DragoFire 0 Posted May 16, 2003 Yes you've read right, as of today I've decided to stop working on the A-6E and EA-6E. This is mainly due to lack of time to dedicate to the project. The the last two months I've been busy with other work related jobs, and can't see the work load dropping for some time. Who every wishs to complete this addon, please post a message here! I'll supply the 45mb folder of model/s (both weapons and different versions of the A-6E, this'll be zipped up for you), and 54mb of referrance photos and doc's on the A-6/EA-6 series of planes, that I collected. In this is included the master template and texture templates for both the A-6E and the EA-6E that was in planning. The main model is 95% complete, but has 1 main view LOB at the moment, includes folding wings, and rotating turbine blades, The cockpit is in the making (please note that this gauges do work and others are being transfered into the Pilot View and Gunner View from master cockpit mockup model), and the gauges are in the correct locations, some just need the needles placed. The payload weapons are complete, except the Harpoon (which requires a better texture). The Config contains the following Payload versions of the A-6E( all payloads are 100% correct, please don't change); DrF_A6E_ATG = A-6E Intruder Bomber ( Mk_82x30 armed) DrF_A6E_AB = A-6E Intruder Attack Bomber ( mk_83x15 armed) DrF_A6E_HB = A-6E Intruder Hvy Bomber ( mk_84x5 armed) DrF_A6E_RG = A-6E Intruder Hvy Rocket Bomber (LAU10x24,LAU61x114 armed) DrF_A6E_HRB = A-6E Intruder Hvy Rocket Bomber (mk_83x8, LAU10x24) DrF_A6E_HM = A-6E Intruder Hvy Attack Late Era (AGM_65Fx5 armed) DrF_A6E_HM2 = A-6E Intruder Hvy Attack Early Era (AGM_45x15 armed) DrF_A6E_AS = A-6E Intruder Anti-Ship ( AGM_84x4 armed) The A-6E Intruder Hvy Rocket Bomber & A-6E Intruder Hvy Rocket Bomber have their own models, due to having Rocket pods mounted. Here's one thing alot of you might be interested in! The Config file for the A-6E includes a test weapon setup, which hasn't been fully tested. Each plane has one of two weapon points, which can hold any of the following missiles or bombs, this works the thing that hasn't been tested, due to lack of time is the ability to re-arm with a differrent missile or bomb payload at an AMMO-truck. On paper it looks as if it'll work. AGM-65 Maverick AGM-84 Harpoon AGM-45 Strike 5inch Zuni Rocket Pods (fixed to model) 2.75inch Hydra Rocket Pods (fixed to model) Mk81 250lbs GP Bomb Mk82 500lbs GP Bomb Mk83 1000lbs GP Bomb Mk84 2000lbs GP Bomb GBU-12 500lbs Paveway GBU-16 1000lbs Paveway GBU-10 2000lbs Paveway AIM-9 Sidewinder Were Planned; AGM-62 Walleye Mk20 Redeye CBU-78 (clusterbomb) Mk77 (Napalm Bomb) Mk117 You can check out Topic: A-6 series of 2/4 man aircraft this'll show you the development of the A-6 upto now. All the best DragoFire Share this post Link to post Share on other sites
Shashman 0 Posted May 16, 2003 Awwww That's a damn shame that you have to leave it after all the work and effort you put into it upto when you stopped I just sincerely hope that someone with as much skill and dedication that you put into the project takes it up,not just any fool who says he can do it then forgets about it on his HD... Share this post Link to post Share on other sites
Spartan 163 0 Posted May 16, 2003 Can I have the p3d for my crash and burn addon? Share this post Link to post Share on other sites
