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Showing results for tags 'ini editing'.
Found 4 results
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Location of weapons .ini files (CAT Extract) Questions
Eagle114th posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone, I have a question about the location of weapons .ini files. I have been looking for it using CAT extractor. I am unable to find the .ini files for the weapons in SF2. May I ask if anyone know where I can find it? If someone knows which weapons pack is up-to-date and is released for SF2, please let me know too. I will contact author about tweaking their .ini for weapons, respectfully. If the permission is approved, I will start .ini dancing through a long list of weapons. The information and advice are much appreciated, as always. I am still looking for files again in SF2. I am working on the project that sorts the weapon list like I did with the aircraft list. Cheers!- 15 replies
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What's the scalar on Explosives=
JosefK posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Curious here - editing the ini for a new anti-ship missile. Wonder what's the scalar on Explosives= ? I mean for a 500 lb Mk 82 it's 89.000000. Only 89 of WHAT? For reference a 1,000 lb Mk 83 is 202.0000000000. Thanks in advance. -
Guys, you may remember my F-106 aircraft and cockpit MAX file question. thread where I explored the possibility of rendering the canopy frame of the F-106 cockpit transparent the simulate the Project Six Shooter canopy. While the idea I had did not work I haven't forgotten about it. Today while I was looking over some B-52 stuff I came across a link in a ReadMe file to the thread "Generic Cockpits: applications to strategic air warfare" started by Lexx_Luthor at the ThirdWire forums back in 2007 that hit me with a work around solution to the issue. Feast your eyes upon this! All you need are the following INI file edits... ...in the "F-106A_DATA.INI" add the following. [AircraftData] Component[008]=HidePart1<----Append these two entries to the the end of the [AircraftData] section component list. Component[009]=HidePart2 Then add the two entries below after the [VertTail] section of the data file just above the "// Crew ---------------------------------------------------------" line. [HidePart1] ModelNodeName=CockpitCover ShowFromCockpit=FALSE DamageRating=DESTROYED HasAeroCoefficients=FALSE [HidePart2] ModelNodeName=Glass ShowFromCockpit=FALSE DamageRating=DESTROYED HasAeroCoefficients=FALSE After that is done go into the F-106A_COCKPIT.INI and do the following... [CockpitSeat001] ModelName=F-106_Pit Position=0.0,5.8,1.0 Offset=0.0,0.0,0.0 ViewAngles=0.0,0.0,0.0 MaxYaw=160 <----Edited to increase range of head moment. MinYaw=-160 <----Edited to increase range of head moment. MaxPitch=90 <----Edited to increase range of head moment. MinPitchFront=-74 <----Edited to increase range of head moment. MinPitchRear=-50 <----Edited to increase range of head moment. LightRange=1.5 LightInnerConeAngle=50 LightOuterConeAngle=60 LightAngles=0.0,-44.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.25 NightLightColor=0.6,0.3,0.4 Gunsight=GunsightFront Instrument Instrument[001]=AirspeedIndicator ... Instrument[054]=Move1 <----Append these three entries to the end of the "CockpitSeat001" instruments list. Instrument[055]=Move2 Instrument[056]=Move3 Then add the three entries below the the end of the F-106A_COCKPIT.INI. [Move1] Type=AIRSPEED_INDICATOR NodeName=CanopyFrame MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move2] Type=AIRSPEED_INDICATOR NodeName=RWindow MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move3] Type=AIRSPEED_INDICATOR NodeName=RWindow01 MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 Edit: minor spelling fix.
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SSM not launching when "ShowMissile=FALSE".
KJakker posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I have been working on an ini file of an MM38 Exocet for use as an ASM by surface ships in SF2:NA, however I am having an issue. The missile seems to only launch when the "ShowMissile=" entry is set to "TRUE". If I set it to FALSE the ship will not launch the missile. Now I have tried the same test missions with other ships with "ShowMissile=FALSE" set for their SSM's. They work just fine and the ship I am setting the MM38 Exocet up for also shoots when I use the RGM-84A from WhiteBoySamurai's cruise missile pack. Any idea what would cause the "ShowMissile=" flag to make a weapon not launch most of the time? I get the feeling that I am missing something that is staring me in the face but I don't know what. Here is to Data from the ship's data.ini file for the gunner and missile. [Exocet] SystemType=GUNNER GunnerID=1 TargetType=GROUND MissileRange=42000.0 MinMissileRange=0.0 PitchLimited=TRUE PitchAngleRate=45.0 MinPitch=0 MaxPitch=75 DefaultPitchAngle=15.0 YawLimited=FALSE YawAngleRate=90.0 MinYaw= MaxYaw= DefaultYawAngle=180 MissileLaunchTime=6.0 VisualSearchTime=3.0 ViewportPosition=0.0,-4.965,6.14 IndependentSearchChance=100 LookAroundChance=100 GunnerFireChance=100 GunnerFireTime=0.5 MaxMissilesInAir=4 YawModelNodeName=Giro_exocet PitchModelNodeName=Alza_exocet ParentComponentName=Hull ModelNodeName=Sop_Exocet2 DetachWhenDestroyed=TRUE EffectSize=1.0 MinExtentPosition=-2.352,-7.38,1.535 MaxExtentPosition=2.352,-4.317,4.076 StructuralFactor=500.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=10.0 Armor[right].Thickness=10.0 Armor[left].Thickness=10.0 Armor[REAR].Thickness=10.0 Armor[TOP].Thickness=10.0 Armor[bOTTOM].Thickness=10.0 [Missile1] SystemType=MISSILE GunnerID=1 MissileID=1 WeaponTypeName=MM38 WeaponPosition=0.0,-4.965,4.14 ShowMissile=FALSE IndependentPitchMovement=FALSE ReloadCount=3 ReloadTime=1.0 Here is the data for the missile itself. If anyone has more accurate data on the MM38 Exocet please let me know what numbers need to be adjusted. The sources I have don't say what the BoosterDuration and BoosterAccel should be for example. [WeaponData001] TypeName=MM38 FullName=MM-38 Exocet ModelName=MM_38 Mass=735.000000 Diameter=0.350000 Length=5.210000 SubsonicDragCoeff=0.389000 SupersonicDragCoeff=0.404000 AttachmentType= SpecificStationCode= NationName=FRANCE StartYear=1975 EndYear=2040 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1979 ExportEndYear=2040 ExportAvailability=2 WeaponDataType=7 FinStabilized=TRUE EffectClassName=CruiseMissileEffects ReleaseDelay=1.000000 WarheadType=1 Explosives=165.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=7 Accuracy=85 MaxTurnRate=4.000000 MaxLaunchG=3.000000 LockonChance=80 LaunchReliability=95 ArmingTime=3.000000 SeekerFOV=30.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=12.000000 SeekerRange=24000.000000 CLmax=14.000000 MinLaunchRange=4000.000000 MaxLaunchRange=42000.000000 Duration=180.000000 CapabilityFlags=0x10100002 LoftAngle=0.000000 MaxLoftAltitude=0.000000 StartDecentRange=0.000000 DescentAngle=45.000000 MinimumAltitude=50.000000 BoosterStart=0.000000 BoosterDuration=4.000000 BoosterAccel=9.000000 BoosterEffectName=LargeShipMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.128000,0.000000 SustainerDuration=60.000000 SustainerAccel=0.250000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.890000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 CEP=40.000000 IsDecoy=FALSE JammerStrength=0.000000- 4 replies
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