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Everything posted by Fubar512
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F-22
Fubar512 replied to GregCrack's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The YF-23 was not designed for thrust vectoring. It was actually as maneuverable as the F-22 above 400 knots, and was stealthier in both the microwave and infrared wavelengths, as it did not have to house the thrust vectoring nozzles. It also boasted a higher top speed. As to what would have eventually happened to the design, had it been chosen for production, who can say? I do know that the Northrop team initially looked into TVC, and decided against it. -
Nele, Did you factor in the engine altitude tables? Most of the models out there (both default and third-party) are using tables with values plotted every 3048 meters. That's every 10,000 feet! Here's an example. This is from Thirdwire's F-4B AltitudeTableNumData=8 AltitudeTableDeltaX=3048.0 AltitudeTableStartX=0.0 AltitudeTableData=1.000,0.690,0.463,0.300,0.182,0.123,0.054,0.000 This is from Streakeagle's F-4B AltitudeTableNumData=91 AltitudeTableDeltaX=304.8 AltitudeTableStartX=0.0 AltitudeTableData=1,0.971106394,0.942855852,0.915238387,0.888244103,0.861863187,0.836085916,0.81090265,0.786303837,0.762280013,0.738821797,0.715919894,0.693565098,0.671748283,0.650460414,0.629692538,0 .609435786,0.589681377,0.570420613,0.55164488,0.533345649,0.515514475,0.498142997,0.481222939,0.464746105,0.448704388,0.433089758,0.417894274,0.403110075,0.388729381,0.374744499,0.361147815,0.34793179 9 ,0.335089002,0.322612056,0.310493678,0.298726662,0.285193242,0.27240596,0.26022405,0.248620308,0.237562406,0.226989891,0.216908987,0.207331873,0.198193216,0.18941235,0.181041534,0.173024394,0.16538841 7 ,0.157978038,0.150909904,0.143808453,0.137043248,0.131316926,0.125837043,0.120517912,0.115176317,0.110071472,0.105192884,0.100530525,0.096074811,0.091816584,0.087747089,0.083857963,0.08014121,0.076589 1 91,0.073194605,0.069950474,0.066850129,0.063887197,0.061055589,0.058349483,0.055763318,0.053291776,0.050929778,0.048672468,0.046515207,0.04445356,0.042483289,0.040600345,0.038800856,0.037081125,0.0354 3 7615,0.033866949,0.032365898,0.030931377,0.029560436,0.028250259,0.026998151,0.025801539
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Available here: http://forum.combatace.com/index.php?autom...p;showfile=4460 This flight model represents a "tweak" on Gabilon's original and is not an FM penned from the ground up. As such, it may not neccessarily perform exactly as the real aircraft may have, had it made it into production. It does not contain the aircraft itself, which you must have installed FIRST. Gabilon's YAK-41 can be downloaded at: http://forum.combatace.com/index.php?autom...p;showfile=4212 Installation: Extract the contents of the zip file directly into your main Strike Fighters/Wings over Vietnam/Wings over Europe folder. Click "Yes to all" if prompted. Don't worry, it only replaces the YAK41_DATA.ini file, and ADDS sounds and effects. It does not overwrite anything else, unless you already had the MiG_AB effect and FiseVapor TGAs, and replacing them will only cause them to be overwritten with the same files. Improvements over the original: 1) Inertia values, Drag and lift values and their respective tables have been adjusted for a more realistic feel. An added bonus: the AI no longer blows up on the apron while waiting for you to get airborne. 2) Main engine thrust set to proper values (reflecting YAK-141M specifications), and afterburner & effects added. 3) Lift engine thrust and throttle-rate values adjusted to allow for balanced VTOL operations (a bit of a cheat, as the real Yakovlev required afterburner w/full stores to achieve VTOL). 4) Wingtip Reaction Control Jets relocated for greater effectiveness, and to place them about where they'd be in the real model. 