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Everything posted by Cliff7600
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External view (F6) off centered
Cliff7600 replied to 1977Frenchie's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
From the stock Data.ini file (I guess) [AircraftData] EmptyMass=3806.2 EmptyInertia=16762.8,5235.9,18898.6 ReferenceArea=24.15 ReferenceSpan=8.38 ReferenceChord=3.29 CGPosition=0.00,1.58,0.00 OnGroundPitchAngle=3.0 ... -
rotating on axis?
Cliff7600 replied to savagkc's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Can you please give an exemple of an aircraft that has the issue ? Because maybe other users play only the 50/40% of the planes that work ok, or maybe they fly the same planes than you without any problem. Caesar flies Tomcat ;^) Tomcats fly straight xD I recently saw mistakes in the data.ini file of Harrier GR.3 Su-27 Buccaneer F4U that may cause unwanted rolling. -
F-105B Thunderchief (Stand in)
Cliff7600 replied to dtmdragon's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I have unpacking issue with this download. I know it's not from your end, because I already had the same problem from others compressed 7z files. Just saying in case I'm not the only one. I use WinRAR (and the 7-zip box is already ticked). -
Easy Vs Normal flight models
Cliff7600 replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hard mode !!! ;^) I know all the models don't behave well in hard mode, but as soon as you got it, it's ok and much more fun. So to keep the answer within the topic, I would say fly normal mode and soon it will seems as easy as easy is... -
Changing weapons?
Cliff7600 replied to plague's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If you play a campaign, you also have to edit the data ini file of the campaign (in the campaign folder, and if it's a stock campaign you will have to have the data ini file of the campaign extracted by yourself, with the cat extractor...) to edit this : [AirUnit001] AircraftType=F-105D Squadron=7TFS ForceID=1 Nation=USAF DefaultTexture=USAFSilver1 BaseArea=Spangdahlem Airbase BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance=80 MissionChance[CAS]=25 MissionChance[sEAD]=25 MissionChance[ARMED_RECON]=25 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 UpgradeType=NEVER Supply[001].WeaponType=M117 Supply[001].Quantity=2880 Supply[002].WeaponType=Mk82 Supply[002].Quantity=1440 Supply[003].WeaponType=Mk84 Supply[003].Quantity=240 Supply[004].WeaponType=LAU-3A Supply[004].Quantity=480 Supply[005].WeaponType=AIM-9B Supply[005].Quantity=240 Supply[006].WeaponType=CBU-24B Supply[006].Quantity=480 Supply[007].WeaponType=Tank450_F105 Supply[007].Quantity=480 Supply[008].WeaponType=Tank650_F105 Supply[008].Quantity=240 adding something like Supply[009].WeaponType=GBU-12D Supply[009].Quantity=240 (actually, my exemple makes no sense, because it would add laser guided bombs to an F-105 squadron campaign, but it's just to show the way it works) -
Noob question: How do I make a certain missile appear in the Quick-combat screen?
Cliff7600 replied to MiG29Fulcrum's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It's the "TypeName" of the weapon that should appears in the loadout ini file. So change all the "R-27R" to "AA-10A" in the loadout ini file and it will be ok. Or... change the TypeName to "R-27R" in the weapon data file -
Texture question
Cliff7600 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, it would be a shame it won't be modified, as well as a castoring mesh for the front wheel and an opening canopy. Too bad ! -
Texture question
Cliff7600 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I would say it's a 3D model flaw, and there's nothing to do to fix it. It would be only by editing the 3D source file. just my opinion... -
Sinking Carrier Decks Strike Fighters 2
Cliff7600 replied to uriahms's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Just a suggestion about the Nimitz : What happens if you use : CollisionMesh=Flight_Deck from the Nimitz CVN_CARRIER.LOD I downloaded but never used yet It might be this one (SF1st gen) http://combatace.com/files/file/11760-cvn-68-nimitz/- 13 replies
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Wings over Korea all-in-one pak?
Cliff7600 replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
According to the former data.ini files, it was : CGPosition=0.00,1.10,0.00 (04/10/2010) then CGPosition=0.0,-0.40,0.00 (04/12/2011) ...no :^/ Mine is CGPosition=0.0,1.80,0.00 I know it has its influence, but it doesn't have much effect compare to the Xmac points, I think... ----------------------------------------- quote : CG Position... Just a quick clearification, there are two thing that relates to cg. CGPosition= data [AircraftData], and center of pressure Xac (aerodynamic center X-position) table under each of the wing sections. CGPosition= is not a flight model variable, only Xac table is. Center of pressure (or aerodynamic center) position is set in Xac table for each of the wing sections, and it is measured as distance forward/backward from the cg position. This value is varied based on the Mach number, so you can have it shift back when supersonic, etc. I think this is in meters off the cg position, positive forward. This distance is used to compute pitching moment due to lift. The CGPosition= data under [AircraftData] in data.ini relates the cg position relative to the pivot axis position of the 3d model, and this shouldn't directly affect the flight model. Ie, if its set at 0,-2,0, that just means the cg of the aircraft is located at 2 meters forward of zero position set in the 3d .max model. The reason why the above CGPosition doesn't affect FM is becasue all coeffecients should be calculated off the cg of the aircraft. So no matter where you move the cg to relative to the model, FM, as entered, remain unaffected. The only place CGPosition= affect flight is when determining moment due to force (say from gunfire, bomb release, etc). All forces acting on the aircraft produce moment, and since coordinates are entered in 3d model coord, changing CGPosition= changes the offset arm and the resulting moment. Shift in cg due to stores and fuel are modeled, and they are computed as offset from the neutral cg position. So if you have all your bombs hanging behind the cg, there will be small negative delta-cg; and if they're all forward of cg, delta-cg will be positive. And this is subtracted from the Xac when computing pitching moment. [...] I hope this helps... TK -------------------------- I can't tell I've understood well why the CG doesn't affect the FM, but I just place the CG where it should be on the real plane, knowing that a real CG moves depending on how the loading is done, and how the fuel has been managed. I don't really follow TK's guidance when the plane can't take off or crash for the (1)89th time. Regarding the Po-2, there's just one tank, two crew members, and it's a plane made of wood and fabric. Note : I really used the Xmac points for a personal purpose, not at all as a true conversion of the real effect on the real plane. I used it as a trick to deal with the 0,0,0 point of the model that I don't agree with. To me the 0,0,0 point of the model should be at the length of the CG and at the heigth of the engine(s). It's not the case on real aircrafts, it's just to avoid FM issues. -
Wings over Korea all-in-one pak?
Cliff7600 replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here's some new files for the Po-2 Po-2NewFiles.rar The Camo and Night Bomber textures are just edited for the wheels look ok when turning. The two cockpit textures are to make the dashboard less western'ish. If you use the ini files, backup your files first and use BOTH of them (and the new cockpit textures... lol) and use them as they are. Don't copy/paste some parts as there's some weird "linkings" between parts (ex : the propeller efficiency goes with the tail skid, and vice versa...) Be aware it is an experimental FM, as I don't like the 0,0,0 point of the model, and I wanted to keep all the Xmac points within the plane. I use some weird ways to achieve what I wanted. So it cannot be a good example for other FMs (the upper wings provide down force like a stabilisator and some induced lift, while the lower wings give all the normal lift...) At the start, give a little push (a little !) to relieve the tail. It's not a F-16, and remember it's more an experiment than anything else. But the wingman should land safely (...and maybe hit the propeller in the process, that was the main issue at the end ) Will you make a 4/5 hours mission to drop some 100 lbs bombs on a target ? -
F-35 missile bay doors and bomb bay doors
Cliff7600 replied to Derk's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
In order to re-activate a very simple side-project (putting things done by others together + tuning the FM and few things) What should be the loadout.ini file for a KLU F-35, with some 1st generation friendly ordance ? Same question for a RAF F-35B, or a FAA F-35B. The skins come from the "F-35AB international skin pack". -
Plane Veering Off Runway
Cliff7600 replied to maverickvf142's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Please, try this : [RightWingFuelCell1] SystemType=FUEL_TANK FuelTankID=7 <------------------------------------- keep 7 MaxFuelAmount=249.75 SelfHealing=FALSE FireSuppression=FALSE MinExtentPosition= 3.98,-0.69,-0.81 MaxExtentPosition= 1.32, 2.12,-0.64 [LeftWingFuelCell1] SystemType=FUEL_TANK FuelTankID=8 <------------------------------------- change for 8 MaxFuelAmount=249.75 SelfHealing=FALSE FireSuppression=FALSE MinExtentPosition=-3.98,-0.69,-0.81 MaxExtentPosition=-1.32, 2.12,-0.64 [RightWingFuelCell2] SystemType=FUEL_TANK FuelTankID=9 <------------------------------------- change for 9 MaxFuelAmount=249.50 SelfHealing=FALSE FireSuppression=FALSE MinExtentPosition= 4.52,-0.69,-0.81 MaxExtentPosition= 4.00, 2.12,-0.64 [LeftWingFuelCell2] SystemType=FUEL_TANK FuelTankID=10 <------------------------------------- change for 10 MaxFuelAmount=249.50 SelfHealing=FALSE FireSuppression=FALSE MinExtentPosition=-4.52,-0.69,-0.81 MaxExtentPosition=-4.00, 2.12,-0.64 ...hope it'll be ok :^) -
Plane Veering Off Runway
Cliff7600 replied to maverickvf142's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
"the empty inertia line" is a symetrical entry. If it's edited for one side you'll have the same modification on the other side. That could be useful, but where is it ? -
Wings over Korea all-in-one pak?
Cliff7600 replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here's the min max extent positions for the Po-2 (with a different component list) Po-2 MinMaxExtent.rar I don't think the FM can be done the right way because the 0,0,0 point of the model is too far from the center of gravity. So the Xmac point cannot be on the wings. I've tried but the horizontal stabilisators can't work the way they should. -
Wings over Korea all-in-one pak?
Cliff7600 replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The reason why I didn't took the job at the time : Easy to fix with Mue's LOD viewer, for anyone who want to experiment the highly satisfying feeling of working out an underrated model. EDIT : It was actually like that at the time : Copy/paste FM can't work without fine tuning. - - - - About the F-82, the 4 drop tanks load was only to make a record flight from Hawaii to New-York. Operational use was 2 drop tanks only. The 3D model includes the 4 tanks capacity but... (oh well... whatever ) From my data.ini file (november 25th 2011...) [LeftCentralStationFuel] SystemType=WEAPON_STATION StationID=4 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-0.53,1.48,-1.24 AttachmentAngles=0.0,0.0,0.0 LoadLimit=871.0 LengthLimit=3.61 DiamterLimit=0.71 AllowedWeaponClass= AttachmentType=USAF ModelNodeName=CenterLeftDropTankPylon PylonMass=20 PylonDragArea=0.01 FuelTankName=Tank300_F82G FuelTankNodeName=CenterLeftDropTank MinExtentPosition=-0.882,-0.96,-1.888 MaxExtentPosition=-0.173,2.964,-1.179 [RightCentralStationFuel] SystemType=WEAPON_STATION StationID=5 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 0.53,1.48,-1.24 AttachmentAngles=0.0,0.0,0.0 LoadLimit=871.0 LengthLimit=3.61 DiamterLimit=0.71 AllowedWeaponClass= AttachmentType=USAF ModelNodeName=CenterRightDropTankPylon PylonMass=20 PylonDragArea=0.01 FuelTankName=Tank300_F82G FuelTankNodeName=CenterRightDropTank MinExtentPosition=0.882,-0.96,-1.888 MaxExtentPosition=0.173,2.964,-1.179 ...and the F-82G_data.ini file provided in the SF2_KAW_F82_pak from the downloads section is correct. So no need to do anything. Just keep it as it is (or paint the Betty-Jo skin to go with the 4 tanks load) -
SF2NA & SF2V Mod Packs
Cliff7600 replied to PlumberPig's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It's not helping and I'm not using 7zip, but I have the same issue with some downloads when I try to unzip them. Same with some 7zip files send by team mate, they must be packed as rar files so I can unzip them. It's a recent issue, I didn't had such problems with 7zip files before. Maybe related to OS upgrade (???), mine is very old versus recent windows 10 (?) -
aircraft begins to lean on a side
Cliff7600 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You're welcome. In my first attempt, I checked the MinMax extent positions. It's easy with Mue's LOD viewer and you can do that for most of the models done at that time (for there wasn't LOD viewer at all, except 3D MAX itself) As the left wing box wasn't showing up, I spotted that typo : [LeftWing] ... ModelNodeName=LefttWing (This one happens all the time) But at this state, the plane was still rolling. And after a long search through all the data.ini file, I found another typo : [RightStab] ... HasAeroCoefficients=TRUE7 It was like the right stab didn't had aerodynamical parameters while the left stab was normal, and it made the plane roll. Too bad for all the people who worked on this model and all the players who downloaded it and didn't enjoyed it as much as it deserves (those who play hard mode FM) Now it can be even better, but that's another story. -
aircraft begins to lean on a side
Cliff7600 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
One should always tries his fix before Here's a better one Dave HarrierGR3_DATA.rar Use the file, don't copy/paste parts of it. If you had edited the data.ini file, edit this file as you like. I don't agree with the FM, but it's not the point here. Now it flies straight. -
aircraft begins to lean on a side
Cliff7600 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Please try this and report (because it's a blind fix, I didn't tested it) (...should have tried it before... see my second post below for something more effective) If the issue is gone, it was a minmax extent issue. (No it's worse than that) -
Cockpit.ini list of items and documentation for creating
Cliff7600 replied to denissoliveira's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It could be because the instrument list is incorrect : Instrument[001]=ClockMinute Instrument[002]=AirspeedIndicator Instrument[003]=VerticalVelocityIndicator Instrument[004]=OilPressureGauge Instrument[005]=Altimeter Instrument[006]=Tachometer Instrument[008]=gearBotao but that still would work : Instrument[001]=ClockMinute Instrument[002]=AirspeedIndicator Instrument[003]=VerticalVelocityIndicator Instrument[004]=OilPressureGauge Instrument[005]=Altimeter Instrument[006]=Tachometer Instrument[007]= Instrument[008]=gearBotao ------------------------------------------------------------- it could be because the mesh name is incorrect : [gearBotao] Type=LANDING_GEAR_INDICATOR NodeName=GearLever MovementType=ROTATION_X ItemNumber=1 Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=35 Set[02].Value=1 Check with the Mue's LOD viewer, or in the OUT file of the cockpit that "GearLever" is the correct name. ------------------------------------------------------------- It could be that the lever is actually moving but you can't see it because you chose the wrong axis and it rotates around its length axis. Try "MovementType=ROTATION_Y" and "MovementType=ROTATION_Z" ------------------------------------------------------------- (And it may have been because the position settings 1,2,3,... of the rotation are not decreasing or increasing in the same direction for all the values. Not the case here.) ------------------------------------------------------------- It could be because there's another instrument that already uses the "GearLever" mesh with the same MovementType. The same mesh could appear in several instruments but only for one and only movement type of each kind (ex : one for a rotation + one for a position, or one for a position + one for a light) If "it does not move" it's because you did something wrong. Other than that everything can move (maybe not the way you want, but it will move) -
Mirage 4000 (WIP)
Cliff7600 replied to FLOGGER23's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Early days (thread bumping) -
wingmen movement in formations
