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Everything posted by gbnavy61
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It seems to me that we have a stalemate similar to France versus England in the late 18th early 19th century - the Tiger versus the Shark. On the one hand, you have a formidable land power with high technology, however, they are deathly afraid of water. They'll probably only swim to save their own lives and it would be swimming towards the nearest shore, not out to meet the enemy. Opposing them, you have the maritime power. They possess the advantage of mobility - initiative in any amphibious landing - however, once ashore, they are completely out of their element and will be repulsed by any shore defenses. Until one side or another adopts air power, I don't see any decisive advantage.
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A-6's DIANE
gbnavy61 replied to hide86's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
How do you make it a DME? -
A-6's DIANE
gbnavy61 replied to hide86's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I think someone was working on one, but I'll be darned if I remember who, or where the thread went. -
Signs, signs, everywhere signs
gbnavy61 replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You're breakin' my barrs, Hans. -
Time for a silly F-8 question
gbnavy61 replied to Gr.Viper's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
In the F-8, you can turn a little better than the F-4, but still not as good as the MiGs. So, like Crusader said, keep the speed up and avoid the flat turn. If you find a MiG on your tail, don't just try to yank the nose around on the horizon - you'll bleed off speed badly and the MiG will be inside your turn in seconds (says the voice of experience). Then, it'll be game over for you very shortly. So, stay fast, use burner liberally (it's your "ass" on the line) but keep an eye on the fuel gauge. If you need to put speed on, with a MiG on your tail, go to full burner, jink a lot, then unload to put some knots back on (unload = push forward stick to get near 0G - you accelerate better near 0G because you're essentially "fooling" physics into thinking your jet has no weight - therefore your wings don't have to produce much lift and as a result they produce less drag). A couple other things, depending on the difficulty settings: 1. If you've got sidewinders, try to shoot when the MiG has broken off a maneuver - he's probably lowest on energy at this point and will have the most difficulty evading. The more you fight them, you can be a better judge of their energy state. Also, as many F-8 pilots did in the war, you may want to think about firing off 2 sidewinders per target - just make sure you have a good lock. 2. To make your cannon ammo last (if it's limited) map the "gun group" function. If you're on full realism, the Mk 12's will jam a lot. It's most likely when firing and pulling higher G. So, if you use the gun group function, you can switch between 2/2/4 cannons selected. This makes your ammo last longer and will stop you from jamming all 4 cannon at once. 3. Since you will be trying to keep your speed higher, the MiGs will most likely be slower. Sometimes you'll be lining up a shot and the MiG will try to force an overshoot by going to idle and throwing the boards out. Since he's now only slightly more aerodynamic than a barn door, he's gonna bleed speed in a hurry. If you've got a sidewinder tone, smoke his ass here. Otherwise, be prepared to blow past him and get out of the fight. You can decide whether or not to reengage. The voice of experience says, if you're kill hungry (the MiG was probably just shooting at you or one of your buddies) you will try to slow down with him - you'll probably chop throttle and throw the boards out as well. Now, you'll probably realize you're still going to overshoot so, in a vain effort to stay behind him you might try a rolling pull to further bleed your speed. At this point you'll probably see the MiG start to slide to the side of your cockpit (opposite your roll) and then up the canopy. Then, you should see the ground going around and around out of the front. Time to recover from your spin - forget about the MiG, the ground is trying to kill you now. It's happened to me twice so far (always with the boards out) and the first time I was so low that all I could do was go for the handle. If you want, take a single mission - recon - and get your F-8 up above 10K and try spinning it and recovering (opposite rudder). -
ES-3A Shadow
gbnavy61 replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That would be a cool addition. -
That about what I was thinking. Of course, there's other long-nosed props out there. You just do those clearing turns while taxiing - or look out the sides.
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SUU-23 with the new WOI patch
gbnavy61 replied to Phantom160's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You know, I had noticed that, but didn't think the two were related. That's probably it. -
Something new has been added.
gbnavy61 replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Any chance we could make this guy better-looking, smarter and then throw him in the right seat of an Intruder? -
OMG! F-13s outperform F-35s!
gbnavy61 replied to SayethWhaaaa's topic in Military and General Aviation
Most awesome post in this thread. -
I'm a Bears fan, but in this case - Go Packers!
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What's going on in the Far East....
gbnavy61 replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Afraid not. It's eight hours bottle to brief, big guy. -
What's going on in the Far East....
gbnavy61 replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Incoming wounded! All personnel report to operating tent four! Repeat, four! I mean five! Repeat, four! All personnel, prepare to evacuate - and not just because it's meatloaf night! -
Raven, hope things get better for you and your family. *** I agree with King Albert in his assessment of the "charity model" - it needs to be sold. Am I correct in understanding that the only real reminder for folks to donate is the little banner at the bottom of download pages? If so, that's lousy advertising. It's a tiny box at the bottom of every page - the saturation is a good idea, but the presentation is all wrong. On those pages, I'm looking at pictures, for the "click to download" button, and maybe - maybe - glancing over the readme section. I'm sure as hell not noticing that the little box at the bottom that says something about CombatAce and has images of jet aircraft is asking me to help keep the site running. I had no idea we were looking for donations until I saw this thread. Honestly, this was more informative than the little banners. I've since kicked in my bucks, but I think we need to revamp the way we're asking for support from the community. Also, while the guilt is a good motivator, we need to be careful about alienating folks by bashing them (free-loading so-and-so's, etc.). As we've established, not everyone has the means to contribute even if they have the desire. I think we should redesign the subscription support banners. They need to be bigger and more eye-catching. They need to be placed differently on the page. They should probably say something about supporting the site, rather than just subscriptions. When you simply state it in terms of a subscription, ask yourselves: why would someone pay for something they can get for free? Now, if you put it in terms of keeping the site running, it changes the perspective. Sign up for an "Elite Membership" - Support the CombatAce site, and get the following benefits: yadda, yadda. Additionally, we need threads like this every so often to let people know where we stand financially - what we have, what we still need, what things could change - for the better or worse. The biggest thing is to get this kind information out to the community. It does little good for a handful of people to know the situation. And then, they're surprised when they aren't seeing any support. How well has the community been informed?
