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Posts posted by OlWilly
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Size for MiG-21MF is different:
SearchPosition=0.6
TrackPosition=0.6
LockPosition=0.6
SearchSize=0.9
TrackSize=0.9
LockSize=0.9Although I removed additional lights, leaving only four (as it should be). Comes with adapted texture Instrumentos05.tga
Same set-up for Su-15 pit, and changed texture instruments.TGA
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Only if it happens, eye candy will be improved, but functionality will get closer to ace combat series
Not sure if anyone wants it
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Missile approach warning is a standard since original Su-27
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Well, took me a while to figure it out properly
The set-up has two nodes. Outer node is basically for decoration (or, so to say, to imitate the actual SPO-10), in Stary's cockpits it's usually called "RWR_front".
This node calls TGA texture, and it is in TGA format to allow transparency. The holes are placed where the lights should be. Better seen on a screenshot in the post from May.
The actual RWR node is the hidden node inside (here, called simply "RWR"). It calls BMP or JPG texture, and it should look the same as the outer texture.
All of this is already done in the cockpit model, no changes to textures are necessary so I just explain how it works.
Thus, in cockpit ini:
[RWR]
Type=RWR
NodeName=RWRIn avionics ini:
[RWR]
Type=3_RING
AirSearchTexture=cockpit\rwrGreen.tga
AirTrackTexture=cockpit\rwrYellow.tga
AirLockTexture=cockpit\rwrRed.tga
GroundSearchTexture=cockpit\rwrGreen.tga
GroundTrackTexture=cockpit\rwrYellow.tga
GroundLockTexture=cockpit\rwrRed.tga
SearchPosition=0.60
TrackPosition=0.60
LockPosition=0.60
SearchSize=0.7
TrackSize=0.7
LockSize=0.7
SearchFlash=FALSE
TrackFlash=TRUE
TrackFlashRate=0.5
LockFlash=TRUE
LockFlashRate=0.1
ShowSearchRadar=FALSE
TrackSound=MiGRWRS.wav
LockSound=MiGRWRL.wavThis way, the RWR node works just as a regular 3_ring RWR, showing the general direction of the radiation. The goal is to find proper position so the light will align with aforementioned holes and will be seen outside. Position=0.60 works fine
Then, the size should be adjusted so the lights are big enough to be seen from outside - if you make them too small you won't see anything most of the time. Size=0.7 works fine
I did increase the number of transparent holes on TGA texture from 4 to 8 for testing, but it is not necessary - the actual SPO-10 had only four (this is where Stary pit is correct and MiG-21 version is not.), so I returned them back.
As a bit of trivia, the actual SPO-10 worked in a way that:
- the lights show you the direction of radiation, white color only
- the frequency of beeping tells you how close the threat is (faster beeping - closer threat)
- continuous beeping means you are locked
- not sure for what purpose the red lights are, either range or launch warning
Most of this is not possible inside the game's engine, so we multicolored RWR would be good enough.
TLDR - just check the correct paths and names for all textures, Position=0.60 and Size=0.7
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On 08.08.2023 at 8:10 PM, one4five said:no INI edits though?
like detection FOV or something similar
i come in tree top, hide in the hills or behind a ridge, turn/climb 6oclock, as i get into 2 miles away the SOB jinks hard! like WTH!
AFAIK, "detection" section of each DATA.ini file has something about visual radius and deadzones. It's in the beginning of the file
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I occasionally ran out of fuel and either glide back to the nearest airfield or land right on some field. Game doesn't simulate bumpy ground regardless, so should be a loss or crash-land. Crash landings are not simulated too, right? You just explode
Never seen AI running out of fuel though
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5 hours ago, GKABS said:But do you believe that they hit target from 1000 Kilometers with accuracy???
Why not? GNSS really changed a lot.
Back then accuracy sucked because of imprecise INS navigation and limited radar ground lock capabilities on such missiles (missiles like Kh-22 are notorious for having a massive CEP)
With GNSS, 25m CEP at any ranges is just easy
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2 hours ago, bazillius said:When i say "Painful" i mean everyday desturbing my sleeping. Effecrivness of Iranian drones is zero. Only mental. You wake up not fresh. I think thhese cruise missiles arethe same shit. Shahed - 136 , Grad Partizan etc the weapon of civilian terror, not the weapon in classic meanin. The target of this shit is not point, is not wehicle is not electrick station. The targrt is town itsels. Its like a bomb with nails in the underground station. Psychological effect but not military casulties. They are vert annoing but thats not gamechanging weapon. The same with all other missiles i have seen.
Shaheds could definitely hit their targets.
Reni port: …faceofwar/32682
SBU headquarters: …faceofwar/31977
Ammo depot: …faceofwar/32548
And so on. And they are fairly hard to intercept while being dirt cheap.
Although those are Russian Geran-2 drones which are derived from Shahed-136 but have some local changes.
I think Saudis should start getting nervous right now. If Iran gives enough Shaheds to Yemenis, they could literally cripple Saudi oil production and ruin their economy.
