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Everything posted by serverandenforcer
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Well, if you would be doing combat landings, you would be comming in pretty hot so you wont get shot down by hodgies with RPGs hidding out a klick or two from the base perimeter (and I know what that is like - got shot at by ground based rockets in a C-130 comming into Baghdad Airport on my way back home from Kirkuk). So a full flap setting would provide too much lift for your approach. Same with take-offs 'cause you don't want to instantly go high in the sky straight off the runway at a slow speed, making yourself a really easy target for insurgents on the ground with RPGs (do know how embarassing that would be for a fighter pilot to get shot down by RPGs - over his home turf?) You want to be able to get enough lift to get off the ground and clear the watch towers at the end of the runway (where the perimeter fence is at - I've been in those towers BTW) and still maintain a fast speed. Then you point the craft up into that deep blue beauty at close to 300 knots as you pass over the base perimeter. BTW, fighter jets don't use flaps for combat takeoffs - well atleast not to my knowledge. Now when taking off and landing in the states or in a safe zone, you won't be doing combat take-offs or landings. You'll be doing those things nice and safely. So then you will be using more flaps to get the job done, cause you're not in a hurry to get anywhere. And you know how hard the military is trying to conserver on jet fuel consumption.
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Phoenix Failures
serverandenforcer replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What about head to head, 'cause I've have this problem as well. Would be nice to have a TTI timer so we know in the cockpit if the missile is dead or not, 'cause you lose visual contact when that sucker goes out really far. -
trackir 6d0f
serverandenforcer replied to PythonOne's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Python, I didn't have to adjust anything. It takes a lot of movement to get the X and Y axis to start working. I just found out by accident when I stood up to adjust my seat and noticed the Y axis movement. Then I went exploring to see if the X axis would work as well and it did. But if it's not working for you, then you need to go to the Track IR menu and do some twiddeling in there. There is no roll axis in SFP1, WOV, and WOE. Not until a patch comes out to support it. -
More Flankers!
serverandenforcer replied to Marcfighter's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well, I guess I don't have to worry about making those two models now. -
trackir 6d0f
serverandenforcer replied to PythonOne's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
the last two are to peek up or down (adjusting seat height) and peek left or right (to see around the dashboard of the cockpit). -
Well that answers my question in why there was a gap between the F-16 and the F-18. Was wondering what had ever happened to the F-17. Didn't know it was originally going to be the Hornet its self. Just goes to show my limited knowledge on military aircraft. BTW... was there ever an F-10, F-11, F-12, and F-13? I know there is a mystery about the gap between F-18 and F-22 as well.
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Flaming Talon
serverandenforcer replied to rymnryan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I noticed some differences too between this model and the movie model other than what Shin_kazama pointed out. But I'm not going to say what they are because, 1.) you've worke really hard on this model as obvious as it is, and 2.) I'm just happy to get a Talon that looks this good. So I say carry on with what you're doing. -
Please do, cause I already modelled them in (the LEFs). Well, this will definately cut some time since I don't have to do those speed brakes. I guess I'll work on the pit then. Been looking forward to do that. BTW, in regards to the LEFs, do they rotate downwards, or do they "slide 'n roll" out from a sheath inside the main wing?
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Just like USAFMTL said, you can't compare the 2 because they are totally different sims. However, I will say this, they both set the bar for the type of sims that they are. I have bothe SFP1/WOV/WOE and LOMAC. LOMAC has stunning graphics that make it ultra realistic. However, it is not system friendly or is it user friendly (in regards to modding - although, I've been out of the loop for LOAC mods for quite some time). You need a high end system to get the most out of LOMAC. For how system friendly WOV/WOE is, it has some very impressive graphics. Not to mention that you can easily add mods to it that really don't cause any conflicts with the game's operation, nor limit to how much you can modify it. It currently might not be as realistic in operating a fighter jet as LOMAC is, but it will only be a matter of time until the game evolves to have such realism from the mods that the online community is pooring out for it - which will make it much more enjoyable to the aviation enthusiast. The bottom line is, it all depends on what you are looking ot get out of in a combat fighter simulator. If you really want to feel like you operating a F-15 over what you can mistakenly assume to be the real mother earth, then go for LOMAC. If you want to enjoy flying a fighter jet and experience a really decent campaign story, in where you never repeat the same scenario (incase you have to do the mission over again), go for WOV/WOE. You want to know what game I play the most? WOV/WOE. The only time I playe LOMAC was after I first installed it on to my computer.
