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Everything posted by Fubar512
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External Target View Panning
Fubar512 replied to hcsdirect's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The target view is really a "super zoom", from the player's perspective, and moves with the player's AC. To release any view, just hit ctrl+F12. That will allow you to pan around and travel. -
dirty exhaust
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
It's up your tail-pipe! Sorry...couldn't resist -
A More Classical Departure
Fubar512 replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Post-stall behavior (ie; departures) have not worked properly in SF since the 3.X service packs. Streakeagle had it down pat with his F-4B flight model, until a change was made in how the sim interprets FM data, and it has been porked since then. For example: A.) stall induced drag is no-longer linear, it arrives all at once. The work-around is to "stagger" stall values for the effected surfaces. B.) Any positive value in the stall moment variable will now result in an unnatural pitching moment. That being said, here's some snippets from the man himself (TK), that may shed some light on stall modeling. "StallMoment= StallMoment is the additional pitching moment you get when the wing section starts to stall. positive pitch (+) makes it so it pitches up as you stall (making it more unstable), negative pitch (-) makes it so it pitches down when you stall (making it more stable). The default value, if you don't specify a value, I think, is -0.02, which I think would make for gentle mushing forward type stall I was looking for... There are a couple of other stall/depart variables added, all of them have default values so if you don't specify, you just get the default behaviour you see... PostStallCma= determine the Cma (pitching moment due to Alpha) past stall. Pre-stall, the engine uses lift value and xac value to calculate the pitching moment. Once the wing stalls and departs, additional pitching moment of StallMoment + the PostStallCma * (AoA - AlphaDepart) is added. I think this defauls to -0.2 or something. StallHysteresis= (should be from 0.0 to 1.0) determine how far the AoA has to be reduced in order for the airflow to reattach itself. I think 0.0 means the wing section will be unstalled as soon as AoA goes back under the stall angle, 1.0 means wing will unstall only when AoA goes back to 0 deg. I think the default is 0.4 or something. PostStallZeroLiftAlpha= this is the angle at which the lift goes down to zero. Post AlphaDepart, the lift is linearly reduced down to zero at this angle. I think this defaults to 90-deg..." -
I'M BACK!!!
Fubar512 replied to HrntFixr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Who are you? Are we like, supposed to know you or something? -
F-104 cockpit
Fubar512 replied to hunter's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You must either install the F-104G from Thirdwire, or extract the F-104 from SF:P1 into WoV, in order to get the necessary lod files. -
Plane Editor?
Fubar512 replied to xahldera's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The creation of a realistic FM for SF:P1 is a rather lengthy process. It involves exhaustive research on the model in question (weights, fuel capacity, stall limits (etc.). Then, one must obtain precise measurements of the aircraft's aerodynamic surfaces (wing span & surface area, root chord, tip chord, reference chord, sweep angle) and then use formulas to calculate values and tables for them. Then you move on to ancillary surfaces & systems: flaps, slats, ailerons, elevators, rudders, landing gear (etc), all which will have an impact on the model's behavior when they're extended or deployed. Next, comes engine thrust values, altitude and thrust tables, fuel burn, etc. I'd say it probably takes a good 40-120 hours of continuous work to produce a usable FM. And then, the game developer throws a wrench into the works by changing one seemingly obscure value that changes how the game engine interprets your data, and you're suddenly back to square one. That's also why no one has created a simple editor for SF...yet. -
A.I.
Fubar512 replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
All you need to do is either set the burst limit per gun (by round) in the aircraft's data.ini, or set the global burst length for the AI in aircraftobject.ini. Don't simply add ammo as it actually adds weight in this sim, effecting an aircarft's handling. At .26 kilograms per round (20MM M53 API round), it can add up rather quickly. -
No runway, no buildings
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
In the terrain folder for any add-on terrain there is an .ini file named after that terrain. For example, in Deuces Euro terrain, it's named (appropriately enough) :"Deuces.ini". In that *.ini file, there is a line that directs the game where to look for the terrain cat file, or catalog file. It should look something like so: CatFile=..\Desert\Desert.cat In the case of WoV, you must edit this, as any third-party add-on terrains were most likely created for use in Strike Fighters. In WoV, there is no Desert.cat, but there is a VietnamSEA.cat file, that serves the same function. And that is to provide a neat, tidy place for the developer to place the files for, buildings, runways, oil tanks (etc.). All you need to do is edit that line on any add-on terrain .ini files to read: CatFile=..\VietnamSEA\VietnamSEA.cat And thats all there is to it. -
A.I.
