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yakarov79

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Everything posted by yakarov79

  1. It is possible only on cockpit that is made for this purpose. Meaning two cockpits in one must be build from the begining.
  2. F is at the very end of Army models. But yes, there will be time for F.
  3. Maybe to finish what i've started. Guess I will stick with helos for now
  4. View File AH-1J SeaCobra Over the Seven Seas ver.2016 BELL AH-1J SEA COBRA Over the Seven Seas Ver 2.0 for SF2 April 2016 This is a third party add on of the AH-1J Sea Cobra using models and cockpits created by me. The original flight model is standard as on many free to download helicopters. I have just modified it a bit. It is designed for and works only in SF2 series. ************************************************************* This is freeware-donationware; it CANNOT be distrubuted unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape or form be used in any payware additions. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modfications, contact me first. Any persons wishing to make further modfications, MUST remember to put everyone's name in it. Bribes and donations are accepted; ************************************************************* ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************* Jarek Hereda ---------------------------------------------------------------------------------------------------------------------- WARNING! This is totaly new file. I highly recomend to backup your old files. OR just delete all old files. Even weapon folders. It is updated here. This is totaly new files and will not work in many parts with old. Also new cockpits included for both 69 and 80 versions. This addon works only with included WeaponPACK. All of weapon stations are made as specific station code and will work only with this weapon pack. Standard commands for activating Cobra features: AIRBRAKES - jump from pilot station to gunner station. ARRESTING HOOK - deploy arresting hook to land on aircraft carrier. LANDING GEAR - belly light deploy/retract at any speed. Don't forget to fold before shooting. A2A mode - gunner station guncross for turret. A2Ground mode - pilot M60 gunsight cross. ANIMATION 7 - turret doors ANIMATION 8 - ammo bay dooors ANIMATION 9 - gunner door (ext and cockpit view) ANIMATION 10 - pilot door (ext and cockpit view) For take off: Around 75% of throttle vector (small needle on RPM clock in cockpit should be like 65degree up) - (default ctrl + ) and then increase power to 70-85% (or more for quick lift) and pull controll stick little and snake will take off. Then reduce throttle vector as needed and reduce power to 69%. It should fly around 110kts now. 69% is about cruising speed. When on the ground you can see rotating blades for pitch and roll. Just additional and unnecesary thing (not visible so much when flying) but it is possible so it is there. Not working like i want but better then nothing. There are two different pylons on inboard stations one for rocketpods one for gunpods. Just to have a proper angle of fire with GP. It is not proper for real model but in my opinion best what can be done for SF engine. Rocket pods are ok with correct angle on inboard stations. To take off from ship. Increase throttle realase brake. Or. Incrase throttle around 75% of throttle vector controll and then realase brake. Landing on ship. Aproach. Reduce speed using throttle vector controll. Realase hook. Slowly aproach matching speed with vessel and reducing altitude to deck height. Hit deck. Needs practice but it is easy. Catapult on deck are set 10cm higher than regular deck level. So aircraft is 'hovering' 10cm above deck. It must be this way since these vesseles are not supportin aircraft carrier operations. It is just fooling game engine. All serial numbers are historicaly correct and based on available documents. I divided models into three sub packs. Weapons,guns,sounds are common to every part. Models 69 and 80 in diferent packs are still same model it is made this way for specific game mod. Vietnam pack 69 model. HML-367 'Scareface' Marble Mountain 1971 HMA-369 'Marhukers' Operation MARHUK USS Cleveland, USS Denver Desert Storm pack 80 model HMA-773 'Sea Cobras' USS New Orleans 1991 HMA-775 'Coyotes' Camp Smith, Saudi Arabia 1991 Wings Over Europe/North Atlantic/Mediterranean Sea and anywhere. 