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FastCargo

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Everything posted by FastCargo

  1. still looking for strike eagle sim

    It's really about as simple as I wrote in my posts eariler in the thread. First, Janes F-15 looked best running in Glide. For you youngin's, Glide was a video API...similar (and in some ways superior at the time) to Direct 3D. It was only run by video cards that used the Voodoo video GPU made by 3dfx. However, Glide, the Voodoo chip and 3dfx have all been consigned to history. Therefore, there are 2 ways to run a game in Glide mode. 1. Find a 3dfx card and drivers and a old computer that can run them...good luck with that. 2. Run a Glide 'wrapper' program. A 'wrapper' is a program running in the background that takes the game Glide graphic 'calls' and translates them into Direct3D calls. It's additional overhead, but more than likely, the game you are trying to run doesn't need nearly the horsepower modern games do. The 2 Glide 'wrappers' out there I have seen are Glidewrapper (duh) and dgVoodoo. I use Glidewrapper for Janes F-15. I know dgVoodoo works for Jane's Longbow 2. Most Glide wrappers are 'auto detect' ie they will fire up as soon as it detects a game that needs it. Anyway, install Glidewrapper...play with the options a bit. I use 'high res' for JF-15 and Total Air War. Install Janes F-15...you may have to use Win98 compatability mode to get it to install. Patch it with the last patch (1.17f). Run F-15. That's about all I can remember...worked just fine. However, because JF-15 is so old, your results could vary. Good luck. FastCargo
  2. Sorry, been busy and almost forgot about the thread. Typically, I've been using the stated range reference (where I can find it), convert it to meters, and use that as the max range entry. Also, I usually increase the seeker range to 10% beyond that stated max range entry. The idea of course is that you probably get a 'lock' on the target before you get in range so you can launch at the farthest standoff distance possible. In addition, I use the typical cruising speed of the missile, multiply by the range to get a proper overall duration number...so it hopefully doesn't detonate before it reaches the target. This number is different from the booster and sustainer duration numbers. The thing I haven't used any math for is the acceleration parameters for the booster and sustainer values. I'm not sure what units those numbers are in, and don't know if they take the mass of the missile into account. I get the feeling those acceleration numbers in combination with the duration numbers yields an overall speed of the missile. FastCargo
  3. You may want to tweak that ini entry I gave you with the pod model...I didn't put any ejection velocity on the chaff/flares because I wasn't sure what was good... also, the ejection point was totally a guess. Just my .02...them flares look REALLY close to the fuselage... :) . FastCargo
  4. I keep thinking I should take a solo flight with a piece of paper with all the calls on it, turn on my HUD tape, then say all the lines. Pull the audio off into a file and let someone else parse it out to make a speech mod. Depends if my voice is good enough...otherwise, you've got the effects you need already (engine noise, talking into a O2 mask). Heck, I could even pull G's on some calls...so you get a 'realistic' voice under strain... Let me think about it... FastCargo
  5. Can I get a 'AMEN'? FastCargo
  6. Didn't you ask this question already? http://forum.combatace.com/index.php?showtopic=23520 Don't post duplicate threads. FastCargo
  7. This sounds REALLY good!! Look forward to it. FastCargo
  8. Released...conventional only. FastCargo
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  10. http://forum.combatace.com/index.php?autom...ode=sst&id=5573 File Name: P-270 Moskit (SS-N-22 Sunburn)File Submitter: FastCargo File Submitted: 25 Nov 2007 File Category: Weapons Mods/Skins Readme for the P-270 for SFP1/WOV/WOE Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Mustang - For the great video tutorials. To my fellow Combatace moderators - For helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672 Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Oct 07) Notes and limitations: The Moskit is a LARGE air to ground missile, but is also a ground to ground missile that can be fired off ships. It is known in NATO as the SS-N-22 Sunburn and is used to attack ships. This version is the non-nuclear warhead. The air to ground version is meant to be mounted on the advanced variants of the Flanker family. For that reason I built 2 versions, one with an inbuilt plyon, one without a pylon to be used later in other applications (ships, advanced Flanker releases, etc). It also means that the missile is currently classfied as a EOGR, not a ASM. Because the current Flanker (Su-27) does not have a large centerline pylon, or Anti-Ship capabilities, I added the following to the Su-27_data.ini. Under the [Fuselage] entry I added: SystemName[029]=LargeCenterlineStation Under the // Weapon Stations I added: [LargeCenterlineStation] SystemType=WEAPON_STATION StationID=11 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,-2.7,0.1 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=4200 AllowedWeaponClass=EOGR AttachmentType=WP,SOVIET ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 This is sort of a 'Band-aid' to allow you to use the Moskit to attack ground targets, however, you will need to add an Anti-Ship loadout to the loadout.ini AND add the ANTI_SHIP mission to the data.ini to be able to be targeted against ships. You can also make the nuclear version of the missile by changing the warhead yield and effects type, or make new weapondata.ini entries that use the current missile models. This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Feel free to redistribute, as long as the original authors are given appropriate credit. Questions? Contact me at Combatace. FastCargo 25 Nov 07 Click here to download this file
  11. For the Flanker fans

