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HomeFries

+MODDER
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Everything posted by HomeFries

  1. Likewise, because level 1 decals call the squadron by their entry in SQUADRONLIST.INI, yet the decal format themselves is aircraft dependent, you can have multiple tails for the same squadron. For example, VF-111 (above) has tails for the F-4 as well as the F-14, and VA-34 has tails for the A-4 and A-6. Adding a squadron tail database to a wiki isn't a bad idea, either. I'll start a page to which people can contribute.
  2. Good loads here using UEP, SARCASM, SF2 Reloaded effects, as well as many of the effects used by the more popular mods.
  3. If you're new to the series, we'll give you a pass just this once. Welcome to Strike Fighters and CA!
  4. That's about right. The bullpup is a manually guided missile where the pilot eyeballs the missile into the target by keeping an eye on the emitter flare on the back of the missile. I'm sure you can imagine how difficult this would be while flying a plane in peacetime, much less while getting shot at. This was especailly true with single seat aircraft, where the pilot would stay behind the missile so he could see it without losing his SA, but after a while the NVA figured this out and started shooting at the other end of the smoke trail. As unreliable as the Walleye was, I'm sure there were plenty of songs being sung in its name when it finally replaced the bullpup.
  5. Guys, the just-uploaded A-6 Superpack v1.2 has a campaign that allows you to fly the F-111B off the Kitty Hawk.
  6. All, The release of the May patch creates some incompatibilities, and this has moved up my 1.2 release schedule to this weekend. I was hoping to add more tail art, but releasing a fix is the higher priority. In the meantime, don't start any new campaigns (it looks like just about all of the campaign files were updated by the patch). Besides, you'll appreciate the improved original SF2 campaigns if you wait just another day.
  7. All, The release of the May patch creates some incompatibilities, and this has moved up my 1.2 release schedule to this weekend. I was hoping to add more tail art, but releasing a fix is the higher priority. In the meantime, don't start any new campaigns (it looks like just about all of the campaign files were updated by the patch). Besides, you'll appreciate the improved original SF2 campaigns if you wait just another day.
  8. So the only changes in the A-6 are what we were about to release anyway! LOL, at least that makes the job easier.
  9. This could be an interesting substitution for the Tomcat in some of the campaigns as well.
  10. Looking forward to it, ToS. I changed the viewing angles and added the Seat_F14 last week, and I was thinking about uploading that with an update of the 3W Tomcat to make it compatible with the TMF AIM-54 (add F14 to the SSC instead of AIM54), along with a slight cockpit mod to the TMF Tomcat (for those of us who don't fly with a full NATOPS manual in our laps). I'll send you my files if you're interested. As for the A-6 VDI, I don't know enough about modding cockpits to know whether it is possible to change the location of a display (i.e. move the radar display in the 3W A-6 cockpit from the VDI to the radar itself). If this can be done, the VDI would be great. If not, then I would still love to do something for the RAZBAM pit (which has a VDI). Getting the "T" to replace the CDI in the RAZBAM pit would be great as it allows for two-dimensional steering. If anybody is interested, let me know. EDIT: Regarding the A-6 VDI, AFAIK the Tomcat VDI functionality is part of the F-14 avionics DLL, so that may be a non-starter. Hopefully somebody will tell me that I'm wrong.
  11. Update on the next version: malibu43 and I have collaborated to bring revised weapons loadouts for each variant, including weapons restrictions on the interior MER hardpoints. Likewise, malibu43 created a special MER that can carry 3 Mk83s in historical form You can see from the screenshot above that the MER holds two Mk83s in the forward side stations, and a single Mk83 in the bottom rear station. Also note that the interior stations are restricted so as to prevent collision with the mainmounts. You may also notice that the ventral anti-smash lights are now 3D models. Thanks to russouk2004 for the object added via FakePilot! Another shot of the new anti-smash lights: In collaboration with malibu43, the original SF2 campaigns have been completely revamped, navalized, and made compatible with the A-6. In the skin department, we now have the modex and CVW tailcode displayed on the right wing of some of the skins. Finally, we have custom decals for the dorsal fuselage and fuel tanks, as well as a few new tails. This is my latest project (VA-196):
  12. And here I thought that the topic was going to be something politically incorrect. Great work!
  13. Hmmm. For whatever reason, I was able to download the FOTI cockpit and copy it to both the A and E. With the unmodded A all I got was the clock face, so I think that the clock has already been disabled in FOTI. I got the Vector RWR to work in the A strictly by making the change I outlined above, though I was already using my superpack files which may have already been updated. Thing is that it's been a while since I did those initial mods, and admittedly I also use the RAZBAM cockpit on a daily basis so I wasn't testing them incrementally to see how they worked in the FOTI cockpit).
