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Everything posted by OlWilly
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Capability to fire more than 1 AAM at one time
OlWilly replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It is possible, but requires someone with extensive knowledge of dll libraries. Also I recon the administration of the site doesn't want such things as they will annoy SF developer. So if this happens, someone has to host modified files away from Combatace -
Capability to fire more than 1 AAM at one time
OlWilly replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
In the environment of SF2 engine, TWS mode is more important than ground mapping feature. Ground mapping is mostly for eye candy while TWS allows the proper use of missiles like AMRAAM, R-77, R-37 or Meteor. It makes no sense flying something modern if you still have to guide AMRAAM like a Sparrow If you still want to retain ground mapping feature, it makes sense to do two aircraft versions: one with 70.dll for strike missions, other with F-14.dll for air-combat -
Any idea where is this Su-24 from?
OlWilly replied to simonmiller416's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
While we're at it, I have a question. I noticed that ODS has a dedicated MiG-25 cockpit which is not available for separate download. I took a gander at it, found some things that warrant fixing. For a time, it's for my personal use. But if you/creators don't mind, I can upload the fixed version after I finish it. Or pass it to you for ODS update -
Any idea where is this Su-24 from?
OlWilly replied to simonmiller416's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
A dedicated Su-24 cockpit? Share it guys! It's a crime to keep this beauty away from the people. I also already see lots of typos in the labels, may fix them for release I have other pits in the work for the time, but they will wait -
Version 2.0
279 downloads
Small package of cockpit improvements for Su-7/17 ------- Su-7: cockpit by Stary - fixed misspelling and typos on labels, converted files to reduce size, fixed flaps/airbrake indicators, pilot's POV - nothing too drastic -------------- Su-17 - original cockpit for Su-17 looks old (judging by the files, it was made in 2003), here possible replacements: First gen Su-17s (Su-17, Su-17M (Su-20), Su-17M1 (Su-22)) get aforementioned Su-7 pit. It fits fine considering the time period. Second gen Su-17s (Su-17M3 (Su-22M, Su-22M3), Su-17M4 (Su-22M4)) get pit from Su-25. While not a fully accurate replacement, pits of those two jets do share a lot of similarities. Su-25K pit adapted for Su-17: - changed airspeed and Mach indicators - correct weapon stations indicators Also fixed a couple of other problems: - original fuel indicator doesn't work - missing nodes; adapted former second engine exhaust temp indicator to show fuel quantity - it is in the lower right corner - altimeter missing hand for thousands (Soviet altimeters have two hands - one for hundreds, other for thousands) - just changed the single hand to show both with adapted altimeter texture ----------- Installation: remove old cockpit folder, cockpit_ and avionics_ files; drop in new files. new cockpit_ and avionics_ inis should be renamed accordingly to work properly ---------- Su-25K cockpit is taken from here: https://combatace.com/files/file/17601-su-25_frogfoot/ -
Su-7/Su-17 cockpit variant + new cockpit for M4
OlWilly posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File Su-7/Su-17 cockpit variant + new cockpit for M4 Small package of cockpit improvements for Su-7/17 ------- Su-7: cockpit by Stary - fixed misspelling and typos on labels, converted files to reduce size, fixed flaps/airbrake indicators, pilot's POV - nothing too drastic -------------- Su-17 - original cockpit for Su-17 looks old (judging by the files, it was made in 2003), here possible replacements: First gen Su-17s (Su-17, Su-17M (Su-20), Su-17M1 (Su-22)) get aforementioned Su-7 pit. It fits fine considering the time period. Second gen Su-17s (Su-17M3 (Su-22M, Su-22M3), Su-17M4 (Su-22M4)) get pit from Su-25. While not a fully accurate replacement, pits of those two jets do share a lot of similarities. Su-25K pit adapted for Su-17: - changed airspeed and Mach indicators - correct weapon stations indicators Also fixed a couple of other problems: - original fuel indicator doesn't work - missing nodes; adapted former second engine exhaust temp indicator to show fuel quantity - it is in the lower right corner - altimeter missing hand for thousands (Soviet altimeters have two hands - one for hundreds, other for thousands) - just changed the single hand to show both with adapted altimeter texture ----------- Installation: remove old cockpit folder, cockpit_ and avionics_ files; drop in new files. new cockpit_ and avionics_ inis should be renamed accordingly to work properly ---------- Su-25K cockpit is taken from here: https://combatace.com/files/file/17601-su-25_frogfoot/ Submitter OlWilly Submitted 05/25/2023 Category Jet Cockpits- 1 reply
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Mod approval question
OlWilly replied to OlWilly's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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It's amusing how regular military development is portrayed as some convoluted play by Americans. Soviets had no need for aircraft carriers as Soviet fleet was purely defensive force, not really a blue water navy. Once Soviets started to invest in fleet, the need for actual carriers and carrier aircraft surfaced. Yak-38 was important machine as it gave much needed experience in VTOL and STOL carrier operations; it was to be replaced by more capable Yak-141 later. Regardless of how good or bad Yak-38 was, it was still a second best VTOL aircraft as all other VTOL projects around the world went nowhere. Similarly, the one and only non-American nuclear powered carrier is Charles de Gaulle. All others use gas or steam turbines. Compared to British Invincible class carriers or French Clemenceau class, Kuznetsov was more capable in all regards. Even that, Kuznetsov was not really a new design - just a redesigned 1143 project. The actual new, nuclear powered, carrier planned was Ulyanovsk. Of course, Russian military went in steady decline after 1991, but we will see how well you do once your country collapses
