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Everything posted by Dave
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missions
Dave replied to wings's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
PM gramps, he knows how to do that. -
certain weapons wont fire.
Dave replied to Draakje's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Did you lock anything up with the Phoenix's? If you didnt they wont fire. -
Having WOE, need desert.cat
Dave replied to GhostAR's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
You can only get the desert.cat from strike fighters. -
Addon Aircraft & Single Missions
Dave replied to Sky Captain's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Adding a plane from that list depends on the year the aircraft was availible and the mission you are on. I do it all the time. -
USSR and Russia weapons and planes
Dave replied to StormKnight's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
All the above aircraft are being worked. However we have tons of Soviet weapons made and they are in the latest weapon packs. There is a great variety of Russian aircraft made so they are getting plenty of attention. Stormknight you need to do a search because there is a ton of Soviet stuff out. -
Yes everyone needs to thank Erik and Fates big time. They are the true heros.
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Thanks, Combatace Team
Dave replied to Heck's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wait Wait Wait, Erik and Fates did all the work! I didnt do a thing to get it up but pace around. I just handle forum ops. Those 2 guys are the true heros. -
Addon Aircraft & Single Missions
Dave replied to Sky Captain's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I am just trying to understand what he is asking. -
Addon Aircraft & Single Missions
Dave replied to Sky Captain's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
You can by installing more planes to your install. What planes did you want to add? -
Addon Aircraft & Single Missions
Dave replied to Sky Captain's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Well yes how else do you pick the plane you want to fly. You are going to have to explain it better you lost me. You cant pick what you fly against. The sim does that for you. -
Addon Aircraft & Single Missions
Dave replied to Sky Captain's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Sky Captian, Have you Checked the Knowledge Base thread? -
To Much USA for WOE,SFP1,andWoV
Dave replied to gerald14's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No that just gives me way more targets to shoot at. -
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Want new Main Screens
Dave posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You need kouts USNF Main Screens form the link below. http://forum.combatace.com/index.php?download=2704 The USAF ones are here. http://forum.combatace.com/index.php?download=2781 The USN ones will be up shortly. -
Can Some One
Dave replied to allen's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No there isnt. -
Mod effectivity
Dave replied to Capt.Scarlet's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Not its, Military Training Leader, which was my old career field in the USAF> -
Basic INI Editing: [Mission Data]
Dave posted a topic in Basic Aircraft Modding (INI, Skins, Weapon Hardpoints)
The [MissionData] section is the first part of each aircraft data INI. It defines the nationality, role and other basic information about how the acraft was/is employed. Here is an example from the Mirage IIIC: [MissionData] NationName=France ServiceStartYear=1963 ServiceEndYear=1990 AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT Availability=COMMON Exported=TRUE ExportStartYear=1963 ExportAvailability=COMMON PrimaryRoles=SWEEP,CAP,INTERCEPT,ESCORT SecondaryRoles=STRIKE,CAS,SEAD,ARMED_RECON,ANTI_SHIP,RECON NormalMissionRadius=600 MaxMissionRadius=1000 Ceiling=17700 MinBaseSize=MEDIUM Getting this information right is foundation upon which the rest of your flight model will be built. I'll describe each entry below. NationName= The name of the nation that is the primary operator of the type/model. This should correspond to a nation found in the file nations.ini. ServiceStartYear= ServiceEndYear= The year that the aircraft entered service and the year it was withdrawn from service with the primary operator. The ServiceEndYear will not affect export users of the aircraft. AircraftRole= Defines the tactical role of the aircraft. Active Options are