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HomeFries

+MODDER
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  1. I've been reorganizing my decals for the A-6 Superpack because I have way too many to keep in one folder, and I would like the ability to add more for different periods in the future. Unfortunately, when I tested my skins with the new structure, most of the decals in the nested folders did not show. I did a path character count against an old decal.ini that did work, and the highest path length I saw was 25 characters. Some of the nested paths for the new decals.ini come in at 24 characters and still don't display. Examples follow: Here is a sample for the Buno decal from the old superpack. It is nested 3 deep (including the "D" folder which I had at the time for backward compatibility): [Decal021] MeshName=vertical_stablizer DecalLevel=2 DecalFacing=LEFT FilenameFormat=A-6E\USNGrey1\d\USNA6BUNO Position=-9.15,1.14 Scale=1.2 DecalMaxLOD=4 Here is the same Buno with the new folder structure (everything is stored in the A6SP folder to keep it together): [Decal021] MeshName=vertical_stablizer DecalLevel=2 DecalFacing=LEFT FilenameFormat=A6SP\Buno\A-6E\USNA6BUNO Position=-9.15,1.14 Scale=1.2 DecalMaxLOD=4 You can see that this is also nested 3 deep and is one character shorter, but does not display. Another data point: if I put period graphics in a folder, they work when nested two deep. Here is the new folder for the A-6E tail graphics: [Decal011] MeshName=vertical_stablizer DecalLevel=1 DecalFacing=LEFT FilenameFormat=A6SP\1976\A6TailL Position=-9.76,1.90 Scale=4.4 DecalMaxLOD=4 This displays fine, but when I add another folder for low visibility graphics, it defaults back to the original tail graphic in the CAT file. [Decal011] MeshName=vertical_stablizer DecalLevel=1 DecalFacing=LEFT FilenameFormat=A6SP\1981\LVB\A6TailL Position=-9.76,1.90 Scale=4.4 DecalMaxLOD=4 You'll also note that this path is also shorter than the original Buno path that actually worked. This is also only nested 3 deep, as was the original Buno as well. I double checked paths and filenames. All are OK. Any Ideas?
  2. Feel free to use any of my A-6/EA-6B stuff. I'm making an effort toward realism in the first place.
  3. Playing or modding? If modding, let me know and I'll be happy to help.
  4. mlracing is something of a whiz with hex-editing, so I'll take his videos at face value. He actually helped me quite a bit with some stuff I was working on with Total Air War 2.0, and his hex-edits enabled FOV edits to allow for fullscreen/widescreen EXEs. I think he must do something with IDA Pro and just recognize the patterns from there.
  5. After losing power for most of the week, I finally got back into the game and finished up the low visibility schemes for the A-6. I will be revamping the data structure (i.e. locations of decals) for the A-6 Superpack to make it more friendly to people who use the manual install, which means that I will only use the main decal folder for files that directly replace 3W default decals. Quite honestly, the superpack has grown and evolved so much since version 1.0 that maintaining the existing folder structure was becoming unwieldy. The new folder structure will be designed with modularity and expansion in mind, particularly for integration with the upcoming EA-6B add on. The biggest visual update with the superpack is the complete revamp of the low visibility skins. Rather than going with a standard grey and making minor adjustments to logo placement, the new LV schemes use combinations of the five Federal Standard (FS) colors, including 2 and 3 color combinations. Likewise, separate color schemes are available for USN and USMC aircraft, with fundamental differences in colors and placement. Finally, wherever possible I have changed the standard blur-lines with actual words in small fonts, and I have added similar details to the wings and fuselage wherever necessary (H/T Dave for the decal sheet to make this possible). But you're reading this for the pictures, so I'll get right to it. Here's a screenshot of two A-6Es in very early low visibility paint schemes. These were really more of a hybrid LV scheme, with full color markings and white underneath and ghost grey with light markings on top. (Slightly) later variants of the ghost grey scheme used a low visibility roundel under the wing. Both versions can be seen here. The version with the white nose also has the full color roundel on the underside of the wing. Also notice that you can now see the insides of the wings when they are folded. The scheme as seen from the underside: Finally, you'll notice the two amber lights in back of the inner pylons. These were added to the A-6E so that LSOs