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Everything posted by FastCargo
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What in the Hell is That?
FastCargo replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Tease! I'll take one in black with red insignia please. (F-16XL - or F-16F depending on how bad you wanted one)! FastCargo -
Maybe I need to be more specific...was it a two tone grey like this: Or a lighter grey like this: Or something like this: USAF Grey doesn't mean anything...there are several greys out there. FastCargo
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Adding addional squadrons
FastCargo replied to Gocad's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There is your problem right there. The weapons pack doesn't use AA-XX as a designation for Russian missiles. Try this (after MAKING A BACKUP) for your MiG-29G (?) loadout.ini, substitute the [AirToAir] loadout with this: [AirToAir] Loadout[01].WeaponType=R-73M1 Loadout[01].Quantity=1 Loadout[02].WeaponType=R-73M1 Loadout[02].Quantity=1 Loadout[03].WeaponType=R-73M1 Loadout[03].Quantity=1 Loadout[04].WeaponType=R-73M1 Loadout[04].Quantity=1 Loadout[07].WeaponType=R-27R Loadout[07].Quantity=1 Loadout[08].WeaponType=R-27R Loadout[08].Quantity=1 This should work...assuming you have the weapons pack. FastCargo -
What was it's coloration...that will tell you if it was an F-5 or T-38 from a distance? FastCargo
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Noticed something interesting after I died... Chasing after a OV-1D no less...I don't know that they ever actually shot him down. My death was interesting...was doing a PGM attack on a warehouse and got jumped by an Su-27 at close range, whereupon a F-15C jumped on him. For about a minute it was the 3 of us in a conga line. Damn I wish TK sims had a record function...it was so cool watching myself doing OOP jinks and everyone in train not wanting to let go... Eventually I got nailed in a snapshot...where upon the Su-27 got gunned 2 seconds later by the F-15C... It was a wonderful thing...to watch. FastCargo
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He works on Bones at Ellsworth AFB, SD. FastCargo
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A couple of questions...
FastCargo replied to Piloto's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Check this thread to add a carrier: http://forum.combatace.com/index.php?showtopic=19550 MAKE BACKUPS FIRST! It gives examples in linear order. Simply put, you first add the carrier to your groundobjects directory (like an addon aircraft), then you add a location in the terrain.ini file for the carrier to roam around in, then 'put' the carrier in the campaign like a ground object. And finally, add a few lines to the [AirUnitxx] entries to make the aircraft fly off the carrier. FastCargo -
Adding addional squadrons
FastCargo replied to Gocad's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Actually, that doesn't mean anything other than you don't have a specific "LOADOUT".BMP file for your aircraft. Did you try to actually loadout and go fly? Some 3rd party planes don't have a loadout picture. Okay, that can be for 2 reasons: 1) They dropped all their weapons or their recon loadout has nothing on it 2) In the "LOADOUT".INI (different from the "LOADOUT".BMP) file for those specific aircraft (say a MiG-29A) make sure that the weapons actually exist. A lot of the Russian missiles in the stock SFP1/WOV/WOE install still use the western "AA-xx" designations verses the proper weaponspack designations of "R-XX". Also, I THINK (I'm not sure) but the dates the weapons were in use matter... Under 'Options' check the 'Controls' tab...Customize...look for the key in the weapons keys listing. I'm not sure what the default key is. FastCargo -
Adding addional squadrons
FastCargo replied to Gocad's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You have to add the squadron to the SquadronList.ini (located in the Flight folder - though I've seen it in the PilotData folder too) like this: [squadronXXX] Name=JG71 DisplayName=JG71 'Richthofen' Nation=WGermany Also, I think JG71 already exists in the stock SquadronList.ini file...as Squadron234. Finally, there are two campaign files. Usually named "campaign".ini and "campaign"_data.ini. The entry you wrote above is for the "campaign".ini file...did you make sure to match the [AirUnit045] entry in the "campaign"_data.ini file to the entry in the "campaign".ini file? Simple questions, but I've made the same mistake... FastCargo -
