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Everything posted by Caesar
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New Patch mysteries
Caesar replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks, baffmeister. I'm dedicating a massive time chunk to download the new pack whilst I do my calculus work. Gotta love narrowband ...yeah... Thanks again for the update on the situation; I'll install it when it finishes sometime early next century and see how it goes. Vale, Caesar -
Missiles & Radar
Caesar replied to snapper 21's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nope, BVR air-to-air missiles work as normal. If you're using the Tomcat, and you ping a target at about 100 miles, you should be able to shoot your -54 at him. The ARM trick works primarily with air-to-surface missiles because unlike AAMs, you cant lock up a ground target on radar, as you can one in the air. -
New Patch mysteries
Caesar replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey all, Well, after about 5 hours, I finally squeezed the latest patch thru narrow-band (back home here) and got SFP1 updated to 4.0. I followed the instructions here(back up, update DX, install, remod) and just about everything works, but I've been having trouble with installation of the weapons pack in the latest patch. Third-party planes, skins, effects, sounds and maps work fine, but every time I try to install the weapons pack, I end up with an error report forcing SF to shut down (one of those "send report/don't send" things/CTD). I should note that I haven't yet devoted another 5-hr block of time to get the May Weapons Pack, I'm using the January one, and I'm not sure if the new one is more compatible or what the deal is. If someone already wrote on this subject, I must have overlooked it, and I am sorry for wasting everyone's time. If not, does anyone else have this issue, or know how to rectify it? Thanks for your time, -Caesar -
Those planes look flat out sexy in WOE; can't wait for its release!
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Sounds in SF/WOV Too Loud
Caesar replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Personally, I think it depends on which engine effect you're talking about. The afterburner effect Xle2 bugs the heck outta me, which is why I usually replace it with JetBurner or something else; too loud and too high-pitched for my taste, but to each their own. -
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Iran Claims
Caesar replied to pablo499's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ah, all right, thanks for the information, Crusader. Unfortunately I can't find a Hawk ini file (unless it has to be extracted?) so I guess all Hawks are gonna have to stay the same color, SAM or AAM. Looks like the ones on the 'Cat are staying green. If anyone wants the Iranian Hawk for their 'Cat, I'll have to get permission to release, or just give the ini. It may be better to make into an AHM, because of the resulting foul-up of the AIM-54 pylon holding two of any other type of SAHMs. Vale, -"Caesar" -
Iran Claims
Caesar replied to pablo499's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Okay, I modified the missile. Basically it equates to being a highly limited, heavier but more powerful Phoenix. Its easier to fool, and less accurate. That said, as with the -54 it'll bring down any target in one hit (I've had bombers take 2+ AIM-9's and keep going before!) I still have the problem with the pylon supporting too many AIM-7's, unfortunately, but the Hawks certainly work on the F-14. -
Iran Claims
Caesar replied to pablo499's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey Pablo, Nope, I'm not an Israeli, just a curious modder. Thanks for the information, this oughta help. Currently here's how the missile handles: Almost no Rmin for some reason or another (probably because it's a SAM?) Takes two full seconds to seperate, then fire (as per ini) CM resistance is fair at best, but it always hangs in there until the last second before it's fooled. Also, I can't find the file for its color scheme, so it's green rather than white and orange. I got an unexpected drawback from making the pylon support SAHMs also: it now can hold 2 AIM-7's per pylon along with the AIM-9 totalling 3 missiles per pylon: a bit many, but unless I turn the Hawk into an AHM, that's just something that's gonna have to stay. Thanks again for the data, I'll modify it and test it out! Vale, -"Caesar" -
Iran Claims
Caesar replied to pablo499's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey guys, I just made an Iranian Hawk missile for use with the Tomcat. It requires a small mod to the 'Cat's data.ini (I keep two models of 'Cat on my comp, a USN one which has strike capability and an Iranian one with its own weapon set.) You have to add SAHM to the wing Phoenix rails. I haven't hit anything with it yet; but it does launch and track (the ones I tested got fooled by CM's at the last second.) Not too tough, just used the basic Hawk data, and designated it for Iran. It only works on the wing rails, which we know is actually accurate, but I still have more testing to do (to find max/min range, how well it preforms, etc.) I'll update anything else I find about it. -
