Basher11
JAGDSTAFFEL 11-
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Everything posted by Basher11
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Volumetric Clouds
Basher11 replied to StarBucker's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If I were TK, I would market and make it a new product, I will be the first one to pay for it!! -
I just had a brilliant idea.
Basher11 replied to MigHound's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Fancy such a brilliant idea! You reminded me about another Flight Simulation game which was released a long time ago by Novalogic, F-22, F-16 Vs MiG-29. Novalogic created a Novaworld in which players can play up against each other combing different games together. I think Thirdwire games are mature and up to this improvement, and it is about time to move forward indeed. An in-game editor will also be very good. But I think your mod is really another game because the effort required to build it will be huge. -
The most successful feature of this patch is fixing the widescreen format 16:10. Prior to the patch, the radar displayed up at the top right hand corner of the screen was actually not squared in shape but a rectangle. Now the sepct ratio is done properly. Antoher great feature is that Soviet jet fighters like MiG-17 goes on to the guns while climbing firing at enemy aircrafts, also MiG-27 dispenses flares while doing a 30 degree bank and pulling on the stick. The AI work is an obvious improvement. I am also excited to see a squadron of MiG-17s bank gently and make turn gradually which renders real aerodynamics. Prior to the patch, like many other sims incuding Falcon 4, AI aircrafts can bank by 60 to 80 degrees in a flash! and then pull back on the stick like there is no blackout or G values!! I would think that was cheat before. Anyhow, the patch is a great work except that it kills too many frame rates.
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Manfred, You have brought a really good topic here. You will find in all the games in the Third Wire series, aircrafts are not proprtional to their real world counterparts. For example, you will find an AI MiG-21 shoot down a F-22 in the game USING just GUN!! Whilst most of the features of the game are historically accurate without modification, because the game actually emphasizes on close distance dogfighting, so close dogfighting capable aircrafts like MiG-21 stands a good chance to dedeat a once state-of-the-art fighter like the F-15 or F-16. If you want your F-15 to be "backward compatible" with the the MiG-21, just change the INI file to make the MiG-21 invisble to you and yourAI wingmen.
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NEED HELP...MIG-29A
Basher11 replied to Przybysz's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Is the M version still in active service? If you are a true lover of MiG-29M, you should have watched this: -
lindr2 Are you going to introduce 4 pylons on each wing? The M version seems to have 4 pylons on ach wing. The outer-most carries IRM, the inner takes AHM and the remaining 2 inner-most can take Kh-31P. Centre line is ...I don't know. But this version I am showing you seems to be able to fit an Kh-31P in the centre line.
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Have you played with this product before? http://www.chproducts.com/retail/mfp.html
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One thing worries me most right this moment is the game engine itself tells the ground attack flight groups to dumb off their loadouts and evade. And it seems that the code is inside the .DLL file not any .INI file which is editable. Funniest thing is that includes bombers about to take off from the runway. this feature hinders me from designing some really realistic mission.
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I am specialising in BVR engagement. To give you some background, I have SFP1, WoV, WoE and WoI. WoI is indeed aggressive. I used a file comparison utility ActiveFileCompare which is a freeware. I used it to compare AIRCRAFTOBJECTS.INI of SFP1 and WoI. You will find many lines are absent from SFP1 but preent in WoI. A few lines are modified in WoI. These differences account for the performance of AI aircraft and their initiatives. PM me, if you care. I have recently discovered a more aggressive approach for engaging enemy aricrafts. For example: This block of lines are added to the WoI's AIRCRAFTOBJECTS.INI under DogfightNovice MissileDetectChance=10 MaxCannonRange=4000 OptimalCannonRange=1000 MinCannonRange=500 MaxRollForGunAttack=45 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=0.5 MaxRudderForManeuver=0.7 This is the lines under DogfightAce MissileDetectChance=100 MaxCannonRange=2000 OptimalCannonRange=500 MinCannonRange=100 MaxRollForGunAttack=180 CannonBurstLengthShort=0.25 CannonBurstLengthLong=0.5 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0
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Weaponeditor
Basher11 replied to Wraith27's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
British Sea Eagle Anti-ship missile has a terminal pop up feature. It goes sea-skimming upon launch, then as it gets closer to the target, it rises then it hits the target. -
Don't you like Hillary to win the Presidency?
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That is where the problem is: [AirToAirLongRange] //Loadout[01].WeaponType=AIM-7E-2 ZAPPED OUT 05 //Loadout[01].Quantity=1 //Loadout[02].WeaponType=AIM-7E-2 ZAPPED OUT 06 //Loadout[02].Quantity=1 //Loadout[03].WeaponType=AIM-7E-2 ZAPPED OUT 07 //Loadout[03].Quantity=1 //Loadout[04].WeaponType=AIM-7E-2 ZAPPED OUT 08 //Loadout[04].Quantity=1 Loadout[05].WeaponType=AIM-54A Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-54A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-54A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-54A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-9H Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-7E-2 Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-7E-2 Loadout[12].Quantity=1 //Loadout[13].WeaponType=AIM-7E-2 OVERLAPPED ON 09 //Loadout[13].Quantity=1 //Loadout[14].WeaponType=AIM-7E-2 OVERLAPPED ON 10 //Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank330_F14 Loadout[15].Quantity=1 Loadout[16].WeaponType=Tank330_F14 Loadout[16].Quantity=1 Looks like the pylons need a fix, the only trouble is I don't know how. OR there is a fix already which I am not awared of...? The configuration above works. The Sparrow sits next to the Sidewinders. All 4 Phoenix sit under the fuselage. But I can never fit 2 more Sparrows into the gutter between the Phoenix.