Leaving WoV
FastCargo replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Amen to that! After I did a stock SFP1/WOV/WOE merged install, first thing I did was do a DVD backup. Works great when something breaks! And I do regular backups to a portable hardrive. I have to! The directory is 15 GB now! :) FastCargo -
F-35A
FastCargo replied to serverandenforcer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Actually, it was done by NOVA (and shown on Discovery) and is available on DVD (I have it). It's a pretty good show, and does a decent job of getting into the details of the competition. Funny, as much as I hated the lift fan concept (used for the VTOL version of the X-35), Lockheed did a remarkable job with it, and was shown to have some clear advantages over Boeings more Harrier-like approach. The Boeing version (X-32) simply didn't have the performance with the VTOL version that the X-35 did. From the program, the X-32 was always going to just barely have the power needed. FastCargo -
Wrench, This is really LOW priority even for me...it works as is so take your time...I was just throwing it out there. Here is the link: http://forum.combatace.com/index.php?autom...p;showfile=3876 Realize, I've completely changed the loadout and data.ini weapon points to begin with...in terms of adding station options. I can send you my whole loadout and data ini files if you like. Do not trouble yourself if you've got other stuff going on... FastCargo
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Avionics hump
FastCargo replied to grumpapotamus's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
But, but, I don't want to be able to change it... I guess what bugs me is I've tried to make the Avionics hump work exactly like the 17PFU nose/F-111F Pavetack and ECM pods...data, loadout, and weapondata.ini editing, making the entries as close as possible. Yet, it doesn't work like those other examples... Offends my sensibilities I guess... Also, tried the "AllowedWeaponClass=A4L" line...didn't change anything. Thanks for trying to help though...guess I'll just not screw with it in the loadout panel... FastCargo -
Okay folks, got a different A-10 issue for you, specifically with the A-10Modern: Here's a peek at the data and loadout.ini's : Data (relevant part only): [Pylon4] SystemType=WEAPON_STATION StationID=4 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-1.578,-1.476,-0.879 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=BOMB,TER,RP,FT,LGB,EOGR,TLR AttachmentType=NATO,USAF ModelNodeName= RackLimitOutsideOnly=TRUE PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=A-10_FuelTank [Pylon5] SystemType=WEAPON_STATION StationID=5 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-0.581,-1.619,-0.893 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=BOMB,TER,LGB,EOGR,TLR AttachmentType=NATO,USAF ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [Pylon6] SystemType=WEAPON_STATION StationID=6 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.0,-1.619,-0.893 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=FT AttachmentType=NATO,USAF ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=A-10_FuelTank [Pylon7] SystemType=WEAPON_STATION StationID=7 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.582,-1.619,-0.893 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=BOMB,TER,LGB,EOGR,TLR AttachmentType=NATO,USAF ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [Pylon8] SystemType=WEAPON_STATION StationID=8 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=1.578,-1.476,-0.88 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1800 AllowedWeaponClass=BOMB,TER,RP,FT,LGB,EOGR,TLR AttachmentType=NATO,USAF ModelNodeName= RackLimitOutsideOnly=TRUE PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=A-10_FuelTank Loadout.ini (example loadout): [Attack] Loadout[01].WeaponType=ALQ-131 Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-131 Loadout[02].Quantity=1 Loadout[03].WeaponType=AGM-65D Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=CBU-87 