Iran Claims
Caesar replied to pablo499's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
They've had pictures of Tomcats with Hawk missiles on them for a while now...it's just the question of if they're actually active or just shells mounted on the 'Cat to look scary. -
Weapon editor
Caesar replied to New Guy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Be sure to read the Read Me, or use the search function here; you should be able to figure it out: there's more than one tutorial on these forums, all the way down to making nuclear AAM's. -"Caesar" -
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About releasing a skin
Caesar posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey all, I've been working on a Tomcat skin and was wondering if I needed permission to release it. It's the 1975 hi-viz VF-211 paint scheme (if I do get to release, it won't be out until probably next monday; Easter break starts today and the comp isn't returning home with me.) Thanks in advance for any replies from anyone in the know, -"Caesar" -
About releasing a skin
Caesar replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Understood. I wanted to be sure, which is why I waited to take any action. Thanks for the response. -"Caesar" -
Help!!!
Caesar replied to gerald14's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There are installation instructions that come with the weapons pack, they should be able to guide you well enough. If all else fails, use the search function; there's probably quite a few subjects on the weapons pack(s) you can find here. -
watch this video !
Caesar replied to markkyle66's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I may be wrong, but that looks like FS2004's F-14B with add on cockpit (the original which came with the "Flight Deck" expansion pack was horrendously inaccurate). If it is LOMAC, that'd be pretty amazing, and I'd like to find a Tomcat add on myself! -
Blast Radius!
Caesar replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ah, thanks fireengineer, I'll give those values a shot. Lexx: there are retarded bombs in SF, my mod nukes were based on bombs retarded by parachute (I can't remember which bombs they were though); I should probably remodel my nukes to be retarded for slower planes like the A-6. As for the reason as to why the bombs work the way they do, your guess is as good as mine, better, actually...seeing as I have none...at all. Vale, -"Caesar" -
Blast Radius!
Caesar replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Sweet shots, man. What'd you end up setting the explosive mass to? -
Blast Radius!
Caesar replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey again, Well, if you want the weapon data for the "Hey Paul!" bomb, here it is. [WeaponData851] TypeName=Mk84MOD2 FullName=Hey Paul! ModelName=Mk84LD Mass=983.580017 Diameter=0.456000 Length=3.754000 AttachmentType=NATO,USAF,USN NationName=USN StartYear=1964 EndYear=2040 Availability=3 BaseQuantity=200 Exported=FALSE ExportStartYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=NukeExplosionEffect DragAreaMultiplier=1.000000 WarheadType=15 Explosives=20000000000.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0.000000 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LaunchReliability=0.000000 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 I flew some more tests with it and have found the following to be true: 1.) Yes, it will level an entire base if it is even near being "on-target" *see 5 2.) The minimum safe altitude is above 10,000 feet; at least 15K, I'd say 3.) It helps to have it on a fighter or fighter attack plane, because of the afterburners. You can drop it, go full burner, and get the hell outta the area. Exact radius is unknown, but in the A-6, if I wasn't high enough, it'd just blow me out of the sky being right over the area. 4.) The name is entirely esoteric, it's just funny to see "Hey Paul! selected" or "The Mother____er selected" 5.) For some reason or another it does not like to blow up runways, only standing structures and weapons and low-flying planes/anything below about 15,000 feet...maybe higher... If anyone wants to try The MF, just change the above power to 2e+024, though a more practical number would be 1e+015 (in the ini would be 999999986991104.000000), and of course, the name, signifying that you don't care that you're going to level a country and kill yourself, your wingmen, and all friendly and enemy planes in the process...still haven't found the safe height for that one. Also, if you wanted to make it more realistic, you should probably model it on the B-58's pod or something, rather than a 2000-pound Mk-84. Hope this helps with the nuke situation! Vale, -"Caesar" -
Blast Radius!
