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SebastianP

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Everything posted by SebastianP

  1. I've been sorting through my downloaded mods and trying to combine the lot of them into one giant mod folder, which is so far working out pretty nicely. Among the aircraft in some of the larger mods I'd downloaded I found a few that weren't available separately, at least not anymore, such as the C-5 and C-17, both of which I thought were nice additions. Looking at their data.ini files though, I found that both of them had some really generic chaff launchers set up, with 200 chaff per aircraft, which is not at all accurate as far as I've been able to determine. Those C-5s that had countermeasures at all, had four flare launchers mounted under the nose, and the C-17 has four groups of three flare launchers under the forward fuselage and on the sponsons. I've been able to get the C-5 launchers more or less in place, by trial and error, but I've run into a serious snag trying to do the same with the C-17. The first set works just fine, but when I add a third and fourth dispenser, the game suddenly doesn't find any of them. This is... less than ideal, in my opinion... Here's what I've worked out for the C-17: [ChaffStation1] SystemType=DECOY_DISPENSER EjectPosition=-2.2,12.0,-3.1 EjectVelocity=-1.0,-0.5,-2.0 NumChaff=30 NumFlare=60 [ChaffStation2] SystemType=DECOY_DISPENSER EjectPosition=2.2,12.0,-3.1 EjectVelocity=1.0,-0.5,-2.0 NumChaff=30 NumFlare=60 [ChaffStationA] SystemType=DECOY_DISPENSER EjectPosition=-2.5,5.0,-0.5 EjectVelocity=-3.0,-0.5,-2.0 NumChaff=30 NumFlare=60 [ChaffStationB] SystemType=DECOY_DISPENSER EjectPosition=2.5,5.0,-0.5 EjectVelocity=3.0,-0.5,-2.0 NumChaff=30 NumFlare=60 With the top two entries only, the system works, and flares eject more or less where I want them. Add the other two, and suddenly there's 0 flares and 0 chaff on the aircraft... I had similar trouble with the BOL dispenser mods for the Gripen (I didn't try the others) - at present, three of the four BOL launchers work, but the fourth is thumbing its nose at me, and I don't know right now if the BOP/C launchers are correctly set up either. Also, is there a way to make different size flares for different aircraft? The B-1B for example has *huge* flares (12 to a launcher that'll fit 30 chaff cartriges) with similarly huge effects when you look at RL photos. Are we completely stuck with one size fits all here? (I'm currently using a copy of the SF2NA.exe to run the game - might this be the source of my problem, or am I looking in the wrong places? There are several aicraft in the mod folder with large numbers of flare launchers in their .ini files that I've yet to test, and it would be very strange if those had been uploaded if it couldn't be made to work...) Cheers, and fly safely! Edit: I'm an eedjit. The problem was I hadn't added the proper "system" lines in the fuselage section. Once I did that, all the dispensers started working. Bah.
  2. I'm about as done as I'll get with the nuclear bombs for now - without being able to fix the visual effects up properly, the interest isn't quite there anymore. But I'm still working on improving what I can, and that's the actual bombers. Presently, I'm working on figuring out how to get the HSAB stores pylons to full working order - I want to be able to load Mk82 bombs externally and get the correct number while I'm at it. (If I add a MER as an allowed store on the proper HSAB stations, the game will load 12 bombs, but in an improper configuration due to the load limits and allowed weapon types on the other stations. Not quite what I want.) What I've come up with as a fix for this is to give the HSAB stores stations the SpecificStationCode=30NATO (for 30" NATO standard suspension lugs), and make copies of the stores I want to allow directly on the HSAB with the same attribute. I've done something similar for the Hound Dog pylon in order to get rid of the Maverick option. Eventually, I'm planning on expanding the notation to all my NATO aircraft, to get rid of other similar issues where the game attempts to add too many weapons. While I continue working on this, I'd like to ask if anyone with the B-52 team could release the HSAB and Hound Dog pylons as separate LODs? The items in question were mounted on the B-52D, E and F as well, all of which can be replicated with the TW B-52D LOD, but it doesn't include the external stores pylons. (In fact, since the differences between the B, C, D, and E model are mainly internal, and the F is only a little different from the other four, it's well within the realm of possibility to release a complete BUFF package covering *all* the production versions if I can get my hands on those pylons. All it would take is some skinning and ini work.) I'm also still in search of an ADM-20 Quail missile, as it's the only weapon still missing that the BUFF used. Please, coould someone make one for me? @_@
  3. I have that, and it's one of the things I'm working on updating. It's actually pretty well done, it just needs those damned pylons for accuracy. Right now I'm not working on much of anything for the game - I'm building some plastic models instead. I'm considering building a new 3D pit for the B-1B, with the new glass cockpit displays they're working on, which if all goes well could be released for not only SF2, but FSX and maybe Falcon BMS as well. We shall see.
