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Everything posted by Fubar512
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hornet game crash
Fubar512 replied to ashpolez's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's a common prob with some hi-poly models. Try this fix: Extract the flightengine.ini from the flightdata.cat, and edit the graphics settings entry like so... [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=8192 MaxIndexCount=16384 MaxTextureCount=8192 MaxModelType=2048 MaxMeshPerScene=1024 MaxModelPerScene=2048 MaxLightPerScene=512 AspectRatio=1.333333 MinPixelSize=1.0 place the edited file back in your WoV or SFP1/Flight folder, and that should cure it. -
Here's a quick 'n dirty mission, a virtual rematch between Showtime 100 and VPAF 3020, just east of the Hai Doung rail yard. For hose of you unfamiliar with the event, read here, Courtesy of Don Holloway: Showtime for a Topgun You will need Phamtuan's 3020 skin for the MiG-17F. Make sure that it's installed as the number six [006] texture set. For the F-4B, I used the VF-96 Fighting Falcon's skin for the F-4J from Column 5 (available at his site, of course), and renamed the bitmaps so they are recognized by the F-4B's lod. I also recommend that you install Streakeagle's F-4B FM, or at least his F-4B loadout.ini, which eliminates the centerline gunpod. Installing the Uber AI mod is also recommended, as it will bring out the "Colonel Tomb" that's hiding in the WoV AI One last thing, before we get down to the nitty-gritty; Extract the Nations.ini from your WoV/Flight/missiondata.cat, and edit the entry pilot tarining standard for North Vietnam (number 26, if I'm not mistaken), so it reads "Excellent". *NOTE* I've set the Enemy Air defense activity level to zero, as you'll be flying over the most heavily defended area in WoV's terrain map, and even if defenses are set to "light", you'll probably get waxed by a SAM before you even encounter the MiG. If you're feeling brave, just ratchet it up to "1". Last but not least, copy and paste the data below onto word pad, and save as type, "all files", name it Showtime_vs_3020.msn, and save it in your WoV Missions folder. [MissionHeader] AircraftType=F-4J MissionMap=VietnamSEA MissionType=CAP StartTime=13:30 StartDate=05/10/1972 [MissionData] FriendlyAirDefenseActivity=0 EnemyAirDefenseActivity=0 FriendlyAirActivity=1 EnemyAirActivity=1 PlayerMissionID=1 PlayerPositionID=1 MissionNumber=51072 AdjustStartPosition=FALSE AdjustBaseWaypoint=FALSE [Weather] WeatherType=SCATTERED WeatherAlt=4000.0 WeatherThickness=500.0 FogAmount=0.6 ContrailAlt=8000.0 StartWindDirection=180 StartWindSpeed=2.57222 WindGustingAmount=2.57222 [AircraftMission001] AircraftType=F-4J Name=SHOWTIME FormationType=USFighter Size=1 RandomChance=100 MissionType=CAP ObjectiveID=2 RatingForSuccess=100 Position=521220,787230,3000.0 StartTime=0 Heading=100.0 Speed=265 Alignment=FRIENDLY Nation=USN SquadronMarking=-1 AircraftNumber=100 PilotTrainingStandard=EXCELLENT Loadout=AirToAir Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=TRUE Waypoint[01].Position=550269,769673,2800.0 Waypoint[01].Size=1500.0 Waypoint[01].Speed=265.0 Waypoint[02].Command=APPROACH Waypoint[02].Position=597149.15,616436.35,2421.19 Waypoint[02].Size=1500.00 Waypoint[02].Speed=205.90 Waypoint[03].Command=LAND_LINEUP Waypoint[03].Position=600019.40,613370.00,807.06 Waypoint[03].Size=1500.00 Waypoint[03].Speed=150.00 Waypoint[04].Command=LAND_TOUCHDOWN Waypoint[04].Position=592000.00,618000.00,0.00 Waypoint[04].Size=1500.00 Waypoint[04].Speed=70.00 [AircraftMission002] AircraftType=MiG-17F Name=BANDIT1 FormationType=SovietFighter Size=1 RandomChance=100 MissionType=CAP ObjectiveID=1 RatingForSuccess=100 Position=531352,780953,3000.0 CarrierBased=FALSE StartOnGround=FALSE StartTime=0 Heading=280.0 Speed=260.0 Alignment=ENEMY Nation=NVietnam SquadronMarking=-1 TextureSet=006 AircraftNumber= PilotTrainingStandard=EXCELLENT TargetArea= Loadout=AirToAir Texture= Squadron= Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=TRUE Waypoint[01].Position=527074,783850,3000.0 Waypoint[01].Size=1500.0 Waypoint[01].Speed=260.0 Waypoint[02].Command=WAYPOINT Waypoint[02].Position=523021,785459,2300.0 Waypoint[02].Size=1500.0 Waypoint[02].Speed=185.0 Waypoint[03].Command=WAYPOINT Waypoint[03].Position=523616,773291,1000.0 Waypoint[03].Size=1500.0 Waypoint[03].Speed=185.0 Waypoint[04].Command=WAYPOINT Waypoint[04].Position=524966,761955,100.0 Waypoint[04].Size=1500.0 Waypoint[04].Speed=185.0 Waypoint[05].Command=WAYPOINT Waypoint[05].Position=541776,764844,1000.0 Waypoint[05].Size=500.0 Waypoint[05].Speed=185.0 [GroundMission001] GroundObjectType=CV-63 Name=CVA-64 Constellation FormationType=Single Size=1 RandomChance=100 MissionType= ObjectiveID=0 RatingForSuccess=100 Position=592000.000000,618000.000000,0.0 StartTime=0 Heading=280.0 Alignment=FRIENDLY NavalObject=TRUE Carrier=TRUE Nation=USN ShipNumber=64 Enjoy!
