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ianh755

+MODDER
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Everything posted by ianh755

  1. No fly Zone over Libya...

    It's a shame that all this has led to a huge AQ arms boost from all the weapons dumps the rebels have let them loose in. http://www.telegraph...aeda-links.html http://www.news.com....4#ixzz1Hffm5oRa I'd hate to see this blow up in our faces later on (like Afghan)
  2. Tornado gives final punch

    Sorry SkippyBing but that's not quite right, those airframes currently on Op's are part of the Tornado Diamond fleet (fully modded for the lastest enhanced muntions like Brimstone/Storm Shadow/Paveway IV etc) and as such aren't getting scrapped anytime soon, it's the none-diamond fleet being phased out. The Diamond fleet exist due to financial pressures. The RAF couldn't afford to modify the whole GR4 fleet to carry newer enhanced munitions (those that require a 1553 databus/GPS feeds etc) so a small group of GR4's were modded by BAE and are reffered to as the "Diamond XX" where the XX is the current number of modded airframes (i.e Diamond 15 etc). These are currently on Ops in Afghan & Libya with some reserves in the UK for pre-Op's training. None Diamond airframes can still carry Paveway 2 & 3 and TIALD/Litening pods giving them a precision strike capability and can carry ALARM (being phased out). Hope that make sense....................................................................................IanH (currently 617SQN)
  3. Hi all, is there anyway to make a MER/TER for EOGB weapons? I can make them for BOMB/LGB/EOGR etc by using the Weapons Editor but can't find anything for EOGB's. I'm trying to add Triple racks for the GBU-31 500lb JDAM but I'm hitting this problem. Many Thanks.......................................................IanH
  4. I didn't explain that very well, I'm using the Editor to do this and the EOGB screen looks completely different to the EOGR screen as it has no "Propulsion data" area to add any booster etc like you suggest. Only if you create an EOGR from scratch does that info appear so you can edit it to 0 which, like you suggested, is what I did. EOGB EOGR As you can see there's nowhere to add engine data to a normal EOGB, although thinking about it I could have just edited the .ini direct (maybe hit & miss with my editing skills - see the IIR guided JDAM info above ).
  5. Right, after a lot of faffing about I've got it all sorted. I used FC's SDB cheat idea as a starter but ran into some problems straight away. 1. You can't make a Normal CBU/Bomb (which uses a TER/MER) into a Guided bomb as it changes the type to EOGB automatically. 2. You can't alter a EOGB (bomb) into a EOGR (missle) as there's no booster/engine etc. So as a work around I did the following Copy the GBU-40 SDB II and paste into it all the GBU-38 500lb JDAM info (size/weight/model/warhead etc) and rename it to GBU-38 *** and change the booster/engine figures to 0. When saved this only creates the .ini files but there's no model files yet so, after finding the original GBU-38 folder I copy and pasted the model .LOD and texture into the new GBU-38 *** folder. After a quick test it works however the TLR itself sits too low on the pylon of the TRS2 GR7 I'm testing it on (about 1ft gap) so the GBU models don't sit on the pylon yet (need to check other A/C or alter the TLR attachment point). I also made a TLR MER (6 missiles) as normally a TLR is only 3 missiles just to see how easy it was by doning the same procedure I used for the JDAM's and it works really well.
  6. I remember this, there is full stop after "SAHM" for stations 2 and 3 instead of a comma. Change it and the 2nd missile come back.
  7. Wrench - I've already got my Pylon carrying GBU-12/10 LGB's on both a TER and MER but EOGB's still won't use them (checked TER/MER for size/weight etc they can carry etc, everything's good). Dels - Cheers mate, I think I'll use FC's SDB "cheat" and create new JDAMS with a 0sec booster/engine (making them gravity EOGR's) have them use TLR's which'll then rack up OK.
