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alexis99

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Everything posted by alexis99

  1. You don't actually need Radar Bombing for the B-52, you can use the bombing fall-line. Unless of course you just want the fun of accomplishing the radar-bombing conundrum. I used the Early B-52G, and put the A-6 cockpit in it. I have it modded to 70.dll so you can get the fall-line. I flew straight and level at 20,000 feet, turning onto the target at 30 miles distant. As I approach the target, I set up the bombs and get the fall-line. I remove the cockpit ironwork, and then I tilt down my point of view so that I can see the death-circle on the ground. When it crosses the target, I pickle the bombs, and... Oops, forgot to open the bay doors. (It is my first Buff-flight). Anyway, second pass, death circle over target, pickle, bombs are off... several seconds later, target blows up beautifully. I could get used to this. When you watch the bombs drop, you are focused on the last bomb to leave the bay, so it looks like you are over-shooting, but just before that bomb hits, the screen fills with massive explosions, because your other bombs have just struck.
  2. One of the things that 70.dll changes from 60.dll is that "GROUND_MAP" is no more. It's now called "GM", which is a little confusing. I've just being trying out the AV-8B Harrier Plus, and wondered why it had no ground radar. Sure enough, it still says GROUND_MAP. Changing it to GM got it working.
  3. Sorry about the delay. Link is here: http://combatace.com/topic/11879-information-on-ag-avionics/
  4. Why don't you use the CCIP? The knowledge base tells you how to fit one in the avionics file. You just change from 60.dll to 70.dll and follow the instructions. I have one in the A-6 Intruder, and it's extremely accurate.
  5. LANDING: Use a full-screen HUD, so that you can see the fpm. Aim for the bridge. Place fpm at far end of deck. Drift left just as you're getting real close, and line-up with angled deck. I had to keep practising until I got it right. Sometimes, I still have to bolter.
  6. Yesterday, I flew an anti-shipping mission in Norway at night with four F-22s. Approaching the fjord where the Primary Target was at anchor, I had already switched off my lights, so I couldn't be seen. But my AI wingmen had their lights on, flashing away like Christmas trees, and they all got shot down. Now there seems to be no specific command in the radio list to instruct the AI to switch off their lights. But, is there a trick to make them do it during a mission that I don't know about? The designer of the F-117 fixed it so that all lights are designated the same as landing gear lights, so that when the gear comes up, all lights switch off. I could do that in the F-22 Data file, but I just thought I'd ask if there was an in-mission way to get wingmen to switch their lights off before I did that.
  7. It may be that zapping to the IP makes it happen. But if you fly all waypoints, they won't switch off lights, and that's dangerous if you are deep in enemy territory.
  8. I found it here: http://combatace.com/topic/34507-bunyaps-weapons-wiki/ Not just one, but several documents. The main guide is extremely erudite, thorough, detailed, and complex. In fact it's a mathematician's paradise. Shame I did Chemical Engineering. The big "but" is that it's very firmly attached to the real world, and contains only minor information that can be adapted to SF. IMHO. If you want to know how to deliver a Paveway, it's 15,000ft and 6 miles, but you won't find that in the guide. And if you want to drop dumb bombs accurately, then the best way is to get a CCIP, which can be put in any 70dll aircraft, and is fully explained in the Knowledge base.
  9. I found this thread a while ago, and felt it might come in handy one day. http://combatace.com/topic/1054-completely-removing-mirrors-in-the-cockpit/ With HUD only and a radar screen, my frame rate jumps from 20 to 50 on a busy tarmac.
  10. I don't fly cockpits any more, I fly with HUD only. I use a font size 20 and scale everything up so the HUD fills at least half the screen. At the bottom centre, I have a large repeater radar. That gets rid of the mirrors and all the other stuff that stops you seeing what's going on outside. One big bonus is that when you come in to land, you can actually see the flight path marker on the runway.
  11. Gosh you are correct. The F-22 now fires missiles without you having to open the bay doors. I did a test, viewing from the outside, and the missiles fire off the rails, without you having to open the doors. However the doors do not animate open, they remain closed. But then it's no biggie, because who flies from an outside view? Perhaps the animation could be made to work by giving different values for open/shut durations and missile activation duration. Something I may pursue The auto bay notation was actually in the F-22 data.in, but it had been negated with ///, and also altered to FALSE. Maybe the author was concerned that with auto bays, they just didn't visually open??? Thanks for your original post, Yubba.
  12. This is really interesting to me. Are you saying that if you put an automatic doors notation in a Weapons Bay in the DAT.ini of an aircraft like the F-22 or F-117, then you can get the bay opening when you fire a missile? I noticed the F-35 has auto bay-opening, but not the F-22 or F-117, and I wondered if it was really difficult to make this happen, since you'd think that the geniuses who made the aircraft models would have already done this if it was possible. In fact, I thought that in the F-22 readme the author said he wasn't able to do an auto weapons bay. Two questions: 1.does the door shut after the missile is gone? 2. Are we really talking about SF1? Never mind. Instead of sitting here typing, I'll just go and do it.
