Gel214th
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Everything posted by Gel214th
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F-22 Raptor, F-35 JSF, F/A-37 Talon
Gel214th replied to Shin_kazama's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The basic charecteristics of the plane are known, it's on quite a few google websites. The best representation thus far I believe was by DID in their series of sims F22ADF and Total Air War. -
Viewlist.ini ShowIncomingWeapon
Gel214th posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
There are lines in the viewlist.ini file that describe Incoming Weapons, but this is not used anywhere in the file itself: //----------------------------------------------------------------------------- [searchAircraft] ViewObjectGroupName=AircraftGroup ViewObjectStatusFlag= [searchGroundObject] ViewObjectGroupName=GroundObjectGroup ViewObjectStatusFlag=TARGETABLE [searchPlayerWeapon] ViewObjectGroupName=MissileGroup ViewObjectStatusFlag=PLAYERLAUNCHED [searchIncomingWeapon] ViewObjectGroupName=MissileGroup ViewObjectStatusFlag=PLAYERTARGET //-------------------------------------------------- ViewObjectStatus = PlayerTarget implies that this group picks up weapons that have been fired at the player. I modified the WeaponView, and PlayerToWeaponView classes , but they never work for SearchIncomingWeapon. [View024] ViewName=WeaponView ViewClassName=WeaponViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_WEAPON CycleNextControl= CyclePrevControl= ObjectFrom=SearchIncomingWeapon PositionOffsets=0.0,-15.0,0.0 AngleOffsets=0.0,-15.0,0.0 Doesn't work at all. In the heat of battle when a missile has been launched at me if I press the F9 key at that point the view does not switch. Does anyone have any ideas? I am, of course, trying to implement a view that will let you look target and view incoming missiles. -
Eyeballing incoming missiles
Gel214th posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Is there a way to lock your view to an incoming missile? The RWR doesn't exactly seem to alert you of incoming IR missile launches, and I'm not sure if it works at all for SAMs. Actually...the rapid beeping just seems to indicate that somethign has locked onto you and may have fired. -
Eyeballing incoming missiles
Gel214th replied to Gel214th's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Just to keep with the theme, I found some interesting leftovers in the Viewlist.ini file: I posted on ThirdWire but so far no response to the post. It seems that the 'MissileGroup' group does not contain the missiles fired by either yourself or the enemy. So altering the target does nothing, you'll still only be dealing with your own missiles. For example by removing target entirely you cannot cycle through your missile and your wingman's missiles in other words, although I feel you should be able to. At this point, I'm thinking that this was something that just wan't fully coded into the game, or perhaps there is some other Group such as EnemyMissileGroup or WingmanMissileGroup for example that isn't apparent in the files. -
Eyeballing incoming missiles
Gel214th replied to Gel214th's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Th-Thank you....thank you very much... -
Eyeballing incoming missiles
Gel214th replied to Gel214th's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hmm...I looked at the Object Downloads pages and didn't see an effects pack for the SAMs. One may also be useful for A2A missiles though *grin* -
F/a 37 Talon
Gel214th replied to roulettes's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well, aircraft Do break apart at high speed, didn't think that would have been modelled in the Sim though :) If the F16 breaks apart at different high speed, then this is something that appears to be calculated for each indivdual airframe. -
Valkyria (WIP)
Gel214th replied to foxmonter's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Sooo....logically I thought that simply replacing the missile names should work..and guess what! It Does work *grin*. I must have been editing the wrong LAU launcher before, and never actually using it! So anyways, this time I Copied an existing launcher with 32 rockets and then changed the missile type name to AIM-9X. Entered the game and picked a plane which was able to use the launcher (USAF) and then entered the game. Clicking to bring up my A2G weapons brought a surprising Sidewinder Growl! The HUD though, switched to A2G mode. I was able to close on a bandit and when within parameters let loose a few Aim-9X 'rockets' and the missiles tracked successfully after launch. I created another and used Aim-120Cs, and by using Visual mode and slaving the radar to the visual target (Shift - Ins) once within launch parameters I was able to fire off a few Aim120s and they also tracked correctly to target. Here is my WeaponData.ini snippet: [WeaponData2051] TypeName=GEL-MIS33 FullName=AIM-120 Amraam Launcher ModelName=suu13a Mass=174.630005 Diameter=0.354000 Length=2.540000 AttachmentType=USAF,USN NationName=USAF StartYear=1955 EndYear=2010 Availability=3 BaseQuantity=24 Exported=TRUE ExportStartYear=1955 ExportEndYear=1980 ExportAvailability=0 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=AIM-120C NumRockets=32 ROF=0.500000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=FALSE Rocket01Position=-0.080000,0.450000,0.080000 Rocket02Position=0.080000,0.450000,0.080000 Rocket03Position=0.080000,0.450000,-0.080000 Rocket04Position=-0.080000,0.450000,-0.080000 Rocket05Position=-0.080000,0.450000,0.080000 Rocket06Position=0.080000,0.450000,0.080000 Rocket07Position=0.080000,0.450000,-0.080000 Rocket08Position=-0.080000,0.450000,-0.080000 Rocket09Position=-0.080000,0.450000,0.080000 Rocket10Position=0.080000,0.450000,0.080000 Rocket11Position=0.080000,0.450000,-0.080000 Rocket12Position=-0.080000,0.450000,-0.080000 Rocket13Position=-0.080000,0.450000,0.080000 Rocket14Position=0.080000,0.450000,0.080000 