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MigBuster

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Everything posted by MigBuster

  1. That thread refers to when Drop tanks are part of the planes 3D model which was a new thing in SF2 Unfortunately I don't know of any add on jets with built in drop tanks yet - so the tanks need to be added as weapons (AFAIK ) from TK on SF2: Drop tanks can now be part of the 3d model, and can use skin textures in individual skin folder. So gray F-4 can use gray tanks and camo'ed F-4 can use camo'ed tanks.
  2. haha go with the eels!!
  3. The game looks to be stable again which is the main thing for this patch!
  4. Its pretty much the same game - you wont know till you try
  5. The missile Counter measure resistance has been changed back to normal too Notice the SA-8B might not be using the SA-8B missiles though
  6. Yes that worked in WOE SP4 - which is the last time I used it - so just try it out. I can remember if there was a way to prioritise which skin got chosen by default though
  7. You will know because the loadout will let you load up 2 or more weapons on a single pylon Like the MK82s etc must use a MER or TER - they are not in the loadout screen but if they are not in the game then you will only be able to load one MK82 per station for example.
  8. MigBuster

    Funny.....

    lol - guess he picked the wrong guy to mug - don't mess with Alex!!!!
  9. Just noticed there is a new Weapons Editor for SF2 June 2009! http://www.thirdwire.com/downloads_tools.htm
  10. will install the patch and see if its in there :)
  11. thats not a weapon its a Weapons rack - they dont appear in the loadout screen That code is more about limiting what weapons go on a station and only applies if you want to put on a weapon that has been given a specific code - you wont find many jets have this - look at the F-4D_67: [FalconStation1] SystemType=WEAPON_STATION StationID=17 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.32,2.59,-1.17 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=missile_rails_L PylonMass= LaunchRailNodeName= SpecificStationCode=AIM4 Because it has the code AIM-4 only weapons with the code AIM4 will go on that station - thats it if you look in your weapons editor at the AIM-4D it has a code of AIM4 - similarly you can set the AIM-4A/B/C to all have the specific code AIM4 Heres another weapons rack btw so you can see [WeaponData001] TypeName=BRU3A FullName=BRU-3/A Ejector Rack ModelName=BRU3A Mass=105.500000 Diameter=0.000000 Length=4.393000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=USAF,UK SpecificStationCode= NationName=USAF StartYear=1955 EndYear=2020 Availability=3 BaseQuantity=21 Exported=TRUE ExportStartYear=1955 ExportEndYear=2020 ExportAvailability=0 WeaponDataType=6 WeaponsRackType=MER NumWeapons=6 LoadLimit=500.000000 LengthLimit=2.000000 MaxFuelAmount=0.000000 Attachment01Position=0.160000,1.366000,-0.160000 Attachment01Angle=0.000000,0.000000,-2578.310078 Attachment02Position=0.160000,-1.366000,-0.160000 Attachment02Angle=0.000000,0.000000,-2578.310078 Attachment03Position=-0.160000,1.366000,-0.160000 Attachment03Angle=0.000000,0.000000,2578.310078 Attachment04Position=-0.160000,-1.366000,-0.160000 Attachment04Angle=0.000000,0.000000,2578.310078 Attachment05Position=0.000000,1.366000,-0.423000 Attachment05Angle=0.000000,0.000000,0.000000 Attachment06Position=0.000000,-1.366000,-0.423000 Attachment06Angle=0.000000,0.000000,0.00000
  12. Were these included in SF1 originally or did they come with WOI? + can you give an example file?
  13. Yes - add them like you did the US fighters change the date in options.ini if you havnt done so so that you can play WOV past 1973 then you just need to add the weapons for them recommend the new MiG-29s for a start then any modern SAMs etc If you want them in campaigns you need to get into campaign editing - not hard Everything you need to know has been said already
