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Posts posted by Romflyer
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For me pitching the nose down exerts downward inertia on the jet, thereby forcing it to fly as gravity pulls your jet down and therefore it'll stop moving around so much.
Yes, that is basically what I was saying about lowering the nose to break the stall..........but thats clearly not the technique which was working in Ceasar's video.
EDIT
Ceasar bet me to it on the answer.
Thanks for the clarification Ceasar......that clears up my question
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Ceasar, Nice video I really enjoyed it, and found it very informative........I was surprised that the technique to recover from the stall is so much different than the technique used in most GA aircraft, the biggest difference being elevator back instead of elevator forward to break the stall..? that, and closing the throttle as opposed to opening it as you would in a small propellor driven aircraft to recover from a fully developed spin.
Can anyone please explain to me exactly why elevator back is the correct procedure in an aircraft like the F-14 (and I presume other similar types) ....I mean aerodynamically what exactly is pitching the nose up doing to help recover.
Cheers
Romflyer
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I just wish the visual aid was less IN YO FACE. I wish the words were off to the side more so they didn't block the targets and that all names were shortened. All I want to know is that's a AAA, I don't want half the screen taken up because it wants to tell me its make, model, nickname, weight, name of the operator, operator's mom's maiden name, birthday, and how big a crap he took in pounds just before I blew him up
Roger
Here is a some of the text from within the huddata.ini that will help to explain some of the options available to customize the information shown on your screen.
[infoDisplay]
BackgroundImage=TextBackground.tga
//BottomLeftPosition=0.01,0.985 <----------------the slashed remove the text
//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
[Display001]
DisplayType=DIRECTOR
ObjectType=TARGET_ENEMY
ConeSize=15
BoxSize=2 <-------------------this controls the target box size
BoxType=SQUARE
BoxColor=1.0,0.0,0.0,0.75
ConeModelName=redcone
[Display002]
DisplayType=DIRECTOR
ObjectType=TARGET_FRIENDLY
ConeSize=15
BoxSize=2
BoxType=SQUARE
BoxColor=0.0,0.0,1.0,0.75
ConeModelName=bluecone
[Display003]
DisplayType=DIRECTOR
ObjectType=NEXT_WAYPOINT
ConeSize=0
BoxSize=0 <------------------------this controls the waypoint triangle size
BoxType=TRIANGLE
BoxColor=1.0,1.0,1.0,0.75
ConeModelName=whitecone
[Display004]
DisplayType=RADAR
PosX=0.865
PosY=0.015
Width=0.0 <---------------these removes the stupid radar screen
Height=0.0 <--------------
Alpha=0.60
InitTime=2.0
[Display005]
DisplayType=DIRECTOR
ObjectType=RADAR_TARGET
ConeSize=15
BoxSize=10
BoxType=DIAMOND
BoxColor=1.0,1.0,0.0,0.75
ConeModelName=
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I think that most modern planes in SF2 wont let you lock up a friendly.
As for IFF, I use CNTRL-R as a kind of IFF, it will visually target your current radar target......so if it turns red then your good to go....if it turns blue then hold your fire.
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After you aquire radar lock on a bogie press CNTRL-R and you will acquire a visual lock on the same target.........and I dont think it matters at what range, I have never tried it at 100nm but it works at 20-50nm which is way beyond where you would normally get a visual lock so it should work at further distances.
Edit
I just went back re-read your post........and I guess you are more refering to lock on ground targets, in which case my tip wont be of any help
Oh well, it's still a good tip.
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I was thinking that this sounds like an overheating issue, especially when you say that everything runs fine for about 5 minutes and then the problems start.......I would suggest you look into some of the cooling stands available for laptops.
Have a look through some of the options on this page........and they seem pretty reasonably priced??
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One thing that I have noticed with this otherwise beautiful cockpit is that the mirrors reflection doesnt correctly track the bank angle of the plane/horizon, when you bank to the right the reflection banks slightly to the left instead of following to the right......It is visible in Kulbit's video.
EDIT
I cant beleive that I have sat on this for a year...... today I actually bring it up and Crusader posts it while I am typing.
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I have never tried this on the runway, but in SF2.NA if I wait to long on the cat my wing take's off ahead of me, starts to climb out, then banks hard over straight into the chuck.
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Something else to keep in mind is how much time you spend in afterburner, you can suck your tanks dry in real hurry if your not carefull.
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Thanks DTM.
Rom
If you have a fix then send the data.ini's to me
Well the first thing I checked was to compare the rudder section in the data.ini's between the CF-18 and the Blue Angel.........but they seem identical.
I will look further and will post if I find anything.
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I need a few volunteers to help sort skins and decals. You need to be proficient in ini work. Any takers?
