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Everything posted by MigBuster
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Sept 2008 Patch Weapons Issue and Findings Thread
MigBuster replied to The_Editor's topic in General Discussion
The distance depends on how much kinetic energy you can give a bomb before releasing it - as it has no power of its own. With JDAMs it comes down to the speed and height of the A/C. However with LGBs only - depends on the weather as it cant see through clouds etc - modern pods can laze upto 40,000ft, 90s pods maybe 25K or more- problem is the aircraft has to keep lazing the target the whole time till the bomb hits. -
Sept 2008 Patch Weapons Issue and Findings Thread
MigBuster replied to The_Editor's topic in General Discussion
Just thought this was just to make it a bit more life like - the pilot would have to select the target manually by moving crosshairs over it first AFAIK. -
The real MiG-17 has a very poor/slow roll rate maybe its down to that too :)
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Noticed in the WOE 1979 default campaign - in WOECAMP2_data.ini the F-4E squadrons have a typo: //----- Player Unit [AirUnit017] AircraftType=F-4E Squadron=313TFS ForceID=1 Nation=USAF DefaultTexture=USAFCamo2 <------meant to be USAFGreen1 Whether it cause any issues - I dont know because ive fixed it before playing.
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When putting older A/C into wov/woe from my previous install I have opened the xxx.ini (eg f-16a.ini) and changed the shadow code to this: [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800
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did it CTD before you added the Berlin Crisis in? Berlin Crisis may need some changes before it works in the new version
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Yes agree - the first one to feel good out of the box - helped a lot by the first good stock terrain. The planeset you get with it is pretty comprehensive - although I don't like the menu screen - luckily Kout has provided some free ones for download. After playing a lot of default campaigns which are very good with everything set to Hard - Have added better high level flak, SA-7s , better sky, runway, and some missing weapons like the GBU-15, and early ECM pods used by the F-4s in 73.
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TK said it does destroy the actual amount the enemy and yourselves have. Also hitting warehouses reduces supply - should be the same for wov/woe.
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Sept 2008 Patch Weapons Issue and Findings Thread
MigBuster replied to The_Editor's topic in General Discussion
If the Weapons show up okay in the latest weps editor in weapondata.ini then they are installed OKAY Next to check would be to see you have the correct models and skins in the weapons folder - which you should have anyway err as an example [CenterlineStation] SystemType=WEAPON_STATION StationID=7 StationGroupID=5 StationType=EXTERNAL AttachmentPosition= 0.0,-0.37,-1.06 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=1000.0 <---- is this to small for you store? increase it AllowedWeaponClass=BOMB,FT,EP <------EP signifies it can take an ECM pod like ALQ-119 etc AttachmentType=NATO,USAF <------is this correct? ModelNodeName=pylon_centerline PylonMass=86.18 PylonDragArea=0.02 FuelTankName=Tank300_F16 <---------this has to be the correct name for the fuel tank to show in loadout screen There may be other params that specify max length of the store etc Also no SOVIET stores can be loaded on the above even if you put WP/SOVIET attachment types because they are ENEMY nations -
Sept 2008 Patch Weapons Issue and Findings Thread
MigBuster replied to The_Editor's topic in General Discussion
Gotta be an in game thing - have you modded anything? replaced any ini files with older ones etc? What height are you dropping from? - are you diving and putting the target in the pipper after pressing E? Also what bombs are you using - some are hopeless anyway. -
First thing to try is check whether you have the file F-15A_Data.ini in the F-15A folder - if so cut/delete it out of there so it uses the original from the cat file then try it.
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runs without any problems on my Commodore ViC 20 btw
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No idea on the runway thing Try downloading the greenhell and terrain again and installing. Afterburners not showing up - means the thing you need isnt in the "effects" folder normally. look in the jets data.ini and go to the engines section to see what it needs. Check the F-15 to see if it has a skin and whether its the right skin for that model - sounds like some files may be missing or in the wrong place.
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Red Crown seems as before to me - sounds like something maybe screwed - If you have added Mods in do they have old ini files? that could be one problem if the gome is now missing some of the new changes it needs.
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you using XP or Vista? and you set it to run in Win98/Windows ME compatibility mode ?
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Click Open - then browse to find Weapondata.ini which should be in your \Objects\weapons folder
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Use the weapons editor - and note the "import/merge" button I dont recommend the Chuck Norris method - u might break your leg or something
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What I did was copy my weapons folder over to the new install - I then, using the latest weps editor opened the old weapondata.ini and deleted the old stock weapons. Then merged it with the brand new weapondata.ini that I had extracted. This is one way anyway. I have a custom install for weapons which takes the ones out I need for the environment out of the packs - also another issue with just putting in 4 million weapons is that searching and finding the one you want on the loadout screen can be pain.
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Replacing a planes data.ini for an older one is a big no for me - Im suspecting there are changes - I noticed there are now [Falcon Stations] on the F-4s for example.
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Thats what i like about WOI - the CAS missions are totally different - the AAA is deadly at low level - and if you install an SA-7 etc you will randomly get those protecting the tanks also. Also the taking out of SAM radars with cannon is also not advised :)
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Interestingly in WOI the CAS missions almost always have AAA near them now - particularly of the radar guided variety - I often notice and avoid 2 mobile AAA units near the tanks in campaigns - although I havnt looked to see if these are just strategically placed as AAA in the targets file. Infantry objects have been placed in the game as "Tanks" so they move but I dont think there was a way to give them firing radars previously. There are SA-7s, SA-9 and some other MANPADs out there because ive used them in previous installs and are in as MobileAAA. I imediately stuck SA-7s in WOI - and they work well as MOBILEAAA - but I noticed (after being blown out of the sky) that fixed SAM sites like the SA-2 have an AAA unit right by the radar now - and the SA-7s were replacing them also - and in doing so making it easier for me so I just withdrew them. maybe creating another type like MOBILESAM may be possible - but havnt got round to looking at that yet either.
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Good work - CCIP is better than nothing - and it should really have some kind of bombing system at least. Should work in WOV cos they are built for the merge - the object.cat in WOV may have the A-10 files in it already - will check later.
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With WOV SP4 you can get YAP2 - which is no doubt the Most realistic and comprehensive Mod for..... well any sim - and now looks to have a really great Terrain and tree set - but then you do have to pay for it
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hmmm - have heard of Sharks with Laser Beams on their heads - but Laser Cats - thats just silly
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Great stuff! You probably want to put them up in the downloads section here so people can find them