FIGHTER, ATTACK, BOMBER and TRANSPORT. Other options exist in the game DLLs but are apprantly not active. This affects the formation and tactics used by the AI when flying the aircraft. AircraftCapability= Options are DAY_ONLY or DAY_AND_NIGHT. Defines weather or not the aircraft has a night/all-weather capability. Availability= Options are RARE, COMMON and VERY_COMMON. Determines the likelihood that the aircraft will appear in a randomly generated mission. Exported= TRUE or FALSE. Defines whether the aircraft was exported to nations other than the primary. ExportStartYear= Sets the first year during which the aircraft is availalbe to export users. ExportAvailability= The same as Availability above, but for export users. PrimaryRoles= SecondaryRoles= The aircraft's primary and secondary missions. Choices are SWEEP, CAP, INTERCEPT, ESCORT, STRIKE, CAS, SEAD, ARMED_RECON, ANTI_SHIP, RECON and TRANSPORT. Other roles exist in the game DLLs but are not active. This defines the missions the AI may use the aircraft for in randomly generated missions, as well as the mission types available to the player when selecting the aircraft. NormalMissionRadius= MaxMissionRadius= The combat range of the aircraft under normal conditions. This usually requires some fudging, but it is safe to use the "combat radius" specification of the aircraft for the Max, and reduce it by 10% or so for the normal. This parameter tells the game how far away a target can be for it to be assigned to the aircraft. Ceiling= The aircraft's combat ceiling, in meters. MinBaseSize= Defines the required runway length for the aircraft. Choices are SMALL, MEDIUM and LARGE. CarrierBased= Set this to TRUE for aircraft capable of launching and landing on an aircraft carrier. Set to FALSE for all others. -
Basic INI Editing: [FlightControl]
Dave posted a topic in Basic Aircraft Modding (INI, Skins, Weapon Hardpoints)
This section directly affects how the AI flys the aircraft, so getting this right is very important, even though with one exception these numbers do not affect the flight model directly. Here is an example from the A-6A flight model: [FlightControl] StallSpeed=59.46 CruiseSpeed=215.0 ClimbSpeed=192.9 CornerSpeed=195.5 MaxG=6.50 MaxSpeedSL=288.80 MachLimit=0.98 PitchDamper=0.85 RollDamper=0.40 YawDamper=0.20 GunBoresightAngle=0 RocketBoresightAngle=0 This is a good time to point out that all speed values in Strike Fighters INI files are in meters per second. Be sure to convert any data you have in knots, mph, or kph to meters per second before adding it to an INI! The site I use for all unit conversions is: http://www.convert-me.com StallSpeed= The flaps-down stall speed of the aircraft. CruiseSpeed= The typical cruise speed of the aircraft. ClimbSpeed= The aircraft's climb speed. This one can be calculated from the aircraft's initial rate of climb, but I have found that this often leads to a value that is too low for the AI to deal with without stalling. I usually set this to 10-20% below the cruise speed to reduce problems. CornerSpeed= This is the speed at which the aircraft can achive its smallest turn radius. This data is often hard to find for some reason so you may ahve to make an educated guess. Should generally be around or below the cruise speed. MaxG= The maximum G the airframe can accept under normal conditions. We all hear stories of aircraft pulling much higher G than normal, but use the rated max G. MaxSpeedSL= This is the aircraft's maximum speed at sea level. This data is sometimes hard to find as a lot of spec sheets show the absolute max speed. Note that even aircraft with very high top speeds at high altitude such as the MiG-25 will have max speeds at sea level that are below Mach 1 or maybe just above. MachLimit= The aircraft't limiting Mach number. This defines the aircraft's absolute maximum speed. Under SP31, this will not only affect the AI, but apply a hard cap to the aircraft's top speed for the player as well. PitchDamper= RollDamper= YawDamper= These settings increase the stability of the aircraft about its three axes. Normally you'll only use values between 0.0 and 1.0. These three values are the only ones in this section that appear to affect the player controlled aircraft. GunBoresightAngle= RocketBoresightAngle= These settings tell the AI what angle off the centerline must be used when firing rockets and guns. If the AI consistently under or over-shoots with rockets and guns, adjust these angles. -
Basic INI Editing : [DetectSystem]
Dave posted a topic in Basic Aircraft Modding (INI, Skins, Weapon Hardpoints)
