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Everything posted by FastCargo
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Would fictional aircraft like the the F/A-37 Talon really fly & perform as well as it did in the movie "Stealth" if it were really built?
FastCargo replied to SkyStrike's topic in The Pub
Nope. FastCargo -
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Weapon effects
FastCargo replied to Outlaw7's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Actually, you don't need to carpet bomb the runways...at least in the Germany terrain. A couple of 1000lb LGBs or about 5 500lb weapons usually works. If this happens for a specific terrain, there may be something else at work here. FastCargo -
Seahawk is a crap?
FastCargo replied to Stratos's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yep. From the words of the pilot himself. http://www.ejectionsite.com/eunderh2o.htm FastCargo -
This thread's done...if you can't figure out when someone is joking... FastCargo
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Weapon effects
FastCargo replied to Outlaw7's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Okay, that I have never seen. Haven't a clue...except for sometimes using Weapons that were not big enough or enough of them. FastCargo -
Weapon effects
FastCargo replied to Outlaw7's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I want to make sure here....are you hitting the target and not getting 'a Earth shattering ka-boom'? Does it happen only sometimes? Is it that there are no visual effects, or no actual damage? Or are you talking about guidance problems? I think weapons have a 'dud' probability factor in the ini file somewhere (I think, maybe). Also, I think sometimes the game engine will not show weapon effects if it feels like it's getting bogged down. I know if I do a 'stick' drop in a F-111 right over the runway (24 Mk82 Snakeyes at .5 second intervals) that not every explosion will show up. FastCargo -
carrier easy installer?
FastCargo replied to Shin_kazama's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Only place I think you would find something like that would be an all in one campaign setup. Maybe not even then. You can drag and drop carriers...the harder part is actually using them. FastCargo -
Gentlemen...this conversation is taking a dangerous turn...oh, and using @ instead of a does not make a epithet any less a violation of the forum rules. Do we have an understanding? FastCargo
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WeaponsPack Oddities
FastCargo posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'm surprised no one has brought this up before...the WeaponsPack adds a lot of nice weapons...but also intros some errors, especially when it comes to MER usage. Here's an example: From left to right (LOD files) - SUU30, SUU-30 (WOE stock), Mk82LD (Weaponspack), Mk82LD (WOE stock). Okay, so if you want to fix these issues...where to start. Read this post IN ITS ENTIRETY first! Remember, this is only for those installations that have the Weaponspack installed!!! First, you need the CAT extractor: HERE . Second, you'll need the Weaponsdata editor, available HERE. Finally, BACKUP your WEAPONSDATA.INI, Mk82LD.LOD and WEAPONSDATA.DAT file! Okay, lets start with the MER (Multiple Ejector Rack). In the stock and Weaponspack WEAPONSDATA.INI file, there is this entry for the MER: [WeaponDataxxx] TypeName=MER FullName=A/A-37B-6 MER ModelName=mer Mass=99.790001 Diameter=0.260000 Length=3.590000 AttachmentType=NATO NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=1 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=MER NumWeapons=6 LoadLimit=500.000000 LengthLimit=2.500000 MaxFuelAmount=0.000000 Attachment01Position=0.180000,1.110000,0.000000 Attachment01Angle=0.000000,0.000000,-2578.310078 Attachment02Position=0.180000,-1.130000,0.000000 Attachment02Angle=0.000000,0.000000,-2578.310078 Attachment03Position=-0.180000,1.110000,0.000000 Attachment03Angle=0.000000,0.000000,2578.310078 Attachment04Position=-0.180000,-1.130000,0.000000 Attachment04Angle=0.000000,0.000000,2578.310078 Attachment05Position=0.000000,1.110000,-0.220000 Attachment05Angle=0.000000,0.000000,0.000000 Attachment06Position=0.000000,-1.130000,-0.220000 Attachment06Angle=0.000000,0.000000,0.000000 Note the bolded areas. The MER has a 2.5m weapon length limit...but you can place 2 bombs in a row with only 2.24m between mounting points. So, use notepad and open up the WEAPONSDATA.INI file, find the MER entry, and change the LengthLimit to LengthLimit=2.24. Do the Weapons Editor dance as per the knowledge base. Two methods to fix the Mk82s. One involves extracting the original LOD file. The second involves doing the Weapon Editor dance. The first method is simpler overall. Use the CAT extractor on the ObjectData.cat file located in "X:/Your TW sim"/Objects directory. Find the MK82.LOD file inside and extract it. Rename the extracted file to Mk82LD.LOD. Copy the newly renamed file to your "X:/Your TW sim"/Objects/Weapons directory (you did backup your Mk82LD.LOD file in that directory first...right?) and allow it to be overwritten. The second method is 'cleaner' but more intensive. Go into the WEAPONSDATA.INI, and substitute every line that says this: ModelName=Mk82LD with this: ModelName=Mk82. Save the WEAPONSDATA.INI. Then use the Weapons