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Everything posted by logan4
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cockpit Q
logan4 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The method I suggested for hiding the pilot is for the AC.lod not for the cockpit.lod so have to add it to the AC_data.ini, only thing you have to make sure, that the pilot(s) is/are linked to the interior of the pit on the AC model, then it will make it go away. After work will make some tests as one of my coming pits will have a similar altimeter, just not that far in to it. -
cockpit Q
logan4 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Actually there is a Type=OIL_PRESSURE_INDICATOR in the game, not need to be a tachometer, though should work both ways. Probably you already checked but any typing error or numbering doubles or missing number in the section of "Instrument[xxx]="? Pilot is part of the AC .lod or the one that shows from the data.ini? If part of the lod I would arrange the mesh linking so the pit interior could be hidden when in cockpit view through the ac_data.ini. Like bellow: Component[013]=Hide1 [Hide1] ParentComponentName=Nose ModelNodeName=Cockpitinterior ShowFromCockpit=False DamageRating= MassFraction= HasAeroCoefficients=FALSE SystemName[001]=Pilot That analog_counter '0' is for 10000ft? I would try one of these setup [Altimeter10k] Type=PRESSURE_ALTIMETER CounterNodeFormat=counter_alt_%d MovementType=ANALOG_COUNTER ValueUnit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=100000.0 ---------------------------------------------------- or [Altimeter10k] Type=PRESSURE_ALTIMETER CounterNodeFormat=counter_alt_%d MovementType=ANALOG_COUNTER ValueUnit=FEET Scale=10000 -
cockpit Q
logan4 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes, correct, if they turn counterclockwise then values would be negative. For example on a verticalvelocityindicator you have both positive and negative values set in the parameters. [VerticalVelocityIndicator] Type=VERTICAL_VELOCITY_INDICATOR NodeName=Climb_needle MovementType=ROTATION_Y ValueUnit=MPS Set[01].Position=-140.0 Set[01].Value=-200.0 Set[02].Position=-80.0 Set[02].Value=-50.0 Set[03].Position=-65.0 Set[03].Value=-20.0 Set[04].Position=0.0 Set[04].Value=0.0 Set[05].Position=65.0 Set[05].Value=20.0 Set[06].Position=80.0 Set[06].Value=50.0 Set[07].Position=140.0 Set[07].Value=200.0 -
cockpit Q
logan4 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
FuelFlow is usually calculated from what is used up in one hour, divided by 3600 (as 60min*60sec) so lets say the bird at max rate could drink 5000lbs in an hour, so 5000/3600=1.388 Engines with afterburners could have lot higher values depend on the scale of the dial. F-105 uses 6.667 as last entry (dial value 24000 as last) and the F-15 uses 27.78 (dial value 100000) -
TW MiG-23 (Fighter) project
logan4 replied to dtmdragon's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I believe you, though the russian website text says : система постановки активных радиолокационных помех "Репер" Н roughly says - active radar jamming system reper N -
TW MiG-23 (Fighter) project
logan4 replied to dtmdragon's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Very nice project, well done Though one comment may I have: Based on some books (Yefrim Gordon Mig-23/Mig-27 - new extended edition, page 83) and on some russian webpage (like airbase . ru) that deals with Mig-23, from the Mig-23M series 23 (also earlier M-s were retrofitted to same) they did have the Reper-N built in active jammer since 1973.. At least variants used by USSR.. So removing these from M and later variants onward might be at fault to a degree.. -
cockpit Q
logan4 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Needles should be fine on Y axis, one thing you need to keep in mind is to rotate the mesh itself so it points to the "0" position on the dial, so the mesh lets say points to 245degree but the pivot Z is matches the environment's Z axis , from there the game will rotate according the settings you give in the cockpit.ini. If you have that then no rotation issues should happen, the game itself not like when you want to start from 270degree or what ever the position on the left side. -
It is certainly man caused or can be accused for letting go, it did not magically start on the "market" with a bat or snake as they want people to believe. This virus lives in bats, and naturally would never transfer over to humans, in the laboratory they studied it and through some "human action" was able to "cross over". Even if they deny it it come from the laboratory, accidental release or intentional, not so sure, and the real "why?" is also to be guessed.. Since it was under study, probably they had a good idea what things can counter it or how it would react to certain environmental or chemical "exposure".
