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Everything posted by Fubar512
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how to capture screenshots?
Fubar512 replied to robert's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
How about just hitting the 'Prt Scr" key, and then checking your SF or WoV/Screenshots folder, afterwards? -
Sensititive in what respect? Pitch-rate, or in the onset of stall-buffeting? If it's the latter, rest assured that most (if not all) of us who create flight-models for SF strive to make the aircraft behave as close to the real thing as possible, given the information we have available to us, and the constraints of the game engine. So, its quite likely that the real F-86 exhibits that level and rate of stall buffet. I do know that the early F-86s used to depart into flat spins if pushed too far...though they tended to give you a lot of warning, first.
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Aircraft that show but do not work or cause CTDs generally do so because they are missing critical components that must be present for their operation. A prime example is someone trying to install and run the F-104C in WoV or SFG without the F-104G being present (The C-model requires cockpit files from the G). Sometimes, its also a matter of installing the latest weapons pack, first. Another common error is the "folder within a folder". That's where the download folder (.zip file) contains a folder that's named the same as the aircraft, which in turn contains a sub-folder that's intended to be the actual aircraft folder. The unsuspecting SF/WoV newbie then installs this folder, not realizing that the folder contained within is what the game engine needs to read. In simple terms, a folder named 'B-52G" cannot contain a sub-folder also named "B-52G". Otherwise, the files within that folder will not read by the game engine.
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Try these: http://forum.combatace.com/index.php?download=1037 http://forum.combatace.com/index.php?download=825 http://forum.combatace.com/index.php?download=822 http://forum.combatace.com/index.php?download=811 Kreelin also created a few, my favorite one being "Haiphong Strike, '67". PM your contact info and I'll send you that one.
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EA-6A Intruder
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Files sent -
LABS Bombing
Fubar512 replied to jynski's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That link didnt work, FooFighter. TK has already stated that Diane is somewhat beyond the scope of a "sim-light" (which is what he originally intended the SF series to be). That's not to say that he would object to someone figuring out a realistic, but simplified compromise that would allow for its implementation ;) -
a new weapon pack
Fubar512 replied to robert's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's being worked on as we "speak" -
LABS Bombing
Fubar512 replied to jynski's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's not implemented yet, though my understanding is that the developer would be willing to model it if some one with RL experience (using LABS), were to come forward and explain its operation to him. -
EA-6A Intruder
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Check Your Personal Messages -
EA-6A Intruder
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If it's using the WoV A-6A 'pit there will be no visual RWR (as it's an 'A" model pit, afterall), simply a warning tone and possibly a warning light. -
patch problem
Fubar512 replied to mysterio's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's beginning to sound as if you've gotten stuck with the unpatchable "WallyWorld" edition. Here's a post by Geo from SimHQ that may help you make that determination: "Look at the CD and see if it has the number 24147CD printed on the left side of the lable under the compact disc data storage logo. If it has this number then you probably have the original WalMart release. The number on the full release verion is 24147CD1." -
Korean Air War Redux
Fubar512 replied to Kafco's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ken, What types did you fly during your career? I'm asking, because we flight modelers can certainly use feedback from experienced pilots in our quest for accuracy :) -
patch problem
Fubar512 replied to mysterio's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What version of SF:P1 do you have? Or is it WoV? The first "official" release of SF:P1 needs P1 (the unofficial Walmart release is unpatchable). Subsequent releases (Valuesoft, Strike Fighters Gold) have different patch requirements. Try to start the game, and get the version number. You'll find it on the lower right hand coner of the mainscreen, it may say something like "v12.xx.xx". That will help us determine which patches you need to apply. -
Strike fighters wishes
Fubar512 replied to Eric Jager's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Just for that, Southern, We're going to model the A-7F, and you will download it...and YOU WILL LIKE IT..or we'll send USAFBLT over to whip you with a wet noodle!!!! -
sa3 sa7 sa9 etc.
Fubar512 replied to robert's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You need to add them all to your groundobject.ini. A common error is in the numbering sequence. Go over yours, make sure that they are all in order. These are my entries: [Object039] ObjectName=SA-8L ObjectFullName=SA-8 Gecko ObjectDataFile=SA-8L_data.INI [Object040] ObjectName=SA-9L ObjectFullName=SA-9 Gaskin ObjectDataFile=SA-9L_data.INI [Object041] ObjectName=ChaparralL ObjectFullName=Chaparral ObjectDataFile=ChaparralL_data.INI [Object042] ObjectName=HawkL ObjectFullName=Hawk SAM Launcher ObjectDataFile=HawkL_data.ini [Object043] ObjectName=HAWK_HIPIR ObjectFullName=Hawk High Powered Illuminator Radar ObjectDataFile=HAWK_HIPIR_data.ini [Object044] ObjectName=Hawk_CWAR ObjectFullName=Hawk CW Radar ObjectDataFile=Hawk_CWAR_data.ini -
sa3 sa7 sa9 etc.
