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Everything posted by FastCargo
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A new phrase! Love it! Amen to that. FastCargo
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Supermaneuverability
FastCargo replied to cjgace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
And folks, let's clear some things up before people get confused. 1) There is no proper pitch linked thrust vectoring available at the moment. Now, if you want to use thrust vectoring using the separate manual control, that is possible...however, you will be very limited in either the up or down direction. The main reason is that the AI will fly with the thrust vectoring at one of the limits of travel. 2) Auto weapons doors seem to be hit or miss. I did EXTENSIVE tests on the F-35, using MAX and ini edits. The only thing I found consistent was that if the weapons were in the positive X axis (X coordinate at 0 or higher), the weapon auto door would work. Which is why Zur's Talon seems to work...all the weapons are on the centerline. Manually, the doors worked fine. Also, for jettison, the auto open function would work. I'm still trying to trace it down...but I've tried damn near everything...every possibility just about. At least for missiles...haven't tried gravity weapons yet. FastCargo -
Supermaneuverability
FastCargo replied to cjgace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
lindr, Those inputs will not work...you will not get any pitch up thrust vectoring. FastCargo -
JM is correct. And Red Flag still happens, Nellis and now Alaska... I've done Green Flag and Red Flag back in the day... (and Coalition Flag, Almalgam Warrior, William Tell...) FastCargo
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Typhoid makes a good point here. In intelligence, sometimes it isn't that we don't have enough information...it's that we have too much information. The problem is trying to separate the wheat from the chaff...if several pieces of information are equally valid sounding, which one is the right one? Or what's the more probable threat? This isn't just endemic to intelligence gathering...almost all information collection suffers from this problem, especially if most of the information has to be interpreted through human filters. The best example is taking eyeball witness statements at a chaotic event, such as an airplane crash. You would not believe how different the stories can be for the exact same instance of time. FastCargo
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Damn JM, you described how the wife and I felt about ST:E as well. It really was getting interesting by S4...finding out that the Romulans had been messing around in affairs eariler than ST:TOS, seeing the beginnings of the Federation...learning more about the Andorians....even seeing the beginnings of the Mirror universe storyline... I'll also agree with you that the people running these places simply don't have the patience that they used to...sometimes it simply takes time. Something like B5 couldn't ever be made today because of the logic networks use now... FastCargo
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100 NM Phoenix Kill
FastCargo replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey, that's not a cheat...just a really sophisticated IFF function... FastCargo -
We're done here. FastCargo
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Knock it off people. Keep it lite...or the thread gets shut down. FastCargo
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best mods?
FastCargo replied to peppergomez's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
1) Start here: http://forum.combatace.com/index.php?showtopic=24685 2) Cycle your HUD mode (default key: H) FastCargo -
Hell, I've got worse problems now. I can't get ANY of the cirrus effects to show up now. None, zip, nada using the building method. Don't know why, how, etc....they were working fine until about 3 days ago. All other effects seem to work okay...I even tried reinstall of the 'core' files (dlls, cats, exe, etc) with no change... FastCargo
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There I was.....
FastCargo replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The latter...though I got stories dealing with thunderstorms for both... FastCargo -
Okay, that's simply not true. This laptop I'm running is 3 1/2 years old. Now, it was a fire-breather back in it's day, but it's still doing just fine...running CA_Stary's Green Hell, parts of the widesky mod, the HDR/bloom mod, etc, and still getting 20+ frames per sec for the most part...slowing down only when I get blown up (because I'm using the enhanced explosions pack). It's an older Pentium M in fact...even before they started coming out with the various 'Core' CPU names/iterations. However, certain combos of parts seem to not work well, especially with WOI. My big hiccup is with shadows...so most times I simply limit the distance the shadows are cast. FastCargo
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Heavy snowfall weather
FastCargo replied to Stary's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Rock on! FastCargo -
CATshot Speeds?
FastCargo replied to cochise's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Simple, but takes a little math. Look in your carrier's data.ini and find entries similiar to this: [Cat1] SystemType=CATAPULT CatapultID=1 StartPosition=-14.2021,57.8598,19.4 EndPosition=-10.4808,157.5803,19.4 LaunchTime=1.0 LaunchEffect=CatLaunchEffect CatapultEffect=CatSteamEffect Note the bold areas...those are the lines that you need to look at. And specifically, note the italics...those are numbers that really matter. The Position number reference is in X,Y,Z...where X is left/right, Y is back/forward, and Z is up/down. So it's obvious that since most catapults are back/forward, those are the numbers you look for. Find the difference in the Y numbers...that tells you how long your catapult is. In this case, approximately 100 meters (units are in meters). The time is in seconds...so for this cat, the idea is to make your aircraft travel 100 meters in 1 second (about 360 km/hr = 196 Knots). Technically, this is an acceleration value (because you start from zero), but I find this works decently well to figure out approximately what speed you'll be traveling off the end of the 'pult. So, work backward with the math and simply adjust the time of the catapult shot to increase or decrease your speed. You COULD adjust the end position of the 'pult to do the same thing (which is what I do for my Harrier carriers...make the time short, but make the length less than a meter...result...no velocity so you can do a 'jump jet' takeoff)...but you can also screw up stuff if you're not careful. FastCargo PS Or, you can use Fubar's numbers...since he's done the math already... -
There I was.....
FastCargo replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Been too close to the real thing the last couple of days. That being said, hurry up and finish this enviromental mod, will ya? FastCargo -
Ren and Stimpy 2008! "Happy Happy, Joy Joy!" "Joooouu eeeeeeediot!!!" FastCargo
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F-35A Lightning II
FastCargo replied to Klavs81's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You're talking about an external model...what Klavs is trying to do is have a internal 'camera' that stays on all the time, even after you drop all your weapons and have it not jettison. Having an internal designator doesn't work once you drop your last weapon (or jettison). Klavs, I'll get back to you on the weapon bay door issue...I can't trace it down for the life of me. The F-22 suffers from the same issue... FastCargo -
weapon editor ineffective
FastCargo replied to Sokol's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's just a regional thing....I'm just as comfortable with DDMMYY as I am with MMDDYY. I doubt the meaning is any different than that. FastCargo -
External models continue refinement. Latest (and hopefully LAST) changes to external models included recontouring the T-38A/B/C/F-5B/CF-116D canopies, adding 'slimers' to the CF-116D ( a new model with differences from F-5B), aux intake louvers to CF-116D/F-5F/Saqheah, drag chutes to CF-116D/F-5B/F-5F/Saqheah, and additional details to F-5F (common addons for 'shark nose' F-5s, including wing fences, nose and tail bumps). Skins are still in progress...T-38B/C/Saqheah models still awaiting proper skins, most models awaiting decals. FM still needs refinement, especially for F-5F and Saqheah. Easy stuff will be last (loading screens, etc). T-38A and B cockpit built and mapped. However, no texturing has started. T-38C cockpit remains...F-5B/CF-116D cockpit may be built derived from AT-38B cockpit. Ignore the day-glo colors...cockpit textures not painted yet. Cockpit includes following features: Animated controls (including flap and speedbrake switch). Animated toe brakes. Animated canopy. Most lights work like their real life counterparts...including specific warning lights based on engine RPM. Most lights shine through colored filters like their real life counterparts. Most instruments have clear lenses...yes, you'll get sun glint at certain angles. AT-38B gunsight is infinitely adjustable in flight...there is no preset 'air to air' or 'air to ground' setting (yep, you have to set the 'mils' yourself...located on the knob to the left of the gunsight glass). Also, note the sight can be hidden by parts of the cockpit...no 'seeing a sight where you shouldn't' issue. FastCargo