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WOE Mirage 4000 A & B - French Air Force
logan4 commented on Cliff7600's file in Fictional Aircraft, Experimental and UAV's
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WOE Mirage 4000 A & B - French Air Force
logan4 commented on Cliff7600's file in Fictional Aircraft, Experimental and UAV's
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Soviet Training Missiles
logan4 replied to allenjb42's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The training missiles have them as those are the forward fitting points of the wings on the live ones, on those the 'motor" section is replaced by either instruments or just ballast weights. The one on your pic is some sort of hybrid, as the motor section seem to be shorter - that appearance probably coming from the differently mounted wings position. The fully winged ones with the black stripes (airshows and static display items) - if I know correctly - are dummies or ballast versions so practice flights are more realistic for wight load but not using up the 'live' missile's carry hours. -
First of all, if an aircraft not responds or does not have the proper IFF signals then the QRA bird(s) get raised and intercept it, and try to make contact. Process for SAM batteries were like Gepard described. Multiple authorization layers to ensure no trigger happy chaps start WW3 by accident. Circumstances could dictate faster responses from time to time. During the Cold war period, daily alerts were always on the menu to test response time and training levels, so those went up to the point of getting authorizations, whether it was practice or actual alert the crew never knew ahead, only at the end when waited for the "go". Missile defenses might also put on alert with the lift of QRA and if that can not locate the AC then SAM might take over if justified. During the Serbian-Croatian war around our nuclear reactor (Paks) the SAM batteries did have good authority given due to the object they defended, but even then first they had to try to get in contact with the AC, and QRA was always lifted, if needed from multiple bases, and only when the AC entered the no-fly zone had permit to take actions "on its own", but always an officer giving the OK, never the operator. Back in those days, there were "corridors" where civilian traffic was allowed, if a flight detoured for any reason even the slightest and not corrected, Intercepts were raised. Given today's "always fly the shortest as possible" attitude those corridors barely exists, so things changed/eased a lot from a civilian standpoint.
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Please don't beat up each other, nevertheless it is always advisable to compare information and broaden our views and understanding of the world. All of us just benefit from that, if that is done properly without developing anger, etc. Nobody on this planet can have and know everything, so blank spots can happen for each and everyone of us, but its always better to get into a "bigger box of life". One thing that most areas forget is to think about our planet as a life form of its own. We can use an analogy of the human body for comparison. If the body is healthy all is well and the person is as happy as can be, so all life flourish and prosper. How ever there are times when non optimum conditions persist, a virus gets into the body or from an injury gets an inflammation, how the body reacts? It develops fever, raises core temperature of itself and tries to "sweat" out the problem. Unfortunately our planet can not sweat, but it is able to change its core temperature, by melting or increasing the polar caps, it can reduce or enlarge the reflection percentage of incoming heat from the sun. So it can rejuvenate itself and its "cellular structure" so it can be healthy again. True it is a slow process that can take decades, but does work flawlessly. What many don't see by the melting polar caps, the temperature of the deep sea is getting lower, and it brings new and abundant life forms into existence, that will support us in the coming years. The Co2 is not causing it by itself, in fact first the temperature has to rise in order to get more Co2 in the air, they do go hand in hand to a degree but not dully as most areas advocate it. A large volcano eruption can toss thousands or million ton of Co2 into the atmosphere, yet it gets colder for a certain period, why? Because the ash blankets out the sun.... The planet went through thousands of cycles of getting very warm or getting extremely cold, that's how propagates life and life cycles on its surface, whether internal or external was the source of turning event. One big misconception is that we kill the planet, no the planet will be here for a few more billion years, and thanks for asking it will fill just fine. What we actually kill is ourselves, if we not stop polluting our environment - air, waters, ground. As you can see I said "pollution" not Co2 or other, in fact any material that can be dangerous to any existence of life, the list is quite