could differentiate between the Intruder and Prowler on approach to the boat at night (prowlers have red and green lights instead of amber). The USMC schemes were already represented with the Gunship Grey patterns. I have added two weathered patterns and updated the existing Gunship Grey pattern to use FS colors. Likewise, I updated the USN Gunship Grey patterns to FS colors as well. No screenies, though. Now we can move on to the established LV patterns as we know them today. I have done both 2 color and 3 color patterns with various degrees of weathering, as well as separate USN and USMC patterns. Here is the standard low visibility paint scheme for USN aircraft, with light ghost grey on the underside, dark ghost grey on the upper surfaces, and medium grey covering the forward edge of the wings, wingroots, and dorsal area. Here's the corresponding USMC pattern, which in this case uses a darker, bluer grey as the darkest of the 3 colors, and doesn't cover the entire dorsal area with the darkest color, but rather covers the canopy area, wing root, and rudder. Here's another look at the Marine bird from VMA-533: and again, for comparison, the Navy bird from VA-75: Here's a more heavily weathered Marine bird: and a heavily weathered 2-color pattern from VA-85: Some of the details I mentioned earlier. You can see markings for jacking points, tie-downs, and the exhaust for the ram air scoop on the TRAM birds and the details on the SWIP birds. You can tell a SWIP bird apart from your standard TRAM when the wings are folded. The white cylinder is part of the wing-folding mechanism for the SWIP's composite wings. Last but not least, since the superpack includes custom skins and decals for VA-42, VA-52, VA-75, and VMA-533 (other than what was shown above), I did new LV skins specific to those custom aircraft. They take on a much more weathered look as befits the decals. You can see these pics, as well as some of the new prowlers, on my Photobucket site.
  6. Sure you can! It's as simple as adding the two weapons stations to the aircraft_data.ini file and adding the pylon via fakepilot (also to the aircraft_data.ini). If the existing pylons don't work for the MiG-21 model, I can't help you there, but adding a pylon object as well as the ability to add weapons is quite feasible.
  7. I like the look of those skins as well. I'll give the templates a look once the lights come back on. Stupid storms...
  8. Thanks again for the great feedback. Perhaps I will reconsider doing a "straight-up" mod for the next release after all. Here's another question: If all A-6 variants require SF2V and SF2NA (SF2V for A-6A/B, SF2NA for A-6E/TRAM/SWIP), is it worth having separate folders for both installs. Even if I don't build-in the GME structure and just make folders that say "Common Files (add first)", "A-6AB (for SF2V users)", and "A-6E (for SF2NA users)", is this ok with people, or should I just integrate the file structure ahead of time since those without merged installs just won't get the added features? I'm trying to find the proper balance between flexibility and complexity. For GME users, I will still create separate folders for optional mods (e.g. restricted modexes, flares on the A-6A, etc.) that can either be dropped into an existing install or dropped into the existing MODS folder for GME integration. I will also provide instructions for GME integration in the readme. Finally, I think the smart thing to do is to put the campaigns in a separate download. This is quite simply because I will be releasing the EA-6B pack either concurrently with or shortly after the A-6 superpack, and I would like to include the new prowlers in the campaigns as well (esp. Linebacker II and the updated carrier-based desert campaigns). For KISS reasons, I don't want multiple versions of the campaigns floating around, so version control via separate download makes a lot of sense. One last thing: the storms this weekend knocked out my power, which is still down and will likely be down until at least the end of the week. This will obviously delay my release, although thankfully I was able to save all of my work on the new low visibility skins before the lights went out.
  9. Don't forget to update the TMF Tomcats to "AIM54" for the SSD so that you can load the Phoenix on them as well.
  10. Thanks for the input, guys. I didn't realize how many people bypass GME for the manual install. It won't be this coming version, but I'll look into using an installer/uninstaller combo to provide the simplicity of install while still providing a means to remove modified files in case of major changes. This also puts the onus on me to create a different means of using the decals folder so that manual removals are much simpler.
