Gatling20
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Everything posted by Gatling20
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What are thoughts; should pilots be officers or should enslited be able to fly too?
Gatling20 replied to Skyviper's topic in The Pub
I am reading the Martin Middlebrook book "The Battle of Hamburg - the Firestorm Raid" July 1943 at the moment, and just came across some figures about this for RAF Bomber Command. Of the aircrew who flew on this raid in 1943, 77% were NCOs (flight sergeant or sergeant), 1% were warrant officers, and 22% were officers. This is said to be typical for Bomber Command. The USAAF WW2 practice was different, I think, with all pilots being officers. -
What it is about " 63% objects do not belong in this sim?" that you don't? By all means make whatever objects you like. But don't try to pretend that they fit the existing sim because "someone once told me to do this, it is in my notes so it must be right"; or expect people to agree with you. The FE terrains, and many of the early SF terrains, are at about 63% of real-world size, as Wrench has rightly said (there are also many full-sized SF terrains these days). If that is a justification for 63% objects, then all the aircraft should be 63% also. Like Mue, I do not understand why you are so offensive to others, and hostile to the plain facts. There are no 63% objects in FE1, FE2, SF1 or SF2, except those made by you. If I had to guess, I would say that you have realised that you made an unwarranted design decision a while back, and can't bear to admit that it was wrong. Your mind is made up, and you won't be confused by any facts, but that is no excuse for slagging off at those who prefer accuracy and consistency in the sim.
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All objects in FE1, FE2, SF1 and SF2 are 100% of actual size. There are no 63% objects. And Wrench did not "point out that FE objects vary wildly". What he correctly said was: "the 63% comes from the size of the TERRAIN. Not the objects."
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Focke-Wulf Fw 187 Falke
Gatling20 replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
What a beauty, thanks Veltro. -
minimum weapon sizes
Gatling20 replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
SpecificStationCode should do it, although you will start needing a whole lot of station-specific 1000 and 2000lb bombs in your Weapons folder if you want to do it for many aircraft. -
minimum weapon sizes
Gatling20 replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
All statements about ordnance (such as AllowedWeaponClass=, LengthLimit= and the like) are contained in the AircraftObject.DLL. There is no statement NotAllowedWeapon in AircraftObject.DLL The limitation statements in the DLL are: LoadLimit= AllowedWeaponClass= AttachmentType= NumWeapons= DiameterLimit= LengthLimit= These all set upper limits, there is no way to set a lower limit, by weight, diameter or length. -
Rudder behavior
Gatling20 replied to sebaspons's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Flying a plane is not the same as driving a car (I do both), principally because of both inertia and friction. Inertia is the tendency to stay put, or (if you are moving) to keep going in the same direction. Friction is what slows you down. Heavy objects moving fast have greater inertia than lighter objects moving slowly, and air provides much less friction than a road surface. Imagine driving your car at 200-300 mph on an icy road. If you turn the steering wheel, you might turn the nose of the car a little and think you have changed direction, but your car will keep going in pretty much the same direction - you will just be skidding along the road. Same in an aircraft. Air is slippery, like the icy road. If you apply the rudder you might turn your heading a bit and think you are going in a different direction, but inertia will keep the aircraft going in your original direction. You will just be flying crabwise. The rudder works OK at low speeds (because the aircraft's inertia is not as great as at high speeds), but to turn at high airspeeds the ailerons are the things you need. -
PZL-24 cockpit
Gatling20 replied to Wilches's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Good-looking work on these cockpits, looking forward to them. -
WW2 Screenshots Thread
Gatling20 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
The PZL P.24 in the Royal Hellenic Air Force in 1941: -
My try at 3D objects
Gatling20 replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Nice 88, thanks Gerwin! -
Here there be drakens...
Gatling20 replied to crisisloaner's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Nice-looking Skyhawk! But I can't resist the Crocodile Dundee response: "that's not a Draken, .... this is a Draken": -
Or, in the terrain Movement.INI, this route on land is set up as RouteType=SHIPPING.
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I have FE1, and the buildings are to the same scale as SF1 and FE2, 100%. The height to the first floor/roofline level in (for example) the FE1 FRSmallVillageBlock.LOD and FrTownBuilding1 (also 2 thru 4).LOD is real-life scale, 2.5m, the same as in SF1 and SF2. Some of the stock FE1 buildings are in fact exactly the same objects which TK first used in SF1 (Tent1.LOD, Windsock.LOD and Church_Small_LOD), and they are all 100% scale. I have always thought that the 63% buildings look too small.
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PT-76
Gatling20 replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Nice, thanks -
Just checked the Berlin cathedral from the GermanyCE terrain with the LOD Viewer. The LOD is 73.2m wide and 114.2m high (actual cathedral: 74m wide and 115m high, according to Wikipedia), so it looks like the SF terrain objects are 100% of scale too.
