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Lexx_Luthor

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Everything posted by Lexx_Luthor

  1. Congratulations on getting your PFU nose surgery working. What worked for you? You will have to study the MiG-17PFU data files and take the idea over to the MiG-19 files, oh, and make a new MiG-19PM aircraft folder to begin with and mod up the avionics file with PFU radar stuff (or maybe Su-9 radar stuff) and change a few numbers maybe. You will also need a cockpit with air-air radar to move over to the new PM folder. I was thinking of doing this, but never got around to it. Perhaps it was a good wait, since things may have changed weapon-wise with the new Service Patch 4. Don't forget, PM (and Su-9) uses RS2U not the RS1U missiles. Also, the radar nose sizes may be about the same, but a little bit off could look bad, but maybe not. I thought it was worth a try but just never got around to doing this. Doing this project would be a great way to learn the SF aircraft file system. I'd love to see what you come up with and use it myself.
  2. I used your instructions on the new ground object Format, otherwise I was a bit lost with the New Patch. Thanks to you and the beta testers for saving the Community Bacon from ourselves and taking the load off TK. Thought you may like these...the high altitude cirrus clouds work well with TK's New Clouds... What's with that AI pilot? Fighter pilots transferring to SAC and trying their old stunts in a B-47?
  3. Yea, I have seen that too, I think. But then, I have read that at very high altitudes, B-36 was more manueverable than F-86, because of the very large wingspan. Either way, the Ancients look great in this sim.
  4. Okeedokay Thanks for this mod. Looks really good.
  5. Under Dogfight Regular, Veteran, and Ace, you have several single slash marks... 360 / 180 Should that be double marks // for comments? or...did TK allow division in the ini files??
  6. USAMTL:: It fizzled? We await Escalation to 7.5MT.
  7. Hey Wrench. Its all there --- it seems I am not however. I just was too lazy to give my -17 any kind of loadout setting in the mission editor.
  8. HALT Another possibility that just threw me. I went to look at my PFU nose -- IT WAS GONE !!! I was stumped until I realized that In my rush I "forgot" to give my -17 a weapon loadout in Kreelin's mission editor. Make sure your MiG-17 has been assigned a loadout which includes the 17PFU "Nose Weapon" in the 17PFU loadout file.... ================= Hey thanks Wrench, we are posting at the same time. Awsim nose job I love this thing. I had become somewhat proficient with those K-5 missiles. Its a major challenge requiring much patience, and that is how it was I believe. .
  9. STOP Go check the size of the 17PFU LOD file in the Weapons folder and report back here. This "LOD" file is the 3D object (not the 17PFU bmp skin picture). 17PFU should be Size 42.4 KB ... under the Window's right click Properties function. There was another 17PFU LOD file floating around one time, at about 37kb size, and this one did not work. I did everything "right" but still never saw the Nose until I downloaded the larger 17PFU lod file. Hope this helps!!
  10. Careful Falcon. If I recall correctly ( ) the subfolder already has the correct name SEtendard. I may not be recalling correctly. Alot of times I copy over the base folder with the sub-folder still inside. Of course it doesn't work, and I know better, but I do it anyways. The folder to use is the one that directly contains all the ini files, cockpit and skins folders, loading/hanger pictures, etc... I call this the "Direct" folder, and is the one to be dropped into the SF Aircraft folder. Alot of recent download aircraft files have the direct folder name...for example...X_100 instead of X-100, so you have to change the "_" to a "-" to match the dash in the ini folder names and data. Zipping these things up can be confusing. I recently did my first beta mod and the zipper always makes a folder/subfolder type of deal. Oh well, its just one extra click to get to the direct folder.
  11. INTERESTING !!! SF has retarded bombs, and the descent can be modded? This is great, thanks. btw...the weapons ini files take exponential notation. 1e+15 or 1E+15 ... Effects files ini's also. TK is da Man! Ceaser::
  12. About the larger deployed nukes -- they all used parachute descents to give time for the bomber to get away, the parachute slowing the bomb's fall. I don't even know if SF offers para bombs. This made me look some stuff up... ~> http://www.strategic-air-command.com/weapo..._bomb_chart.htm Apparently, anything to be dropped from high altitude (back in 1950s) with a yield above 1 megaton had one or more parachutes. More recent bombs -- Mk-43 -- designed for more modern low level drops and with somewhat lower yields (1MT at max) had a parachute. I don't know if I'd call the 5 experimental liquid fuel Mike (Mk-16) bombs truly "deployed" or not, and they don't say here that they had parachutes. This was the first H-bomb. For the conventional bombs...I may be very wrong, but blast radius may vary with the cube root of explosive mass, all else being equal. This is for conventional bombs. For example -- if this is true -- to double the blast radius, you must use 8 times the explosive mass. To get 10 times the blast radius, you must use 10x10x10 or a thousand times the explosive mass. Now, damage to a target, a ship for example, when hit is a different story, since the blast volume effect is inside the target, so I imagine damage to vary directly with explosive mass. Blast radius is different, as the explosive effects are filling all 3D space until a small portion of it meets the target -- most of the blast is wasted. That filling of 3D space is what may cause blast radius to vary with cube root of explosive mass, assuming I am not making this all up. Exploding inside the target -- all the explosive mass goes into damage, nothing wasted. Just some ideas I had.
  13. USAFMTL or anybody SF...can you peek at something for me? I have one or two cloud pics (SF/WoV) over at ThirdWire and discussion of what I'm trying to do...but I may need advice on making it usable for other simmers. Page 3 , a few cloud pics ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=2092&start=16 Page 1 starts the discussion when I first started learning how to work with this effect. Thanks~ a taste...
  14. USAFMTL

