zmatt
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Everything posted by zmatt
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What's a Highspeed stall?
zmatt replied to i fight by 1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If you have enough altitude you could always try cutting the power and using the air brakes. If you are lucky that may give you control back, but if you are anywhere under 20k feet I would punch out. -
Bf109 E-1 (New version without cannons with adjusted skins)
zmatt replied to Shaolin's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Ah never mind, I found it. its a .zip inside of the 109 itself. I didn't think to look there. -
Bf109 E-1 (New version without cannons with adjusted skins)
zmatt replied to Shaolin's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
The plane doesn't come with any sounds, and the engine is silent. Otherwise its a nice mod. The skins are sweet. -
Have you tried this?
zmatt replied to JRA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Is that modeled in game? I have done some very stupid manuvers just to try and over G an airframe and to make it break up with no avail. I know its a bad idea in real life and that thing is taken seriously, but I thought it would be a cool feature to at least reel in the players who always use impossible dives and pullouts to save themselves. -
Have you tried this?
zmatt replied to JRA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The cobra has never worked for me. I think its a great way to get your tail blown off. I always try to play to my advantages in the plane I'm flying. If its something with good turn performance then I always yank her over at max G and force them to disengage simply by merit of not being able to follow. if I'm in something like an F-4, I give full burner and nose down. Few things can catch a Rhino on the run. -
F-15SE Silent Eagle
zmatt replied to Commander_92's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Sorry I was referring to the real thing. I guess I got a little off topic there. As far as gameplay goes your right. It would be pretty cool to have it to fly though. -
5'9 170, I run every day. I woudln't call myself a light frame or skinny, I've got a lot of meat on me and I'm trying to make the change between bruiser and getting toned. The ladies don't care how big your muscles are, just how you look without a shirt on.
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Wingman / Squadron Mates are Worthless!
zmatt replied to zzHOOTERzz's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
agreed. I always have him go in with me just in case I miss. -
What is This?
zmatt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Looks like a Fury. -
Wingman / Squadron Mates are Worthless!
zmatt replied to zzHOOTERzz's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I am always barking orders to my flight/squadron. The wingman is always on me, and I am organizing the group as best I can. For example, if its a strike mission and you have 2 flights, then equip your second flight for SEAD. When you are a little ways out from the objective have flight 2 attack ground targets ahead of flight 1. If you start thinking more strategically then it will pay dividends in the field. -
Screenshot Thread
zmatt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Any idea when those will be released? They look pretty close to being done. -
Screenshot Thread
zmatt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yup, the same plane. I think its here at CA for download. I have several different flankers sitting in my main WoE install. -
Poland Blitzkrieg
zmatt replied to Wilches's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Awesome man! Now everyone else can fly them too. Your other 109s are great, I can't wait for this one. -
F-15SE Silent Eagle
zmatt replied to Commander_92's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I don't see how it is "just" anything. That's a lot of change and it makes it a lot more formidable. Sure it's not any faster or maneuverable, but the F-15 isn't being replaced for those reasons. It's being replaced because it lacks stealth, modern avionics and the airframes are old. The F-15SE addresses those issue pretty well. -
Weird plane glitch?
zmatt replied to i fight by 1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I've seen that before. But its more common in the WW2 install for some reason, probably because it's all gun kills. Its possible to kill the pilot without wiping out the plane. If you do that then the plane will tend to go where it was going. It's a thing call positive static stability. Where left on its own an aircraft will fall back into a straight path of flight. Some planes are designed not to have this to be more maneuverable, the F-16 comes to mind. Anyways, what this means is, if you shoot the pilot or he bails out and the plane isn't in the middle of a weird maneuver then it will probably keep going straight. That's assuming yo don't blow the plane up or shoot off control surfaces or a wing. In my WW2 install Zeros and BF-109s do it a lot. -
Screenshot Thread
zmatt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Showing off the capabilities of the HDR mod. And the Su-27 prototype in the early 1980's. -
Weird plane glitch?
zmatt replied to i fight by 1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
One I was in a MiG-21 and ran into an F-4. Somehow I survived and he exploded. Anyways both of my wings were gone, but my engine still worked and my rudder and elevators worked. I could change my climb, but if I turned I would end up in a football spin. I was able to fly in a straight line, more or less, like this for long enough to alt+n out of there. I left a really long black smoke trail as my engine was damaged. I couldn't land so I bailed out close to the AB. Does that sound anything like what you saw? -
Screenshot Thread
zmatt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I think the MiG-25 red lines at Mach 2.8, while the B-70 was meant for mach 3 all the way to Moscow and back. If it were to intercept, it would have to fly towards it and fire missiles in a head on engagement. I think they estimated given the likely early warning of their approach and the time it took to get to altitude that they would have a matter of seconds to acquire it and fire. -
I shot up an Su-9 like that once. All 4 AIM-9s and all I got was his rudder. The vertical stabilizer was still on. I finished him off with a guns kill.