Romflyer Im nt sure about the pit. You would need to ask Brain32
Thanks Dave
The question about the MFD's was just kinda curiousity.....I was more trying to point out the concern with the rudders.
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Spectacular package guys.....NICE WORK !
Love the new cockpit.............Love the new flap set-up.......Love the functioning ILS!
Looks great and feels great to fly in.
One thing I noticed was that the rudders on the CF-18 seem to be always toed inwards like they should when you apply speed brake.....the only other model I have tried so far was the Blue Angel and it didnt have this with the rudder??
I would post a picture but for whatever reason I cant figure out how, I havent posted since the last round of site upgrades and I cant find an upload tab????
Also, in the Superhornet pit you can cycle MFD screens using ripple keys but this seems to be absent in this cockpit, is this intentionally different?
Cheers
Romflyer
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SZ,
When we tried to fix the HSI wheel, we had Brain32 look at the extant .max file. It isn't the same as the one in the released F-14 (I don't know if the released pit was revised, reworked, a different copy, a tweaked copy, or what), a lot of stuff is jumbled and the hierarchy was found to be too complex to work with
Does this mean we wont be seeing a fix for the HSI?
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If you use the new exe for SFNA to run the game then you will only have stock planes available. So you will need to run the game using the exe of the version in which you have mod planes installed......you will still have access to your new Iceland terrain and planes through the other exe.
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Make sure you have the soundfiles in sounds folder ...that they are actually there or named right.
WindSoundName=USNwind
StallSoundName=USNstall
EngineSoundName=GEF1414
AfterburnerSoundName=Xle2
DamagedEngineSound=USNovsp
FlapsSoundName=USNflaps
AirbrakesSoundName=Airbrakes
GearsSound=Gear
When I said that I tried a different burner sound the idea was to confirm that I was pointing to a sound file that worked. And everything seems to be in order.......just no functioning AB sound
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Ever since the release of Brain32's awesome new superbug pit I have trying to use the F-18F, I have been struggling with the afterburner sounds........struggling isnt the right word....... there isnt any afterburner sound. I tried to redirect the sound in the data.ini to another AB sound but it didnt seem to help. Anybody have any ideas on why I am not getting a RUMBLE when I need it?
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Well, me and my iPhone will be waiting patiently for an iTunes release
But I've gotta say I am pretty disappointed to see no cockpit view......that's likely to be a deal-breaker for me....but I will it give try, assuming it gets released for iPhone.
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Well that certainly sounds like a simple solution?.....I didnt know you could span the view of the game vertically over multi monitors like you can horizontally using TH2Go or Eyefinity??.......I have never seen resolution options that would support that.
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I really like your idea.......I have D/L'd the program and am trying to figure it out, If I can get it to stop shadowing each image that it captures then it could be very helpfull tool to get gauges onto another monitor
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Title pretty much sums it up. I've edited the section:
[Display004]
DisplayType=RADAR
PosX=0.865
PosY=0.015
Width=0
Height=0
Alpha=0.60
InitTime=2.0
Yet the radar is still displayed in the upper right hand corner. I've deleted the extracted folder a few times with a new huddata.ini and still get the radar. I have Sf2/SF2W/SF2E/SF2I and the two expansion packs.
I also see that I have a flightdata folder in each sub-folder ie C:\Users\Titan\Saved Games\ThirdWire\StrikeFighters2\FlightData the hud file is also updated in there to not show the radar.
Any help is appreciated.
C:\Users\Titan\Saved Games\ThirdWire\StrikeFighters2\FlightData
Should be C:\Users\Titan\Saved Games\ThirdWire\StrikeFighters2\Flight then drop the huddata.ini into the Flight folder.
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Well like he said and the picture shows, id adds rudder pedals
Aaah.........I mis-read his caption and thought it said "no word on the G model, and the moving rudder pedals.
Anyways thanks for the update.
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Eric
Before I install this could you please let me know exactly what this update is gonna do?
Cheers
Rom
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I have a static loop I could insert into the files. I was actually working on a Hawkeye voice mod before SZ beat me to the punch (albeit with better quality).
Try a program called 'audacity' it allows you to do anything to an audio file.....including running it through filters and compressors which gives you that staticky on the air sound
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I'm not sure exactly what is in the Reloaded mod but the link that I posted will connect you the three different voice packs
1) replaces and improves all the in flight radio calls (other planes in the air)
2) replaces redcrown with hawkeye
3) replaces the approach and departure controller
You can chose to use any of them individually or all three together..... And if you aren't happy with them then you just delete the speech folder within your mod folder and you are back to the default speech.
What level of Patch...
in Thirdwire: Strike Fighters 2 Series - General Discussion
Posted
I too am holding on tight to my April patch, I think it's the best place to be right now.