Loadout[04].Quantity=2 Loadout[04].RackType=TER Loadout[05].WeaponType=CBU-87 Loadout[05].Quantity=3 Loadout[05].RackType=TER Loadout[07].WeaponType=CBU-87 Loadout[07].Quantity=3 Loadout[07].RackType=TER Loadout[08].WeaponType=CBU-87 Loadout[08].Quantity=2 Loadout[08].RackType=TER Loadout[09].WeaponType=AAQ-14 Loadout[09].Quantity=1 Loadout[10].WeaponType=LAU-131 Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9L Loadout[11].Quantity=2 Loadout[11].RackType=LAU-105 My problem is with the center 5 plyons, specifically 4, 5, 7, 8 (number 6 is for a fuel tank and has no issues). Actually, it's mainly with pylons 5 and 7. Notice that by the loadout.ini, I should be able to load 10 weapons...2 each on TERs on pylons 4 and 8 (outer-center), and 3 each on TERs on pylons 5 and 7 (inner-center). I also restricted pylons 5 and 7 (outer-center) to two weapons only (outer and lower positions on the TER only) to avoid a visual conflict with a fully loaded inner-center TER. The problem is that I can only load a max of 8 weapons, not 10. The outer-center racks load properly, but the inner-center racks only load the left and right parts of the TER. It doesn't look like I'm exceeding the weight limitation...and I didn't see any size limits. Happens with all weapons...mavericks, GBUs, CBUs, Mk82s, etc. Doesn't even allow me the option of loading 10 weapons on those -center racks. Anything I'm missing here? FastCargo
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I don't feel tardy! FastCargo
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Avionics hump
FastCargo replied to grumpapotamus's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Let me make this issue a bit clearer. What I'm trying to do is like what exists on the F-111F ECM station and on the MiG-17PFU radar nose. In those aircraft, the ECM pod and radar nose are permanent. There is NO way to select putting something in those stations in the loadout screen. They show up as <Empty> in the loadout screen, but you go to fly, and there they are. I want the A-4L avionics hump to work the same way, but I haven't been able to find any obvious differences between the 3 aircraft in the data.ini files in that station (other than something called MinExtendPosition and MaxEntendPosition in the F-111F ECM station entry). Does that make more sense? Also, anyone got textures for the MiG-17PFU radar nose so it matches the rest of the aircraft? Looks kind of odd as it is right now... FastCargo -
Aircraft issues
FastCargo replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Brought up an old thread...because my A-7E tailhook wasn't deploying either. And yep I had checked all the lines...etc, etc, etc... Until while still trying to tweak the A-4L/Avionics Hump issue, I was doing some comparisons and found this: [Tailhook] SystemType=ARRESTOR_HOOK <--- A-7E Hmmm...wait, isn't there something...DOH!!! In aircraft where the tailhook works, it's this: [Tailhook] SystemType=ARRESTER_HOOK <----Note the spelling difference I can't believe I've been dealing with this issue for a MONTH before I finally figured it out...sheesh! Maybe that'll help... FastCargo -
Blood for Oil part Two
FastCargo replied to BigRed's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I can post the ini's on here if you like. Otherwise, I just downloaded the carriers from here at Combatace. Also, I would recommend not posting your email on a bulletin board...setup for getting spammed. Send me a private message with the email instead. FastCargo -
Blood for Oil part Two
FastCargo replied to BigRed's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Okay, there is one thing in that .ini file that may be a problem. The line 'Forrestal Class Carriers' needs to be commented out. So instead of this: [GroundObjectData] Forrestal Class Carriers It looks like this: [GroundObjectData] ; Forrestal Class Carriers <----- Note the semicolon added in front. Turns it into a comment. I'm going to put the CV-59 into my campaign just to make sure the model itself isn't screwed up. Edit: Okay, just tested it in the campaign. It looks fine, and seems to work okay (other than snapping my gear off on my takeoff for some reason). So the model is good. FastCargo -
What's wrong with this video...?