69 model: HMM-263© Det.HMA-269 USS Guadalcanal 1975 HMM-162© Det.HMA-269 USS Guadalcanal 1976 (I am not sure if BuNos and modex are 100% correct here) HMH-362© Det.HMA-269 USS Guadalcanal 1976 HMM-262© Det.HMA-169 USS Tarawa 1979 (I am not sure if BuNos and modex are 100% correct here) 80 model" semi fictional skins (serial numbers are correct for J mode but not sure all of them apeard in HMA -169 HMA-169 'World Famous Vipers' Two skins early green and mid-late 80s tri color version. This unit used AH-1J until 1986. This skin is based on photos but serial numbers are not 100% correct. Those are real SeaCObra numbers but fictional for this unit. However numbers started with 159 were present in this unit. Optional files: Two navy ships LHA and LPD class. Converted to USMC service. So in single mission, player flight will start from ship. (Water map needed) Both with landing deck. Experimental lights on deck of LPD class ship. Credits to Fubar for his carrier lights pack. Weapons included. One more thing. I am using mostly standard weapon effects. Make sure to edit it your way if you decide to use this weapons. During late 70 Marines tested scoop exhaust like US Army on G model. There are just a few photos with this mod. Here in game it will apear for a while in 1976-1978. It doesn't do anything. Since there is no IR suppresion in game. It is just for look and fun factor. In 80's model there is ALQ-144 IR Jammer. Since ther is no IR Jamming in game it is just very weak jammer. you can turn it on but don't count on jamming. Pilots: I am using usnpilots by OldDiego. Not included. SOme pilots models might be too big for this helo. Instalation: Copy all files into specific folders. Sounds: For M197gatling sound copy the lines from SOUNDLIST ADDON to your soundlist ini file. Squadrons: Add specific entrys form Squadronlist addon to your squadron list. Enjoy. Edit your way. Report bugs. For updates visit on: strikechoppers.wordpress.com ********************************************************************************************************* ********************************************************************************************************* Reference: NAVAIR 00-110AH1-4 NATOPS FLIGHT MANUAL AH-1J TM 55-1520-221-10 Operators Manual Army Model AH 1G Helicopter Osprey Combat Aircraft 41 - US.Army AH-1 Units In Vietnam Cobra! The Attack Helicopter: Fifty Years of Sharks Teeth and Fangs Mike Verier GUNSLINGERS IN ACTIONS - Squadron Signal WALK AROUND AH-1G Cobra - Squadron Signal Combat Aircraft Series 09 - AH-1 Huey Cobra (1987) Osprey Colour Series Cobra Tank Killer Supreme Aerofax Datagraph 4 - Bell AH-1 Cobra Variants Squadron Signal - Bell AH-1 Cobra In Action Osprey - New Vanguard 125 - Huey Cobra Gunships XM-118 Organizational DS GS and Depot Maintenance XM118 With the 1st Marine Division in Desert Shield and Desert Storm U.S. Marines in the Persian Gulf 90-91 MARINE FORCES AFLOAT IN DESERT SHIELD AND DESERT STORM Concord 3002 US Marine Corps Helicopters airport-data.com aerialvisuals.ca planepictures.net Submitter yakarov79 Submitted 02/23/2015 Category AH-1
  5. Version 2.0

    943 downloads

    BELL AH-1J SEA COBRA Over the Seven Seas Ver 2.0 for SF2 April 2016 This is a third party add on of the AH-1J Sea Cobra using models and cockpits created by me. The original flight model is standard as on many free to download helicopters. I have just modified it a bit. It is designed for and works only in SF2 series. ************************************************************* This is freeware-donationware; it CANNOT be distrubuted unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape or form be used in any payware additions. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modfications, contact me first. Any persons wishing to make further modfications, MUST remember to put everyone's name in it. Bribes and donations are accepted; ************************************************************* ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************* Jarek Hereda ---------------------------------------------------------------------------------------------------------------------- WARNING! This is totaly new file. I highly recomend to backup your old files. OR just delete all old files. Even weapon folders. It is updated here. This is totaly new files and will not work in many parts with old. Also new cockpits included for both 69 and 80 versions. This addon works only with included WeaponPACK. All of weapon stations are made as specific station code and will work only with this weapon pack. Standard commands for activating Cobra features: AIRBRAKES - jump from pilot station to gunner station. ARRESTING HOOK - deploy arresting hook to land on aircraft carrier. LANDING GEAR - belly light deploy/retract at any speed. Don't forget to fold before shooting. A2A mode - gunner station guncross for turret. A2Ground mode - pilot M60 gunsight cross. ANIMATION 7 - turret doors ANIMATION 8 - ammo bay dooors ANIMATION 9 - gunner door (ext and cockpit view) ANIMATION 10 - pilot door (ext and cockpit view) For take off: Around 75% of throttle vector (small needle on RPM clock in cockpit should be like 65degree up) - (default ctrl + ) and then increase power to 70-85% (or more for quick lift) and pull controll stick little and snake will take off. Then reduce throttle vector as needed and reduce power to 69%. It should fly around 110kts now. 69% is about cruising speed. When on the ground you can see rotating blades for pitch and roll. Just additional and unnecesary thing (not visible so much when flying) but it is possible so it is there. Not working like i want but better then nothing. There are two different pylons on inboard stations one for rocketpods one for gunpods. Just to have a proper angle of fire with GP. It is not proper for real model but in my opinion best what can be done for SF engine. Rocket pods are ok with correct angle on inboard stations. To take off from ship. Increase throttle realase brake. Or. Incrase throttle around 75% of throttle vector controll and then realase brake. Landing on ship. Aproach. Reduce speed using throttle vector controll. Realase hook. Slowly aproach matching speed with vessel and reducing altitude to deck height. Hit deck. Needs practice but it is easy. Catapult on deck are set 10cm higher than regular deck level. So aircraft is 'hovering' 10cm above deck. It must be this way since these vesseles are not supportin aircraft carrier operations. It is just fooling game engine. All serial numbers are historicaly correct and based on available documents. I divided models into three sub packs. Weapons,guns,sounds are common to every part. Models 69 and 80 in diferent packs are still same model it is made this way for specific game mod. Vietnam pack 69 model. HML-367 'Scareface' Marble Mountain 1971 HMA-369 'Marhukers' Operation MARHUK USS Cleveland, USS Denver Desert Storm pack 80 model HMA-773 'Sea Cobras' USS New Orleans 1991 HMA-775 'Coyotes' Camp Smith, Saudi Arabia 1991 Wings Over Europe/North Atlantic/Mediterranean Sea and anywhere. 69 model: HMM-263© Det.HMA-269 USS Guadalcanal 1975 HMM-162© Det.HMA-269 USS Guadalcanal 1976 (I am not sure if BuNos and modex are 100% correct here) HMH-362© Det.HMA-269 USS Guadalcanal 1976 HMM-262© Det.HMA-169 USS Tarawa 1979 (I am not sure if BuNos and modex are 100% correct here) 80 model" semi fictional skins (serial numbers are correct for J mode but not sure all of them apeard in HMA -169 HMA-169 'World Famous Vipers' Two skins early green and mid-late 80s tri color version. This unit used AH-1J until 1986. This skin is based on photos but serial numbers are not 100% correct. Those are real SeaCObra numbers but fictional for this unit. However numbers started with 159 were present in this unit. Optional files: Two navy ships LHA and LPD class. Converted to USMC service. So in single mission, player flight will start from ship. (Water map needed) Both with landing deck. Experimental lights on deck of LPD class ship. Credits to Fubar for his carrier lights pack. Weapons included. One more thing. I am using mostly standard weapon effects. Make sure to edit it your way if you decide to use this weapons. During late 70 Marines tested scoop exhaust like US Army on G model. There are just a few photos with this mod. Here in game it will apear for a while in 1976-1978. It doesn't do anything. Since there is no IR suppresion in game. It is just for look and fun factor. In 