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Ground attack indication
OlWilly posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Is it possible to enable Launch Authorized indication for ground attack munitions? Otherwise it is quite sketchy trying to guess when you had to launch. Similarly, could the distance to ground target be displayed in cockpit? Maybe on TV screen through avionics data? -
Ground attack indication
OlWilly replied to OlWilly's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes, found it - "weapon shoot cue" I had the impression that it is not working properly but it does. The problem is in each missile data file, some of them have seeker and launch ranges different, thus the node can give you "launch authorized" signal when the ranges is met, but seeker has not locked on yet. Sadly, this doesn't seem to work for guided bombs, so it's better to enable CCIP for guided bomb runs -
Pit edit question
OlWilly replied to OlWilly's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
You see, the 3d models themselves are different. This is how 21MF SPO looks like with front node removed. Aside from the general SPO circle, you have 8 points for flashing lights And this is how 23s SPO looks like. Underneath the SPO circle - there is another SPO circle SPO in 21 generally works and show from where the threat comes. In 23, it doesn't -
MiG23 pit label fix
OlWilly replied to OlWilly's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Did a second version if anyone is interested, changed the HUD a little too -
MiG23 pit label fix
OlWilly posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Enjoyed MiG-23s from this pack. But one thing kept bugging me out, the labels have a lot of typos in them, sometimes just gibberish. I took the liberty to fix this. Just drop textures into the pit folder and replace. https://drive.google.com/file/d/1Vy50VNwDtLx5TEQrZH_6Yt8MVxbZX7wM/view?usp=share_link This also works for MiG-23B/MiG-27 pit by "Stary" -
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AI not limited by radar range but rather by weapon's max range.
OlWilly replied to clim995's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Russian sources claim R-77-SD have 100km range, AIM-120-C-7 is claimed to have 120km. Ramjet R-77-PD is supposed to have more, but no one has seen it in actual service - unicorn missile -
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AI not limited by radar range but rather by weapon's max range.
OlWilly replied to clim995's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Well, RUSI doesn't treat R-37 as a joke and I find RUSI as a decent source of analysis The VKS has been firing up to six R-37Ms per day during October, and the extremely high speed of the weapon, coupled with very long effective range and a seeker designed for engaging low-altitude targets, makes it particularly difficult to evade.76 The long range of the R-37M, in conjunction with the very high performance and high operating altitude of the Mig-31BM also allows it significant freedom to menace Ukrainian aircraft near the frontlines from outside the range of Ukrainian defences. The VKS has also started employing the R-37M from at least a few of its Su-35S fighters, which not only increases the reach of the latter in combat but may also suggests Russian stocks of the R-37M are in little danger of running out.77 https://rusi.org/explore-our-research/publications/special-resources/russian-air-war-and-ukrainian-requirements-air-defence -
What will be next in cockpits?
OlWilly replied to alexis99's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I like how pits are modeled in the vanilla game. Front pit is modeled fine, you have working instrumentation and proper 3D pit. Sides, where all the engine, radio, etc management are just flat 2D texture. It's not as pretty as fully modeled pit, but since this stuff is non-functional this is fine. Saves some time on modelling I reckon, I wonder how many time people spent on modelling the sides of the pit -
AI not limited by radar range but rather by weapon's max range.
OlWilly replied to clim995's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It depends on many factors - altitude, speed, type of target and direction - frontal or rear semisphere. If you fly at 20000m at 1.5M and launch at frontal semisphere of something like C-130 or B-52 - you may hit even from 150km. If you fly lower and slower, and launch a catch-up against a fighter, the hit is not guaranteed even at 30-40km. The problem with such long-range massive missiles is that while they have lots of energy - no joke, traveling at 5-6M, their maneuverability is limited and they use a lot of anticipation while tracking their target. Fighters usually can dodge them if timely maneuver is made. This is how it work in real life, dunno how accurately it is modeled in the game -
AI not limited by radar range but rather by weapon's max range.
OlWilly replied to clim995's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You should remember that such stuff is governed by avionics70.dll which was intended for early 4th gen fighters - F-14A, F-15A, F-16A, etc. Putting overly modern stuff in the game still forces it to use the same 70.dll file to govern its function. So don't expect proper modern ECM function, stealth, LPI radars and such. Su-35S radar is indeed very powerful, it is made that way since Russia doesn't have much A-50 AWACS planes and there is no developed datalink in Russian AirForce like you would expect in USAF; A-50 just gives azimuth to the target by radio comms. Thus it's old-school, A-50 gives you azimuth, then you look with your own radar. Moreso, Su-35S pays for its radar range by being very detectable - it has huge RCS and radar itself is non-LPI, therefore target will know very early that it is being looked at.