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I'd say so. The terrain is nice, and you get the B-52D, A-6A, Two A-7 Variants, and the F-105D. Of course, the last three are already third-party modeled, and, a lot better than the default WoV AC in many ways...
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I like the 17, although I feel that it's SF & WoV FM is somewhat "happy" . The 19's is also over modeled, with an FM that rivals a Star Wars X-wing in maneuverability. I did a VPAF MiG-19 about a year ago , using ZUR's F-86 cockpit (although it uses the stock FM). BTW, do you want a bit of a challenge? Open up the SF & WoV aircraftobjects.ini (you'll have to extract it from it's .cat file) and set all the AI 'Dogfight' settings (Novice through Ace) to Ace level. as follows; SafeAltitude=100 LookoutAngle=180 DefensiveAngle=120 ChanceDefensiveTurn=75 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=10 ChanceCheckNewTarget=75 CannonFireAngle=1.0 RQIRMFireAngle=3.5 ASIRMFireAngle=5.0 RHMFireAngle=15.0 MaxPitchInput=1.0 Save it in your objects folder, then fly a mission (or campaign).
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The MiG-21F-13 is rapidly emerging as my favorite ride of the entire 21 series. It's slightly cleaner, more aerodynamic lines, coupled with it's lighter weight make it the hotrod of the family. I've resized the bitmaps and high lighted several of the panel lines, but it desperately needs an expert's touch in that area. I've noticed a slight glitch in the landing gear animation of the original Third Wire model. The fix is as follows; Simply edit the landing gear values in '21F's data.ini to match the following: [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.124 HideGearNode=TRUE ModelNodeName=NoseGearStrut ShockNodeName=NoseGearHydraulics ShockTravelAxis=X-AXIS ShockStroke=0.2 SpringFactor=2.5 DampingFactor=1.8 WheelNodeName=NoseGearTire RotationAxis=Z-AXIS RollingRadius=0.23 CastoringWheel=TRUE CastoringNodeName=NoseGearHydraulics Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=3.0 CompressGearOnRetraction=TRUE [LeftMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.278 HideGearNode=TRUE ModelNodeName=LeftMainGearStrut ShockNodeName=LeftMainGearHydraulics ShockStroke=0.3 SpringFactor=3.0 DampingFactor=2.0 WheelNodeName=LeftMainGearTire RotationAxis=X-AXIS <----was "Z" axis RollingRadius=0.35 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=4.0 [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.278 HideGearNode=TRUE ModelNodeName=RightMainGearStrut ShockNodeName=RightMainGearHydraulics ShockStroke=0.3 SpringFactor=3.0 DampingFactor=2.0 WheelNodeName=RightMainGearTire RotationAxis=X-AXIS<------was "Z" axis RollingRadius=0.35 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=4.0
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Well, it SOUNDS dangerous.......
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Well, if it's any consolation, I did not see the SAMs loaded on the launcher...but I did have one fired at me....in stealth mode! BTW, what you refered to as an "IR" seeker is really a Hawk HIPIR...a High Powered Illuminator Radar unit. Try this is your terrain types folder: [TargetTypeXXX] Name=Hawk_CWAR FullName=Hawk Early Warning Radar TargetType=EW_RADAR UseGroundObject=TRUE ActiveYear=1965 TargetValue=250 RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 [TargetTypeXXX] Name=Hawk_HIPIR FullName=HAWK High-Powered Illuminator Radar TargetType=SAM_RADAR UseGroundObject=TRUE ActiveYear=1965 TargetValue=200 RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 [TargetTypeXXX] Name=HawkL FullName=Hawk SAM Launcher TargetType=SAM_LAUNCHER UseGroundObject=TRUE ActiveYear=1965 TargetValue=100 RepairRate=3.22 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 UPDATE.....Breaking News from the great one himself: http://home.earthlink.net/~pasko_patak/vehicles.html
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Spectre, Try this: Open up the HawkL_Data.INI and edit the groundobject section so it looks like this: [GroundObjectData] DamagedModel= DestroyedModel=sa-2_launcher_destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=1900.00 Component[001]=Chassis Component[002]=Launcher Component[003]=Rails<---------add this I think Pasko may not have defined that last one in the data.ini, as it IS defined in the lod file! I'll try it myself....
