
FrankD
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Everything posted by FrankD
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TW C-47A Upgraded Base Pack
FrankD replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Gran'artista -
Radar range modification
FrankD replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hello tiopilotos, Radar cross section (RCS) is a measure of how detectable an object is with a radar. A larger RCS indicates that an object is more easily detected. http://en.wikipedia....r_cross_section In reality, the RCS is very aspect dependent (the RCS would be smaller when the plane is seen head on than seen on his side) Ingame, the RCS is simplified as it's single value based on the 3D model LOD size. Now about the connection between SearchStrength on this 10m² figure is the game data is normalized so if the radar strength is at 100, it detects 10m^2 target at max range. If radar strength is less than 100, then it can only detect larger RCS than 10m^2 at max range, and if strength is higher, it can detect smaller RCS target at max range, etc. (from TK: http://bbs.thirdwire...?p=48745#p48745) Also, the strength modifies the RCS required for detection at max range, so strength 100 = 10m^2, 50 = 20m^2, 25 = 40m^2, etc... Does it answer to your question tiopilotos? PS: something important to keep in mind: "the max range range setting , say at 160 NM, (...) is the absolute max range you can detect. The radar will not detect anything at 161 NM no matter how big the target RCS is. Target with small RCS can only be detected at shorter range than max range setting." -
Mirage Factory Mirage 2000 AdA
FrankD replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Ace888, would you have found the way to lit the formation lights? i'm not sure that the node exist nor I know their coordinates but given your enlightening post.... -
Radar range modification
FrankD replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hello Profi, please check the Knowledge base, most entries are explained there. For example, things like "higher the better" for strength is a very simplistic approach. Another example would be "HasRWR=True < if True then you may avoid some missiles", which is actually not right (I could have wrote "not true" but that may have been confusing). RWR stand for "Radar Warning Receiver", it will only tell the AI, since we are in the data.ini, that they are "painted" by a radar. To make it clearer about Data.ini versus Avioncis.ini, put simply, the first is for the AI, the second if for the human player. You could have a very different radar for the player if you would want it that way. Cocas, what I said is: "Keep in mind that a setting of 100 in Strength mean that the radar will detect a 10m² RCS at its defined range (mentioned by TK himself iirc)." It's simply a standard, you can still detect smaller targets but not that far, or bigger target further away. For example, let's say that I read a source saying "The RDX radar is able to detect a target with 10m² RCS at 111Km". To be able to detect a such target at that range in game, I simply set my SearchRange at 111Km and my SearchStrength to 100. Evrything with a smaller RCS than 10m² will be detected closer than 111 Km and everything will be detected at bigger distance than 111Km. Of course an enemy ECM would degrade my own ability to detect targets at long range. Now, you have to understand that having your radar to detect a target and having that target shown on your radar display as a blip are two different things. Imagine that your are in the pampa with a buddy, that you asked him to draw on a A4 paper sheet whatever he see and the scale must be 1cm for every 100m. Now, let's say that your buddy have eagle eyes and that he see things at 4 or even 5 Km (5000m) away. He isn't able to draw, to display, them on the paper sheet since it's off the scale but he's seeing them, he have detected them anyway. Also, if you give to your buddy a giant poster sized sheet of paper, enough to draw, to display, things at 100 Km away, that won't turn in Superman able to see, to detect, things that far. That is the very same with your radar. I wish I could speak your own language to make things clearer. ;) -
High Res AAM?
FrankD replied to FrankD's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello Silverbolt, thanks for posting the links. From the Malvinas pack, I faked an AIM-9P by using the G's very neat skin. The R.550's skins is nice but 512*512 only so it become blurry at our today's resolution. The 530F that come with the TMF's wonderful 2000 is in fact an "old" skin from 2006 and is in 512*512. However, I didn't knew the third mod and it looks great so I thank you again for posting it. -
Tunes in the pit
FrankD replied to dsawan's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Seek & Destroy, Orion, Disposable Heroes - Metallica In fact, most of the Burton's era is played on when I fly, otherwise I'm tuning in an online radio ala Chronix. How long 'till we see a proper iPod docking station built in pits? -
Very frustated, I kept crashing when loading mission!
FrankD replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Great news Eagle114th! Enjoy your flight and have fun mate! -
Radar range modification
FrankD replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes Cocas, that's exactly what I mean. -
Radar range modification
FrankD replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I think that you are mixing things there tiopilotos. Display Range is exactly what its name suggest, your radar will display (show) whatever detected up to that range. If you set up your Search (or track) Strength and Search Range at, for example, respectively at 100 and 500, then you put a target 10m² RCS at 500km, you will actually detect it that far. Now if you set up you Display Range at 500 Km too, great, you'll actually see it displayed on your screen. If you haven't set it for 500 Km, you won't actually see on your radar's screen but that doesn't mean that this target ain't detected. The opposite is true too. You could have a Display Range set for 500km but a Search Range and a Search Strength set to be able to detect a 10m² RCS target at 20 Km, it won't make you able to detect this target at 500 Km. Do you understand what I mean? (English is not my mother language nor yours, that may make things difficult but this shouldn't be difficult to figure) -
Iran-Iraq Terrain
FrankD replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
WOOOOT! He made it! Great work Wrench and thank you very much for all the time you spent on it. -
Very frustated, I kept crashing when loading mission!
