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Everything posted by Fubar512
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Inner workings of a Thirdwire radar
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The "experiment" () I mentioned, was performed using the F-14B against the default TW Badger at 200 nm, and then, against the F-117 at 17 nm. I ramped down the Tomcat's radar search and track strengths to "60" for both tests, I believe (though I'm not sure, it was almost two years ago), that even at "60", I could see the '117 at perhaps 15 nm. Anyway, the interesting thing isn't maximum search distance...play with maximum track distances, and see what happens The results may surprise you. -
Inner workings of a Thirdwire radar
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here's a better explanation for you, my friend: http://www.alphalpha.org/radar/intro_e.html "When discussing about the radar range, a distinction must be made between the non-ambiguous range and the real detection range. The non-ambiguous range is (for a pulsed radar) related to the Pulse Repetition Frequency (PRF, = 1/PRI, Pulse Repetition Interval) A typical radar timing is shown in fig.1: the two transmit pulses (Tx and Tx2) are divided by a time equal to the PRI. Rx1 is the echo from Tx1 reflected by a target placed at "Range A". Rx2 can be either the echo from Tx2 reflected by a target at "Range B" or from Tx1 reflected by a target at "Range C In the latter case the target is said to be at ambiguous range. Figure 1 A typical radar timing is shown in fig.1: the two transmit pulses (Tx and Tx2) are divided by a time equal to the PRI. Rx1 is the echo from Tx1 reflected by a target placed at "Range A". Rx2 can be either the echo from Tx2 reflected by a target at "Range B" or from Tx1 reflected by a target at "Range C". The maximum non-ambiguous range is the one corresponding to the PRI" -
Limited target locked range
Fubar512 replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
There is such a thing as a minimum effective range parameters for A2A missiles, and it can vary wildly within a given missile's family. AIM-7D sparrows, for example, had a minimum minimum range of 1500 meters (just short of a statute mile), while the later AIM-7E-2 and 3 variants would maintain lock well inside of that range. The value that you're seeking (pun intended) is "MinLaunchRange=", and can be found in either that specific missile's entry in the weaponsdata.ini (you'll need the appropriate weapon editor in order to effectively change it), or, as is the case of a third-party wep, in that wep's data.ini. That file should be located in your thirdwire/ objects/weapons/"weapon name" folder. The latter requires nothing more sophisticated than wordpad to edit. I encourage you to read Killerbee's thread on adding or modifying weapons, in the SF2 Knowledge base, before you try your hand at editing either file. -
Inner workings of a Thirdwire radar
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Ask TK if he's ever held a USCG radar operator's endorsement, if he's ever had to sit and sweat through the actual examination required to qualify for one (If my memory serves me right, the minimum passing grade was the same for that as it was for the rules-of-the-road portion of the exam....a "90" ). He's already confused PRF with PRI in his explanation (a common enough mistake, even wikipedia has it wrong). In layman's terms: PRF is the frequency change within the pulse that is used to define a target's characteristics and movement (doppler). PRI is the actual interval between those pulses. But don't take my word for it, we have quite a few military and civilian radar operators here. I'm sure that they'll chime in. A figure of "100" in game has absolutely no corollary in real life. I've set in-game radars at (for example) "60", and had absolutely zero issues detecting and acquiring bomber-sized targets sporting a default RCS Modifier value, at 200 nautical miles. The flip side of this is that while a radar set at a value of "120" was able to detect a stealthy model at 17 nm, one imbued with a value of "30" was still able to detect that same model at a range of 12 nm (be my guest, perform the math for us). I'm sure that TK used (some) real-world data to a degree....but as he's said on numerous occasions "Think of this series as a sim-lite" -
Harriers and hovering?
Fubar512 replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You mean rotate the nozzles? Start the game, go to options, control, and then map "thrust vector control", to (preferably) a two-way switch on your game controller. -
I've assembled a potato cannon or two in my time, mostly to compete in a potato-gun competition in Lewis County, NY. The largest one I saw had a 4" (102 mm) bore, was almost five feet long, and was mounted on a cradle, and even sported an elevation adjustment screw and a red dot LED sight. It looked like a freaking 100 mm mortar The guy is certifiable for fueling it with propane, and then resting his cheek against the breech section while shooting it.
