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Everything posted by FastCargo
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She's a maneater...
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, the original design called for that exactly. However, the semi-recessed weapon (obstensibly a nuke) was judged to have unpleasant separation characteristics with the undernose intake...which is why it was switched to the top. Here's a mockup of the original proposal: Frankly, I can't decide which looks goofier... FastCargo -
Where to find the IR/TCS mod for the F-14D?
FastCargo replied to ace888's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's correct. Where are you putting the .LOD files? FastCargo -
She's a maneater...
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The FM is nasty though...I based it heavily off the F-100D...but in WOI it's pretty much a straight and level only...it departs WAY too quickly... FastCargo -
MiG-21 closeup
FastCargo replied to StarBucker's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Fubar, Will you stop teasing everybody? FastCargo -
A new phrase! Love it! Amen to that. FastCargo
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Supermaneuverability
FastCargo replied to cjgace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
And folks, let's clear some things up before people get confused. 1) There is no proper pitch linked thrust vectoring available at the moment. Now, if you want to use thrust vectoring using the separate manual control, that is possible...however, you will be very limited in either the up or down direction. The main reason is that the AI will fly with the thrust vectoring at one of the limits of travel. 2) Auto weapons doors seem to be hit or miss. I did EXTENSIVE tests on the F-35, using MAX and ini edits. The only thing I found consistent was that if the weapons were in the positive X axis (X coordinate at 0 or higher), the weapon auto door would work. Which is why Zur's Talon seems to work...all the weapons are on the centerline. Manually, the doors worked fine. Also, for jettison, the auto open function would work. I'm still trying to trace it down...but I've tried damn near everything...every possibility just about. At least for missiles...haven't tried gravity weapons yet. FastCargo -
Supermaneuverability
FastCargo replied to cjgace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
lindr, Those inputs will not work...you will not get any pitch up thrust vectoring. FastCargo -
JM is correct. And Red Flag still happens, Nellis and now Alaska... I've done Green Flag and Red Flag back in the day... (and Coalition Flag, Almalgam Warrior, William Tell...) FastCargo
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Typhoid makes a good point here. In intelligence, sometimes it isn't that we don't have enough information...it's that we have too much information. The problem is trying to separate the wheat from the chaff...if several pieces of information are equally valid sounding, which one is the right one? Or what's the more probable threat? This isn't just endemic to intelligence gathering...almost all information collection suffers from this problem, especially if most of the information has to be interpreted through human filters. The best example is taking eyeball witness statements at a chaotic event, such as an airplane crash. You would not believe how different the stories can be for the exact same instance of time. FastCargo
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Damn JM, you described how the wife and I felt about ST:E as well. It really was getting interesting by S4...finding out that the Romulans had been messing around in affairs eariler than ST:TOS, seeing the beginnings of the Federation...learning more about the Andorians....even seeing the beginnings of the Mirror universe storyline... I'll also agree with you that the people running these places simply don't have the patience that they used to...sometimes it simply takes time. Something like B5 couldn't ever be made today because of the logic networks use now... FastCargo
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100 NM Phoenix Kill
FastCargo replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey, that's not a cheat...just a really sophisticated IFF function... FastCargo -
We're done here. FastCargo
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WoE bein a ******* little ****
FastCargo replied to mrwaffles's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's seems REALLY long. I think the first time, it takes about a minute...then any subsequent times are 30 seconds. FastCargo -
Knock it off people. Keep it lite...or the thread gets shut down. FastCargo
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HTS_Pod won't can't be loaded...
FastCargo replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The HTS_Pod is a DP (Data Pod). You must have DP enabled on the chin station to be able to carry it. At least, I think that's the issue...it's been a while since I've flown with it. FastCargo -
best mods?
FastCargo replied to peppergomez's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
1) Start here: http://forum.combatace.com/index.php?showtopic=24685 2) Cycle your HUD mode (default key: H) FastCargo -
Siberian Sky -- Cirrus clouds for Missions and Terrains
FastCargo replied to Lexx_Luthor's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Hell, I've got worse problems now. I can't get ANY of the cirrus effects to show up now. None, zip, nada using the building method. Don't know why, how, etc....they were working fine until about 3 days ago. All other effects seem to work okay...I even tried reinstall of the 'core' files (dlls, cats, exe, etc) with no change... FastCargo -
There I was.....
FastCargo replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The latter...though I got stories dealing with thunderstorms for both... FastCargo -
Performance - ingame frame rates
FastCargo replied to Liberty24's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Okay, that's simply not true. This laptop I'm running is 3 1/2 years old. Now, it was a fire-breather back in it's day, but it's still doing just fine...running CA_Stary's Green Hell, parts of the widesky mod, the HDR/bloom mod, etc, and still getting 20+ frames per sec for the most part...slowing down only when I get blown up (because I'm using the enhanced explosions pack). It's an older Pentium M in fact...even before they started coming out with the various 'Core' CPU names/iterations. However, certain combos of parts seem to not work well, especially with WOI. My big hiccup is with shadows...so most times I simply limit the distance the shadows are cast. FastCargo -
Heavy snowfall weather
FastCargo replied to Stary's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Rock on! FastCargo -
CATshot Speeds?
FastCargo replied to cochise's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Simple, but takes a little math. Look in your carrier's data.ini and find entries similiar to this: [Cat1] SystemType=CATAPULT CatapultID=1 StartPosition=-14.2021,57.8598,19.4 EndPosition=-10.4808,157.5803,19.4 LaunchTime=1.0 LaunchEffect=CatLaunchEffect CatapultEffect=CatSteamEffect Note the bold areas...those are the lines that you need to look at. And specifically, note the italics...those are numbers that really matter. The Position number reference is in X,Y,Z...where X is left/right, Y is back/forward, and Z is up/down. So it's obvious that since most catapults are back/forward, those are the numbers you look for. Find the difference in the Y numbers...that tells you how long your catapult is. In this case, approximately 100 meters (units are in meters). The time is in seconds...so for this cat, the idea is to make your aircraft travel 100 meters in 1 second (about 360 km/hr = 196 Knots). Technically, this is an acceleration value (because you start from zero), but I find this works decently well to figure out approximately what speed you'll be traveling off the end of the 'pult. So, work backward with the math and simply adjust the time of the catapult shot to increase or decrease your speed. You COULD adjust the end position of the 'pult to do the same thing (which is what I do for my Harrier carriers...make the time short, but make the length less than a meter...result...no velocity so you can do a 'jump jet' takeoff)...but you can also screw up stuff if you're not careful. FastCargo PS Or, you can use Fubar's numbers...since he's done the math already... -
There I was.....
FastCargo replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Been too close to the real thing the last couple of days. That being said, hurry up and finish this enviromental mod, will ya? FastCargo