  4. Once upon a time I remember watching a movie where a pilot goes rogue in an F-21 which IIRC was carrying a nuke. Does anyone know what movie this was?
  5. I just found something that had me shaking my head due to how obvious it should have been, if only google wasn't drowning is crap info. You know those huge dispensers on the back of the B-1B? They really *are* huge, and not just your regular thirty-round versions. Each one will take twelve MJU-23 flares, which is just as listed in the superpack data file, but the chaff dispensers will load *120* regular 1x1-inch flares. *Each*. In other words, the data file needs some updating. Also, the MJU-23 flare is a *lot* bigger than the regular ones, and should produce a bigger effect and be more effective at decoying missiles than the run-of-the-mill ones. One way of making that happen that I've just come up with is to duplicate the flare dispensers, and tweak the positioning by a miniscule amount, so that instead of popping one flare at a keypress, the aircraft will release several in a tight formation that looks and acts like one, much bigger flare. I haven't done any testing on this just yet, but I'll post some edits when I'm done. Finally, I found some info regarding the new cockpit upgrades for the B-1 (it's getting a modern glass cockpit), and I've been considering making a new virtual pit, for either this game or FSX, or both. That would be more up my alley than modeling the exterior of the plane. :) Oh, and please let me know what you think about my edits, even if you think they're pointless. That way I'll know whether to shift my attention to something better appreciated... :)
  6. Here's the first fruit of my labors, a revamped weapons config for the B-52H_03 - though it will work for the B-52H_93 as-is, and the B-52G_89 if you prune out the EOGR code from the wing stores. (You can also use it for the B-52D by pruning even further among the allowed weapons, but there's no LOD to go with the wing stores.) An additional line to enable the CSRL is needed under the Fuselage heading, just add SystemName[0xx]=BombBayCSRL at the end of the section. A few comments on the whole thing while I'm at it - as written, the game will allow loading of 12 external ALCMs, ACMs or SRAMs using the Heavy Stores Adapter Beam, which is not quite correct. The real-world ALCM pylon is a massive affair, much larger than the stub pylons or modified Hound Dog pylons used for conventional weapons carriage. Add that to the wishlist for the next time someone gets around to modifying the LODs. (Curiously, the data.ini has enough external stores SystemName entries to handle the ALCM pylon, but the .out file doesn't mention any node names that could be the missing pylon.) The one "bug" I haven't been able to get rid of yet is that the loadout screen will list Laser Hellfires as an option for the wing pylons, which would be a rather strange thing to load on a B-52. I'm contemplating solving it through adding a SpecificStationCode, but modifying all the aircraft that use the missiles would be irritating. Urrgh. Oh, one more thing - as is, the CSRL allows nuclear bombs, which I haven't found any evidence for one way or the other whether it's legal or not. I have an old-style nuclear bomb bay entry as well, will post it later. // Weapon Systems --------------------------------------------------------- // Mk82/M117 Cluster Rack Setup ------------------------------------------- [bombBayConv1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=10200 AllowedWeaponClass=BOMB AttachmentType=USAF,NATO NumWeapons=21 //Fwd CBR AttachmentPosition001=-0.868,3.048,-1.154 AttachmentPosition002=-0.868,3.048,-0.645 AttachmentPosition003=0.0,3.048,-1.154 AttachmentPosition004=0.0,3.048,-0.645 AttachmentPosition005=0.0,3.048,-0.185 AttachmentPosition006=0.868,3.048,-1.154 AttachmentPosition007=0.868,3.048,-0.645 //Ctr CBR AttachmentPosition008=-0.868,0.306,-1.154 AttachmentPosition009=-0.868,0.306,-0.185 AttachmentPosition010=0.0,0.306,-1.154 AttachmentPosition011=0.0,0.306,-0.645 AttachmentPosition012=0.0,0.306,-0.185 AttachmentPosition013=0.868,0.306,-1.154 AttachmentPosition014=0.868,0.306,0-0.185 //Aft CBR AttachmentPosition015=-0.868,-2.322,-1.154 