  11. swambast, It is your ambition that should be admired; STT is pretty big in scope. I won't get to it this weekend (social calendar is booked), and my free time is prioritized on getting out the next A-6 Superpack. The latest patch pushes my own release date forward, and I'm completely redoing the low visibility skins for both USN and USMC, as well as adding 5 Prowler variants. That, and my day job is quite busy as well. That said, i will definitely PM you to work on this thing, and it will be sooner rather than later. Thanks for your offer; the fact that you have an on-the-fly ANSI/UNICODE detector/translator helps remove the biggest hurdle of the program.
  12. HomeFries

    A-6 Superpack

    Comment obsolete with 1.5 release.
  13. For compatibility with the June 2012 patch, add the following lines to the existing SQUADRONLIST.INI: [squadron397] Name=3RAAF DisplayName=No. 3 Squadron Nation=Australia [squadron398] Name=75RAAF DisplayName=No. 75 Squadron Nation=Australia [squadron399] Name=76RAAF DisplayName=No. 76 Squadron Nation=Australia [squadron400] Name=77RAAF DisplayName=No. 77 Squadron Nation=Australia [squadron401] Name=79RAAF DisplayName=No. 79 Squadron Nation=Australia // ------------------------------------------ // Placeholders [squadron402] [squadron403] [squadron404] [squadron405] [squadron406] [squadron407] [squadron408] [squadron409] [squadron410] [squadron411] [squadron412] [squadron413] [squadron414] [squadron415] [squadron416] [squadron417] [squadron418] [squadron419] [squadron420] [squadron421] [squadron422] [squadron423] [squadron424] [squadron425] [squadron426] [squadron427] [squadron428] [squadron429] [squadron430] [squadron431] [squadron432] [squadron433] [squadron434] [squadron435] [squadron436] [squadron437] [squadron438] [squadron439] [squadron440] [squadron441] [squadron442] [squadron443] [squadron444] [squadron445] [squadron446] [squadron447] // ------------------------------------------ // User Added Squadrons [squadron448] Name=800NAS DisplayName=No. 800 Naval Air Squadron Nation=RoyalNavy [squadron449] Name=801NAS DisplayName=No. 801 Naval Air Squadron Nation=RoyalNavy [squadron450] Name=809NAS DisplayName=No. 809 Naval Air Squadron Nation=RoyalNavy [squadron451] Name=VMA332 DisplayName=VMA(AW)-332 Moonlighters Nation=USMC [squadron452] Name=VMA202 DisplayName=VMAT(AW)-202 Double Eagles Nation=USMC [squadron453] Name=VA42 DisplayName=VA-42 Green Pawns Nation=USN [squadron454] Name=VA128 DisplayName=VA-128 Golden Intruders Nation=USN [squadron455] Name=VAQ134 DisplayName=VAQ-134 Garudas Nation=USN A new version to update the campaign will be out most likely in a couple of weeks.
  14. All, Those of you who use my A-6 Superpack are doubtless aware of its modular nature. This is unlikely to change soon. However, with the last two 3W patches released before I was ready to release my own updates (both of which affected datafiles I also use) I am considering a modular approach to release as well as installation. Right now the A-6 Superpack contains the common files, the A-6 specific datafiles and skins, and the enhanced campaigns. However, I am considering the following modules as separate downloads: The A-6 Superpack "common files", which include the SQUADRONLIST.INI, weapons files, pilots/seats, sounds, and decals such as numbers, tail logos, et al. The A-6 Specific datafiles and skins, including the A-6A/B/E as well as the TRAM and SWIP variants. Both the SF2V and SF2NA modules would be in the same pack. The EA-6B Specific datafiles and skins, including the EA-6B "Standard", EXCAP, ICAP-I, ICAP-II Blk82, and ICAP-II Blk86/89. Future development: fictional "what if" skins. Already developed and awaiting final tweaks are the A-6A/E for the IDF/AF, RAAF, and RN-FAA. Enhanced campaign package. You could install the set of campaigns depending on which modules you had installed (e.g. install the NA1 campaign that utilizes both the A-6 and EA-6B modules). The plus side of this is increased flexibility, as when a new patch comes out I need only update the module whose datafiles have been updated (which in this case would be the common files and the campaign package). I could get the important updates out within a day of the patches and keep the download size to a minimum. Of course, the downside of this is that you would have to do more downloads, and you would need to be more vigilant in looking for updates. Likewise, major updates to the common files would require re-downloading of the other packs as well, so this flies in the face of the "keep it simple, stupid" principle. Likewise, the separate downloads, while minimally inconvenient for people who use Generic Mod Enabler, will add another layer of complexity for people who prefer to do a manual install. Note that getting rid of GME and going strictly with a full-merged, manual install is not one of the options I'm entertaining. Due to the expansive nature of the superpack (i.e. substituting original squadron decals, adding new sets of number decals that can be used by multiple mods), use of the main Decals folder is a design decision that simplifies the superpack, but complicates things for a manual install. GME will be the default enabling mechanism for the foreseeable future, with manual installation instructions provided in the readme. I would very much like your thoughts on the subject. Thanks in advance for your contributions.
