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Everything posted by streakeagle
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I originally made a single high-resolution jpg file that is rather small when printed to a single 8.5x11 piece of paper. I still offer that file for those who don't mind the small print in favor of the single page. But for those that would like a much larger rendition, I broke the image into two halves in such a way that the Windows Photo Printer Wizard will do a nice job of making a two page layout. I also made a dedicated web page with directions on how to quickly print these files out with good results using standard WindowsXP tools. Go here: Streak Eagle's SFP1 Keyboard Layout
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Nice pics! It is a shame US defense industry forced cancellation of the Lavi. It would have been a good aircraft. I am sure IAI could ultimately design and produce better fighters at a lower cost than the US military-industrial complex... squashing Lavi development ensured that would never happen.
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It wasn't as low as I thought... but still very low ;)
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I have much experience running SFP1/WOV with Radeon 8500, 9000, Mobility 9000, and 9100 series cards. Your low end 9600 card should be close in performance. If you have shadows and mirrors turned off, the only thing left that could be killing your performance is FSAA and texture sizes. Since you are encountering the problem on air-to ground missions, it is more than likely releated to ground object detail and terrain textures. The in-game settings allow you to control texture sizes. If you have your card set to default settings, the application is allowed to determine FSAA and I believe it automatically chooses FSAAx4. My old Radeons could not run it at that level. Force Performance FSAAx2 and AFx16 (in my experience AFx16 has little or no affect on FPS). With a P3 1.2GHz, a Radeon 8500 128MB, FSAAx2, AFx16, and 1600x1200x32, mirrors and shadows off, terrain detail and textures to low, I typically saw frame rates in the 20 - 30 FPS region. However, if SAM and flak is intensive, this may cause a dramatic drop in FPS and there are no settings you can really use to fix this other than decreasing the difficulty level for ground defenses. My work laptop has a 2.0GHz P4 and a mobility 9000: much less capable hardware than yours. I can run 1600x1200 with no FSAA or 1280x1024x32 with FSAAx2 with the rest of the settings as above. Do not use 16 bit color. The way these GPUs were designed, it doesn't buy you any performance and it seriously degrades your image quality.
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At high AoA, the F-4 requires use of rudder to roll. This is correct behaviour. In reality, any attempt to use ailerons to roll at high AoA would result in a departure, frequently unrecoverable. If you think the stock FM is hard, then you will find my FM almost impossible. The stock FM is much more forgiving and permits considerably better turn performance. The key to flying on "Hard" settings with stock FMs is to listen for the wind noise and watch for vibration that indicates the onset of a stall. If you keep your AoA (angle of attack) at or below this stall point, you will maneuver just fine. At higher AoA, your wing doesn't produce any more lift, but becomes a speedbrake, then as the speed bleeds, so does your lift. With my F-4B FM, the stall starts at much lower AoA and you must go deep into the buffet to get max performance per documented F-4 performance. But once you cross a certain angle, it behaves just like the stock FM: no more lift and huge speedbrake. With my flight model, you can tell you have reached the max performance AoA by looking at the AoA indicator. If the needle is in the white area you are doing fine. If the needle goes much past that area, you are probably approaching departure/speedbrake limits. Good luck with learning the F-4. If you think it is difficult to fly in a dogfight, try the F-104 or F-105 ;)
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I have to wait until I get home to see if I still have the screenshot to post... while I was making inverted passes under the Dragon's Jaw in WOV, my F-4 became a submarine with only the belly and undersides of the wings visible on the surface. I will let the public decide whether it is a tie or not ;)
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Single player definitely has its place, espeically considering how few play this sim online. But USAFMTL, you should really consider flying MP sometime, presumably a coop mission since you seem to have a preference for ground pounding. Any fun you have in single player is amplified by the presence of other people, especially if you use a voice comms application to talk while flying rather than typing. If after a trial run with a clean install, you decided that you like it, I am sure we could put together a good online package that inlcudes the F-111
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Hyperlobby is where most of the MP crowd hangs out, though there appear to be a few squads that use MSN Messenger to gather, so there is no way for newbies to find them. There are only a few of people playing SFP1/WOV online regularly (maybe 20 or 30). They all check in at different times, though the most common time seems to be around 8 pm to 10 pm EST. A lot of them have both SFP1 and WOV. Most prefer to play WOV. To catch people there, you basically have to hang out in Hyperlobby for quite some time. If you just pop in and out, no one will know you were even there. If I see you, I'll fly with you. It seems most of the active community modders/skinners don't care for multiplayer. I don't understand why the likes of USAFMTL and Column5 don't play online, just some people only like playing by themselves... it is a great game offline, but even more fun when you are flying with other people. Dissimilar air combat between human pilots is just way more interesting than anyting the AI can dish up. Hope to see you around Hyperlobby.