80's model there is ALQ-144 IR Jammer. Since ther is no IR Jamming in game it is just very weak jammer. you can turn it on but don't count on jamming. Pilots: I am using usnpilots by OldDiego. Not included. SOme pilots models might be too big for this helo. Instalation: Copy all files into specific folders. Sounds: For M197gatling sound copy the lines from SOUNDLIST ADDON to your soundlist ini file. Squadrons: Add specific entrys form Squadronlist addon to your squadron list. Enjoy. Edit your way. Report bugs. For updates visit on: strikechoppers.wordpress.com ********************************************************************************************************* ********************************************************************************************************* Reference: NAVAIR 00-110AH1-4 NATOPS FLIGHT MANUAL AH-1J TM 55-1520-221-10 Operators Manual Army Model AH 1G Helicopter Osprey Combat Aircraft 41 - US.Army AH-1 Units In Vietnam Cobra! The Attack Helicopter: Fifty Years of Sharks Teeth and Fangs Mike Verier GUNSLINGERS IN ACTIONS - Squadron Signal WALK AROUND AH-1G Cobra - Squadron Signal Combat Aircraft Series 09 - AH-1 Huey Cobra (1987) Osprey Colour Series Cobra Tank Killer Supreme Aerofax Datagraph 4 - Bell AH-1 Cobra Variants Squadron Signal - Bell AH-1 Cobra In Action Osprey - New Vanguard 125 - Huey Cobra Gunships XM-118 Organizational DS GS and Depot Maintenance XM118 With the 1st Marine Division in Desert Shield and Desert Storm U.S. Marines in the Persian Gulf 90-91 MARINE FORCES AFLOAT IN DESERT SHIELD AND DESERT STORM Concord 3002 US Marine Corps Helicopters airport-data.com aerialvisuals.ca planepictures.net
  6. I asume that taking off 40 degree left/right it is not problem for player but for AI. On Austin class i was launchin wingman 'backward' but after take off his helo was damaged (don't know why) and he escape from helo leaving helo hoovering somewhere over the ocean. Is it possible to land without arresting cable/hook? because as before on Austinclass LPD I've added cables and am landing without problem with helo. As far as I remeber after removing cables i was crashing or stucking and skiding strangly on deck. So for landing i think this entrys are important: LandDeckAngle= ? LandingAimPoint=X / -X and Y / -Y And properly set arresting cables on it ?
  7. 2 seater version (seats side by side like F3D Skyknight) would be interesting. And internal vodoo style bombbay.
  8. HMH-362[C] Det. HMA-269 USS Guadalcanal, October 1976. North Atlanitc.
  9. Did you try older plugin just for try ?For max 2009 there are 3 ? Before i had similiar problem but recenty i just reinstal on fresh drive. Just don't remember which plugin I put into plugin folder.
  10. Again i made some edits. Maybe someone discover it but i just instaled NA week ago (long time since i bought NA right after release). Previously i made CAT station on LHA and LPD ships. Player can take off with helo using thrust vectoring. But AI was taking off aircraft style. And for me it was anoying. I changed again CAT entrys. example: StartPosition=-8.0,30.0001,11.75 EndPosition=-8.0,29.0009,120.0 LaunchTime=12.0 ------- need to bee adjusted to look proper wey. In this way player also is not using thrust vectoring. After releasing brakes you are launched up and after that you can continue level flight. Somehow AI pilots are doing this correctly. And it looks much ok than standard take off. It is not perfect solution but for now i think only way to fool game if you want to use helos. I belive fixed wings like Harrier can do the same but i did not tested it. As for landing i equiped Seacobra with fake arresting hook and vessel deck with cables. And landing on deck is also posible. I wanted to post video but my ancient laptop is... anyway maybe next time. regards.
  11. You can depend on weapondata.ini /dat file still. It just need to be in Weapondata folder. Entry in own_data.ini must be same as in global weapondata.ini. This allows to put weapons in any order in game (alphabetical/nonalphabetical by weight, year, type etc.) edit. But thist still will not allow you using selected rack throu loadout menu. I think only loadout.ini file. I had the same problem with BGM-71 and launchers. Interesting thing is that this issue is not present in SF1 series.