DragoFire 0 Posted May 16, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PROTOTYPE 001 @ 16 May 2003,20:38)</td></tr><tr><td id="QUOTE">Can I have the p3d for my crash and burn addon?<span id='postcolor'> I'll wait and see who picks up the Addon first ok! DragoFire Share this post Link to post Share on other sites
Guest BratZ Posted May 16, 2003 Thats too bad,don't ya hate when real life interferes with OFP,lol just kidding. All those bombs? Bummer Share this post Link to post Share on other sites
Trenchfeet 0 Posted May 20, 2003 Have you found someone yet? I have the ju-52 in progress atm, but after that i have nothing on the boards Share this post Link to post Share on other sites
ExtracTioN 0 Posted May 20, 2003 Try to contact SelectThis I am sure he will take this project it will be nice for their Nam Air Module Share this post Link to post Share on other sites
DragoFire 0 Posted May 20, 2003 I've got one major possible addon maker I'm in talks with at the moment. But I'm still open to offers still. DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted May 22, 2003 Well I've glad to say I've got someone to take over for me on the Intruder and possibly the prowler. You'll know how well "Colonel_Klink" makes addons and his help guides. So I wish him the best with this project as I know there is a lot of you waiting with baited breath for this addon. I'm sorry I don't have the time to finish this addon my self, but I know I've put the project into one of the best addon makers available. regards, DragoFire Share this post Link to post Share on other sites
Guest BratZ Posted May 23, 2003 If its any help to you or Col Klink... I like the work you have done with the bombs and bomb testing, I would still like to see your bomb pack released as a seperate addon like I remember was in the discussion possiblities. Appears I have to make my own WW2 era torpedoes for my bombers (just a simple non locking one) and I may do some ww2 era bombs in a pack so I can use them throughout my planes. If possible I would like your info on bomb testing and possibly even continuing your bomb pack Share this post Link to post Share on other sites
DragoFire 0 Posted May 23, 2003 If its any help to you or Col Klink...I like the work you have done with the bombs and bomb testing, I would still like to see your bomb pack released as a seperate addon like I remember was in the discussion possiblities. Appears I have to make my own WW2 era torpedoes for my bombers (just a simple non locking one) and I may do some ww2 era bombs in a pack so I can use them throughout my planes. If possible I would like your info on bomb testing and possibly even continuing your bomb pack These weapon files are part of the DrF_Intruder CCP file. But here's a modified version, which doesn't included the weapon rack // This addon for Operation Flashpoint is shareware and can be distributed under the // following conditions: // - Non commercial distribution// - The original files have to remain in the addon//// Model by DragoFire// Skinning by DragoFire// Imported by DragoFire// config.cpp by DragoFire// V Beta1.0class CfgAmmo{ access=1; class Default { access=3; hit=0; indirectHit=0; indirectHitRange=1; minRange=0.500000; minRangeProbab=0.500000; midRange=100; midRangeProbab=0.800000; maxRange=450; maxRangeProbab=0.050000; model=""; proxyShape=""; simulation=""; cost=0; maxSpeed=0; cartridge=""; simulationStep=0.050000; tracerColor[]={0.700000,0.700000,0.500000,0.040000}; tracerColorR[]={0.700000,0.700000,0.500000,0.040000}; soundFly[]={"",1,1}; soundEngine[]={"",1,1}; soundHit[]={"",1,1}; hitGround[]={"soundHit",1}; hitMan[]={"soundHit",1}; hitArmor[]={"soundHit",1}; hitBuilding[]={"soundHit",1}; explosive=1; irLock=0; airLock=0; laserLock=0; manualControl=0; maxControlRange=350; maneuvrability=1.000000; sideAirFriction=1; visibleFire=0; audibleFire=0; visibleFireTime=0; initTime=0; thrustTime=1.500000; thrust=210; }; class AT3: Default { hit=500; indirectHit=150; indirectHitRange=2.500000; minRange=30; minRangeProbab=0.500000; midRange=200; midRangeProbab=0.950000; maxRange=500; maxRangeProbab=0.300000; model="AT1"; simulation="shotMissile"; simulationStep=0.010000; cost=10000; soundHit[]={"Explosions\explosion_at3",100.000008,1}; soundFly[]={"weapons\rocketflying",0.010000,2}; soundEngine[]={"objects\noise",0.001000,1}; maxSpeed=200; irLock=1; manualControl=1; maxControlRange=250; initTime=0.150000; thrustTime=2.500000; thrust=350; maneuvrability=3.000000; visibleFire=32; audibleFire=32; visibleFireTime=20; }; class CarlGustav: AT3 { hit=800; indirectHit=200; indirectHitRange=2.500000; minRange=20; minRangeProbab=0.500000; midRange=150; midRangeProbab=0.950000; maxRange=600; maxRangeProbab=0.100000; model="LAW"; simulation="shotMissile"; cost=5000; soundHit[]={"Explosions\explosion_at3",31.622778,1}; soundFly[]={"weapons\rocketflying",0.010000,2}; maxSpeed=200; irLock=1; manualControl=1; maxControlRange=200; initTime=0; thrustTime=1.500000; thrust=300; maneuvrability=1.000000; }; class AA: CarlGustav { hit=400; indirectHit=150; indirectHitRange=2; minRange=50; minRangeProbab=0.500000; midRange=400; midRangeProbab=0.950000; maxRange=1200; maxRangeProbab=0.300000; airLock=1; cost=20000; manualControl=0; maxControlRange=1000; maxSpeed=350; thrustTime=3.000000; thrust=1000; maneuvrability=4.000000; }; class AIM_7: AA // Sparrow { hit=1239; indirectHit=531; indirectHitRange=4.5; maxSpeed=1750; midRange=2000; midRangeProbab=0.950000; maxRange=6000; maxRangeProbab=0.300000; }; class AIM_9H: AA // Sidewinder { hit=795.2; indirectHit=340.8; indirectHitRange=4.5; maxSpeed=2750; midRange=4000; midRangeProbab=0.950000; maxRange=12000; maxRangeProbab=0.300000; }; class AIM_9LM: AIM_9H // Sidewinder models L & M { hit=661.5; indirectHit=283.5; indirectHitRange=3; maneuvrability=2.000000; // better than the AIM_9H }; class AIM_54: AA // Phoenix { hit=1932; indirectHit=828; indirectHitRange=5; maxSpeed=4800; midRange=14000; midRangeProbab=0.950000; maxRange=20000; maxRangeProbab=0.300000; model=""; proxyShape=""; }; class AIM_120: AA // AMRAAM Slammer { hit=1239; indirectHit=531; indirectHitRange=4.5; maxSpeed=3800; midRange=14000; midRangeProbab=0.950000; maxRange=20000; maxRangeProbab=0.300000; model=""; proxyShape=""; }; class AIM_132: AA // ASRAAM { hit=154; indirectHit=66; indirectHitRange=6; maxSpeed=1500; midRange=4000; midRangeProbab=0.950000; maxRange=8000; maxRangeProbab=0.300000; }; class FIM_922: AA // Stinger { hit=156; indirectHit=66; indirectHitRange=6; maxSpeed=3800; midRange=7000; midRangeProbab=0.950000; maxRange=15000; maxRangeProbab=0.300000; model=""; proxyShape=""; }; class Hellfire: AT3 { hit=900; indirectHit=600; indirectHitRange=2.500000; minRange=50; minRangeProbab=0.500000; midRange=300; midRangeProbab=0.950000; maxRange=1500; maxRangeProbab=0.500000; maxSpeed=350; soundHit[]={"Explosions\explosion_at3",100.000008,1}; cost=20000; model="TOW"; irLock=1; laserLock=1; manualControl=0; maxControlRange=100000; maneuvrability=20.000000; initTime=0.150000; thrustTime=5.500000; thrust=1200; }; class HellfireApach: Hellfire { model="\Apac\hellfire"; proxyShape="\Apac\Hellfire_proxy"; }; class Zuni: Hellfire // 5inch rocket { hit=700; indirectHit=300; indirectHitRange=10; minRange=50; minRangeProbab=0.200000; midRange=250; midRangeProbab=0.200000; maxRange=1000; maxRangeProbab=0.050000; maxSpeed=1500; simulation="shotRocket"; simulationStep=0.050000; cost=2000; soundHit[]={"Explosions\expl1",100.000008,1}; model="ZUNI"; irLock=0; airLock=1; laserLock=0; manualControl=0; maneuvrability=0.000000; maxControlRange=0; initTime=0.050000; thrustTime=1.500000; thrust=500; }; class Hydra: Zuni // 2_75inch rocket { soundHit[]={"Explosions\expl2",100.000008,1}; hit=154; indirectHit=66; indirectHitRange=10; thrustTime=1.00000; thrust=500; airLock=0; }; class AGM_65AB: Hellfire // Air Force Maverick models A,B { hit=1967; indirectHit=843; indirectHitRange=2.500000; model="Maverik"; minRange=200; minRangeProbab=0.300000; midRange=6000; midRangeProbab=0.800000; maxRange=10000; maxRangeProbab=0.500000; thrust=700; laserLock=0; irLock=0; maxSpeed=1150; proxyShape="Maverik_proxy"; }; class AGM_65D: AGM_65 // Air Force Maverick model D { irLock=1; }; class AGM_65E: AGM_65 // Marine Corp Maverick model E { laserLock=1; }; class AGM_65GF: AGM_65 // Air Force Maverick model G & NAVY model F { irLock=1; hit=4725; indirectHit=2025; indirectHitRange=4.500000; proxyShape="\DrF_Intruder\AGM_65b"; model="\DrF_Intruder\AGM_65b"; }; class AGM_45A: AGM_65 // Shrike model A { hit=2205; indirectHit=945; indirectHitRange=3; model="\DrF_Intruder\AGM_45"; minRange=200; minRangeProbab=0.300000; midRange=6000; midRangeProbab=0.800000; maxRange=10000; maxRangeProbab=0.500000; thrust=700; laserLock=0; irLock=1; maxSpeed=2150; proxyShape="\DrF_Intruder\AGM_45"; }; class AGM_84: Hellfire // AirLaunched Harpoon { hit=7590.8; indirectHit=3253; indirectHitRange=5.500000; model="\DrF_Intruder\AGM_84"; minRange=300; minRangeProbab=0.300000; midRange=10000; midRangeProbab=0.800000; maxRange=25000; maxRangeProbab=0.500000; thrust=700; laserLock=0; irLock=1; maxSpeed=885; proxyShape="\DrF_Intruder\AGM_84"; }; class MK_81: Default // 250lb GP BOMB { hit=2065; indirectHit=885; indirectHitRange=4.5; minRange=50; minRangeProbab=0.500000; midRange=300; midRangeProbab=0.950000; maxRange=2500; maxRangeProbab=0.500000; soundHit[]={"\LaserGuided\expl2",100.000008,1}; model="\DrF_Intruder\mk_81"; proxyShape="\DrF_Intruder\mk_81"; irLock=0; laserLock=0; maxControlRange=0; maneuvrability=0; sideAirFriction=0.100000; simulation="shotMissile"; maxSpeed=600; initTime=0; thrustTime=0; thrust=0; }; class MK_82: MK_81 // 500lb GP BOMB { hit=3115; indirectHit=1335; indirectHitRange=6; model="\DrF_Intruder\mk_82"; proxyShape="\DrF_Intruder\mk_82"; }; class MK_83: MK_81 // 1000lb GP BOMB { hit=7070; indirectHit=3030; indirectHitRange=7.575; model="\DrF_Intruder\mk_83"; proxyShape="\DrF_Intruder\mk_83"; }; class MK_84: MK_81 // 2000lb GP BOMB { hit=14700; indirectHit=6300; indirectHitRange=15.75; model="\DrF_Intruder\mk_84"; proxyShape="\DrF_Intruder\mk_84"; }; class GBU_12D: MK_82 // 500lb Laser Guided BOMB { minRange=50; minRangeProbab=0.500000; midRange=2500; midRangeProbab=0.950000; maxRange=5000; maxRangeProbab=0.500000; soundHit[]={"\LaserGuided\expl2",100.000008,1}; cost=20000; model="\DrF_Intruder\GBU_12"; proxyShape="\DrF_Intruder\GBU_12P"; irLock=0; laserLock=1; maxControlRange=100000; maneuvrability=16.000000; sideAirFriction=0.100000; simulation="shotMissile"; }; class GBU_16B: MK_83 // 1000lb Laser Guided BOMB { minRange=50; minRangeProbab=0.500000; midRange=2500; midRangeProbab=0.950000; maxRange=5000; maxRangeProbab=0.500000; soundHit[]={"\LaserGuided\expl2",100.000008,1}; cost=20000; model="\DrF_Intruder\GBU_16"; proxyShape="\DrF_Intruder\GBU_16P"; irLock=0; laserLock=1; maxControlRange=100000; maneuvrability=16.000000; sideAirFriction=0.100000; simulation="shotMissile"; }; class GBU_10E: MK_84 // 2000lb Laser Guided BOMB GBU-24E & B use this { minRange=50; minRangeProbab=0.500000; midRange=2500; midRangeProbab=0.950000; maxRange=5000; maxRangeProbab=0.500000; soundHit[]={"\LaserGuided\expl2",100.000008,1}; cost=20000; model="\DrF_Intruder\GBU_10"; proxyShape="\DrF_Intruder\GBU_10P"; irLock=0; laserLock=1; maxControlRange=100000; maneuvrability=16.000000; sideAirFriction=0.100000; simulation="shotMissile"; }; class Grenade: Default { hit=20; indirectHit=18; indirectHitRange=7; minRange=15; minRangeProbab=0.300000; midRange=80; midRangeProbab=0.550000; maxRange=150; maxRangeProbab=0.000000; model="granat"; cost=40; simulation="shotShell"; simulationStep=0.050000; soundHit[]={"Explosions\expl3",10.000000,1}; soundFly[]={"objects\noise",0.000032,1}; soundEngine[]={"",0.000100,4}; visibleFire=2; audibleFire=0.250000; visibleFireTime=0; }; class GrenadeHand: Grenade // HE { model="handgrenade.p3d"; minRange=40; minRangeProbab=0.100000; midRange=45; midRangeProbab=0.300000; maxRange=60; maxRangeProbab=0.500000; visibleFire=2; audibleFire=0.250000; visibleFireTime=1; }; class M67: GrenadeHand // FRAG Grenade { hit=6.37; indirectHit=2.73; indirectHitRange=15; };};class cfgweapons{ class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher: LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class LAU10_4: AT3Launcher // single 4 rocketlauncher pod { ammo= Zuni; displayName= "LAU10 5inch FFAR"; displayNameMagazine= "LAU10 5inch FFAR"; shortNameMagazine= "Zuni"; magazine= "Zuni"; magazines[] = {LAU10_4,}; magazineReloadTime = 0.1; count= 4; reloadTime= 0.1; aiRateOfFire= 0.2 aiRateOfFireDistance= 1300; burst= 1; sound[]= {Weapons\rocket1,db+60,1}; reloadSound[]= {Weapons\missload,db-70,1}; initSpeed= 350; autoFire = 1; recoil= empty; optics= 1; }; class LAU61_19 : AT3Launcher // single 19 rocketlauncher pod { ammo= Hydra; displayName= "LAU61 2.75inch FFAR"; displayNameMagazine= "LAU61 2.75inch FFAR"; shortNameMagazine= "Hydra"; magazine= "Hydra"; magazines[] = {LAU61_19, LAU61_7}; magazineReloadTime = 0.1; count= 19; reloadTime= 0.1; aiRateOfFire= 0.2 aiRateOfFireDistance= 1300; burst= 2; sound[]= {Weapons\rocket1,db+60,1}; reloadSound[]= {Weapons\missload,db-70,1}; initSpeed= 450; autoFire = true; recoil= empty; optics= 1; }; class LAU61_7: LAU61_19 // single 7 rocketlauncher pod { count= 7; };};The file contains all weapons that are in the DrF_Intruder.PBO file, so you'll have to talk to Colonel_Klink about getting the original P3B files for the weapons(as shown above).weapon.zipregards,DragoFire Share this post Link to post Share on other sites