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Uhu

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Everything posted by Uhu

  1. Try flying high during a 1986-NF4-campaign with a CAS or strike task: if it's not the IR-SAMs who kill you, it is to be the radar ones, especially the SA-8 or SA-11. And there is a "credit" to give to IRM's: you do not get a distinct launch warning, the wingy call often melts in the radio chatting of other fighters. But that give me an idea... Uhu Edit: look here: http://bbs.thirdwire.com/phpBB/viewtopic.p...p;sk=t&sd=a :-)
  2. It's better to use the Brimstone or Maverick: the AGM-114 is not designed for use on fast moving aircrafts, only helicopters. Its frame is not build for the aerodynamical loads occuring when mounted and fired on and from a jet, AFAIK. Uhu
  3. Toughest opponent until now: infrared guided missiles, either SAM or A-A... Especially when the radio is full of launch warnings while I am distributing some mavericks, my Tornado IDS is likely to be blast out of the sky by a SAM-9 or AA-11 'cause I'm running out of decoys... And the SAM-11 is also a great danger. Uhu
  4. File Name: GermanyCE Typo fix_WoE File Submitter: Uhu File Submitted: 8 Jul 2009 File Category: Environmental Mods The german city of Leipzig is erroneously called "Liepzig" in game. Hence a little corrective fix of the 2 affected INI's (_movement.ini and _targets.ini). You have to simple unzip the 2 files in a temporary place and drop them in your GermanyCE terrain folder (or you may go for the "hard way", extracting these two files, searching manually for "Liepzig" and replacing this by the correct spelling "Leipzig"). Uhu Click here to download this file
  5. Version

    109 downloads

    The german city of Leipzig is erroneously called "Liepzig" in game. Hence a little corrective fix of the 2 affected INI's (_movement.ini and _targets.ini). You have to simple unzip the 2 files in a temporary place and drop them in your GermanyCE terrain folder (or you may go for the "hard way", extracting these two files, searching manually for "Liepzig" and replacing this by the correct spelling "Leipzig"). Uhu
  6. What anti-virus do you use?

