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KiwiBiggles

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Everything posted by KiwiBiggles

  1. Wow! Thank you so much Nyghtfall - the LAU-7 repaint is perfect! I'm a huge fan of your Scooter mods, I've been massively enjoying them in the sim, and also studying how you made them. I am so, so happy with how the A-4K 'Kahu' racks look, and just need to finish off integrating the weapons fit into Dan's mod. I'll make some posts into Dan's A-4K thread for anyone else who wants to add their own custom updates, or maybe Dan will be able to use some ideas for a later "official" update, if he wants. I also have the twin MFD cockpit from the 'A-4N Improved Ahit (Sibat)' mod integrated, which I think works wonderfully well for the 'Kahu'. Thank you again, this is such a generous community, I love being a part of it! LoL, I just adore how the 'Kahu' looks! When I was a kid in Palmerston North, these guys were based up the road at Ohakea airbase. When they (and the Strikemasters!) practiced touch-and-goes at Palmerston North Airport, I would watch them from my bedroom window. I've had the FSX 'Kahu' on my 'puter too, but I do not believe there is a better A-4K 'Kahu' sim ANYWHERE than Dan's. Absolutely love it! Kindest Regards to all, Steve
  2. Thanks again, very much appreciated Ravenclaw, you're an absolute champ!
  3. Ravenclaw, I was so excited I missed your offer for the MER in the same color. If it isn't too much trouble, yes please, that would be very cool thank you!
  4. Awesome!! Thank you so much Ravenclaw, you're an absolute wizard! The RNZAF launchers look GREAT! Wishing you a wonderful weekend from New Zealand, Ravenclaw! Warmest Regards, Steve
  5. A couple more picks of RNZAF rack detail: From the available images, in regards to RNZAF service, it looks like the olive green color was typical for the LAU-117, the camoflage green was typical for LAU-7, TER and MER. Kind Regards, Steve
  6. Happy ANZAC day from Aotearoa New Zealand! I really like the F-104s in this pack, especially the F-104G_GAF and F-104G_82 with dual under-wing pylons. Many thanks to all involved for this awesome pack! The dual pylons weren't displaying in my game, and it took a few hours to figure out some fixes, so, I'm sharing them here in case they help someone else. Please, make backups first, and test these edits in a safe environment before introducing to your favourite install. Go to the folders Objects > Aircraft > F-104G_GAF and F-104G_82 There is a bug in the naming of the dual pylons in the loadout for these planes, so open F-104G_GAF_loadout and F-104G_82_loadout and rename every example of 2BR-GAF to this: 2BR_GAF 2BR_GAF is the correct name for the 3d model of the dual pylons. Next, open F-104G_GAF_DATA and F-104G_82_DATA and rename every example of FuelTankName=2BR-GAF to this: FuelTankName=2BR_GAF There are two examples of each in both DATA files, CTRL+F will help you find them quickly. Note that the dual pylons are modelled as fake, non-jettisonable fuel tanks in order to facilitate the special dual-pylon loadouts in the loadout file. Normal single pylon loadouts can be selected in-game in the arming menu--just remember to de-select the dual pylons (named in-game as BRU-55/A 2BR (GAF)) or you'll have a graphical anomaly in-mission. Next, go the folder Objects > Weapons > 2BR_GAF Open the file 2BR_GAF_Data and change WeaponDataType=6 to this: WeaponDataType=5 WeaponDataType=5 is (AFAIK) the type for fuel tanks. I also changed StartYear=1970 to this: StartYear=1968 to match the service period of the F-104_GAF. Along the way you may have noticed a number of redundant and duplicate files. I deleted mine, but I'll leave that up to you. Test your F-104G_GAF and F-104G_82 in-game, you should now see your dual-pylon mounts. In my game, the LAU-51 rocket launcher was not functional, so, in the loadout file I swapped out the LAU-51s for LAU-3As. If you know where we can download functional LAU-51s--please let us know (they're not in Ordnance Shop II or