Fubar512 replied to robert's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I've always found it best if you identify the mobile SAM unit's roles as "Mobile_AAA" in their respective data.ini files. For example, my SA-9L_Data.ini [MissionData] NationName=SOVIET ServiceStartYear=1962 ServiceEndYear=2005 GroundObjectRole=MOBILE_AAA<-------This is the edit Availability=COMMON The HAWK takes a bit more work to enable, as all it's components must be placed separately but adjacent to one another. The following coordinates pertain to the default SF Desert Map only! In my Desert_Types.ini (remember to renumber the Target Type entries to match your existing sequence) [TargetType072] Name=Hawk_CWAR FullName=Early Warning Radar TargetType=EW_RADAR UseGroundObject=TRUE ActiveYear=1969 TargetValue=250 RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 [TargetType073] Name=Hawk_HIPIR FullName=HAWK High-Powered Illuminator Radar TargetType=SAM_RADAR UseGroundObject=TRUE ActiveYear=1969 TargetValue=200 RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 [TargetType074] Name=HawkL FullName=Hawk SAM Launcher TargetType=SAM_LAUNCHER UseGroundObject=TRUE ActiveYear=1969 TargetValue=100 RepairRate=3.22 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 In my Desert_Targets.ini (ditto on the numbering) [TargetArea074] Name=HAWK Battery Alpha Position=441441.000,467299.000 Radius=500.000 ActiveYear=1969 Location=1 Alignment=Friendly Target[001].Type=HAWKL Target[001].Offset=-100.203,-100.53 Target[001].Heading=0 Target[002].Type=HAWK_HIPIR Target[002].Offset=50.137,50.891 Target[002].Heading=90 Target[003].Type=HAWK_CWAR Target[003].Offset=000.0,000.0 Target[003].Heading=90 Target[004].Type=HAWKL Target[004].Offset=100.203,100.53 Target[004].Heading=180 [TargetArea075] Name=HAWK Battery Bravo Position=363963.000,460267.000 Radius=500.000 ActiveYear=1969 Location=1 Alignment=Friendly Target[001].Type=HAWKL Target[001].Offset=-100.203,-100.53 Target[001].Heading=180 Target[002].Type=HAWK_HIPIR Target[002].Offset=50.137,50.891 Target[002].Heading=90 Target[003].Type=HAWK_CWAR Target[003].Offset=000.0,000.0 Target[003].Heading=90 Target[004].Type=HAWKL Target[004].Offset=100.203,100.53 Target[004].Heading=180 [TargetArea076] Name=HAWK Battery Charlie Position=257207.000,446202.000 Radius=500.000 ActiveYear=1969 Location=1 Alignment=Friendly Target[001].Type=HAWKL Target[001].Offset=-100.203,-100.53 Target[001].Heading=180 Target[002].Type=HAWK_HIPIR Target[002].Offset=50.137,50.891 Target[002].Heading=90 Target[003].Type=HAWK_CWAR Target[003].Offset=000.0,000.0 Target[003].Heading=90 Target[004].Type=HAWKL Target[004].Offset=100.203,100.53 Target[004].Heading=180 -
Stealth Aircraft
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The FLIR at this point is just a hack I'm working on. It's basic principle is roughly the same as DFang's bomb site, only it presents a "night - sight" sort of an image. It's still a WIP, and I'll release to the community as soon as I verify that it works as it should. At present, Stealth in SF is determined by a fixed RCS (Radar Cross Section) variable, that represents an overall value. There's no provision that I'm aware of to have it fluctuate due to aspect change, and/or due to having bomb bay doors or even landing gear hanging below the AC. I know I'd like to see an RCS value as a variable for weapons (both missiles and bombs), as this would solve at least two issues; AI ships & aircraft being able to identify and engage cruise-missiles and ASMs, and radar reflective ordnance causing an increase in a stealth aircraft's RCS. -
Stealth Aircraft
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Mark, Rest assured that the F-117 and F/A-22 will be as realistic as possible, given the constraints imposed upon us by the SF engine. The 117 in particular will have nothing more sophisticated than a FLIR (which probably won't be able to slew around...but that's another story). I've already verified that both models are truely invisible to radar at range. -
"Diamonds" on canopy
Fubar512 replied to rhugouvi's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
rhugouvi, Are you running in 16-bit color? Also, please provide us with some information about your system, namely, what display adapter and display drivers you're running.
