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csb

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Posts posted by csb


  1. I hate threads like these because they always turn into a giant bitch session.

     

    C'mon Dave (USFATML?), you gripe but you could be considered a serial offender, and in those posts it is :

    Irritating at best.

     

    With apologies, this is not meant as a personal attack on you. [Enter suitable emoticon here]

     

     

    In regards to that radio chatter to replace the windloop - the problem with that is if you view other a/c or things then when you get back to the cockpit the radio chatter starts from the beginning again. Also its not bits'n'pieces, it is an onoing conversation about a mission in progress or something. For me it lessens the immersion.


  2. Yep Viper6, it's same as editing notepad - easy.

     

    The extractor doesn't actually extract the files, it makes a copy of the file.

     

    So you can edit the file and the game will read it instead of the file in the cat (providing your file is in correct folder).

     

    If you don't want to use it, then just delete and game will read file in the cat.

     

    The extractor will put the F4_Data.ini (for example) into the Objects folder. You need to put it in the F4 folder.

     

    You can also change how many c&f your a/c has.


  3. Re: Taxiing from ramp area.

     

    The maker of the video has probably just driven the jet to the ramp and then started the video.

     

    You cannot/do not start on the ramp in WOI.

     

    Or he may have made a mission with the jet in the ramp area - but I'm not sure if this is possible.

     

    Re: Steering is just by moving the rudder control.

     

    Do you have the Flight Model on easy settings? - then rudder, in the air, doesn't work so may not work on ground either.

     

    If you have a joystick with rudder control set FM to Hard - Jet is still easy to control, in fact you have better control. Easy is for sticks with no rudder control.


  4. Is there a hotkey for viewing weapons launched by an AI aircraft?

     

    I don't think there is a key for this.

     

    Except that you can hit 'Last radio target' when someone calls out a missile launch (AA or SAM)... then hit the Target-to-Player key to view that object.

     

    This can be a waste of time unless the missile is launched on you.

     

    SO:

     

    If guided missile is launched on you, you will know because RWR will be sounding.

     

    If it's IR missile then just use check6 to verify if it's coming up your pipe.


  5. Missiles in WOE, WOI are not too hard to out manouvre - it seems one of the goals of the developers was to model the inconsistency of the missiles of the era.

     

    The a/c controls are not as realistic so to control the jet, get lock & fire is not so cumbersome (yet not too simplified), very enjoyable - not so many buttons to press to do things.

     

    The series still has plenty of realism, a/c flightmodels are great, fantastic graphics.

     

    The radio chatter is fairly constant and often relates to your flight - really adds to the immersion (I always felt so lonely in Lomac).

     

    Of course you have radio comms with your flight and Ground Control.

     

    At the moment WOI has the best AI and graphics but others in the series are due to be upgraded.


  6. Yes, you can have more than 1 afterburner so you can have different burners on different jets.

     

    You do not HAVE to change it's name to AB.tga. And to have different burners probably do not name it AB.tga.

     

    Put the tga in the effects folder - you can leave it at the name (eg AB#24.tga) or change it to a more suitable name (eg F4Afterburner.tga)

     

    Also put the AfterburnerEmitter config file (the one in the A'burner pack) into Effects folder.

     

    >>I named them F4Afterburner.tga & F4AfterburnerEmitter.

     

    >>Then in my F4AfterburnerEmitter I did these edits : Name=F4AfterburnerEmitter & TextureStage[01].TextureName=F4Afterburner.tga

     

    >>In the F4E_Kurnass_data.ini (you will need to extract this file from FlightData Cat) scroll down and edit it to : AfterburnerEmitterName=F4AfterburnerEmitter (for both engines).

     

    In summary : rename AB#24.tga & AfterburnerEmitter config file - put them in effects folder. Then Edit the config file and a/c data.ini.


  7. There is an edit that will put the camera above the centre of the fuselage, looking behind. This is probably what you want!