Weapons_Pack-2). Lastly, JaBo staffeln are elite units in my view, and low level ingress and egress are an important element in their tactics, so I have edited F-104G_GAF_DATA and F-104G_82_DATA for low-level AI flying. Extract the data from your own AIRCRAFTAIDATA or use mine (Jul 2013 standard). I inserted mine beneath [FlightControl] section : [DogfightNovice] SafeAltitude=35//500 <--------------- minimum safe altitude 35 meters/100 feet, this setting is quite aggressive, if your aircraft are crashing try 60 meters LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=0 ChanceBreakTurn=10 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=100 ChanceCheckNewTarget=5 ChanceUseVertical=0 FightWithoutAmmo=0 CannonFireAngle=2.5 RQIRMFireAngle=5.0 ASIRMFireAngle=10.0 RHMFireAngle=5.0 MaxPitchInput=1.0//0.6 <--------------- this setting is also quite aggressive, you may be able to reduce it to 0.8 if you have increased the minimum altitude to 60 meters MissileDetectChance=10 MaxCannonRange=3500 OptimalCannonRange=1000 MinCannonRange=500 MaxRollForGunAttack=45 CannonBurstLengthShort=1.0 CannonBurstLengthLong=1.5 MaxRudderForGunAttack=0.5 MaxRudderForManeuver=0.7 [DogfightGreen] SafeAltitude=35//500 <--------------- minimum safe altitude 35 meters/100 feet, this setting is quite aggressive, if your aircraft are crashing try 60 meters LookoutAngle=120 DefensiveAngle=90 ChanceDefensiveTurn=0 ChanceBreakTurn=40 ChanceHardTurn=100 ChanceTurnDirection=50 ChanceContinue=100 ChanceCheckNewTarget=10 ChanceUseVertical=0 FightWithoutAmmo=0 CannonFireAngle=2.0 RQIRMFireAngle=7.0 ASIRMFireAngle=7.0 RHMFireAngle=10.0 MaxPitchInput=1.0//0.8 <--------------- this setting is also quite aggressive, you may be able to reduce it to 0.8 if you have increased the minimum altitude to 60 meters MissileDetectChance=40 MaxCannonRange=3000 OptimalCannonRange=800 MinCannonRange=250 MaxRollForGunAttack=60 CannonBurstLengthShort=1.0 CannonBurstLengthLong=1.5 MaxRudderForGunAttack=0.8 MaxRudderForManeuver=0.9 [DogfightRegular] SafeAltitude=35//500 <--------------- minimum safe altitude 35 meters/100 feet, this setting is quite aggressive, if your aircraft are crashing try 60 meters LookoutAngle=150 DefensiveAngle=90 ChanceDefensiveTurn=0 ChanceBreakTurn=80 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=25 ChanceUseVertical=10 FightWithoutAmmo=0 CannonFireAngle=1.3 RQIRMFireAngle=8.0 ASIRMFireAngle=10.0 RHMFireAngle=15.0 MaxPitchInput=1.0//0.9 <--------------- this setting is also quite aggressive, you may be able to reduce it to 0.9 if you have increased the minimum altitude to 60 meters MissileDetectChance=80 MaxCannonRange=2500 OptimalCannonRange=700 MinCannonRange=200 MaxRollForGunAttack=75 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 [DogfightVeteran] SafeAltitude=35//500 <--------------- minimum safe altitude 35 meters/100 feet, this setting is quite aggressive, if your aircraft are crashing try 60 meters LookoutAngle=150 DefensiveAngle=120 ChanceDefensiveTurn=50 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=45 ChanceUseVertical=50 FightWithoutAmmo=0 CannonFireAngle=1.0 RQIRMFireAngle=9.0 ASIRMFireAngle=15.0 RHMFireAngle=20.0 MaxPitchInput=1.0 MissileDetectChance=100 MaxCannonRange=2250 OptimalCannonRange=600 MinCannonRange=150 MaxRollForGunAttack=90 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 [DogfightAce] SafeAltitude=35//500 <--------------- minimum safe altitude 35 meters/100 feet, this setting is quite aggressive, if your aircraft are crashing try 60 meters LookoutAngle=180 DefensiveAngle=120 ChanceDefensiveTurn=75 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=25 ChanceCheckNewTarget=50 ChanceUseVertical=100 FightWithoutAmmo=1 CannonFireAngle=0.8 RQIRMFireAngle=10.0 ASIRMFireAngle=20.0 RHMFireAngle=25.0 MaxPitchInput=1.0 MissileDetectChance=100 MaxCannonRange=2000 OptimalCannonRange=500 MinCannonRange=100 MaxRollForGunAttack=180 CannonBurstLengthShort=0.25 CannonBurstLengthLong=0.5 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 All the Best KB
  7. Brevity Code for Rocket Pod Launch?