AttachmentPosition016=-0.868,-2.000,-0.645 AttachmentPosition017=0.0,-2.322,-1.154 AttachmentPosition018=0.0,-2.322,-0.645 AttachmentPosition019=0.0,-2.322,-0.185 AttachmentPosition020=0.868,-2.322,-1.154 AttachmentPosition021=0.868,-2.322,-0.645 DiameterLimit=0.41 LengthLimit=2.4 BombBayAnimationID=4 BombBayOpenTime=0.8 BombBayCloseTime=1.5 MinExtentPosition=-1.38,-5.00,-2.48 MaxExtentPosition= 1.38, 1.00, 2.13 // Cluster Munitions and smart bombs [bombBayConv2] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=10200 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO NumWeapons=6 //Fwd CBR AttachmentPosition001=-0.868,3.048,-0.185 AttachmentPosition002=0.868,3.048,-0.185 //Ctr CBR AttachmentPosition003=-0.868,0.306,-0.645 AttachmentPosition004=0.868,0.306,-0.645 //Aft CBR AttachmentPosition005=-0.868,-2.322,-0.185 AttachmentPosition006=0.868,-2.322,-0.185 DiameterLimit=0.6 LengthLimit=2.4 BombBayAnimationID=4 BombBayOpenTime=0.8 BombBayCloseTime=1.5 MinExtentPosition=-1.38,-5.00,-2.48 MaxExtentPosition= 1.38, 1.00, 2.13 // Common Strategic Rotary Launcher -------------------------------------------------- [bombBayCSRL] SystemType=WEAPON_STATION StationID=22 StationGroupID=2 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=12000 AllowedWeaponClass=NUC,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO NumWeapons=8 AttachmentPosition001=-0.368,0.306,-1.055 AttachmentPosition002=-0.568,0.306,-0.645 AttachmentPosition003=-0.368,0.306,-0.30 AttachmentPosition004=-0.000,0.306,-0.095 AttachmentPosition005=0.368,0.306,-1.055 AttachmentPosition006=0.568,0.306,-0.645 AttachmentPosition007=0.368,0.306,-0.30 AttachmentPosition008=0.000,0.306,-1.295 DiameterLimit=1 LengthLimit=7 BombBayAnimationID=4 BombBayOpenTime=0.8 BombBayCloseTime=1.5 // Left HSAB Conventional ------------------------------- [LeftExternal01] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-5.297,7.665,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal02] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.985,7.665,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,LGB,EOGB,EOGR,CGR,MER AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal03] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.684,7.665,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal04] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-5.297,4.693,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= LengthLimit=2.60 [LeftExternal05] SystemType=WEAPON_STATION StationID=7 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.985,4.693,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= //DiameterLimit=0.46 LengthLimit=2.60 [LeftExternal06] SystemType=WEAPON_STATION StationID=8 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.684,4.693,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= LengthLimit=2.60 [LeftExternal07] SystemType=WEAPON_STATION StationID=9 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-5.297,2.027,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal08] SystemType=WEAPON_STATION StationID=10 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.985,2.027,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,LGB,EOGB,EOGR,DLP,CGR,MER AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal09] SystemType=WEAPON_STATION StationID=11 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.684,2.027,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= // Right HSAB Conventional ------------------------------- [RightExternal01] SystemType=WEAPON_STATION StationID=12 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=5.297,7.665,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal02] SystemType=WEAPON_STATION StationID=13 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.985,7.665,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,LGB,EOGB,EOGR,CGR,MER AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal03] SystemType=WEAPON_STATION StationID=14 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.684,7.665,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal04] SystemType=WEAPON_STATION StationID=15 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=5.297,4.693,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= LengthLimit=2.60 [RightExternal05] SystemType=WEAPON_STATION