long so not gonna put them here. If we want to live for few more thousands or million years as species, then we have to change our way of careless life, destroying everything around us just for the sake of "profit" and because "we are the top of evolution" - actually far from this last one. There are many things more than money, you can't eat money when no crops would grow or cattle to be able to eat grass to give milk or meat. So our planet now has a fever, did we cause it - no - but we did accelerate its cycle by carelessly polluting our environment. All heat cycle is followed by cool down. Is climate change is real, sure, just look out the window. Unfortunately you can not direct or stop climate change to where what would change, but we can make an alliance with the planet so it is less severe, and also to a degree we have to adopt to the "new" zones, where we can grow crops, fish, etc. This fever will be turning around, by the end of the 20-s and early 30-s you will see a drastic cool down, sort of mini ice age that will last between 10-25 or so years. That means also plenty of people moving around, since some of the areas they live now would be quite harsh to sustain, and there will other places that become "livable" that are currently not. Forest fires will grow for coming years, but we could lessen its chance by stopping being careless or just ignorant about our environment and it's inner working. With more conscious attitude and actions we can negate some part of the problem, and by adopting reasonable rules that are beneficial for most of its sides - not just mankind - we can progress and bring a turning point. Unfortunately man as a group in its current form needs big catastrophe events to even start thinking, so few more of such might follows before we start to act en mass.
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My WiP`s list.....(Long) :)
logan4 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I think he was talking about the RHAWS areal, the light is the one on next on the right of it and only the left side fin/tail has the anti-collision light. -
SF2 Mirage 4000P & PB
logan4 posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File SF2 Mirage 4000P & PB This aircraft mod represents Dassault's what-if Mirage 4000P fighter and its trainer PB variant in the Portugese Air Force service. This package comes with 1 skin set for each variant, with decals for P (14 planes), and for PB (6 planes). Also it is dedicated to our friend Cocas who put his work and time to bring us many of the rare or experimental aircraft in this game series and originally created the base model for this plane. This model is meant for SF2 games only, SF1 variants will be uploaded at the SF1 section. Install is the regular dropping the contents in their respective places. In case you have the prototype or French A and B variants you can skip the overwrite prompt of weapons as those 6 items are identical. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french and NATO weapons, either as part of weapon packs or the Mirage 2000 family. Important: The PB variant comes with 2 types of cockpit, the basic setup will use a simple pit that has only the pilots cabin instrumented. The other is a fully modeled front and rear compartment, in which you want to fly you should activate the proper line in the AC's.ini file. CockpitDataFile=Mirage4000PB_Cockpit.ini <---- basic setup ;CockpitDataFile=Mirage4000PB_Cockpit_full1.ini <------ front seat ;CockpitDataFile=Mirage4000PB_Cockpit_full2.ini <------ rear seat Be aware - the piloting seat position can not be changed during/in game, so chose wisely! Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. Submitter logan4 Submitted 12/24/2019 Category What If Hangar -
Delta-Wing Mirage Screenshots
logan4 replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Version 1.0.0
149 downloads
This aircraft mod represents Dassault's what-if Mirage 4000P fighter and its trainer PB variant in the Portugese Air Force service. This package comes with 1 skin set for each variant, with decals for P (14 planes), and for PB (6 planes). Also it is dedicated to our friend Cocas who put his work and time to bring us many of the rare or experimental aircraft in this game series and originally created the base model for this plane. This model is meant for SF2 games only, SF1 variants will be uploaded at the SF1 section. Install is the regular dropping the contents in their respective places. In case you have the prototype or French A and B variants you can skip the overwrite prompt of weapons as those 6 items are identical. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french and NATO weapons, either as part of weapon packs or the Mirage 2000 family. Important: The PB variant comes with 2 types of cockpit, the basic setup will use a simple pit that has only the pilots cabin instrumented. The other is a fully modeled front and rear compartment, in which you want to fly you should activate the proper line in the AC's.ini file. CockpitDataFile=Mirage4000PB_Cockpit.ini <---- basic setup ;CockpitDataFile=Mirage4000PB_Cockpit_full1.ini <------ front seat ;CockpitDataFile=Mirage4000PB_Cockpit_full2.ini <------ rear seat Be aware - the piloting seat position can not be changed during/in game, so chose wisely! Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. -