  14. Very easy, though I apologize. I was writing off the cuff, and when I said A-6A_Data.INI I should have said A-6A_Avionics.INI. Anyway, here's what you need to do: First, make sure the following line is in the [TextureData] section of the A-6A_Avionics.INI (should be near the top of the file): RWRTexture=cockpit\A-6A_rwr.bmp If you're doing this with my A-6 Superpack, you should already see this. If it is something different, you can either make sure that the named file is in your Cockpit folder, or you can just change the line to what you see above. Next, find the section titled [RWR]. It should read: Type=AUDIO_ONLY Leave the TrackSound and LockSound lines in place, and replace the above line with the following: Type=VECTOR AirSearchTexture=RWRAirVector1.tga AirTrackTexture=RWRAirVector2.tga AirLockTexture=RWRAirVector3.tga GroundSearchTexture=RWRGroundVector1.tga GroundTrackTexture=RWRGroundVector2.tga GroundLockTexture=RWRGroundVector3.tga SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.2 LockFlash=TRUE LockFlashRate=0.1 That's it! @Wrench, the FOTI A-6 cockpit is already set to use a RWR display, but defaults to an analog clock display if RWR is set to Audio Only. There is no need to change the A-6A_Cockpit.ini.
  15. Using the FOTI cockpit, you should already be RWR capable. You can plug the FOTI cockpit into any A-6 variant and you will get the RWR specified in the A-6x_Data.INI file. For example, if you plug the FOTI cockpit into the A-6E, you will get a vector RWR. If you use RAZBAM, then only the B and E cockpits have operational RWR displays (the A cockpit puts an analog clock in its place). Now if you want to give the A a display (as opposed to audio only), you will need to make that adjustment in the A-6A_Data.INI file.
  16. @Fr3ds3n, What pilots are you using in this screenshot, or are they high resolution versions of PilotN1/PilotN2? And for my obligatory screenie: Note that in addition to the 3D Anti-Smash lights (H/T russouk2004), we have a new custom MER (H/T malibu43) that can carry 3 Mk83 with two on the front side points and one on the rear ventral point, per historical practice.
  17. After reading this thread regarding the use of the fake pilot to add a VHF antenna, I realized that this is exactly what I need for my A-6 Superpack. In particular, I have added anti-smash lights for the A-6A/B/E as well as the TRAM variants. Both are currently using decals with lighting "bolted onto" the aircraft DATA.INI file. Here's what it looks like now: Obviously, a 3D anti-smash light would be ideal, and since I have no 3D modeling skills I was hoping somebody could create one for me to use. Despite the difference in placement, it appears that all A-6 variants could use the same 3D object. Here are some pics from A-6 Intruder Walk-Around (direct scan, so they are a bit grainy): The A-6A/B/E light: One of the TRAM lights: Finally, here's the decal I've been using if it would help any. Thanks in advance for any help.
  18. Thanks for trying, russouk2004. I figured it was a shot in the dark, as this is a hack of sorts and I doubt that TK ever intended for pilots to sit on retractable landing gear. I'll keep the decal on the Pre-TRAM A-6s so you see the "light" when the gear is down (and it still flashes with the gear), but will get the full 3D when retracted.
  19. Works great, russouk2004. Here are some screenies of the A-6E TRAM Thanks so much for the great job! One question for FakePilot users: is it possible to attach the "seat" to a moving object (landing gear door in this case)? This is my system entry, and I made sure to put this "System" in the Nose (same location as the NoseGear system). [bottomFuselageLightObj] SystemType=PILOT_COCKPIT PilotModelName=FakePilot Position=0,0,0 SeatModelName=A6 light SeatPosition=0.138,2.245,-1.15 AttachedNodeName=front_wheel_door You'll also notice that I used the AttachedNodeName entry, though it didn't do any good here. You'll note in the screenshot below that the decal on the nosegear door has the decal where the object would ideally be. So the $1M question is whether it's possible to attach the object to the nosegear door. BTW, it looks great once it's in the air!
  20. You rock! EDIT: @russouk2004, Before you get started, would it be possible to have the color of the lens dictated by texture? This will allow for maximum flexibility if I decide to do something with a KA-6D (which has blue lens to make a green anti-smash light). Thanks again!
  21. I would love to see a DIANE approximation of sorts. We already know what the terrain in front of us looks like, so there isn't a need for an additional database, but rather a way of rendering the 3D terrain on the VDI. Likewise, the bombing system really comes down to CCRP, which in SF2 is really taking a level, no-wind CCIP solution and working the math backwards. The only other things I can think of are having separate bombing modes (DIANE and MILS, maybe just 30/60 dive bombsight, skip toss-bombing entirely), an Attack mode for DIANE to tighten the nav solution, and with that a way to select targets via radar (simulate the BN selecting your target, then radar lock to put DIANE into Attack). In other words, add some of the Avionics70 GM/GMT functionality, but really otherwise implement CCRP and a 3D terrain view. Gun cycling could be used to cycle bomb modes since the key is not used on the A-6 anyway.
  22. EA6B cockpit

    You shouldn't see the BN in 1.11 of the superpack, and any pilot you do see should be the USN pilot with the white helmet, as opposed to the default PilotN2 with the yellow helmet. Looks like the placement might be off slightly. Do you install the superpack over the top of another A-6 (e.g. FOTI), or did you extract the cockpit from WoV and drop it into the superpack folder? EDIT: One more thing: the A-6 Superpack doesn't address the EA-6B, so please make sure you're comparing apples with apples.
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