5) Internal gun entry set to use the Su-27/Mig-29 weapon that has been in use since the MiG-29 model's release in 2004, the "Gsh-301" for standardization's sake (and since it's already in the gundata.ini that comes with the weapons pack). Burst values for same wep set to 12 rounds, for the wastrel AI's sake. 6) Stores attachment points on the inner wing pylons relocated .5 meter forward to allow for full flap deflection without visual interference. VTOL Operation Checklist: 1) BE SMOOTH AT ALL TIMES....Deploy air brakes (required to raise forward lift engine intake screen) 2) Set flaps to full 3) Set nozzles to full down position 4) Release wheel brakes 5) Apply throttle SMOOTHLY. You will start lifting at approx. 87% throttle. Under no circumstances should you apply more than 89% throttle when in VTOL mode, or you will loose control when the AB kicks in. 6) As you're gaining altitude, dip the nose forward slightly while still in VTOL mode to gain forward momentum. 7) Raise the landing gear, and begin swiveling the nozzles back (as smoothly as possible), as you gain forward speed. 8) Retract the air brake/intake screen as you pass 80 knots, raise the flaps all the way at 170 knots, 9) Did I remind you to be smooth as often as I should have? : ) 10) Practice makes perfect! MiG Afterburner effects and fuselage vapor effect, courtesy of Deuces (The fuselage vapor effect was modified to "fit" this model). Have Fun...
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Progress so far: 1)Inertia values, Drag and lift values and their respective tables adjusted for a more realistic feel. 2)Main engine thrust set to proper values, and afterburner added. 3)Lift engine thrust values adjusted to allow for balanced VTOL operations (a bit of a cheat, as the real Yakovlev required afterburner w/full stores to achieve VTOL) 4)Wingtip Reaction Control Jets relocated for greater effectiveness, and to place them about where they'd be in the real model. 5)Internal gun entry set to use the Su-27/Mig-29 weapon that has been in use since the MiG-29's release in 2004, the "Gsh-301" for standardization's sake (and since it's already in the gundata.ini that comes with the weapons pack). I've even gone as far as to create a "VTOL Operations Checklist" for this bird Note: The following applies only to the FM that I'm working on. 1) Deploy air brakes (required to raise forward lift engine intake screen) 2) Set flaps to full 3) Set nozzles to full down position 4) release wheel brakes 5)Apply throttle smoothly. You will start lifting at approx. 87% throttle. Under no circumstances should you apply more than 89% throttle when in VTOL mode, or you will loose control when the AB kicks in. 6) when you're 100 feet or so off the ground, dip the nose forward slightly while still in VTOL mode to gain forward momentum. 7)Raise the landing gear, and begin swiveling the nozzles back (as smoothly as possible), as soon as you exceed 60 KIAS. 8)Retract the air brake/intake screen as you pass 80 knots, raise the flaps all the way at 170 knots, and you're flying like a real aircraft now!
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F-22
Fubar512 replied to GregCrack's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The YF-23A did not have thrust vectoring in real life, so why would it in a sim? -
If you set the allowable weapon class statement to accept AHMs (Active Homing Missiles). any such missile meeting the specific attachment type, weight requirement, and service date, will be available on that aircraft. So, yes, the AIM-120 will start showing up after 1990. This is easily seen on the MiG-29 and Su-27, which automatically upgrade from Aphids and Alamos, to Adders and Archers, as they become available.
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F-22
Fubar512 replied to GregCrack's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Really? "HeatSignature=" is coded into the sim, though presently only implemented for ground objects, as is the radar cross section statement. Aircraft have an 'RCSModifier" variable available, but the functionality of that was broken by SP4. TK has stated that he will eventually rectify that, and also implement the heat signature into the aircraftobject.dll -
Revised Freestyle FM undergoing full AB flight test. Inexperienced pilots need not apply!
