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Everything posted by JSF_Aggie
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NATO Fighters III Released
JSF_Aggie replied to column5's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
A campaign mission is probably going to put many more aircraft in the air than with a "Single Mission" mission. Just for a test, set all of your graphics options to "LOW" and try a campaign mission. You may have the same issue we had early on with Desert Storm. -
RIP and my condolences to his family
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[u.S. Air Force News Release] Edwards AFB, Calif. -- An Air Force F-22A fighter crashed about 10 a.m. today approximately 35 miles northeast of Edwards AFB, CA. The aircraft is from Edwards Air Force Base. At the time of the accident, it was on a test mission. One pilot was on board, and the pilot's condition is unknown at this time. A board of officers will investigate the accident. As soon as additional details become available, they will be provided.
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Happy Birthday man!!
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Boeing unveils new F-15 Silent Eagle
JSF_Aggie replied to Silverbolt's topic in Military and General Aviation
gbnavy, I don't know what it is you've heard, or more importantly, who you heard it from. Most of what I've read from both the positive or negative extremes has been more politically based than factually based. Costs have gone up some, and there have been some delays. I believe first flight went off close to a year late, but I don't have the whole schedule in my head. Some of the cost/delays have been the fault of Lockheed, some the US Gov, some beyond anyone's control. A good chunk of the delay in flight test has been made up by the gov signing off on us doing more of it in the simulator. However, we're building two less flight test AC than planned, because money was taken away. A biggy was the weight problem, primarily with the STOVL variant. That was solved over two years ago, and it's now under weight and we're getting more out of the engine than was originally specced. However, I still read that we're having weight problems. The latest is that the DOD wants us to speed up production from what was originally planned. The GOA says this is going increase costs, the DOD says it won't. I haven't seen an "official" LM opinion. I see things from the worker-bee level, so a lot of the cost stuff is above my paygrade. However, I work with the end-users constantly and never have I heard anyone think this isn't going to be a more than capable aircraft. I wish I could get into more. We'll see where we're at by the end of '09. There's tons we're suppose to do before the year is over. -
Boeing unveils new F-15 Silent Eagle
JSF_Aggie replied to Silverbolt's topic in Military and General Aviation
Wow, I've never been called an incompetent asshole before. This is based on what information? Are you briefed onto the program, or just talking out of your ass? I sit through every outbrief after a simulation event for USAF, USN, USMC, UK, the other partner, or soon to be partner, countries. Each group brings in 10-20 pilots, and 10-20 analysts. Analysts whose job it is to pick through, and require us to prove, everyone of our algorithms and data, for the F-35, and the simulation enviornment (weapons, threats, etc.....) In every outbrief, both pilots and analysts leave with their jaws on the floor, and this is just with a Block 3.0 jet, the first mission ready software load. Are everyone of them incompetent as well? Have we flim-flam'ed everyone of them? -
The campaign in SFP1 is the only stock one were TK uses the "MissionRate" variable within each squadron, as seen below. It acts as a multiple to the "NormalMisionRate" and "OffensiveMissionRate" defined at the top of the campaign _data.ini file. 2.0 gives a mission rate for that particular squadron twice that defined at the top. I don't know if this effects AI squadrons because there's no way to tell exactly how many missions they fly, but TK does have it in the SFP1 campaign, for squadrons that are not player flyable. It does work for the player's squadron. [AirUnit007] AircraftType=F-100D UnitName=1st Special Operations Wing ForceID=1 Nation=MERC MercenaryUnit=TRUE PlayerOnly=TRUE StartingFunds=10000 DefaultTexture=USAFSilver1 BaseArea=D8 Airfield RandomChance=100 MissionRate=1.0 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50