This is a very important section to get right because it defines the AI's ability 'see' what is going on in the game world. Keep in mind that these parameters affect the AI only! The aircraft avionics INI file is much more detailed is where you setup the information that will affect the player. Here is an example: [DetectSystem] RadarType=AIR_INTERCEPT RangeUnit=NM RadarAzimuthLimit=60 RadarElevationLimit=60 RadarSearchTime=2.0 RadarSearchRange=70 RadarSearchStrength=70 RadarTrackTime=5.0 RadarTrackRange=60 RadarTrackStrength=40 VisualBlindArc=5,6,7 VisualRestrictedArc=4L,8L MaxVisibleDistance=8400.0 HasRWR=TRUE RadarType= On this line, you set either AIR_INTERCEPT or RANGING depending on whether the aircraft has an airborne intercept radar or just a gun-ranging radar. If you select RANGING, you don't need to enter any of the other radar parameters below. EDIT: You can also leve this line blank (RadarType=) if the aircraft has neither an air intercept nor a gun-ranging radar. RangeUnit= Sets the unit of measure you will use in the remaining parameters. Use NM for nautical miles or KM for kilometers. RadarAzimuthLimit= RadarElevationLimit= These lines set the maximum elevation (vertical) and azimuth (horizontal) search limits of the aircraft's radar. Measured in degrees. RadarSearchTime= RadarSearchRange= RadarSearchStrength= SearchTime is the time (I believe in seconds) that it takes the AI to 'notice' a target on its radar when it comes within range. SearchRange is the maximum range at which the AIs radar can detect targets in search mode. SearchStrength is an abstraction of the 'power' of the radar unit which can range from 01 to 100 (or possibly higher). RadarTrackTime= RadarTrackRange= RadarTrackStrength= These settings are similar to the Search settings above but apply when the AI switches from Search to Track mode on a target. VisualBlindArc= VisualRestrictedArc= These define the 'blind spots' the AI has to deal with when attempting to acquire targets visually. Use clock references. For example, if an aircraft has no vidibility to the rear, set VisualBlindArc=6. If, in addition, the aircraft has poor visibility in its rear hemisphere, set VisualRestrictedArc=5,7. You can modify these by adding H for high or L for low. For example, VisualBlindArc=6L means the pilot is blind to his 6 o'clock low, but can see his 6 o'clock and 6 o'clock high without interference. MaxVisibleDistance= The maximum distance in meters within which the aircraft is visible to the naked eye. HasRWR= Defaults to FALSE, set this to TRUE if the aircraft is equipped with RWR equipment. Allows the AI to be aware when emitting radars are present. -
Basic INI Editing: [Weapon Stations]
Dave posted a topic in Basic Aircraft Modding (INI, Skins, Weapon Hardpoints)
Every great aircraft needs weapon stations, here is a breakdown of some of the Variables used. [LeftWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= -3.00,-2.06,-0.25 AttachmentAngles=0.0,-1.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=2280 AllowedWeaponClass=FT,BOMB,EOGR,TER AttachmentType=NATO,USN,USAF ModelNodeName=Pylon RackLimitInsideOnly=FALSE RackLimitOutsideOnly=TRUE NoJettisonTank=TRUE MovingPylon=TRUE RotatingPylon=TRUE PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName=PylonRail LaunchRailHeight=0.127 FuelTankName=Tank600_F4 [bOMBBAY] LoadLimit=6800 NumWeapons=6 AttachmentPosition001=0.7105,4.9926,-0.3220 AttachmentPosition002=0.7105,4.9926,0.0316 AttachmentPosition003=0.7105,4.9926,0.3839 AttachmentPosition004=0.7105,4.9926,0.7208 AttachmentPosition005=0.7105,4.9926,1.0564 AttachmentPosition006=0.3498,4.9926,-0.5006 DiameterLimit=0.60 LengthLimit=4.0 BombBayAnimationID=4 BombBayOpenTime=1.0 BombBayCloseTime=5 AutomaticDoors=TRUE ------------------------------------------------------------- External Variables SystemType=WEAPON_STATION -This indicates what this system entry is. In this case a Weapon_Station as opposed to Jet_Engine StationID=# (up to 32) -This assigns a number to the weapon station and directs the firing sequence in a group of Stations. StationGroupID=# (up to 6) -This makes up the Weapon Station Grouping. This is helpful for Aircraft that have more than 6 Weapon Stations. StationType=EXTERNAL -This indicates the type of Weapon Station. External or Internal (Bombbay) The Internal type has specific variable needed as discussed below. AttachmentPosition= -3.00,-2.06,-0.25 -This indicates the position of the attachment point for the weapons in Metric X,Y,Z format in relation to the Models Exact