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Everything posted by Crusader
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AvioDev: Mirage F-1
Crusader replied to SilverDragon's topic in Digital Combat Simulator Series General Discussion
that questionnaire shows that the dev's have no real grasp of the F1 differences/versions ... -
AvioDev: C-101
Crusader replied to SilverDragon's topic in Digital Combat Simulator Series General Discussion
Can also mount gun pods under the fuselage, either two single .50cal M3 machine guns (220 rds each) or a single 30mm (ADEN/DEAA type with 130 rds) Ammo is stored in a compartment below the rear cockpit -
Do you have a modded AIRCRAFTCONTROLLIST.ini in the Objects folder ? If yes, move it out and try the bombs again (after making sure that the keybinding is OK after all the attempts)
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Well... I've found a solution .. added Sparrow capability to USN F-4's inner wing stations which also required modifications to the missile panel.. had to use a light twice + move it to another position if a specific station is in use to fill a spot where no light exists The trick is to not use the MovementType=LIGHT I use MovementType=Position_X (Y,Z) And the ItemNumber= can also be the Value = So , example from the F-4B Sparrow mod [station6Light] Type=WEAPON_STATION_SELECTOR NodeName=selected_L_FWD MovementType=POSITION_Y (moves mesh fore/aft in this case) Set[01].Position=0.002 (moves it forward 2 mm to hide it behind the panel mesh) Set[01].Value=5.0 (this is station ID #5 for which the light is OFF , also valid for IDs 1 to 4) Set[02].Position=0.00 (light is modeled in ON position, so no move required, 0.00) Set[02].Value=6.0 (this is station ID 6 for which the light is ON ) Set[03].Position=0.002 (Set 3 hides the light mesh again to turn it OFF) Set[03].Value=7.0 Set[04].Position=0.002 (Set 4 has it still set to OFF to keep it OFF for station IDs 7 to 16) Set[04].Value=16.0 Set[05].Position=0.00 (Set 5 .. ON again for Station 17) Set[05].Value=17.0 Set[06].Position=0.002 (Set 6 .. OFF again) Set[06].Value=18.0 Above setup has the light ON for stations 6 and 17 and OFF for all others I had to set it up that way to be able to move the same mesh vertically to use it for the #17 station (new left wing AIM-7 STA), there is no light modeled for it in the cockpit The vertical move with the same mesh selected_L_FWD : [station17LightMove] Type=WEAPON_STATION_SELECTOR NodeName=selected_L_FWD MovementType=POSITION_Z Set[01].Position=0.00 Set[01].Value=16.0 Set[02].Position=-0.031 Set[02].Value=17.0 Set[03].Position=0.00 Set[03].Value=18.0 so the same mesh is used for 2 stations , first "ON in place" and the 2nd time "ON and moved vertically" A second method where no vertical/horizontal move is required is to set it up like this : 1st use of ready_L_WING_a mesh with POSITION_Y, ItemNumber=10 = Station ID 10 [station10ArmedLight] Type=WEAPON_QUANTITY NodeName=ready_L_WING_a ItemNumber=10 MovementType=POSITION_Y Set[01].Position=0.01 Set[01].Value=0.0 Set[02].Position=0.00 Set[02].Value=1.0 2nd use of ready_L_WING_a mesh with POSITION_Y , ItemNumber=17 = Station ID 17 [station17ArmedLight] Type=WEAPON_QUANTITY NodeName=ready_L_WING_a ItemNumber=17 MovementType=POSITION_Y Set[01].Position=0.01 Set[01].Value=0.0 Set[02].Position=0.00 Set[02].Value=1.0 Some pics of the modified missile panel missiles RDY/present on all fuselage and inner wing stations, shows heat and radar msls no matter which is selected (limitation) without a missile selected left forward fuselage sparrow selected shows SELECTED light ON and in original position left wing sparrow selected shows the Left FWD SELECTED light ON and re-positioned downwards to the wing msl indicator left forward and wing stations empty , right forward fuselage sparrow selected
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The TW F-14A_Iran has the compressed nosegear strut, used by USN for carrier catapult takeoffs. Just doesnt look right for a land-based F-14... I changed the default values for Spring and Damping factors , that tweak will raise the nose-down angle by ~ 2.4° // Landing Gears --------------------------------------------------------- [NoseGear] ... SpringFactor=7.0 DampingFactor=5.0 ...
