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Everything posted by serverandenforcer
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Everything has been updated. I have version 4.1.030 - which is the latest version on the Naturalpoint website. I listed FSX under a profile that I use for SFP1, WOV, and WOE; and yes, the blue light doesn't come on. The main menue doesn't recognize FSX when it is playing, even though it is listed under my profile selections. According to everything that I've done, it should work. The green light and the 4 red lights on the Track IR are on when FSX plays, just not the blue one.
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I seem to have done everything that I was instructed to do to get this to work in FSX, but the game doesn't seem to recognize it, or that the Track IR program doesn't recognize the game. Like to know what I should do to get this to work. Thanks!
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Just as an info. update. I haven't given up on this project. Real life has finally kicked in. I"m back to work at my old job, and I've been working odd hours, making it difficult for me to do any modeling when I come home. I also have CDCs (carreer level tests) that I have to work on for my job in the Air Force. I'm also testing for Glendale P.D. and been devoting a lot more time at the gym than usual to make sure that the physical test will be a joke. I've started some work on the front landing gear. However, because there aren't really good pictures to show the detailed structure of the thing, I'm sort of winging it (no pun intended). There are a lot of other objects that need to be modeled on. I know that might be over-doing with the detai for this plane, and I might nix doing some of that. The goal is to release a model that at least meets the current standards of jets that are being uploaded for the community and be able to deliver it without haist (don't know if I spelled that right). Hoever, I don't want to give you guys a "rushed" job where I didn't connect all th points or where I have mesh holes in the model that I negligently forgot to fill in. The cockpit for the F-35 is basically done, it needs sme extra detail to the seat (nothing big and fancy) and I also have to figure out what the business is behind the seat - 'cause it's basically a big empty space (maybe the seat reclines or the pilot might need lugage space - I dunno). So that's it so far. Once I'm done with the JSF series, I might think of doing the Firefox from the movie "Firefox" and/or the SR-71 / YF-12 - unless someone is making one?
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Well, I don't know what to say then. It should have worked. The fact that it doesn't means that there is probably something more to the problem than what's really there. Have you tried to uninstall and re-install as a seperate install? Also, I don't have any of my stuff combined. They're all seperate. If this doens't work you might want to try throwing the computer against the wall. I did that once to mine and it finally realized who was the boss. Total surrender.
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Or how about... "Got religion?"
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Here, I got my Options.ini file here for you. Just put it in the WOE folder and it should over-write the one that you currently have. My single player end year is set to 2020. If it still doesn't work, and you have already changed the end year to you aircraft (which one is it btw?) let me know, and I'll see if I have that aircraft for me to give to you with the correct end year. Options.rar <<<<<<<< That's the file to download
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I don't know if people are still having problems with this, but to give you the solution real sweet and short there are some things you need to check if you want your aircraft to operate in a certain years that "aren't available'. One, check the end year in the aircraft's data.ini first. If it's not where you want it, then change it. Next, check the end year for single player in the options.ini file in the main WOE folder. If the end year for the single player mission in the options.ini file comes before the end year of your aircraft, then you need to change the single players end year to that of your aircraft's end year. This should solve any problems with operating aircrafts in the years you want. If you still have a problem with it, double check your stuff and make sure you changed the right info. I've never had a problem with this on my PC and my laptop.
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trackir 6d0f
serverandenforcer replied to PythonOne's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Here is the thing about TIR settings in regards to viewing. The software has to take into account that there maybe little head movement to see what's currently happening in the forward point of view. Also note that in order to see completely around your point of view, and still look at the screen, it doesn't take a lot of head movement past a certain point to start looking around your point of view very quickly. It's something that you just have to get used to with how it performs. I just recently bought the system and I'm starting to get a decent feeling on how it behaves. I still have some problems on how to properly look at something that is above and behind me. One of the key things that I do to get adjusted to the TIR system and to understand the right way to look at something is that I just start looking around to exercise my "viewing precision" when I start a mission. I've found that some cool tricks by doing this and it has helped me to be very proficient in getting visuals on hostile aircraft. Now, I'm less dependant on my radar when I'm in a close quarter A2A engagement and have a much greater situational awareness. -
trackir 6d0f
serverandenforcer replied to PythonOne's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
you can get a decent deal of movement with the X-axis, but you really have to be deliberate with the Y-axis. -
Auto Eject
serverandenforcer replied to Redddevil911's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yeah bro, you got that "Behind Enemy Lines" scenario happening to you when the F-18 got blown up, except you didn't survive in this case. I've noticed that in some cases, SAMs will fire in pairs, so you might have had two, not one, missiles fired at you. -
Tougher AI?
serverandenforcer replied to Redddevil911's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Will this also make your wingman more aggressive and where they actually maneuver away from being shot at instead of flying straight? -
Oh, I've done it before, but when it's beyond visual redognition. My wingman in this case was right on my ass! Helllllooooo! Don't fire IRMs when your buddy is right there in front of you. Anyways, I've never shot down one of my guys when I know they were there. Especially when he is knife fighting with my target. I just join up with him and watch his six. I've noticed that actually freaks out the target and they do stupid stuff... such as flying straight into the ground. Now if the roles are reversed, and my buddy is getting pursued at close range from my target, then I just swoop in with guns blazzing.