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I've been messing with more and more WW2 birds lately and tonight I started flying The A6M7, I think by Wrench. I noticed that it had a missing gun though. It has x3 12.7mm cannon and 2x 20mm cannon. I don't know if that is right, but i decided to give it 4 12.7mm guns at least to make it look like they were all firing. I checked the data.ini and found this: // Internal Guns --------------------------------------------------------- [LeftGun1] SystemType=FIXED_GUN GunTypeName=20MM_TYPE99-2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-2.02,2.09,-0.36 LightPosition=-2.02,2.09,-0.36 AimAngles=0.5,0.0,0.0 MaxAmmo=125 EjectShells=TRUE EjectPosition= -2.073,0.545,-0.51 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= [LeftGun2] SystemType=FIXED_GUN GunTypeName=12.7MM_Ho103 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-2.5,1.451,-0.254 LightPosition=-2.5,1.451,-0.254 AimAngles=0.5,0.0,0.0 MaxAmmo=240 EjectShells=TRUE EjectPosition= -2.473,0.545,-0.51 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= [RightGun1] SystemType=FIXED_GUN GunTypeName=20MM_TYPE99-2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=2.02,2.09,-0.36 LightPosition=2.02,2.09,-0.36 AimAngles=-0.5,0.0,0.0 MaxAmmo=125 EjectShells=FALSE EjectPosition= 2.073,0.545,-0.51 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= [RightGun2] SystemType=FIXED_GUN GunTypeName=12.7MM_Ho103 InputName=FIRE_PRIMARY_GUN MuzzlePosition=2.5,1.451,-0.254 LightPosition=2.5,1.451,-0.254 AimAngles=-0.5,0.0,0.0 MaxAmmo=240 EjectShells=FALSE EjectPosition= 2.473,0.545,-0.51 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= [RightGun3] SystemType=FIXED_GUN GunTypeName=12.7MM_Ho103 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.199,1.765,0.453 LightPosition=-0.199,1.765,0.453 MaxAmmo=230 EjectShells=TRUE EjectPosition= 0.0,0.91,-0.71 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= Only 2 left guns, and 3 right guns. I checked the positions of the guns and realised that only the first number in the position coordinates was different between two opposite guns. So I copied the RightGun3 data, renamed it to LeftGun3 and changed the first position value from -.199 to .199. My Data.ini now looked like that: // Internal Guns --------------------------------------------------------- [LeftGun1] SystemType=FIXED_GUN GunTypeName=20MM_TYPE99-2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-2.02,2.09,-0.36 LightPosition=-2.02,2.09,-0.36 AimAngles=0.5,0.0,0.0 MaxAmmo=125 EjectShells=TRUE EjectPosition= -2.073,0.545,-0.51 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= [LeftGun2] SystemType=FIXED_GUN GunTypeName=12.7MM_Ho103 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-2.5,1.451,-0.254 LightPosition=-2.5,1.451,-0.254 AimAngles=0.5,0.0,0.0 MaxAmmo=240 EjectShells=TRUE EjectPosition= -2.473,0.545,-0.51 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= [LeftGun3] SystemType=FIXED_GUN GunTypeName=12.7MM_Ho103 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.199,1.765,0.453 LightPosition=0.199,1.765,0.453 MaxAmmo=230 EjectShells=TRUE EjectPosition= 0.0,0.91,-0.71 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= [RightGun1] SystemType=FIXED_GUN GunTypeName=20MM_TYPE99-2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=2.02,2.09,-0.36 LightPosition=2.02,2.09,-0.36 AimAngles=-0.5,0.0,0.0 MaxAmmo=125 EjectShells=FALSE EjectPosition= 2.073,0.545,-0.51 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= [RightGun2] SystemType=FIXED_GUN GunTypeName=12.7MM_Ho103 InputName=FIRE_PRIMARY_GUN MuzzlePosition=2.5,1.451,-0.254 LightPosition=2.5,1.451,-0.254 AimAngles=-0.5,0.0,0.0 MaxAmmo=240 EjectShells=FALSE EjectPosition= 2.473,0.545,-0.51 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= [RightGun3] SystemType=FIXED_GUN GunTypeName=12.7MM_Ho103 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.199,1.765,0.453 LightPosition=-0.199,1.765,0.453 MaxAmmo=230 EjectShells=TRUE EjectPosition= 0.0,0.91,-0.71 EjectVelocity= 0.0,0.0,-2.0 MinExtentPosition= MaxExtentPosition= I hit save and started a mission with the A6M7, and what do you know, with my luck it didn't work. I'm sure there is another part of the Data.ini that must be changed to allow another gun, I just don't know what it is.
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Missing guns
zmatt replied to zmatt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I believe you. I thought it was weird that it had an asymmetrical gun layout and my first reaction was that it was purposely made that way, but I wanted to be sure. As for them being the wrong guns, I didn't even notice that. Do you know why they did that? Wiki says the M7 was a special built kamikaze variant, did they omit it for extra room for explosives or something? Or was it just cost cutting? -
Question about F-4 loadouts
zmatt replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
As for the sidewinders I'm not sure. -
I just started noticing this now that I play my WW2 install more often. All of my Pilots are the stock TW pilots. That's fine and all except for the odd anachronism of a Vietnam era pilot flying a 1940's fighter. I just checked the download section and I didn't see any WW2 pilots. Can anyone point me to a place that has some?
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WW2 Pilot models
zmatt replied to zmatt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks guys! Wrench, those are some nice pilot models. -
When i use rudders in maneuvers ?
zmatt replied to Mohamed's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I use the rudder to improve the turn radius. If you angle the plane correctly you can turn faster with the rudder added. It won't make the F-4 into a great dog fighter, but it helps.