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331Killerbee

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Everything posted by 331Killerbee

  1. OK, Here's the "Rules of Thumb when dealing with Effects for SF2..... 1) If replacing a Existing Effect or Sound that came with the "Stock Game", Then that's the only time a User would have to extract the MissileObject.ini and BulletObject.ini and edit them. Example: If I was to exchange the 37mm Effect that came with the Game with the 57 Effect (That came with the Game), I'd extract the .INI's that reflect those Changes and place them in the required Folders. Remember, The Game Engine reads Changed .INI's first before reverting to "Defaults" of the "Core". 2) Custom Generated Effects that are not of Weapons nature, Default Stock ones by placing them in the "Effects" Folder. Example: If I made a Afterburner Effect that is different from the Stock one, I'd place it in the Effects Folder. Of Course, I'd have to make the changes to the Aircraft's Data.ini to reflect the Change if needed. 3) Custom Generated Effects of Weapons Types are added to the end of the Weapon or Gun Data.INI. This is where the "Old" MissileObject.INI and BulletObject.INI from the First Generation come in handy. Use them as a Reference to adding Effects in the Weapons/GunsData.INI's in the New SF2 Format. Be sure that the Custom Effects generated for these are added to the Effects Folder. Example: See Posts above for Examples...... 4) Sounds can be changed for any other Sound that came with the "Stock" Game via just editting the appropriate .INI's to reflect the Changes. This falls in line with the same as changing Stock Effects. 5) Custom Sounds that come from an outside Source must be added to the SoundList.INI and saved in the Flight Folder. Once this is done, The Sound becomes "Active" and must be added to the effected .INI's in order to work. This applies to all Sounds that come from an Outside Source. Be sure to add Your new Sound to the Sounds Folder. The "Debris" Entry from the AircraftObject does indeed effect the Aircraft's Debris. The Entries work on Varibles much like Aircraft Parking for Randomness. the Varibles are from 0 to 99. There is also a Debris Entry for Weapons in the MissileObject.INI. It works the same way. The BulletObject.INI has no such Entry. One of the most un-used Entries in the Game is below: [shrapnelDebris] Velocity=8.0 VelocityDeviation=0.4 AngleRateFactor=1.0 DragFactor=0.05 LifeTime=3.0 ShrapnelChance=50 ShrapnelCount=20 // ShrapnelChance=0 // ShrapnelCount=0 SmokeEffect= <<<<<<<<<<<<< FireEffect= <<<<<<<<<<<<< Those two Entries give the User the ability to assign a Fire and Smoke Effect to the Debris particles. Neat, Huh? I hope this helps in explaining some. I'll try to answer Questions to the best of My ability. Good Luck! 331KillerBee
  2. Where You find Question at? I must Know....Please find Answer to Question....Must do in SF2....
  3. "Dude, I'm under Arrest for what???" 331KillerBee
  4. "Views"......Uncheck "Extras"....... 331KillerBee
  5. Nope.......I worked on the last F-4's in the USMC. F-4N's and F-4S's. They served up until the late 1980's. They nothing but a Pipper........If I remember right, F-4 Super "E" and Kunrass 2000 only had HUDs........ 331KillerBee
  6. Happy Birthday Soulfreak

    Happy B-Day, My Friend! 331KillerBee
  7. Ah! But they do. If You don't make the Entry, The Game Defaults to the "Core" and uses the Default Sounds or none at all. Example: This is from Overkills O-1A.... In the O-1AData.ini [sound] EngineSoundName=o-470-11 windSoundName=o1ecabin DamagedEngineSoundName=PROPDMG StallsoundName=o1stall FlapsSoundName=Flaps GearsSoundName=NULL LandingSoundName=o1egtouch EngineSoundPosition=0.0,1.70,0.0 Now from the Modded SoundList.INI that's Kept in the "Flight" Folder that's kept in the, What the Community has been calling the "Mod" Folder or the Folder that one make His or Her Mods in..... [soundList] SoundFile030=PROPDMG SoundFile031=LMG SoundFile032=HELOSKID SoundFile033=NULL SoundFile034=o1ecabin SoundFile035=o1egtouch SoundFile036=o1stall SoundFile037=o-470-11 SoundFile038=o1stall [PROPDMG] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=4 FrequencyControl=TRUE MaxDist=1000.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [LMG] Priority=NORMAL Looped=TRUE NumBuffers=4 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [HELOSKID] Priority=NORMAL Looped=FALSE NumBuffers=1 3DSound=TRUE DopplerEffect=FALSE MaxDist=100.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [NULL] Priority=NORMAL 3DSound=FALSE NumBuffers=1 Looped=FALSE [o1ecabin] Priority=NORMAL 3DSound=FALSE NumBuffers=1 Looped=TRUE [o1egtouch] Priority=NORMAL Looped=FALSE NumBuffers=1 3DSound=TRUE DopplerEffect=FALSE MaxDist=100.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [o1stall] Priority=NORMAL 3DSound=FALSE NumBuffers=1 Looped=FALSE [o-470-11] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=4 FrequencyControl=TRUE MaxDist=1000.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 By using the Example above, I've been able to help out Diego get the O-1 Sounds for OverKill's Excellent Model. Also it seems to work for all Sounds. It's the Method I used to help Malibu43 Get the Flak Sound in His Ground Enhancment Pack for SF2V. It should work for all Sounds that are added to Your Install. If You don't make the Entries in the Soundlist.INI, The Game's "Core" doesn't know to Read the Sound File for certian Sound Files. 331KillerBee
  8. malibu43, Excellent work Man! Keep it up. It's starting to feel more and more like Vietnam. 331KillerBee