  15. Not to completely pile on here, but I'm just passing this on so all changes are made by the same source. While researching stuff for the EA-6B, I saw that the ALQ-126B in the Tomcats use the line "DualMode=1". Per Fubar512, the correct entry should be "JammerType=Dual_Mode_Jammer" instead of "Deceptive_Jammer", and the DualMode=1 can be removed.
  16. Thanks, Fubar. I guess the TMF Tomcats need an update as well...
  17. swambast, Thanks for the information. I know that pulling the data into the comboboxes is a major issue, but fortunately my program requires very little of that. The only things I have pulled in right now are the aircraft name from the aircraft.ini file and the numerical values for gunsight depression. The aircraft name is a "nice to have" that tells you exactly what aircraft you're modding (so that you don't have to strictly interpret from the aircraft folder name), but it isn't anything that is put back into any ini file, so any conversion here would only need to be one-way. I wonder if I could dimension the other values as INTEGER or VARIANT, then convert the value of the textbox into the UNICODE array. That might also simplify things, as I wouldn't need to do a full file conversion. Just spitballing ideas here; given the magnitude of what seems like it should be an insignificant problem, I probably won't have time to attack this for at least a couple of weeks. Since I only have VS6 (which is great for modding stuff for Total Air War as it is backward compatible with Win98, but shows its age with Vista+), this problem won't be going away. Likewise, if anybody else wants to take point on this, I'll happily donate my existing source code and design documentation (i.e. flow charts). BTW, swambast, is your program something that takes MSFS scenery datafiles and converts them to SF airfields? If so, that's really cool!
  18. Everybody, I hit the motherlode of information the other day, and had a breakthrough with my Prowler datafiles. Here's a graphic of the bands covered by the ALQ-99, as well as the corresponding frequencies. The "Standard" (i.e. original) EA-6B/ALQ-99 could cover bands 1/2, 4, and part of 7. Therefore, I went with the following values: [ALQ99_Low] Name=AN/ALQ-99 SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=65.0 MinFreq=0.07 MaxFreq=0.3 CanJamCW=FALSE InterfereRWR=TRUE [ALQ99_Mid] Name=AN/ALQ-99 SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=65.0 MinFreq=0.5 MaxFreq=1.0 CanJamCW=FALSE InterfereRWR=TRUE [ALQ99_Hi] Name=AN/ALQ-99 SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=65.0 MinFreq=2.5 MaxFreq=3.8 CanJamCW=FALSE InterfereRWR=TRUE [ALQ100] Name=AN/ALQ-100 SystemType=ECM_JAMMER JammerType=DECEPTIVE_JAMMER JammerStrength=35.0 MinFreq=2.0 MaxFreq=8.0 [ALQ41] Name=AN/ALQ-41 SystemType=ECM_JAMMER JammerType=DECEPTIVE_JAMMER JammerStrength=35.0 MinFreq=8.0 MaxFreq=12.0 CanJamCW=FALSE VisualBlindArc=10,11,12,1,2 VisualRestrictedArc=3,9 As you can see, I created 3 separate Noise Jammers identical in capability, but covering separate bands. I also added the ALQ-41 and ALQ-100 DECM suites, though I have no idea whether VisualBlind/RestrictedArc works with ECM as it does for radars This is important since the Q-41 only covers the aft quadrant of the aircraft. If anybody can clue me in on that, I would appreciate it. Also, is there a way to make an ECM system interfere with the onboard radar as well as the RWR? For the EXCAP, the bands covered by the ALQ-99A through 99C are 1/2,4,5/6,7(partial), and 8/9. I left the ALQ-100 and ALQ-41 intact, and made the following changes to the ALQ-99: [ALQ99_Low] Name=AN/ALQ-99C SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=75.0 MinFreq=0.07 MaxFreq=0.3 CanJamCW=FALSE InterfereRWR=TRUE [ALQ99_Mid] Name=AN/ALQ-99C SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=75.0 MinFreq=2.5 MaxFreq=3.8 CanJamCW=FALSE InterfereRWR=TRUE [ALQ99_Hi] Name=AN/ALQ-99C SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=75.0 MinFreq=4.0 MaxFreq=20.0 CanJamCW=FALSE InterfereRWR=TRUE I also increased the JammerStrength to 75 to account for the exciter, which significantly reduces the ECMO's workload, thereby providing an arbitrary increase in capability. The ICAP-I is where things start to get interesting. It appears that the ICAP-I is the model physically represented by the 3W EA-6B, as it has both the ALQ-126 "beer can" on the back of the tail and "sawtooth" on the refueling probe, as well as the doppler radar on the belly (which was removed with the ICAP-II). This also meshes with the 1979 timeframe of SF2NA, at which time ICAP-I was state of the art. However, the capabilities modeled are those of the ICAP-II (and even the ICAP-II Blk 89 in terms of ECM). The ICAP-I and the corresponding ALQ-99D introduced digital receivers and integrated computer controlled jamming systems, and reapportioned the ECMO workload so that ECMO 2 and 3 (the "kids in back") were responsible for tactical jamming. The work-leveling and digital integration prompted the increase in JammingStrength to 90, which also matches up with FastCargo's ALQ-99E, which was near-identical in capability to the Q-99D (albeit with fewer bands covered). Finally, since the ALQ-99D covers bands 1/2, 4, 5/6, 7 (partial),8, and 9/10 I have once again split the Noise Jammer into three separate, equally capable systems covering different freqency ranges. To this end, I have significantly nerfed the 3W default ECM suite (JammerStrength=120, Freq from 1-20) to bring it more in line with the ICAP-I capabilities. However, I did add the ALQ-126A DECM suite, so the prowler isn't significantly weaker across the board. [ALQ99_Low] Name=AN/ALQ-99D SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=90.0 MinFreq=0.07 MaxFreq=0.3 CanJamCW=TRUE [ALQ99_Mid] Name=AN/ALQ-99D SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=90.0 MinFreq=2.5 MaxFreq=3.8 CanJamCW=TRUE [ALQ99_Hi] Name=AN/ALQ-99D SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=90.0 MinFreq=4.0 MaxFreq=20.0 CanJamCW=TRUE [ALQ126A] Name=AN/ALQ-126A SystemType=ECM_JAMMER JammerType=DECEPTIVE_JAMMER JammerStrength=40.0 MinFreq=2.0 MaxFreq=12.0 CanJamCW=TRUE This leaves the ICAP-II. I have split the ICAP-II into the Block 82 and the Block 86/89. The differences between the blocks are the enhancements to the ALQ-99F. The biggest jump in capability for the ICAP II was the universal exciter which covered bands 1-9, thereby obsolescing the dedication of individual pods to bands. Additionally, band 7 was now completely covered. As such, the ALQ-99F system is now split into two systems representing separate bands. (1/2, and 4-10). The increase in JammerStrength is justified by the further reduction of ECMO workload by the TEAMS system, which significantly improves response time against known/planned threats. [ALQ99_Low] Name=AN/ALQ-99F SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=100.0 MinFreq=0.07 MaxFreq=0.3 CanJamCW=TRUE [ALQ99_Hi] Name=AN/ALQ-99F SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=100.0 MinFreq=2.5 MaxFreq=20.0 CanJamCW=TRUE [ALQ126B] Name=AN/ALQ-126B SystemType=ECM_JAMMER JammerType=DECEPTIVE_JAMMER JammerStrength=55.0 MinFreq=2.0 MaxFreq=20.0 DualMode=1 CanJamCW=TRUE Also note the inclusion of the ALQ-126B, which increases the frequency response of the ALQ-126A and provides 1kW of jamming strength per band. While the TMF F-14 Superpack places a JammerStrength=70 on the Q-126B, I felt that a near-twofold increase in capability from the A seemed too much. This is a gut call with no quantifiable data to back it up (I couldn't find the power output of the Q-126A), so if I'm wrong please let me know and I'll make the correction. And finally, the ICAP-II Block 86/89 (I combined the two because the capabilities are essentially the same). We now have an ALQ-99F that covers the 3 band, now providing coverage over the entire threat