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Righteous26

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Everything posted by Righteous26

  1. You can manually remove those you do not want from the \Objects\Aircraft folder.
  2. I see. That actually changes the gun angle on the aircraft. The way I suggested adjusts the reticle.
  3. Go to the F-15_DATA.ini file and look for this section. Check the GunBoresightAngle. [FlightControl] StallSpeed=56.50 CruiseSpeed=227.77 ClimbSpeed=361.38 CornerSpeed=172.44 LandingSpeed=72.0 MaxG=7.33 MaxSpeedSL=411.79 MachLimit=2.540 MachLimitDry=1.030 PitchDamper=1.8 RollDamper=1.8 YawDamper=1.4 SideslipDamper=0.9 StabilityAugmentation=0.7 GunBoresightAngle=0 RocketBoresightAngle=0 FlapSettingForLanding=1 FlapSettingForTakeOff=1
  4. Check the desired aircraft pylons to ensure they can handle SARH missiles. Also ensure they do not have a specific station code. Here is my version for AA-3A. [WeaponData001] TypeName=AA-3A FullName=R-8MR Anab-A ModelName=AA-3R Mass=285.000000 Diameter=0.280000 Length=4.150000 SubsonicDragCoeff=0.58 SupersonicDragCoeff=0.71 AttachmentType=SOVIET SpecificStationCode=AA3 NationName=Soviet StartYear=1962 EndYear=1975 Availability=2 BaseQuantity=40 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE
  5. The US uses Betty to calm the pilots as studies show that a calm female voice has a calming effect on men. I doubt that green cockpit would have helped much if several things were going wrong at once. Besides, red caution lights are easier to see on a dark background.
  6. The only warning you will get is the red text "He's firing a missile" message from your wingman. The RWR will not show the missile even after it is active because that is a limit in the game engine. It was not really meant for active radar missiles.
  7. These are for the ground crew to determine the state of some systems while the aircraft is on the ground. The maintenance crews have the ability to override the weight on wheels or squat switches for maintenance purposes which could allow some systems to fire even though the aircraft is parked. This is a visual indicator that the aircraft has live ordnance that can not be readily seen unlike bombs and missiles hanging from the wings. They do not arm the systems themselves. They are just indicators. These would not be visible if the aircraft was in flight. The aircrew have cockpit indicators to determine if the weapons are armed. The aircraft itself is probably on a special arming pad and parked facing away from other aircraft and in a "safe" direction.
  8. Hopefully, it has more than a 3.5km draw distance like Gunship 2000.
  9. I am trying to proxy the SRAAM by using the LAU-33AA_MK16_MK63mod0 and ZUNI71_MK63 Zuni rocket from the Weaponspack 3 Rocket Launcher file. I have been unable to get this to load as an option. I have attached my .ini files for both parts of this. The first two are for the dual launcher and the last two are for the missile. Any help would be greatly appreciated. Mongoose_Mk.1.INI Mongoose_Mk.1_data.INI MongooseMk1.INI MongooseMk1_DATA.INI
  10. Do you have the INI files for the pod and the missiles?
  11. The stealth does not work against active homing missiles. If you set the seeker range of an AHM to something very large like 100000 (100km) the computer can fire that missile at you from that range without ever seeing you on the aircraft's radar. So check the seeker ranges for all AHMs. The ranges should be 20000 (20km) or less.
  12. 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
  13. 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.
  14. 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.
  15. Can you provide the _data.ini file for the missile?
  16. 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.
  17. You are basically a very inaccurate artillery piece while trying this. Stick to diving fire.
  18. 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.
  19. 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
  20. 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
  21. 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.
  22. 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=
  23. He can explore the site. It would be helpful to see what is here.
  24. There is a 1986 mod for SF2:NA. I believe it is called Red Storm Rising (RSR). It has the F-18A.
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