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Everything posted by Bandy
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Battle of Britain Campaign Feedback
Bandy replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
For me it was Sarah Jane Smith, seen HERE, sort of the sexy cute-as-a-button girl next door, like Mary-Ann instead of Ginger (you know, "Gilligan's Isle"??? Maybe that reference was too N. American...). I see she has her own show now on BBC, Sarah-Jane that is, not Mary-Ann... Anyways, Baltika, I read that thread about night fighters, and was really taken aback by how many people responded, and the quality of the replies. I too was blown away by flying night missions a while ago in FE, Eindeckers vs. DH2s, I'll have to see if I can find any screenies in the vault. Have you put any further thought into a night Blitz aspect in BoB? Too bad the Defiant hasn't been modeled . Also, saw your post taking an interest in WOI as the possible basis for future BoB. Anything cooking? Just trying to get up to speed, as real life has stymied my flight time (never should have taken that federal management job... ). Here's a dumb thought I just had, a possible and really blunt way to work around the AI bomber tail gunners seemingly with "night vision" might be to severely reduce their firing range, thus mimicking their vastly reduced vision. But beware the interceptor who strays too close!!! It could work as a stop gap... Anyhoo, best regards, hope all's well. -
Hi Peter, I was looking around inside your latest version of the aircraftobject.ini you provided, and found that the ChanceUseVertical values have the opposite pattern to what TK used, ie: yours decline with experience, TK's increased (see below for convenience). Did you find something out here? Funny thing, I had a wingie do an Immelman in an SE5 with your A-C Obj ini, never saw that before... Peter01's values // TK's values... [DogfightNovice] SafeAltitude=70 LookoutAngle=120 DefensiveAngle=120 ChanceDefensiveTurn=75 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=40 ChanceUseVertical=100 //0 <<<opposite pattern to stock FightWithoutAmmo=0 CannonFireAngle=10.0 //30 <<< MaxPitchInput=0.8 MaxCannonRange=800 OptimalCannonRange=70 MinCannonRange=20 MaxRollForGunAttack=360 //45 <<< CannonBurstLengthShort=1.0 CannonBurstLengthLong=2.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 [DogfightGreen] SafeAltitude=70 LookoutAngle=180 DefensiveAngle=120 ChanceDefensiveTurn=85 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=20 ChanceUseVertical=100 //0 <<< FightWithoutAmmo=0 CannonFireAngle=10.0 //20 <<< MaxPitchInput=0.8 MaxCannonRange=800 OptimalCannonRange=70 MinCannonRange=20 MaxRollForGunAttack=180 //60 <<< CannonBurstLengthShort=1.0 CannonBurstLengthLong=2.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=2.0 [DogfightRegular] SafeAltitude=70 LookoutAngle=150 DefensiveAngle=120 ChanceDefensiveTurn=75 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=20 ChanceUseVertical=40 //10 <<< FightWithoutAmmo=0 CannonFireAngle=7.0 //12 <<< MaxPitchInput=0.9 MaxCannonRange=700 OptimalCannonRange=60 MinCannonRange=20 MaxRollForGunAttack=360 //75 CannonBurstLengthShort=0.50 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=0.9 MaxRudderForManeuver=2.0 [DogfightVeteran] SafeAltitude=50 LookoutAngle=180 DefensiveAngle=120 ChanceDefensiveTurn=85 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=30 ChanceUseVertical=25 //50 <<< FightWithoutAmmo=1 CannonFireAngle=6.0 //8 MaxPitchInput=0.95 MaxCannonRange=500 OptimalCannonRange=50 MinCannonRange=18 MaxRollForGunAttack=360 //90 CannonBurstLengthShort=0.25 CannonBurstLengthLong=0.8 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=3.0 [DogfightAce] SafeAltitude=50 LookoutAngle=180 DefensiveAngle=120 ChanceDefensiveTurn=85 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=35 ChanceCheckNewTarget=40 ChanceUseVertical=15 //100 <<< FightWithoutAmmo=1 CannonFireAngle=5.0 //6 <<< MaxPitchInput=1.0 MaxCannonRange=400 OptimalCannonRange=50 MinCannonRange=15 MaxRollForGunAttack=360 //180 CannonBurstLengthShort=0.25 CannonBurstLengthLong=0.5 MaxRudderForGunAttack=1.1 MaxRudderForManeuver=3.0
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Hi Peter, As always, your FM's are superlative and make a real difference to the enjoyment of the game. I'll be the unpopular one posting here, I guess, but d__m those AI Albs are just too slippery now...
