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Everything posted by Crusader
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Naw :) No, Ive not attempted to shoot down a cruise missile with IR missiles. Probably wont work because the game doesnt "categorize" the cruise missile weapon as a target for IR missiles, only for radar missiles. Another thing is that while IR missiles do turn skywards for the sun (after loosing lock or with too much "sun" in the seeker FOV", there is no change of the IR acquisition tone if the player points the seeker at the sun.
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Good that you mention fuzing distance - thats my next point to elaborate on :) Stock missiles have a fuzing distance value of 0 or 0.5 meters. Ive changed that to values (for AIM-9) of 6.0 and 8.0 meters, depending on the type of fuze of the AIM-9 variant. The result is that about 75% of the hits still result in fatal destruction, with 25% causing damage and the target keeps flying on. Some crash after a few minutes or catch fire. Big bombers sometimes need a second AIM-9 hit. Beagle screenies: first a proximity-fuzing hit which caused damage to the right wing, second Beagle is hit fatally.
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Yes, the SeekerGimbleLimit= value is the angle measured from boresight 0 to the max angle the seeker can move off-boresight. The whole Field Of Regard (FOR) that the seeker can cover is 80° with a GimbleLimit=40 The AIM-7 will receive some attention as well. For example, max flight time of the 7E's is 40 seconds. And the 7E-2 does not have a shorter range than the 7E, it only has a shorter minimum range. But I digress...
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Delta-Wing Mirage Screenshots
Crusader replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
You have a (ini) problem with the missile launchers. Nice metal though -
The "super seeker" In the TW weapon Editor, the IR missiles have a option "Seeker Uncage" which can be set On/Off By default, all AIM-9 starting with the 9E have this option enabled. What does it do? The seeker will search the whole Field of Regard (FOR) as defined by the Seeker Gimbal Limits (generally +/- 40° for all -9 between the B and the X) with the speed set by the Seeker Tracking Rate value. And that is the "super seeker", covering a large area in front of the aircraft in SF2. Such a seeker function is correct for few real missiles, the French Magic series is one type which does have a seeker covering a large FOR and scans it with a very high rate. The Magic has been designed as a close-combat missile able to be used in a dogfight without the need to use a radar or radar-lock. So, "Seeker Uncage" has been disabled - is that bad/does it affect the AIM-9 in a bad way? No. The game has functions which are automatic, out of player control. What I call "auto-uncage is one of them. with the seeker locked-on to a target, the seeker is automatically uncaged and keeps tracking the target until the exceeding the Gimbal Limits / the Tracking rate / background noise / decoys break the lock. A second function is a automatic preference for the target positioned closest to the players center of view. Even with a radar lock and a missile with a slaved seeker. That is close to a real "Manual Boresight" function, where the pilot manually re-cages the seeker (back from the radar slave mode) to point the seeker (by maneuvering) to another target. The screenshot shows that I have locked the target on my left, but the seeker circle is on the target in front of me. Missile used is a 9L. To be continued..
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I'm working on updating the AIM-9 (and other types) in the game. Started already back in 2018. First release will be using stock 3d, a 2nd release with (hopefully) as many accurate 3d as possible later on. This update/mod will change the way the player has to employ the missile. Accurate aiming (pulling the sight/aiming mark/reticle directly on the target) is required to get a seeker lock-on. Until now, it is easy to get a lock-on because the missile seekers are set up by default to act as a "super-seeker", covering the full seeker gimbal angles. With that removed, its more fun/challenging to fight with IR missiles and it also makes more sense to actually use the radar for targeting. That works (seeker slaved to radar) only with few AIM-9 types, the 9L, 9M, 9P-5, 9JULI and the 9X. The AIM-4D also has this function and the French Magic 2. To be continued..
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Crotale SAM system
Crusader replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Make the cover a part of the missile and use a function of the missile data? (animation or booster node separation?) to remove it at missile launch. -
cockpit Q
Crusader replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
In connection to the Type=EXHAUST_GAS_TEMPERATURE_INDICATOR function, the ItemNumber= line refers to the EngineID # in the data ini -
cockpit Q
Crusader replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
ItemNumber= is the Animation ID # of the external model to which the cockpit animation is linked to You could use the Type=RUDDER_PEDAL function to get the pedals moving. With MovementType=POSITION_Y/X/Z and/or MovementType=ROTATION_Y/X/Z -
Delta-Wing Mirage Screenshots
Crusader replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Nice screenies :) -
Delta-Wing Mirage Screenshots
Crusader replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Delta-Wing Mirage Screenshots
Crusader replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