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All of the FE1 objects are 100% of actual size, as far as I can see. Here are some examples, from the LOD Viewer: FT-17 tank 5.0m long (actual 5.0m) Fokker D.VII 6.94m long (actual 6.95m) Mk IV tank 7.915m long (actual 8.05m) SE.5A 6.38m long (actual 6.38m) SPAD XIII 6.29m long (actual 6.25m) The only real discrepancy I could find is the Liberty truck, which is 7.25m long in FE1, which Wikipedia lists as 6.706m long (108% of actual size). I don't know where this idea about 63% comes from, but it isn't from FE1 as far as I can see.
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WW2 Screenshots Thread
Gatling20 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Another Polish machine in Romanian service on the Russian Front, the PZL P.23 Karas: -
Strike Fighters 2 Screenshots Thread
Gatling20 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Nice-looking Corsairs. To continue with a naval theme, a couple of Fairey Gannets on the deck of HMS Centaur: -
WW2 Screenshots Thread
Gatling20 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
The PZL P.11c's successor, the P.24E, here serving with the Romanian Air Force on the Russian Front -
Superior Polish engineering! Actually, it turned out I was using an older beta of the P.11c LOD. Here is the actual P.11c, with wing braces all present and correct:
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WW2 Screenshots Thread
Gatling20 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
You have to admire the men who flew these against Bf-109s: -
And here she is in her more traditional Polish colors:
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cockpit messages
Gatling20 replied to sebaspons's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You will need to edit the file HUDData.INI in your SF2 Flight folder. The relevant lines (unsurprisingly) are those about Color. If you don't know how to extract files such as HUDData.INI from the CAT files, you can just copy the text below, which is from the stock HUDData.INI file and paste it to a notepad file. Then save this file as HUDData.INI and then copy it to your Flight folder. This should give you the stock white message color. [Debug] DisplayDebug=FALSE TextFontName=Arial TextSize=20 [SmallLabelFont] TextFontName=Arial TextSize=12 [HUDLabels] EnableLabels=TRUE LabelFriendlyAir=TRUE LabelFriendlyGround=TRUE LabelEnemyAir=TRUE LabelEnemyGround=TRUE [MapLabels] EnableLabels=TRUE LabelFriendlyAir=TRUE LabelFriendlyGround=TRUE LabelEnemyAir=TRUE LabelEnemyGround=TRUE [InfoDisplay] BackgroundImage=TextBackground.tga BottomLeftPosition=0.01,0.985 BottomRightPosition=0.99,0.985 DisplayWidth=0.20 VerticalBorder=0.0015 HorizontalBorder=0.008 EnemyTargetColor=1.0,0.0,0.0,1.0 FriendlyTargetColor=0.0,0.0,1.0,1.0 UnknownTargetColor=1.0,1.0,0.0,1.0 WaypointColor=1.0,1.0,1.0,1.0 TextFile=HUDText.str NormalColor=1.0,1.0,1.0,1.0 WarningColor1=1.0,1.0,0.0,1.0 WarningColor2=1.0,0.0,0.0,1.0 AGLAltStart=609.6 AGLAltWarning=152.4 EnglishUnitUseMPH=FALSE ScaleTextToFit=TRUE [Map] MapDisplayLabels=TRUE [Messages] ShowMessages=TRUE SystemMessageOnly=FALSE [Display001] DisplayType=DIRECTOR ObjectType=TARGET_ENEMY ConeSize=25 BoxSize=10 BoxType=SQUARE BoxColor=1.0,0.0,0.0,0.75 ConeModelName=redcone [Display002] DisplayType=DIRECTOR ObjectType=TARGET_FRIENDLY ConeSize=25 BoxSize=10 BoxType=SQUARE BoxColor=0.0,0.0,1.0,0.75 ConeModelName=bluecone [Display003] DisplayType=DIRECTOR ObjectType=NEXT_WAYPOINT ConeSize=25 BoxSize=10 BoxType=TRIANGLE BoxColor=1.0,1.0,1.0,0.75 ConeModelName=whitecone [Display004] DisplayType=RADAR PosX=0.865 PosY=0.015 Width=0.125 Height=0.16666667 Alpha=0.60 InitTime=2.0 [Display005] DisplayType=DIRECTOR ObjectType=RADAR_TARGET ConeSize=25 BoxSize=10 BoxType=DIAMOND BoxColor=1.0,1.0,0.0,0.75 ConeModelName= -
It's a quirky-looking aircraft, for sure, and they must have been brave men flying them by the 1940s. A Romanian P.11c on the Russian Front:
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Very artistic!