Center. AttachmentAngles=0.0,-1.0,0.0 (Yaw,Pitch,Roll) -This is used to Angle the weapon for slanted pylons or rotate for side mounting. It is also in Degrees X,Y,Z format in relation to the Weapons CoG. EjectVelocity=0.0,0.0,-1.0 (-Left/+Right,-Back/+Forward,-Down/+Up) -This is used to eject the weapon in a direction other than the default direction (down). The format is G Forces in X,Y,Z format. LoadLimit=2280 -Total Weight allowed on the pylon in Kilograms. AllowedWeaponClass=FT,BOMB,EOGR,TER -Weapon Types Allowed on a particular pylon. See Bottom of post for listing. AttachmentType=NATO,USN,USAF -Allowed Weapon Attachment Type. NATO,USAF,USN,USMC,ISRAEL,WGermany ETC ModelNodeName=Pylon -Model Part name for Weapon Station. This is used if you want the model note to dissapear when nothing is loaded. RackLimitInsideOnly=TRUE -This prevents weapons loaded on TERs, MERS, & Triple Launcher Rails (TLRs) to load the inner most weapon RackLimitOutsideOnly=TRUE -This prevents weapons loaded on TERs, MERS, & Triple Launcher Rails (TLRs) to load the outer most weapon NoJettisonTank=TRUE/FALSE -Prevents Jettison of Fuel Tanks on Fuel Tank Pylons. Helpful for CFT tanks. MovingPylon=TRUE -Indicates that the Pylon Moves with an animation or as part of another model node. Used for Variable Swept Wing Aircraft. RotatingPylon=TRUE -Indicates that the Pylon Rotates with an animation or as part of another model node. Used for Variable Swept Wing Aircraft. PylonMass=86.18 -The amount the Pylon Weighs in Kilograms. Help for pylons that are removed when nothing is loaded on them providing a more realistic Flight Model. PylonDragArea=0.02 -The Surface area that causes drag in Meters. Help for pylons that are removed when nothing is loaded on them providing a more realistic Flight Model. LaunchRailNodeName=PylonRail -This is the Model Node that will appear when a Missile that uses the "Use Launch Rail" option is checked. LaunchRailHeight=0.127 -The Height in Meters the Rail is from the Station Attahcment point FuelTankName=Tank600_F4 -Name of the Fuel Tank allowed for the a Fuel Tank Pylon ----------------------------------------------------------- Internal Variables -These are used mostly for Internal Weapons Bays. NumWeapons=# (32 Total Max) -Total Number of weapons loaded inside the Weapons Bay. AttachmentPosition001=0.7105,4.9926,-0.3220 AttachmentPosition002=0.7105,4.9926,0.0316 AttachmentPosition003=0.7105,4.9926,0.3839 AttachmentPosition004=0.7105,4.9926,0.7208 AttachmentPosition005=0.7105,4.9926,1.0564 AttachmentPosition006=0.3498,4.9926,-0.5006 -Position each weapon is loaded inside the Weapon Bay in relation to the Aircrafts CoG in Meters X,Y,Z format. DiameterLimit=0.60 -Max Diameter of weapon that is allowed inside of Weapon Bay (this can also be used on External Pylons). LengthLimit=4.0 -Max Length of weapon that is allowed inside of Weapon Bay (this can also be used on External Pylons). BombBayAnimationID=4 -The Animation Key (Established in 3D Max) the weapon bay doors are located. BombBayOpenTime=1.0 -Amount of time in Seconds it takes the doors to Open. BombBayCloseTime=5 -Amount of time in Seconds it takes the doors to Close. AutomaticDoors=TRUE - Indicates if the doors will open automatically when the Pickle button is pressed ------------------------------------------------------------ Weapon Type Listing for the AllowedWeaponClass= Entry BOMB ... Bomb LGB ..... Laser-guided Bomb EOGB .. Electro-Optically Guided Bomb AWD ... Area-weapon Dispensor NUC .... Nuclear Bomb RCKT .. Rocket, single WGR ... Wire-guided Rocket CGR ... Command-guided Rocket LGR .... Laser-Guided Rocket EOGR .. Electro-Optically Guided Rocket ARM .... Anti-radiation Missile ASM .... Anti-ship missile IRM ..... Heat-seeking Missile SAHM .. Semi-active Homing Missile AHM .... Active Homing Missile RP ...... Rocket Pod GP ...... GunPod EP ...... ECM Pod LP ...... Laser Pod NP ...... Navigation Pod DLP .... Data-link Pod RCN ... Recon Camera Pod IFP ..... Illuminiation Flare Dispensor FT ....... Fuel Tank 2BR .... Twin Bomb Rack 2IR ..... Twin IRM Rack 2AR .... Twin AHM Rack TER .... Triple Ejector Rack TLR .... Triple Homing Rocket Rack MER ... Multiple Ejector Rack BFT .... Bomb carrying Fuel Tank -
Mod effectivity
Dave replied to Capt.Scarlet's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Depends on the mod my friend. -
Need Info on AMX Jamming Systems
Dave posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I need a picture of an ELT-555 jamming pod. Also need to know the name and type of internal jammers. Thanks in advance.