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FastCargo

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Everything posted by FastCargo

  1. My life is a soap opera

    Dude, I SO wish my life had a little less drama at the moment. I feel your pain. FC
  2. Oops C-5 twinkie

    Yep. FC
  3. Criminal! Not backing up...how long have you been a member here? Nah, just kiddin! The fix is pretty simple. Go to your Flight folder located in your ThirdWire install and find the Flightengine.ini file. Within that file, look for the following entry: [NearSceneClip] FarClipDistance=250.0 NearClipDistance=1.2 The bolded part is the line you want to change. I think the mod had reduced it to 0.2 meters, you want it closer to the stock value of 1.2 meters. Of course, this means that the A-6 cockpit inside the BUFF may no longer look correct. FC
  4. N Korea issues warning to Seoul

    Oh jeez...the puns they are a flying... Talking about a thread jumping off the rails... FC
  5. Plus he just over G'd the airframe. Even if he didn't cause any overt damage, he shortened the service life of the airframe (G damage is cumulative). Hey, over G-ing because you're trying to save your ass in real life....good on ya, do what you need to do. Deliberately over G-ing during a training exercise/eval? Dumbassery. FC
  6. Yes you did. You changed your clip distances I betcha...with X RAYS mod to put the A-6 cockpit in the B-52. This is why I don't do that...the OpenCockpit mod works much better for the simple reason that it doesn't affect EVERY aircraft out there. FC
  7. N Korea issues warning to Seoul

    Quite honestly folks... Y'all really don't have ANY idea just how screwed up N Korea is. My mother was North Korean. Managed to get out before things started turning really bad. Her solution to the problem tends to have the words 'glass parking lot'...even though she still has some distant relatives there. Considering she has a PhD, works in the hospital, is about 5 foot nothing in height, and is normally soft spoken, this kind of statement disturbs me even more. Then again, she doesn't have a whole lot of kind things to say about the Chinese either... FC
  8. F-35 too loud

    Are you kidding me...modern fighter engines are LOUD! You can't make a high thrust engine quiet unless you put a super giant fan on it like a modern airliner. I've grown up around jets all my life, flew an aircraft that could literally make you ill if you were stupid enough (like me) to stand right between 2 of them (parallel runways) during takeoff roll. Yet, the first time I heard an F-22...even I was surprised how much volume those engines can put out (louder than a Bone). You can FEEL how much power those engines have standing on the ground. And the best way to shut up the noise complaints? Threaten to BRAC the base. You'd be surprised how quickly people get used to the noise then...especially in this economy. FC
  9. Interesting. What type of missile...IRM,SAHM,or AHM? Radar lock? Hard avionics mode? Well, my major question here is to what end are you researching this. Here's why: You can't use them in campaigns...the TW engine will assume you're an aircraft and give you aircraft distances to target. You can't use them in computer generated single missions because of the same reason. You can only use them in hand built single missions where you know all the parameters. And the AI won't use them the same way because it assumes they are aircraft. So basically, the only unit that can take advantage of this is the one you operate. Just letting you know the limitations up front. FC
  10. Cockpits cannot be attached to any part. You can't move a cockpit except through a hardcoded animation in built into the cockpit model (ask Florian about that). That animation would have to also be in the external model so they can be linked. And your view will not follow the cockpit...it would have to be moved seperately. An easier option is simply to build a detailed interior for your air defense weapon and use the OpenCockpit method to 'sit' in it. The attachment of weapons to flight controls to simulate elevation and azimuth controls appears to be valid...I've already tested the concept. Perhaps using the elevator for elevation, aileron for azimuth, and use rudder in combination with thrust to move the ground vehicle the 'turret' is attached to by using nose wheel steering. You might even be able to back up if you use thrust vectoring. However, the big issue is the one eraser already brought up...missiles do not appear to be able to fire on the ground. FC
  11. Yea...slow down! Seriously, there is a setting somewhere in the Engine section of the data.ini that allows you to up the threshold of when the engine is considered to be overheating, just can't remember what it is at the moment... FC
  12. From what I understand, based on an interview with John Glenn a while ago, the first time this phenomenon was noticed was during his orbital flight, when he noticed several dozen 'glittering' objects he called 'fireflies' outside the spacecraft...later on it was determine to be a urine dump. Hence the original name. However, this has been co-opted since then, Wally Schirra said something similiar in one of his Gemini flights, etc, etc... But enough of the 'pissing' contest...back to the screenshots! FC PS Sorry, I couldn't help myself...
  13. Actually, that was John Glenn's Mercury flight...
  14. Well, what do you expect...you're going about 7.3 Mach (assuming standard day, etc, etc). Just because you give an aircraft an infinite amount of thrust, doesn't mean you're just going to be able to go as fast as you want... Oh, and Google is your friend... FC
  15. Another little simmer has entered Combatace

    Hoowah! Congrats!!! FC
  16. That's one thing that I think people need to do more often. If you have a question on how something works...just try it. 90 percent of the time, it's simple ini edits. And all you have to do is use Notepad...don't even need a 3rd party program. 99.9 percent of the time, one of 3 things will happen: 1) The effect won't be as desired or will be unexpected. 2) It will work correctly. 3) It will crash the program without crashing the OS. It's been my experience that the best way to learn is to get 'hands on'. Otherwise, you'll never figure out how things work. This sim is made for tinkering and customizing to your heart's content...if you're willing to put in the skull sweat. Just exercise due diligence (ie try only ONE mod at a time, backup the specific file in question FIRST) and you'll have no long term problems. FC
  17. Site down for some People

    I had that issue last night...seems fine today. FC
  18. And for a more coherent answer to your question my friend... The TW engine/AI doesn't simulate vertical flight. In other words, the AI will not land or takeoff like a helocopter does. Typically what I've seen done is give the helos some awesome flaps, so that the T/O and landing done by the AI is a short run, but not vertical. Usually, actual vertical flight can only be done by the player, usually using some combination of flap and/or thrust vectoring. SaE and I were working on some FM ideas for the AH-64 WIP. Kreelin is really the guy you need to talk to about helo behavior, he's pretty much considered the helo FM guru. FC
  19. And where are you measuring knots...as IAS or TAS...BIG difference at altitude. FC
  20. Try it and see what happens. Your computer won't blow up, I promise. FC
  21. Or, use the OpenCockpit parameter instead if you're patched to Oct 08 or later. FC
  22. Hey, how come it doesn't show up in my aircraft selection screen? (Ducks and covers) Awesome work my friend! FC
  23. Gotha Shadows problem

    Has to do with the model itself unfortunately. There isn't a quick fix...other than disabling shadows on that aircraft. FC
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