  14. 5 /6/7 are the seat - totally separate to the pilot Either put them in the objects\pilots folder - or put them in their own folder - if you do that though you need to create an ini file like the pilot
  15. I didn't see Spielbergs name mentioned actually - guess Bay made enough from the first film to pay him off :)
  16. Despite the wording used - Im assuming you are referring to (like in Falcon 4) the AI is releasing counter measures before a missile has been fired at him. Whether TK would actually want players locking onto flares before firing missiles (ie the HUD symbology actually locking onto flares too) - well thats up to the stubborn git . Anyway i guess in a few years we can review if G-7 is actually making any progress towards a good sim.
  17. Have just seen Transformers 2 - flippin brilliant edge of the seat universal blockbuster stuff Similar to the first but longer, louder and bigger special effects - Optimus Prime really kicks some A in this but some dark moments in there too - and even time to fit in more personality from the Transformers themselves. Not only that but a few jets from the Strike Fighters era make an appearance along with the modern jets!! (not telling btw)
  18. Many of em!
  19. With the Vietnam greenhell 2/ repainted tiles you can rotate the problem airfields themselves - may work for you too. See the SF2 fixes thread in the column 5 forum.
  20. Okay - just for you I put the service dates of my other radar SAMs to 1975 and went on a recce mission My Flaplid Radar is RadarFamilyName=SA-11 and is defined as SAM_RADAR The SA-10 Launcher is defined as STATIC_SAM I dont need to edit anything else to get the game to pick them up - it will just stick them where SA-2/6s normally live - well in a single mission anyway I went up in an F-4E_78 heres its F-4E_RWR.lst file (TK has included an SA-11 tga file btw) F-4=RWR_F-4.tga F-8=RWR_F-8.tga F-14=RWR_F-14.tga F-15=RWR_F-15.tga F-16=RWR_F-16.tga F-18=RWR_F-18.tga NASARR=RWR_F-104.tga ScanOdd=RWR_MIG-17.tga SpinScan=RWR_MIG-21.tga JayBird=RWR_MIG-21.tga HighLark=RWR_MIG-23.tga FoxFire=RWR_MIG-25.tga SlotBack=RWR_MIG-29.tga Cyrano=RWR_Mirage3.tga BarLock=RWR_Search.tga LongTrack=RWR_Search.tga DogEar=RWR_Search.tga AAA=RWR_AAA.tga Hawk=RWR_Hawk.tga M163=RWR_M163.tga SA-2=RWR_SA-2.tga SA-3=RWR_SA-3.tga SA-6=RWR_SA-6.tga SA-8=RWR_SA-8.tga SA-11=RWR_SA-11.tga ZSU-23=RWR_ZSU-23.tga Here is the result - i did target it to make sure it was an S300 site - and recce it before a zuni got me :) here is the flaplid detect system [DetectSystem] TargetType=AIR RadarFamilyName=SA-11 RadarSearchTime=5.0 RadarSearchRange=150000.0 RadarSearchStrength=140 RadarTrackTime=2.5 RadarTrackRange=150000.0 RadarTrackStrength=280.0 RadarMinimumRange=300.0 RadarMaximumAlt=33000.0 RadarMinimumAlt=23.0 RadarPosition=0.0,0.0,8.0 RadarSearchFreq=5.0 RadarTrackFreq=7.0 RadarMissileGuidanceFreq=9.0 RadarSearchCW=FALSE RadarTrackCW=FALSE RadarMissileGuidanceCW=TRUE DataLink=TRUE NetworkType=SA-10 OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 MaxVisibleDistance=5500.0 RadarCrossSection=100
  21. MigBuster

    SA-10Attack.JPG

    From the album: MBs Album

  22. MigBuster

    img00167.JPG

    From the album: MBs Album

  23. Did you put new text files into each jets folder with the new RWR defining what it can pick up? as #11 here http://forum.combatace.com/index.php?s=&am...st&p=301650 edit: sorry - see what your saying there - time for bed i reakon will test it again tommorow
  24. Not too sure - I thought it was the IL-28 - read somewhere that the type of Jet tech they got from the Germans was not adequate - especially when we gave them the Rolls Royce Nene :slow(en): - which was copied and manufactored as the VK-1 - this went into the MiG-15 and Il-28. Must be something about it on the web - or maybe Lindr2 would know if hes still about.
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