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Everything posted by WLJet
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October 2008 patches for ALL ThirdWire Sims has been released.
WLJet replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey, the IFF function in the TWS mode is fixed -
Creating terrains
WLJet replied to dave93's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Is that legal? Especially it sounds like you don't own WOI yourself. But please forgive me if I misunderstood. -
Random Desert Storm Screenshots
WLJet replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ouch. But having said that, I do believe its more important to get it well done than to release fast. The mod already sounds so awesome that I'm beginning to wonder whether my 4 months old budget PC can handle it. By the way Dave, since the release date is postponed, does that mean we may get to have the F-117A mod in it? -
F4D-1 Skyray
WLJet replied to Julhelm's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
WOW!! The F4D Skyray!!! Thank you so much Julhem!! I have been wanting this plane since 2 years ago after I read on Greg Goebel's "Air Vector" reference on the SkyRay. Beautifully modelled and great cockpit!!! However, there is a query regarding the A-A radar performance (which I know can be easily editied on the avionics data.ini file). I noted the search range modelled can go as far as 100nm which would be of similar range to a later and more advanced APQ-72 radar used by the F-4B. Greg Goebel's reference site seems to report it as much shorter range: "The first production F4D-1 Skyray made its initial flight on 5 June 1954. Along with the J57 engine, the production aircraft featured numerous small changes and was fitted with the Aero-13 fire-control system, which featured Westinghouse AN/APQ-50 radar. Due to delays in delivery of the radar system, initial production Skyrays weren't originally fitted with the radar, and apparently a handful were never refitted with it. The radar was impressive for its time, with a normal detection range of 29 kilometers (18 miles), and a lock-on range of 20 kilometers (12 miles). It was a major step forward in featuring an integrated design, with the entire unit sliding out for service; earlier radars consisted of various boxes wired together. " http://www.vectorsite.net/avskyray.html So whose info is correct?? Anyway, thanks again for such a fantastic mod!! -
A10 -A Air to air combat
WLJet replied to MaverickMike's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I can testify the tactics suggested by Rambler 1-1 do work. I seldom fly attack aircrafts prior to the Sept patch. But in one of those few times I did, I flew a Su-7 mission in the Korean terrain. I was chased by an F-4 and did similar to what Rambler suggested and the F-4 crashed. Plus, I find hugging low nullify the effectives of the AIM-7E Sparrow missile. As for my earlier suggestion of the cheat method, I hear ya! I agree the cheat tactic is not realistic and would defeat the purpose of simulating involvement in a strike mission. I know its not going to be a popular suggestion that's why I thought I should mention beforehand that its cheating and not realistic! Maybe the method is useful if a casual player just want to have an easy mission for a change - a "milk run" to the target. Personally, I don't use the method all the time upon discovering its effectiveness. Can be a bit boring. The last 2 Hog missions I flew before my posting on the cheat method, I decided to join in the "fun" with the strike packages rather than staying on the runway until the "coast is clear". -
So, Dave, is that a J-Stars in your sig?