Rocket15Position=0.080000,0.450000,-0.080000 Rocket16Position=-0.080000,0.450000,-0.080000 Rocket17Position=-0.080000,0.450000,0.080000 Rocket18Position=0.080000,0.450000,0.080000 Rocket19Position=0.080000,0.450000,-0.080000 Rocket20Position=-0.080000,0.450000,-0.080000 Rocket21Position=-0.080000,0.450000,0.080000 Rocket22Position=0.080000,0.450000,0.080000 Rocket23Position=0.080000,0.450000,-0.080000 Rocket24Position=-0.080000,0.450000,-0.080000 Rocket25Position=-0.080000,0.450000,0.080000 Rocket26Position=0.080000,0.450000,0.080000 Rocket27Position=0.080000,0.450000,-0.080000 Rocket28Position=-0.080000,0.450000,-0.080000 Rocket29Position=-0.080000,0.450000,0.080000 Rocket30Position=0.080000,0.450000,0.080000 Rocket31Position=0.080000,0.450000,-0.080000 Rocket32Position=-0.080000,0.450000,-0.080000 Now I may have used the wrong launcher type in the first place,these are just ugly boxes with holes beneath for bomblets, but you can use whichever 3D Model you like really :) Based on this you can replace the rockets in the launchers with jsut about any missile type, say AGM-65Gs or HARMs for example, and implement the typical Anime "Missile Swarm" ^_^ What would be great is if we could somehow connect these altered RocketPods to the A2A modes, but I highly doubt that would be possible. -
Valkyria (WIP)
Gel214th replied to foxmonter's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Someone on another forum mentioned this to me, and I tried it and just couldn't get it to work. Can you paste something you've done similar? I took one of the existing RocketPods (The Lau-32 HE I think) and replaced the rocket with an Aim9M by editing the .ini file. But it didn't seem to work. -
Eyeballing incoming missiles
Gel214th replied to Gel214th's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I understand all that, and how the RWR works. Supposedly a few of the newer aircraft's array of sensors, the Eurofighter and the F22 I believe, are able to detect the possible presence and launch of a missile at your aircraft,Whether IR or otherwise. It might not know what kind it is, but it can tell you that one is in the air and probably heading to your aircraft. The Eurofighter's DASS system is based on this and systems capable of detecting IR launches were officially produced around 1997. I think many simulations allow this nod to the player to compensate for the fact that you're playing on the computer without full 3D vision, and that you're unable to very quickly turn and look around as you would in the true aircraft to spot missile trails etc. (Even with TrackIR). Here's some more info: The issue of course being, is this going to be 'Integrated' into the base Eurofighter, or will each individual nation have to decide whether they are going to outfit their Eurofighters with it at their own cost. If the Eurofighter has access to this technology, then you know the Americans do as well and from my reading the F22 employs some sort of similar system. One can assume that they can be fitted to the JSF to provide another warning level as well. -
F/a 37 Talon
Gel214th replied to roulettes's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ROFL!! The plane exploding at high speed would probably be a serious flaw in any real aircraft project! LOL! I picked this up today and it's a great plane to fly. Pitted against a group of F16s it holds its own, but those IR missles are still a problem if they get a firing solution on you. Things get very tense and fun when you are dodging SAMS and other modern jet aircraft even with all your additional speed and maneuverability. I did explode suddenly, though. I was wondering if it was a SAM that I just hadn't seen or if the RWR had malfunctioned. Now that I read this I guess it was the high speed I was moving at! :) -
F-22 Raptor, F-35 JSF, F/A-37 Talon
Gel214th replied to Shin_kazama's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
With regard to Stealth, I think we can fudge it with the rader cross section a bit. We can also modify the flight model parameters to take TV into account even if it isn't working perfectly. Just the fact of having the plane in the game is a big step forward for creating missions etc. with it. The next thing I am reading about is the Cockpits, which should also be modelled somewhat on these highly detailed 3D Studio Models from Turbo Squid. How much work would be involved if we had the 3D Studio model in hand, to make the animations? I know the Flight Model will also need to be done and tweaked as well, but we could work off the YF23 release. If Thirdwire ever does fix Stealth etc. then we have a working base to move forward from. Also, the Eurofighter doesn't really utilise stealth per say, and that doesn't seem to have a release yet either. The proposal is that if the bulk of time is being taken up creating 3D Models from scratch maybe a few of us can short circuit that route by using the existing 3D Models. I'd be willing to contribute in that regard, if we knew we had the other aspects already sorted and what was holding back the mod creators was the 3D Modeling. -
Eyeballing incoming missiles
Gel214th replied to Gel214th's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hmm, thanks a lot. I'll have to try this out. I suppose at least if I know a missile is coming toward me, that I can then start looking around frantically to find out where it is. I'm still accustomed in Sims to the RWRs giving a bit more information as to when a missle is launched and approaching your aircraft though. -
F-22 Raptor, F-35 JSF, F/A-37 Talon
Gel214th replied to Shin_kazama's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hang on.... what's taking up the time, is trying to get a 3D Model designed? Why not just buy one off of turbosquid? http://www.turbosquid.com/FullPreview/Index.cfm/ID/272898 I did a search for F22 and there are like 3 beautiful models there, all in 3DS format etc. They even have fully TEXTURED JSFs. Wouldn't those work? And just convert them to the game with the plugin?