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Everything posted by malibu43
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I actually hadn't been reading much, until I had some time lately and decided to re-read Flight of the Intruder. That got me going again, and I picked up Fortunes of War, no knowing that I'd already read that one too, but it was a fun read anyway. Then, while on vacation, I found the only book in English in the resort's common area and it was Battle Born by Dale Brown. So I started it and, since it looked like it hadn't been touched in serveral years, I "accidentally" took it home with me. My dad read Red Storm Rising a while back and recommended it to me, but I never got around to it. I'll have to read that one next. Cool. I'll leave my carriers in there then!
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SAM issue
malibu43 replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
While I'm at it and updating som SAM launcher data, can anyone tell me what years the following would have been deployed in East Germany? SA-3 SA-6 SA-7 SA-9 Would it be the same as the service entry date for the Soviet Union, or delayed slightly? Thanks! -
SAM issue
malibu43 replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Like someone else mentioned, if you don't want these to show up at all in Vietnam campaign, make them so they aren't exported. But another thing I noticed, is that the SA-7 and SA-9 are listed as type=MOBILE_AAA and STATIC_AAA. This means that they get placed on the map wherever AAA is listed in the targets.ini. The result is an insane volley of SA-7's and SA-9's whenever you fly over a target area normally populated with guns. I think it's a little extreme, in the VietnamSEA terrain, anyway, where there a lot's of AAA. In the WOE terrain, it doesn't seem to be so bad, since there aren't as many AAA emplacements. I'm going to try two things, and see which one works the best and gives a realistic result: 1. Change the types to STATIC_SAM and/or MOBILE_SAM, so that they don't show up in huge quantities with the AAA emplacements. The downside of this is they will only show up where sam sites would normally, and smaller targets with AAA protection won't have any SA-7's or 9's. 2. Change the availability to RARE or VERY_RARE (for availability and exported availability). Hopefully this will allow them to still be randomly placed with AAA installations, but they will show up a lot less often. I'll let you know how it goes. -
There are several different tornado fuel tanks that come with the tornado package that all share the name Tornado_Tank_1500. Each one is a different color. This allow you to pick between any of them during a single mission. However, when you list Tornado_Tank_1500 as a weapon for a squadron in a campaign, you only get the first one that appears in the weapondata.ini (in my case, the "green" one). I have multiple Tornado squadrons in my campaign, and I want to use one skin for one squadron and another skin for another squadron. As a result, I would want to use different fuel tank skins for each squadron as well. However, like I said, right now it just defaults to the first vairiant of the tank listed in the weapondata.ini. Is there another entry I can use when I list the weapons for a squadron to specify which Tornado_tank_1500 I want the squadron to be equipped with? Thanks!
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I was trying to create a SEA skin for the Tornado GR1 for a campaign I'm working on, but I'm limited to using paint and it really wasn't working for me. Is there any skinner out there that could whip one up for me? This would be for the GR1 that comes in the Tornado package (oldest one for download at CA). I was thinking something like the 617 scheme, with the greys replaced by tan or brown. Thanks!
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Hey all, I know the HTS pod doesn't actually do anything in the game, but I was trying to get in on and F-16C just for fun. However, no matter what I do, I can't get it to show up as an available store in the game. Here is the HTS weapon data I have, and the weapon station entry: [WeaponData886] TypeName=HTS_POD FullName=HARM Targeting System Pod ModelName=HTS_POD Mass=79.000000 Diameter=0.203000 Length=1.428000 AttachmentType=USAF NationName=USAF StartYear=1990 EndYear=2020 Availability=2 BaseQuantity=24 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=5 CameraFOV=0.000000 CameraPosition=0.000000,0.000000,0.000000 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 SightTexture= EODisplayFlags=268435456 [RightChin] SystemType=WEAPON_STATION StationID=10 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.654,2.2,-0.80 AttachmentAngles=0.0,0.0,0.0 LoadLimit=80 AllowedWeaponClass=LP,DLP AttachmentType=USAF ModelNodeName=LPYLON PylonMass= PylonDragArea=0.02 DiameterLimit=0.4 LengthLimit=2.6 Lantirn and Lightning pods show up fine on that station. Thanks!
