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Everything posted by Fubar512
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Well, considering that I'm less than 7 miles (as the crow flies) from the Atlantic, and some 300+ road miles south of you, our 62+ inch total snowfall (so far this season) ain't too shabby
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As I was once a network administrator for the NJ subsidiary of a major insurance company, there's probably NOTHING NEW that you can tell me in regards to that subject (nor of the diificulties one might experience while attempting to navigate Microsoft's virtual quagmire). Worst case scenario; Simply download and install the latest DirectX User runtime for your OS. http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3b170b25-abab-4bc3-ae91-50ceb6d8fa8d
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Weapons number
Fubar512 replied to DEVIL11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
http://www.thirdwire.net/files/dl/WeaponEditor_042406.zip -
Weapons number
Fubar512 replied to DEVIL11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Then OBVIOUSLY you're not running at the '08 level, so try the '06 weapons editor. Now, that wan't so hard, was it? -
Weapons number
Fubar512 replied to DEVIL11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Then obviously, you need the '08 editor. -
You asked someone to send you a .lod file, belonging to someone who specifically asked that their work not be distributed by any means, other than by direct download from their site (which requires membership). What part of that statement don't you understand?
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Lightning Speed
Fubar512 replied to Mig_eater's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The ceiling value can likewise be a limitation, as it imposes a set value based on an agreed upon rate-of-climb minimum, and it's implemented in-game by zeroing thrust above that value. -
I see that TK replied to you Here's something that may help illustrate the point both of us are trying to make. Granted, both the mass and thrust involved in the example are way out there compared to what we're dealing with, but it should help hammer home why the sim uses an acceleration curve based on an average value: Now, imagine trying write a dynamics model that allows for that level of complexity
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There is no way to accurately calculate it, short of having precise aerodynamic, weight, and thrust data. And, there are always other factors at play, too (such as atmospheric density, attitude and initial velocity when launched, etc). The game engine is not sophisticated enough to model it to that level of fidelity, and I strongly suspect that it simply uses an average, anyway. TK's the person you need to verify that last bit...
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Lightning Speed
Fubar512 replied to Mig_eater's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Possibly overly conservative drag tables, or even a matter of simply not defining a sufficiant number of data points in said tables. I once used NASA data while penning up a modified flight model for the F-104G (TKs CD0 values for that bird were a bit off, which was unusual), as well as expanded drag tables, and voila... The resulting model matched published time-to-speed acceleration tables and low-altitude Vmax figures for an F-104 with the same powerplant. Wrench can attest to that one... -
Nowhere in your calculations. You were simply thinking in terms of average acceleration (23.53 Gs), versus the "peak" figure of 28Gs. This is why race cars and super-bikes initially outaccelerate even the newest jet fighters from a standing start, even though said aircraft may best them by the end of a quarter-mile dragstrip. Their initial peak acceleration of up to 3 Gs can only sustained for a scant few seconds (after which it may drop off to less than .5 G), while the jet's seemingly inferior .85 G peak acceleration is sustained as an average well past Mach 1.
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Going by that screenshot, I must say that particular RWR is using the wrong avionics code for its display. Open the avionics.ini file for that bird, scroll down to the RWR section, and edit it so it appears like this: [RWR] Type=VECTOR AirSearchTexture=RWRAirVector1.tga AirTrackTexture=RWRAirVector2.tga AirLockTexture=RWRAirVector3.tga GroundSearchTexture=RWRGroundVector1.tga GroundTrackTexture=RWRGroundVector2.tga GroundLockTexture=RWRGroundVector3.tga SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.2 LockFlash=TRUE LockFlashRate=0.1 TrackSound=RWRTrackSound.wav LockSound=RWRLockSound.wav
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In order to fix this the right way (which in this case, is the hard way), one needs to change the texture callouts in the cockpit .LOD file, to match the SF2 names for the same textures. That requires a hex editor, a familiarity with editing a .LOD, and a side-by-side comparison of the textures (which in the case of SF2, might be scattered throughout 2 or 3 different .CAT files) The easy fix, is to use the hex-editor to obtain the texture names, and then extract them from Objectdata.cat in SFP1, and place them in the F-5's cockpit folder (in SF2).
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#1: All you need to do, is to press the 'Prt Scr' (print screen) key, and the game will take a screenshot, and save it in a subfolder of your game directory named, "screenshots". Can it be any easier? I don't think so #2: That issue usually stems from having a skin with too many decals per mesh. The easiest solution, is not to use those skins, until someone fixes them. #3: Read completey through the knowledge base. Most of the answers to your questions can be found there.
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SF2 Screenshot Thread
Fubar512 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Isn't that exact bird parked in front of the Hampton Inn on route 70, in Havelock, NC? Nope...my bad, that bird's #500, and an earlier scheme, to boot. -
Happy Birthday, GV....
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Walking is good, but from experience, most people effectively limit themselves to a distance of no more than a mile out from their starting point, wheras those same people would think nothing of bicycling 10-20 miles. I would often invite a friend to accompany me on my walks around a nearby resevoir's hiking path. That path is just under 6 miles around, and includes several "decent" hills (most of which are on the far side of the path, where one encounters them only after having already walked three miles or so). My friend balked at the invitations...and he was in better physical shape than I was
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Look at used bikes. Back in the late 90s, I picked up a three-year old bike that sold for well over $1000 new, for less than $300. I rode the bejeebers out of it, when I lived in the city. Before I moved out to where I currently reside (five years ago), I sold that bike for almost what I paid for it, eight years before. Now, I'm literally kicking myself in the arse, as there's literally dozens of dedicated bike trails and paths nearby....some of which are over a dozen miles, each way...
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Canopy bug
Fubar512 replied to Siddley's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's there, the search feature can be a bit weak: http://combatace.com/topic/53913-canopy-operations/ -
10" of snow equates to approximately 1" (25 mm) of rain. My town has received a total of 61" so far this winter...and there's still 8 weeks left in the season.
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New Cockpit Sound
Fubar512 replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
One hour? You're joking, right? Read this and weep.....these are file sizes of 1-minute duration monaural wavs at various bitrates and of average quality One minute at: 11,025 Hz 16 bit PCM = 1292 KB 08,000 Hz 16 bit PCM = 0938 KB 11,025 Hz 8 bit PCM = 0646 KB 08,000 Hz 8 bit PCM = 0469 KB So, 60 minutes @ 8-bit 08000 hz = 28 mb @ 8-bit 11025 hz = 38 mb @ 16-bit 08000 hz = 56 mb @ 16-bit 08000 hz = 77 mb Now, all this gets cached in RAM, and all of it uses CPU cycles, unless you have a dedicated soundcard to help offload some of the sound-processing off the CPU. BTW, over the course of 7+ years, been there, done that. You'll find 15 minute cockpit wavs by moi in the downloads section. -
Buccaneer
Fubar512 replied to the test pilot's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Most pirates have a price on their heads....usually around a buck an ear....