FastCargo replied to SayethWhaaaa's topic in Military and General Aviation
I don't understand why people keep getting perplexed by this one. I must have seen 3 separate threads on various boards about it. They matched the camera frame speed to the rotor speed. It isn't that hard. Hell, anyone remember the show Airwolf? You saw almost exactly the same thing when they went into 'turbo' mode. The camera frame speed was slowed down for recording then played back at normal speed to make the aircraft appear like it was going fast. It had the side effect of making the rotors appear to not rotate properly. Now, in Airwolf, each exposure was longer, so the blades looked like stationary wedges. In this Hind video, the same thing occurs, except the individual frames exposure is much shorter, so the rotors aren't blurred (you can see the tips are just ever so slightly blurry). FastCargo -
Blood for Oil part Two
FastCargo replied to BigRed's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yep, I see a few things right off the bat. One, I noticed you have some CV-59 files outside of the CV59 directory. They may be the exact same files that are in the CV59 directory. I would suggest you put them there, but don't overwrite if they are older than the ones in the directory. Mainly this is just for house keeping...keeps the GroundObject directory logical. Two, and I don't know how important this is, but I notice that the directory name is CV59, but the ini file name is CV-59.ini. The program will see these as two separate entries...and so may not work properly. I would suggest renaming either the directory or the CV-59.ini file. That may be where your discontinuity lies. Be aware, anything that references that will be affected...specifically, look at this entry in my previous post: ---------------------------------Steps to add your carrier to the campaign file "Campaign Name"_DATA.ini------------------------------------ "Campaign Name"_DATA.ini file [CarrierUnitxxx] CarrierType= <------ This entry MUST match the directory your carrier is in and the .ini file in that directory. I would rename all 3 to the same name. I think that's the problem right there. Your ArkRoyal entry looks okay to me. In fact, that's what I use when I added the Royal Navy F-4s to the WOE campaign. FastCargo -
Blood for Oil part Two
FastCargo replied to BigRed's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Your question number 2 could be attributed to flaky AI...even with the Uber AI mod, I see some occasional strangeness. Question 3, I'm not sure. Question 4, check for a TextureSet.ini file within the texture subdirectory in your F-16 aircraft directory. Example for my F-16 Block 1: My aircraft directory is: X:\"Your SFP1 Directory"\Objects\Aircraft\F-16A_Blk1 In that directory is a F-16A_Blk1.ini file. In that file there should be an entry: [TextureSetxxx] Directory=Fuujins2 <------ Important! Name=FightinFuujins2 Nation=usaf Squadron=4TFS Specular=0.200000 Glossiness=0.200000 Reflection=0.150000 Within your X:\"Your SFP1 Directory"\Objects\Aircraft\F-16A_Blk1 directory there should be a subdirectory (or several) with your textures. For me it's: X:\"Your SFP1 Directory"\Objects\Aircraft\F-16A_Blk1\Fuujins2 That subdirectory should have a TextureSet.ini file...and that file should read this: [TextureSet] Name=FightinFuujins2 Nation=usaf Squadron=4TFS Specular=0.200000 Glossiness=0.200000 Reflection=0.150000 Note, it reads EXACTLY like 6 of the 7 lines in the coorsponding [TextureSetxxx] entry in the F-16A_Blk1.ini. Now, you shouldn't need to add this entry to the F-16A_Blk1.ini file in the first place, if the texture subdirectory has a properly configured TextureSet.ini file. The engine will add it automatically the first time the aircraft is referenced. FastCargo -
Blood for Oil part Two
FastCargo replied to BigRed's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
1. Having just added 3 carriers to the stock campaign, check for these issues: A) Make sure the carrier model referenced exists in FULL in either the Objectdata.cat file or exists as a directory in the Objects/GroundObject folder. B) Make sure in the "Campaign Name"_DATA.ini file there exists a [CarrierUnitxxx] entry for the carrier you want to reference C) Make sure in the "Terrain Name "_TARGETS.ini file there is a [TargetAreaxxx] entry for the carrier. D) Check there is an entry referenced in the "Terrain Name"_NATIONS.ini file for the area name the carrier is in. E) Make sure the actual aircraft references the carrier properly. As an example, for the stock 1979 WOE campaign, here what I did to add the OV-10A to fly off the LHA-1. ----------------------------------Steps to add a carrier------------------------------------------------------------------ Adding the LHA-1 (USS Tarawa) to the GroundObject directory...laid