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Everything posted by malibu43
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Good news! I think I may go for some more RAM then... My settings are similar to yours right now (everything medium, mirrors on, horizon near, object texture and detail low) Regarding installation, I upgraded when I first got my laptop from 256 to 768, and it took about 5 mins. Open one screw, out with one card, slide in the new.
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Ok, So I've been spending some time lately trying to the most I can out of my outdated laptop. It's a Dell Inspiron 2200, 1.4 ghz, 768 MB RAM, and a GMA 900 shared graphics card. Right now I'm getting about 15-20 fps (graphics) on average with my settings the way they are. It can jump up to 25-30 fps at high altitudes or if nothing's going on, but can drop down to the 8-10 range (just barely playable) around Hanoi with large strikes going on. The game fps are usually quite a bit higher (~30-50), but I don't pay a lot of attention to those. I know there are graphics options I can adjust to improve performance and I've experimented with all those. That's not the info I'm looking for right now. The only thing I can really do to upgrade this aging laptop is add more RAM, up to a total of 1280 MB. My question is what kind of difference I will see in terms of game performance? Will my graphics fps improve? Will the game fps improve? Will everything get better? Will nothing get better? ... you get the idea. In general, I'm not really sure how RAM affects performance vs graphics cards. WOI lists 1 MB RAM as the min requirment, so before I drop the cash for it (or if I drop the cash for it), I want to know where I stand and what to expect. Thanks!
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Where to find SU-27 Cockpit?
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Oh, my mistake. I must have missed that. Thanks! -
Try installing both Brain's tiles and then the green hell mod. Then look at the data.ini file in Brain's zip file (since you over wrote it with the green hell one). Find the section call Water Texture or whatever it is. Copy that whole section and paste it in over the one in Green Hell. That fixed it for me.
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WOV A-6 Intruder Problem
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks. I knew it was probably out there somewhere, but I couldn't find it. !!! PS - I've also seen the fix for the field of view in the intruder to give some more visibility out the right side. And once again, I can't find it for the life of me. Can someone point me to it? -
I've found that I have problems with the stock A-6 Intruder from WOV when I lower the landing gear in attempt to land on a carrier after completing a campaign mission. After slowing to the appropriate speed, I drop the gear and prepare to land. As expected, the nose drops a little, but then the aircraft seems to become incredibly unstable pitch wise. I wants to only fly with either a nose up, or nose down attitude, and always wants to swing past nose level. This is very difficult to explain, but hopefully someone gets what I'm talking about. It seems to be worse after completing a campaign mission, vs. the single carrier landing mission. Changing loadouts/jettisoning stores seems to have no effect. Has anyone seen this before? Any fixes out there? Thanks!
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Alright, I'll give that a try. Delete the entry for the water effect and teh terrain effect, correct? I get the issues in the ocean and not just the rivers and rice paddies, if that makes a difference... Also, looking back through this thread again, I noticed that the water texture section of the data.ini that comes with the install and the water texture section of the data.ini that Canadair posted (that has supposedly fixed some of the problems) look the same at first glance but there are some sections that are very different. From the installed data.ini: [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,0.900000,1.000000 SpecularPower=1.000000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=ref_color.bmp TextureStage[02].MipMap=FALSE TextureStage[02].FilterEnabled=TRUE TextureStage[02].StageColorOp=TEXTURE TextureStage[02].StageAlphaOp=DIFFUSE From Canadair: [WaterTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=0.500000,0.500000,0.500000,1.000000 SpecularPower=50.000000 Reflectivity=30.00000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE What changes do these entries cause? Could these explain why this fixes the problem for some? Thanks!
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Hey guys. I too am having the problems with the water. Happens on medium, but doesn't happen on low setting. I tried changin useeffectshader' to 'false' and that still didn't correct the problem. I've had a similar issue before with the water on OTC doing weird things on medium settings as well. Any other things to try?
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BOZ 107/C dispenser
malibu43 replied to ST0RM's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I searched to the end of the internet and back, and still was not able to find anything. Anyone? -
WOV: Armed Recon in campaign
malibu43 replied to CAG's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
So, if we just drop these files in VietnamSEA folder in a patched up stock WOV, we'll get some of these targets? In other words, are there any other step required for this to work? I'd love to get some more targets in WOV... -
BOZ 107/C dispenser
malibu43 replied to ST0RM's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
O/T - but this thread seemed a little stale anyway. Does anyone know what the actual weight of the BOZ 107, Skyshadow, and Cerberus pds are? In the Weps Pack, they are listed as 1000kg (over 2000 lbs!). I looked through all the other ECM pods, and the heaviest one I found was 200 kg. The end result is that with the wings of the tornado extended, it's extremely unstable in the roll axis. Not to mention all that extra weight can't be good for performance. I'm thinking about changing them, but wanted to see if someone knew the actuall weight first. -
After playing around with things a little, I think I've found a happy medium. Move the initial point to feet dry (in WOV, move it to the FLOT in WOE), take off, get your flight together, then alt-N. You'll then skip to the IP (which is now at feet dry or at the FLOT). I'll then do my thing, and won't use alt-N again until I'm feet wet. This allow you to still do the take offs and landings (which I think are fun and are really a must) and to still fly the ingress and egress from target, skipping only the borring time over the ocean/friendly territory. The down side is that your IP is now way off. You'll have to refer to the inflight map and local landmarks for planning your ingress to target.