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Has anyone else noticed that the Mig 21 (at least) is prone to ground impact in extended dogfights? I've played the single missions flying the Mirage and F-16 (1 vs 1) and found that with aggressive tactics the the AI Mig is driven down into the ground almost consistently. Seen this at least 4 or 5 times so far, and I don't get to play very often. Now, I don't mind the unexpected AI behaviour now and then, but if this is repeatable, then there must be a FM issue. I've never seen this happen in WoV, though I only got it a few months ago. Those with more experience can perhaps be a better judge. Thanks.
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Mig 21 in WOI
Bandy replied to Bandy's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Don't get me wrong, I understand that there is a certain realism there with hard maneuvering and ground impacts, and as I mentioned, I like the uncertainty when it shows up, but I've just seen it a little too often in the limited flying I've managed to do. Spectre, if you're still monitoring this thread, try the Mirage vs. 21 quick mission, but try not to flame the AI in the traditional manner, but take his altitude away to see if you can replicate this. I also have not seen this happen in campaign, but I'm not thru the 6-day War quite yet. AND YES, they are very challenging... Perhaps it is specific to the quick mission? Thanks. -
WOI campaigns Expansion v0.1
Bandy replied to Johan217's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Thanks Johan, Looking forward to an excuse to start over the 6-Day Campaign, as I've been having some frustration flying the Mirage. Some research and the other thread was helpful, and I've been a bit more successful lately, but d__m if I'm still hitting "refly" more than usual :blush2: Oh well, credit to the IAF for what they managed to do with it! -
Now THAT would be very cool. A challenge to land with all that smoke in the cockpit (does it affect the player's view?) and a blotted out windscreen to boot. BUT to make the emerg landing and then find out your dead? I hate when that happens....
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WW2 Nightfighter Campaign
Bandy replied to Tecumseh's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
I'll have to go back and double check, but the RAF did switch the Boulton-Paul Defiant (not currently modded unfortunately) over to strictly night fighter status after a disastrous intercept missions in August, and (IF memory serves...and that's not saying much) I think I do remember a reference stating that they tried an early on board radar with this A-C... From Wiki... A nice link with profilesHERE -
Here... Apparently available yesterday
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Hi, Most of you are likely very savy about streamlining your Windows install or tweaking your video card settings. However, some of you (like me) aren't or have an older machine that may need a little help to run the better/best graphics settings. Then these links to free manuals by Koroush Ghazi are for you. I found them really helpful, if a bit long winded in explaining/optimizing computer hardware, vid cards and settings for my ATI card, as well as for walking through streamlining an XP install to maximize RAM and to regain about 10% of my small gaming partition. If you're like me, and know enough just to be dangerous, then you don't have to edit your registry at all to get the benefits from reading these (though there are sections on reg editing as well). If you are an uber geek, I'm sure you'll still find something here for you. >Windows TweakGuide >ATI Catalyst TweakGuide >NVidia Forceware TweakGuide >Graphics & Display settings guide I even found some good links and tools to automatically set program priority on startup (see below) and cpu affinities (see page 101 of the Windows Guide linked above) so that my TIR4 and joystick will run exclusively off my other core while the game will have a core unto itself. Not multithreading, but at least the next best thing. According to the author of Windows Launcher, "The majority of users have seen performance increases ranging between 5% and 30%. About 5-10% of users didnt get any increase at all..." >Windows Launcher I did a search on CombatAce for Tweakguide* and only saw it mentioned once in a Doom thread. The manuals linked above aren't game specific (although Ghazi's Homepage does have dozens of game specific tweaks, alas no 3rdWire...) so other gamers will benefit from this knowledge. I just happened to post it here for this community first. Moderators do as you see fit...
