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FastCargo

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Everything posted by FastCargo

  1. Interesting...a good idea for specific weapon stations. Also, LOFT profiles??? Hmmm...Tacit Rainbow...and Phoenix missiles... Excellent...
  2. Okay, the new lines I've noticed so far: SubsonicDragCoeff= (Self Explanatory) SupersonicDragCoeff= (Self Explanatory) SpecificStationCode= (Don't know what that is) CEP= (Circle Error Probable, only time I've seen this applied is for nuke missiles - basically INS missiles but unguided warheads...hmmmm) MinFreq= (For ECM Pods...I wonder what the unit is?) MaxFreq= (For ECM Pods...I wonder what the unit is?) Very interesting...esp the Freq range number. Pretty detailed for a 'lite' sim... FastCargo
  3. Boom, boom, boom! Nukes work... Also, the town I hit had 64 targets destroyed...has TK upped the types of objects that can be destroyed? I'm back baby!! FastCargo
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  8. That's okay, reminds of the 'standard' stall behavior the sim now assigns to aircraft that don't have a defined one. If it means the weapons approximate the performance they had before WOI, that's good enough...for now! I just didn't want to have to change all 2000+ weapons immediately... Tweaks here and there I can live with... This is the last stepping stone to me full up migrating over to WOI. FastCargo
  9. Kosovo

    Because can you see the headline? "US Marine kills/injures civilian because of a flag!" Look, I don't like it either...but the best thing to do is what they did...hole up inside and wait for the commotion to die down. If it becomes life threatening, then use force...but not until then. Except for Serbian media saying there was a supposed charred body inside (the only source saying so), there appears to have been no US injuries. The Marines were in another part of the compound. Wait a day. FastCargo
  10. Oh yea!!!! Hopefully we won't have to rebuild ALL the weapons... FastCargo
  11. Kosovo

    "Where's Kosovo?" "There he is!" FastCargo
  12. I need to be clear here...there is nothing that says you CAN'T have canards and tailplanes in the TW engine...visually AND aerodynamically. FastCargo
  13. Off hand, I'd say no. Vertical stabs typically (I won't say all the time) have very little to no influence on roll rates or pitch nose track for normal manuevering, which most of ACM consists of. You could stomp some rudder while doing an aileron roll, which might give you the tiniest bit more roll...but usually just induces an additional yaw vector. Where it comes more into play are things such as high alpha/post stall. Twin verticals/rudders tend to be less occluded by the airflow coming off the wings/fuselage and so can have more authority. This might be useful if you're right at the limit and need that last bit for a kill. Or to help prevent entering a spin. However, the F-5, though certainly not a slouch, isn't exactly known for it's high alpha capabilities...nor is it particularly spin-prone. I suspect the twin outboard canted vertical stabs were designed for the same reason it has romboid intakes...to increase it's low observable qualities. FastCargo
  14. Canards can easily work in the TW engine. The question is if you can make a 'stable' design with them. It all comes down to the ini values. An example: I can make 'virtual' canards in my fake Su-33 addon that will have the same aerodynamic properties as the real thing, including movement, etc...but you won't see any visual movement. Similarly, I can take Marcelos Su-33 (if I had it), and make the front canards move in the proper direction, but not have any aerodynamic effect because there are no airfoil values assigned to them in the data.ini. So what you see in videos and what the aircraft is doing aerodynamically aren't necessarily related. FastCargo
  15. On this day...