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Drive Your Buff Anywhere Now
Fubar512 replied to dfang's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
dfang, thanks for emailing me your modified data.ini. the problem was not in the landing gear section, it was a thrust angle value that was off in the original data.ini, something that I would not have noticed unless I'd seen it in your data.ini. The next problem to lick is the 'pit and a few flight dynamics issues. The stock FM has waaaay too much lift, which is a pity, as the drag values are just about spot on for a B-52. I'll release an updated Beta soon, with a few changes and add-ons BTW, here's wpnssgt's pit for his G model. A little bit of work and we'll have a '52 with a dedicated cockpit! -
Drive Your Buff Anywhere Now
Fubar512 replied to dfang's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hmmmm, it still behaves the same on my system, at least in "normal" flight mode. I appreciate your efforts, though.... :yes: -
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I recently found my rather well-worn paperback copy of "On Yankee Station" by Cmdr. John B. Nichols. I must have picked this book up almost 20 years ago.... Anyway, I was reading into the wee hours of the morning, and found some interesting facts about the types of SAMs deployed in the closing months of the war. It seems that in the late winter of 1972, the Soviets starting equipping the Viet SA-2s with home-on-jam and electro-optical guidance. They also began supplying the North Vietnamese with SA-3 Goas. The SA-2 that shot down Randy Cunningham did not give any warning, there was no electrical indication of a launch...Cunningham simply received a warning that a SAM had just lifted off near Nam Dinh, and he managed to spot the speeding missile just in time to break hard into it. The missile went off close enough to damage his hydraulics, and the rest is history. In mid-September, a large SAM managed to shoot down an F-4, despite all efforts to defeat it electronically. They code-named the seemingly jam-proof SAM the "Fat-Black". It may have been the first encounter with an SA-3. So, I've created a new entry in my weapondata.ini for what I call the "Improved SA-2F Guideline Mod 5B". Copy and paste the data between the dotted lines onto your existing WoV weapondata.ini, taking care that you maintain the existing number sequence. Then, save it, and validate it with the weapon editor. .................................................. [WeaponDataXXX] TypeName=SA-2F FullName=Improved SA-2F Guideline Mod 5B ModelName=sa-2 Mass=2287.000000 Diameter=0.650000 Length=10.800000 AttachmentType= NationName=SOVIET StartYear=1972 EndYear=0 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=1972 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=600.000000 WarheadType=0 Explosives=195.000000 FusingDistance=25.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=80.000000 MaxTurnRate=12.000000 MaxLaunchG=0.000000 LockonChance=80.000000 LaunchReliability=85.000000 ArmingTime=4.000000 SeekerFOV=60.000000 SeekerGimbleLimit=135.000000 SeekerTrackRate=11.000000 SeekerRange=55000.000000 MinLaunchRange=6000.000000 MaxLaunchRange=55000.000000 Duration=185.000000 CounterCountermeasure=40.000000 NoiseRejection=40.000000 CapabilityFlags=0x10000018 BoosterStart=0.000000 BoosterDuration=4.500000 BoosterAccel=30.000000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName=booster BoosterPosition=0.000000,-6.590000,0.000000 SustainerDuration=22.000000 SustainerAccel=10.000000 SustainerEffectName=LargeSAMTrailEffect SustainerSoundName=Afterburner SustainerPosition=0.000000,-4.050000,0.000000 InFlightEffectName=SAMFlightEffect InFlightSoundName=Afterburner ReleaseAnimationID=-1 ................................................. Here's what it should look like in the weapon editor: *Note...the inflight effect name I referenced is my smokeless SAM effect, it causes the SA-2/3s to appear as "flaming telephone poles", leaving no visible trail while in flight. Not for the faint of heart
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I agree. It's in desperate need of a nice 60's-era SAC grey and white hi-res skin. It could also use some wing pylons, as well. In the meantime, I'm trying to get some red decals together so I can put numbers on the SEA-skinned Ds. Some had nose and tail numbers, others just tail numbers
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One less MiG to worry about, as we ride off into the sunset...
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And just when we thought we were going to get away, unmolested.... Persistant little bugger.... Trading blows...looks like the MiG lost some sheet metal....
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Performing final corrections... Bombs Away! Looks like they're going to be doing some heavy-duty runway patching!