    Hi DatBritish 'Shotgun' is the brevity code for launch of an anti-radiation missile, eg. Shrike, or HARM (Brevity code for AGM-88 HARM is actually 'Magnum' sorry. 'Rifle' for AGM-65 Maverick is pretty cool too). You might like this link: http://fas.org/man/dod-101/usaf/docs/mcm3-1-a1.htm Hope it helps. KB
  8. Thanks Dan! Hope you had a great ANZAC weekend. Steve
  9. Hi Dan, thanks so much for this upgrade to our beloved A-4K. I'd very much like to use the '9x LAU-3A Rocket Pods' loadout, but I don't seem to have the LAU-3A_x2_left, LAU-3A_x2_right, and LAU-3A_x3 Weapons Folders in any of my installs or downloads? Can we download these folders separately, or are they included in another upgrade pack? Cheers buddy Steve
  10. http://kiwibiggles.w...-is-the-answer/ Hope you can drop in. All the best Kiwi
  11. Blog: But... isn't war bad?

    http://kiwibiggles.wordpress.com/ Hope you can drop by! :) All the best KB
  12. New flight sim blog - check it out!

    Hope you like it! http://kiwibiggles.w...-flight-sim-43/ Do drop in from time to time for a bit of a read and a cuppa... All the best! KB
  13. What I'm really digging about the last couple of patches is that the AI will come down in the weeds with me now. Ingressing a target at 100 feet with your wingman off the wingtip is a real buzz!
  14. I think this is incredibly cool. It wasn't so long ago that world affairs were run so that every powerful nation feared every other - aside from those with whom they were temporarily aligned in order to attempt beating the snot out of some other lot. Hence your ally in this war, would be your enemy in the next (assuming you won) lest he become too powerful and threatening. Hardly a very enlightened way to run the world. And it was the boys and young men (like my sons in a few years) who would lay down their lives each generation while the old men schemed. In the last seventy years the old men were just too scared to even try. Now maybe we are learning that we have more in common with each other than not...
  15. The OV-10 with 'Winders is a pretty good 'dogfighter' down in the mud too. MiG rolls in. MiG misses. MiG flys past. 'Winder growls. 'Winder flys up MiG's tailpipe. Home for tea and medals...
  16. Go to the sub-titles option in the Sounds section of the Options interface.
  17. I'm fairly noob too Saisran, but I was able to land on the big US boats with a bit of practice. That's with a joystick though - I reckon it would be pretty tough with a keyboard. Since you're enjoying the game, a nice joystick would be a great investment in your hobby. I use a Saitek Cyborg Evo, which is nice quality and not too expensive. Haven't managed to get a Bucc down on the Ark Royal in one piece yet... All the best Kiwi
  18. Tiffy Pilot's..the forgotten heroes of D-Day

    Great Find Widowmaker! Were you involved in the production? I'm absolutely mad for the Tiffie and read all the books I can find about her, Roland Beamont's is one of the very best, and he really is an unsung hero of the Typhoon story. Bee was also a test pilot for the Canberra post-war and his flying demonstration at Farnborough in the mid-fifties famously helped convince the Americans to build Canberra's themselves. Canberra's were eventually flown by the RNZAF too, which is another Kiwi connection back to the Typhoon pilots. Many Kiwi's distinguished themselves in Typhoons and it's been one of my absolute favorite planes since I was a school-boy reading Commando comics. I have an IL-2 install that is almost completely devoted to the story of the North-West Europe air campaigns, especially the Typhoons, including a dedicated map that can serve from Dunkirk to the Falaise Pocket. It seems like I've been working on it for years, and it's no closer yet to being finished - but I love it anyway. There is a nice mod Typhoon for IL-2 (made with 'franken-plane' technology) that like the real plane is imperfect but cherished. I have seen pics of a new version with a brand new dedicated 3D model that is in the pipeline with some great modders in the IL-2 community, so fingers crossed it will be released one day. Naturally, I loved this video... what wonderful interviews of those brave veterans - thank you for posting it up, you've made my day. I'll need to think seriously about asking my wife to buy the DVD for my birthday! All the Best! Kiwi
  19. Men's subforum?

    Sounds like a good idea.
  20. Cool! Thanks Wrench. I've been wanting to add some more objects to the airfields in my install - so this is the perfect opportunity. I'm sure the _types and _targets editing tips will be interesting too. Cheers! Kiwi
  21. A Right to die?

    I would be afraid of 'legal' euthanisa or assisted suicide being abused. One would need the wisdom of Solomon to wield the power of life and death over another person. Who has that kind of wisdom? It's like the death penalty - it's been abolished almost everywhere because although there are some people most of us would agree have forfieted their right to live in society due to their agregious crimes against it - it is ultimately people who have to adjudicate the death penalty and we are all fallible, unfortunately. With death - it's like Fast Cargo says - there's no going back when you get it wrong, and the human right to life must be sacred. We can show mercy to the animals in our lives only because - as loved as they are - the stakes are not as high. I've lost family to depression and suicide - it isn't great. I hate for people (or animals) to suffer - and I'm pretty sure medical professionals to a good job most of the time in not unnecesarily prolonging life when there is no hope. It must happen in battle too, and it must be very difficult. The main thing is we should not be afraid to talk about it when the issue arises, so that the best decisions can be made. In the end though, if we have to err, it has to be on the side of life.
  22. Is Stary Getting old?