    I'm using Avira Personal Edition (dunno if this german product is available in english), Threatfire (heard that this software has a good heuristic engine), Spybot Search & Destroy, Firefox 3.5 with NoScript and Adblock Plus. By the way, I'm wondering why Threatfire put out an alert of Malware on the first installer of ODS that I downloaded here (Avira stays silent)... Uhu
  7. I can answer to one question of those. To make a second (third...) install while leaving the stock on unharmed, it is indeed the sole possibility to copy the folder. Because certain valuies are already wrtitten in the registry, you are even unable to make a second install with the disk (OK, except if you are using the workaround of copying the files somewhere in a parking location OUTSIDE the program folder, then uninstalling anr reinstalling the game). Go for copying your WoE directory. I'm not sure if renaming the folders can be causing problems (on my PC, I've made a directory "Modificated versions" where I put the modded install without renaming the game root folder), you'll have to test the renaming... Greets, Uhu
  8. Close formation (AIM-9L and Fishbed): (it's actually after a close miss...) Uhu
  9. "It is a Cruise missile"... :rofl: Uhu
  10. I'm just thinking of that many atomic weapons are simulated as being fuel air explosives, albeit the existence of 2 options in the weps editor: "nuclear fission" and "nuclear fusion". I haven't tested the difference between FAE and the nuclear settings, I'm more bothered by that even a 70 kT-bomb blasts you out of the sky at more than 7 nm distance (I've fully lit the afterburner after a release at approx. 12 000 feet) and at an altitude of several thousand feet. I could understand if a megaton sized nuke does this, but such a tactical nuke shall only give your plane a nice shake without structural harm to the plane, or am I mistaken about the physical effects? Uhu
  11. Croatia doesn't have Euro currently, they have the Croatian kuna -> http://en.wikipedia.org/wiki/Croatian_kuna By the way, I remember a nice joke: "Was is the exchange rate of Dollar, Pound and Złoty? -> 1 Dollar is equivalent to one Pound of Złotys"... Greets, Uhu
  12. Hello! Since I'm not alone in having a question about the precision of the prediction of the CCIP in game, I've opened this thread. I think that it does it not very accurately. I've observed that the precision is the best when using Mk82 Snakeeyes at altitudes between 150 and 2000 feet, they're impactibg at the predicted point so far I can estimate it in weapon view. Every other bomb, especially heavy parachute or ballute retarded ones like a BSU-50, has a notable deviation in their impact point comparing to the CCIP predication, the ballute one landing too far. Not retarded bombs seems to be somewhat better. <- from the "Mods and skinning chat" thread "CCIP for Tornado?". Additionally, can someone tell me how to score a hit with cluster bombs (Rockeye II, CBU-59, CBU-87 CEM and even a WCMD...) recorded in the debrief stats? Even if I destroy some barracks at an airfield or several vehicles in a armored recon or CAS mission with one released cluster bomb, the statistic still states a 0% accuracy (and the correct number of destroyed targets). Does somebody else have observed these two phenomena (low accuracy with CCIP and ballute bombs and 0% accuracy with cluster bombs? Greets, Uhu
  13. I think that it does it not very accurately. I've observed that the precision is the best when using Mk82 Snakeeyes at altitudes between 150 and 2000 feet, they're impactibg at the predicted point so far I can estimate it in weapon view. Every other bomb, especially heavy parachute or ballute retarded ones like a BSU-50, has a notable deviation in their impact point comparing to the CCIP predication, the ballute one landing too far. Not retarded bombs seems to be somewhat better. As I wanted to ask some weaponry questions anyway, I suggest that this diskussion switches to this place: http://forum.combatace.com/index.php?showtopic=43810 Greets, Uhu