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WW2 Nightfighter Campaign
Bandy replied to Tecumseh's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
If WWII is what your after for night fighting, why not start near the beginning with an add-on for Baltika's excellent and renown Battle of Britain for SF? Some midnight missions over London during the Blitz would be awesome!!! See BoB thread in this forum... -
TrackIR is TOP on my list. I'd fly using a broomstick before I gave TIR up... Edit: well maybe not...
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I started out with FE and an affordable Saitek AV8R with LOADS of buttons and switches and really enjoyed it till the trigger stopped working, then I shifted to space bar for firing because most (all?) WWI sticks didn't have a trigger anyways. It was immersive (if that isn't too cliched). Then a friend literally gave me a nearly new Logitech Strikeforce 3D with force feedback, and I haven't looked back. I miss all the mapped switches from the AV8R, but the FF definitely gives flight simming an edge. Since FE I've bought SF (mostly for KAW and BoB a la Baltika, thanks!) and WoV, but I certainly did notice that FF is not much of a factor at higher airspeeds. Perhaps once TK implements the new FM variables into his jet sims things might change, though I guess you're not supposed to stall fight with jets, eh?!?
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Then there's all that tedious (or so I've heard, and sometimes thankless) placement of the guns around balloons more if one decides to implement Firecage's balloon-fest: Now, most of those balloons would not be observation-types, since they wouldn't be near enough to the lines and so not of tactical importance nor targets for balloon-raiders, so they wouldn't be protected with the batteries discussed here. Only those balloons near the lines... I remember reading about the flaming onions a while ago, as p10ppy mentioned, they were a gatling type weapon which gave them that high rate of fire, 120 rpm. The shells were phosphor, every one of them a tracer round in effect, and quite big and bright and so close together. This prompted allied airmen to incorrectly assume they were connected by wires, and thus were greatly feared. Balloon missions were only taken on by the bravest, or most foolish... I'm really overjoyed that this aspect of the game is being filled in, thanks so much gentlemen I only wish I had the talent and skills to help.
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Thank you Gepard, Looking forward to the ride
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Well thank the gods I'm not alone with the triangle, though you say you don't have the ExPack, and I've only seen it since I installed it. On my original FE (sans ExPack) I also have only 3d clouds by using two very nice 3rd party mods available here, and was REALLY happy with the look. However, they DON'T work in the ExPack at all.
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I've seen the texture flicker issue mostly on parked aircraft, but also elsewhere. I figured it was my ATI card being flaky all over again, but glad (in an offhand way) that Nvidia cards are also showing this. It means that hopefully it will get solved with another patch. I really enjoyed the high-setting water effects, but now have to turn that off because of terrible flicker. I am now wondering if everyone experiences the "BIG TRIANGLE IN THE SKY" on overcast days??? I have not seen it mentioned on the forums, but will post an image when I get home. The FE ExPack seems to have been a major step backwards in many ways graphics related, and I don't understand where/why the changes were made to the "environment" code since otherwise it looks the same as the original game... I've never spent $60 on something that looked so bad, but I must say flies so well
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"Try reducing horizon distance options, thats z-buffer problems we're running into because these open cockpits require very close/small Min Z-buffer clipping distance... TK " What he said over at TWire a while back. If this can be solve without lowering H-distance, great!
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Just before FE came out last year, I was about to make an effort at getting RB3D running, but I heard there were some serious hurdles if you didn't have a Voodoo graphics card. How is it running for you now?