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Hyperlobby is where most of the MP crowd hangs out, though there appear to be a few squads that use MSN Messenger to gather, so there is no way for newbies to find them. There are only a few of people playing SFP1/WOV online regularly (maybe 20 or 30). They all check in at different times, though the most common time seems to be around 8 pm to 10 pm EST. A lot of them have both SFP1 and WOV. Most prefer to play WOV. To catch people there, you basically have to hang out in Hyperlobby for quite some time. If you just pop in and out, no one will know you were even there. If I see you, I'll fly with you. It seems most of the active community modders/skinners don't care for multiplayer. I don't understand why the likes of USAFMTL and Column5 don't play online, just some people only like playing by themselves... it is a great game offline, but even more fun when you are flying with other people. Dissimilar air combat between human pilots is just way more interesting than anyting the AI can dish up. Hope to see you around Hyperlobby.
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Try reducing your in-game setting for sound to 8 channels (it can be set at 8, 16 default, or 32), try reducing the hardware acceleration for sound (via the windows control panel), and/or getting a new sound driver. Video is not the only source of crashes, and the sound in SFP1/WOV can get pretty busy with multiple aircraft and/or SAMS and AAA.
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Sorry I didn't see this earlier. I leave a server up in Hyperlobby, sometimes it is SFP1, but most of the time it is WOV. I can typically be found on Hyperlobby between 8 pm and 10 pm EST on weeknights and at other random times. If I see you there, I'll fly with you.
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Anybody new to SFP1 or WoV should take a look at all these links: http://www.combatace.com/component/option,...id,28/Itemid,4/ but there is one amongst those that really helps a beginner get off on the right foot: http://ca.geocities.com/saganuay820/ The above link is very good and I don't know why more people are not aware of it.
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I believe there is an error in your post. To the best of my knowledge, the DRI will not be in this release. If you review the previews at ThirdWire, all of the released screenshots indicate only inline engine aircraft.
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I am the kind of person that likes collecting things and then organizing them. I have over 650 music CDs and all of them are arranged alphabetically by artist. I have quite a few model aircraft hanging from my ceiling (almost entirely 1/48 scale) grouped chronologically and by theater of combat (i.e. WW2 Europe, WW2 Pacific). Before SFP1 came along, I collected almost every skin available for Jane's USAF, converted them to be camo-commander compatible, and renamed them to be grouped by aircraft type, service, and unit number. With the arrival of SFP1, I have been overwhelmed by the continuous onslaught of downloads. There have been so many that have come and gone that I am sure I missed a few. The problem I ran into when renaming SFP1 files is that you can't easily tell if a file you are downloading is the same one you already have downloaded. I back up all my files to CD (I haven't gotten around to burning them to DVD yet since not all of my PCs have DVD capability). Instead of renaming the files, I group them in folders. I have a folder for 3d model addons that is separated into aircraft, ships, and ground objects. The aircraft folder contains a folder for each variant of an aircraft (i.e. an F-16C block xx gets a different folder than an F-16C block yy). Some of the download files group several aircraft together, which doesn't really fit my system at all since the whole point is to leave the file intact for easy identification while standardizing the name using a folder with the desired name. Copying the entire package and filing it in separate folders for each variant would maintain the intention of my system, but wastes too much space when making backup discs, so I usually violate my system by breaking those up into their individual aircraft packages. Organizing skins gets even more complicated since I like them organized by aircraft type, branch of service, and unit but also like them organized by their maker. I never was satisfied with any variation of file renaming or folder organization. I ended up with fragments of two different systems floating around on my backup discs :( I think in this case I favor renaming the files: <Type> <Branch> <Unit> <year> <ampliflying info if any> <creator's name> I must be crazy to spend so much time doing this
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Where could I play WoV/SF in multiplayer?
streakeagle replied to Danstein's topic in General Discussion
I have witnessed someone else experiencing similar problems and reported this behavior to TK, but I need more details. What kind of connections were you and your friend using? i.e. dialup modem, dsl, or cable? routers? firewalls? -
Where could I play WoV/SF in multiplayer?
streakeagle replied to Danstein's topic in General Discussion
I don't know what causes this, but it has happenend to me. When certain individuals were on my server, I couldn't join with my other PC. If I got in first, they couldn't join. I always assumed it had something to do with my router. But my router should have little to do with two different people trying to join from the internet. I don't know what could be doing this besides someone's router's NAT behaving funny. I don't know how Hyperlobby or SFP1/WOV could be causing that kind of problem? Maybe it has something to do with the some kind of conflict between the ISPs? I have Roadrunner. You can eliminate Hyperlobby as a possible contributor to this problem by using a batch file to join by IP. -
Where could I play WoV/SF in multiplayer?
streakeagle replied to Danstein's topic in General Discussion
If you try hyperlobby in the evenings during weekdays and at random times on the weekends, you will find there are 20 or more people regularly playing WoV online. I am the only person that leaves a server up all the time in the hopes of attracting more players, but others can and do host since they don't like the hard settings on my server ;) If you look up at the top of this forum, you might find topic that explains what you need to do to join a server in spite of firewalls and routers along with a lot of other useful guidance... try here: http://forum.combatace.com/index.php?showtopic=8452 Once you overcome your firewall / router issues, I think you will find it easy to host games yourself. Then you can control the settings and decide whether you want to dogfight or fly co-op missions. Good luck! -
+1 Combat Pack is a game compilation recently released by Strategy First that includes a Strike Fighters Project 1 and five other games. I have yet to see it in stores, but others have already mentioned it on the various SFP1 forums and you can find more info on it using Google as it is available for purchase online as well. I assume you have bought this disk and have the box? http://www.ebgames.com/ebx/product/256131.asp
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If you want to change the service date of the aircraft, go to the F-14 folder. A file name something like F-14_data.ini will have the dates at near the top of the file.
