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JAT81500

+MODDER
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Everything posted by JAT81500

  1. Very, very nice. Two questions : whta texture do you use for the clouds view by the top. What do you use for the SAM launch effect ?
  2. This job is fantastic !!! Does these birds will be release with a specific pit ? JAT
  3. Your job is greater each day !! Félicitations !!!
  4. Well done GUX, it's good to see some news of the grippen. Again if you need a beta tester i'm your man. JAT
  5. Your video is fantastic !! But i simply don't understand how to do , i'm probably to :slow(en): I realy need a step by step tutorial !!! JAT
  6. Well, i must be but i don't have entry for the ships in the campaign_data.ini I have only an entry for the carrier : [CarrierUnit001] The escort ships are declared in the terrain targettype.ini and the formation is set in the terrain_target.ini Like that the ships show up in the campaign but they are heading in a different direction of the carrier, and they are not moving. So i'm a little confuse If i understand your post i have to make an entry for each escort vessel in the campaign_data.ini and add the two lines. How can i do that. Did have i to create an entry named [GroundUnitxxx] or [NavalUnitxxx] ? And did i have to fix the BaseArea= entry to "carrier Station" ? Sorryagain to bother you with that but i realy like to see a full task force in campaign. JAT
  7. I'm sorry but i don't undrestand. The two entries must be placed in wich file ? Targettype.ini from the terrain floder, xxx_data.ini from the boat itself , or other ? I make some tests but no one work. Can you post an example of the file ? Thanks. JAT
  8. To Voyager : i'm afraid we can not fix this, sorry. To Hellcat61 : the targeting box actually exist if it's specified in the HUD section of the avionics.ini. For example in the MF's F/A-18 the entry is HUD_LaserTarget for the LGB and HUD_MavSeeker for the EOGR. It's a green box locked to the target. JAT
  9. Thank's Fubar512. I'll wait your return for the details.
  10. Where did you declare the escort ships as carriers ?
  11. Well, i did a trick that actually work. I create a virtual bombbay with the allowedweaponclass= LGB. Then i create a new weapon : a LGB with no 3d model, no weight, no dimension, but all the entry of a working LGB like the GBU-12. I just fix the max launch G to 0.0001. By doing this this weapon can not be launched. When you drop your last real LGB, you choose the virtual one and.... Bingo ! you see your target until your laser bomb blast it. When the target is destroyed, of course the lock is lost. I did this to the f-19 and add my virtual weapon in the loadout.ini, so it's loaded automatically. Here's the entry of my weapon bay : [DLIR] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=INTERNAL LoadLimit=1162 NumWeapons=1 AllowedWeaponClass=LGB AttachmentType=USAF,USN,NATO DiameterLimit=1.15 LengthLimit=5.1 BombBayAnimationID= BombBayOpenTime=0 BombBayCloseTime=0 MinExtentPosition=0,0,0 MaxExtentPosition=0,0,0 AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,0.0 ModelNodeName= MovingPylon=FALSE PylonMass=0 and my virtual LGB: [WeaponData1870] TypeName=DLIR FullName=Downward Looking Infrared ModelName= Mass=0.000000 Diameter=0.000000 Length=0.000000 AttachmentType=USAF,USN NationName=USAF StartYear=1968 EndYear=2020 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=1968 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=MediumBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=4 Accuracy=70 MaxTurnRate=3.000000 MaxLaunchG=0.000010 LockonChance=80 LaunchReliability=100 ArmingTime=4.000000 SeekerFOV=30.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=20.000000 SeekerRange=15000.000000 ReleaseAnimationID=-1 EODisplayFlags=0 To be complete i create your lasedesignator entry, and another virtual bombbay with a fictive navigation pod. Here's the second bombbay: [iNS] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=INTERNAL LoadLimit=1162 NumWeapons=1 AllowedWeaponClass=DLP AttachmentType=USAF,USN,NATO DiameterLimit=1.15 LengthLimit=5.1 BombBayAnimationID= BombBayOpenTime=0 BombBayCloseTime=0 MinExtentPosition=0,0,0 MaxExtentPosition=0,0,0 AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,0.0 ModelNodeName= MovingPylon=FALSE PylonMass=0 and with the same idea the virtual navigation pod: [WeaponData1869] TypeName=INS FullName=Internal Navigation System ModelName= Mass=0.000000 Diameter=0.000000 Length=0.000000 AttachmentType=NATO,USAF NationName=USAF StartYear=1982 EndYear=2025 Availability=1 BaseQuantity=1 Exported=TRUE ExportStartYear=1982 ExportEndYear=2025 ExportAvailability=0 WeaponDataType=4 StoreType=5 CameraFOV=15.000000 CameraPosition=0.000000,6.000000,0.000000 CameraYaw=-0.500000 CameraPitch=0.000000 CameraRoll=-45.000000 SightTexture=AVQ23SIGHT2.TGA EODisplayFlags=268500992 Finally here's my loadout for strike missions: Loadout[01].WeaponType=AIM-9L Loadout[01].Quantity=2 Loadout[01].RackType=DRA_IRM Loadout[02].WeaponType=GBU-10D Loadout[02].Quantity=1 Loadout[03].WeaponType=DLIR Loadout[03].Quantity=1 Loadout[04].WeaponType=INS Loadout[04].Quantity=1 By this trick i have a simulated FLIR and i don't loose my target even when i'm out of weapons !! Of course this can be done for other planes (F-111; A-6E TRAM...) I hope it could help. JAT
  12. Well Mr GUX your work is awesome !!! I love the grippen. If you need a beta tester i'm your man JAT
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