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FastCargo

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Everything posted by FastCargo

  1. In a word...cost. Any weapons procurement (especially aircraft) requires a long logistical tail. Civilian aircraft operators may have multiple fleet types...but it's not usually for redundancy. FastCargo
  2. That's too bad...cause I like BC with all the mods... FastCargo
  3. Nope, you're wrong. The FM incorperates the canards (both pitch and yaw) and the extended flaps. FastCargo
  4. Haven't a clue...as I said, I got the model from Dave who said it's previous owner had stopped working on it and didn't care what he did with it. FastCargo
  5. Giddy up! FastCargo
  6. A thread on another message board started me thinking. When did you start modding in flight sims? I don't mean using mods...I mean making mods. I don't mean changing your options, I mean changing the game. For me, I used Microsoft's Flight Simulator 4.0 in pilot training and actually built the airfields I knew I would be flying to in order to practice instrument procedure pacing - FS4 had a F-20 that I 'detuned' to simulate the T-38 in terms of performance. And then, with an addon called Aircraft and Scenery Designer (A&SD) that allowed you to build your own aircraft...the bug really hit. Unfortunately (as of the moment, I'm still searching) I can't find my FS4 creations, but I've found some screenshots of my FS5 stuff made in Flight Shop (or FSFS as it was called): It's weird to think my modding career actually has been longer than my flying career...and for a few of you, longer than you have existed. So, when's the first time you threw stuff out for flight sims. Nothing else allowed in this thread (I don't want to hear about FPS mods...everyone has done that). FastCargo
  7. Sure...you willing to build the campaign? FastCargo
  8. Try it in Normal mode. FastCargo
  9. It was...I was just a kid when I saw my first airshow...but I remember the T-Birds when they flew F-4s...it was AWESOME! FastCargo
  10. There IS a way I think...but it would look weird on the ground. Increase the 'RollingRadius=' for each wheel in the data.ini to something REALLY large...to the point where the 'weapon' looks like it's resting on the ground... FastCargo
  11. 1) There is a option in the graphics menu to enable widescreen support in 16:9 or 16:10 (which I believe you need). And unfortunately, from what I've heard, integrated video chipsets don't tend to run the TW series very well. 2) Not sure what the issue is... FastCargo
  12. Well, if C5 would let us know what numbers we need to tweak...:) I'd love to fix my ALARM and Tacit Rainbow...hell, even the ALCMs and Popeye could benefit...
  13. Yep, dial the political stuff back folks...keep it to Big Bang doomsday scenarios please :). FastCargo
  14. Phantom Over Vietnam by John Trotti. Excellent book! FastCargo
  15. Yes, JT3Ds are old and thirsty, but they're cheap to get parts for and they are paid for. Same logic we used at my airline to keep our 727s running with the old engines vs getting more efficient aircraft. Mainly...at the time, it would have been expensive to reengine and retest. That was at the time. Now that fuel is a lot higher in price, it's not a bad idea to revisit. FastCargo
  16. As far as I know it can't be done...limitation of game engine. FastCargo
  17. As far as I know it can't be done...limitation of game engine. FastCargo
  18. F-22 engines would be more than useless on a B-52. On the other hand, engines from a modern airliner would be MUCH better for the B-52's regime of flight. And it's been proposed before. FastCargo
  19. You could probably offset the increasing of the sensor FOV and gimble limit by reducing the G turn ability of the missile. Or simply decrease the probability of intercept. The end result - lots of firings but not too many hits. FastCargo
  20. This is the result I got: http://forum.combatace.com/index.php?act=S...hlite=%2BUberAI One page, about 20 entries. However, I limited my search to the TW section, and used specific case sensitive options. I would suggest always using the advanced options when using the Search function. Also, don't bother trying to search by alpha numeric (ie F-16, etc)...that doesn't work. Appears to be something specific to the type of software the board uses. FastCargo
  21. And if not, simply do a new, fresh, patched install of WOE (I assume that's the F-15 you want when you say 'stock') in a new directory and just copy the F-15 directory over to your current install. Done. FastCargo
