Gunrunner
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Aircraft CTD
Gunrunner replied to Major Bloodnok's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
CTD can occur when the engine can't create a mission because the range of the available planes are too short or no valid plane/unit for a mission role required for the mission generated for the player can be found. Either it can't find a valid objective for the player flight or can't create a target/intercept flight for opposing force. With some terrain that happens more often in campaign than single mission because the engine has to respect the rules of the campaign meaning it has less options regarding which base to operate from, which target to use and so on. That is often a problem with jet planes from the 50's and early 60's as they often have particularly short legs. I usually artificially increase the range of the planes that can be concerned, an alternative is to change the available mission types to exclude those requiring other flights (player STRIKE doesn't require an enemy INTERCEPT apparently but player INTERCEPT requires an enemy STRIKE duh, player ESCORT requires an ally STRIKE, player SWEEP requires an enemy CAP (but I don't think a player CAP requires an enemy SWEEP), player CAS/ARMED RECON requires available enemy ground targets and so on...). I'm thinking of this especially because it is a test campaign with only a few units, meaning the engine has a very limited choice of enemy units to assign as target and it might not have one in range (or capable of the mission countering the one assigned to the player). -
CombatAce modders, Forgive me, it couldn't be helped.
Gunrunner replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well, let's say in my install the French Air Force had an airbase in Dhimar from 1950 to 1968, then left it to the USAF from 1968 to 1986, where they came back and use it to this day. In my Dhimar terrain nation list I'll have terrain specific nation entries for FranceDhimar5068 and FranceDhimar86xx but no reference to simply France (because the player can fly anything, anywhere provided it's the right timeframe), references to these terrain specific nations would exist in my planes, their skins, loadouts, userlists, that way I control exactly what shows up where and when, in what skin, with what loadout. I also do a lot of duplication, but to deal with weird loadouts, nation specific designations but mostly to make a distinction between player and AI planes. Player plane designations are precise, AI ones are as fuzzy as possible because I don't want the HUD to tell me this is a Spanish C.12 from 1975, I just want it to tell me it's a F-4. AI planes have a lot of entries meant for terrain-specific nations, player ones have entries only for nations I intend to fly (to the point of culling planes and entries for nations I don't intend to fly, relegating them to AI only planes). I also do a lot of weapon duplication to take advantage of SpecificStationCodes, to the point some weapons have one duplicate per plane/nation, allowing me very fine control of what shows up on what plane and when. So, whereas you have a gigantic list of planes, each with their specific name, my actual files are probably as numerous, for different reasons, but I have only a small fraction of them showing up and while I may have dozens of entries for the same thing, I'll only see one name for all. I'm not saying my way is better than yours, far from it... just that it better suits my tastes and needs... In fact I started by doing something very similar to you before the clutter, redundancies and the fact that it didn't help some other issues led me to my current madness.- 10 replies
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CombatAce modders, Forgive me, it couldn't be helped.
Gunrunner replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Weeeeellllll... I'm happy you find this to work for you... Certainly not the way I do it or would want to deal with it but hey, to each his own, my way is equally (if not even more) insane after all. Glad to see we're all a little bit insane. :-D- 10 replies
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Sharks that queue up to get hooks removed....sharks communicate..seems so
Gunrunner replied to russouk2004's topic in The Pub
Animals, even the seemingly smallest and simplest, are far more intelligent, sentient and self-aware than we give them credit for. And/or conversely, humans (at least the average ones) are far less intelligent, sentient and self-aware than we give ourselves credit for. -
pilot sitting sideways
Gunrunner replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Or create a weapon using the pilot model, that way you can attach it any way you want to a pylon on group 7, loaded forcefully through the loadout.ini. Don't forget to use a SpecificStationCode to make sure the pilot doesn't show up elsewhere. You'll lose the head animation though. -
Wait, a peace agreement between Israel and the UAE/Bahrain ? Countries that never were at war with Israel ? Didn't exist as independent nations until 1971 ? Riiiiiiight. The only novelty here is that they finally recognise the existence of Israel and initiate official diplomatic and trade. So no, not a peace agreement, but I guess you someone had to label it that so some spray-tanned buffoon can get his Nobel Peace Prize. I mean, it's great for Israel, the UAE and Bahrain, but it's really about some deranged egomaniac and selling a few more F-35, not "peace".