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I don't remember exactly what the mission tutorial says, but you're not going to be able to set the throttle in one spot and not touch it. You'll have to keep making small adjustments all the way down to keep the flight path marker in the right spot. For me personally, I usually drop the throttle pretty low to get my speed around 200 kts or so, but then after gear (and brakes) come out I usually need to throttle back up considerable to keep my airspeed in the 150-160 range and keep the FPM on the end of the runway. Basically, use whatever throttle setting you need to to get to the runway. Small adjustments and think ahead.
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This is an alternative mod for adding sidewinder stations to the Tornado GR and Tornado IDS. This is a variation to USAFMTL's mod that adds one sidewinder to each wing instead of two, which results in a more accurate loadout. The drawback is that there are no launch rails. However, I've found that unless you're viewing the aircraft from the right angle and looking for, you won't really notice. First, follow these instructions from USAFMTL's Sidewinder Station mod. Do this for both the Tornado GR and the Tornado IDS, if you want to add 'winders to both: Then, look further down in the data.ini and look for the // Weapon Stations line. Add the following for the Tornado GR: [sidewinderStationLeft] SystemType=WEAPON_STATION StationID=12 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-2.05,-1.7,-0.3 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=IRM AttachmentType=USAF,USN,UK,RAF,NATO,W_GERMANY ModelNodeName=pylon_inner_left LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= MovingPylon=TRUE RotatingPylon=FALSE [sidewinderStationRight] SystemType=WEAPON_STATION StationID=13 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=2.05,-1.7,-0.3 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=IRM, AttachmentType=USAF,USN,UK,RAF,NATO,W_GERMANY ModelNodeName=pylon_inner_right LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= MovingPylon=TRUE RotatingPylon=FALSE Or add this for the IDS: [sidewinderStationLeft] SystemType=WEAPON_STATION StationID=12 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-1.65,-1.7,-0.3 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=IRM AttachmentType=USAF,USN,UK,RAF,NATO,W_GERMANY ModelNodeName=pylon_inner_left LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= MovingPylon=TRUE RotatingPylon=FALSE [sidewinderStationRight] SystemType=WEAPON_STATION StationID=13 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=1.65,-1.7,-0.3 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=IRM, AttachmentType=USAF,USN,UK,RAF,NATO,W_GERMANY ModelNodeName=pylon_inner_right LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= MovingPylon=TRUE RotatingPylon=FALSE These are pretty much the same entries from the other mod, except the launch rails are removed and the attachment position is adjusted so the missles are just to the inside of the pylon. Then go into the loadout.ini file for both/either the Tornado GR and Tornado IDS (depending on which ones you are modding) and add the follow lines to the bottom of each mission specific loadout: Loadout[12].WeaponType=AIM-9L Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9L Loadout[13].Quantity=1 There. You will now be able to carry one sidewinder on each wing. They should also show up in all the default loadouts. Thanks to USAFMTL and Wrench for the original fix. If someone wants to merge this post with the original, that would be cool!
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Just curious, if everyone else here prefers runway start, air start, or start near target for campaigns. I've been trying to fly campaign missions from take off to landing in order to get the most "immersion" I can from the campaigns, but honestly, I'm finding the take off, flight to target, and the egress just way too boring, even with time acceleration. On the other hand, if I select start near target, I feel like I'm really just playing a bunch of random single missions (even though the campaign still feels that way no matter how you start). With IL-2, EECH, and F4AF, I think flying the entire missions really adds to the experience of the sim, due to the way the sim is set up. I'd really like to do the same for the TW series, but I'm starting to get really bored on the ingress and egress. So what do you all prefer - runway start or start near target? For those of you that fly the entire missions, what do you do to keep yourself interested?
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CombatAce Needs Your Help!
malibu43 replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I have a possible suggestion - I think it would be helpful if anyone writing an article that pertains to any specific aircraft use the name commonly associated with the aircraft in addition to the alpha/numeric designations. For example include the word "Hornet" in an article about the F/A-18, and the word "Intruder" in an article about the A-6. This will ensure that the article shows up if someone uses the CA search function. Also, I have a couple fixes that I wanted to suggest for the Specific Fixes section. Are we free to post in there, or should I send them to someone? -
Anyone ever find a good fix for the A-6 cockpit glass? I tried switching out the canopy.tga with the glass.tga from the skyraider cockpit and that didn't work (I couldn't find another aircraft with a canopy.tga in its folders). I replaced the canopy.tga in the cockpit folder and the individual skin folders, with no luck. I also tried the .ini fix above, but it only moved the front pane of glass, and none of the ones on the side. So, has anyone come up with a fix that correctly addresses the problem?