StationID=16 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.985,4.693,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= //DiameterLimit=0.46 LengthLimit=2.60 [RightExternal06] SystemType=WEAPON_STATION StationID=17 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.684,4.693,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= LengthLimit=2.60 [RightExternal07] SystemType=WEAPON_STATION StationID=18 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=5.297,2.027,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal08] SystemType=WEAPON_STATION StationID=19 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.985,2.027,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,LGB,EOGB,EOGR,DLP,CGR,MER AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal09] SystemType=WEAPON_STATION StationID=20 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.684,2.027,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightPylon] SystemType=WEAPON_STATION StationID=21 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=14.0,-0.5,-0.115 AttachmentAngles=0.0,0.0,0.0 LoadLimit=300 AllowedWeaponClass=LP AttachmentType= ModelNodeName=Pylon_Mid_R [LeftPylon] SystemType=WEAPON_STATION StationID= StationGroupID= StationType=EXTERNAL AttachmentPosition=-14.0,-0.5,-0.115 AttachmentAngles=0.0,0.0,0.0 LoadLimit= AllowedWeaponClass= AttachmentType= ModelNodeName=Pylon_Mid_L
  7. Took it out for a test drive just now, the decoy dispensers are rigged wrong. [FlareStation1] SystemType=DECOY_DISPENSER EjectPosition=-0.294,-3.265,0.601 EjectVelocity=-8.00,0.00,8.00 NumChaff=0 NumFlare=30 [FlareStation2] SystemType=DECOY_DISPENSER EjectPosition=0.294,-3.265,0.601 EjectVelocity=8.00,0.00,8.00 NumChaff=0 NumFlare=30 [ChaffStation1] SystemType=DECOY_DISPENSER EjectPosition=0.294,-3.265,-0.601 EjectVelocity=0.00,0.00,-8.00 NumChaff=60 NumFlare=0 [ChaffStation2] SystemType=DECOY_DISPENSER EjectPosition=-0.294,-3.265,0.601 EjectVelocity=-8.00,0.00,8.00 NumChaff=30 NumFlare=0 [ChaffStation3] SystemType=DECOY_DISPENSER EjectPosition=0.294,-3.265,0.601 EjectVelocity=8.00,0.00,8.00 NumChaff=30 NumFlare=0 Each dispenser holds 30 cartridges, whether they're chaff or flares. It's only the Air Force that uses bigger cartridges for flares sometimes. (The older version I had installed had too many chaff/flare rounds, instead of too few. The locations checked out though.) Other than that though, very nice job.
  8. OK, now I'm getting irritated. I'm test dropping bombs right now, and for some reason or other, the mushroom cloud effect just drops out entirely at a certain distance, and I can't figure out why. The relevant portions of my flightengine.ini look like this: [backgroundSceneClip] FarClipDistance=50000000.0 NearClipDistance=200 [ForegroundSceneClip] FarClipDistance=50000000.0 NearClipDistance=0.45 [insideSceneClip] FarClipDistance=50000000.0 NearClipDistance=0.01 [LowDetailOption] HorizonDistance=200000.0 DetailMeshSize=2 DetailLevel=0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=256 [MedDetailOption] HorizonDistance=200000.0 DetailMeshSize=2 DetailLevel=1 WaterEffect=1 NoiseTexture=0 MaxTextureRes=512 [HighDetailOption] HorizonDistance=200000.0 DetailMeshSize=4 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=1024 [unlimitedDetailOption] HorizonDistance=200000.0 DetailMeshSize=10 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 [soundSettings] SampleFrequency=44100 BitsPerSample=16 DopplerFactor=1.0 [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=35000.0 MinHeight=0.5 MaxHeight=1E+6 [MapSettings] MapMaxSize=200000 MapMinSize=20000 MapInitSize=100000 MapScaleRate=5.0 ZoomControl=CAMERA_ZOOM_CONTROL The above is as far as I can tell more or less precisely what's recommended for Lexx's effects, so they *should* work. The main tweaks I've done to the effect itself is I've added a zero to the particle life time of all the emitters except the breakaway pulse, which made the fireball look much more fireball-y - at least up until the point where it vanishes. The fireball is still there, as it can be seen from other aircraft that are closer than mine, it's just not rendering... Is there anything else I can do to get the dratted effects to be visible from longer ranges?
