-
Content count
8,142 -
Joined
-
Last visited
-
Days Won
16
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by FastCargo
-
F-15 ACTIVE for the ThirdWire Series
FastCargo posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: F-15 ACTIVE for the ThirdWire Series File Submitter: FastCargo File Submitted: 7 Sep 2008 File Category: F-15 F-15 ACTIVE readme for the TW series. Version 1.0 *************************************NOTE!!!!!**************************** If you have my old F-15 Active mod (using addon canards) this will totally replace that directory. I would recommend deleting the old F-15 ACTIVE directory so as to not cause conflicts. Though this has a lot of stuff from the Mirage Factory, it is NOT a Mirage Factory product as it doesn't meet their standards. If there are problems, it's my fault, not theirs. *************************************NOTE!!!!!**************************** Thanks to the following folks: TK - For the ThirdWire series of sims. The Mirage Factory - For the nice F-15D MSIP aircraft...in particular Flying Toaster, wpnssgt, and Dave for making the F-15D MAX file available for me to play with. Kei Nagase - For the awesome skins for this aircraft...you rock! To my fellows at Combatace and the Mirage Factory for helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: This archive file (duh!). Copy of SFP1/WOE/WOV/WOI patched to the latest standard (as of 06 Sep 08) The Mirage Factory MSIP F-15 Eagles (you will need them for the cockpit): http://forum.combatace.com/index.php?autom...p;showfile=5865 The WeaponEditor appropriate for your install. You NEED to know how to use it to get the properly colored external tanks. Notes and limitations. The F-15 ACTIVE (originally the F-15 S/MTD) is a modification of a preproduction F-15B used to test various technologies to increase short field abilities, manuverability, and enhanced flight control systems. More information can be found here: http://en.wikipedia.org/wiki/F-15S/MTD Two LODs are included, the F-15a.LOD (in use) and the F-15ad.LOD, which is for those computers that can run it...it's mainly used to smooth out any decal issues if you decide to customize later. But be warned, it can crash computers that can't handle it. This model was modified from wpnssgts F-15D, which in turn came from Flying Toaster's original F-15 model. As such, it also means that the skins for the MF F-15D will pretty much work normally, except for the canards. I'll leave it to you to figure out where the mappings are for those. The following modifications have been made to the visual model: 1) Canards 2) Movable nozzles for thrust vectoring 3) Drooping ailerons when flaps are extended 4) Minor cosmetic changes 5) I did NOT add the pitot boom...mainly because that's a test aircraft thing only...and I can see future mods coming from folks showing the ACTIVE in service. Plus, I just didn't like it. The flight model incorperates the following: 1) Independent thrust vectoring (NOT pitch linked). Range is 20 degrees nose up to 2 degrees nose down. Done this way due to limitations of sim and AI. 2) Canards, including increased pitch up authority and increased yaw ability (symmetric and asymmetric movement) 3) Drooping ailerons with flaps for better short field performance. As of right now, the AI will not take advantage of this increased ability, mainly due to my relative newness to the FM world. The handling is overall similar to the F-15D Eagle, however, your alpha and yaw abilities at low airspeed are significantly better. However, that also means that you can put yourself into a corner if you are not careful. Also, in Hard mode, a low to high rapid alpha pull will induce a right bank...this does not happen in Normal mode. Yaw (rudder) must be applied with discretion...the aircraft will depart if you leave it in too long. Finally, because the aircraft has increased alpha ability, it will happily stay at 60 degrees pitch below 100 knots all day...right into the ground. Don't be thinking you can do a loop on immediate takeoff and just keep the stick back the whole time... This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Because this file has a lot of stuff that is not mine, it is not currently freely redistributable. This is an exception to my normal policy. I hope to change that condition soon...in the meantime, please honor the requests of the folks who contributed to this mod to not redistribute it without getting permission first. FastCargo 06 Sep 08 Click here to download this file -
Migrating old maps
FastCargo replied to Canadair's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wrench would be the guy to talk to on that. So far, I copied over the new CATs from my patched WOV/WOE to my uber combo install and they seem to work perfectly. Also, the older SFP1 desert terrain seems to work nicely with the older desert.cat file. I haven't had a chance to test anything else. This weekend, I plan to use my 3 day layover to totally clean up my uber install and make sure most external stuff is working. I'll probably leave the aircraft for last. FastCargo -
Will this ever make into this Sim?