Caesar replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey guys, Just to throw in my 2 cents on nukes: I have made 2 nuclear bombs that are quite dangerous, but they get the job done pretty darn well; usually leveling an entire base if you drop them on the center; the caveat is that one of them I'm yet to find a safe altitude to drop from, and it kills everything in the map, the other has to be dropped from at least ~8000 feet to be safe. The first, so far survivable one, based on the MK84 2000lb bomb (named "Hey Paul!" after a classic moment of the movie American Psycho) has an explosive mass of 2e+010, exploding with nuclear fusion. The Hey Paul! works pretty well, but for some reason or another has a hard time taking out runways. The second one, known simply as The Mother____er (guess the missing word) is named such because I'm still trying to find its safe drop, and its power is entirely unneccissary: at first rating at 2e+024, I've since moved it down to 1e+015. It was really made just to see how much I could destroy with one bomb, and one of these two models I calculated to have 11023000mT of explosive power. Of course, these map-stoppers kind of take the fun out of it in the first place, it's more the tension of can I escape the blast myself!? "fun". But they, or at least Hey Paul! gets the job done well with near-misses, or relatively far misses for that matter. That's some of my findings. Vale, -"Caesar" -
F-14B
Caesar replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ah yes, the 1970's original B :) If my memory serves me correctly (and if someone catches a mistake, feel free to correct it), zones are basically the fuel consumption and thrust in afterburner. "Select Zone 5 and get the hell outta dodge" means go full burner and extend an escape. Zone 1 is ab, but not full, and with not as much fuel consumption. The TF-30's Zones 3-4 consumed 64,000lbs of fuel per hour, with more thrust than Z1 or 2, while Z5 is absolute maximum thrust, burning 72,000lbs/hr. The TF-30 series engines all had 5 stages of ab. I know the F-110's had 3, and knowing that the F110 was a development of the F101, with 400lbs less thrust but better response, I assumed that the F101 also had only 3 stages; again this was just an assumption. But more Zones does not equate to more thrust: the Z3 (maximum) burner of an F110 provides 7200lbs more thrust than Z5 (maximum) of a TF-30, so zones are just the different selectable amouts of extra fuel consumption allowed by the engine, and the thrust produced I guess. As for the F401, I have no idea the number of Zones. Good luck w/ clearance to release, Blackbird! Vale, -"Caesar" -
F-14B
Caesar replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Which "B" is it? F401, F101DFE or F110? I actually created a test F101DFE powered "Super Tomcat" (the cancelled 1981 model) myself seperate from the "A", but it's really just a modification to engine thrust and reducing the zones of afterburner from 5 to 3. Just wondering which engines you selected? -
TK Speaks about WON
Caesar replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There actually is a Strike Eagle here already: http://forum.combatace.com/index.php?download=1565 Check it out. :) This is great news. I can't wait for this next iteration to release! -
A More Classical Departure
Caesar posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey all, I was wondering if anyone here has gotten their plane to depart from controlled flight without having the plane go to negative airspeed. I mean, I've gotten planes to go irrecoverable by going straight up till I run out of speed and it goes negative; then the thing's damn tough to get out of; but has anyone departed under more normal operations, like too much AoA or too high yaw-rate? I find most planes to be highly resiliant, and began to wonder about this when I voluntarily put an F-16 into a "flat spin," by selecting full burner, rudder, and opposite lateral stick. Thing is, I was able to recover from said spin with opposite rudder extremely quickly. I've tried the same with the F-14 but couldn't get a rate fast enough to be considered a flat spin, or any other departure, save for the straight up-run-out-of-airspeed circumstance, so I was just wondering if anyone's actually gotten their plane to depart, or if it's even possible for that matter. -"Caesar"