  9. Different "Missile" Projectiles at different Ranges would act as if the Gun was "Walking" the Rounds......
  10. Afghanistan

    And I want You to know how Proud I am of You Army Personnel and the Marines and the Job that Ya'll have preformed and are still conducting on Our behalf. It makes an Retired Marine like Me think that Our service was not in vein. Our lessons learned and Traditions passed down hopefully have made the chances of sucessful Missions better, And have somewhat prepared Ya'll for Your Missions as the Vietnam Vetreans did for Us through their experiences. I myself, Never consider the Media as "In the Know". I look at their Stories as a Glass "Half Full". It's Men and Women such as Yourself that makes Me proud to be an American. You People do it on a daily basis. And I don't take it for granted the Job You People do on Our behalf........ 331KillerBee
  11. It's all Cool EB. And none of My comments are directed at You personally. You need to know that. It's that I've got both the products running well in SF2 Series. And the "CEO" of YAP has rubbed Me the wrong way on more than one Occasion...... (That's My Problem and I'll take it elsewhere) 331KillerBee
  12. This Link might help in explaining Ballistics Tables and Formulas..... http://www.fas.org/man/dod-101/sys/land/docs/fm6-40-ch3.htm
  13. Agreed! I never said anything was "Broke" either. I guess it's a matter of a "Commerical Product" trying to be "Exclusive" using the Program from somebody else.....And the "Originator" moving on....... So, in other words.......The Commerical Product is "Limited"....
  14. Or better Yet, Wait for Overkills's AH-1's......They'll be for SF2 and with much more Features....
  15. Don't know what to tell Ya'. The Cobra Blades are a Known Issue. But the Hueys should be no Problem. All Mine work with the Data above, Plus others that I've sent it to works for them also. Lapes, Assault and other "Special" Effects work in SF2......I've got them working. All of them. There are Posts here that explain how to get them working. Example, Diego's Post on Lapes. I'm sorry I can't be of any futher Help. Had this been a "Freeware" Product, I'd bust My Tail to try to help You. But since it a "Commerical Product", I don't get compensated for fixing their Product. So I must refer You to Mr. John Shelton and YAP Team for any Support of their Product and compatibility questions regarding their Product. They get Your Money, They ought to help You out with Support.......If not....I'd stop buying...Call the better Business Bureau.... 331KillerBee
  16. OK Monty CZ, Here's the Deal....... Adding a Gun to it is no problem at all. It's just how it uses it. I don't know if this is what You've envisioned for how it should use it's Gun......But Here it goes.... First, The Gun would be a Modified "Tank" with no movement. You've done that. The "Gun" would act as a "Tank Gun" at Ranges that You see in Tank engagements in Game now. At Ranges You see now. Trajectory would be on a "Flat" Course that You see most Tanks in Game using a Tracer.tga much like, If not the same as a Tank. So, Your Missiles would work at long Range. The Gun would work at close Range......... By reducing the Missile Ranges would get the Range under 18Km....... Monty, Everything was fine in Your Inital work with few exceptions as far as a Gun is concerned. I'll shoot You the Data.ini via PM for Your testing...... 331KillerBee
  17. Yep, I sure can....Either We can use this Thread or We can work via PM. I can have this done pretty quick..... 331KillerBee
  18. Try This....... 1) [Engine2] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=2 SLPowerDry=1558834.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0.0,0.0 ThrottleRate=0.5 AltitudeTableNumData=10 AltitudeTableDeltaX=7000 AltitudeTableStartX=0.0 AltitudeTableData=1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 TSFCM0=0.90 TSFCM1=1.26 SpinnerNodeName=MainRotor RotationAxis=Z-Axis StaticPropNodeName=Rotor01 SlowPropNodeName=Rotor02 FastPropNodeName=Rotor01 SlowPropRPM=950 FastPropRPM=1000 MaxPropRPM=1200 IdlePropRPM=950 BSFC=0.00298 ExhaustEmitterName=CleanExhaustEmitter ExhaustPosition=-0.6779,0.3508,2.8522 FireSuppression=FALSE ;MinExtentPosition=-0.55,-6.90,-0.55 ;MaxExtentPosition= 0.55,-2.10, 0.55 AnimationID= MaxPowerAnimationTime=5 MinPowerAnimationTime=1 PropRotationDirection= ReversePropOrientation=FALSE ConstantSpeedProp=FALSE NumBlades=2 PropDiameter=0.245 MomentOfInertia=2.00 PropEfficiencyAdvanceRatioTableNumData=7 PropEfficiencyAdvanceRatioTableDeltaX=0.2 PropEfficiencyAdvanceRatioTableStartX=0.0 PropEfficiencyAdvanceRatioTableData=0.041,0.40,0.70,0.82,0.78,0.50,0.00 2) Effects are handled just as "Weapons" Effects are handled in SF2. The MissileObject.INI is worthless. The Weapons are "Plug and Play". Refer to the KB on Weapons Effects. You'll see the Effects Entries are added to the Weapon's Data.ini........ 3) By reducing the Wing Span for "Large" and "Small" Parking in the Airfield.INI's of the Terrain to 1.0 Meters Keeps the Game from using Random "Parking" to allow Use of YAP's Parked Aircraft if You choose to do so..... 4) You owe Me some Money for this "Consulting" for this YAP Bit. Send the Bill to "Zero".............J/K 331KillerBee
  19. In Your CampaignData.ini, Try adding and editting this Line for the Unit You want to Use... DefaultTexture=USNGrey1 StartNumber=25 <<<<<<<< Start with the First Number of the Numbers.lst if it's a Serial Numbers being listed. If that doesn't work, Try starting at "0".....Decal Numbering System is from "0" to "999"...
