Jump to content

JamesWilson

ROOKIE
  • Posts

    181
  • Joined

  • Last visited

Everything posted by JamesWilson

  1. I'll follow every step and do my best. Thank you immensly for detailed explanation and will to help me through this. So i gotta edit the missile first through Weapon Editor and then edit the files through Cat, once edited i copy and paste deleting the old ones, correct? If i wanna keep the original ones i just gotta make a backup and then when i want to revert just copy and paste. I hope that's everything. I have to use the newest version of WE, CE and GE? The ones from 2012?
  2. So basically i need Cat extractor, is that a program? And can't i edit things just manually in notepad just like everything else? Sorry i have no idea what the Cat extractor is, how to use it, what's the point of it, and what "cat" does even mean. Technically if i change the SU-22 heatseekers from rear to all-aspect i don't need the Cat extractor but just the Weapons editor right?
  3. Thank you a lot for the inputs and infos on the Incident, i didn't know exactly the dynamics. I'll try your suggestions and see how it goes, will keep you updated
  4. I know they are, that's why i would avoid that, but for the purpose of historical accuracy of the incident that would be the only solution. I may edit only a specific loadout so that the Fitters in the custom mission use the all-aspect missiles, but when flying instant ones they use real loadouts
  5. Amazing! I'll change the parameters from rear to all-aspect then, so that the Su-22 fires a missile even while heads on. Thank you very much, i'll keep you updated once i edit those
  6. Thank you so much! I'll try to use the weapons editor tomorrow if i get time, will keep you updated. So i don't need to swap files? Just making changes through editor and it changes the whole files? And btw, by changing parameters through text in .ini files doesn't work right? I tried changing the "guidance type" number from 10 to other numbers (idk what each number represents and/or if that could have worked) in Data files, but nothing changed, the AA-2 missile still had rear-aspect capabilities. So in order to edit weapons it's only through weapons editor? It's not a problem to me using it, it's just to know. Thanks again for helping me
  7. I hope it works, i'll see what i can do. Do enemy AI fire all-aspect heatseekers at you when heads-on? Or do i need to turn those AA-2s into radar guided missiles?
  8. How do i change the weapon station? I wanna change the AA-2D from rear heatseeker to all-aspect or radar guided. If i change to all-aspect do i have to change the weapon station too? And when changed to radar guided, i just change name to the station, or i have to mess around with numbers and parameters too?
  9. It's more for the Fitter to shoot first rather than actually being at "risk" of being hit, even tho would be good to actually have a threat. I may do that, even tho i have no idea how to. Is there any other way? Like some workaround or setting i gotta set, maybe a specific Su-22 that is on the website that has radar missiles too? Or if there's a way to add the radar missiles to the Fitter and select them? Cause it can only equip AA-2s and R-60s by default IIRC. If there's any way would be nice other than editing a new AA-2, would be very appreciated. I'm really trying to make it as realistic and accurate as possible. Thank you
  10. Hi everyone, I'm trying to recreate the 1st Gulf of Sidra Incident with my F-14A Tomcats and my Su-22M3 Fitters, doing it extremely historically accurate, paying attention to every little detail. So far i've done everything, and it's almost identical to the real one, but there's ONE issue i can't figure out, let me explain: During the morning of the 19th of August 1981 two F-14A Tomcats intercepted two Libyan Su-22M3 Fitters in the Gulf of Sidra. The Fitters were equipped with two AA-2 "Atoll". Just before the merge, while nose-to-nose, one of the two Fitters fired a missile to one of the two Tomcats, but being the missile a very old and primitive heatseeker, it started tracked and going for the Tomcat, but as soon as the F-14 made a slight break, the Atoll lost its track. The PROBLEM IS: There's no way i can make the Fitters shoot the missiles before merging, if only the AA-2, or any other equippable missile was all-aspect or radar guided just like the R-23, i think it would work. I tried having a head-on merge with two Mig-23 Floggers equipped with radar guided R-23s and they shot at me before merging. I tried all other available missiles and nothing changed, some didn't show either. I tried copying and pasting the Data file from the Aim-7 to the R-60 Data file, and nothing changed. I tried changing the loadout file to R-23, but the Fitters show up without any weapon since there's no R-23 option in loadout for Su-23M3s, so i think it's not possible to have them (and would be historically inaccurate too). I tried changing enemy difficulty from Normal to Hard, but nothing changes still. The only thing the Fitters do is shooting their guns just before the merge, but no missiles are fired when nose-to-nose. Is there a way to fix this? A way i can make my Fitters fire at least one of their missiles when we're nose-to-nose, just like when i got nose-to-nose against Floggers equipped with R-23s? Is it a problem with the enemy AI? Or with the missiles? Or maybe even with the Su-22M3 Fitter i'm using? Thank you very much for helping me
  11. I can't manually select the AI version for my AI companions, does it select by itself or i have to do something to make my wingmen use the AI one instead of player version? Thanks for helping
  12. Hey could you update the Tomcat with accurate Speed (seperate Knots and Mach) and Fuel (Left/Right/Total/Bingo) indicators? Would be perfect if you added them.

    Thanks

  13. Thanks a lot for understanding my issue. It's not just an aestethic thing but also a functional, since i can't properly play with the HUD turned off if i don't know my speed, i constantly have to peek it on the HUD. The fuel thing is more about realism rather than a real big issue, which the speed is.
  14. Thanks very much
  15. Hey could you update the Tomcat with accurate Speed (seperate Knots and Mach) and Fuel (Left/Right/Total/Bingo) indicators? Would be perfect if you added them. Thanks
  16. But what i'd like to do is to use the TMF cockpit with correct Speed and Fuel indicators, since the TMF looks more realistic and immersive to me.
  17. What sequence should i put? I don't know if i have to edit it and how. This is the SOUNDLIST.ini that was in the package: Add_SOUNDLIST.INI
  18. Sorry made a comment and have no idea how to delete it

  19. Never used the CAT, sounds kinda hard to use and don't know how to. Sounds weird all sounds work just by dropping them, and only one doesn't, maybe i can fix that without using the CAT?
  20. Hi, after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files? And is it or it's not possible to do? Down here are 2 pictures from the correct cockpit in the default Third Wire F-14: And 2 from the TMF F-14 (the inaccurate one): Thanks for helping.
  21. I don't know if i have the CAT extractor, modded SF2 for a while now and never used or heard it. I don't have a Soundlist folder in Flight, i added the SOUNDLIST.ini i found in the Tornado package i downloaded. All the other custom sounds such as engine and gear are working just by dropping them into Sounds, the gun is the only thing not
  22. I hear every sound just by dropping the WAV files inside Sounds, but not the gun sound for my Italian IDS Tornado made by @guuruu. I tried add the Soundlist file i found inside the package to my Flight folder, and now all sounds are gone. If i remove it i hear everything again, but not the gun. I tried changing the BK-27 WAV sound with the default Cannon, changing its name to BK-27, but nothing changed. What do i have to do? Thanks
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..