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331Killerbee

+MODDER
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Everything posted by 331Killerbee

  1. It sure will. My ATI 2600HD does.....So I would think the 4500 Series should.
  2. A WIP.. Training a Rookie Crew out of Bien Hoa. South East Asian Style...... 331KillerBee
  3. The Asus should get You up and running these Sims well from the Specs You've posted.
  4. "100" being Conical Fins. (Flys pretty much where You put Your Bombsight on.) "0" Retard Fins. No Accuracy. For Area Bombing durning low level Passes. If You upped the Accuracy on the Snakeyes (Retards), They would start flying to the Target like LGB's (Laser Guided Bombs).
  5. Motivational Picture

    That is Excellent EzLead!
  6. You may be the first Person from Vietnam involved in this Community that I can think of. Welcome Aboard! Keep in mind, We (This Community) will try to help You out as best We can. But if it's a Hardware Problem, We won't be able to. I hope you get this Issue resolved and continue to be active in this Community. 331KillerBee
  7. Go into the AV-8Bplus_Data.INI and edit the Attachment Points of the Pylons in the "Z" Axis.
  8. Oscar Mayer dead at 95

    Hey! Leave Ed McMahon out of this......
  9. I can't wait till School's in Session.......
  10. Here's one still in the Barn.... 331KillerBee
  11. Also leaving for a while

    Yes Viggen, Lots of Pics of T-38's. AT-38's and T-38C's too, If You can. Lots of close-up's......... Anyway, Good Luck! 331KillerBee
  12. dsawan, I'm sorry if I wasn't clear enough. But the MISSILEOBJECT.INI is not used to Mod in SF2. By adding the Lines ABOVE to the end of the WeaponsData.INI You want to add an EffectsClass to will solve Your Problem. Re-read My post carfully and it should become clear to You. 331KillerBee
  13. If You have them done for Oct.08 Patch Level for WOX Series, Then You've got them done for SF2 Series. The Base Layouts never changed. Some of the "Size" Bases did in fact change according to Terrain. But not the Layouts. Parking also remained the same. I've had all Your Lighting Mods working in all Terrains in SF2 for awhile now. Thanks for Your efforts on the Up-Dates...... 331KillerBee
  14. Jomni, Thanks for the Fix. Sorry for the oversight. I do have some mistakes in the Pack. Very few, but some. After the sher Number of Weapons, I'm due a few Mistakes. Besides, I'm only Human.... Thanks! 331KillerBee
  15. Yhea.....That's because the ENB Series was made with MSFS in mind......It'll create .BMP's in Your Flight Folder along with the Sim's .Jpg's that are in the ScreenShot Folders. The "Flight" Folder in MSFS is where the ScreenShots are kept by the ENB Series for that Sim. I just Delete them to save Space. .Bmp's are larger than .Jpg's.....
  16. Test Flight on the Range....
  17. The MissileObject.INI included is for reference Only. It is not used in SF2 Series of Titles. The "Ordnance Shop" was developed before the knowledge of how Effects would be handled by the new Series. I plan to Up-date the "Ordnance Shop" to include atleast the Weapon's Effect Classes. Use the old MissileObject.INI to include the Weapon's Effect Class to each Weapon's Data.INI. I'll use a Mk40 Hydra Mk67Mod1 2.75 FFAR as an Example. Between the dotted Lines is how a Weapon's Data.INI should look with the Effect Class added. Each "Custom" Effect is added this way. That's why the old MissileObject.INI plays an important part as a Reference. ----------------------------------------------------------------------------------- [WeaponData001] TypeName=Mk40_Hydra_Mk67mod1 FullName=2.75" Mk 40 Rocket (Red Smoke) w/Mk67 MOD 1 ModelName=Mk40_Hydra_lores Mass=10.660000 Diameter=0.070000 Length=1.440000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=FALSE EffectClassName=WPRedRocketEffect <<<<< Important ReleaseDelay=0.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=1.700000 BoosterAccel=122.449997 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.730000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.730000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.500000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000 [WpRedRocketEffect] <<<<<<< Seen it before, Huh? GroundHitEffectName=RedWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=RedWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=RedWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 ------------------------------------------------------------------------- The above, between the dotted Lines, is how each Weapon's Data.ini should look like if You are adding a "Custom" Effect to a Weapon. If the Effect is a "Default" Effect already being used in Game, The Effect Class is not nessary. Be sure You have the "Custom" Effect in Your "Effects" Folder with all .INI's and .Tga's with it. If using a "Custom Sound", be sure You've added the .Wav File to Your "Sounds" Folder and Edit Your SoundsList.INI to reflect Your "Custom Sound" and place it in Your "Flight" Folder for the Sound to work. GUNs and their Data.INI's are handled in the same fashion. (The same Way) **** THIS FORMAT IS FOR SF2 ONLY ******** 331KillerBee
  18. TXERNOBILL

  19. Respect to our American Grunt Brothers!

    Semper Fi!
  20. WOOOOOHOOOOO

    Rump Roast..........
  21. Happy Canada Day

    Canucks Day, Aye...... Have a Happy one!
  22. It's because a F-4_Destroyed will work for about 6-7 different Versions. Same for the A-4. One Mig-21_Destroyed covers all of them. There's not as many Destroyed Models as there is Varents of Aircraft. But if the Destroyed Models are the only thing outside the piticular Aircraft Folders, I can handle that.....
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