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Fuel Tank Woes (not WOEs)
gbnavy61 posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok. After a bit of fudging around, I manually added the RF-4C fuel tanks to WOI. I wanted some tanks that didn't have the SEA camo green on top to go with my all-grey Navy Phantoms (specifically, the F-4S Late). I copy an pasted the original F-4 370 gal tanks entry into the weaponsdata.ini and edited several lines to call the correct fuel tanks for the RF-4C. I went back into the aircraft data.ini for the F-4 and referenced the new tanks for the wing stations. Loaded up the weapon editor and made sure they were there, saved it, etc. Now, I've got the tanks working, but for some reason, my Phantom doesn't want to find any AIM-7F/Ms to load. I'm using the TMF May Weps pack for WOI. I didn't change anything else in the F-4 data.ini - all the Sparrow stations still look like they did before (still semi-recessed calling for SAHMs). Also, I didn't change anything in the weaponsdata.ini for the Sparrows. If I have the aircraft hardpoints set to load the correct type of missile and the missiles available and set for the corresponding years, shouldn't they be showing up? Obviously, the short solution is to go and undo what I did, but that again leaves me grey fuel tank-less. What all is required for an aircraft in game to be able to load a weapon/fuel tank? I know this is a long and involved question, but I'd appreciate if someone could give a detailed answer. -
Fuel Tank Woes (not WOEs)
gbnavy61 replied to gbnavy61's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Tanks, Wrench. -
Fuel Tank Woes (not WOEs)
gbnavy61 replied to gbnavy61's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yeah...that did it. They were too heavy for the stations. I swear I was using those Sparrows before. Must have imagined it. D'oh! Thanks, all. -
Fuel Tank Woes (not WOEs)
gbnavy61 replied to gbnavy61's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That's it exactly. -
Fuel Tank Woes (not WOEs)
gbnavy61 replied to gbnavy61's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No, fellas, I put the RF-4 tanks on the F-4S. Here's the original 370 gal tank entry which I copied: [WeaponData075] TypeName=Tank370_F4 FullName=370-gal Drop Tank ModelName=tank370_f4 Mass=1230.619995 Diameter=0.621000 Length=6.168000 SubsonicDragCoeff=0.075000 SupersonicDragCoeff=0.334000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=1090.910034 Asymmetrical=FALSE Now the edited entry for the RF-4 tanks: [WeaponData186] TypeName=Tank_RF-4_370 <----changed FullName=370-gal Drop Tank ModelName=Tank_RF-4_370 <----changed Mass=1230.619995 Diameter=0.621000 Length=6.168000 SubsonicDragCoeff=0.075000 SupersonicDragCoeff=0.334000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=1090.910034 Asymmetrical=FALSE F-4S data.ini edits (right side same edit): [LeftOuterWingStationFT] SystemType=WEAPON_STATION StationID=14 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.47,0.37,-1.10 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=1400 AllowedWeaponClass=FT AttachmentType=NATO,USN ModelNodeName=wing_pylon_outer_left PylonMass=41.73 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=Tank_RF-4_370 <----changed Does the mission and default loadout affect what weapons appear? To my knowledge, that should only affect the starting loadout when you call up a specific single mission - meaning, you can change the loadout to use other weapons provided that they fit the weight, dimensions, pylon and year of service criteria. -
SUU-23 with the new WOI patch
gbnavy61 replied to Phantom160's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Gave that a shot, too. No dice. First trigger squeeze with the gun pod locked the game. -
SUU-23 with the new WOI patch
gbnavy61 replied to Phantom160's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Same problem w/ me. Got the F-4S airborne yesterday w/ twin SUU-23's. Took a test fire on climb out and everything worked fine. Later the same flight, was trying to bounce a MiG and as soon as I pulled the trigger the world stopped, sounds kept going and had to ctrl+alt+del to get back to the desktop. Same thing today on the first trigger squeeze. Trying the drivers. NVIDIA GeForce 7300 LE, Sigma Tel Audio -
Where to find the IR/TCS mod for the F-14D?
gbnavy61 replied to ace888's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Had the same problem. Be sure to put the LOD's in the main 'Aircraft' folder - not the 'F-14D' folder. Then, you should be good if you follow the rest of the directions. -
Glad to hear she's on the mend and back at home with loved ones to take care of her. That alone is probably doing a lot to help her. Will keep praying.
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"Ooh, but he couldn't stick the landing. That'll be a deduction." China's latest effort to retake Taiwan: "Steve, get more volunteers."
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Dude, that's excellent. "Frank, you see that?!"