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F-111F "Ardvark" for Lock-On V1.1


Alfa

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Thanks Kilsek - ok here it is :)

 

Recommended installation procedure:

 

1). Back-up your original V1.12a meinit.xml.

 

2). Run the F-111 mod installer(this one ).

 

3). Manually replace the meinit installed by this with the modified V1.12a meinit attached to this post.

 

As I haven't got V1.12a installed I couldn't test the attached meinit, but it should work ok.....please let me know if that is the case :)

 

Cheers,

- JJ.

JJ

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I appreaciate the offer. Im not really sure I have a clean 1.12a meinit file anymore. I found a program that scans the .xml files and shows the differences between the two so you can keep the parts you want from each one. Still working on it. Turns out there is a lot of blank lines between stuff and it makes the file count difference look worse than it really is. Im about 90% done with what I think is going to be the meinit file that will have the best of both mods. ( of course there are other folders like view.lua and server.lua etc, that have a few changes in them)

Here is a link to the program.

 

http://www.a7soft.com/

 

It is free trial for 30 days then you have to buy for $30 if you want to still use it. So far i havent been able to make the "insert and replace" function work and i have a support e-mail in to them about it. For the time being, Im using the notepad++ to copy and paste the differences that the ExamXML program finds.

 

Well markriley...

:juggle:

 

The problem is that you need to know which lines of difference to transfer and which to leave behind, so if I was to take that approach to transfer e.g. a mod for V1.1 to V1.12a, I would start by comparing the clean V1.1 to the modded version of this, find the differences and then manually insert those into the V1.12a meinit - then repeat the process for another mod. That way you will have fewer balls in the air at one time :) .

 

But even so - I would hate to do something like that without having a clear overview of how a mod is composed and what each modded/added line in the meinit is for.....otherwise it will be all but impossible to figure out what the problem is if the game crashes/mod doesn't work properly after the transfer.

 

BTW - note that there is a difference in how varies lines are composed from V1.0x to V1.1x although they have the same meaning.

 

As an example here is the exact same payload(note payload CLSID) for the MiG-29S in..

 

V1.02

<Payload Name="R-73*4,R-27R*2,Fuel-1500" ID="1" CLSID="{898AA0EC-801E-4047-9583-F2F6AA749F27}">
                 <Pylon LauncherName="R-73" LauncherCLSID="{FBC29BFE-3D24-4C64-B81D-941239D12249}">1</Pylon>
                 <Pylon LauncherName="R-73" LauncherCLSID="{FBC29BFE-3D24-4C64-B81D-941239D12249}">2</Pylon>
                 <Pylon LauncherName="R-27R" LauncherCLSID="{9B25D316-0434-4954-868F-D51DB1A38DF0}">3</Pylon>
                 <Pylon LauncherName="Fuel tank 1500 l" LauncherCLSID="{2BEC576B-CDF5-4B7F-961F-B0FA4312B841}">4</Pylon>
                 <Pylon LauncherName="R-27R" LauncherCLSID="{9B25D316-0434-4954-868F-D51DB1A38DF0}">5</Pylon>
                 <Pylon LauncherName="R-73" LauncherCLSID="{FBC29BFE-3D24-4C64-B81D-941239D12249}">6</Pylon>
                 <Pylon LauncherName="R-73" LauncherCLSID="{FBC29BFE-3D24-4C64-B81D-941239D12249}">7</Pylon>
              </Payload>

 

V1.12a

<Payload CLSID="{898AA0EC-801E-4047-9583-F2F6AA749F27}" ID="1" Name="R-73*4,R-27R*2,Fuel-1500">
                 <Pylon LauncherCLSID="{FBC29BFE-3D24-4C64-B81D-941239D12249}" LauncherName="R-73">1</Pylon>
                 <Pylon LauncherCLSID="{FBC29BFE-3D24-4C64-B81D-941239D12249}" LauncherName="R-73">2</Pylon>
                 <Pylon LauncherCLSID="{9B25D316-0434-4954-868F-D51DB1A38DF0}" LauncherName="R-27R">3</Pylon>
                 <Pylon LauncherCLSID="{2BEC576B-CDF5-4B7F-961F-B0FA4312B841}" LauncherName="Fuel tank 1500 l">4</Pylon>
                 <Pylon LauncherCLSID="{9B25D316-0434-4954-868F-D51DB1A38DF0}" LauncherName="R-27R">5</Pylon>
                 <Pylon LauncherCLSID="{FBC29BFE-3D24-4C64-B81D-941239D12249}" LauncherName="R-73">6</Pylon>
                 <Pylon LauncherCLSID="{FBC29BFE-3D24-4C64-B81D-941239D12249}" LauncherName="R-73">7</Pylon>
              </Payload>

 

As you can see the different elements of the payload lines are composed in a different order, so a tool used to compare the two meinit versions will not be able to identify this payload as being the same in both of them.....although it is :) .