    Happy Birthday from New Zealand Stary! Thanks for your wonderful mods.
  23. Hi fellas! This is my first campaign building thread, so go easy on the noob dude. Here's where I'm at: I got SF2E a few months back, tried some missions and even customised 'em a bit (minor co-ordinate INI edits in debug mode: http://combatace.com...bject-waypoints). Since then, I picked up some more content (yay memorial day sale!) and now I have SF2E/SF2I/SF2V/SF2NA/Exp1/Exp2 merged and patched to May 2012, with separate mods folders each for SF2E, SF2I, SF2V and SF2NA. So far, so good! I'm really rapt with my SF experience and content. I was even given a great gift of the A-4K DLC - very cool! My computer is a little low end for SF2NA I think - the frame rate is a little slow at less than 30fps - but I wanted to have it for future hardware updates ( "I can dream Harold!" ) and hope that some of the NA features might enhance the other versions in the meanwhile? Over the last week, I created a substitute mod folder for my SF2E exe and installed NF4+ - a little nervously since it's still all new to me and I wasn't sure how the latest patches affected things. I cranked up my very first campaign, 1956 Cold War in an F-100C and... WOW! How great is SF2/NF4+ in campaign mode!! I'm having an absolute ball with it (I haven't come across any problems with NF4+ at the May 2012 patch level?) and I'm noticing cool little features all the time - like aces in the campaign and managing the squadron roster. TK is a little slack in the manual department, so I'm still not fully up to speed on exactly how everything works, but I gather his philosophy is that he likes his customers to 'discover' stuff as they go along... OK - I'll buy it, and it is kinda fun to discover little surprises along the way. Now, a long time ago in a sim far away, I created a neat little campaign for the 1956 Bundesluftwaffwe: http://www.mission4t...iewtopic&t=9283 - which is where the pic above came from. I really enjoyed the experience of creating that campaign, but as I'm blasting around the Fulda Gap in my F-100C, it's pretty obvious that NF4+ would be a GREAT platform to try reinventing that campaign. I'm a big fan of the post-war Bundesluftwaffe and veterans like Erich Hartmann, Gerhard Barkhorn, Johannes Steinhoff and Gunther Rall. So, this thread is dedicated to these NATO legends of military aviation, and to making their aircraft and units flyable in the NF4+ environment so I can get into the dangerous skys of West Germany with my heroes! I don't really know what already exists within NF4+ in the way of Luftwaffe pilots and units, but when I started my 1956 F-100C campaign I didn't notice an option to fly for the Luftwaffe, so presumably it's something I'm going to need to add - although I do have a LOT more exploring to do in all that content! I'm also going to finish the F-100C campaign first so I at least have some first-hand experience under my belt - but in the meahwhile I've downloaded some modified campaign files to study and will hopefully post some questions here. The idea is to be a bit prepared beforehand, so when I dive in to make my first campaign it will be a fairly smooth process. With luck, I may even end up with a bit of an add-on campaign for NF4+ that other fellas can try. I considered the DLC campaign customiser, but I think INI edits will be the way to acheive the desired end result, so that's the route I intend to take. Finger's crossed!
  24. I'd been thinking about this a bit too. I'm still playing thru the F-100C NF4+ Red Tide (1956) campaign - I like it a lot! - and I was wondering how adding Blue AirUnits would affect the campaign 'balance'. I could add some interesting Red AirUnits to balance things up - although Red info is much harder to come by(?) - but that might still unbalance the campaign as AirUnits would really start to out-number GroundUnits(?). Maybe It would be better to remove existing AirUnits as I add in new ones - maybe a few from each service, the USAF is already very well represented for example? Or would adding some new ground units be a better idea - maybe to represent reinforcements coming in with a later start date like hgbn suggestes for AirUnits? Should I make the campaign duration longer to fit the increase in the size of the forces? I'm thinking that I shouldn't change the overall 'size' of the campaign too much, because regardless the player has only one unit to fly with. I'm not sure yet how the player's losses are reinforced. My F-100C squadron is down to eight or nine active pilots at the moment and although the campaign is going well, my squadron isn't going to last forever?
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