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Ok guys, what was your first taste of combat flight simulator, and by that I mean a game in contemporary or historical setting, with "real" planes and played from the cockpit. Mine was LucasFilm Games/Lawrence Holland's "Their Finest Hour : The Battle of Britain" (it was indeed, one of the first four games I owned, the other three being SimCity, M1 Tank Platoon and Zak McKracken), which I played, at first, in 1989 on a ridiculous 8088 with a CGA (4 colors, black, white, cyan and the dreaded magenta) display. Can't believe the time I spent playing at the time, anyway, that started a long, very long serie of simulators over the years. So, what was the first sim that got you hooked to the genre ?
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Version 1.0
239 downloads
When the Su-21S, codenamed "Flagpole" by NATO, appeared in 1978, it surprised the West which initially thought the plane to be just another failed Flagon update experiment or a testbed for systems of the recently identified Ram-L or Ram-K aircrafts. It turned out to be a long endurance PVO interceptor, possibly meant as an interim or low-cost alternative to these new designs, using a clearly Flagon inspired but brand-new airframe and, according to some intelligence, reusing existing systems to mitigate development risk. The aircraft is purported to use a single uprated R-35 derived from the one already used in PVO Floggers for propulsion, also borrowing the MiG-23P's radar, albeit with a larger antenna and more powerful emitter and using R-24 and R-60 missiles (up to 4 of each for a total of 8). It has been seen using up to 3 large drop tanks to accomplish its goal of long endurance patrol in the defence of the central and eastern regions of the USSR. Going against the trend of recent PVO-only interceptors, the Su-21 has 2 internal guns, sources suggesting these to be weirdly old-fashioned NR-30 with a hundred rounds each, as well as what seems to be decoy launchers. This surprisingly elegant design was joined in 1980 by a dual-seat version, initially thought to be a trainer, but proving to be another interceptor, the Su-21P. While the single-seater Su-21S became a not too uncommon sight on the Soviet Western frontier, the Su-21P was almost absent, being more common on the other borders, the exact operationnal reason remains unclear as these planes seem to be otherwise identical. Recent sightings suggest that the plane might not be a PVO exclusive as what are thought to be Su-21s were spotted in AV-MF colours, but not enough is known at present. NOTEWORTHY OBSERVATIONS - As it was started as an AI only asset for my own use, I kept the original F-15 cockpit. - Likewise, as an AI only asset for my own use, I haven't taken the time to produce hangar and loading pics. - I did the minimal amount of modification to the INI. - All skins can be used on both variants if you want to switch things around. - I have included AV-MF inspired skins in the Su-21P folder, for those that might be interested (waves at Stratos), they should be considered a not so hidden easter egg. - PSD templates specific to this Soviet version should be released alongside. - Read the damn READ ME for install. CREDITS Everyone at Cocas Aircraft Factory for their work on the plane, and especially Cocas for listening to my whin... errrr... suggestions and always nicely doing what I was pestering him to do (the guy is just too nice for his own good) and to Nyghtfall for giving us the templates without which I probably wouldn't have bothered to do something in a releasable form. AmokFlo for the ejection seats. The Trooper for the pilot reskin. (I believe) PauloPanz for the Dark Blue Soviet numbers decals. (I believe) Lindr2 for the R-24 and R-60. Any error or omission is just that, feel free to correct me if I forgot or misattributed anything, everything should be under the CA Fair Use umbrella unless I messed up. Have fun and good flight Gunrunner Version 1.0 - 15/05/2020 Nyghtfall : Original skins and templates, he did the hard part of the job Cocas : Dual-seat LOD Elevator modifications Specular map support Soviet variants Gunrunner : Mostly pestering poor Cocas for changes Normal/Specular/Holes maps Minor INI changes Bringing parts together Getting the credit for other people's hard work, then profit from it somehow and maybe, tomorrow, world domination ! Muwahahahahahahahahah... cough... cough... cough... -
Su-21S/P "Flagpole"
