModelNodeName=AAM_Pylon_Left PylonMass=108.9 PylonDragArea=0.03 LaunchRailNodeName=LeftRail01 [RightFuselageStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.40,0.55,-1.16 AttachmentAngles=0.0,0.0,0.0 LoadLimit=760.0 AllowedWeaponClass=IRM,BOMB,RP,2BR,2IR AttachmentType=WP,SOVIET ModelNodeName=AAM_Pylon_Right PylonMass=108.9 PylonDragArea=0.03 LaunchRailNodeName=RightRail01 Any idea why ? Do I need to add another line(rack type) into loadout.ini statement beside quantity and station number ?
  4. Neeeeeee....I don't want that. I want the real thing Kevin ! I want with every cockpit to work;), that's the beauty. Well...at least it didn't do any harm to try asking. You noticed , too, I bet, all s**tty arcade like "sims" have this feature (gun rounds count) .I was so use to it that when I ran into SF1 series it seemed to me odd not to see it here, too. Anyway, if someone makes some real progress here, I am interested and please share with us all.
  5. I see. Well, in my ignorance I didn't think the issue goes so deep. I thought some figures there in a config file were messed up accidentally. In other words the problem has to do with the fact that the aircraft is build pre oct2008 patch oooor....with some complex calculation in that aircraft data ini file which gives that strange behavior ? Fact is that I tried that plane long before the WOI appeared but I was a real noob in those times to question myself too much about simulators matters. Please let me know Kevin if something can be done with this plane. I like the model very much and I thought it would be a real waste if it can't be fixed.
  6. Hmmm interesting! So there is a way after all... Could you be more specific about the third method , please ? I guess you have to get some HUD coordinates right to see the count correctly...
  7. OK. Maybe I learn something in the process. I will tell you what I understood and you will tell me if I got it right. Aqusition mode as I know, correct me if I'm wrong, is when an enemy spots you on the radar and he locks on you.( he picks you from the radar and it "fixes" you there preparing to fire at you, simple put it). Let's say , in our case, he has semiactive radar missiles ,as AIM-7 Sparrow. He first spots me, gets a lock on me and then he fires the missile, steering the aircraft nose towards me because the missile is radar semi active only. The sounds I hear when all this happens should be just HIS lock on me. Again, correct me if I am wrong. So, in other words, as long as the AIM-7 travells towards me I should hear NO (warning missile fired) sounds at all. Right ? I am reffering to the sound when the missile is coming towards me. If until here I am not wrong , it doesn't come in conflict with what I said about that avionics file tweak does .(add the warning sound as long as the AIM-7 travells towards me) I stressed already in previous post that I know and understand that this is no realistic. Now you tell me after I explanined what I understood if I am confusing the acquisition mode with missile guidance.
  8. I found this into F-16A cockpit.ini: Instrument[060]=SMS_GunRoundCounter If hadn't seen Artur post, I would've thought that what you need is to add this line into cockpit ini file and find a place on the instrument panels to show it off but...now...I am not so ethusiast as I thought I was...lol
  9. I tried the Mirage Factory IAI Kfir F21.It' nice but it has an issue, a sort of speak. When you turn with the plane it simply bounces as if were no real G there and then it bounces , in a quarter of circle, back, losing all the speed in the process, of course. So if you are near ground doing that you are certanly DEAD. I saw in a few occasions what happened to the AI. They entered into the ground when they tried to dogfight near ground level. I never met such behaviour with a modded plane. I looked into data file and I compared with other planes but I can't figure what could be wrong. Any idea what lines must be modified ? Except this issue the aircraft works well.
  10. I understand that. But that tone of RWR was when the missile is fired (as when SAM site shoots at you) and there were four F-4s.(F-4 has semi active AIM-7 sparrow I know) I know to distinct between when enemy has a lock (radar lock). a simple constant beep and when the missile is fired and coming right at you warning. You can check out that Tornado IDS for yourself. Who did it , did something to work that trick on semi active radar missile. If I won't forget, next time I'll make a movie with Fraps to show it.
  11. Thanks, I'll start with the F-16A. But in the meantime if you discover what should be tweaked or add, please let me know. It would save me hours of searching and testing.
  12. Combatace versions look better if you ask me...They are sharper and artistic effect is better. That CF-101B cockpit looks fabulous !