  8. Hi, I'm running a fresh June '10 install of the game with this mod and 99% of the LAU rocket pods don't work for me. I traced it back and the LAU pods are trying to fire rockets which aren't included in the mod or standard game and the Pods themselves have a ROF of 0. I've added the McGunny pack which has sorted this out but can you confirm it's just my install thats gone a bit wibble or is the mod itself? Thanks....................................................IanH PS The AGM-142 Popeye-C was wibble too, 0 for almost every figure! TurtleHawk - the Brimstone3Pack launcher is the problem. The attachment "Angles" in the data.INI file are wrong, replace them with these and the missles will sit correctly Attachment01Position=-0.215000,-0.004500,-0.059000 Attachment01Angle=0.000000,0.000000,0.000000 Attachment02Position=0.215000,-0.004500,-0.059000 Attachment02Angle=0.000000,0.000000,0.000000 Attachment03Position=0.000000,0.082900,-0.112600 Attachment03Angle=0.000000,0.000000,0.000000 I have Brimstone in my SF1 install which is where I got these original angles from before they got messed up in the Mod.
  9. It's trying to check the disc's validity with Thirdwire (which they no longer do) so you need to update WOV to the Oct '08 patch as this gets rid the problem. I had this a few days ago when my copy of WOV arrived, there's a thread on the TW forums about it.
  10. Just as amazing as the KF1 - A fantastic piece of modelling work!
  11. Having a play with HDR and got some fantasic results (except the clouds which need "wtaer" turning off to work properly) SU-35 Super Flanker
  12. Hi there, I was adapting my Anti-Ship loadout and was trying to get AGM-84A Harpoons to load under the fuselage (Mid point of both L&R 3 point pylons) and under the Wing Pylons by adding ASM to those points. While the pylons would work the fuselage points would only add at the Front & Rear points (the missle model is too long and both F&R missle overlap). After lots of swearing and hair pulling I found the problem was that the game sees the Harpoon and as an EOGR not an ASM. My loadout now works (and looks correct visually) but I couldn't find anything in the Wep Editor which decides whether something is an EOGR or ASM (or anything else for that matter) as I would like to change it. Can anyone point me in the right direction? Many Thanks.........................................IanH
  13. Last one from me for a bit, Promise! The Litening Pod I'm using sits about 6-8in below the pylon, I don't think it's a pylon issue as other stuff sits fine, just the Liening doesn't. How would I mod this to bring it closer to the pylon - LOD edit maybe? Many Thanks.....................................................IanH
  14. Cheers FC, I'd originally altered the dimensions in the weapon editor to the actual length/diameter/weight etc but didn't realise it could affect the model scale too (thought it was just for the pylon data). Shrunk it back to 0.2m and it fits spot on again.
  15. Me again, I know it's not much but I really enjoyed the challenges of getting this right. After seeing the GR4 for SF2, whose loadouts didn't quite work in SF1 but got me thinking, I decided to make my own version for SF1 Tornado GR4 with Realistic Afghanistan weapon loadouts for SF1 Other Peoples work - Original ODS Tornado GR1 Model - Weapons from the SF2 RAF F-35 (Aim-9 pylons modded from the KB here - not ideal colouring but workable) - Skin from SF2 GR4 My stuff - 3 Independant Attachment points on each L&R Fuselage Shoulder Pylon (either F&R on both normal stuff or just Mid on both for big stuff like RAPTOR pod, Storm Shadow etc) meaning any combination of Litening Pod, Brimstone, Paveway IV (for Afghan) and many others can be carried on the fusealge pylons (See Below for my SEAD layout) - Full working Loadouts.
  16. Here's a few from me - SF:WOE with Op Desert Storm - a liitle tinkering in in Photoshop to remove the info/target boxes & radar etc and shrink down from 1920x1080.
  17. Hi there, I've read the KB section about weapons but can't see this particular issue. 1 - For my single missions I'd like (for example) my FA-18E/F to be able to use the AGM-142 Popeye, so I've set the A/C pylons to accept EOGR/EOGB from the USN & USAF in the Aircraft Folder. It'll give me lots of extra weapons but not the one I'm after. 2 - How do I add USAF Laser Pods (LANTIRN or PAVE SPIKE etc) to USN pylons and visa-versa (LP added to A/C plyons as above) I'm running WOE Oct'08 with the Op Desert Strike Campaign. Many Thanks.....................................................IanH
  18. Thanks Eric, you were right it was the length limit that was issue in the end.
  19. Thanks for the quick reply,I've edited the WeaponData.INI as suggested and then as per the KB used the weapon editor to save the INI. Uunfortunately that hasn't worked, all Naval A/C still can't be loaded with Popeyes (not available in Loadout) were as my A-10's can when using the same Pylon tweak as above.
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