  20. Also, Did You add the Sound to the Soundlist.INI and save it to Your Flight Folder? You may have or have not the right .Wav File Format as Fubar has suggested. Even if You do, By not adding it to the Soundlist.INI will keep it from not working in SF2 Series. The "Saved-Modded" Soundlist.INI is kept in the Flight Folder of Your Install.
  21. If You mean, "Do they effect the Flight Profile?" Yes. Case in point. Try seeing Your Takeoff Distances with External Tanks versus not having them. You'll see a major Difference. Some Navy External Drop Tanks are generalized. the Standard 300gal Drop Tank used on A-4's is the same 300gal used on A-1's, A-6's, EA-6B's, A-7's and AV-8B's. The Fins are adjustible and can be added depending on Airframe Type. The "Stam Pipes" are quickly removed and replaced for the piticular Fuel-Air Valve used in the Aircraft being loaded. This "Standardization" is to save space while the Aircraft is operating on Carrier Deployments. Economics is really not a Factor when dealing with Drop Tanks. The U.S. Military Stockpiles many Drop Tanks per Type of Aircraft. Actually, about 24 Tanks are produced for one Aircraft that come off a Factory Floor. The major problem is "Re-Supply". Most Deployments take this in account and Pre-Deploy Stocks well ahead of Sorties being carried out. Same as Pre-Deployment of Ordnance Stockpiles. As far as dropping the Tanks, I'd have to defer to the "Ones in the Know" that have actually done it. It makes sense to Me to drop the $250 Dollar Drop Tanks to save My 3 Million Dollar Plane and My Butt........ 331KillerBee
  22. True. But consider the cartridges also. An ALE-29/A uses a Cartridge that is about 1/3 the size of a AAA Battery. A ALE-39 used on most Transport Aircraft uses a Cartridge about 1/2 size of a "D" Battery because the Aircraft that would be using the Bucket would move at a slower Speed requiring more Pressure on the Decoy/Chaff to be ejected away from the Aircraft. The Cartridges are reffered to as "Cads" and are electrically primed. The "Cads" are used to make pressure for Ejection. Same principle is used for Bomb Racks. They use larger "Cads" to produce Pressure that release, Or "Kick Open" the Lug Hooks and Kick the Bomb away by supplying Pressure to the Ejection Feet of the Bomb Rack through Gasses of the "Cads" being piped to there. The "Cads" for Parent Racks and MERs/TERs are about a Inch in length and about a Silver Dollar round. These Charges are Ballistitc Charges and are Controlled Burns. They contain Nitrocellulose and Nitroglycerine to produce large amount of Explosive Pressure. Also used in some Rocket Motors. Examples of the Cartridges used for Decoy Buckets are CCU-63/B, CCU-106/B and CCU-136/A. Cartridges for Bomb Racks Examples would be the CCU-9/B and CCU-10/B. The Sound of a Bomb Rack would indeed make a Sound much like a loud "Thump" due to the size of the Charge and the Gasses working a Mechanical Linkage to release the Bomb or Store. The ALE-39/A Bucket used on most Transport Aircraft and Helicopters would have a "Thump" Sound. Not as loud as a Bomb Rack, But due to the size of the Charge would have a "Small" Thump Sound. ALE-29/A's used on most Military Combat Jet Aircraft would have a Sound like a Object that was pushed through a Pipe under Pressure. Like Fubar512 has stated, One wouldn't hear it over the operation of the Jet Engines. 331KillerBee
  23. Check this Link below. It should have the Answers You need..... http://forum.combatace.com/index.php?showtopic=44656 331KillerBee
  24. I'd say it'll be close to this..... http://uscockpits.com/Trainers/T-45A%20Goshawk%20Front.JPG http://uscockpits.com/Trainers/T-45A%20Goshawk%20Rear.JPG http://en.wikipedia.org/wiki/T-45_Goshawk 331KillerBee
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