     

    Then just press the shoulderview and you're looking behind - check6. This view can be rotated 360 horizontal and also has some up&down movement.

     

    I map it to a button near my pov hat so it's quick'n'easy - press shoulderview again and you're checkin'6 on next a/c.

     

    If you want to try, just paste these 3 paragraphs over the originals in the viewlist ini :

     

    [ViewClass006]

    ViewClassName=ShoulderViewClass

    ViewType=FIXED_VIEW

    ViewGroupID=0

    DefaultView=COCKPITFRONT

    AllowFromDiffGroup=TRUE

    SnapView=FALSE

    InsideView=FALSE

    FocusObjectOnly=FALSE

    FOV=70.0

    PitchControl=CAMERA_PITCH_AXIS

    YawControl=CAMERA_YAW_AXIS

    RollControl=

    ZoomControl=CAMERA_ZOOM_CONTROL

    JumpToViewSameGroup=TRUE

    JumpToViewDiffGroup=TRUE

    SmoothAngleTransition=TRUE

    SmoothPositionTransition=FALSE

    SmoothFOVTransition=TRUE

    ZoomFOV=TRUE

    ZoomScale=0.02

    PanScale=0.00140

    MinSpeed=100.0

    MaxSpeed=100.0

    Acceleration=10.0

    AngleRates=360.0,240.0,240.0

    FOVRate=60.0

    MinFOV=55.0

    MaxFOV=85.0

    ResetAngles=False

    ResetTime=1.0

    ResetRate=0.3

    TrackIRUseAbsolutePos=TRUE

     

    [ViewClass013]

    ViewClassName=TowerViewClass

    ViewType=TOWER_VIEW

    ViewGroupID=0

    DefaultView=FreeView

    AllowFromDiffGroup=TRUE

    SnapView=FALSE

    InsideView=FALSE

    FocusObjectOnly=FALSE

    FOV=15.0

    ObjectDistance=1000.0

    PitchControl=

    YawControl=

    RollControl=

    ZoomControl=CAMERA_ZOOM_CONTROL

    JumpToViewSameGroup=TRUE

    JumpToViewDiffGroup=TRUE

    SmoothFOVTransition=TRUE

    RememberAngle=FALSE

    RememberPosition=FALSE

    RememberFOV=FALSE

    LimitPitch=FALSE

    LimitYaw=FALSE

    LimitRoll=FALSE

    ZoomFOV=TRUE

    StepZoom=FALSE

    ZoomScale=0.01

    FOVRate=60.0

    MinObjectDistance=10.0

    MaxObjectDistance=2000.0

    OffsetDistance=0.0

    MinFOV=5.0

    MaxFOV=60.0

    ResetTime=2.5

     

    [View017]

    ViewName=ShoulderView

    ViewClassName=ShoulderViewClass

    UpdateAlways=FALSE

    ViewGotoControl=GOTO_VIEW_SHOULDER

    CycleNextControl=GOTO_VIEW_OBJECT_NEXT

    CyclePrevControl=GOTO_VIEW_OBJECT_PREV

    ObjectFrom=SearchAircraft

    PositionOffsets=0.0,0.0,3.3

    AngleOffsets=180.0,10.0,0.0

     

    For more understanding here's the link I got this edit from :

     

     

    http://www.simhq.com/forum/ubbthreads.php?...207&fpart=1


  8. Campaigns tend to be specific for a certain terrain.

     

    So you can't really add campaign for SFP1 Desert won't work in WOE, for example.

     

    However you can use a campaign for Libya (that you have used in SFP1) in WOE providing you have the Libya terrain, which you needed in SFP1 also.

     

    Actually SF, WOE, WOV are basically the same & play/feel the same, same game engine - they are just different versions/eras in different countries. All have some of the same a/c and you can move a/c from one game to the other.

     

    I think WOI is the sim to get but as Viper says, TW will be patching all their games to the same level as WOI, probably this year.

     

    The price of these sims is certainly great value.

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