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331Killerbee

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Everything posted by 331Killerbee

  1. OK Firehawkordy....

    Hey FireHawkOrdy..... IYAOYAS! Ordy! and a Happy One! Semper Fi! 331KillerBee
  2. In my SF2/V Install, I have all the Eyecandy. Everything out to the Max. Sometimes the Game stutters when alot of Objects are placed in Game.....I had been living with it for awhile. Upon recommendation from a Friend that flys this Sim and another (FSX), He turned Me onto a little Program called "FPS_Limiter GUI". It seems the FSX Community has been using this Application and have been seeing positive Results. Myself, I was skectical. Reluctent to try it at first, But eventually did to see how it effected this Line of Sims. I said "Wow!" when I got SF2/V for the Graphics. Now I can say "Double Wow!" now using this Application. I get to keep My Graphics settings to "High" with a improvment in "Playability" in the Framerate Department. This is kind of how it works. Don't let the Title of the Application Foul You. It "limits" nothing. It acts like more of a FrameRate Locker. What the Application does is finds the best Average or "Target" FrameRate and tries to keep it in the "Target" as much as possible. Resulting in a smoother Gameplay with little to no "Stuttering". Of course, Results will vary on different Machines. OS's and Hardware. But I found a marked Improvment in My Install given My Conditions. Now the Application was developed with DX9 in mind. But works with My SF2/V Install with DX10 Installed. Given that it was developed with DX 9 in mind, It should work for the WOX Series also. Here's a couple of FSX Fourms that have Information on this Application: http://www.simviation.com/cgi-bin/yabb2/Ya...?num=1236299941 http://orbxsystems.com/forums/index.php?topic=9649.0 ***** Again, Results will vary depending on enviroment.......So don't complain to Me if You tried it and it didn't work. It's not mine..... I normally don't recommend System Utilities like this. But since I tried it and worked with a marked improvment in My Gameplay in SF2, I thought I might share this with the Community. p.s. Thanks Sundowner! Semper Fi! 331KillerBee
  3. Here You go zmatt. Done in Pictures. The Arrow points to the Java File to open in the First Picture. In the Second, Shows what You should get if You've installed the latest JavaScript and shows the Interface of the Application. After You click on it...... D3D9 means: DX9 ***Don't use the "Logging" or "ODS" Buttons.
  4. I'm in the process of working on My first set. Alot of Reasearch is involved and using the Mission Editors that are available. Plus testing......My best guess is alittle greater than "2 Weeks".......
  5. Cool Falcon, You had Me going there. It's rather large. In My "Read Me" it's suggests installing to a Temp File. But You can install it directly to the Folder containing Your Mods.... 331KillerBee
  6. You run the File called "GUI"......Then make a Bat File then Run. Check JA 37Viggens Post above....
  7. I haven't tested this out yet. But try this kind of Entry in the Data.ini....... [RightInnerPyl] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.804,-0.837,-0.563 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=3500 AllowedWeaponClass=FT,BOMB,RP,TER AttachmentType=NATO,USAF ModelNodeName=RightInnerPyl PylonMass=72.58 PylonDragArea=0.02 DiameterLimit= LengthLimit= FuelTankName=F16WTank,F16CTank,F16TankC,F16TankW <<<<<<<<< LaunchRailNodeName=RightInnerRail LaunchRailHeight=0.10 LaunchRailMass=25 See if that makes more Tanks available in the Loadout Screen......