WLJet replied to Spectre_USA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Since the F-117 mod will not make it in time for the DS release, then how about using the F-19 as a substitute? -
A10 -A Air to air combat
WLJet replied to MaverickMike's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I also just started playing the Red Lightning campaign a few days ago with the Sept patch installed. In flying the missions, at times I also find myself being intercepted by MiGs with the air calvary was several miles away and RC was not helpful in vectoring aid. I agree with what FastCargo said in getting real LOW. In one of the missions I was chased by a MiG-21 after I struck my target. My wingman was shot down, I was alone and out of missiles. I flew between about 100-200ft AGL and fly back as fast as I can to base. Throughout the flight the MiG had difficulty engaging me. But it did tail me for a very long distance. All this time I was hoping the Mig would ran out of gas but didn't. As I was flew to the FEBA back from the east I decided to turn to the direction of the nearest friendly airbase rather than back to home base. I figured the AAA gunners around the nearest friendly base could help me out. The tactic worked!! After the MiG was destroyed I realised I was chased by not one but TWO Migs!! But the wingman decided to turn tail after watching his lead got shot down... After a few a missions in the campaign I figure a method of engaging my targets without having to worry about enemy interceptors. The method I'm about to share is actually a CHEAT!!! Basically, exploiting the weakness of the AI routine. It's not realistic but it works great. Unlike air-to-air missions, the targets on the ground doesn't move away from where they are supposed to be. So instead of taking off immediately when the campaign starts, I basically kept my Hog flight on the runway...fast accelerate the time, listen to the radio and all the action that was happening...The enemy interceptors will fly their usual path which in the game is designed to intercept your flight/escort/support flights. But me and my flight aren't there. So when I feel the action was all over, then I started my engines. By the time I get to my target area either all the enemy flights have returned to base or are on their way back and far far away from my flight or target. So no more harrassment from enemy interceptors throughout my mission -
Most Authentic F-16C Addon Available for WOE?
WLJet replied to LCountach's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
As far as I know xevilpetex's F-16A Block 10 Update is the only F-16C-like cockpit using the avonics70.dll. Here's the link: http://forum.combatace.com/index.php?autoc...p;showfile=3099 Apart from no GM radar, CCIP and LCOS features are missing (from what I remember). The AA radar uses F-15A's symbology. So until TMF's F-16C is released perhaps the closest thing is to use xevilpetex's F-16A Block 10 Update cockpit on the Block 30 or Block 50-52. -
Most Authentic F-16C Addon Available for WOE?
WLJet replied to LCountach's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Alternatively, just type "column5.us" on google (minus the inverted commas, of course) and that should lead you to C5's homepage. -
Thank you so much for your support MK2 so that other simmers like us can enjoy this site. Thanks again. :yes:
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WOV F-4 Phantoms
WLJet replied to GreyCap's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks FastCargo! :yes: -
WOV F-4 Phantoms
WLJet replied to GreyCap's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thank you Wagsled and all those who had replied/commented on my question concerning the F-4 radar. :) By the way, what does MTBF stands for? -
WOV F-4 Phantoms
WLJet replied to GreyCap's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Given the topic on this forum is about the F-4, I couldn't restrain myself from not asking something about this plane. I hope the addition of my question will not overwhelm Wagsled or any F-4 drivers in the community to answer. One of the things that initially attracted me to purchase Strike Fighters Gold in the first place was that I noticed a certain fidelity in the modeling of the F-4 avionics as seen in Discovery Channel. Based from what I had read, the radar for the F-4E is not pulse-Doppler type, hence not surprising it has difficulty to pick up bogies flying near the ground. There would be a lot of radar energy reflected back from the ground if the F-4 is pointing downwards. Trying to pick up the bogey in this instance is like trying to pick up a blip on a display with spilled milk on it (if I didn't misread Phil Handley's statement in the old Spectrum Holobyte's manual for 'Flight of the Intruder"). However, on some aircraft reference websites it seems the F-4J model was equipped with a multimode pulse-doppler APG-59 instead of the APQ-120 like that of the F-4E. So my question is, do the radar of the J model functioned and also displayed the same way on the radar scope like the F-4E? I don't see any difference in the way how Strike Fighters model the radar display/avionics between the F-4E and F-4J. I would appreciate a clarification or reply from Wagsled or any of the F-4 drivers in the community. Thanks a lot :yes: WLJet -
C-130A in SFGold
WLJet replied to SFP1Ace's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Actually you can but in an indirect way. Download Operation Tainted Cigar from the Missions/Campaign section. There's a C-130A in the Objects\Aircraft folder. If your non-NA SF Gold edition is like mine (Australian edition) the essential files for C-130a is still in the game but all it needs is to have the c-130a.ini file and the texture folder to be activated in the campaign as an AI aircraft. Cheers. -
C-130A in SFGold
WLJet replied to SFP1Ace's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion