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Everything posted by Cliff7600
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SF2 Atlas Impala Mk.II by Marcfighters V2
Cliff7600 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
[File deleted (updated further below)] I fully agree with the next post -
SF2 Atlas Impala Mk.II by Marcfighters V2
Cliff7600 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I have a quick temporary fix : ---------------------------------------------------------- 1) The rudder is too strong [Rudder] ... MaxDeflection=12.5 MinDeflection=-12.5 and maybe "ControlRate=1.0" ---------------------------------------------------------- 2) The wing tip tanks capacity is 316 liters, so more or less 246 kg [LeftWingFuelCell] ... FuelTankID=2 MaxFuelAmount=246 [RightWingFuelCell] ... FuelTankID=3 MaxFuelAmount=246 -
WOE Mirage 4000 prototype (What-If)
Cliff7600 posted a file in Fictional Aircraft, Experimental and UAV's
Version 1.0.4
215 downloads
This aircraft mod represents the probable workout of Dassault's Mirage 4000 and also the first member of an aircraft family as the company always created several variants of each type based on costumer requirement and evolution of technology. Other types and variants will be uploaded as separate packages. This package comes with 2 skin sets, the white prototype available for 4 AC, and a test squadron skin for 26 planes. This model is the SF1 version, tested in WOE. Using it in SFP1, WOV or WOI may reveal some hidden flaws. The FlightEngine.ini file provided comes from WOE. Read the "Readme" file for info. Install is the regular dropping the contents in their respective places. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french weapons, either as part of weapon packs or the Mirage 2000 family. Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, Logan4 Skin files and decals: Flogger23, Cliff7600, Logan4, Loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. -
WOE Mirage 4000 prototype (What-If)
Cliff7600 posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
View File WOE Mirage 4000 prototype (What-If) This aircraft mod represents the probable workout of Dassault's Mirage 4000 and also the first member of an aircraft family as the company always created several variants of each type based on costumer requirement and evolution of technology. Other types and variants will be uploaded as separate packages. This package comes with 2 skin sets, the white prototype available for 4 AC, and a test squadron skin for 26 planes. This model is the SF1 version, tested in WOE. Using it in SFP1, WOV or WOI may reveal some hidden flaws. The FlightEngine.ini file provided comes from WOE. Read the "Readme" file for info. Install is the regular dropping the contents in their respective places. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french weapons, either as part of weapon packs or the Mirage 2000 family. Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, Logan4 Skin files and decals: Flogger23, Cliff7600, Logan4, Loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. Submitter Cliff7600 Submitted 03/18/2019 Category Fictional Aircraft, Experimental and UAV's -
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Used FM units of measure ?
Cliff7600 replied to Coupi's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hey, we didn't talk about "massfraction" ! As it is a fraction, there's no unit of measure. It uses the EmptyMass= entry in kilogram. I noticed that the TW model data.ini don't have massfraction value for ONE component, the fuselage. So I guess that each component has its massfraction value and what's left goes to the fuselage. Then, there could be 2 issues : - The total of all massfraction values is not equal to 1 The aircraft will weight more (or less) than the given EmptyMass value. And that's why only ONE component shouldn't have massfraction value, the fuselage. But, the fuselage should also have the right weight, so you have to do the maths and check ALL component weight values (EmptyMass * massfraction = weight in KG). It's easy to find the weight of a J79 jet engine, it's more difficult to guess some other parts (propellers, horizontal stabs...) - There's more than one component that didn't have a massfraction value Then, the fuselage will share its weight with the pitot tube or the pylons deleted from the 3D model... and it will affect the flight model. exemple : Component[010]=RefuelProbe [RefuelProbe] ParentComponentName=Nose ModelNodeName=Refuel_Probe ShowFromCockpit=TRUE MassFraction=0.0 I want to see the refuel probe from the cockpit view, but I don't want the refuel probe to weight 1700 lbs ! or Component[010]=Remove [Remove] ParentComponentName=Fuselage ModelNodeName=boîte01 DestroyedNodeName=Boîte01 HasAeroCoefficients=FALSE I wanted to have the antenna deleted from the 3D model, but the game will give the mesh "boîte01" the weight of +6000 lbs luckily, the mesh is on the fuselage, and not at the end of the nose, or worse at a wingtip... My thoughts : Each component must have a mass fraction value, unless there's only ONE left that will take the all the rest of the weight, the fuselage. If you do some editing to make meshes shown or not, be sure the massfraction value is realistic. --------------------------------------- If you change the EmptyMass value, because the C version is heavier than the A, then all massfraction values must be checked. Maybe the stronger airframe will weight more, but if the vertical tail is the same its massfraction value must be adapted. exemple : F-101A EmptyMass=11420.00 [VertTail] ... MassFraction=0.0365 -> 416.83 kg F-101C EmptyMass=11920.00 (+500 kg) [VertTail] ... MassFraction=0.035 -> 417.2 kg If the F-101A and F-101C share the exact same vertical tail, it's Ok (370 grams error) If the F-101C vertical tail is heavier than the F-101A one, then it's wrong. Thanks for reading ! -
Used FM units of measure ?
Cliff7600 replied to Coupi's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
As Wrench said, speed are in meters per second (Km/h divided by 3,6 = m/s) Not only in the flightdata, but also in deploy and retract values (flaps, landing gear, airbrakes) unless it's Mach values (variable geometry wings, and other stuff) Ceiling is in meters, and range in kilometers (I think...) Fuel in kilograms 1 kg -> 2,2 lbs 1 liter of fuel -> 0.78 kg ("Thirdwire game fuel" density) 1 US gal -> 3.78541 L 1 Imp gal -> 4.546 L and what I like the most is to calculate the hitbox of the fuel tank to keep it within the 3D model while having the right amount of fuel ^^ (MinMaxExtent in meters -> Liters) In fact, metric units all the way in the data.ini files. In the cockpit.ini file it's different, there's both (feet, lbs, knots, nautical miles / meters, kilo, liters, kmph...) and it needs to be specified. -
Mirage 2000C_SFP1_FRANCE
Cliff7600 replied to Kaiser1's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I think that slats are slats... C or C1 and I'm pretty sure the slats deploy and retract values came from another plane. As long as it works ^^ -
A-4 LABScounter Mod
Cliff7600 replied to Crusader's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Yes, 1 / the most efficient way to deal with the issue is to rename 2 meshes in the cockpit 3D model. You can do that using an Hex editor tool, but if you mess things up it won't work anyway... "labs_dig3" must become "labs_dig1" "labs_dig1" must become "labs_dig3" 2 / Maybe somebody had already uploaded fixed 3D model in the download section (? ) but I'm not sure as it's TW stock material. 3 / Other way is to use each labs_dig(X) mesh for a distance, using value=0.1 and value=0.01 in the cockpit.ini file So it means 3 instruments instead of only one, but it's basic ini editing. 4 / PM me lol -
Sukhois
Cliff7600 replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Testing the last update... 20 ft AGL, an F-4 chasing in the background Met an SMB2 as well Finally back at home base Wingman shot down by the F-4s, but update checked ^^- 471 replies
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- sf2 fitter
- su-17m fitter
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Sukhois
Cliff7600 replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Does somebody know the serial numbers of the iraqi Su-20 / Su-22 ?- 471 replies
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- sf2 fitter
- su-17m fitter
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Screenshot Thread
Cliff7600 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hiding -
Adding a "VOR" to the Twin Otter cockpit
Cliff7600 posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok, this should be in the SF2 section I guess, but the 3D model works in 1st generation. So you could convert it back to the old Strike Fighter or Wings Over xxx games, that's why I write this here. I enjoyed the aircraft, but the damn cokpit was too tempting to me for not trying some editing. I tried to fake a VHF Omnidirectional Range (VOR) navigation instrument in the Twin Otter cockpit. -------------------------------------------- First : There's a compass that are designed to show you the way. So bring it back to its first function, showing you the course. (As I don't remember which one it was, here's the 4 instruments it should be good) [Brujula_01] Type=MAGNETIC_COMPASS NodeName=Aguja_Brujula_01 MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 [Brujula_02] Type=MAGNETIC_COMPASS NodeName=Aguja_Brujula_02 MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 [Rumbo_01] Type=MAGNETIC_COMPASS NodeName=Disco_Grande_Brujula_01 MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 [Rumbo_02] Type=MAGNETIC_COMPASS NodeName=Disco_Grande_Brujula_02 MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 -------------------------------------------- Then, that's where the messing starts : Add this to the instruments list, at the begining of the cockpit file (Twin_Otter_Cabina.ini) Instrument[xxx]=VORdev Instrument[xxx]=VORwheel Instrument[xxx]=VORto Instrument[xxx]=VORfrom xxx is the next number in sequence. For me it's 046, 047, etc... because I made other editing things. and add the instruments at the end of the same file : [VORdev] Type=COURSE_DEVIATION NodeName=KI206.locn MovementType=POSITION_X ValueUnit=DEG Set[01].Position=-0.017 Set[01].Value=-4.5 Set[02].Position=-0.011 Set[02].Value=-3.0 Set[03].Position=-0.005 Set[03].Value=-1.5 Set[04].Position=0.0 Set[04].Value=0.0 Set[05].Position=0.005 Set[05].Value=1.5 Set[06].Position=0.011 Set[06].Value=3.0 Set[07].Position=0.017 Set[07].Value=4.5 [VORwheel] Type=BEARING_MARKER NodeName=KI206card MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 [VORto] Type=COURSE_DEVIATION NodeName=KI206.tofl MovementType=LIGHT ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=-90.0 Set[02].Position=1.0 Set[02].Value=-89.0 Set[03].Position=1.0 Set[03].Value=89.0 Set[04].Position=0.0 Set[04].Value=90.0 [VORfrom] Type=COURSE_DEVIATION NodeName=KI206.from MovementType=LIGHT ValueUnit=DEG Set[01].Position=1.0 Set[01].Value=-91.0 Set[02].Position=0.0 Set[02].Value=-90.0 Set[03].Position=0.0 Set[03].Value=90.0 Set[04].Position=1.0 Set[04].Value=91.0 Don't forget to check how a VOR works, knowing that you CANNOT select yourself the VOR beacon you want (it's the next way point, or more precisely "the right way to the way point", and you have to intercept it lol) If somebody should provide a link in english it would be cool (as I only found some stuff in french...) ---------------------------------------------------------- and ... ----------------------------------------------------------- Maybe you want to be able to turn off the damn landing light ? lol In the data.ini : [Proa] ... SystemName[004]=Faro_Aterrizaje SystemName[005]=FakeLG // Tren de Aterrizaje ----------------------------------- [FakeLG] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=0.1 DragArea=0.0 ModelNodeName=Amortigador_01 MaxDeploySpeed=1000.0 NoContactOnGround=TRUE // Luces ------------------------------------------------------------------------------------------------------------------------------------ [Faro_Aterrizaje] SystemType=LIGHT Position=-0.167,4.19,-0.857 LightSrcOffset=2.6046,49.0560,3.50 Color=0.66,0.66,0.6 Brightness=0.15 LightSrcRange=150 LightRange=45.0 CanFlash=FALSE IsLandingLight=TRUE MovingLight=TRUE AttachedNodeName=Faro_Aterrizaje - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - In the cabina.ini instruments list : Instrument[xxx]=LLswitch1 Instrument[xxx]=LLswitch2 and at the end of the file : [LLswitch1] Type=LANDING_GEAR_INDICATOR NodeName=Lnd.toggle MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-40.0 Set[02].Value=1.0 [LLswitch2] Type=LANDING_GEAR_INDICATOR NodeName=Lnd.toggle MovementType=POSITION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-0.005 Set[02].Value=1.0 Hope you like it : ) Have some looooooooong flights with the Twin Otter ; ) --------------------------------------------- And with some added pain you should be able to have an inside view like that : -
Mirage 4000
Cliff7600 replied to Cliff7600's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Can't believe it took so long. Can't believe how great it slowly becomes... -
Mirage 4000
Cliff7600 posted a topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Ain't she beautiful... -
Mirage 4000 (WIP)
Cliff7600 replied to FLOGGER23's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Coupi, if I wanted to be funny, I would say that we're pushing the modelling of this aircraft to the highest level of fidelity : almost done but only for display flights... As it's not funny at all, let's say that the status is "on hold" for now. Thanks for asking ! On va dire qu'il hiberne (hibernating) ; ) -
"soar" over the cockpit
Cliff7600 replied to Tommy2Fast's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well... IIRC, in the FLIGHTENGINE.ini : [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=80000.0 MinHeight=0.5 <----------------- change this line (stock value is "MinHeight=2.0" ) MaxHeight=35000.0 I might be wrong, it's been a while since I've done that (and still 1st gen too) -
WOV Hangar and Loading Screens Part 1
Cliff7600 reviewed flightsimtest's file in SF/WO* Hanger/Menu/Loadout
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WOV Hangar and Loading Screens Part 2
Cliff7600 reviewed flightsimtest's file in SF/WO* Hanger/Menu/Loadout
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WOV Hangar and Loading Screens Part 3
Cliff7600 reviewed flightsimtest's file in SF/WO* Hanger/Menu/Loadout
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