Gunrunner posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File Su-21S/P "Flagpole" When the Su-21S, codenamed "Flagpole" by NATO, appeared in 1978, it surprised the West which initially thought the plane to be just another failed Flagon update experiment or a testbed for systems of the recently identified Ram-L or Ram-K aircrafts. It turned out to be a long endurance PVO interceptor, possibly meant as an interim or low-cost alternative to these new designs, using a clearly Flagon inspired but brand-new airframe and, according to some intelligence, reusing existing systems to mitigate development risk. The aircraft is purported to use a single uprated R-35 derived from the one already used in PVO Floggers for propulsion, also borrowing the MiG-23P's radar, albeit with a larger antenna and more powerful emitter and using R-24 and R-60 missiles (up to 4 of each for a total of 8). It has been seen using up to 3 large drop tanks to accomplish its goal of long endurance patrol in the defence of the central and eastern regions of the USSR. Going against the trend of recent PVO-only interceptors, the Su-21 has 2 internal guns, sources suggesting these to be weirdly old-fashioned NR-30 with a hundred rounds each, as well as what seems to be decoy launchers. This surprisingly elegant design was joined in 1980 by a dual-seat version, initially thought to be a trainer, but proving to be another interceptor, the Su-21P. While the single-seater Su-21S became a not too uncommon sight on the Soviet Western frontier, the Su-21P was almost absent, being more common on the other borders, the exact operationnal reason remains unclear as these planes seem to be otherwise identical. Recent sightings suggest that the plane might not be a PVO exclusive as what are thought to be Su-21s were spotted in AV-MF colours, but not enough is known at present. NOTEWORTHY OBSERVATIONS - As it was started as an AI only asset for my own use, I kept the original F-15 cockpit. - Likewise, as an AI only asset for my own use, I haven't taken the time to produce hangar and loading pics. - I did the minimal amount of modification to the INI. - All skins can be used on both variants if you want to switch things around. - I have included AV-MF inspired skins in the Su-21P folder, for those that might be interested (waves at Stratos), they should be considered a not so hidden easter egg. - PSD templates specific to this Soviet version should be released alongside. - Read the damn READ ME for install. CREDITS Everyone at Cocas Aircraft Factory for their work on the plane, and especially Cocas for listening to my whin... errrr... suggestions and always nicely doing what I was pestering him to do (the guy is just too nice for his own good) and to Nyghtfall for giving us the templates without which I probably wouldn't have bothered to do something in a releasable form. AmokFlo for the ejection seats. The Trooper for the pilot reskin. (I believe) PauloPanz for the Dark Blue Soviet numbers decals. (I believe) Lindr2 for the R-24 and R-60. Any error or omission is just that, feel free to correct me if I forgot or misattributed anything, everything should be under the CA Fair Use umbrella unless I messed up. Have fun and good flight Gunrunner Version 1.0 - 15/05/2020 Nyghtfall : Original skins and templates, he did the hard part of the job Cocas : Dual-seat LOD Elevator modifications Specular map support Soviet variants Gunrunner : Mostly pestering poor Cocas for changes Normal/Specular/Holes maps Minor INI changes Bringing parts together Getting the credit for other people's hard work, then profit from it somehow and maybe, tomorrow, world domination ! Muwahahahahahahahahah... cough... cough... cough... Submitter Gunrunner Submitted 05/15/2020 Category What If Hangar -
Su-21 Flagpole Templates
Gunrunner posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File Su-21 Flagpole Templates Templates for the Sukhoi Su-21 "Flagpole" for STRIKE FIGHTERS 2 These templates are Photoshop versions derived from my own Paint.NET files, themselves based on Nyghtfall's original work. Layers starting with : NM are for generating the Normal Map SM are for generating the Specular Map DM Mask are masks for generating various camo patters for the Diffuse Map DM are for generating the Diffuse Map I hope everything is clearly labelled, I have flattened existing skins to conserve space and reduce the number of layers, but the presence of masks and the palette should help if required. CREDITS Thanks to everyone at Cocas Aircraft Factory for their work on the plane, especially Cocas for listening to my whin... errrr... suggestions and always nicely doing what I was pestering him to do (the guy is just too nice for his own good) and to Nyghtfall for giving us the original templates without which I probably wouldn't have bothered to do something in a releasable form. Any error or omission is just that, feel free to correct me if I forgot or misattributed anything, everything should be under the CA Fair Use umbrella unless I messed up. Have fun and good skinning Gunrunner Submitter Gunrunner Submitted 05/15/2020 Category Skin Templates -
Israeli Condors
Gunrunner replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Files are pending approval, I included my AV-MF inspired skins as an easter egg since you mentioned the Soviet Navy... up to you to turn them into something more than an interceptor. -
Version 1.0
27 downloads
