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Everything posted by tiopilotos
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Radio Command and Semi Auto Command Guidance...
tiopilotos posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
After experimenting with Radio Command missiles, I want to ask how this guidance method actually works in SF2. I converted the AIM-7F Sparrow from SARH to Radio Command and realized that only against ground targets can be launched (with very high success rate). However the real interesting thing is that when I converted SA-3s and SA-8s to Radio Command their effectiveness was increased significantly! Really can't understand how this thing works. Also what's the difference between RC and Semi Auto Command? Thanks -
Radio Command and Semi Auto Command Guidance...
tiopilotos replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Mehlmehl, I didn't ask how the missile guidance works in real life but how Radio Command and Semi Auto Command work in SF2. In real life aircraft radars have air to ground modes and can lock on ground targets. In SF2 ground map mode provides only the location of a target but you can't track it via radar. Locking ground targets can be done by pressing E key (red box). Radio Command and Semi Auto Command are being used mostly for air to ground missiles. I have seen that RC is used for short range AGMs like AS.30 or Kh-23 and SAC is used for anti ship missiles like AM.39 Exocet. So, my question is what's their difference? Snailman said that SAC can be fired from outside seeker range (obviously when Max. Launch Range > Seeker Range). Any other thoughts? -
Radio Command and Semi Auto Command Guidance...
tiopilotos replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I'm talking about Semi Auto Command Guidance not for Semi Active Radar Homing. SARH missiles demand a radar lock on for launching them. SACG just needs a ground target lock which can be done by pressing E button. -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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What If Screenshot Thread.......
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Hellenic Aero L-39ZA -
Sukhois
tiopilotos replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Keep up the good work guys! Any plans for Su-22M3/M4 ?- 471 replies
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- sf2 fitter
- su-17m fitter
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(and 3 more)
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Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Graphics Problem
tiopilotos replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Indeed 355.XX / 358.50 errors were fixed by enabling ForceDX9 but graphics quality was decreased. No improvement in 358.50. Same problems as 355.XX 353.62 seems the best choise so far. -
Graphics Problem
tiopilotos replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Same here. Seems that 355.XX is the cause for many graphics errors as I saw similar topics posted recently. Installed 353.62 and errors fixed. -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Replacing stock sounds
tiopilotos posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I want to replace stock sounds mostly AAA, aircraft guns and missiles. I made some changes with guns and weapons editor. Specifically I changed the stock "Gun Fire Sound Name" in guns editor with an another one with a different name. I made exactly the same thing with weapons editor for missiles. I've ended up with no sound during game for guns and missiles in which I made changes. Afterwards I realized that there are specific sound names that can be used for SF2. In soundlist.ini there is a list with these available sound names: [soundList] SoundFile001=Cannon SoundFile002=TankGun SoundFile003=Missile SoundFile004=JetEngine SoundFile005=JetBurner SoundFile006=TankEngine SoundFile007=TankTrack SoundFile008=DirtHit SoundFile009=SmallExplosion SoundFile010=ObjectHit SoundFile011=Rocket SoundFile012=IRgrowl SoundFile013=IRgrowlLock SoundFile014=Vulcan SoundFile015=50cal SoundFile016=PropLoop SoundFile017=TruckLoop SoundFile018=Napalm SoundFile019=Gear SoundFile020=Airbrakes SoundFile021=Flaps SoundFile022=WindLoop SoundFile023=Breathing SoundFile024=AAA SoundFile025=BigExplosion SoundFile026=TireTouch SoundFile027=StallSound SoundFile028=AmbientSound SoundFile029=Merlin SoundFile030=ShipEngine SoundFile031=Underway SoundFile031=NavalGun The problem is that in SF2 a specific sound can be used for many objects. For example most large diameter AAAs like Bofors, ZSU-57-2, KS-12 etc use "AAA" sound. If I rename the sound file I want to "AAA" then the new sound file can be heared in the game. The problem is that I want to use different sound files for some objects. For example I want to use "57mm" for ZSU-57-2, "20mm_AAA" for 20mm AAAs, "30mm_ammo" for 30mm aircraft guns, "ShortMissile" for short range AAMs. Is there any way to do this? Or only stock available sounds names must be used? Also after installation of some add ons, I realized that some other sound names like RWRLockSound or RWRTrackSound can be used without problems although they aren't included in soundlisti.ini. So, what is going on here? Can I replace sound files with the ones I prefer ??? -
Need help with Mirage F1CG's cockpit
tiopilotos replied to skyknight0721's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
This is what Mirage F.1CG cockpit should be. Concerning the green light which is usually turned on I haven't seen any changes when making hard maneuvers. When you reach AoA limit then a red light with the indication "LIM" in the left side should be turned on as seen in the pic below Take a look at the pic you posted and see through the mirrors... It's not F1CG skin. Looks like the Spanish AF Mirage F1... -
Need help with Mirage F1CG's cockpit
tiopilotos replied to skyknight0721's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Cockpit shown in the picture belongs to F.1CE... -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Vietnam terrain improves Red Side SAM performance?
tiopilotos posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It's a bit weird but that's what I've ended up after playing many missions in various terrains. I've made some modifications so that NVietnam can operate SA-3, SA-6, SA-8 etc. Their performance proved quite deadly! Even the older SA-2F gives a Pk of at least 0.4 - 0.5 if flying above 1500ft without use of countermeasures. In general all SAMs fired their missiles when targets came within their range and most of the times they seemed to follow the path direct to the target. In other terrains SA-2F will hit the target only when flying high and no hard manuevers. SA-3 will fire in closer ranges, SA-6 reacts very slowly and sometimes doesn't even fire! SA-8 doesn't react very fast in addition to Vietnam when fires all missiles if needed. MANPADS SA-14 and SA-18 usually don't fire to enemy aircrafts but in Vietnam don't just fire but are also quite effective when flying with no flares. I've installed the terrain files from SF2V XP V2.0 and SAM pack. I've also tested the Red Side SAM performance in a "clean" full merged SF2V install. SA-2F was as good as in the modded terrain. -
Vietnam terrain improves Red Side SAM performance?
tiopilotos replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Indeed ground objects have skills but you can't change experience level via mission editor in a given mission. You can adjust experience level only in objects that the user adds himself. If for example an enemy target area has a SAM site and some AAAs nearby you can't adjust the experience level cause these objects don't appear in mission editor. Plus if you add SAMs which need radar and launchers I doubt if ever these two will manage to link themselves. I've added many times Fangsong or Straightflush radars along with their launchers but not even a lock achieved. Maybe SAMs have a normal experience level by default in the game but why in Vietnam terrain are so effective? -
Vietnam terrain improves Red Side SAM performance?
tiopilotos replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The only enemy nation in nations.ini is NVietnam. The SAM operators training level can be adjusted? -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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What If Screenshot Thread.......
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Antonov An-12BP "Cub" - Hellenic Air Force, 1971 -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Eastern Mediterranean 1986