  14. Hello! I tried to turn the Hunter F6 available here into a FGA 9 variant, using some data of a SF2 mod (from here). I did not manage to remove the rocket rails for the 60lbs rockets, they're still showing up. Is there any way to do this without 3d-modelling software? I looked in the .OUT file, found entries about the left wing and right wing rocket stations and removed them, editing the _data.ini accordingly. Any help will be really appreciated! Greets, Uhu
  15. Forget this question - as I nearly had expected, the thread shows up with the file approval. Uhu
  16. OK, it's uploaded: http://forum.combatace.com/index.php?autoc...p;showfile=9334 Does the "File annoucement" thread / support topic come somewaht later, or did I make an error in the uploading? Uhu
  17. File Name: Hawker Hunter FGA 9 for SFP1 and WoX File Submitter: Uhu File Submitted: 1 Jul 2009 File Category: British Aircraft #INSTALLATION The setup for this mod is designed to use the Thirdwire first generation folder structure patched to 10-08 standard, the latest one as per july 2009! 1) Unzip the "Hunter FGA9" folder to a temporary place where it is easy to find. 2) Add the data from "Hunter Pylon_Weapondata.txt" to your weapondata.ini and save it with the weapons editor. This step is mandatory in order to get a visible pylon for the Sidewinder. 3) Copy the "Hunter_FGA9" folder to your "Aircraft" directory. 4) In the case that you do not use the community weapons pack 2.52 (available at CombatAce.com, link below), you may have to add the data from "Weapons\Ordnance_Weapondata.txt" to your weapondata.ini and copy the needed folders in "Weapons" in your weapon directory. #ADDITIONAL INFORMATION This is mainly a INI rework to turn a SFP1 Hunter F6 (also available at CA, link below) in a Hunter FGA9 ground attack aircraft. It uses some data (namely the Hunter Pylon and a cockpit) of another Hunter Mod by ndicki (it could also be downloaded at CA, link below). I did not research a large amount of historical fidelity - it looks like sidewinder pylons were only mounted on exported and so customised Hunters - like planes of the Rhodesian Airforce. I've tested the plane on a Strike Fighters Project 1 install patched to Oct.-08 level with the community weapons pack 2.52 installed. #LINKS TO MATERIAL - License information: http://forum.combatace.com/index.php?showtopic=26131 - Community Weapons pack: http://forum.combatace.com/index.php?autoc...p;showfile=7791 - Hunter F6 for SFP1: http://forum.combatace.com/index.php?autoc...p;showfile=5235 - Rhodesian Hunter FGA 9 for SF2: http://forum.combatace.com/index.php?autoc...p;showfile=8445 #DOCUMENTATION 1) The FM and the rest of the aircraft_data.ini comes mainly from the Hunter F6 model. Changes include the removing of the rocket rails and the adding of the Sidewinder stations. 2) The loadout.ini is my creation. 3) The LOD's, hangar, loading and loadout screens are simply renamed versions of the F6 versions. #LICENSING INFORMATION As the used sources are under the -> CombatAce Freeware License (see link above) <-, this rework / compilation is licensed as such too, in short: freedom to distribute such licensed work as long as it does NOT become part of payware or not publicly available. #CREDITS The Hunter F6 was done by: - Modelling likely by ArmorDave. Skins by Sundowner, Gramps. Other contributors according to the readme were Diego, Marcelo without naming their contribution. The upload at CA was done by USAFMTL. The Rhodesian Hunter was a coproduction too (quote from the ReadMe of it): - "Spinners modified the Thirdwire stock Hunter FGA.9 to make it flyable, and fitted the cockpit. The weapons pylon and rail was made specially by Alex "AleDucat" Ducat. Modifications to ini files, stock weapons, screens and skin by Nigel "ndicki" Dickinson. Ideas and support from Josh 'Jeremiah Weed' " I apologize for any forgotten people in the credits, please notify me in case of any lack of correctness. That is my first try at a modification and so my first little publication - any feedback would be greatly appreciated. I want to say "Thank you" at Wrench, moderator at CombatAce, for some useful hints. Thanks also for the rest of the Thirdwire community! Uhu Click here to download this file
  18. Version