Templates for the Sukhoi Su-21 "Flagpole" for STRIKE FIGHTERS 2 These templates are Photoshop versions derived from my own Paint.NET files, themselves based on Nyghtfall's original work. Layers starting with : NM are for generating the Normal Map SM are for generating the Specular Map DM Mask are masks for generating various camo patters for the Diffuse Map DM are for generating the Diffuse Map I hope everything is clearly labelled, I have flattened existing skins to conserve space and reduce the number of layers, but the presence of masks and the palette should help if required. CREDITS Thanks to everyone at Cocas Aircraft Factory for their work on the plane, especially Cocas for listening to my whin... errrr... suggestions and always nicely doing what I was pestering him to do (the guy is just too nice for his own good) and to Nyghtfall for giving us the original templates without which I probably wouldn't have bothered to do something in a releasable form. Any error or omission is just that, feel free to correct me if I forgot or misattributed anything, everything should be under the CA Fair Use umbrella unless I messed up. Have fun and good skinning Gunrunner -
Israeli Condors
Gunrunner replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
If you have suggestions, I'm still fixing a few things before release, so fire away, I'll include templates for that particular version (it has a bigger nose, visually, adds a few bits and bobs LOD-wise thanks to Cocas, as well as a few things skin-wise) anyway. -
What If Screenshot Thread.......
Gunrunner replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Su-21S "Flagpole-A" (foreground) and Su-21P "Flagpole-B" (background) in their original natural metal livery. The same in their mid-80's camo schemes. Su-21S in dark grey air superiority. Su-21P in air defense camo. -
Brigand FA2
Gunrunner replied to crisisloaner's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Oh dear, poor Cocas, you attracted my attention again. Any chance for : - A F-118O (late wide nose single seater) with support for specular maps. - A twin-seater F-118 variant of the above, including the wide nose (all two-seaters have the pointed nose). And maybe smoothing the geometry around the airbrake... Ok, ok, I shut up now, I have things to finish. P.S. : Wait, SpecMaps and airbrakes again... Is it turning into some fetish on my part ? -
Timeframe for action of special nations in terrains
Gunrunner replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I use things such as RN_Desert and others to control both timeframe and geographic fencing for planes. For instance in my all inclusive install that's how I make sure I don't get CF-5 showing up in Bering Strait (because BS is only open to Canada_NORAD and the CF-5 only belongs to Canada_Europe) or CF-101 showing up in Germany (because of course, Gemany only accepts Canada_Europe and the CF-101 is only used by Canada_NORAD). It also allows me to have theater specific squadrons/skins (making sure no Atlantic Fleet Tomcat squadron ends up in the Pacific and vice-versa unless it makes sense for the scenario). But yep that should never, ever be your first solution, insanity lies that way. Good thing I already was. -
Timeframe for action of special nations in terrains
Gunrunner replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
One way is to create a duplicate terrain-specific nation in the NATIONS.ini of the terrain (add a RoyalNavy_Desert or something), with an end date (AFAIR it works, but I haven't tested it lately so take this with a massive pinch of salt, if not, do it through the plane's userlist), but that means potentially a lot of editing on the weapons (as they now need to be exportable), planes (to add to the userlist) and skin fronts (as you can't use the DecalLevel 0 and 1 as intended anymore). Another way to do it is to duplicate terrains for specific timeframes with different, that takes more disk space and is not very elegant but it requires no further messing around. My way is much more invasive and requires creating a lot of nation duplicates at the global NATION.ini level (such as RoyalNavy_Corporate, RoyalNavy_DesertStorm and so on), and doing the necessary changes to all related weapons, planes, terrains to make sure the game only uses the limited sets in the appropriate timeframe. I certainly don't recommend it, it can be a great way to have control over an all inclusive install (my quest being to, at some point, be left with just one giant install only spawning relevant planes, at the relevant place and time) but it requires a stupid amount of work and breaks compatibility with the rest of the community. -
@Cocas Aircraft Factory, Request for templates
Gunrunner posted a topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Hi guys, wondering if there was any chance of getting layered templates for the Condor and Comet/GOR-339 ? I'm currently INI reworking these to turn them into masquerade evolutions of the Su-15 and Yak-28 lines respectively and, being the lazy ass that I am, wondered if you guys could, out of the goodness of your heart, save me a few dozen work hours on the skins. Of course, the end result would be published here. -
AGM-65H and wingmen?