Fubar512 replied to fireengineer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Just for the helluvit, I've created an intercept mission where two F-4J's intercept two AN-12s. My wingman, when told to engage my target, did so every time, and more often than not, shot the target down with a sparrow just before the merge. About 30% of the time he missed with his first shot, and attacked the target only when it was within sidewinder range. Out of approximately one dozen replays, only once did he fail to hit the AN-12. And....when I tasked him providing support, he engaged one of the AN-12's when its tail gunner opened up on me. -
No runway, no buildings
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I explained this to YOU more than a month ago. If you did not see it then, here's a link to that post...check the last reply: http://forum.combatace.com/index.php?showtopic=10306 -
New Aircraft for SFP1
Fubar512 replied to GregCrack's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ask around for a dude (dud?) named CF-104. He can tell you. -
Ho Chi Minh Trail Part 2
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
If they're your wingmen, choose the "attack ground units" command, usually attack command 2. If they are other friendly units tasked as a strike or SEAD package, they will only attack units that meet the neccessary criteria (structures, air defense units, etc.) at their preset objective point. The AI will only attack what's within its engagement envelope, either enroute to, or at, its objective point. When it expends all its ordnance, it will RTB. -
The F-19's RCS is set to 0.00015 square meters. That's about the footprint of a US .05 coin! The issue is the visible distance value. If an enemy can acquire you visually, he can most likely acquire you on RADAR. FYI, the pertinent variable is "BaseRCSModifier=X.X". As for the availability dates on the other stealth aircraft...I'll quote TK on that; "Two Weeks!" or "Sometime soon!". How about "when you pay the developer"? I'll volunteer to negotiate a rate for him. I propose a reasonable, modest fee. $100.00 US per hour sounds fair...
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F111 FOR WOV ??
Fubar512 replied to XeNo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
As I said, it's in the downloads section under SF/WoV add on aircraft: http://forum.combatace.com/index.php?download=917 -
F111 FOR WOV ??
Fubar512 replied to XeNo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's in the downloads secton. You'll need to install the F-14A as well to get the proper sounds, and you'll need to find and install the F-111's cockpit, too (it's a separate download). -
Again how to........
Fubar512 replied to hunter's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What exactly do you mean by "Quick" missions? Are you referring to single missions, or the instant action mission? If it's the latter, the aircraft selection is basically fixed (they're defined in a dll file), and I don't recommend messing around with it unless you really know what you're doing. -
First time downloading..need help
Fubar512 replied to jack72's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This image of a typical SF install's file structure should be of help to you, Jack72 -
TU-16 Badger K-10 26 anti-ship missle lock-on?
Fubar512 replied to Hombre200's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
http://forum.combatace.com/index.php?s=&sh...indpost&p=48074 -
Ho Chi Minh trail
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Yes, all that is possible and has already been done. We have radar-directed 57-85-100-130 MM AAA, improved ZSU-23-4s (which aren't really correct for the Vietnam war), specific flak bursts for 37, 57, and larger caliber guns, (etc.) Look for ground object packs and sound packs (the mega pack) here at CA. -
add-on problems
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The solution to your first problem is quite simple. Download and install the F-14A, and you'll have sounds for your 'Vark. -
Searching desperately for IRgrowlLock sound
Fubar512 replied to Maverick73's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You are probably referring to the F-15C/E IrGrowlLock.WAV (It's really from an AIM-9L /M) . Try THIS -
Anti Shipping
Fubar512 replied to Superintro's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Problem solved: http://forum.combatace.com/index.php?download=2025 -
Version
622 downloads
These are direct replacements for the default WoV & SF cargoship and tanker. They have been editted to include a radar emitter, making them visible on RWR displays and allowing them to be targetted by anti-radiation missiles (or any antiship missile that uses passive-radar homing). -
Anti Shipping
Fubar512 replied to Superintro's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Soviet ASMs as modeled in SF are set to home in on radar emissions. Your target must have an active radar in order to be successfully targeted. I have data.inis for the default cargo ship and tanker models that equip those vessels with a radar just for that purpose.