    I don't give a rat ass about style. It's about killing the target, winning the air war, win the ground war to fulfill the political objectives. Period. Also, if anything I'd say the F-22 and F-35 and their ilk are more resistent to battle damage than their predecessors (not including aircraft armored specifically for ground attack (A-10, Su-25, etc)). 5th generation aircraft with FBW and modern programming have something called adaptive flight controls. The idea is that if the aircraft loses air surfaces, the computers sense the loss, and automatically compensate. That, in combination with multiple redundant control pathways instead of old style cable surfaces, increases the likelyhood you can keep the aircraft in the envelope. As a fast jet flyer myself, there is something to be said for 'old school' aircraft and their style. Having said that, the air war isn't (and really never has been) a 'knights having a joust' affair. MvR was the first to admit that...ask how many of his targets died having never known what hit them. FastCargo
  12. For the Flanker fans

    At the moment emphasis added by me. You cannot buy weapon systems based on current needs only...they MUST meet future needs as well. CAS aircraft don't do you any good if you don't have air superiority...period. Also, stealth aircraft are needed to help defeat integrated IADS systems. People seem to forget that when talking about stealth as if it only applies air to air. FastCargo
  13. Hey Zur, Found this link...it's a PDF file from Boeing. Page 4 talks about Block 1 upgrades including rotor tip lights. http://www.boeing.com/rotorcraft/military/...es/oct-b-00.pdf FastCargo
  14. Beautiful work man. Perfect platform for the HellFires and Stingers I built... FastCargo
  15. did i miss sumit

    Yes you did. There is a Battlestar Galactica game based on the Freespace 2 engine which is free. There is a commerical release Battlestar Galactica game which is not free. The games are very different. FastCargo
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  17. For the Flanker fans

    Nope. Can't see that happening for a while. FastCargo
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  19. Best guess for the wing mounted version: and for the centerline version: I'll probably just make the LOD files, map them make a generic texture template and weapondata.ini entry for each then send it to you guys to for skinning and ini tweaking. FastCargo
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  21. http://forum.combatace.com/index.php?autom...ode=sst&id=5394 File Name: AGM-142 for SFP1/WOV/WOE (Version 1.1) File Submitter: FastCargo File Submitted: 14 Oct 2007 File Updated: 16 Nov 2007 File Category: Weapons Mods/Skins ************************ NOTE! NOTE! NOTE! *************************************** This update has made several changes, including additional weapons and a data pod. The readme has been revised heavily! If you have the previous version of this weapon, there are changes to the inis of the original AGM-142A and B. Recommend substituting the AGM-142 weapondata.ini entries you currently have for the entries listed below. Please read this readme carefully to note the new changes! ************************ NOTE! NOTE! NOTE! *************************************** Version 1.1 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Mustang - For the great video tutorials. To my fellow Combatace moderators - For helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672 Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 03 Oct 07) Notes and limitations: The AGM-142A, AGM-142B, Popeye 2 missiles are TV/IR guided via a data link that transmits the nose view of the missile to be manually guided by the pilot. However, the TW engine doesn't simulate this combination, so I made the missiles laser guided with the 'Data Pod' a laser designator. This realistically simulates the need to carry the pod in order to be able to use the missiles (assuming the aircraft doesn't already have a laser designator). Therefore, to carry the pod, you need the weapon station to be able to carry LP, and LGR for the missiles. Right now, the other users of these missiles besides the USAF is Israel (who developed the missile) and the RAAF for the F-111. I have included the paint template for the missile if you want to tweak the paint scheme. This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Feel free to redistribute, as long as the original authors are given appropriate credit. Questions? Contact me at Combatace. FastCargo 14 Oct 07 Click here to download this file
  22. For the Flanker fans

    Well, the F-35/F-18 are not Flanker sized aircraft nor are meant to be. Size of the aircraft has a LOT to do with range/payload/radar power. The F-22 is a more direct comparison, but the RAAF are not buying any. FastCargo
  23. Woah, woah, woah folks! Okay, everybody take a step back from the keyboard.... I think that Viggen's post was meant as a joke initially...at least I hope so. Everyone (maybe even myself) are taking this a bit too seriously...which is why I posted my 'USAF' response. Ease up, and enjoy the video(s) for what they are...folks in stressful situations trying to cope by laughing at themselves... FastCargo
  24. You obviously don't realise the USAF can be just as 'random'... FastCargo
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