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Everything posted by keith
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Hi Baltika! No, I have not seen any RAF units in France, nor do all the Lufwaffe units scrunch up behind Calais so perhaps it was your install? Reinstated my GroundObject folder and all is good - much scrap metal at the bottom of the channel now. Resized a few skins and tweaked my video card and game settings and the performance is much better, although I notice it is just when my prey is perfectly positioned for the killer shot that the stutters appear - grr! Keith
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OLD WIPS
keith replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
It all gets better and better! One day I might learn to fly a jet with radar etc but I'm having way too much fun with the WW2 warbirds! -
CA_Stary, my wingmen send their Salutes to you and their morale is overflowing (I think 6 - 7 litres of Keltenbrau while on leave in Berlin also helped). The mission-planner Keith has been demoted and sent out to retrieve and reinstall the Terrain and Campaign .inis after recklessly modding them to try out the Torpedo Beaufighter...
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Baltika I tried an anti-ship single mission with the Ju-88-A4, but the plane was unflyable. The fuselage detached itself from the cockpit, all the wingmen blended in with each other and the flyby view had all aircraft flying sideways! This does not happen with a strike mission. There were also no ship targets Could you help please (in your spare time!!) TIA Keith (you make 'em, I break 'em)
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Falklands update
keith replied to Kesselbrut's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Gimmee gimmee gimmee! -
Iran-Iraq Campaign problem
keith replied to lanf's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Echo that! Dear Modders, please be aware how much we lesser mortals appreciate your fine and selfless work! -
SBD Dive Brakes
keith replied to keith's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
WOW! You guys are so good! You and the BoB2 guys are the best! OT I hear they are looking for help creating a Tiger Moth and need techies. Why not check this thread out http://shockwaveproductions.com/forum/viewtopic.php?t=8590 -
Guys Is there a way to simulate the dive brakes on the SBD? Perhaps if the sim could be modded to allow me to deploy the flaps above normal landing speeds?
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Baltika I am experiencing FPS issues with this mod. I thought it was my computer unable to handle the large numbers of aircraft in the sky but I have no such problems with Burning Sands 44 or Solomons. The machine goes into slideshow mode whenever I approach a flight of bombers and get within shooting range. It sometimes occurs with just a very few 109s etc. Otherwise I just love it... Machine spec: Acer Aspire 9504, Pentium M760 2Ghz, 2Gb RAM, ATI 700x 256Mb, 100Gb Hitachi HDD, 1280 x 760, mirrors off, shadows off, horizon distance medium
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Need help with Solomons mod
keith replied to keith's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That'll be it then - I have it installed over SFG. I'll re-install it over WoV tonight. Isn't this fun! -
Need help with Solomons mod
keith replied to keith's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No go Gocad - everything is in place. just can't get the Task Force to show up. The 'double plane' effect is there when my plane is parked alongside the runway - as though I were #2 and me and #2 are sharing the same place... -
Need help with Solomons mod
keith replied to keith's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks Gocad, I'll try it out tonight -
Hi Guys, n00b here again! I have a couple of questions concerning the fantastic Solomns mod by Edward. I have been having great fun with this mod (clean install over SFG) torpedoing everything in sight, and have now enlisted in the USN ready for some carrier-based missions. 1. I cannot get the carriers to appear (at least not where my aircraft is) when flying as a USN pilot. My plane is floating above the sea. and there are other aircraft parked around me as though I was at an airfield in the ocean. I have read the tutorial in the KB and all seems to be in order. 2. I often get a strange effect where I seem to be sharing the same space with my wingman when waiting to take off, so that 2 planes appear out of 1... Am I making sense here? This effect always occurs when trying to use a carrier. Hope you can help Keith
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TBF Torpedo problem
keith replied to keith's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Just out of interest - why would ASM not work? -
TBF Torpedo problem
keith replied to keith's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
WooHoo! You de Man Capun! Changed to TV Guided, set EOGR in the DATA.INI and BINGO!!!! Now to go sink some tin... BTW Is there a list of Weapon/Guidance Type Acronyms anywhere? -
TBF Torpedo problem
keith replied to keith's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
[WeaponData780] TypeName=Mk13 Torpedo FullName=Mk13 Torpedo ModelName=Mk13Torpedo Mass=1005.000000 Diameter=0.569000 Length=4.089000 AttachmentType=NATO,USAF,USN,UK NationName=USN StartYear=1939 EndYear=1945 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=2 Explosives=262.000000 FusingDistance=-0.100000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=4 Accuracy=70 MaxTurnRate=5.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=0.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=15.000000 SeekerRange=8000.000000 MinLaunchRange=800.000000 MaxLaunchRange=5000.000000 Duration=45.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x001000d7 BoosterStart=0.000000 BoosterDuration=0.000125 BoosterAccel=0.000001 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,-1.370000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.370000,0.000000 InFlightEffectName=ShipMovementEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 [bombBay] SystemType=WEAPON_STATION StationID=9 StationGroupID=2 StationType=INTERNAL AttachmentPosition=0.0,0.2,-0.55 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1200 AllowedWeaponClass=EOGR,LGR,IOGR,BOMB AttachmentType=USAF,USN,NATO,UK DiameterLimit=0.6 LengthLimit=4.1 BombBayAnimationID=7 BombBayOpenTime=2.0 BombBayCloseTime=2.0 -
TBF Torpedo problem
keith replied to keith's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Negative Capun - I can dropbombs, fire rockets etc using ENTER. Just not fire the Torpedos. My wimgmen have no such problem though (and they do NOT open their bomb bay doors..!) I can't think what has changed since last night... -
TBF Torpedo problem
keith replied to keith's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
AAAAGGGGGGGGGGGGGGHHHHHHHHHHH! Started up SFG today and - torpedos won't fire!!!!!!!!!!!!! I can fire the LAW-AT rocket from the Bomb Bay but not the torpedos. I guess it's because they are guided. Am I being very dumb and not using the targetting system properly? This is my sequence: 1. Fly around with my mates looking for action 2. Find some cargo ships 3. Get a red square on on of the ships - target info says "Primary target" etc etc 4. Get ship in sights 5. Open bomb bay doors 6. Press "#" and select Mk13 torpedo 7. Press ENTER --------------- nothing! 8. Shoot ship with pop-guns and go home... 9. Jump into the Kate and dothe exact same thing with the Mk92 Torpedo - same result. Sorry to be such a n00b but maybe someday someone else will be as dopey as me and I will be able to help them out. Keith
