-
Content count
8,418 -
Joined
-
Last visited
-
Days Won
42
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by Fubar512
-
Flaming Telephone Poles
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Effect Uploaded...enjoy! http://forum.combatace.com/index.php?autoc...;showfile=8573# -
Version
869 downloads
As per post: http://forum.combatace.com/index.php?s=&am...st&p=270301 Enhanced SAM Trails by Fubar512 This mod attempts to give the user a bit more situational awareness, by adding an enhanced flare and exhaust flame effect to large SAMs, making them visible for miles, during both day and night missions. It also replaces the default exhaust trail with a whispier, more prominent trail (which should allow for a slight improvement in frame rate when multiple SAMs are in the air) To install: Simply drop the LargeSAMTrailEffect.ini into your effects folder. That's all that's required. To uninstal: Just delete the LargeSAMTrailEffect.ini, and the game will revert to using the original. Known issues: The "rocketflare" effect may appear larger on all objects that use it, though this is not necessarily objectionable. To test that, launch an air to air missile, and see if you find the flare effect too prominent. If you do find it to be an issue, open the LargeSAMTrailEffect.ini in Windows Notepad, and edit the following lines: [EffectType001] Element[03].ElementName=RocketFlareEmitter<----edit to RocketFlareEmitter2 [EmitterType003] Name=RocketFlareEmitter<------edit to RocketFlareEmitter2 Save the edits when prompted, and the LargeSAMTraileffect will continue to use the enhanced rocketflare by itself, with absolutely no impact on other files. -
Does RCS Modifier really works?
Fubar512 replied to Erwin_Hans's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Not really....it has to do with that particular aircraft's pseudo-lifting body fuselage design, and a desire to funnel air in such a way as to assist in the dissipation of hot exhaust gasses (IR signature reduction). -
Does RCS Modifier really works?
Fubar512 replied to Erwin_Hans's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
A real "BS" degree, as I didn't even stay to complete my freshman year at Rutgers My boss, however, is a PHD who's lectured at Cambridge, worked at Los Alamos, and has worked on a few aerospace projects with (and for) Northrop-Grumman. -
Does RCS Modifier really works?
Fubar512 replied to Erwin_Hans's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
tell me about your degree in Physics. What it saw was the wake turbulance coming off the area between the stabilators. the aircraft has a frontal RCS smaller than a hummingbird. and this was verified on radars far more powerful, and on displays with far more resolution, than what you would have out in the field. -
Does RCS Modifier really works?
Fubar512 replied to Erwin_Hans's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes i'm sure, the F-117 was essentially 1978 technology. And it wasn't "seen" by the SA-3's radar. Its wake turbulance was, -
SF2 Weapons Editor is out
Fubar512 posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Read all about the SF2 weapons editor, here: weapons editor infolink It works grrrreat! -
Flaming Telephone Poles
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I hit the escape key to end the video....and the flight Yes I am. Some sound effects are from packs I released four or five years ago, and a few of them, I mixed recently. -
What should you do when you catch fire?
Fubar512 replied to i fight by 1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Burn? -
Need Help after Patching a clean install - NOW CTD!
Fubar512 replied to TheStig's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The DirectX user runtime is an all inclusive update for Winows 2000 & up. Try reading the release notes next time. And I quote: "Brief Description March 2009 The Microsoft DirectX® End-User Runtime provides updates to 9.0c and previous versions of DirectX — the core Windows® technology that drives high-speed multimedia and games on the PC. System Requirements Supported Operating Systems: Windows 2000; Windows 2000 Advanced Server; Windows 2000 Professional Edition ; Windows 2000 Server; Windows 2000 Service Pack 2; Windows 2000 Service Pack 3; Windows 2000 Service Pack 4; Windows 98; Windows 98 Second Edition; Windows Home Server; Windows ME; Windows Server 2003; Windows Server 2003 R2 Datacenter Edition (32-Bit x86); Windows Server 2003 R2 Standard Edition (32-bit x86); Windows Server 2003 Service Pack 1; Windows Server 2003 Service Pack 2; Windows Server 2003 Service Pack 2 x64 Edition; Windows Server 2003 x64 editions; Windows Server 2003, Datacenter Edition (32-bit x86); Windows Server 2003, Enterprise Edition (32-bit x86); Windows Server 2003, Standard Edition (32-bit x86); Windows Server 2003, Web Edition; Windows Server 2008; Windows Server 2008 Datacenter; Windows Server 2008 Datacenter without Hyper-V; Windows Server 2008 Enterprise; Windows Server 2008 Enterprise without Hyper-V; Windows Server 2008 Standard; Windows Server 2008 Standard without Hyper-V; Windows Small Business Server 2003 ; Windows Vista; Windows Vista 64-bit Editions Service Pack 1; Windows Vista Business; Windows Vista Business 64-bit edition; Windows Vista Enterprise; Windows Vista Enterprise 64-bit edition; Windows Vista Home Basic; Windows Vista Home Basic 64-bit edition; Windows Vista Home Premium; Windows Vista Home Premium 64-bit edition; Windows Vista Service Pack 1; Windows Vista Starter; Windows Vista Ultimate; Windows Vista Ultimate 64-bit edition; Windows Web Server 2008; Windows XP; Windows XP 64-bit; Windows XP Home Edition ; Windows XP Media Center Edition; Windows XP Professional Edition ; Windows XP Professional x64 Edition ; Windows XP Service Pack 1; Windows XP Service Pack 2; Windows XP Service Pack 3; Windows XP Starter Edition; Windows XP Tablet PC Edition" Hairog, the one I linked to is the one to use. -
Actve radars?