  9. I've done what I could for the transports for now, need to figure out how to actually model some aircraft before I can do more with that project. So now I turn to one of the more fun parts of the game, even if it's kind of frustrating right now... I'm attempting to collect all of the various nuclear weapons that have been released for SF2, and fix their effects up to the latest standard so they look good right out of the box so to speak, no further ini tweaking neccessary. After I'd spent the better part of the night converting a big batch of SF1 weapons to SF2, I discovered that all of that work had already been done for the Ordnance Shop II pack, which I should have known considering I have something like three unzipped copies of it spread over my drives right now. Oh well, mine has most of the Lexx effects added at the moment, which was not the case for the OS2 package, so there's that at least. I've also messed around with copies and availability dates so now the US freefall bombs will change designations from MK to B in 1968, following real life. Right now I'm doing a KB crawl looking for the final word on how to get the nuke effects to look their best - once I've gotten the shaders and materials sorted, I'm thinking of expanding the range of effects to get a few more sizes of mushroom cloud, and possibly some more burst altitudes. Also, while testing out the effects, I noticed some oddities with the data inis for the B-52s in the superpack as uploaded, mainly with the bomb bay configurations, so I'm going to have a go at them as well, to make sure that you can't do silly things like load up both 8 SRAMS *and* a clip of free-fall nukes internally, which the current setup allows for, at least with the 1975 B-52H. I'll probably give the various other bombers a looking over as well while I'm at it. :) Aside from the work I can do myself with ini editing alone, there are a few things I'd like to ask for help with from the modeling guys - there are a few weapons missing from the arsenal that I'm hoping I can get someone to make for me: 1. the B57 nuclear bomb used by the US Navy for strike and ASW - it's the only gravity bomb missing from the arsenal right now, the others are all in there. 2. the GAM-72/ADM-20 Quail, a decoy missile used during the 1960s in combination with the Hound Dog and Mk28 bomb on the B-52. 3. the AGM-86A ALCM, which was supposed to arm the B-1A (another item on the wishlist, someone posted one for FSX recently on Simviation but I want one I can have *fun* with...), as well as anything else that could take the SRAM as it was the same size. 4. the AGM-131 SRAM II/SRAM-T, the cancelled replacement for the AGM-69 that would have armed not only the bomber force, but the F-15E as well. I won't ask for a B90 bomb, as I couldn't find any pictures of that, just some dimensions. It, like the SRAM II, was cancelled in 1991 due to sudden lack of Soviets to aim at... And now, I shall go back to my data editing. :)
  10. I managed to solve the problems I was having with the B-52 bomb bay, as well as the issue of the Hound Dog pylons apparently accepting Maverick missiles as well. (Hound Dog now has a SpecificStationCode, as do the B53 and B41 bombs). I'm considering separating the B-52H into conventional and nuclear versions, which would let me get rid of the conventional bomb bay as well which would fix my remaining major issues. Aside from that, I've been working on getting all the mods of the B61 into the database - all nine mods (0, 1, 2, 3, 4, 5, 7, 10, 11) are now in my game with correct yields, operators and service dates. And base numbers, for the tactical versions. All I need right now is to figure out how to get the nuclear explosion effects to not up and vanish as my aircraft flies away from it - it's hard to properly appreciate what it looks like up close, and you can't seem unless you're almost inside the range of the explosion for the biggest ones. :( Back to the grindstone for me now, cheers!
