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HomeFries

+MODDER
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Everything posted by HomeFries

  1. Guys, the just-uploaded A-6 Superpack v1.2 has a campaign that allows you to fly the F-111B off the Kitty Hawk.
  2. 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.
  3. 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.
  4. So the only changes in the A-6 are what we were about to release anyway! LOL, at least that makes the job easier.
  5. This could be an interesting substitution for the Tomcat in some of the campaigns as well.
  6. 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.
  7. 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):
  8. And here I thought that the topic was going to be something politically incorrect. Great work!
  9. 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).
  10. 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.
  11. 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.
  12. @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.
  13. 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.
  14. 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!
  15. 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!
  16. 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.
  17. 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.
  18. Ok, since the issue isn't obvious (MiG-17 shouldn't even be a player), here's what I recommend (be sure to test your A-6 in a single mission following each step so you can see where the problem lies): Disable all A-6 Superpack mods Enable the Common 1 module Enable the SF2V 2 module If you already have the FOTI cockpit installed, you should be able to run the A-6 single missions even with the superpack disabled. The Common module shouldn't affect anything either since it only addresses decals and other objects such as weapons and pilots. If you can run A-6 missions here, but still have problems after installing the SF2V module (and updating your A-6A/B ini files), let me know and post your a-6a/b.ini file content as well as anything else that might already be there (i.e. old FOTI files). If the A-6 does work in single missions with the SF2V module enabled, let me know if it breaks when any other modules are enabled.
  19. Don't forget to add the cockpit INI file to your A-6A.ini and A-6B.ini. Hope that does it. Also, FYI the later SF2/SF2E campaigns require SF2NA for the A-6E, though you could modify the existing datafiles to reference the A-6A LOD. FYI, the next version will have completely revamped SF2 campaigns using malibu43's carrier modded campaigns.
  20. Got it, thanks. I was looking in skins and not new aircraft; explains why I missed it. I went ahead and converted the small logos and squadron name into single decals for the fuel tanks last night. The increased flexibility also allows for things like color tips and large decals (like the VA-52 lance) and reduces the number of decals used. However, I still run into the same problem. In order to make the decals work, I need discrete left and right decals (for squadrons that put their name on the tank). With 5 tanks and 2 decals each, it's a total of 10 decals (reduced from 20 before, though the 20 were the same 2 decals repeated on all 5 tanks). However, in orderto make fuselage decals and the nosegear decals display, I need to remove two decals from the fuel tanks. (I have them sorted later in the DECALS.INI file so that they can be removed without reordering everything). You can see in the above screenshot the VA-196 spade located behind the canopy, as well as the modex and anti-smash light on the nosegear. However, I had to remove the interior decals on two of the tanks in order to have them display (which can be problematic when doing colored tips). If I have all of the tank decals represented, here's what I get: I have even tried reversing two of the decals rather than using a discrete L/R side, and I still get the same results. Any ideas of the wall I'm running into? I'm at the point to where if I can't figure this out, I'm leaving the outer two tanks blank.
  21. The folder structure is no different than the mods that say "Install this for all installs", "Install this if you have SF2E", "Install this if you have XXX DLC". You can go into each module and copy the folder tree directly. The only difference is that it's designed to be plugged into GME. If you want to do things manually, just copy the folder trees in the order listed in the folder name (e.g. Common first, SF2V second, SF2NA third, Wrench's Skinpack 4th, optional mods as you see fit).
  22. It would be extensive over the long term, but could be done iteratively if it can be done at all. Just assign (for example) numbers 450-500 to VA squadrons from 1975-1983. You could leave alone squadrons that didn't change much between them (or maybe don't have as cool of a logo), and make different 3 different logos for VA-85. For logos that haven't been done yet, just assign them a dummy start date or the original logo, keeping the number as a placeholder.
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