    USAFMTL:: They will work even better. TK's low altitude fair weather cumulus at 4,000 feet, and high level cirrus at 30,000 feet. I always loved to watch these two types together, moving at vastly differing apparent speeds and directions -- the low cumulus seemingly moving faster because they are about 8 times closer than the actually faster moving high level clouds. Better, I wonder what we can do with TK's clouds when we get them. I'd like to build up towering cumulus clouds, and place them here and there on a map -- isolated storms perhaps. In fact, this should be possible now, if somebody with MAX can make 3D cloud models -- think of the antennas on top of that AM radio tower, but without the tower visible, and no hit structure to collide with. Just a gigantic size model.
  15. USAFMTL

    USAFMTL:: THANKS!! I started a Panic there for a while. I would like to see a screenshot or two if you or others have time. I am using rather bizzare Environment and FlightEngine files, so my sky colours and sun effects are different from stock. Apparently you can Edit your uploads. Under "file" is... Just upload the replacement zip file? The difference will be the Install instruction file inside the zip. Did anybody fall asleep reading that?
  16. USAFMTL

    I just got back home. USAFMTL or others -- did it work?
  17. USAFMTL

    Thanks. Its up now. I test downloaded it and it worked okay. DO'H I forgot to put the 3rdWire thread into the Readme file. I KNEW something like this would happen.
  18. USAFMTL

    I did it! ... I think. I uploaded it into SF Terrain/Mods but its not "open" yet. How does that work? I tied the effect to a "ship" object, easy install, easy to use in the Kreelin editor, and the clouds move across the maps. Some pics...
  19. Version

    875 downloads

    Original cirrus clouds, replaced by these newer effects here... ~> combatace.com/files/file/6567-siberian-sky-cirrus-clouds-for-missions-and-terrains/ ---- original description... : : *Beta* test, updated for SP3 and SP4 generation of Patches, of very large layers of high altitude cirrus clouds that can move across SF/WoV maps and can be set to any desired altitude (you can fly through these clouds). Cloud effects are created by a type of "ship" object that follows a waypoint across a map. Read the Install file, it describes what's going on here. The website is a thread on this at the ThirdWire SF/WoV forums. Thanks to TK/ThirdWire and all the modders who made this Aw-Sim possible. Thanks to Polak for encouraging me in this.
  20. In case you missed it, CombatAce has a SF B-58A, by Pasko and Column5 and Pappychecksix and Howling1. Some B-58 ops detail here, authored by Defensive Systems Operator instructor, who looks like movie star Steve McQueen in the picture. The Mole Hole is a great B-58 website ~> http://www.xs4all.nl/~mvburen/b-58/ Interesting pic, reminds one of the SF runways packed with B-58s... ~> http://www.xs4all.nl/~mvburen/b-58/molehole/murray/07.htm
  21. Wellcome T Not sure myself, but they have a good thread ramping up about WoV F-105 fuel guages over at the 3rd Wire... This may help you ~~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=2341
  22. Its a pity...

    Boom:: HUDDATA file in Flight folder, at the very top... [Debug] DisplayDebug=TRUE
  23. Its a pity...

    I used the chopped A-4b pit that came with the 3rd Party B-57A (I can't find who made this) -- no A4b canopy framing -- and moved it inside the C-130a external model. C-130a -> CockpitDataFile=B-57A_COCKPIT.ini Use B-57A_COCKPIT.ini in C-130 folder But, change... Offset=0.0,-0.08,-0.03 Position=-0.50,10.0,0.30 ------------ For experiment I tried several of these. Moved A-7A cockpit inside B-58 external model (very high quality inside!!). Without knowing how this really works, I tried the canopy frame chopping text with the A-7A cockpit, but it didn't work. The A7A pit has ground radar, RWR, and moving map display. Here, I "offset" the player seat above the pit and back some, to not mix A7 canopy frame with B-58 canopy frames. The cost is smaller and lower pit. Its possible that the real B-58 pilot was offset slightly to one side, but I can't remember for sure. An-12 external model has a fantastic interior... here flying with A-4 pit inside the An-12 crew area... As does Tu-16... B-52D, moving FB-111 pit inside. B-29... We should ask TK to chop some fighter-bomber cockpit canopy framing so we can use them on bombers without "offsetting" player position above the cockpit framing. For bombers, we need ground radar and RWR displays -- A-7 cockpit offers moving map display. Just for fun, I Paused the sim and used freecamera to move to B-58 second crew position to look out the tiny side window. This is PAUSED in the game and is not flyable.
  24. ~~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=2102
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