  13. Is it possible to see (anytime) how many rounds are left (a tweak in avionics/cockpit or a mod)? It might not be realistic be it would helpful. Just a thought. In real jets , today is there a counter, an electronic device , something to count the gun rounds or...the pilot aproximates how many are left relaying on his combat "instinct" ?
  14. well,well....It seems that someone made my wish come true... I was looking for a cockpit suitable for a modern Mirage and I ran into TORNADO IDS one. Well, the avionics of this model EMITS "RWR" sounds when a AIM-7 is chasing you. I was very delighted to discover this.It's exactly what I wanted. With this one on my belt I was able to shot down all four F-4s. And I discovered another trick, if you fly low they hesitate to fire AIM-7, for obvious reasons. Truth is I knew that AIM-7 is not good at low altitude (I read that years ago) but , surprisingly I never remembered that to use it in the game where this issue is so very well simulated. I thought I should let people know about this avionics which let you know when a semi active radar guided missile is chasing you. Maybe some would like to have this feature.
  15. Thanks , it worked. I was just at the point to give up until I discover how to search with that hexa editor. The name of the texture is GlassGold.tga and it must be put into aircraft folder, not the skin folder. Thank you all for the help!
  16. I tried that from the first attempt.It won't work.
  17. LOD, level of detail file it's obviously not a readable file. I don't understand what Raven means by OPEN it with notepad. I'm thinking he is talking about another file and he wrote "lod" instead of what he meant, I can't explain anything else. As for the hexa editor...that's...chinese for me, I'll stay far away from it. I don't know how to work with it. Maybe someone , eventually who knows will tell where to look for the canopyglass name.
  18. I extracted F-16A .lod from the CAT file and then I tried to open it with notepad, but it freezes, maybe the file is too big for notepad.I opened it with Wordpad but it's ....binary I think, there is nothing there understandable. Are you sure you can open it with a simple text editor ? Maybe it's a missunderstanding.
  19. How should I rename the TGA file to match the F-16A stock planes ? The modded TGA is f16glass.tga. The stock one , I think I saw into CAT file is canopyglass.tga.
  20. I found a nice F-16A green shade canopy glass and I'd like to change my stock canopy glass with this one (WOI). The Mirage factory F-16A_Blk10-IDF has the f16glass.tga file into its folder. I saw in Objects.CAT (WOI) file that there is a..."generic" canopyglass.tga file. I put the f16glass.tga into f-16 stock folder and renamed it to canopyglass.tga but it didn't work. I looked into F-16A stock cockpit.ini but there is no reference to canopyglass.... What should I do to have that modded canopy glass instead of the stock one for F-16A ? Thank you in advance.
  21. So you are just fixing the terrain only.....Hmmm...Well it's still good news. I wish I knew how to make a campaign for a terrain and one that works. I failed miserable into implement the attrition campaign into gepard & yours Israel2 ver 2.5 terrain. I guess I can learn only if someone tells me how and whips me in the same time...lol You know...even if I wasn't able to make Israel2 to work with a campaign , it is still a joy to use it in single missions or when testing some planes I make. It has a realistic light on things and it looks so real from above.It's amazing. I wish I knew do such wonderful things.
  22. thank you Kevin and... very good link , helpful , thank you also.
  23. What should I modify in the gear section of data ini aircraft to get rid of that image of gear sinking into the floor and that balancing up and down ? Some MIG models have this issue. Would be enough just to compare a stock file which works well and change the data values accordingly ?
  24. I found the solution . It is on this very site. http://combatace.com.../35346-gun-jam/ For realism the new guns jam feature is kinda cool, but it can also get annoying. Real pilots are forced to deal with it, however us simmers have another option. There are two steps you need to do to cheat and unjam your guns inflight... As mentioned above you will need to change the aircraftobject.ini section from AllowUnjamAttempt=FALSE to AllowUnjamAttempt=TRUE. Now in WOE at least, TK did not add a keybinding to unjam the guns, so you will need to open the woe/controls/Default.ini (Or whatever control INI you are using) and add UNJAM_GUN=* (* can be any unused key you want to assign) Finally, if you go to the key commands option screen you will lose the "UNJAM_GUN=" statement so you are better off if you right click on Default.ini and click the READ ONLY checkbox. You will need to make the file writeable again if you need to change a keybinding so make sure its correct before you add "UNJAM_GUN=" and make the file read only. And it works. You have to tape a few times and a message appears that the gun is unjammed and you can fire with it. I , personally bound K for that command.
  25. I see. Thx for the article. Interesting. How can a dll file be edited ? I always thought it's in binary written.
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