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Here's what we've done so far. I'm going to give it to the rest of the team tomorrow, and let them start testing. We're still hoping for one new addition, but it shouldn't be long. ********************************************************************** *** Object Fixes & Upgrades ********************************************************************** - Fixed RF-4C AB emitter issue - Fixed deploy/retract problem with Su-17 wings - Added some missing destroyed .lod's for some groundobjects - Updated all F-111's to the current standard, and added the wingtip vortex emitters - Fixed F-111 fuel tank data - Added bobrock's new Tornado F3, updated FM and ODS specific skin - Created a CF-18 with littlesmoke's skins - Added Veltro's and lindr's Su-24MK - Modified the AN-12's so they show up as Iraqi - Added Mirage Factory Iraqi MiG-29 - Added FastCargo's improved F-15C 3D model - Added Fubar's new F-15C FM - Repainted F-15C droptank to better match AC skin - Added FastCargo's improved F-15E 3D model - Added Column5's new FM for the Jaguar - Crusader updated F-16 avionics - Added radar data to E-3A, E-8C, and KC-10, to simulate AWACS benefits (via the map screen) ********************************************************************** *** Campaign Fixes & Upgrades ********************************************************************** - Made improvement to campaign such that the ground war will play out in a more historical time frame. - Increased store amounts to make sure they last through the campaign - Fixed a typo that was keeping the A-4F from showing up in the campaign - Changed active & inactive dates on comrpnt's Marine Op Posts, to help keep them from being assigned as targets during the campaign - Replaced Iraqi MiG-27D's with Su-24MK's - Added two squadrons of Canadian CF-18's - Added one RAF squadron of Tornado F3's ********************************************************************** *** Misc Fixes & Upgrades ********************************************************************** - Added ODS credits to the CREDITS screen - Added CA_Stary's parachute effect for destroyed aircraft - Moved/removed floating buildings in Kuwait City and Al-Khafji - Added comrpnt's short take-off's for Coalition runways
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VMA-542 CO's 2008
JSF_Aggie replied to 331Killerbee's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Thanks KB. -
NATO Fighters III Released
JSF_Aggie replied to column5's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks C5! -
We saw this problem early on, when we had a few insainly high res textures on some ground objects. Fixing those textures solved our problem, but we had high-end machines. To be safe, we still reduced all Coalition skins to 1024x1024 and Iraqi skins to 512x512. However, it sounds like your machine is still running out of texture memory. How much RAM does your video card have? If you reduce the "Object Textures" option, it caused the game to render textures at smaller sizes. If you look in the FlightEngine.ini, you can see the MAX textures sizes for each setting of "Object Textures". This shows up in the ODS campaign because of the high number of aircraft flying at once.
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Screenshot Thread
JSF_Aggie replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Very cool. Glad you were able to work them in, thanks. -
When will it ever end?
JSF_Aggie replied to Spectre_USA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes. They are "repaired" based on a RepairRate variable given to each TargetType in the DS_Types.INI. All the targets have the stock values for this, but I plan to look at each more closely and try and give better rates if needed. -
When will it ever end?
JSF_Aggie replied to Spectre_USA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Spectre, I've been doing a lot of tweaking to mission rates & supply rates, as well as the victory conditions. It's a little difficult and time consuming to test, when it basically requires you to play the campaign all the way though. Expect this to be improved in the upcoming patch. For my information, can you post a screenshot of your campaign's planning map? If the ground forces have stopped advancing, it should be because they've reached the end of the strategic node "road map". This means they should have gone slightly north, then west, swallowing up Kuwait and parts of Southern Iraq. If this is not the case, but they're still not moving, please tell me some of the ground unit's individual supply settings. You can get this from the planning map. They can't go any further because of how I set up the StrategicNode's. My original plan was to include two campaigns, the one you have, plus a much more fictional version that had much stronger Iraqi resistance, and a complete march to Baghdad. This second campaign will still come in the future. The way it's currently set up, you need to capture Baghdad to get a "WIN", but you can't due to how I have the Nodes setup. The best you can do now is get a "STALL", which is primarily based on MaxMissions. A "STALL" is presented to you as a WIN, and the player wouldn't know the difference. I've been playing with the Kuwait City Node being the "WIN" condition, but sometimes the campaign is being won to quickly. Like I said, please just give me a little time and it'll be much improved. Thanks