Mirage 4000 (WIP)
logan4 replied to FLOGGER23's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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Mirage 4000 (WIP)
logan4 replied to FLOGGER23's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well, there are few variants that are not out yet, naval, strike and recon. Will get to it as soon I can. -
Mikoyan-Gurevich Ye-8A and M
logan4 posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File Mikoyan-Gurevich Ye-8A and M This aircraft mod represents Mikoyan-Gurevich's Ye-8 experimental fighter and its fictional updated "M" variant. There are slight variations compared to the actual prototype and the pits are pure fictional as there are no pictures that show how that looked in its original form, so its a mix of various systems used or developed in that time frame that the aircraft was developed. This package comes with 3 skin set for each variant, with decals for Soviet aircraft, since birds for LSK and Czechoslovakia use stock decals. This model is meant for SF2 games only, and SF2 Europe is required as some of the skins use stock decal numbers. Install is the regular dropping the contents in their respective places. Please note: The model might gets heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lod "_nd" as lod1. New weapons are provided - some type specific - beside these the model uses the general Soviet weapons. Be aware - In the 1970's and later when AA-8 can be selected, manually double loadout of these can happen. Make sure to read the manual included with the package. -------------------------------------------------------- Creators of these Aircraft mods as members of CombatAce site: Aircraft 3d work: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Gepard, Cliff7600, Logan4 Aircraft avionics: Cliff7600, Logan4 Skin files and decals: Gepard, Logan4 Cockpit files: Logan4, Cliff7600 There are certain texture sections that were borrowed from the Su-17 project which were originally created by Stary Thanks for 76.IAP-Blackbird for the original KS-3 seat, a modified version of it used in the cockpit file. Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. Submitter logan4 Submitted 12/03/2019 Category What If Hangar -
Mikoyan-Gurevich Ye-8A and M
logan4 replied to logan4's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Thank you! Corrected in 1.0.1 -
Logan's wonderful Ye-8: spec-file ?
logan4 replied to Sokol's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The _spec.jpg was added due to the camos, that should look kind of flat. If you move the current "_spec.jpg" files from the main folder to the individual skin folders (LSK,PVOS) that way the skin you try to create will avoid their use and have a chance to tune the look through the usual way in as above mentioned. -
What If Screenshot Thread.......
logan4 replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Finally this cat is out of the bag.... -
Version 1.0.1
489 downloads
This aircraft mod represents Mikoyan-Gurevich's Ye-8 experimental fighter and its fictional updated "M" variant. There are slight variations compared to the actual prototype and the pits are pure fictional as there are no pictures that show how that looked in its original form, so its a mix of various systems used or developed in that time frame that the aircraft was developed. This package comes with 3 skin set for each variant, with decals for Soviet aircraft, since birds for LSK and Czechoslovakia use stock decals. This model is meant for SF2 games only, and SF2 Europe is required as some of the skins use stock decal numbers. Install is the regular dropping the contents in their respective places. Please note: The model might gets heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lod "_nd" as lod1. New weapons are provided - some type specific - beside these the model uses the general Soviet weapons. Be aware - In the 1970's and later when AA-8 can be selected, manually double loadout of these can happen. Make sure to read the manual included with the package. -------------------------------------------------------- Creators of these Aircraft mods as members of CombatAce site: Aircraft 3d work: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Gepard, Cliff7600, Logan4 Aircraft avionics: Cliff7600, Logan4 Skin files and decals: Gepard, Logan4 Cockpit files: Logan4, Cliff7600 There are certain texture sections that were borrowed from the Su-17 project which were originally created by Stary Thanks for 76.IAP-Blackbird for the original KS-3 seat, a modified version of it used in the cockpit file. Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. -
MiG Mondays - But Read the Rules First
logan4 replied to JosefK's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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