  8. Well, The SF2 one won't work for the Titles that You have. This one will: http://forum.combatace.com/index.php?autoc...p;showfile=6075 Instructions on how to use it is here in this Data Base. 331KillerBee
  9. I never stated anything about Framerate Increases........"Smoothness" being a key Word being used by Me.......
  10. [AirToAirLongRange] Loadout[01].WeaponType=ALQ-119 Loadout[01].Quantity=1 Loadout[02].WeaponType=F16WTank <<<<<< Loadout[02].Quantity=1 Loadout[03].WeaponType=F16WTank <<<<<< Loadout[03].Quantity=1 Loadout[08].WeaponType=AIM-9L Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-9L Loadout[09].Quantity=1 Loadout[06].WeaponType=AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9L Loadout[07].Quantity=1 [Recon] Loadout[01].WeaponType=ALQ-119 Loadout[01].Quantity=1 Loadout[02].WeaponType=F16WTank <<<<<< Loadout[02].Quantity=1 Loadout[03].WeaponType=F16WTank <<<<<< Loadout[03].Quantity=1 Loadout[08].WeaponType=AIM-9L Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-9L Loadout[09].Quantity=1 Loadout[06].WeaponType=AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9L Loadout[07].Quantity=1 Here in the Loadout.INI "IF" You need the new Re-Named Drop Tanks to be Default and show up automatically. [CenterLinePyl] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,-0.101,-1.103 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=500 AllowedWeaponClass=FT,EP,RCN AttachmentType=NATO,USAF ModelNodeName= PylonMass=72.58 PylonDragArea=0.02 DiameterLimit= LengthLimit= FuelTankName=F16CTank [LeftInnerPyl] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.804,-0.837,-0.563 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=3500 AllowedWeaponClass=FT,BOMB,RP,TER AttachmentType=NATO,USAF ModelNodeName=LeftInnerPyl PylonMass=72.58 PylonDragArea=0.02 DiameterLimit= LengthLimit= FuelTankName=F16WTank <<<<<<<< LaunchRailNodeName=LeftInnerRail LaunchRailHeight=0.10 LaunchRailMass=25 [RightInnerPyl] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.804,-0.837,-0.563 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=3500 AllowedWeaponClass=FT,BOMB,RP,TER AttachmentType=NATO,USAF ModelNodeName=RightInnerPyl PylonMass=72.58 PylonDragArea=0.02 DiameterLimit= LengthLimit= FuelTankName=F16WTank <<<<<<<<<< LaunchRailNodeName=RightInnerRail LaunchRailHeight=0.10 LaunchRailMass=25 [LeftPyl] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.04,-1.333,-0.506 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=3500 AllowedWeaponClass=Bomb,RP,TER,IRM AttachmentType=NATO,USAF ModelNodeName=LeftPyl PylonMass=72.58 PylonDragArea=0.02 DiameterLimit= LengthLimit= LaunchRailNodeName=LeftRail LaunchRailHeight=0.10 LaunchRailMass=25 Again, Change "If" You want another Tank to show other than what's default. Other than that, You'll have to select the Tanks through the Loadout Screen. Hope this Helps..... 331KillerBee