FastCargo replied to pappychksix's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You crazy kids you... FastCargo -
Thinking out loud again
FastCargo replied to ST0RM's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Of course it's real. http://www.f-16.net/f-16_versions_article13.html FastCargo -
The Official Sept/Oct Patch Thread
FastCargo replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Creature, first, welcome to CA. Second, and this isn't aimed at you creature in particular, but all players in general, do NOT let this thread degenerate into a 'MP verses SP' debate. Not here. Not now. Does everyone have a clear understanding? Good. FastCargo -
Thinking out loud again
FastCargo replied to ST0RM's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Already got it my friend. FastCargo -
Thinking out loud again
FastCargo replied to ST0RM's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Trust me, you're not the only one thinking about it. Plus you didn't even show when it had underchin canards... Oh, did I mention Dave and I took photos of it at the USAF Museum when I flew up for the Dayton Air Show? FastCargo -
The Official Sept/Oct Patch Thread
FastCargo replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Really????? Hmmmm...I like that idea! More disk space saved! FastCargo Here is the thread with the CAT file compiler, check the last post. http://forum.combatace.com/index.php?showtopic=32054 Thanks again gerwin! -
Something new has been added.
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yea, when I first tested the opencockpit parameter using the weapon technique , I knew that we'd lose the head swivel animation. I figured it wouldn't be a big deal for those who want a copilot. However, for things like side and tail gunners, I don't think guys would care anyway. By using the 'NoJettisonTank=TRUE' parameter, you couldn't 'punch' them off. However, that would only work if they were designated as fuel tanks. Hehe, using them as 'rocket'...not a bad idea! You could even animate the whole man seat sep sequence including a chute. But it wouldn't count as an ejection by the game engine...your plane would fly on without a pilot....plus you'd have to 'arm' the seat by selecting it... It's an interesting concept though! FastCargo -
The Official Sept/Oct Patch Thread
FastCargo replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Oh, and to let people know. My SFP1/WOV/WOE/WOI combo install works great...haven't tried the desert map yet, but all the other maps work fine. AND...thank you gerwin. I have built a CUSTOM ObjectData.cat file using gerwins CAT file compiler. It contains files from all four sims. Which means that importing aircraft from the older sims to the new ones is a piece of cake...and 3rd party aircraft that use stuff from the other sims won't be broken. Yes, it works absolutely perfectly! FastCargo -
The Official Sept/Oct Patch Thread
FastCargo replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Whoops...didn't notice that...the readme said only the gunpod error was fixed. Anyway, what I said still goes...WOE and WOV have been updated to the WOI standard. The major changes to WOV and WOE were already in place in WOI, so see the WOI threads for the major changes so you don't get surprised. FastCargo -
NEW UPDATE FOR WOE IS OUT BUT BEWARE!
FastCargo replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Again, does everyone understand that these patches bring WOV and WOE up to the WOI standard? So like MigBuster said...look at the WOI threads for guidance as to what's changed. FastCargo -
The Official Sept/Oct Patch Thread
FastCargo replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Folks, does everyone understand that the main thing that these patches do is bring WOV/WOE to the WOI standard? The WOI patch for Sep 08 was only to fix the gunpod firing bug. So if you already have WOI patched to Aug 08, you already have the most recent TW engine. FastCargo -
Will this ever make into this Sim?