    623 downloads

    #INSTALLATION The setup for this mod is designed to use the Thirdwire first generation folder structure patched to 10-08 standard, the latest one as per july 2009! 1) Unzip the "Hunter FGA9" folder to a temporary place where it is easy to find. 2) Add the data from "Hunter Pylon_Weapondata.txt" to your weapondata.ini and save it with the weapons editor. This step is mandatory in order to get a visible pylon for the Sidewinder. 3) Copy the "Hunter_FGA9" folder to your "Aircraft" directory. 4) In the case that you do not use the community weapons pack 2.52 (available at CombatAce.com, link below), you may have to add the data from "Weapons\Ordnance_Weapondata.txt" to your weapondata.ini and copy the needed folders in "Weapons" in your weapon directory. #ADDITIONAL INFORMATION This is mainly a INI rework to turn a SFP1 Hunter F6 (also available at CA, link below) in a Hunter FGA9 ground attack aircraft. It uses some data (namely the Hunter Pylon and a cockpit) of another Hunter Mod by ndicki (it could also be downloaded at CA, link below). I did not research a large amount of historical fidelity - it looks like sidewinder pylons were only mounted on exported and so customised Hunters - like planes of the Rhodesian Airforce. I've tested the plane on a Strike Fighters Project 1 install patched to Oct.-08 level with the community weapons pack 2.52 installed. #LINKS TO MATERIAL - License information: http://forum.combatace.com/index.php?showtopic=26131 - Community Weapons pack: http://forum.combatace.com/index.php?autoc...p;showfile=7791 - Hunter F6 for SFP1: http://forum.combatace.com/index.php?autoc...p;showfile=5235 - Rhodesian Hunter FGA 9 for SF2: http://forum.combatace.com/index.php?autoc...p;showfile=8445 #DOCUMENTATION 1) The FM and the rest of the aircraft_data.ini comes mainly from the Hunter F6 model. Changes include the removing of the rocket rails and the adding of the Sidewinder stations. 2) The loadout.ini is my creation. 3) The LOD's, hangar, loading and loadout screens are simply renamed versions of the F6 versions. #LICENSING INFORMATION As the used sources are under the -> CombatAce Freeware License (see link above) <-, this rework / compilation is licensed as such too, in short: freedom to distribute such licensed work as long as it does NOT become part of payware or not publicly available. #CREDITS The Hunter F6 was done by: - Modelling likely by ArmorDave. Skins by Sundowner, Gramps. Other contributors according to the readme were Diego, Marcelo without naming their contribution. The upload at CA was done by USAFMTL. The Rhodesian Hunter was a coproduction too (quote from the ReadMe of it): - "Spinners modified the Thirdwire stock Hunter FGA.9 to make it flyable, and fitted the cockpit. The weapons pylon and rail was made specially by Alex "AleDucat" Ducat. Modifications to ini files, stock weapons, screens and skin by Nigel "ndicki" Dickinson. Ideas and support from Josh 'Jeremiah Weed' " I apologize for any forgotten people in the credits, please notify me in case of any lack of correctness. That is my first try at a modification and so my first little publication - any feedback would be greatly appreciated. I want to say "Thank you" at Wrench, moderator at CombatAce, for some useful hints. Thanks also for the rest of the Thirdwire community! Uhu
  19. Thanks for the hint to these links, Wrench! One of those documents stated that the hunter had a radar ranging equipment. I've dropped the idea of making a avionics.ini , at this moment, maybe later. On the other hand, I'm playing with the idea of releasing the thing. Can someone (Wrench? :-) )check the correctness of the licensing in the readme? ReadMe.txt It will include the cockpit files and the faked pylon from ndickis release. The other stuff comes from the SFP1 Hunter uploaded by USAFMTL. Will a release under the CA freeware license be rightful or have I to ask to get a clearance for it? Uhu
  20. That's great, I've got pylons on it now. :-) Next questions: what avionics are realistic for a ground attack Hunter? Some kind of A/G and A/A-radar, I guess, but with what abilities? Any ECM and countermeasure dispensers? As a realistic approximation, could the avionics of the contemporaneous Mirage III be used or could those be a base for a rework? With a fast google search, I did not get something really conclusive on the subject. Uhu
  21. The Bunyap pack is a little bit out of date. You shall use the community wepaons pack available here: http://forum.combatace.com/index.php?autoc...p;showfile=7791 This one has the Apache/StormShadow. Uhu
  22. Hello! Until now, I've quite often seen that for converting SF2-only addon planes to fly them in SFP1, I shall go to the knowledge base or I read statements like "Goto the CombatAce.com forums for instructions if you plan to make the T-38A backward compatable". I've tried some searches using e.g. "+SF2 +convert +SFP1" as search phrase, getting only results for ways to convert first generation to 2nd generation. Neither in the SFP1 nor in the SF2 KB are hints for executing this researched backward conversion, AFAIK. So here I am. Is there a thread somewhere explaining how to convert a SF2 mod to first generation standard that I missed in my search? Or have I to go to each support thread of each mod that I want to convert? Greets, :-) Uhu
  23. May I simply jump on the bandwagon and place my question too? I'm getting a 404 error while trying to download "Major Lee's America North West - 4 Seasons Rebuild". Is this a mistake or have you removed the data from your site? Greets, Uhu
  24. The rocket rails are gone, now, many thanks for the help! A subsequent question: is there any way to set up pylons for the Sidewinders or must these be referenced in the 3D-model? Uhu
  25. Hello! Is it possible to have a caged sight with planes using the avionics70.dll? It's not so convenient to get the CCIP when switching to rockets and aiming with the gun tracers increases the ammo consumption too much. My search within the KB using the keywords "avionics" and "caged" did not led to useful results. Greets, Uhu
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