  11. Sorry for taking so long to reply, have been busy doing tests. I'm running March 2012 (full merged install including NA). I've tried several different .ini settings, including reverting to stock, nothing seems to work properly - all smoke effects vanish at something like 10 kilometers maximum (I haven't measured, but my B-52 at 330 knots/20k feet goes out of "visual range" before the mushroom cloud of the KT030 effect starts forming properly.) Interestingly, with the stock clip distance settings, the effect was visible at a longer range. As I said though, the effect is still there for some time after it's no longer visible from the aircraft - switching to a ground object view lets you watch the mushroom cloud form and everything, though once I get the visual range issue fixed, I'll need to do some reworking of the condensation rings etc. It's kind of sad, given that Lexx's screenshots from SF1 shows the effects to be much nicer. I'd very dearly like to have proper mushroom clouds that stick around for some time (ten, fifteen minutes at least, with a softer fade out than just smoke blobs going from fully visible to not visible.) As soon the issue is figured out and fixed, I can start delivering instant sunshine to you lot - still inside its cans, though...
  12. Are you sure it's an A model? I've got a bunch of ALCMs as well, but IIRC all of them are the larger B/C versions when you look at the .ini stats. --- I'm slowly getting the bomb bay configuration to where I want it for the B-52. If it wasn't for the conventional bomb loads, it would be fairly easy to set up a loadout screen that would allow you to split loads the way you want them, as for nuclear stores the bomb bay is pretty much divided into two sections with identical load options (1 large or four medium nuclear bombs, or four decoys). The problem is that the conventional stores are split in three sections instead of two, which means the easy option is out. To get split loads, they'll have to added as predefined loadouts and selected from the mission editor. Gah. Right now I'm using five bomb bays, with no groupings except for the wing pylons, in order to get flexibility. I'm a little miffed that I need that many - if the "clip" bomb rack for the gravity bombs was available, I'd be able to cut that to three, as is I can't do it because the game will load five gravity bombs per bay half (due to there not being a minimum size for the Mk41/Mk53 attachment point). Somewhat irritating, that...
  13. No problem, it's very minor. Sort of like my contribution, actually... I spent several hours tonight working on updating some nuclear bombs I found in an SF1 weapons pack, and was writing up an announcement for them - and then I discovered that all of them were already in the Ordnance Shop II package... the only *new* thing I'd done was add Lexx's effects to them. LOL. By the way, while you're re-uploading stuff anyway, you wouldn't happen to have Veltro's Mirage IV for SF1 somewhere? I found the thread and the upload announcement, but the file is once again nowhere to be found. (What's the story on the "purge" anyway? I gather a bunch of stuff was lost, but was it maliciously deleted or what?)
  14. Oh, I want this *bad*. Any word on what the holdup is, considering the model itself is done and it should be flyable using the old flight model?
  15. Just noticed while looking through the readmes that Wrench got my name wrong in the credits - it's Sebastian, not Stephan. ;) I've gotten some PMs about making further changes to the aircraft, but that would require new meshes entirely since the old max files are gone according to Veltro2K. I'll *try* making some new ones, but all my modeling experience is in Lightwave 3D so I'm not making any promises. The basic shapes aren't very complicated, but stuff like flight control surfaces and landing gear might defeat me. Cheers for now!
  16. The top one was very nice, loved the music. I was a bit surprised at the Blackhawks in the video, but on googling I found that the Swedish Air Force bought fifteen of them as a stopgap to cover the delays in the NH90 program. It appears I shall have to do some updating of my files... :) Cheers!
  17. One of the reasons this pack was reposted was because yours truly started digging around in the data files for the C-5 and C-17 - as well as several of the other transports. I've just been using this as a convenient place to post my findings. I should probably move the discussion back to the mod forum, though...