FastCargo replied to pappychksix's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Dude, where the hell did you get that? Is it flyable? Do you have the MAX file? FastCargo PS Also, give a me little time and I'll get those other files to you...I think you'll find the texturing a LOT easier now. -
The Official Sept/Oct Patch Thread
FastCargo replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes. Check other posts in this thread about it. Vista owners rejoice! FastCargo -
The Official Sept/Oct Patch Thread
FastCargo replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If everything that is in SFP1 (other then the terrain) can be found in WOV/WOE/WOI, then it doesn't matter. I have a mutant install already with the SFP1/WOV/WOE terrains in my WOI install and they work fine. This will be even better in that a lot of the WOI enhancements will now work in the other sims. And I think I can get those enhancements in the SFP1 terrain too. So if the campaigns work, the objects exist, and the terrain objects have the new enhancements, then I can leave SFP1 and be happy. FastCargo -
Something new has been added.
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I gave you the tools to do it yourself. There are better pilot models out there. FastCargo -
WoE help!
FastCargo replied to lowlevelRAF's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ignore C5, he's such a kidder! The answers for what you seek are in the Knowledge Base. Look under the Running the Basic Sim > FAQs and Issues subforum. There you shall find the path to enlightenment. And don't hesistate to go back to the Knowledge Base if you have other issues... Also, this thread belongs in the ThirdWire section of CombatAce...which is where it shall be moved. So let it be written, so let it be done. FastCargo -
F-111 cockpit
FastCargo replied to 11th_AF_Sapper's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Search through our download section here at CA. It's here. FastCargo -
Something new has been added.
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
It doesn't surprise me...back then, CPU power was significantly less. TK's approach was a good one for the time. Now that CPU/GPU is so much more, a lot more of the external model can be used for cockpits without a significant frame rate hit. Also, something interesting while I was testing. I thought about using pilots as weapons (specifically, non jettisonable fuel tanks) instead of within in the data.ini. The interesting thing about the 'weapons' approach is that A)you could add and subtract pilots within the weapons loading screen...perfect for two seaters that only NEED one pilot...up to you to add to as you see fit without diving into the data.ini and B) unlike a pilot, whose angle of direction cannot be changed...a weapon can be mounted facing anywhere. Perfect for older aircraft where you need side and tail gunners... FastCargo -
How to map vector keys for harrier jet
FastCargo replied to numblock's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Glad you got that fixed...the way you asked was pretty confusing. FastCargo -
How to map vector keys for harrier jet
FastCargo replied to numblock's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
numblock. Stop messing with any of your files. Right now. First, tell us which sim you have. DO NOT DO ANYTHING ELSE. FastCargo -
Something new has been added.
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Alrighty folks, here's the method....its REALLY simple. First, a disclaimer. This will ONLY work with WOI. This will not work for SFP1/WOV/WOE as of right now. 1. Go into your data.ini of the particular aircraft and look for the entries for the pilot you want visible. As an example: Note the change to the Component in bold. And note in italics where the SystemName entry for the Copilot is at. Now, go down the file and look for your pilot entries: Note the change in bold. The SeatID denotes where the pilots are...with SeatID=1 is you. Now, go into your cockpit.ini and look for this entry: Again, note the change in bold. That's the secret for WOI...it uses some code from First Eagles...including this one. You may have to juggle the position of the cockpit (in italics) to get the pilot to 'fit' right. Also, part of the ejection seat may be in the cockpit too. An option is to make the ejection seat a separate 'pilot', attached to a component that is not visible from the cockpit. Enjoy having a new guy in the cockpit with you! FastCargo -
...done and done! 2 left baby...2 left! End of an era...1 3/4 years left... Not that I'm counting or anything... Noted another counter today too...I've got over 500 hours in the C model alone.... There's a part of me that thinks...."I wonder how long it would take to get 4000 hours in the 38 before I retire..." FastCargo
-
T33 SKIN REQUEST
FastCargo replied to bradders's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
bradders, Didn't you ask for this already? http://forum.combatace.com/index.php?showt...183&hl=skin I strongly suggest you consider doing it yourself. FastCargo