Cliff7600 replied to Sokol's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hi I give you my thoughts about the subject. To me, it's not a feature. It's the artificial intelligence of the game that's actually struggle to keep the wingmen in formation. I think it's due to an unstable flight model, that could be very accurate depending on the aircraft. If you have a steady flight, I think it's because the flight model is stable, that could be right too. I edited a flight model on my own for an aircraft and noticed that the wingmen weren't moving anymore as they were doing before I edited the FM. Only my opinion, nothing proves what I'm saying. So the answer to the question should be : editing of the flight model -> data.ini file in the aircraft folder No specific statement, you have to redo all the FM. -
Buccaneer update (MinMaxExtents)
Cliff7600 posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi At the time the Buccaneer was released, we didn't have the great Mue's LOD viewer yet. I recently had a look at the Mk50 and what I saw quite saddened me... So let's finish the job, if you wouldn't mind MinMaxExtentsUpdate.rar It should give you this : I think the same values could be applied to all S2 versions. In case you need help about that update, you can pm me. But I cannot do the update of the files myself. (There was a big F%#k*µ§ box on the left that was 30lbs for nothing ) -
Buccaneer update (MinMaxExtents)
Cliff7600 replied to Cliff7600's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes the hit boxes to define if the plane touches something or is hit by something. But, I really think that it is related to the mass fraction of each component. Xmac and Ymac are for aerodynamical values and mass isn't aerodynamical. For example I've seen some engine nacelle with correct MinMaxExtent (can touch / be touched) but with mass fraction = 0.001... Let's say some Allison T-56 A series turbines are already 880 kg / 1930 lbs and the Hamilton Standard 54H60-117 propeller is 440 kg / 970 lbs, it's 1320 kg / 2900 lbs for each nacelle, without the nacelle itself and all the fluid (oil). So it gives massfraction=0.09 for each engine of a C-130 at 34000 kg, and that would still be wrong because it's only the engine and the propeller. If there isn't the Min/MaxExtentPosition values, I guess that the mass is assigned to the xyz 000, or to the CG, and it has some influence to the behaviour of the model, as the engine is never at the 0,0,0 point. For the same reason, some jet fighter has a fake or real rear fuselage part with the engine(s), with its own MinMaxExtent values. The MiG-25 : [Fuselage] ... MinExtentPosition=-1.40,-7.54,-1.17 MaxExtentPosition= 1.40, 5.66, 1.06 ... SystemName[001]=Engine1 SystemName[002]=Engine2 SystemName[003]=FuselageFuelCell1 SystemName[004]=FuselageFuelCell2 SystemName[005]=FuselageFuelCell3 SystemName[006]=FuselageFuelCell4 SystemName[007]=CenterlineStation SystemName[008]=Airbrake SystemName[009]=LeftMainGear SystemName[010]=RightMainGear Systemname[011]=BrakingChute Systemname[012]=Airopen SystemName[013]=LeftLLight SystemName[014]=RightLLight SystemName[015]=AfterburnerNode1 SystemName[016]=AfterburnerNode2 SystemName[017]=DorsalAirbrake My version (not released) had a fake rear fuselage part : [RearFuselage] ParentComponentName=Fuselage ModelNodeName= ShowFromCockpit=FALSE DetachWhenDestroyed=FALSE DamageRating=DAMAGED MassFraction=0.337 HasAeroCoefficients=FALSE MinExtentPosition=-1.62,-7.22,-0.175 MaxExtentPosition=1.62,-0.99,1.325 SystemName[001]=Engine1 SystemName[002]=Engine2 SystemName[003]=FuselageFuelCell4 ... and all the "SystemName" entries of this added part had been deleted on the original part, the fuselage [Fuselage] ... MinExtentPosition=-1.694,-7.22,-0.47 MaxExtentPosition= 1.694, 6.194, 1.6 ... SystemName[001]=FuselageFuelCell1 SystemName[002]=FuselageFuelCell2 SystemName[003]=FuselageFuelCell3 SystemName[004]=Airbrake SystemName[005]=LeftMainGear SystemName[006]=RightMainGear SystemName[007]=Airopen SystemName[008]=CenterlineStation SystemName[009]=CenterlineStationT SystemName[010]=LLandingLight SystemName[011]=RLandingLight ... The two parts overlap each other, but they can also just touch each other depending on how you set the MinMaxExtent. -------------------------------------------------------------------------- Last word : you can use the 3D model values for the MinMax Extent, most of the time it's perfect. But sometimes you had to cut the box for it wouldn't fit the actual shape of the model, just because one mesh is very long (antenna, pointy end, ...) It's the case for the Buccaneer vertical tail. I hope it answers the question