  13. Yes, that's what I've already had to do, because you can't tell them to do it in missions. That's how the F-117A does it. Bit of a design slip-up there for the game
  14. F-22 Raptor, loadout screen, Strike Mission: The weapon bays are empty, so I can manually fill them with goodies like GBU-10C, or JSOW. I think: wouldn't it be nice to have them already pre-loaded whenever I choose a Strike Mission? So I go into the Loadout.ini, which supposedly sets up default loadouts and under , I add GBU-10C to the weapon bay. I save it, and exit. I go into the, loadout screen, Strike Mission, and the weapon bay that I wanted to have a default GBU-10C in, is empty. Yet I can still manually install 4x GBU-10C weapons. So why does the game ignore the loadout.ini defaults? I looked in the Knowledge base, but couldn't find the answer. Thanks
  15. Thanks Wrench, I usually copy the name of the weapon from the loadout.inis of other working aircraft. But I'll make a note of that rule. My mistake in the F-22 was that the weapon station was not specced for the GBU-10C, but the missile station was. I also found another interesting curiosity in the F-22 loadout.ini; if you have the wing tank on a weapon rack, it overrides the missile you are trying to hang on the missile rack. This seems to be because the weapon rack and missile rack occupy the same space. Once you get your head around that, it all falls into place.
  16. I concur. Until I installed a laser designator in the F-22, it couldn't hit a bull in the butt with a baseball bat. It does now. Height and distance being factored in.
  17. Okay, I finally got it. It's the difference between Weapon and Missile. I should have put the GBU-10C in the missile bay, not the weapon bay in the Loadout.ini. I mistakenly thought a Bomb was a weapon, rather than a missile. All fixed. BTW do I really need a Loadout.ini which is a QMD, and a Loadout, which is a configuration setting? They both come in the F-22 folder, and carry the same loadout information.
  18. Thank you, but I don't think the problem is with the Weaponsdata.ini. I do know how to use that. I'm not trying to add a weapon that doesn't already exist. The weapon does exist because I can use it in the loadout screen. At the left in the F-22 list of weapons, I can clearly see GBU-10C/B Paveway II. I can even add it to some of the aircraft stations. But if I put the correct name of the weapon (GBU-10) in the Loadout.ini, under , and I select a Strike mission, in the Loadout screen, the bay is empty. I know the weapon exists because it is the weapon listed in the F-117 aircraft loadout.ini as GBU-10C, and when you go to the Loadout screen, there it is already loaded up. The F-22 can see the AA missiles from the list, however: Originally it had a default of AIM-9x in the Loadout.ini, but in the wrong year the weapon wasn't available so it wasn't loaded, nor was it on the left-hand panel of available weapons. So I changed it to AIM9-M in the Loadout,ini, and voila!!! There it was in the weapons bay by default. I looked up the knowledge base with all those Russian plane examples, and it seemed pretty straightforward. I just can't figure why the F-22 is being so stubborn.
  19. Since I got the F-35 and realised you could have a giant full-screen HUD, I've been converting all the aircraft I prefer to fly with giant HUDs. Now I can actually see the FPM on the runway when coming in to land. One thing that would be useful to see on the HUD would be a Digital Fuel readout. Is this possible?
  20. The Razbam intruder has a DIANE lookalike screen for the radar. It fits exactly. I moved and resized the pop-up radar so it exactly superimposes the cockpit version, so when you switch of the cockpit ironwork, the radar is still there. It's very useful for final run-in to target. I also superimposed some HUD data on the Radar screen, because so did DIANE. The only problem with HUD data on the radar is that, due to the Head-shake feature, it jiggles against the cockpit image. If someone can figure out how to remove the Head-shake feature, one could do some interesting stuff.
  21. Hello, I have the Korean Air War Mod installed in Strike Fighters Gold patched to 2008. I added the Korean Air war update to get the terrain, and then added the ReTexKorea. All the Air Force campaigns work fine, but if I choose to fly the Panther, there is no aircraft carrier, and the aircraft is just shown sitting on the water, slightly merged with another Panther. Has anyone here flown the Panther from a carrier? Because if you have, please tell me how you got the carrier to show. I did follow all the instructions exactly. At least I think I did. The Air Force campaign is lovely: all sh**s and giggles.
  22. You know what, Andy, you really should upload all those improvements onto CombatAce for others to use. I don't know that the KAW map is down-convertible, Wrench, but I will try and read-up on it. I suppose it's in the SF2 section where everybody has gone. Must admit it feels a bit like Bridlington in December over here in SF1
  23. Now that I have the Korean War successfully modded into my Strike Fighters Gold install, along with the correct weapons and Aircraft Carrier Campaigns, I feel that I should share the process with the forum, for those who follow us: 1. Install Strike Fighters Gold 2. Patch with SFG_Update_Oct2008b 3. Install Korean Air War Mod as per its readme 4. Make a folder called "Weapons" in Objects and add the contents of Weapons Pack_2.5.2 5. Install Korea air war update as per its read me 6. Install KoreaCampaignAndGroundobject as per it's read me 7. Install f4u4b_pak 8. Install reTexKorea Number 3 doesn't actually have a Korean Terrain folder in the pack, but that's okay because it comes with 5. Number 6 converts the way in which ground objects are handled after the 2008 patch. There was once a tutorial about it somewhere here at CombatAce. Effectively, you no longer need a Groundobjects.ini. (That's why the boats weren't showing) It was this update that made the Aircraft Carriers visible in Campaign mode. And they are straight decks. So thanks for the massive input there, Malibu43 Number 7 is optional. Install it if you want a new Corsair. Number 8 is optional. It replaces the 256 tiles with 512 tiles. You may run a little slower after that, but it'll look more beautiful. All the above files are available at CombatAce. Do I get a Junior G-Man badge now?
  24. Okay, problem solved: I went onto SimHQ and (girly-giggle) they are currently discussing getting the Korean Air War to work in SF1. The answer is to just download the KoreaCampaignAndGroundOobject file by Malibu43 from CombatAce (That's here, isn't it?) and it fixes the carriers. Thank you all
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