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Ever wondered why you have only ~14500 lb internal fuel instead of 16000 lb ? Theres a bug/typo in the data (NA F-14A and F-14A_77 and the DLC F-14A_Iran) which prevents the RIghtFeedFuelCell from being used! F14A_data F-14A_77_data F-14A_Iran_data way down by the // Fuel Tanks --- sections [RightFeedFuelCells] <<-- BUG should read [RightFeedFuelCell] So delete that §("$&(!!?$$" S ....
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RGB color codes
Crusader replied to greyhawk's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In the downloads, look for colour picker here http://combatace.com/files/file/7407-colour-picker/ -
Mirage F-1C-200
Crusader replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes.. and the probe extended light .. yellow square light on the right Stick can be hidden/shown at any time with nozzle deflection command to have a free view of the center console, adding that to all F1's- 696 replies
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What If Screenshot Thread.......
Crusader replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Ah.. i shouldnt post early in the morning ... Correcting... The Hellenic F1 was the F1CG (Greek) ... The H .. F1CH and EH (Morocco) , The H stands for Hassan, the Moroccan King The F1 naming system is *generally* using letters for type and customer .. with the usual exception , in this case the Ecuadorian F1JA - JA for Junta , iirc... In the end, I would say a *F1H* is just right ... -
Mirage F-1C-200
Crusader replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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What If Screenshot Thread.......
Crusader replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
*H* was taken for Hellenic ... so eg F1CI for India is a little more likely :) -
The AI super climb, yep, usually happens when i damage the AI kite 8debug shows heavy dmg status) but i havent found out what is causing the insane climb Think we reported that already back in the beta test days of later SF2 games .. IIRC ... F1's F1AJ ? .. theres a F1JA (Ecuador), almost all books say its a E variant but its really a C derivative, it has the old F1C pit but the *long* (+7 cm) fuselage of the C-200 series (which have the refuel probe) but the JA has no probe/IFR capability. "True" E variants are usually heavier by about 100 kg due to the inertial NAV and doppler fitment + more electronics of the better HUD/NAV Attack System. Those extra electronics reduce the fuel capacity by 200 liters All F1 variants use the same engine So there is no telling performance difference... baffmeister made a new, further improved FM for our F1's which is great ...
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Design-wise, its a mid-60's interceptor.. the follow-on to the C/E Delta Mirage III , using the III fuselage but with conventional wing/tail and a stronger motor Wing got high lift devices - inboard LEF, outboard SLATS - , segmented trailing edge Flaps which were modified/strengthened in the late 70's to be usable as combat flaps which increase turn performance somewhat. To compare it to another jet, its between a hard-wing F-4D/E and the slatted F-4E Energy fighter , essentially. Can win turn fights though, depends on geometry and opponent strenghts (speaking of the basic F1C variant) - small - smokeless engine - effective gun armament from the outset - good fuel fraction weaknesses - medicore radar - crappy R.530 missiles only the first few service years - limited missile load, by default its 2 IR and 2 SAHM (of which the early versions were almost only dead weight) - interceptor-style cockpit with limited view
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lololol OK... now back to DACT ... Been flying a certain F1E variant vs the TW Persian Tomcat ... guns only , 75% fuel both Starting co-heading, abeam with ~300-500 meter distance,about 350 kias (canned setup, similar to the "Speed and Angles" thing...) turning towards each other .. the 14 turns much better and gains position immediately.. no contest i pull up into a vertical spiral .. the TW Tomcat cant follow that, I gain a good height advantage after about 15-20 seconds about 4-5 spiral turns Then the 14 runs out of oomph and puts the nose down.. time to convert the gained height into airspeed to follow the cat down , closing for a gun attack 2nd situation fully armed and fueled head-on, about 4-5 nm distance 14 shoots a Phoenix right away which becomes the primary threat I ripple fire both Super 530's and execute a beam maneuver to defeat the Phoenix, jettision the CL tank as i go If I'm lucky, one of the Super 530s connects before my radar runs into gimbal limits or the Phoenix hits But usually, it works OK ... took me a few tries until i had figured out which beam maneuver works ..
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More a gunnery exercise than real DACT ;D Looks like the boresight cross is missing in the HUD In the cockpit ini, in the GunsightFront section, theres a value for DefaultLeadRange In the TMF F-14A I have installed, its set to 500 Meters / 1640 ft This value is used for lead computing without radar lock 500 meters value is a bit high 305 meters / 1000 ft works better for the typical close range no lock gunnery in SF
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Ive been on Malta in the early 90's ... visited the War Museum in La Valetta (besides many other places) I think I took a photo of the last remaining Gladiator there .. .must check photo albums...