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Is the Normal?
serverandenforcer replied to PythonOne's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You have to take into account that there is a certain percentage of AB thrust that you can apply. It's not like in an arcade game where it just kicks in at 100% of full power. Each aircraft has a unique military power limit, ranging from 70% to 80% of total thrust. After that, you enter the AB stage of thrust, where you can apply anywhere from 1% of AB power to 100% of AB power ontop of your full military power (full throttle without burners). However, you're not going to see 1% AB thrust on your screen. Basically, there is no way to calibrate your joystick the way you want, because it's a game issue. You can however mess around with the .ini files of the aircraft and tweak stuff that way to have it work the way you want - but it won't be realistic. Believe it or not, this is how it's done in the real world with burners. You can only go up so far on the throttle before those babys kick in. Hope this makes sense. -
This will be my last update for the night. Weapon bays complete. Just need the hinges for the doors and pylon mounts - which will be taken care of during the final construction phase of the aircraft. Next to do will be the speed brakes and puting a dashboard and seat into that cockpit with the roll bar. After that... ugh... landing gears. Once that is taken care of, I'll be doing the asymetrical cosmetic features, such as the cannon, and some other feature on the opposite side of the aircraft. Here are the picks of the weapons and landing gear bays (don't worry, doors are there, I have them hidden so you can see the bays).
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O.K., here are 2 pics. One shows the landing doors hidden, and one shows them unhidden so that you guys can see what I actually did so far with the gear bays. Yes, I know I forgot to make a lip for the front bays. I will fix that later on. Also, if any of you have some advice on what it actually looks like (cause I couldn't find any reference material to show exactly what the inside of the bays look like) that would be very helpful. I have many save of many versions of this plane. So it is easy for me to go back and re-do some stuff the right way.
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Just some shots to show the progress. As you can tell, I got the Laser Designator on the bottom section of the nose and some kind of avionics hub in front of the cockpit. Now as you can see, the smoothig doesn't look real clean on the bottom side of the nose and the rear area of the main sings. That's because of the cuts made for the front gear doors and the flaps. I also did some more shape refinement on the ventral side of the fuselage (probably won't be able to tell from the shots).
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Well, due to my lack of experience with max, there are some features that I'm not aware of in regards to boolean operations. So what I will say may seem like old information to a lot of you. Thanks to wpnssgt, he explained to me that my problem could be simply solved by clicking on the "cap holes" modifier. This will fill in those "missing polygons when you do a boolean subtract operation. However, you have to connect the appropriate vertices because it won't fill in those missing polygons very nicely. He also explained that this action should be done after the model is totally complete and that all segments (i.e. wing, nose, fuselage, etc...) have been detached. Basically, you don't want to have a "whole" model. Things need to be in pieces so that the aircraft can operate correctly in the game. So far, I got all control surfaces and the front landing gear doors finished. Now I need to work on the rear landing gear doors, the speed brake, the weapons bay, the hinges to all of the moving parts, the actuall landing gears, completely model in the canopy (it's just an extrusion off of the fuselage right now), and build the cockpit. I believe it's safe to say that there is probably even more stuff I have to do to the model... oh yeah, the cannon and some other cosmetic features. This is one of the most involved models I've ever had to deal with. Now I know why it takes so long for these things to be built.
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To me, hand cutting is more work than doing boolean operations. I used to do the hand cut stuff myself before I found out what boolean operations do. I guess in this case it's to each his own. I'll try the import stuff tomorrow. I gotta get going to bed cause we turn the clocks ahead tonight. I liked it better when you turn the clocks back and get a few more hours of sleep - unless your the sucker working the mids shift and have to work an extra hour.