  12. Position indicates where node will be moved after action. In (for example radar altimeter) position will be rotation angle of needle. Value wil be set for example 1000 for position -30 and 1500 for position -60 etc. In two position switch (like master arm or weapon selector) you can set position (example) rotation_X - 30degree. it will rotate node 30 degree up/down when activated weapon. value will be 0 off and 1 for on. example [weaponStationR3] Type=WEAPON_STATION_SELECTOR NodeName=Switch_R-Wing-out MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-30.0 Set[02].Value=1 ItemNumber=6 Item number (in weapons selector) is related to weapon station in main aircraft_data.ini. So if weapon station (your example) IRM / sidewinder station is weapon station ID 2, then in cockpit ini file it will be Itemnumber=2, and for example bomb centerline station is weaponstation ID=3 then in cockpit it will be item number=3 Mirage factory A-7 and F-8 are good reference to know how it works.
  13. I think i got it. Crashing to desktop is not related to vessel. It was my mistake in ini file. I was testing some totaly different thing and didn't remove whole tested entry, I don't know how but in some specific setup it was causing crash. My mistake. As for the LHA. I downloaded SF2NA LHA update file from here and maybe it is working with other aircrafts but not with helo. For LHA deck i used: CollisionMesh=LHA_DECK.LOD is that right mesh for LHA.lod ? I don't know but it is not causing any damage. Black screen in cockpit view was caused by deck height. 10cm more solved problem. Changed entrys for CAT1 to4 and 4 helo flight can start without problems. I was trying to land but wife was interupting and I scratch island with rotor...BAM!
  14. Do you have instrument[001]= there ? If not game will not pick position entry for instruments 2,3 onward. Positions and values stands for movement type- rotationx,y,z and position x,y,z. For light it is not needed. Maybe shouldnt be there.
  15. It is park span issue. I will test some values. Am using vietnamsea_water bmp from download section. With G model i was able to start from Tarawa. But two issues. span 2.0 was working while with J cause crashing. I had also some cockpit issues (black screen) but external view was ok and helo was properly placed. But for launchtime=0.1 it was still "rolling" through deck which cause some helo damage (i lost left stab and wing and something else). And it is carrierbased=TRUE Need to test more. I have changed LHA - Availability=COMMON but still seldom flight starts on deck, Wrench thanks for tips.
  16. Thanks. Yes, i can run max. As for crashing. I don't know right now, I meesed up something with ini file. Need to find where cause on Range terrain I am fine, on Vietnamsea am crashing always to desktop.
  17. Since my PC is crashed and no chance for now for new one I decided to mess with my laptop. And temporary am runing SF2V merged with SF2NA on it on very low details. Anyway. Trying to launch AH-1J SeaCobra from LHA-1. Changed to USMC class ship. In map before flight it shows that flight starts on deck. But when launching game crash each time after 100% load. So ive downloaded moded file of LHA-1 from download section. And now flight is not starting from deck. SeaCobra is set for minbase=small, Aircraftcarrier (orsomething like this)=true, Distance when parked 2.0. Is it possible that game chose sometiems start from deck and sometiems from ashore ? Also is it possible to convert LPD Austin class for aircraft carriers ? I think it will need CAT station ? Could be tempting for Marhukers flights.
  18. 2 weeks ago my pc crash, so i am little bit slowed down now. I can't buy new right now. But yes, there is a chance.
  19. Yeah. Holly Backup always. Yesterday (sunday) after years of service my PC crashed died and it is not responding to my actions anymore. Can be used as target now. Miracle - drive is still much ok. And after quick recon, files seems to be ok.
  20. How about removing fixed hardpoints from plane and add them as fake rocket pod that can carry RP rockets ? edit: This will cause of course adding them as group in RP, not as single RCKT but should be ok for external model view.
  21. Pm me where is the problem.
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