Fubar512 replied to t-50's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well, I'm pretty certain no one's going to jump out and verify this but the F-22 and Superbug's AESA system reportedly uses a highly efficiant array, frequency hopping, and pulse compression. And BTW, it's supposedly not pulse-Doppler. but a frequency-modulated continuous-wave system. But, who knows for sure? -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
JSF, I believe that I'd done that several years ago, in my megapack... -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Mainly because the Firecan model is a WIP, and as such, it's not mine to give away. The existing model is still quite crude. -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I've found that the best compromise, is to use realistic altitude and engagement distance values for the various AAA guns (My KS-30s reach up to 33,000 feet!). This results in the "layered" defenses discussed earlier. And yes, all weps from 57MM and up are networked as "AAA", along with the Firecan. The Firecan itself is set up as "Static-AAA", and given an availabilty value of "Very_Rare". This spreads them around, with an average of one per every 30-50 square kilometers. -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
About once I year, I post some varient of essentially the same video. This should dispel all doubts as to the intensity and accuracy of radar-directed flak. WoV.wmv -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I found that networking the AAA is enough, and have no need nor any desire to ramp up warhead potentials to ridiculously unrealistic values. Also, I set the fusing distance for my SA-2s to 100 meters... -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I see this one. Think it's too late to jink? -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The reason you're not getting historical levels of flak, is probably due to the fact that the NVA 37 and 57 mm AA guns in your installs do not have "time fuzed" checked in their gun-data entries. -
Actve radars?
Fubar512 replied to t-50's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
AESA can be simulted quite easily, by changing the radar's operating band, and the unit's scan limits. What he asked for is true TWS capability. Whether or not that's what he intended to ask, is anyone's guess -
Actve radars?
Fubar512 replied to t-50's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
"the ones that oposed to pasive radars in aircraft" As Zmatt stated, there is no such thing as passive radar. If a unit emits energy, (whether it's sonar, radar, or lidar) it's considered active. TWS (Track While Scan) is modeled in aircraft that come equipped with that feature, but only one target at a time can be acquired & tracked...and that's a limitation of the series. The series was originally intended to model aircraft from the 1950s through the early 70s, TWS was added when TW introduced the F-15A in WoE. That being said, AHMs (Active Homing Missiles) like the AIM-54, AIM-120, or R-77, only require manual target acquistion until just after launch, and then you can select additional targets for your remaining AHMs. -
Actve radars?
Fubar512 replied to t-50's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What do you mean by "active radars"? On aircraft or ground objects? Since the developer strives for realism, aircraft and ground objects that are radar equipeed in RL, have radar capabilities in-game. -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, at least in SF2. The necessary freq statements are in place in SF1/WoV/WoE/WoI with the 10-08 patch, but I'm not sure if they're working in those titles -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Fast Cargo made a low-poly SON-9A Firecan model, and I've just sent the template out to one of our premiere texture specialists, so we'll have it ingame soon. Just tried the model, and noticed an improvement in AAA accuracy whenever it's present. -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nio offense, but I don't find that important at all, dead is dead as far as I'm concerned. -
Flak in WoV
Fubar512 replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Killerbee and I played with this over three years ago, and came up with radar-directed flak, by networking the 57-85-100-130MM AAA guns, and introducing a Firecan radar van into the series. The flak was accurate enough so as to make excursions over Hanoi or Haiphing quite interesting.