  18. Still doing research, not on the right computer for doing trial and error right now. I've posted a question regarding the distribution of dispensers on the SOLL II and PACER SNOW aircraft to Aircraftresourcecenter, hope someone can help me sort things out. In the mean time... Texture work and me do not mix, I can't work 2D graphics software worth a damn, hence my focusing on doing less cosmetic mods. :) I'll stick to doing stuff I can fix with a text editor for now. Maybe, maybe, I'll sit down and actually make new models, I have the software and the time, just need to find the energy. More notes: C-27J Spartan: Comes in two versions more or less - one has no dispensers at all, the other has one to either side of the nose, two in each spoonson, one under each wingtip, and four in the tail, for a total of twelve. I'm going to *assume* that this is an either/or solution, so I'll try to make a list of nations seen operating one or the other for future use. C-160 Transall: As above, seems to either have all the countermeasures, or none. When fully loaded up, has ten dispensers under each wing in a pod, four on either side of the upper fuselage in scab-on pods that fire across rather than outwards, and four in each sponson. That's 36 dispensers total, and is going to look awesome when fired, By the way, do external countermeasures pods work properly in the game, or do you need to code them in as part of the airframe?
  19. Double post, but here are my notes, in brief: C-141A: Delete the jammer and countermeasures dispensers, the shorty Starlifters never had them as far as I could find. The version in here only comes with the USAF gray scheme, but this one really belongs in MAC white-over-gray, or even natural metal. I also found a strange one pictured at RAF Mildenhall that looked like it had been painted with MOD Eagle colors, which would be nice to see. C-141B: Make a copy of the aircraft to use for the SOLL II version, then delete the jammer and countermeasures. Like the A, it only comes with the AMC gray scheme right now, it *needs* the MAC white-over-gray and Euro-1 scheme as it's much more familiar in those colors. :) C-141B SOLL II: Beyond the countermeasures edits, it needs some work done to represent its low-altitude mission focus, This is the only one of the lot that actually has defensive systems, and I haven't found a complete listing of those just yet. From the description at airvectors, the full suite is similar to that of the C-130, with at least six banks of dispensers (either side of nose, main gear sponsons, under the wings). This version only comes in gray, but it should have proper unit markings. :) I was first introduced in 1994. C-141C: Another all-gray version, this is basically a C-141B with a glass cockpit that was introduced during the 1990s to get a little more life out of the existing fleet. Unless people really enjoy flying cargo flights, this one is not really neccessary for us, it's more an FSX project. :) C-5A: Make a copy, remove the dispensers, skin it with MAC gray-over-white and Euro 1 (or mix them up - there was an interesting story in the Squadron book C-5 Galaxy in Action about that...), and it's pretty much done. :) C-5B: Here's a bit of a conundrum. PACER SNOW was the codename for the project that added self-defense capabilities to the C-5, but sources disagree about the extent of it - were only a couple of aircraft modded, or all C-5Bs? I've seen a bunch of pictures which suggest aircraft fitted "for, but not with" the under-nose dispensers (basically it's two faint raised rectangles, one left and one right, on the bottom of the visor); but I haven't been able to find out if there were any further dispensers added. With an aircraft that big, there almost *should* be, wouldn't you think? C-17A: As accurate as it gets right now without a new LOD. I haven't found any word one way or the other regarding whether it carries any EM jammers, all I can find is info on the LAIRCM system which can't be modeled by the game anyway. :( Transall and Spartan: I'll look at these later. Cheers!
  20. Thanks a bunch. I'll give the data files a once over, get the countermeasures systems right as far as the game handles them. :) I'll post the changes when I'm done.
  21. SF2 USAF/NATO/Western Cargo Planes by Veltro2K

    Thanks a big bunch, going to do what I can to update the data files to give them realistic countermeasures quantities and emitter locations. Will repost .ini files later.
  22. I've been playing around a little with the game in the last week or so since I got it, but I feel like I'm missing something for that real cold war immersion - intermediate and short-ranged ballistic missiles. The only one I can name off hand that's actually in the game is the SCUD, and I don't even know if that can be fired, as it usually shows up as a strike target for single missions for me. I'd love for there to be missiles I actually have to get to on time before launch or my home airfield gets it, etc, or cruise missiles that I either have to destroy on the ground or chase all over creation before they take out something important. Now, cruise missiles such as the Gryphon GLCM and all the other low-altitude weapons can be handled pretty well by the game as is, especially since SF2NA. I haven't seen any ground launchers for the game yet, but I'm fairly confident that if one was built, it would work properly given that surface ships do. All the cruise missiles I can think of have ranges that are within the limits of the map (2500 km for the TLAM-A and GLCM), so there's no need for off-map launching tricks or such either. But how does the game engine do with ballistic missiles, especially with MIRV or MARV warheads? Most of these are also with the limits of the game range-wise, the SS-20 is the longest-ranged "tactical" missile I can think of and while it has a 5500 km range, that just makes it able to hit anywhere on the map. Can the game handle this? If it does, than I'm at least willing to try building some of these for the game, so people can build "scud hunts" etc with a little more urgency than the standard apparently non-functional scuds in the game...