out like this: X:\"Your SFP1 Directory"\Objects\GroundObject\LHA-1 Within the LHA-1 directory, my files are: LHA-1-1.OUT LHA-1-2.LOD LHA-1-3.LOD LHA-1-4.LOD LHA-1.INI LHA-1.LOD LHA-1_DATA.INI USMCGrey <--- Subdirectory with the textures...like an aircraft directory. I made a custom entry in the LHA-1.INI file for the textures: [TextureSet001] Directory=USMCGrey Name=USMC Grey Nation=USMC Specular=0.500000 Glossiness=0.750000 Reflection=0.000000 I don't know if it's necessary, but it helped me layout my groundobject textures to make sense. --------------------------------------------Steps to add an entry to the "Terrain Name"_NATIONS.ini file------------------------------- For the GERMANYCE_NATIONS.INI file, I added an entry: [Theater] TheaterName=Central Europe Location001=West Germany Location002=East Germany Location003=Poland Location004=Czechoslovakia Location005=Austria Location006=East Berlin Location007=Netherlands Location008=France Location009=Belgium Location010=Denmark Location011=Luxembourg Location012=West Berlin Location013=North Sea <--------- Added by me! Note the Location number...you will need to know this later (mainly for just something to put on the screen). ---------------------------------Steps to add a location for the carrier in the "Terrain Name "_TARGETS.ini file------------------------------------------------ This is what I added in the GERMANYCE_TARGETS.INI file to put the carrier in (all added by me): [TargetArea338] <----- Number must be next number in sequence in "Terrain Name "_TARGETS.ini file Name=Charlie Station <---- Name can be anything you want - VERY important Position=310000,825000 <----- This is VERY important Radius=5657 ActiveYear=0 Location=13 <----- Matches number noted in "Terrain Name"_NATIONS.ini file (this tells my carrier that it's stationed in the North Sea...it's only a name) Alignment=FRIENDLY CarrierStation=TRUE Use Kreelin's Mission editor to open up the terrain file. Simply move the crosshairs (with your mouse) and note the coordinate numbers scrolling around at the bottom of the editor. Those numbers are what you will plug into the 'Position=' line in the above entry. Think of entry as a making a 'location' called 'Charlie Station' where you want the carrier to be...it's a general area the carrier roams in. ---------------------------------Steps to add your carrier to the campaign file "Campaign Name"_DATA.ini------------------------------------ This is what I did to add the LHA-1 to the WOECAMP2_DATA.INI file: [CarrierUnit004] <----- Must be next number...if no carriers exist, then you can start with 001...I put my entry after the [GroundUnitXXX] entries CarrierType=LHA-1<----- Name of the carrier (must match the directory entry of the carrier and the .ini file, in this case, LHA-1.INI file located in the LHA-1 directory CarrierNumber=10 <----- As far as I can tell, can be any number as long as it doesn't match any other carrier number in the "Campaign Name"_DATA.ini file...important to remember this entry! UnitName=USS Tarawa LHA-110 <----- What you want to call it ForceID=1 <-------- similar to aircraft entries (noted at top of "Campaign Name"_DATA.ini file matches [Forcexxx] entry) Nation=USMC <----- I think this needs to match a similar entry in the aircraft entry in the "Campaign Name"_DATA.ini file in this case my OV-10A BaseArea=Charlie Station <----- IMPORTANT! Must match the 'location' you want the carrier to be in. NumSquadron=5 BaseSize=MEDIUM <---- should make it MEDIUM...most aircraft require this size base Experience=100 Morale=100 Supply=100 ----------------------------------To add your aircraft to that carrier - still in the "Campaign Name"_DATA.ini file------------------------------- Still within the WOECAMP2_DATA.INI file, go to your aircraft, in my case, the OV-10A [AirUnitxxx] AircraftType=OV-10A Squadron=VMO6 UnitName=VMO-6 ForceID=1 Nation=USMC <-------- Important...needs to match the same entry in the [CarrierUnitxxx] line StartDate=09/22/1979 DefaultTexture=VMO6 BaseArea=Charlie Station <-------- Important...needs to match the same entry in the [CarrierUnitxxx] line CarrierBased=TRUE <----- Added... CarrierNumber=10 <----- Added...needs to match the same entry in the [CarrierUnitxxx] line .....(rest of entry truncated)... Looks complicated, but really isn't. I've been able to add four carriers and several squadrons from the the USMC, USN, and Royal Navy to the campaign... Use this as a checklist to make sure your carrier ops are configured correctly. Good luck! FastCargo -
B-2
FastCargo replied to Marcfighter's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yep, that's exactly the way they work for manual yaw control. Now, to control adverse yaw, you can use asymmetric aileron deflection. Allows you to fly without coordinating rudder deflection. FastCargo
