posted 03-15- 04:20 PM
OK, do this:Copy the text at the bottom of this post:
Open the Loadout.ppf file in the A10 folder:
Select All
Paste in the copied textclose and save the ppf.
Problem I noticed after the comment above was that I set the MV to m/sec instead of f/sec, this will fix that.
-----------------------------
Parsoft Property File
(
descName "A10a - Thunderbolt II"
descCountry 'strUnitedStates
descPicture "GUI/Art/Hangar/United States/A10/cutaway.bmp"
langBlock (
langUS (
descStats "GUI/Art/Hangar/United States/A10/stats.bmp"
descText "Originally conceived as a counter-insur-gency aircraft to help the war effort in South East Asia, the Fairchild A-10A Thunderbolt II emerged as a dedicated close air support aircraft, with the primary role of destroying enemy armour. In this role it is in the process of being replaced by the Lockheed F-16, but the 'Warthog' has adopted a new role of forward air control. Two YA-10As were built in answer to the USAF's AX competition. These were judged the winner on 18 January 1973 after evaluation against the Northrop A-9, and were followed by six pre-production aircraft. The first of these was subsequently con-verted into the sole two-seat YA-10B, or N/AW A-10, intended for night/adverse weather work, with the addition of a weapons system officer. This programme was cancelled, but 707 A-10As followed the eight development machines.
'Warthog' is a name that has stuck with the A-10, largely on account of its awkward looks. The design, however, is central to the ability of the A-10 to operate effectively in a lethal battlefield environment. Until the recent innovation of an autopilot, the A-10 had to be constantly flown hands-on by the pilot. This has obvious disadvantages for long flights, but bestows outstanding agility on the aircraft, enabling it to jink and weave at very low level. Survivability is the key to the shape of the A-10, the engines being mounted high on the rear fuselage where they are shrouded from ground fire from most angles by either the wings or tailplane. A strong structure and system redundancy ensures the A-10 can stay aloft with large amounts of battle damage, including an engine or fin shot away. Titanium armour 'bathtubs' protect both the pilot and the ammunition tank.
Furthermore, the aircraft was designed for rapid and easy maintenance. In a combat scenario the A-10 would fly a large number of short sorties, spending the minimum amount of time on the ground while refu-elling and re-arming. Rapid maintenance and repair can also be accomplished at this time, by virtue of simple systems and ready-access panels.
In terms of ordnance, the A-10 is designed around the enormous GAU-8/A 30-rnm seven-barrelled rotary cannon, which is the world's most powerful airborne gun. However, the principal weapon of the A-10 is the AGM-65 Maverick missile, which has either TV- or IR-guidance. This provides good stand-off range for the anti-armor role or against other 'hard' targets. Various cluster and free-fall bombs can also be carried, although use of these would force an overflight of the target, which is likely to be in the thick of a heavily-gunned battlefield, and so are rarely employed.
Avionics of the A-10 remained very basic for most of the aircraft's career. A HDD was provided, and a screen for displaying images from Mavericks. A Pave Penny seeker on a pylon under the forward fuselage spotted targets designated by laser. No laser desig-nator or rangefinder is fitted. Most current aircraft have received the LASTE modifica-tion, which finally adds an autopilot to relieve the arduous task of keeping the A-10 straight and level throughout the flight. LASTE also improves gun accuracy consid-erably, while the most visible feature is the addition of formation lights.
Entering service at Davis-Monthan AFB, AZ, the A-10 was first flown by the 355th TFTW, and was later issued to the 23rd TFW, 354th TFW and various Reserve/ANG units in the CONUS, and units in Korea and Alaska. By far its most important theatre was Europe, where the 81st TFW flew six squadrons from the twin bases at Wood-bridge and Bentwaters in England."
)
langFrench (
)
langGerman (
)
langItalian (
)
)
)
(ordLoadouts "Guns" "Blanks" "Mavericks" "LightBombing" "Light_Bombs_Mavericks" "Heavy_Mk84")
(ordLoadGuns
(ordInitList (
(ordHardpoint (ordName 'bombay ordClass 'Bomb ordModel 'Flare ordWeight 1 ordWarhead 0 ordNumber 12 ordRippleDelay 400))
(gunChainInit 0 0 0 2400)
(gunInit (gunName 'gun1 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead .3043 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
(gunInit (gunName 'gun2 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead 0 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
))
)
(ordLoadBlanks
(ordInitList (
(gunChainInit 0 0 0 2400)
(gunInit (gunName 'gun1 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead .3043 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
(gunInit (gunName 'gun2 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead 0 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
))
)
(ordLoadMavericks
(ordInitList (
(ordHardpoint (ordName 'MavPylonL1 ordClass 'Rocket ordModel 'Maverick ordWeight 51 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'MavPylonR1 ordClass 'Rocket ordModel 'Maverick ordWeight 51 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombay ordClass 'Bomb ordModel 'Flare ordWeight 1 ordWarhead 0 ordNumber 12 ordRippleDelay 400))
(gunChainInit 0 0 0 2400)
(gunInit (gunName 'gun1 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead .3043 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
(gunInit (gunName 'gun2 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead 0 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
))
)
(ordLoadLightBombing
(ordInitList (
(ordHardpoint (ordName 'bombPylonL ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonR ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonM1 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonM2 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombay ordClass 'Bomb ordModel 'Flare ordWeight 1 ordWarhead 0 ordNumber 12 ordRippleDelay 400))
(gunChainInit 0 0 0 2400)
(gunInit (gunName 'gun1 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead .3043 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
(gunInit (gunName 'gun2 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead 0 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
))
)
(ordLoadLight_Bombs_Mavericks
(ordInitList (
(ordHardpoint (ordName 'bombPylonL ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonR ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonM1 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonM2 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'MavPylonL1 ordClass 'Rocket ordModel 'Maverick ordWeight 51 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'MavPylonR1 ordClass 'Rocket ordModel 'Maverick ordWeight 51 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombay ordClass 'Bomb ordModel 'Flare ordWeight 1 ordWarhead 0 ordNumber 12 ordRippleDelay 400))
(gunChainInit 0 0 0 2400)
(gunInit (gunName 'gun1 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead .3043 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
(gunInit (gunName 'gun2 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead 0 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
))
)
(ordLoadHeavy_Mk84
(ordInitList (
(ordHardpoint (ordName 'bombPylonM1 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonM2 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonL ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonR ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonL1 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonR1 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 3 ordRippleDelay 200))
(ordHardpoint (ordName 'bombPylonL2 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 1))
(ordHardpoint (ordName 'bombPylonR2 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 1))
(ordHardpoint (ordName 'bombPylonR3 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 1))
(ordHardpoint (ordName 'bombPylonL3 ordClass 'Bomb ordModel 'Mk84 ordWeight 405 ordWarhead 225 ordNumber 1))
(ordHardpoint (ordName 'bombay ordClass 'Bomb ordModel 'Flare ordWeight 1 ordWarhead 0 ordNumber 12 ordRippleDelay 400))
(gunChainInit 0 0 0 2400)
(gunInit (gunName 'gun1 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead .3043 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
(gunInit (gunName 'gun2 gunMV 3201 gunWeight 1.52 gunROF 4200 gunWarhead 0 gunAmmo 1050 gunChain 0 gunSound "sndCannon2" gunRange 3200 ))
))
)