Editor as standard. Realise that there are a LOT of entries that use the Mk82 file...so you'll be scrolling through a lot of entries. Now, to fix the clusterbombs (everything based off the SUU-30) canister. A different problem here. First, here was my primary reference: Weapon Diagrams This website had diagrams, dimensions, etc. The problem is that there are 2 SUU-30 LODs. One is named SUU30.LOD and is inside the Weapons directory. It uses the SUU30.BMP file, also in that directory, as a 'skin'. As far as I can tell though, no weapons in the WEAPONSDATA.INI file reference this LOD file. The other SUU-30 LOD is called SUU-30.LOD, and is located in the Objectdata.cat file. It uses the SUU-30.BMP...either in the Weapons directory or in the Objectdata.cat file. In the stock TW WEAPONSDATA.INI, the cluster weapons reference the SUU-30 LOD, and have a length of 2.339 meters. In the Weaponspack WEAPONSDATA.INI file, the cluster weapons also use the SUU-30 LOD file, but have a length of 2.184 meters. The problem is, both length figures are correct...just depends on the subvariant! On the website it states this: Doh! The SUU-30.LODs have an arming mechanism (an air wheel for lack of a better term) that sticks out significantly...which causes the visual conflict. The SUU30.LOD doesn't have an obvious arming mechanism, and is smaller overall...and seems to closely match the diagram for the SUU-30B/B. So, there are three ways to fix this problem. The first two ways are model substitution...the last way is Weaponsdata.ini alterations that will not allow you to mount more than 3 CBUs (that use the SUU-30.LOD) on a MER. The first way is simpler overall. You basically replace the SUU-30 model with the SUU30 model (the smaller, blunt nose model). First, rename your SUU30.BMP file located in the Weapons directory to SUU30.BMP.BAK. Then, take the SUU-30.BMP file (either already in the Weapons directory, or extracted from the ObjectData.cat file) and make a copy...renaming the copy to SUU30.BMP. Next, make a copy of the SUU30.LOD file and rename the copy to SUU-30.LOD. Finally, go into Notepad, start a new file and enter the following text: [LOD001] Filename=SUU-30.lod Distance=1000 Save the file as SUU-30.INI in the Weapons directory and you're done. The second way accomplishes the same thing...just involves the Weapons Editor dance. Go into the WEAPONSDATA.INI, and substitute every line that says this: ModelName=SUU-30 with this: ModelName=SUU30. Save the WEAPONSDATA.INI. Then use the Weapons Editor as standard. Finally,take the SUU-30.BMP file (either already in the Weapons directory, or extracted from the ObjectData.cat file) and make a copy...renaming the copy to SUU30.BMP. And you're done. The third method is similar to the second, except there are no copying of files. But this will make it so you can't mount more than 3 cluster bombs (that use the SUU-30.LOD) on a MER. Go into the WEAPONSDATA.INI, and for every weapon that has ModelName=SUU-30 substitute the line that says this: Length=2.184000 with this: Length=2.339000. Save the WEAPONSDATA.INI. Then use the Weapons Editor as standard. This only fixes Mk82s and SUU-30s...LGBs (the smaller ones) are another issue for another post. FastCargo -
WeaponsPack Oddities
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Bringing up an old thread. I was concerned that the GBU-12 Paveway I model (stock TW) is still not correct. Most sources that have a picture of the Paveway I in the 500 lb class (GBU-12) show a model significantly thinner and longer than the stock TW model. The main external difference from more modern GBU-12 Paveway II and III is the lack of folding rear fins. Note the pic from designation-systems.net. Picture of very early Paveway Weapons The lower left picture is of a Paveway I in the 500lb class. Compare to the posts above showing the original TW model. So I've decided to make a new model. It's actually complete...all original LOD file, but the skin is a bmp made using a lot of elements of the GBU_USAF.bmp skin that comes with the Weapons Pack. If there is interest (and assuming Wpnssgt and Bunyap have no problems with me using elements from their bmp file) I'll upload here at CA. FastCargo PS Yeah, the colorations may be off...but that's easily fixed since the BMP file is separate. -
F-16F
FastCargo replied to Jimbib's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Technically, Crusader is correct. There is a tendency to call all F-16s that go to Israel 'I' models...even though that's only been true for the latest batch Israel has received. Even though their models tend to be very different from the USAF F-16 versions. FastCargo -
You have GOT to be kidding me. Bad enough they've seriously increased the weight of the whole tail assembly. But painting it in Blue Angel colors...down to the script font even... Imitation is the sincerest form of flattery I guess. FastCargo
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You know what's better for that sort of thing (pictures wise)? Use a long lens and stand REALLY far away. I find that works better for pics of objects like that. You don't get as much perspective distortion...and depth of field is much less of a player (blur in some parts of subject but not others). Of course...you need a tripod... FastCargo
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Weapon requests...