 

Cheers,

- JJ.

JJ

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Thanks Brit. Thats program looks great. If the editing features of this other one i found dont work out then that program will be my next stop.

The editing from one file to another looks well set up in that one you mentioned.

Thanks

[sIGPIC][/sIGPIC]

system specs:

AMD 1100T X6, Asus Crosshair 4 Formula Mobo, 16 Gigs GSkill DDR3, XFX R9-290X 4GB 512-Bit, X-52 flight stick set, Samsung 2560x1440, Win7 64

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I see your point Alfa, and a good one too. I plan to stick to just comparing the xml files from the same version i hope, 1.1-1.12. Good idea about just doing one mod xml at a time comparing to the clean original. (which i have now, thanks to KILSEK). I am guessing that the new 1.2 will be a different type than the 1.1-1.12 and then we will run into that issue with comparing different versions of the same load out etc.

Thanks

[sIGPIC][/sIGPIC]

system specs:

AMD 1100T X6, Asus Crosshair 4 Formula Mobo, 16 Gigs GSkill DDR3, XFX R9-290X 4GB 512-Bit, X-52 flight stick set, Samsung 2560x1440, Win7 64

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Sorry to deflect the thread a bit, but... Are there any plans for merging the Aardvark(sp!)/Sea-Frog/Sea-Fulcrum Supermod with Shepski's realistic weapons XML? :music_whistling:

 

<edit> disregard the question. Silly me for not checking it with LOPE yet. My apologies.

[sIGPIC][/sIGPIC]

 

Real men fly ground attack :pilotfly: where EVERYTHING wants a piece of you :D
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New Mod update

 

Getting really close with this new mod. Got the Meinit.xml file all straight with the following mods: FPS Tweak 1.12d, Navy SuperMod10, and the Realistic Weapons Mod. Worked on trying to get Birdys Tree Mod scene files mixed with the extra base in Navy SuperMod10, but havent been able to get the merge/compare program to open the med or large scn files. It keeps saying "ran out of memory". I guess I'll just go with two versions, one with the trees and one with the extra base. Things seem to be working right so far where I have tested. Thanks for all the help, ideas and advice from everybody.

[sIGPIC][/sIGPIC]

system specs:

AMD 1100T X6, Asus Crosshair 4 Formula Mobo, 16 Gigs GSkill DDR3, XFX R9-290X 4GB 512-Bit, X-52 flight stick set, Samsung 2560x1440, Win7 64

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Your welcome. feels good to give something back to the comunity after I have gotten so much to make the sim more exciting. This lock on comunity really is a great bunch to be a part of.

[sIGPIC][/sIGPIC]

system specs:

AMD 1100T X6, Asus Crosshair 4 Formula Mobo, 16 Gigs GSkill DDR3, XFX R9-290X 4GB 512-Bit, X-52 flight stick set, Samsung 2560x1440, Win7 64

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that is no bug, it's the Flanker 2.5 Model which has no paint down under :megalol:

 

It's based on the strategy employed by the USAF when the F-111 entered service.

 

You're going to be flying so low that only people sitting in a hole in the ground will be able to see the underside of the aircraft . . . . . so why bother painting it? :P

 

 

This whole "flying above 10 feet AGL" thing is overrated, y'know.

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  • 2 weeks later...
Guest IguanaKing

The camouflage grey belly scheme was actually common practice on FBs. I'm curious about this Vark mod...does the LOPE PaveTack actually work?

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The camouflage grey belly scheme was actually common practice on FBs. I'm curious about this Vark mod...does the LOPE PaveTack actually work?

 

If you are talking about my mod(thread title), then it just imports the F-111(from Flanker 2.5) to the list of AI-controlled aircraft in Lock-on FC and as such it works fine - including all combat functions.

 

For AI-aircraft the weapon's deployment procedure is coded for the weapon itself and the physical presence of support equipment such as designator pods is merely for the visual effect.

 

The F-111 entry in the meinit was already made - including all payloads, so there is no "LOPE" involved......besides, I make all my meinit editing manually ;) .

 

Cheers,

- JJ.

JJ

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