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If the aircraft shows up in single player and the server has the aircraft installed correctly... then there is only one thing that would keep the aircraft from showing up: the service date. If the aircraft is not available in the year specified by the server (a dropdown when starting a session), then those aircraft will not be listed. You may want to knock back the service date for the F-14 to overlap the Vietnam era better.
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bump for the search engine challenged ;) I spent a tiny bit of time to verify that this FM works with the latest patches for SFP1 and WOV. It will be awhile before I make a new version of this FM incorporating TKs new F-4B FM as a baseline for editing.
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I have bad new for you. This problem was reported to TK a long time ago and he had done nothing about it despite having released two patches since then. I keep bumping my post about this at the Third Wire forums and have even added a request for using vector for zoom control. Perhaps if more Track IR users chimed in, TK would consider it worth his time. Anyone playing SFP1/WOV who owns Track IR and hates the uplook limitation, please post a comment here to help attract TKs attention: http://bbs.thirdwire.com/phpBB/viewtopic.php?t=1090 TK only responds to a vocal majority. Multiplayer gets neglected because those who play it are a minority. Track IR is probably being treated the same :( So please speak up!
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Patch is out - here is list of fixes from readme
streakeagle replied to streakeagle's topic in General Discussion
For SFP1: List of changes implemented since v11.05.04 (Service Pack 3). * Radar will now default to OFF in Normal/Hard mode and when starting on the ground, and must be turned ON manually. * In-flight nav map now shows location of the runways. * Text problems in German/French/Spanish versions on Pilot Records screen has been fixed. * F-4C cockpit backup attitude indicator is now working correctly. * F-4C loadout problem with the centerline station has been fixed. * Radar screens may now display grid overlays. * Ground Mapping Mode radar display has been adjusted so ground objects are more visible. * A-4s' radar display have been changed to B-sweep type. * Amount of time required to obtain air-to-air radar lock while playing with Radar Display options set to Hard has been reduced. * Propeller engine torque being applied in the wrong direction has been fixed. * Player can now only be assigned escort missions in campaign if there are enemy fighters intercepting the bombers. * A bug in campaign attrition code that was causing other AI aircraft squadrons to slowly disappear during campaign has been fixed. * Short campaigns can now end much sooner than before. * Multi-player co-op clients can now see AI planes correctly. * The effect of ground clutter against SAM radar has been increased, and you can break radar lock easier by flying at low altitude. * Delete button has been added on Campaign Screen to delete previously saved campaign files. -
Additional changes not listed below: Nosewheel steering animation works now (no mods required!) Check out the moving map display in the A-7 Corsair ;) List of changes implemented since v11.05.04 (Patch 1). * Radar will now default to OFF in Normal/Hard mode and when starting on the ground, and must be turned ON manually. * New SEA Planning Map with airbase names and positions has been included. * In-flight nav map now shows location of the runways. * Problem with autopilot not being able to land the F-8E Crusader on aircraft carrier has been fixed. * The Jet Blast Deflectors on SCB-125 modernized Essex class carriers are now working correctly. * F-4C cockpit backup attitude indicator is now working correctly. * F-4C loadout problem with the centerline station has been fixed. * Aircraft carriers are now moving in campaign mission. And AI carrier landing routine has been improved. * Problem with A-4 sometimes not staying connected to the catapult has been fixed. * Flight model for F-105D and F-8E have been refined to give better transonic and supersonic performances. * Radar screens may now display grid overlays. * Ground Mapping Mode radar display has been adjusted so ground objects are more visible. * A-4s' radar display have been changed to B-sweep type. * Amount of time required to obtain air-to-air radar lock while playing with Radar Display options set to Hard has been reduced. * Propeller engine torque being applied in the wrong direction has been fixed. * Player can now only be assigned escort missions in campaign if there are enemy fighters intercepting the bombers. * A bug in campaign attrition code that was causing other AI aircraft squadrons to slowly disappear during campaign has been fixed. * Short campaigns can now end much sooner than before. * Multi-player co-op clients can now see AI planes correctly. * The effect of ground clutter against SAM radar has been increased, and you can break radar lock easier by flying at low altitude. * Delete button has been added on Campaign Screen to delete previously saved campaign files. * The altimeter in A-6A cockpit is now functioning properly.
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http://lfeldhaus.tripod.com/cmdrjackfeldhaususn/id14.html