Imagine Abqaiq–Khurais strike but on country wide scale
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17 hours ago, bazillius said:Their drones are painful. You know that i know that. But i still havent seen balistic missiles from Iran
New cruise missile from Iran -
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13 hours ago, bazillius said:Delete your Iranian version of Su-35 in a trashcan (Joke ! Thats the nice skin!) They can lie. Or it isanother reason: Russia is not capable of making the Su-35 amymore. A few years ago I was surprised that Egypt bought the MiG-29M2 (2017 if i remember right). For what? Why? who will serve them? They would ask me, and I would advise them to buy ... Whatever they sell, then buy instead of Russian aircraft. We will not see Russian weapons anymore.
Su-35 are still produced like before. The last batch was in July:
Iran's reluctance to buy more Su-35s comes from the really stupid statement of Russian diplomats:
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MiG-25 cockpit fixes (actual MiG-25 cockpit by Centurion-1)
MiG-25PD cockpit by Centurion-1 with fixes
Notable fixes include:
- removed gunsight. 25 doesn't really need it, most of the footage shows 25s without gunsight
- fixed G-meter: added negative Gs and redid the layout to be more in line with the real thing
- original model actually had airspeed indicator and altimeter confused - this was corrected. Altimeter is above (shorter needle shows thousands, longer hundreds, plus analogue counter), airspeed indicator is below (likewise - shorter needle shows thousands, longer hundreds)
- fixed vertical velocity indicator. It wasn't working due to "values" being put in the wrong order (could be that it was working on older patches)
- fixed compass and course arrow. They were calling non-existing nodes
- added over-G and too much AoA lights above G-meter: not sure if realistic, but will do
- added afterburner light near nozzle indicator
- removed some lights and switch animations: they are cute, but very incorrect
- MiG-25PD version gets new radar layout taken from MiG-23 radar: it makes sense as PD radar "Sapphire-25" was developed from "Sapphire-23" on MiG-23
- can't do anything about warning lights and gear/flaps indicators not working - cockpit model just lacks any light nodes
- added some labels on instruments
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Install: remove old cockpit folder, *cockpit and *avionics files, drop in new ones, rename accordingly.
Cockpit versions:
25P - for MiG-25P
25PD - for MiG-25PD/PDS25PD uses avionics70 dll! Make sure to address it in the init file:
AvionicsDLL=Avionics70.dll
25PD is tuned for MiG-25PD from Coyote Airspace. It is easily adaptable for older versions of PD/PDS, just change position values in *cockpit file.
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Submitter
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Submitted07/19/2023
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Sorry for bothering you guys - but some things just keep getting stuck on my mind.
Looking at my download page for this: https://combatace.com/files/file/17961-mig-23-cockpit-fixes
I made a really messy download page, didn't even put readme inside, and installations instructions are sketchy
So I got to put it in more orderly way
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1 hour ago, FLOGGER23 said:So, I invite you to join the painstaking world of modding my friend, and help us have more toys to play with...
Sure. If I will still be around when the package will be getting ready for release, pass me cockpits for checking. YEYEYE makes great cockpits, but usually with lots of misspellings in Russian labels, plus some instrumentation may be wrong due to translations issues
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I understand your considerations and all... but you had ready quality cockpit for Su-24 and just kept it away for 7 years?
This is the only Soviet two seater cockpit that I have ever seen on this site. Aside from Su-24 it could be used as stand-in for Tu-22M and Tu-160 as they still use American cabins.
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37 minutes ago, Stratos said:Not according to me, but according to TK, the thing is CA do not want to get involved, and I respect that.
This is what I say - if anyone ever does such a thing, the new files should be hosted away from Combatace. Preferably by someone from another country
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I dropped YEYEYE the message... but his profile says that he wasn't around for two years.
If anyone knows his e-mail one can send him a message too
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On 16.07.2023 at 5:27 AM, bazillius said:Pity we have no script and compiler to edit and mix avionic dlls
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
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On 15.07.2023 at 7:43 PM, simonmiller416 said:If I was flying a multirole fighter like the F-35 or F-18, I wouldn't be willing to make compromises
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
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On 16.07.2023 at 10:08 AM, Menrva said:If the plane and cockpit can be released with due credits to the authors, I'd be happy to include this new Su-24 in the ODS 30AE mod as a flyable aircraft.
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
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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
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I uploaded a new version of Su-17 cockpit pack, it is still not approved.
Is there something wrong with it or you guys just don't have time?
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On 06.06.2023 at 6:08 PM, Righteous26 said:Some aircraft such as certain A-4 and A-7 variants have this. Look for a small green light that reads "IN RANGE" or something similar.
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
Su-35S cockpit by Insky, light update
in Thirdwire: Strike Fighters 2 Series - File Announcements
Posted
View File
Su-35S cockpit by Insky, light update
A light overhaul of old Su-35S cockpit by Insky. Sadly, it is of lower fidelity than Su-27SKM cockpit from YeYeYe which is often used for modern Su-27 derivatives, but it follows the general layout of Su-35S cockpit and is worth a try. Updated textures, sorted out various indication and HUD, some other small fixes.
It is tailored for Su-35S by GKAB, but could be adapted for any other aircraft.
Caution: there is no "launch authorized" indication on the HUD, not possible to add it with resources I have - it will be displayed on the radar.
Real Su-35 pipes both radar and RWR information straight to the HUD, which is not possible to recreate in SF2 engine - so we have what we have.
To install, delete original files in Su-35 folder and put new ones inside