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Righteous26

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Everything posted by Righteous26

  1. ECM Strength

    Go to the _data.ini for the ECM pod It will look like this. Find JammerStrength and change that number. [WeaponData001] TypeName=ALQ-131_deep FullName=AN/ALQ-131(V) Blk-I white/deep ModelName=ALQ-131_deep Mass=317.061005 Diameter=0.639000 Length=2.830000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,USAF SpecificStationCode= NationName=USAF StartYear=1980 EndYear=0 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=1980 ExportEndYear=0 ExportAvailability=2 WeaponDataType=4 DualMode=1 StoreType=1 JammerStrength=78.000000 MinFreq=2.000000 MaxFreq=20.000000 CanJamCW=TRUE InterfereRWR=FALSE
  2. There is more to the M1s armor than the DU. The armor is a modular package that can be replaced by welding a new package onto the hull or turret. The DU is not the only change in those tanks. The shaped charge protection is not the same. There have been at least five iterations of the Burlington/Chobham armor since its inception. The tanks the US gives some countries, Iraq for example, likely are Desert Storm veterans with no DU in the armor or ammunition, older versions of the Burlington armor and a different fire control system. One advantage the downgraded M1s likely still retain is the kevlar spall lining that protects the interior of the tank. Russian vehicles generally do not have this which leads to even a non-penetrating hit creating fragments that can injure or damage people and ammunition. This is part of the reason the UK Army uses HESH rounds.
  3. Look up the M1 TUSK and TUSK 2 modifications that the US used in Iraq. The fourth picture looks like TUSK blocks on the skirts. The issue with putting all that ERA on the M1 is that it quickly exceeds 70 tons total. This would cause it to bog down in muddy terrain.
  4. Can you provide the _data.ini file for the missile?
  5. You can destroy these tanks with the listed weapons but it takes a lot of hits to the rear quarter to do it. Attacks from the front are far less effective.
  6. You are basically a very inaccurate artillery piece while trying this. Stick to diving fire.
  7. New Guy hear recommended by Trotski

    BRMF
  8. I would check the cat files to ensure that they have names like ObjectData001.cat and are large. They should be tens to hundreds of megabytes each.
  9. If it keeps that up then just download this file from the site and edit the weapons therein to your liking. It should contain everything you need including models, skins and data files. You can put these in your Objects\Weapons folder
  10. I must have gotten it out of the cat files with the cat Extractor. Here is mine. Just copy it to your Objects folder. I have also included the GUNDATA.INI file. It contains the information for all the guns in the game. Put it in the Objects folder as well. WEAPONDATA.INI GUNDATA.INI
  11. Go to the Objects folder in your install. Look for a file called WEAPONDATA.INI and make a copy of it in case you make a mistake while editing it. This contains the weapon data for the weapons included in the base install. You can search for the AA-2 by using CTRL-F. Individual weapons are overwritten by the folders in the Objects\Weapons folder. So, if there is no AA-2 folder the computer will use the data from the WEAPONDATA.INI file. It is the same data but in a long numbered list with over 100 weapons. In my WEAPONDATA.INI file the AA-2 is [WeaponData141]. Yours may vary. You can change the GuidanceType=10 or any other statement as you see fit.
  12. I used a hex editor called HxD Hex Editor. I went to this website to get the hex codes for the scores: https://numbergenerator.org/numberlist/hex-numbers/1-100000#!low=1&high=100000&csv=nl&oddeven=&step=1&addfilters=
  13. He can explore the site. It would be helpful to see what is here.
  14. There is a 1986 mod for SF2:NA. I believe it is called Red Storm Rising (RSR). It has the F-18A.
  15. Try adding the sounds to your soundlist.ini file.
  16. Boeing AH-64 Apache rockets pod moving up and down

    All four of the pylons are articulated. This appears to be some sort of maintenance test. The pylons have a limited range of motion while the wheels are on the ground and the squat switch is engaged. The squat switch can be overridden by the SQT ORIDE switch in the right rear avionics bay. It can not be overridden from the cockpit. Either pilot can slave the gun to his head.
  17. Terminal popup is for sea skimming anti-ship missiles. It allows the missile to plunge through the deck and provides a terminal evasive maneuver to defeat point defense systems. I would caution against using popup on other types of missiles as the missile could fly into the ground enroute to the target.
  18. It may be much easier on you to place the "Tested on a Full 5 Merged Install" disclaimer on the download page and readme file. The worst thing that is likely to happen to a user who selects a variant for which they have no lod is a CTD.
  19. There appear to be only two options for generating a help flight in the Mission Editor. They are Not Available and Generate Randomly. It does not appear that you can change the type available. See the attached pictures. If you need help with the interceptors then do as the person above suggests and assign an escort to your flight. You can also have a sweep mission go in before you get to the target.
  20. It may be faster to copy the entire Effects folder and not let it overwrite existing files.
  21. The sound names make no difference for the visuals. They determine only what you hear when the missile launches and is active if your view is set to the missile or you are close to the launcher when it fires. You can set the other sound names to "Missile" and the same sound will play on loop while the missile is active regardless of what phase of flight it is in. Check your Effects folder for the following files: LargeMissileFireEffect.ini MissileFireEffect.ini LargeSAMTrailEffect.ini You may have to reload the Effects folder from the weapons pack you used for the SA-5 to get all the effects in the proper folder. The ini files call up other files such as fx files and tga files (pictures with transparencies) to create the effects you see on screen.
  22. Check the missile data file. Look for the following in the last several lines of data. BoosterEffectName=LargeMissileFireEffect //This is the effect at launch BoosterSoundName=SA-2 BoosterNodeName=booster BoosterPosition=0.000000,-6.590000,0.000000 SustainerDuration=10.000000 SustainerAccel=3.8 SustainerEffectName=MissileFireEffect //This is the effect when the sustainer motor is firing SustainerSoundName= SustainerPosition=0.000000,-4.050000,0.000000 InFlightEffectName=LargeSAMTrailEffect //This is the effect when the missile is in flight and neither the booster nor sustainer are firing InFlightSoundName=MissileEngine ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 If any of these are blank then nothing shows.
  23. Some aircraft such as certain A-4 and A-7 variants have this. Look for a small green light that reads "IN RANGE" or something similar.
  24. This module is failing: Faulting module path: E:\ThirdWire\Strike Fighters 2\Objects\AircraftObject.DLL
  25. They are both MEDIUM. The IraqWA_Targets files shows 17 airbases using airfield7 and 11 using airfield8. I checked the IraqWA_Types file and got the following: [TargetType292] Name=Runway7 FullName=Runway ModelName=airfield7.LOD TargetType=MEDIUM_RUNWAY ActiveYear=0 TargetValue=1000 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=20.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=30000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetType293] Name=Runway8 FullName=Runway ModelName=airfield8.LOD TargetType=MEDIUM_RUNWAY ActiveYear=0 TargetValue=500 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=20.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=30000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0
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