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Hi, I just got a 22" TFT LCD monitor and am now having major visual/image problems with both Strike Fighters and First Eagles. I was previously using a 19" LCD with no issues at all (other than FE tile clipping, which is well documented). From the First Eagles Cockpit view using TrackIR4, when I shift view (move my head) I the see the aircraft image "tearing" (vertical lines on the aircraft are broken/off-set horizontally for a split second), and the environment/background becomes "wavy" like it is made of liquid. When NOT moving/shifting view, there is no issue. OF INTEREST, Strike Fighters does not present the same airplane graphics "tearing" and "wavy" environment problem. With SF, the propeller animation is continuously breaking horizontally, and other issues with the ocean and shoreline tiles not blending together, both of which were not there before... The monitor particulars: X2GEN (hey, the price was right...) using at 1680 x 1050 pix, 32 bit, 5 ms response, 60 Hz default and a DVI cable (it only comes with an analog cable, and things were much worse before using a DVI cable). My system: 4 x 2.66 GHz, 3 GB RAM My Vid Card: ATI X1900XT 512 MB vRAM I HAVE ALREADY TRIED reducing ALL the graphics settings to LOW on both games (SF & FE) and already turned off all anisotropic filters, and other catalyst settings are set to low for better preformance... The games look pretty bland I must say, and it did not solve the problems. Has anyone else used a 22" monitor problem free? Is this some sort of vid driver issue or the monitor? I am loath to go updating drivers and the cat since the versions I currently use worked well before. The monitor is otherwise quite nice for regular work... Any advice appreciated, thanks, while I can still return the monitor. [i also have posted this over at 3rd Wire]
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However, you must be aware that I think this will affect the accuracy of the AI as well. If you change the pitch aimangle values to something that makes the bullets hit the "pip" on the crosshairs according to where you "sit" in the cockpit, this will not be true to where the airplane is pointing. As an example, I had an idea for a minor mod for Baltika's Battle of Britain campaign (see here) involving convergence of the 8 x .303 armament of the Spitfire and Hurricane armament at 250 yards, which was historically documented. I thought I could also set the guns pitch slightly to assist in leading shots, but it totally affected the accuracy of the AI. Setting the pitch back to zero resulting in the AI being on target again rather than overshooting the target. Try it out to see if this is true.
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No, I was asking myself the same question though earlier. However, AFAIK the blip is when the throttle is advanced past 50%, then it is on, full bore... Less than 50% and the engine is off, that's it to the blip... So they used to "blip" the engine on at 100% to speed up, and then off to glide to slow down. Please correct me if I'm wrong, I haven't found anything else on the subject for the game.
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I'm sure everyone has experienced this, and I think I saw somebody mention it in passing elsewhere perhaps, but I haven't seen this issue explored much, if at all. I believe I noticed it a while back, but it has become more apparent of late, perhaps just due to random events leading me to post... Many times my a/c has been shot up, not bad enough to crash (portions of wing shot off for example...), but subsequent encounters with other AI (not the enemy who did the original damage btw) seem to ignore me. I can literally fly around them, fly in formation with 2-seaters, and not have the AI change direction or shoot at me at all. Conversely, I have come across single AI a/c that are similarly shot up and just "wandering about", and have ordered my AI wingmates to attack (Tab 1) and they ignore the enemy a/c even if basically right on top of them. Is this well known? Fixable?
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Yes, thank you, I now remember that being discussed a few weeks/months ago. My memory is a sieve due to lack of sleep I suppose But surely there are repercussions to the damage model as you say. Has anyone experimented with changing the destroyed>to>disabled outcomes of various parts??? Perhaps only a few elements can be altered to lessen negative outcomes such as having the AI following only a fuselage down... Where is the line????
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Battle of Britain Campaign Feedback
Bandy replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Oh, I forgot to mention, hit refly... Alot!!!