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Everything posted by Fubar512
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Wow, talk about propaganda..... BTW, an F-16C holds 7000 lbs of fuel. Jet "A" weighs in at 7 lbs per US Gallon, so, 7000/7 = 1000 gallons. There are 4.546 liters per US gallon, so the internal capacity of an F-16C is 4546 liters (not 3100). Also, the F-16C's turbofan engine is much more fuel efficient than the MiG-21bis's turbojet, and has superior acceleration below 10,000 feet BALT. BTW, the Pakastanis claim that the F-16 killed BOTH MiG-23s on that incident, and that their sole F-16 loss was due to friendly fire. Or, how about the fact that over 30 Syrian MiG-23s were killed by the Israelis (between 1982 and 1985), with no losses on the Israeli side?
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How to padlock SAMS?
Fubar512 replied to xpublius's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You cannot padlock the missiles themselves, but you can padlock the site that just launched against you, by using shift+R, and often see the incoming SAM's exhaust trail. -
Any MiG-21bis would be badly outclassed by even an early F-16. The 21's inferior power-to-weight ratio, the slow response rate of its engine to throttle inputs, it's propensity for adverse yaw at high roll rates, and it's limited internal fuel capacity (not to mention the rather limited visibility from the cockpit of later '21 models), would all but render it a sitting duck in a dogfight against a modern opponent.
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How install the SAM`s?
Fubar512 replied to Ant1967's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Did you save the weapondata.ini, file using the recommended version of the weapon editor (for WoI)? -
How install the SAM`s?
Fubar512 replied to Ant1967's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You need to install Bunyap's weapons pack (July '06 release) to get all the missiles for the SAM launchers. -
Oh no....does that also mean that SG-1 will be disbanded?
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Planes for Terrains?
Fubar512 replied to mikeymead's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Planes for Terrains? Is that like Hats for Bats? -
Reborn Laptop
Fubar512 replied to GwynO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
After flirting with potential disaster for many years, I finally broke down and spent $100.00 US on a nice, 500 GB Western Digital external HDD. I backed up almost 11 year's worth of valuable data, amongst which, were all my Thirdwire installs and their related files. -
Wings over Videos
Fubar512 replied to JonathanRL's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
A video showcasing terrain, object, and environmental mods in WoI. They are Polak's runway mod, CA_Stary's trees (from his "Green Hell" mod), my modded terrain shaders, and an environmentsystem.ini file edited to give the sim a "desert" feel, with a dusty, windblown sand horizon effect, and an intense sun. And if you're wondering, yes, the combination of all this eyecandy, in conjunction with running FRAPS, slows my old system to a crawl Enjoy! As Always, It's Best Viewed in Full Screen Mode http://forum.combatace.com/uploads/1212063...43_40566723.wmv -
http://www.msnbc.msn.com/id/24901077/?GT1=43001
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Sound when hit ?
Fubar512 replied to verde13's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Is this the effect your looking for? Listen to the machine gun rounds hitting the water and the destroyer's flank... http://forum.combatace.com/uploads/1212063..._43_4152332.wmv -
Sound when hit ?
Fubar512 replied to verde13's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ok, When you extract the bulletobject.ini (which must be extracted from the objectdata.cat), you'll see entries like this for each category: [HmgEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=HmgGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName=WaterRic<----added by me ObjectHitEffectName=HmgObjectHitEffect ObjectHitSoundName=Impact1<----added by me ArmorHitEffectName=HmgObjectHitEffect ArmorHitSoundName=ArmorHit<----added by me AirBurstEffectName= AirBurstSoundName= As you can see, I've "added" three different sound file callouts, to correspond to file of the same name, that I've placed in the sound folder. In order for the game engine to utilize them (of they did not exist in a default installation), you'll need to extract the "soundlist.ini", from the flightdata.cat. Once you open that file, you'll see (surprise!) a numerical list of sounds. Say we want to add the water ricochet sound (WaterRic). We'll first have to add the new entry to the existing list, in numbered sequence: SoundFile078=WaterRic We're not finished yet, though. Next we'll need to create a matching entry for at the bottom of the page, like so: [WaterRic] Priority=HIGH 3DSound=TRUE DopplerEffect=TRUE NumBuffers=4 MaxDist=500.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 Save your edits, and you're done. One more thing, this series does not support stereo files. They must be monaural (mono) in format. I personally edit or record them in 16-bit mono, at 44.100 kHz, as I have a high-end sound card, and can get away with it. -
Sound when hit ?
Fubar512 replied to verde13's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes there is. It requires (obviously) the sound files themselves, and then, corresponding edits must be made to the objects/bulletobject.ini and flight/soundlist.ini. -
Again, some people don't seem to understand. So I will spell it out one last time, even though my first inclination is to close this thread before someone hoses their install trying to prove the unprovable :yes: The series mainly relies on parameters defined within initialization (.ini) files. Those parameters MUST match data contained within the .dll (dynamic link library) file, that corresponds to the aforementioned .ini file. For example, AiircraftOnject.ini corresponding .dll is Aircraftobject.dll. Back around January of 2003 or so, a gentleman by the name of Galanti "cracked the code" (so to speak) and suggested edits to change the behavior and aggression level of the AI. He uncovered this gem by using a hex-editor to peruse the data contained within the aircraftobject.dll, specifically, the data that controlled the AI aircraft. A year or so later, based on (and credited to) Galanti's work, we released the first UberAI. It was upgraded over time to include new parameters as they became available (in SP3) including "ChanceUseVertical", "FightWithoutAmmo", etc. Work stopped on it after the release of WoE and SP4, so it's valid up to the current patch level of SF/WoV/and WoE. In short, if the data is not there, the game engine will not understand it. You might as well add the following line under DogfightAce, as it stands as good a chance of working as do some of the previous suggestions: ChanceFlipEnemytheBird=100 Now, if you open up the aircraftobject.dll in WoI and FE, you will see a lot of new & exciting parameters, but alas, you cannot use them in the previous titles until they are patched to SP5, and receive a new, game specific aircraftobject.dll in the process. Oh, BTW, you cannot just drop the aircraftobject.dll from WoI or FE into those older games, either...it won't run. Anyway, carry on, do silly things, claim that they work, lowered the price of oil in the bargain, and all that. But, maybe you should try pestering TK at ThirdWire and ask, first