  22. This is a replacement to the old F-15 ACTIVE mod I posted some time ago. This has the aircraft, and everything else, just no cockpit. The old F-15 ACTIVE canard mod has been deleted. FastCargo
  23. Well, the result will still be the same...for aircraft that are exclusive to WOE/WOV, you will need to extract the files from the WOE Objectdata.cat file to get them to work in WOI. FastCargo
  24. 1,771 downloads

    F-15 ACTIVE readme for the TW series. Version 1.0 *************************************NOTE!!!!!**************************** If you have my old F-15 Active mod (using addon canards) this will totally replace that directory. I would recommend deleting the old F-15 ACTIVE directory so as to not cause conflicts. Though this has a lot of stuff from the Mirage Factory, it is NOT a Mirage Factory product as it doesn't meet their standards. If there are problems, it's my fault, not theirs. *************************************NOTE!!!!!**************************** Thanks to the following folks: TK - For the ThirdWire series of sims. The Mirage Factory - For the nice F-15D MSIP aircraft...in particular Flying Toaster, wpnssgt, and Dave for making the F-15D MAX file available for me to play with. Kei Nagase - For the awesome skins for this aircraft...you rock! To my fellows at Combatace and the Mirage Factory for helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: This archive file (duh!). Copy of SFP1/WOE/WOV/WOI patched to the latest standard (as of 06 Sep 08) The Mirage Factory MSIP F-15 Eagles (you will need them for the cockpit): http://forum.combatace.com/index.php?autom...p;showfile=5865 The WeaponEditor appropriate for your install. You NEED to know how to use it to get the properly colored external tanks. Notes and limitations. The F-15 ACTIVE (originally the F-15 S/MTD) is a modification of a preproduction F-15B used to test various technologies to increase short field abilities, manuverability, and enhanced flight control systems. More information can be found here: http://en.wikipedia.org/wiki/F-15S/MTD Two LODs are included, the F-15a.LOD (in use) and the F-15ad.LOD, which is for those computers that can run it...it's mainly used to smooth out any decal issues if you decide to customize later. But be warned, it can crash computers that can't handle it. This model was modified from wpnssgts F-15D, which in turn came from Flying Toaster's original F-15 model. As such, it also means that the skins for the MF F-15D will pretty much work normally, except for the canards. I'll leave it to you to figure out where the mappings are for those. The following modifications have been made to the visual model: 1) Canards 2) Movable nozzles for thrust vectoring 3) Drooping ailerons when flaps are extended 4) Minor cosmetic changes 5) I did NOT add the pitot boom...mainly because that's a test aircraft thing only...and I can see future mods coming from folks showing the ACTIVE in service. Plus, I just didn't like it. The flight model incorperates the following: 1) Independent thrust vectoring (NOT pitch linked). Range is 20 degrees nose up to 2 degrees nose down. Done this way due to limitations of sim and AI. 2) Canards, including increased pitch up authority and increased yaw ability (symmetric and asymmetric movement) 3) Drooping ailerons with flaps for better short field performance. As of right now, the AI will not take advantage of this increased ability, mainly due to my relative newness to the FM world. The handling is overall similar to the F-15D Eagle, however, your alpha and yaw abilities at low airspeed are significantly better. However, that also means that you can put yourself into a corner if you are not careful. Also, in Hard mode, a low to high rapid alpha pull will induce a right bank...this does not happen in Normal mode. Yaw (rudder) must be applied with discretion...the aircraft will depart if you leave it in too long. Finally, because the aircraft has increased alpha ability, it will happily stay at 60 degrees pitch below 100 knots all day...right into the ground. Don't be thinking you can do a loop on immediate takeoff and just keep the stick back the whole time... This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Because this file has a lot of stuff that is not mine, it is not currently freely redistributable. This is an exception to my normal policy. I hope to change that condition soon...in the meantime, please honor the requests of the folks who contributed to this mod to not redistribute it without getting permission first. FastCargo 06 Sep 08
  25. View File F-15 ACTIVE for the ThirdWire Series F-15 ACTIVE readme for the TW series. Version 1.0 *************************************NOTE!!!!!**************************** If you have my old F-15 Active mod (using addon canards) this will totally replace that directory. I would recommend deleting the old F-15 ACTIVE directory so as to not cause conflicts. Though this has a lot of stuff from the Mirage Factory, it is NOT a Mirage Factory product as it doesn't meet their standards. If there are problems, it's my fault, not theirs. *************************************NOTE!!!!!**************************** Thanks to the following folks: TK - For the ThirdWire series of sims. The Mirage Factory - For the nice F-15D MSIP aircraft...in particular Flying Toaster, wpnssgt, and Dave for making the F-15D MAX file available for me to play with. Kei Nagase - For the awesome skins for this aircraft...you rock! To my fellows at Combatace and the Mirage Factory for helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: This archive file (duh!). Copy of SFP1/WOE/WOV/WOI patched to the latest standard (as of 06 Sep 08) The Mirage Factory MSIP F-15 Eagles (you will need them for the cockpit): http://forum.combatace.com/index.php?autom...p;showfile=5865 The WeaponEditor appropriate for your install. You NEED to know how to use it to get the properly colored external tanks. Notes and limitations. The F-15 ACTIVE (originally the F-15 S/MTD) is a modification of a preproduction F-15B used to test various technologies to increase short field abilities, manuverability, and enhanced flight control systems. More information can be found here: http://en.wikipedia.org/wiki/F-15S/MTD Two LODs are included, the F-15a.LOD (in use) and the F-15ad.LOD, which is for those computers that can run it...it's mainly used to smooth out any decal issues if you decide to customize later. But be warned, it can crash computers that can't handle it. This model was modified from wpnssgts F-15D, which in turn came from Flying Toaster's original F-15 model. As such, it also means that the skins for the MF F-15D will pretty much work normally, except for the canards. I'll leave it to you to figure out where the mappings are for those. The following modifications have been made to the visual model: 1) Canards 2) Movable nozzles for thrust vectoring 3) Drooping ailerons when flaps are extended 4) Minor cosmetic changes 5) I did NOT add the pitot boom...mainly because that's a test aircraft thing only...and I can see future mods coming from folks showing the ACTIVE in service. Plus, I just didn't like it. The flight model incorperates the following: 1) Independent thrust vectoring (NOT pitch linked). Range is 20 degrees nose up to 2 degrees nose down. Done this way due to limitations of sim and AI. 2) Canards, including increased pitch up authority and increased yaw ability (symmetric and asymmetric movement) 3) Drooping ailerons with flaps for better short field performance. As of right now, the AI will not take advantage of this increased ability, mainly due to my relative newness to the FM world. The handling is overall similar to the F-15D Eagle, however, your alpha and yaw abilities at low airspeed are significantly better. However, that also means that you can put yourself into a corner if you are not careful. Also, in Hard mode, a low to high rapid alpha pull will induce a right bank...this does not happen in Normal mode. Yaw (rudder) must be applied with discretion...the aircraft will depart if you leave it in too long. Finally, because the aircraft has increased alpha ability, it will happily stay at 60 degrees pitch below 100 knots all day...right into the ground. Don't be thinking you can do a loop on immediate takeoff and just keep the stick back the whole time... This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Because this file has a lot of stuff that is not mine, it is not currently freely redistributable. This is an exception to my normal policy. I hope to change that condition soon...in the meantime, please honor the requests of the folks who contributed to this mod to not redistribute it without getting permission first. FastCargo 06 Sep 08 Submitter FastCargo Submitted 09/08/2008 Category F-15 Eagle
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