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Everything posted by fireengineer
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				Blast Radius!
fireengineer replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
This is exactly what freefall nukes should do. Allways has been dodgy delivering a freefall special weapon and I think it dam well should take out a whole chunck of map, thats what a real one would do. However it does seem that the formula governing explosive yeild is way out on the low side if it takes a quadrillion Mt weapon to do the job of a 20Kt. I will try quadrupling the explosive content of some conventional weapons and see if this helps. Good to know tho that others are experiencing the same as me. Keep up the work on the nukes CAESAR and if you get a reasonably stable ubit post her up, dont want a really safe one, that would be dull. - 
	
	
				Blast Radius!
fireengineer replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
As far as I can see the wep editor does not have a 'destruction' setting. The nearest setting is weight of explosive material,but a 3000lb bomb does as much of as little damage as a 250lb unit. I dont have much faith in the weight setting, unless you are referring to a different setting? My issue with guided weps is that I cannot takeoff and hit a hangar with my LGB. I can only hit pre-selected targets which are not mobile, or any mobile targets. - 
	As you can tell I am paying some attention to level bombing these days, and what I have observed is that the 'Lethal' zone of bomb blasts is very small. For instance i landed a 1000lb bomb beside some airfeild fueltanks only to see them re-appear out of the dust intact. I live in Northern Ireland and I know exactly what a 1000lb bomb can do, I think what we are dropping are grenades in comparison! A better example is a 7Kt nuke detonated beside some fuel tanks, the shockwave encompassed all the tanks and some hangars but no damage to anything. This is all wrong, is there some way to increase the lethality of these firecrackers we use? If not then the only viable weapons are guided and those are not fully supported, this is a paradox.
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				Flaps
fireengineer replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Capun, I Love You. - 
	If I wanted to change the deploy speeds for flaps on any given craft, how could I do this if indeed at all?
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	I had an idea that I could create or mod an existing gunsight circle to have a long thin verticle line thru it pointing upwards. This sight when set to a deflection of 800 would look like a normal sight but with a verticle line comming off it 1/3 1/2 way up the screen. This verticle line could be used to get the red target box lined up correctly before bomb release. Can this be done, or is the gunsight limited to a certain size? Your help/comments would be appreciated. Yours, a frustrated bombadier.
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	Its a pity we dont have a good flightdeck cockpit for this game. It spoils all the hard work of those that create these big multiengined machines, that handle and fight like they should but have no 'real' cockpit. Even a single good generic flightdeck with all the instruments readable would be good. I hear the sound of loading guns.....
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				A More Classical Departure
fireengineer replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The latest GR3 Harrier is a real handfull in conventional flight. Lost her in a tight banking manuver and she went to a crazy 3 axis spin. The AI planes do not like the harrier either you can loose half your flight to crashes in any given mission. Especially so in low level low speed patterns the ai cant handle the sudden departure of the harrier and soon you can hear lots of exploding ground impacts as your flight get to grips with mother earth!!! - 
	
	
				EC-121 the EAWs father
fireengineer replied to NGHENGO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What the hell, heres my wish list. 1. Nimrod 2. Buccaneer 3. Vulcan 4. Victor 5. TSR2 6. a working Tornado 7. Eurofighter Typhoon 8. B1-A 9. B1-B 10. XB-70 Valkryie 11. B-36 I'm sure that a load of these are in the pipe already I.E. tsr2 but we do need more brit airframes. - 
	
	
				pilots
fireengineer replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
you say that like you were there? - 
	
	
				A.I.
fireengineer replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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				Total Disaster!!!
fireengineer replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Same here lots of bits broke off until it was un-useable. - 
	
	
				A.I.
fireengineer replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Was the AN-12 camoflaouge? But seriously, my AI experiences are in general not good, if I load my wingman with lots of a-a weapons and then ask him to hit an aircraft he dumps all the extra weapons and engages with the default load, even tho the weapons he dumped were a-a. if the default load was empty he dumps all his weapons and immediatly declairs himself 'Winchester'. I would like a virtual fist to smack my virtual pilot. - 
	
	
				A.I.
fireengineer replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I used a special AI extractor sub routine, and got some suprising results! I was able to get some reasons as to why the A.I. aircraft do not attack all targets. Of note here is that this extractor routine only works on wingmen A.I. players. A.I. flights are different and somewhat less of a problem. Ground targets: The ground or 'Mother Ground' is a natural source of positive Chi. Attacking the ground is not allowed. Air targets, these are more complicated: AN-12 targets cannot be attacked as they are the elephants of the sky and killing them would be bad karma. Any aircraft with a silver skin, cannot be attacked because these are the arrows of destiny, any attack on these would also lead to bad karma. Any camoflage aircraft can be attacked as they are foolish enugh to mimic Mother Ground and as such are false prophets of positive chi and must be destroyed. I hope this helps. - 
	Is it just me or do the AI planes have more A than I, im sick to death of asking my wingman to cover me only to get it on the a55, or a better example is asking my wingman to engage another plane only to see him pitch down and fire his missiles into the ground, and if they dont do that they follow the target for about 5 mins and then break off, without firing at all. I was attacking a fuel tank at a runway when i noticed an AN-12 climbing away from the runway at a range of 6 miles. I commanded my wingman (he was loaded out for a-a) to attack my target ( the AN-12) he said roger and i proceeded with the fuel tank mission. A few mins later after some strafing and so on the dam AN-12 was 20 miles away and that moron wingman was still on my wing. Perhaps i am grumpy and expect too much.
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				VTOL?
fireengineer replied to jtin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Disagree the AV8C has no less than 5 engines, 4 of them represent the 4 nozzles it also has the RCV's in the right places. I cant think of a better way to simulate a harrier to be honest, as for getting into trouble, well yeah, it is a difficult aircraft to fly in reality. Have you ever tried to balance a 20 odd tonne lump of metal on the top of a verticle thrust column! The hardest bit to master is the transition from flight to hover, but it's all the more rewarding when you get it mastered. It is a perfect, simulated, VTOL harrier, warts and all. I am not talking about the harriers with the big flap tweaks here either. - 
	Yes the 1972 campaign. The target was a section of ground, I hit it with 24 rockets and some passing yanks dumped a couple of tonnes of HE onto it as well, needless to say the ground was still there when the dust cleared and the mission a failure. The game length was set to long and I suppose I've flew at least 40 missions all air to ground. Its not a major problem just would be nice to have a definitive campaign result. I should also point out that there is pretty much no ground structures or vehicles left by this stage of the game, a typical mission is to 'DESTROY ENEMY TENT' or 'SEARCH FOR AND DESTROY ENEMY LAMP-POST'
 