Gunrunner replied to Rinaldi's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Actually, I was not entirely right, after extensive testing using adjusted MaxVisibleDistance for targets it seems the ATG_AGM behaviour is not always following the RocketAttackAI profile, provided the AI starts its attack far enough from the target it seems to do its own thing properly, without an explicit AI profile, only firing one missile, at long range; but if it's too close to the target (or the target has too short a MaxVisibleDistance) it seems to revert to the behaviour set by RocketAttackAI (I thought it a coincidence but altering RocketAttackAI seems to affect that close range behaviour), with all the limitations and issues discussed previously. My hypothesis is that the attack profile for AGMs is either dynamic, based on the weapon's data, or hard coded (but why TK decided to do it that way when he added entries for the newer CruiseMissile remains a mystery), but similar to how the engine determines whether to conduct a LevelBombAI or DiveBombAI bombing run, there is a distance to target element to which of two behaviours it uses. Reasons it might not always work as intended thus are not really related to AI profile but possibly problems linked to warping (and thus the AI being too close to the target), or possibly a visibility issue, the target becoming visible to the AI at too short a range for the AI not to revert to the RocketAttackAI profile. Editing the AI profile thus helps mitigate the problem but isn't properly dealing with it as it creates its own issues. My previous statements are still valid for weapons set as guided rockets such as APKWS and Vikhr which are set up as ammo for Rocket Pods (at least the ones I use). Anyway... lots of things to change to take that into account, dammit, for years I was wrong on that one. -
Changing distance when starting/warping
Gunrunner replied to bop1701's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yep, moving your square waypoint will solve that part of the problem but remember that when pressing Alt-N while you're by default teleported a bit before the square waypoint, IF the game detects you get in close proximity of an AAA/SAM protected site, or an hostile flight during travel, it only teleports you at the point of hostile encounter and lets you deal with it, refusing to teleport you again until the threat is destroyed or a safe distance away. -
Bleeding Decals
Gunrunner replied to crisisloaner's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yup, consequence of another of TK's little tricks, the pixels on the border of a decals are duplicated along the axis on the whole mesh, so you have to leave clean space around your decals. On the other hand, when doing solid stripes it allows you to have extremely compact decals, or have them adapt to the shape of your mesh if the design allows it (think of having a stripe above a tail number, you need the decal to be only as wide as the number, the stripe just needs to be at the right height and to reach the borders of the decals, once in the right position the stripe will get duplicated left and right till the end of the mesh). Weirdly enough, while it seems intentional to have coded it like this, I have no memory of stock decal exploiting that behaviour. -
Found another one!!! New Modder Promoted!!
Gunrunner replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Congrats Denis, another deserved recognition. -
AGM-65H and wingmen?
Gunrunner replied to Rinaldi's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
EOGR and EOGB, provided a correct AI attack pattern, do work fine for all AIs, in most cases. CGR is a little more random and you must ensure the AI only has one in flight at a time and that the carrier still dives toward the target until it hits, because the game seems to properly track if the AI launcher "guides" the missile. -
AGM-65H and wingmen?
Gunrunner replied to Rinaldi's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Actually to guarantee a single pass you'd also need to specify a ReleaseCount superior or equal to the max number of ordnance, and set your attack run so all ordnance has time to be released before PullOut, otherwise there will be ordnance remaining and you take the risk of the AI doing another attack run using the original RollIn parameters. -
Don't diss the beautiful, tiny-winged white elephant; the TSR.2 was a thing of beauty, the problem was more on the insane specs and expectations than the manufacturer abusing the system to get infinite money. The F-35 program, at this point, is just a gigantic scam, it's no longer about making a plane fit for a mission, it's about extracting as much wealth as possible and funnelling it toward Lockheed Martin and its backers. To think that some European countries are paying insane prices to use these things for air defence and air policing makes me sick.