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That's because you've not modded the avionics suite of the effected aircraft to properly utilize electro-optical weapons (there should be a sticky on this in the knowledge base). Those aircraft were released before full-support for those weapons and their targeting systems became available (WOE & SP4). Edit, here's the link to the sticky on EO weapons systems: http://forum.combatace.com/index.php?showtopic=11879 In the future, please try the knowledge base first. You'd be amazed at what you'll find there.
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Both "noise" and "deceptive" jammers can be added as load outs (external pods), or internally. Be aware, however, that there's also a "home on jam" statement that can be specified as a guidance parameter for missile seekers IFF works, but it is presently limited to those aircraft utilizing the Avionics70.dll. Unfortunately, one of the drawbacks of the Avionics70.dll is that it lacks support for ground mapping/targeting radar (though the latter is really only somewhat useful in an anti ship role).
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Help with Vietnam 1984 mod
Fubar512 replied to SBIR's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Finding the carrier: As in Real Life, the carrier moves. SF's code was originally written with fixed airbases in mind, WoV added carrier ops, but as you've discovered, they're not fully implemented, even with SP4. Perhaps TK will address this in a future patch, he has stated in the past that he might. HUDs: Vietnam '84 was released well before WoE and the SP4 updates for SF & WoV, so you're dealing with older models that use the original avionics code. The updated code allows for much more sophistication in the way of HUDs, Radars, and RWRs. AAA/SAM activity: The issue here is probably one of both individual model-data.inis for the SAM launchers (specifically, their in-service and out-of-service dates), and the dates that SAM sites are active in the VietnamSEA_Targets.ini file. Locate, downlaod, and install the updated SAM pack, which includes both SA-3s, SA-8s, and SA-9 launchers, all of which the Vietrnamese would undoubtedly had in operation during 1984. Feel free to drop me a PM if you require further assistance. -
B-52 problem
Fubar512 replied to i90807065's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The B-52 is also in WoE. -
Yak-141 bug
Fubar512 replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Guys, this isn't rocket science. Yak-141, flight difficulty level set to "hard", my first attempt at capturing it on video: http://forum.combatace.com/index.php?autom...si&img=2742 -
Yak-141 bug
Fubar512 replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You cannot be serious.... -
Yak-141 bug
Fubar512 replied to Sgt.KAR98's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It sounds as if we're dealing with a lack of understanding of the realities of VTOL jet operations (at least as far as the Harrier is concerned). Factoid 1) A Harrier cannot safely take off in VTOL with full fuel and stores, even in RL. Why do you think the RN equips its VTOL carriers with "ski jumps"? If you wish to become proficient in VTOL flight with the Harrier, practice with zero stores and 25% fuel until you get the hang of it. Factoid 2) SF & WoE perform a fairly credible job of simulating Harrier VTOL flight characteristics, and that quote comes straight from a USMC pilot with time in type. In fact, he even pronounced Kreelin's model "scary-accurate". -
Topic moved to the First Eagles Forum, where I'm sure you'll recieve an answer sooner than you would on the SF/WoV/WoE boards.
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No, warships have no "loadout" per se, but their weapons systems have the same requirements as any other ground object. If the ships are equipped with guns, those guns must already be in, or need to be added to, the gundata.ini file, in order for them to fire. The same goes for ship-borne missiles (and the weapondata.ini), although most of them should already be inluded with the weaponspack.
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If the ships are alraedy SP4 complient, you simply need to add them to your objects/groundobjects directory. Some might have weapons or guns that require editing of either the weapondata or gundata.ini files, for which you'll need the respective editors. One more thing, in order too have them available in a mission, you'll either have to create a scripted mission and load it, or you'll need to redefine them as a "cargoship" in their data.inis, so they would appear at random in a game-generated missions.
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Frustrating myself
Fubar512 replied to Madmalamute's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Veltro2K was working on a MiG-31 model, months ago, until he suffered a hdd crash and lost the original model. AFAIK, he is busy re-creating it: http://forum.combatace.com/index.php?showt...35&hl=MiG31