  11. Just SF2/V.....Haven't tried it for WOX. But since it was designed for DX9.....I don't see why it wouldn't work....
  12. From what I know about Weapons, The Textures are not handled like the Textures of Aircraft or Ground Objects. I may be wrong in this assumption. But if those Values were important, The Weapons Editor would have created them in the first place. And it did not when I converted Weapons from WOX to SF2. The "Default" .INI's supplied in Game don't have these Entries either.....Sorry. (Again, I say the "Default or Stock" .INI's don't have these Entries in the Object.Cat........) 331KillerBee
  13. That's because SF2 Weapons Format goes by "TypeName=" . If You have more than one Weapon using the same "TypeName=", Then the Game will use the first Entries and ignore the others. Try "Re-Naming" the last two to this: F16TankC and F16TankW.....Be sure to make the Changes in the Loadout.INI and Aircraft's Data.INI to reflect this Change. It should work then. Remember, Just "Re-Name" the "TypeName". Nothing else...... Hope this Helps...... (p.s.) BTW, Once You've made the nessary Changes. Theres no need to open the Weapons Editor and "Save" any Changes. TK made Weapons "Plugn & Play". So, once You've made the Changes, Go into Game and test them out.......The Weapons Editor is for Copying a Weapon. Changing a Weapon Value or making a New Weapon....That's all. Once Changes are made, The Weapons Editor only saves the Information that is "New" or "Changed". It doesen't save to a .DAT File anymore....... 331KillerBee
  14. WeaponData.ini of SF2 is in ObjectCat001. The GunData.ini is in there also. In SF2/SF2V WeaponsData.INI's and GunData.INI's are no longer needeed to be Editted. TK and ThirdWire made Weapons and Guns "Plug & Play". If You need to see how the New Format is, I suggest Downloading The SF2 "Ordnance Shop" I put together. Granted, It's rather large. But it has just about any weapon You need to get started in the SF2 Series. Hope this Helps.... 331KillerBee
  15. An Ole' Blast from the Past..... EF-4C of the 67th TFS SF2Vietnam Style......... :yes: Semper Fi! 331KillerBee
  16. AN/ALE-29A's. The U.S.Navy started using them all all Aircraft starting in 1959. 30 Shots per Bucket. Chaff and Flares used in any combination for a total of 30 per Bucket. Usually loaded as 30 Chaff and 30 Flares if two Buckets are used. In the case of the A-4, where One was only used. Any combination equalling 30 applied.
  17. Another little simmer has entered Combatace

    Congrats Devil Dog on Your addition to the Devil Pack. Semper Fi!
  18. They think You are Cool also Dave....... They know a Nut when they see one.........
  19. One other Weapon that can be Fired but is not Jettisonable is On-Board ECM. Chaff and Flares. It would require a third Entry in the CounterMeasureObjects.INI.......Crab's Photo Flashes are another way, from the RF-4C. It has Flash Bays....
  20. The key to it would be making it a Non-jettisonable Store.....ECM Pods and Gun Pods comes to mind......Able to be loaded at that Station, But not Emergency Jetted'.........
  21. Also do a "Clear Aircraft" as far as Weapons goes and see what happens to John's Chute........
  22. Funny Story about LAU-7 Spacers. I had a GySgt that was My NCOIC at 235. We used LAU-7 Spacers all the time. The Spacer were Blocks of Aluminum with a Hole in the center. 3in in length. This required our IMD Unit to supply extra long Bolts with the LAU's. The LAU-7 Bolted to the Parent Station with a Hex headed Bolt that had to be accessed through sliding Access Doors on the Rail Face with the Nitrogen Bottles removed. Since the IMD supplied the Bolts, sometimes the Bolts would bottom out and the LAU's still wouldn't be snug enough. This would lead to a Rattle of the LAU's that would drive the Crews crazy and complain. NavAir stated We could not alter the Bolt what so ever. Even after My Gunny had summited for Changes and Field Mod Request were turned down. Still, Crews were complaining of rattling. So, One Day, The Gunny had enough of the complaining. He stormed off from Maintence Control cussing under His Breath. He was gone for a couple of Hours. When he returned, He had cut Spacers made of Square Stock that were 3 1/4 inches Long. He made 50 of them. Told Us, "You Boys use these from now on. If anybody says anything, Say the Gunny said to use them." Needless to say, We never had a Complaint about rattlling LAU-7's anymore.......
  23. After reading the AAR's, That was My thinking too...... :yes:
  24. You're a winner! We used ADU-299's on station 2 and 8 with the LAU-7's attached. It gave Us 6 AIM-9's to help Trainning the Crews just in case of a return to Vietnam......Which never took place.
  25. I don't see how You can call the "Offical" After Action Reports sent to the Joint Chiefs of Staff as Nonesence. BTW, All Elements of "Pistol" Flight had the Loadout as I described. Also, 24 other Missions for the Month of June 72' had similar Loadouts. But You are right on one thing......They were listed all F-4E's....... BTW....Take Me up on the Quiz.....Explain to Me the 6 AIM-9's......
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