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Always Overcast in Independance Campaign
Fubar512 replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Its terrain specific, but if one sets the overcast or inclement chance too high coniciding with the set time & duration of a campaign, then you'll wind up with those results. If I were to redo it, I'd google "Tel Aviv, average sunshine by month", or something along those lines, to get an idea of what to set the values to. -
Sky Tiles in foreground
Fubar512 replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
P-shop, unfortunately. 10% Gaussian blur. -
Always Overcast in Independance Campaign
Fubar512 replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The overcast or inclement chance value may be set too high. -
WAV file won't play
Fubar512 replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
LOL... Is this a desktop, or a notebook system? -
Sky Tiles in foreground
Fubar512 replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
That's not a tiled effect, but rather, either the horizon-color, or fog-color line. Ideally, the effect should result in a seamless transition from one color to the next, but differing light levels, sky height settings, and a desire (on the part of the developer) to create an ominous-looking stormy sky, often conspire to produce am immersion robbing effect like that. EDIT: Upon further examination of the screen shot, I realized that it's an issue with 3D clouds topping out against the overcast cloud deck. The issue can be solved by lowering the overcast or inclement cloud altitudes so that they are completely below the overcast deck. The effect would then look something like this: -
We have the worst..but whats the best commercials?
Fubar512 replied to UK_Widowmaker's topic in The Pub
I don't believe that there's one accepted naming convention for them, Lexx. In Newark airport, for example, they call it the "skywalk" in one terminal, and the "autowalk" in another....or at least they did the last time I flew out of there...it's been almost three years since then. -
We have the worst..but whats the best commercials?
Fubar512 replied to UK_Widowmaker's topic in The Pub
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We have the worst..but whats the best commercials?
Fubar512 replied to UK_Widowmaker's topic in The Pub
That'd be Donald Gibb, who played "Ogre" on the first two Nerd flicks. He was also "Dr. Death" on the HBO series, "1st & 10", and played a supporting role in "Bloodsport". -
WAV file won't play
Fubar512 replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Are you running onboard sound, or a soundcard? Onboard sound typically has a CPU utlization of 10-15%, while a good soundcard barely exceeds 2-3%. Some soundcards even sport as much as 64 mb of dedicated onboard memory (Creative X-Fi Fatal1ty & Auzen prelude X-Fi). -
Does anybody know when was AA-11 actually introduced?
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In his book "Fulcrum" Alexander Zuyev does refer to a loadout consisting of 2x R60M, 2x R-73, and 2x R-27 as being typical for a MiG-29 during the year that he defected with one (1989). -
jpg texture files
Fubar512 replied to Blade's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
In SF2, JPEGs appear to have issues with bump mapping, when used terrain tiles and object textures. They also have clipping issues as terrain tiles, though admittedly, I've only experimented once with them. -
We have the worst..but whats the best commercials?
Fubar512 replied to UK_Widowmaker's topic in The Pub
Any of the Capital One "Barbarian" ads: -
Ideas for a SU-15TM RWR symbol?
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I understand that in RL, it was assigned the same symbol as the Smerch radar (which it was based on): "25" -
WAV file won't play
Fubar512 replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Stereo wavs won't play. It must be in mono. -
New Weapons Won't Work!
Fubar512 replied to FlashGordon's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Flash Gorden, Prior to your editing your post, you clearly stated that you had patched to the 08 level, and had used the "08" patch, and that you were seeking a "post o8 patch'. Notice the statement where I've quoteed you. -
New Weapons Won't Work!
Fubar512 replied to FlashGordon's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
There is no such thing as a "post 08" weapon editor for WoE, or for SFp1, WoV, and WOI, for that matter. Anything later than the version 22008 weps editor is meant for SF2, which is a different series. -
How to add weapons to A.I Planes?
Fubar512 replied to Pilot94's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
LOL....most of us "old" hands generally spent more time experimenting on our own, until we figured things out. -
New Weapons Won't Work!
Fubar512 replied to FlashGordon's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You need to match both the weapon and gun editors to the patch-level or version that you're running, otherwise they will have no effect, whatsoever. When you start the game, what date is shown in lower RH corner of the splash screen(for example, OCT 2008)?