spectrum. Therefore, we are back to a single ECM system covering frequencies 0.07-20.0. This version of the Q-99F also provides 1kW per GHz, which IMHO justifies the JammerStrength=120. Additionally, this version of the Q-99F is a "Smart Jammer", which I interpret to be dual mode. The ALQ-126B (also included) is identical to the ICAP-II Block 82. [ALQ99] Name=AN/ALQ-99F SystemType=ECM_JAMMER JammerType=NOISE_JAMMER JammerStrength=120.0 MinFreq=0.07 MaxFreq=20.0 CanJamCW=TRUE DualMode=1 Please provide feedback. Likewise, if anybody would like to test the datafiles please let me know since I won't have time to playtest these variants for balance. @Fubar, you also mentioned that "dual_mode" is a jammer type, yet I also saw the logic flag DualMode=1 in the TMF Tomcat. Is one way preferred over the other, or do both entries yield the same result?
  19. Just had a thought, guys: If I can't figure out how to detect format on the fly, I can always add a search the array for a section common in all cockpit.ini files. If the string comes back, the file is in ANSI, and if it doesn't (because the text is spaced out), the file is likely in Unicode. This isn't the most elegant solution, but it's a start.
  20. Thanks, Crusader. I'll give it a look; I was scope-locked on keeping everything in Unicode. Biggest problem is that since Unicode uses 2 bits for each letter, reading it as a straight array m a k e s e v e r y t h i n g l o o k l i k e t h i s . If I can figure out how to decode it to ANSI, that will be huge. The rest of the program should be pretty straightforward after that, though I'll have to read the entire cockpit.ini file into an array and re-write it every time changes are saved. That's the only way to ensure that the file goes from Unicode to ANSI. Of course, the other issue is being able to determine on the fly whether the cockpit.ini is in ANSI or Unicode, since for repeat edits the file will be in ANSI.
  21. Sweet video. I didn't realize that the E model also had nav lights behind the inner pylons. Something for the next version...
  22. I'm not sure how this will affect AI, or what the actual realistic values are. However, here are some datapoints in support of a more nimble A-6. The A-6 uses the same wing that was eventually used in the F-14. We know how nimble the F-14 is with the wings full forward (not great, but better than your typical interceptor). If both aircraft were laden with AG munitions, the A-6 could outrun and outmaneuver the F-4 Phantom. It wasn't even fair! Certainly, any aircraft loaded with 26 snakeyes is going to be a pig, but the A-6 handled it better than most. Again, I'm not saying that what you did is less accurate. I don't know. All I'm saying is that the performance envelope of the A-6 was better than most people realize.
  23. Guys, I ran into a problem that seems straightforward, except it isn't. I'm using VB6 to do the program, which uses ANSI for text manipulation including screen displays. SF2 datafiles use Unicode UCS-2 Little Endian. What this means is that I don't know how to do a straight import of the datafiles and still manipulate the data how I like it. What I normally do is pull datafiles like these into a one-dimensional array using the split function and a CR/LF delimiter. When I pull in Unicode, it needs to come in as binary, and then the whole conversion process is way above my head. The flip side of this is that the file would likely need to be converted back to Unicode with the updated values, and I haven't found a straightforward way to pull this off. If anybody has any suggestions (including a code base, as I'm a journeyman programmer at best) I'd love to see them. Otherwise, this program may be on ice before it really gets off the ground.
  24. not to mention the tail radome mesh name. I had to tweak a number of the CAG graphics to get them to fit on the tail proper.
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