-
Content count
8,142 -
Joined
-
Last visited
-
Days Won
16
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by FastCargo
-
The problem about weapon EjectVelocity
FastCargo replied to JKstar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What type of weapon? If it uses a rail, there won't be a downward ejection velocity. FastCargo -
How do I change instrument's location and size?
FastCargo replied to ordway's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Lexx, correct the following if I'm wrong. In addition, Lexx's changes usually require alteration of the following: [NearSceneClip] FarClipDistance=250.0 //NearClipDistance=0.1 NearClipDistance=1.2 <----- this line here. This can cause some odd effects depending on your system...and can also 'break' your other aircraft in terms of the cockpit view. I had to abandon my cockpit plans for the T-38 based on the changes I was seeing. Again, this is my own experience. Unless I'm missing something...feel free to correct me there Lexx... FastCargo -
CombatAce Needs Your Help!
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
CoolHand, Okay bud, you're in charge of those articles. Thank you! FastCargo -
Need help adding Canards to Su-15
FastCargo replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Blackbird, Look for entries that have this line: SystemType=PILOT_COCKPIT That's where you will find the entry for the canards. I did not add a weapon station, I added a PILOT_COCKPIT to add the canards. Also, if you add the canards, you'll be adding pylons too...they are all one model. FastCargo -
Need help adding Canards to Su-15
FastCargo replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The canards are NOT a weapon station addon. They are a PILOT_COCKPIT addon. The entry you copied was a old method I used...if a line has "//" in front of it, it's a comment only...the engine will not see it. FastCargo -
CombatAce Needs Your Help!
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Gocad, Cool...I know besides the knowledge base, that there are a couple of threads that explain it (adding carriers) in a different way. Use whatever you need to rewrite or alter the articles. Basically, try to make your article very new guy friendly. Assume the reader will have a knowledge of the basic directory structure and what an INI file is. Thank you! FastCargo -
CombatAce Needs Your Help!
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Caesar, Great! Could you start with a 'Definition of Terms' article? Basically, things like what's a CAT file, CAT extractor, INI files (just what they are), ThirdWire, skins, TGAs, BMPs, etc. Make the definitions relevant to the TW series in particular. Thanks! FastCargo -
Hey dudes. Finally got around to having my slides scanned...photographs I did back before I switched to digital. Most of these are from a west coast tour back in 2001... FastCargo
-
You're Going The Wrong Way!
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, since there were a few questions about a 'over the shoulder' shot, I figured I'd give it a shot... Now, the sim cannot mimic a LOAL type profile...so the only way to even get close is to give the missile a >180 degree gimbal limit and a high FOV. In addition, to reduce the turn radius, I cut down the booster acceleration, increased the duration...but then increased the sustainer acceleration. The idea is that the missile would make a tight turn off the rail...then accelerate once it was going in the direction it wanted to. I used a Python 4 missile as the basis...making a puesdo Python 5. Results...even a worse track record than the backward Archer. What was typically happening is the missile would make an initial bid, but after a fixed amount of pulling, would eventually go into a loop...and just loop around until it ran out of duration or hit the ground. The target would typically pump out flares initially, like you'd expect, but then eventually stop...though occasionally starting again. This may have been a reaction to passing through the missile sensors' range while it was in it's loop. The most consistent results I would get would be firing just before the target passed my 3/9 line. Usually the results were better at that point. But if the target was already past that? I think out of the dozens of attempts, I MIGHT have gotten one kill out of it. Here's some pics of a typical successful intercept: Typically, this is where I could get a good intercept. The 'over the shoulder' trail. Another view. Just before the kill. Note how much the missile is wobbling at terminal phase. That wobbling was pretty consistent with a successful intercept...not sure why, because you typically didn't see that coming off the rail. There will be no mod release of this...it's really just weapons exploration and not really anything useful since the AI won't take that much advantage of it. FastCargo -
Forests and farms environment mod
FastCargo replied to Stary's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Yep, just tested it in my install...taking off looks even more awesome... FastCargo -
Real forrests for WoE Nato2 development pics
FastCargo replied to Stary's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Just tried it my friend...so far I haven't noticed any changes to the airbases. FastCargo BTW...Awesome mod!!! Taking off from road airbases is wild...esp seeing powerlines now... -
Reminds me of this story (oldie but goodie): http://www.foxnews.com/story/0,2933,286847,00.html Dude, even at 72 years old, I wouldn't want to mess with this guy...he just looks like he could rip your head off... Some video: http://www.youtube.com/watch?v=mafN9E6AR2Q Don't mess with seniors man... FastCargo