FrankD replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In his tutorial, Wrench forgot to mention to keep the two .bmp files, F-104G_Hangar and F-104G_Loadout, as they are not in the game by default. If, for any reason, you don't want to install NATO Fighters IV, here is a mini mod to make the F-104G flyable. It does contain the needed files by TK and Batman78's mod (pit textures, seat, screens, AB sound), so all credits go to their authors. Simply decompress the archive in a temporary folder, then cut and paste the sub folders (Objects,OriginalReadme and Sounds) in your mod folder. (File Size: 7.31 MB) http://www.mediafire.com/file/nemwjoob2mb776z/F-104G_flyable_SF2.7z -
Very frustated, I kept crashing when loading mission!
FrankD replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
If the game is still a mess after a fresh reinstall, there may something wrong left in your register. In such case, I usually uninstall the affected game with a comprehensive tool, like Revo Uninstaller (Free Version), that really uninstall things from my computer. By the way, there are flyable F-104G in NATO Fighters IV too (with the TK's cockpit), so installing it may save you from playing with the exe and give a much improved game in the whole. -
Trying to run SF2 windowed
FrankD replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hello Eagle114th, I'm only wild guessing but have you modified the right ini file? Then, try to delete the "Options.ini" in your mod folder. -
Radar range modification
FrankD replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Could you please describe how exactly you verified that the actual search range is affected by modifying the "Display range" only? I bet a beer that while you set your radar's display range at 10nm, you'll still effectively detect targets way more further. As you radar screen will be set to display things only 10nm ahead, it's on your map that they will be displayed that far, and probably that Red Crown will confirm the detection too. -
Very frustated, I kept crashing when loading mission!
FrankD replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
hello Eagle 114th, so your game is running fine unless you mod it to fly the F-104, right? In the affirmative, could you please describe what exactly you are doing to make them flyable? -
Radar range modification
FrankD replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Oh, sorry, I mixed things, "Boresight" have nothing to do with "Lock mode", Cocas is correct, it's the TrackRangeSetting -
Radar range modification
FrankD replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hello Tiopilos, be advised that, in the Avionics file, changing the RangeSetting[#]=# Cocas mentioned will only affect the radar's "Display range" (that you can change by pressing Page Up/Down by default, not its "search mode range". To affect the "'Search range", you have to modify the "SearchRange" and "SearchStrength"'s values. Keep in mind that a setting of 100 in Strength mean that the radar will detect a 10m² RCS at its defined range (mentioned by TK himself iirc). About the "lock on range" specifically, if your plane is using the Avionics70.dll, it's in the [RadarDisplaySTT] section,. In it you have to modify the "RangeSetting", for example "=1,2,3,4" to be able to Lock at the ranges defined above with the "RangeSetting[1]=x" parameter and so forth. Otherwise, if you are riding a plane that use the Avionics60.dll, it's "BoresightRangeSetting" paramater then, in the "[AvionicsData]" section. Please also note, as you may already know, that Searchrange defined in the Avionics?ini only affect the player's plane, as the AI is using parameters defined in the DATA.ini. Best regards -
Hello gentlemen, first, please accept my apologies for this intrusion in your forum. There is something I would need your knowledge to understand. It is a book from 1984, found on Armourbook, detailing the Mirage F1 and 2000, in service in the French Air Force at that time. It seems to be very detailed and I assume that it was published for the pilots whom might have face them. Specifically, I would greatly appreciate a translation of the underlined sentences in the below pictures. I think that it is related to the fuel consumption, 2.05 Kg being typical one at full afterburner, but I'm not sure to understand what are the other figures for. Best regards
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Thank you very much Gr.Viper! Amazing to see how on the spot this publication is.
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Calculating a Booster's Acceleration?
FrankD posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello simmers, knowing the thrust in lbs provided by the booster and the weight of the thing boosted, I would like to calculate the acceleration in G, aka the "BoosterAccel" parameter. Is it possible, in a simple way, for a (very much) no math guy? Thanks for your attention and your valuable input. -
here is an interesting article that I want to share with you, fellow simmers, since there are many Scooter's enthusiast around, and maybe someone that will remember. Source: http://a4skyhawk.org/2e/belgium/skyhawk-for-belgium.htm
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Mirage Factory Mirage 2000 AdA
FrankD replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Well, the TMF Mig-29's gun counter seems to work. It seems that the M2000's pit LOD is working with a tga file on which several counters are centralized (M2k_alarme.tga), rather than a tga per counter, as on the 29. As I probably did not got it right since as I understood that there were no working counter at all, could you please elaborate your statement FC? EDIT: Never mind, I eventually understood when I seen the line "GunText=125" As there are 125 rounds per gun, I thought that it was a counter :/ -
Looking for a SF2 MiG-29
FrankD replied to mosherec's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hello Mosherec, if you gonna get the TMF's Mig-29, this cockpit rework is a must have: http://combatace.com/topic/55041-cockpit-detailing-for-mf-mig-29/ -
Mirage Factory Mirage 2000 AdA
FrankD replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Thanks for sharing Ace888. -
SF2 Screenshot Thread
FrankD replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Very neat pics Garmer, especially the last one!