
wingman 1-4 never does anything... AI help?
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Spudknocker, in Thirdwire: Strike Fighters 2 Series - General Discussion
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By pagsab
The two things which have always frustrated me most about the Third Wire sims are the unrealistically high altitude of the clouds and the inability to swap into a wingman’s plane as in European Air War. I found a way of doing the latter a few weeks ago (as I explain in https://combatace.com/forums/topic/100042-flying-as-a-wingman), and together with a beefed up version of Stary’s tweak which I just discovered at https://combatace.com/forums/topic/97376-clouds-altitude-hack/, I am now in virtual heaven as I practise prolonged formation flying through and above the 3D broken clouds, which look especially lovely at dawn and dusk. Menvra is right that Stary’s hack produces greater cloud popping, but for my money the gains far outweigh the costs.
I was dismayed to find that the cloud hack failed to work over the EuroWW2 terrain, despite most of this terrain containing exactly the flat plains it suits best. After a week of frustrated investigation and attempted remedies which caused as many problems as they solved, I have at last discovered the reason and how to address it. I will share my findings here for the benefit of others who wish to use Stary’s wonderful tweak. The difference between EuroWW2 and all the other terrains on which I have applied the cloud hack successfully is that the Alps reach much greater heights. Even though they almost never come into view, there is clearly something in the programme which invalidates Stary’s tweak if such high mountains are present anywhere in the terrain. More Google searching eventually led me to the old thread at https://combatace.com/forums/topic/80880-te-question-height-map-to-hfd/, in which Baltika’s hints on using the Third Wire terrain editor finally helped me to solve the problem.
First, you need to cut the HeightScale in the Bitmap Import section of the TerrainEditor.ini from the default 10 to 5. Then, use the terrain editor to export a copy of the EuroWW2.HFD file as a bitmap, create a new 1500x1500 km terrain in the editor, and reimport the bitmap. As Baltika explains, this will cap the Alps at 1280 metres, and you can save the result as a new EuroWW2.HFD file, replace your backed up original, and ditch the accompanying files generated by the save. A similar process should work for any other terrain containing distant high mountains. Obviously this is undesirable if the mountains actually come into play, but in that case Stary’s hack is inappropriate in any case.
I cannot believe my good fortune in belatedly finding the solutions to both of my greatest bugbears about the Third Wire sims. For me, they have just gained a wonderful new lease of life.
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By VonS
Apr. 17, 2023 Update - Please find, available at the link below, my previously released mods. for RoF United Ed. - this time as a convenient, consolidated package that has been updated with the latest tweaks. Do read the included "Read Me" files, where available, for more info., particularly the "READ_ME_ROF_General_Info" file that is located in the root folder of the package when unzipped. This package is provided "as is," with no active support beyond the included explanatory files. The "Consolidated Mods. New" Package contains the latest AI mod. (ver. 1.4) for RoF United, as well as mods. previously offered separately, such as the "M-S Type H Campaigning Tweak," the "PWCG modulations" files, etc.
Apr. 29, 2023 Update - Included below the link to the "Consolidated Mods. New" package is Ver. 3 of the PWCG "modulations" files (to be installed manually in the PWCG ver. 16.3.1; see directions included in the larger, consolidated package). Ver. 3 of the "modulations" files increases wind and turbulence settings, as well as provides greater chance of encountering more capable AI when flying PWCG campaigns, especially if used in conjunction with my newer AI mods. for RoF (such as ver. 1.36 or 1.4, included in the big consolidated package).
Important Note: if using the Ver. 3 PWCG "modulations" files, instead of the Ver. 2 ones included in the big consolidated package for RoF -- make sure to change settings, if you choose to change any, from within the modulations, i.e., the RofCampaignSpecific, files themselves -- otherwise, tampering with relevant settings from within the PWCG advanced menu options will automatically delete extra entries for the AI that I've included in the Ver. 3 modulations. This note does not apply to the Ver. 2 modulations since those don't contain any extra AI settings.
Feb. 6, 2024 Update - RoF AI mods. vers. 1.36 and 1.4 have been upgraded to vers. 1.37 and 1.41, respectively. The new versions have tweaked the AI's ability to follow commands more quickly and/or properly. Ver. 1.41 also contains further tweaks to safe alts. for the AI, to minimize unnecessary crashes and very low-level dogfighting. The entire consolidated package has been renamed from "Consolidated Mods New" to "Consolidated Mods New V.2" (i.e., Version 2).
*** See my main profile page (under the "about me" tab) for relevant download links.
Happy flying,
Von S
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By madvad
View File Fly as a Wingman
This edit in the original file allows you to fly as if you were the wingman of the formation.
You continue to be the leader, and giving orders to the rest of the squad, but flying as the right wing, giving the radio command 1-8-6.
To return to the original formation, just perform the radio command 1-8-3.
I like it, because I like flying as a wingman and "inserting" myself into the maneuvers and following the "leader", giving more immersion to the flight.
You just need to be careful when flying with nations where the pilots have "poor skills", as during the maneuvers the "leader" can spread and collide with you.
In this case, before the "action begins", I suggest giving the command 1-8-1 so that he moves away so that a collision does not occur.
Don't forget to make a backup of your original file in case you want to revert!
V 1.0.1
Greetings and check six!
Madvad
Submitter madvad Submitted 04/09/2024 Category Utilities / Editors
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By madvad
This edit in the original file allows you to fly as if you were the wingman of the formation.
You continue to be the leader, and giving orders to the rest of the squad, but flying as the right wing, giving the radio command 1-8-6.
To return to the original formation, just perform the radio command 1-8-3.
I like it, because I like flying as a wingman and "inserting" myself into the maneuvers and following the "leader", giving more immersion to the flight.
You just need to be careful when flying with nations where the pilots have "poor skills", as during the maneuvers the "leader" can spread and collide with you.
In this case, before the "action begins", I suggest giving the command 1-8-1 so that he moves away so that a collision does not occur.
Don't forget to make a backup of your original file in case you want to revert!
V 1.0.1
Greetings and check six!
Madvad
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By MrMaxterX
This mods allows you to fly the following aircraft (doesn't include all the variants);
Many thanks to Trevisol for making the mod and sending me the file with his permission to download
A-1 A-6 AN-12 B-57 F-104 E-2C EA-6B F-84F IL-28 J-6 MIG-15 MIG-17 MIG-19 MIG-21 MIG-23 MIG-27 Mirage 5 Spitfire SU-7 TU-16 TU-22 TU-95 Vampire Vautour YAK-23 YAK-38 This mod is just a simple addon that adds a few pre existing cockpit into a lot of aircraft that was not allowed for the player to use, only the AI.
Since it's lightweight, it use the already included cockpits of the F-8, P-51, Mirage and a few other aircraft, with a couple of changes here and there;
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