FastCargo posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Now that I have your attention, As part of getting familiar with 3ds Max, I've decided to start small and work on weapons and weapon racks. So far, I've got the AGM-86B/C under development...though I've hit a snag in that I can't get it to animate (unfold) after it drops from the aircraft. Check my other thread for details. Also, as some of you know, I've been trying to fix weapon errors in the Weapons Pack to fix visual conflicts, etc. My question is, what weapons and/or weapon racks would you like to see available? I don't mean ones that require simple ini adjustments...or need different colored stripes, etc. I'm talking about weapons that have missing or incorrect LODs, or are not mentioned at all. Here are what I'm planning to work on as of right now: Finish the AGM-86B/C variants The AGM-129 ACM The AGM-28/A Hound Dog The GBU-39/40 SDB (redo to use external bitmaps, and to give the GBU-40 mobile attack capability) The French ATLIS external designator pod The BRU-61A rack ("4-pack" SDBs) The external racks for the B-52 variants (ALCM, Harpoon, Big Belly mod) Anyway, this is a start for me. Anyone have requests or noticed glaring errors in the Weapons Pack? Again, I don't mean bitmap issues...I mean either no weapon at all or an incorrect/missing LOD file? Speak now or forever hold your peace. FastCargo -
Weapon requests...
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey, if you're willing, go ahead to the Weapons WIP list in the General Discussions thread and sign yourself up! You're a moderator now...you have the power (mwhahahaha) The more the merrier! FastCargo -
BoB
FastCargo replied to hornetjock6's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Okay, more details. What exactly is it doing? Where is it hanging? How far can you get? Does it crash to desktop? Using SFP1? WOE? WOv? All three? FastCargo -
Most damaged aircraft that remained flyable
FastCargo replied to Hawk MMS's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That looks a hell of a lot like an Northrop A-9. FastCargo PS Actually, now that I look at it closer...not quite right. The A-9 was bigger, and the engines were below the wing. So, I'm stumped at the moment. -
Weapon requests...
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I wish I knew...I think at one time I asked, but was told the original LOD file was lost...that's why there's been no success in changing the colorations. They're SO orange! (Yes, I know the original test articles were orange too....). I'm also running into rack issues. Appearently, only BOMB, and LGB can be hung from TERs and MERs. That's why I had to change the SDB to a LGB. I haven't found a way around this yet. I tried changing the rack to a TLR, and the SDB to a EOGR (GPS guided rocket) and gave the booster values no thrust. But everytime I tried to drop the SDB, it would blow up my plane instead... Interestingly enough, I assigned the BRU-61 as a TER, but gave it 4 hardpoints. It seems to work just fine. Which makes me wonder if I could do that with other racks. That could solve an issue with the Tornado and Sidewinders... FastCargo -
Weapon requests...
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Okay, 2 projects complete so far: AGM-86B and AGM-86C (ALCMs): And BRU-61A (SDB 4-pack rack): Releases pending...readmes, notes, caveats, etc. FastCargo