    There's been various conspiricy theories over the years (CIA, USAF, USSR, etc) over what killed the Arrow. In the end, what killed it is what killed a lot of aircraft over the years...money and politics. It's sad really...that one aircraft loss pretty much killed the Canadian aerospace industry. Hell, we should have bought some once we killed the F-108... FastCargo
  16. BTDT. Add the entry: ENGINE_TOGGLE=(Whatever key you want to shut off the engines) to your .ini file in the Controls directory. Save and you're done. And yes, it works. FastCargo
  17. Actually, what works is just get rid of the actual .shd file reference line. The [shadow] entry itself still has to be in there. These 2 lines: ShadowLOD= ShadowType= Comment them out and you're good to go. Your entry should look like this: [shadow] CastShadow=TRUE //ShadowLOD= //ShadowType= ShadowCastDist=10000 MaxVisibleDistance=800 FastCargo
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  19. Well, I don't know, I have a store and the fees were pretty cheap. Maybe bandwidth based? FastCargo Heck ya! You already have the paint scheme! :) FastCargo
  20. I'd be inclined to agree with ya...as broadband becomes more and more prevelant, there's no reason to. Not like CDs aren't a dime a dozen...make multiple backups if you're paranoid about losing it. And for him...it's great. All the money (except for minor hosting fees and Paypal account), goes to his company. FastCargo
  21. Doing some more contrast/compare I found this in the AIRCRAFTOBJECT.INI in WOI: [GunData] AllowUnjamAttempt=FALSE [stallModel] //default post-stall data for modern airfoil, for old aircraft data.ini files without stall data StallLiftTableNumData=37 StallLiftTableDeltaX=10.00 StallLiftTableStartX=-180.00 StallLiftTableData=0.000,-0.014,-0.029,-0.047,-0.064,-0.060,-0.052,-0.035,-0.015,0.000,0.019,0.055,0.104,0.155,0.224,0.236,0.234,0.230,1.000,0.254,0.249,0.255,0.233,0.185,0.131,0.082,0.042,0.010,-0.015,-0.035,-0.052,-0.060,-0.064,-0.047,-0.029,-0.014,0.000 StallDragTableNumData=37 StallDragTableDeltaX=10.00 StallDragTableStartX=-180.00 StallDragTableData=0.001,0.008,0.021,0.043,0.082,0.124,0.171,0.227,0.293,0.368,0.451,0.562,0.689,0.826,0.937,1.019,1.143,1.783,1.000,1.783,1.143,1.019,0.937,0.826,0.689,0.562,0.451,0.368,0.293,0.227,0 .171,0.124,0.082,0.043,0.021,0.008,0.001 StallXacShiftTableNumData=37 StallXacShiftTableDeltaX=10.00 StallXacShiftTableStartX=-180.00 StallXacShiftTableData=-0.234,-0.220,-0.209,-0.191,-0.175,-0.164,-0.150,-0.137,-0.126,-0.119,-0.112,-0.110,-0.108,-0.103,-0.068,-0.014,0.000,0.000,0.000,0.000,0.000,-0.014,-0.068,-0.103,-0.108,-0.110,-0.112,-0.119,-0.126,-0.137,-0.150,-0.164,-0.175,-0.191,-0.209,-0.220,-0.234 Interesting info here. I guess the new FMs with WOI can include customized stall data. I thought that's why some of the 3rd party aircraft I had been playing seemed a little funky at the edge (I actually put the F-22 into a flat spin...but got out of it with classic anti-spin controls). Also, like someone else mentioned...guns can jam...neat! And some other stuff: [Control081] Name=UNJAM_GUN Type=SINGLE_EVENT [Control082] Name=RELOAD_GUN Type=SINGLE_EVENT [Control083] Name=ENGINE_TOGGLE Type=SINGLE_EVENT [Control084] Name=REARM_WEAPONS Type=SINGLE_EVENT Man, maybe people will stop bitching about turning off the engines now... FastCargo
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  23. Well, so far in my testing: Terrains seem to work right way. Enviromental mods seem unchanged. No Weapon or Gun mods will work right now. Aircraft are hit or miss right now. Main thing might be cockpit guage issues...ie any cockpits that use stock WOV/WOE/SFP1 textures, specifically from aircraft that are not covered at all by the stock WOI sim (F-105, F-8, F-100, F-104 to name a few) may not have textures. FastCargo
  24. Uh, don't add a weaponspack...it's not compatible with WOI. You won't have any weapons if you try...I already tried myself... FastCargo
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