  23. OK! Position info for the C-17 countermeasures systems: [ChaffStation1] SystemType=DECOY_DISPENSER EjectPosition=-2.2,12.0,-3.1 EjectVelocity=-1.0,-0.5,-2.0 NumChaff=30 NumFlare=60 [ChaffStation2] SystemType=DECOY_DISPENSER EjectPosition=2.2,12.0,-3.1 EjectVelocity=1.0,-0.5,-2.0 NumChaff=30 NumFlare=60 [ChaffStation3] SystemType=DECOY_DISPENSER EjectPosition=-3.7,5.0,-1.5 EjectVelocity=-5.0,-0.5,0.0 NumChaff=30 NumFlare=60 [ChaffStation4] SystemType=DECOY_DISPENSER EjectPosition=3.7,5.0,-1.5 EjectVelocity=5.0,-0.5,0.0 NumChaff=30 NumFlare=60 Make sure to add proper SystemName entries under [Fuselage]. Dispenser entries for C-5 (Pacer Snow): [ChaffStationLeft] SystemType=DECOY_DISPENSER EjectPosition=-1.2,33.0,-3.0 EjectVelocity=-1.0,-0.5,-2.0 NumChaff=30 NumFlare=30 [ChaffStationRight] SystemType=DECOY_DISPENSER EjectPosition=1.2,33.0,-3.0 EjectVelocity=1.0,-0.5,-2.0 NumChaff=30 NumFlare=30 No further changes needed for this one, unless you want to change the chaff/flare mix. If the C-141B is out there somewhere, I'd love to get my hands on it. A nice reference I've found for at least knowing where to *look* for the countermeasures systems on USAF aircraft: http://www.0x4d.net/...to00-105e-9.htm This is a USAF technical order for fire and rescue crews, which lists all the hazard areas and systems, including the chaff and flare systems if applicable. Very helpful. :) Edit: I haven't noticed any slowdowns even when taking off from a base loaded with the beasties. Then again, I've got a Core i7-2600 with 16 GB RAM and a Geforce GTX 465... I haven't found *anything* that slows that down noticeably. :)
  24. My "corrected" C-17 Globemaster III: The flare effect I have installed right now sucks rocks, and the aircraft really needs a nice new skin, but at least it's launching chaff and flares from approximately the right locations now. Now, the aircraft themselves were found in Operation Darius, and don't appear to be available separately. The readme for Darius credits the aircraft to Veltro2k - is he still around somewhere, so I can ask for his permission to post my corrected .ini files? Also, someone mentione waaay back that the ALE-50 towed decoy system had been implemented in the Super Hornet for SF2. Was this done with any other aircraft, like the B-1B (which has 8 of them) or the F-16C (4)?
  25. Anyone else feeling nostalgic?

    I used to love Fleet Defender on my old 486 (first PC that was mainly mine, rather than the familys, after dad upgraded to an AMD K6), Also had AV-8B Harrier, but it tended to crash more often than I did. Tried Fleet Defender on Dosbox a few months ago - man, have I been spoiled or what? Remember, in FD you can *only* land on the carrier, trying to put down on a runway will crash your plane no matter how careful you are. One feature I really did like about it was back-seat driving - I'd spend most of the missions sitting in the back seat fiddling with the fishbowl display and TWS-M mode. Assign the targets in the right order, and you could get six almost simultaneous kills as all the missiles came down on their targets at the same time... Back seat driving was also a favorite activity in Jane's F-15E, but since then I haven't seen any jet sims where you could use the back seat. It's a shame, really...
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