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I'm just trying to help explain a possibe reason why Tazkiller would want multiple flap settings. It would add some kind of realism to the sim - in regards to aircraft operations, but that's if only fighter jets have multilple flap settings. I know large aircraft do (they have lots of settings - like big rigs with lots of gears to shift to in a transmission), and small civilian aircraft as well.
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O.K. Combat landings and take-offs: A combat landing is when the aircraft lands at a really fast speed to get on the ground A.S.A.P. Why? Because they are landing in a combat zone (for example, Allied airbases in Iraq). In the theater of operation, there are always insurgents or "bad guys" nearby your airbase, waiting to get a good shot off with their RPGs to take out an aircraft. Because of this threat, aircraft have to land at a high rate of speed. If you have the flaps down too much, you'll be getting more lift than what you want, making it difficult to land fast. Of course you will also start to slow down as well - probably slower than what you would be comfortable with because you are now a nice juicy target for the insurgents. Same thing applies with combat take-offs. You want to stay low as much as possible until you have reached a fast enough speed so that when you pull up, you zooooooom up into the sky like a freaken rocket - hence forth making it very difficult for an insurgent to fire a rocket and hit you with it. When I was over in Iraq, I've seen C-17s and C-130s do this all the time, they get about 100 - 200 ft off the ground (A.S.A.P.) and then stay level as long as possible. Usually at the end of the runways (which was also at the perimeter of the base) they pull up really hard gaing a couple thousand feet very quickly. Now talk about a deafening sound when those suckers fly over you! Now, in a traditional take-off and landing, you won't be taking off and landing that way. Everything is by the book, super safety stuff. So you will be taking off with enough flaps to get you airborn and to maintain a decent rate of climb. Same thing with landing in the traditional/non combat way. Your approach will be nice and slow (obviously above stall speed - but just enough to give you plenty of time to make minor corrections to have that perfect landing). So then, you will have your flaps completely down (actually, it's a gradual procession [putting your flaps down] to maintain a certain rate of decent, speed, and level flight on your stages of approach). This is how I do it (in a very rough and basic sketch). 5 miles to the runway, flaps are at 25%, airspeed is 250 knots, maintain rate of decent of 500 ft per minute. 3 miles to the runway, flaps at 50%, airspeed 200 knots, maintain rate of decent of 500 ft per minute, and I start lowering the landing gear. 1 1/2 miles to the runway, flaps at 75%, airspeed at 160 knots, maintain rate of decent of 500 ft per minute. 3/4 of a mile to the runway, flaps at 100%, airspeed at 140 knots, speed brake deployed, and fluctuating the power a bit to keep airspeed up with a rate of decent of 500 ft per minute. I usually fly the nose pointed at the runway, untill I start passing over it. Then I flare it a bit and drop all power, which gives me that nice feather like touch down. Apply wheel brakes untill you're at a safe and slow speed for taxing. Combat landings: this is how I do it: At 5 miles to the runway, maintain altitude under 500 ft / above 100 ft, come in at 200 - 250 knots, flaps at 50% all the way to about 1/4 of a mile from the runway. Then I drop the power, lower the gear, keep my nose up, and deploy a couple flares and chaff for counter measures against any possible launches against my aircraft. I should be doing about 170 knots once I pass over the runway (depending on aircraft, speed may be higher or lower). I then deploy the speed brakes, slowing to about 140 knots, hit the runway with a purpouse and plow through those wheel brakes (if this was a transport, I'd be using full thrust reversers as well). Combat take-offs (for a fighter jet): Full burners. At 130 knots, pull up to above 100 ft, but not over 200 ft. At 260 knots, you should be passing over the other end of the runway (and the base perimeter). At this point you pull up hard to get at least 1,000 ft, if not 2,000 ft, and level off. In the real world C-130, on my way back from Kirkuk, Iraq, we were going to land at Baghdad. At around 10,000 ft, we had a rocket fired at us and we nose dived to about 500 ft (I had a nice window seat to see all the action ) and we maintained that altitude all the way to the base.
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This is just a rehtorical question. Why can't wingman think before firing an IRM to make sure that it is actually locked on to an enemy aircraft and not YOURS!? GRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Obviously, even without the aid of the latest HUD features, if I'm trying to lock up an IRM to a bandit, and one of my guys is directly in front o me, I would try to get into a better postion so that I wouldn't lock him up back accident. Too bad the AI in these aircrafts really aren't all that intellegent.