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CATshot Speeds?
malibu43 replied to cochise's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
After seeing this thread, I went back and played with my cat shot times a little. I found that 3 seconds seemed to be about in the right spot. With 30-35 kts head wind, it puts the aircraft right at about 170 kts off the bow of the ship. That's just enough for fully loaded A-7's and A-6's, so I'm going to call it good. -
Hmmm... never really noticed. I don't hold the bar too high for my wingmen, though, so it could be happening and I just never noticed . I can check later if I get a chance. It could have something to do with the fact that the canopy is opened using the bomb bay door open function. In some weird instances, you can load a weapon in the bomb bay, but it won't drop. Maybe it has something to do with that...? There are updated data.ini files for the razbam skyraiders in the download section that correct the bombay issue. I wonder if that would make the problem go away. Here's the thread that discussed it: http://forum.combatace.com/index.php?showtopic=24650&hl It looks like capun removed his updated data.ini files from the downloads, but the manual fix as described in the thread still works. I don't know if that's related to the CAS issue or not...
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Hey guys, Don't see any posts with questions, so I'm assuming that no new issues have arrisen over the last couple weeks. I'm still working on the final release, which will probably be ready within the next couple weeks. There are no real major changes... mostly just made adjustments to the target priorities and target_types.ini to rework the way the campaign plays out. Also added some more additional aircraft (all available from CA): B-52H (AI only) F-14D MIG-25P (AI only) I hate to keep tacking on requirements that users will have to download separately (I always find that to be a turn off when evaluating whether or not to install a mod), but I think the AI aircraft add to the immersion and the F-14D is fun to fly and was around during this time period. I'm also making a sort of change log to track the difference between the beta and final release, so that those that have already downloaded and installed the beta can just swap out the necessary new files and not completely re-install. Also, if anyone's played through a campaign to the end, I'm curious to know if the North Vietnemese seem to run out of aircraft toward the end or not. I want to make sure I have enough squadrons in there to keep things fun.
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So, yours have an effective rudder? This doesn't really need to be specific to the skyraiders. Can anyone tell me in general how you change an aircrafts rudder, aileron, elevator, etc. effectiveness? I know in CFS2 there were "scalers" you could add to an aircraft's data that would allow you to inrease control effectiveness. Thanks!
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Let me start by saying I haven't done any flight model tweaking... at all. None of the Razbam Skyraiders have any rudder response at all (well maybe a little, but it may as well be none). This makes things really difficult in a ground attack aircraft that uses lots of rockets and guns. I tried tweaking some values in the data.ini to get better results (like the A-10A in WOE perhaps) but had no luck at all. Can anyone tell me what I need to tweak to get better rudder response? Here are what I think would be the relevant parts of the data.ini: [FlightControl] StallSpeed=50.89 CruiseSpeed=107.94 ClimbSpeed=123.68 CornerSpeed=123.68 MaxG=6.00 MaxSpeedSL=139.42 MachLimit=0.50 PitchDamper=0.95 RollDamper=0.2 YawDamper=0.0 GunBoresightAngle=0 RocketBoresightAngle=0 [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=13.0 MinDeflection=-13.0 CDdc=0.0179 Cydc=0.1700 Cndc=-0.0360 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=0.832,0.869,0.901,0.929,0.953,0.972,0.986,0.995,1.000,1.000,0.995,0.985,0.970,0.950,0.926 ControlRate=3.0 ModelNodeName=Rudder ReverseModelOrientation=TRUE RotationAxis=Z-AXIS MaxControlSpeed=90.63 I tried messing with the min/max deflection (up to 30/-30) and took the control rate all the way up to 10, and got pretty much no change. Any help would be appreciated! Thanks!
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Everything you'll need is at www.freefalcon.com It can be hard to find but it's there. Look through the stickies in the Ara Support Forum.
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Thanks! Those pics are helpful. I hijacked another thread and was able to find the answer to my question. I guess that in Vietnam ground crews would remove some of the landing gear doors in order to fit additional ordinance on, if needed. So that explains that... http://forum.combatace.com/index.php?showtopic=30262&hl=
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I've heard (and it makes sense) that there really isn't enough information availabe regarding these aircraft and their flight systems to put together an accurate hard-core flight sim.
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Well, I'm bummed we haven't been able to figure out the issue with the NVA troops. Just to be sure, when you target them with the 'E' key, you've pressed F8 to view the current target and confirmed that there's nothing there, right? They can be kind of hard to see sometimes and a pain to hit with dumb bombs... hmmm... maybe the weapon issue has something to do with your weapon settings for the campaign. What do you have it set at? And, lastly, I will!
