zzHOOTERzz
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Freakin' SA-8's
zzHOOTERzz replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I just did a CAS mission in the 82' Lebanon War in WOI. After several attempts I loaded up my fourship of F-16's each with 2 by HARMS. I loaded up 6xMav B models. Only one wingman shot a Harm and that was because he was locked up. None of them would shotgun their missiles into the area. For this CAS mission, there were 4 SA-8's, 4 SA-9's, 2xZSU 23-4, and an SA-6. So I shot all the SA-8's, the Straight Flush and then straffed all the SA-9's. My wingman started attacking the SA-6 launchers instead of the T-72's and my Capt Element Lead got himself shot down by 23mm. Having so many SA-8's is a huge pain in the ass especially because the AI Wingman are so poor at attacking them. They aren't too bad at dodging the missiles but why wouldn't you shotgun your HARM at a known SA-8 instead of rolling in to strafe an SA-6 launcher after the radar has already been taken down. I wish I could hop from jet to jet and fly my wingmen's jets. Then we could have 8 HARMS shotgunned into the target area. That would make a difference in a CAS mission. Here's some good POOP on the SA-8. http://www.fas.org/man/dod-101/sys/missile/row/sa-8.htm Pretty much in any campaign with a radar threat, I spend all my time trying to take out SAM's on everymission. Otherwise it get's to be suicide for my wingman. I won't even take them with me on some missions. A fighter sweep right over the top of 4XSA-8's, 2XSA-6's, 2XSA-2, 8XZSU-23-4, 4XSA-9's! Wouldn't every jet be loaded up with HARMs' and shot gun the whole area? That's what I would do. SEAD? I would definately load up some HARMS and MAV's, not RockEye. So is there anyway to jump in and control AI Wingman? -
Squadron Mates not quite so worthless but "Get him off me!" WTFO
zzHOOTERzz replied to zzHOOTERzz's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yep, I've flown quite a bit with this mod just tonight. I think flights are calling out their correct number but aren't using their flight callsigns so it's pointless. If there was a way to add their flight callsigns it would be awesome. Viper 1 sam launch! OK, no worries since my flight is Gunhog. 2, Sam Launch! Great since there are 6 flights in the vicinity. Since the controlling agency can address individual flights by their callsigns and I've also heard individual flights calling for help, this may be possible. I still haven't dug into the ini. I thought I also saw that the mod was supposed to replace "radar off" with some formation options for "wingman." My dumbass wingman flies in close formation enroute to the target with me if I don't have a 4-ship. With 4 I can send them to "BOX!" and then have them loosen up to get to a decent formation. 2 spreads out also but not when there isn't a rear element. BTW, I cannot get the RWR mod to install properly in WOI. I think I'm going to drop some bones on WOE2! -
voice commands
zzHOOTERzz replied to Romflyer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I was starting to look into that myself. I used Game Commander about 5 years ago. Now they're up to version 2, maybe 3. I've heard good things about Shoot. Back in the day, Game Commander 1 was just as described above, about 85% accurate, you had to train it, and a little laggy. It was still cool. From what I've read nowadays, they are much more accurate and don't require you to train the software. Is the Shoot version 1.6.4 five years old? The webpage has a copyright date of 2002. I would imagine later software may be more effective. Does anyone know out of what's below what works best? http://www.edimensional.com/index.php?cPath=23 Voice Buddy http://www.oatsoft.org/Software/game-commander Looks like Game Commander 2 Trail Version is alive but the company otherwise may be dead http://www.say-now.com/ Say now http://www.vrcommander.com/ VR Commander $10 http://www.say2play.com/ Say2Play http://clans.gameclubcentral.com/shoot/ Shoot $FREE! -
Su-7 Bandits like a negative 2 G push over
zzHOOTERzz posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I've noticed that Arab Su-7's in WOI will nose over about -2G for an attack run or randomly when I'm trying to chase them down. I don't think they see me. I've got radar off and chase them at low six and their flight path is more or less straight except for the random 500kt 10 degree per second bunt. It's not a gun jink. It looks just like their attack run I've seen them do, strafing or shooting rockets, but they just kind of randomly bunt when flying around sometimes. Anyways, I doubt any sane pilot would do a -2G bunt for about anything. I would expect them to roll and pull for a diving attack or break into me if the see I'm about to gun 'em. I say -2G because chasing them co-speed I can't follow them without redding out. I think it's an AI glitch or they're cheating. I do have the latest patch. Anyone else see this? I don't suppose there is a quick fix to prevent them from doing more than a 0G bunt? Cheers! -
Squadron Mates not quite so worthless but "Get him off me!" WTFO
zzHOOTERzz replied to zzHOOTERzz's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Right now the F-4E Kurnas (IRL:HOG) -
Squadron Mates not quite so worthless but "Get him off me!" WTFO
zzHOOTERzz replied to zzHOOTERzz's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's what I've been doing... (I think that's target radio call?)... but the problem is they don't always call when defensive, don't ID themselves, and everyone else in a 100nm radius does the same thing. Makes their "get him off me" call pretty worthless. So I've been checking the map. I've installed the ini edit (the link posted above) but I've spent the day trying to get new tga images to load in the RWR screen so haven't paid any attention to it yet. -
Squadron Mates not quite so worthless but "Get him off me!" WTFO
zzHOOTERzz replied to zzHOOTERzz's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
http://forum.combatace.com/index.php?autoc...p;showfile=3836 I found this sound mod. I'ts an ini adjust. Is this what you were talking about? I'll give it a try and see if I can understand the changes to add some of the other items I'm looking for. -
Squadron Mates not quite so worthless but "Get him off me!" WTFO
zzHOOTERzz posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ok my wingman are much better now that I've patched the game but their com sucks. I like how I can get individual Bingo calls, or wilco calls (a reply with their flight number)when I give them an order but why can't they call "Defensive" instead of the stupid "Get him off Me!" or how about "I can't shake him". Both of these calls are made with out a flight number. BTW I get chatter from dogfights 100nm away so I have to keep checking the map to see if it's my flight under attack or not. I've seen the sound files. It looks simple enough to add the proper com. Does anyone know if there's an ini I can edit to adjust the com. Ideally I'd like to hear, "2's Defensive" Now that I recall, if I ask 2 a status check he'll let me know if he's "engaged." I'd like him to call that out, as well as the rest of the flight, without me having to check his status. Is there anyway to allow a status check of the rest of the flight? -
What's a Highspeed stall?
zzHOOTERzz replied to i fight by 1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Some aircraft needed aileron in the direction of the spin to stop a spin by use of adverse yaw from the ailerons. (P-38 as well?) The T-38 for example. Some jets you momentarliy pull aft stick in a spin as well with full opposite rudder to stop the spinning but then you release back stick pressure and neutralize rudder to recover from the stall. My 2 bits... a high speed stall as mentioned earlier, you are demanding more AOA out of the jet than it can give you, pulling to many G's, the nose stops tracking. This is bad when your nose is pointed at the ground. The only way to break any stall is to decrease your AOA, that is release back stick. You are still trying to maximize your turn so I say DO NOT chop throttles, DO jet your junk... speed brakes.... hmmmm.... I"d say if STALLED, do not use SB. In that case you are still trying to maximize available G, turn rate/radius. Go Max power.... maybe roll some flaps if the jet will allow... that can decrease your stall speed (at the cost of more drag but if you need to turn NOW... well) If doing a nose low recovery but not stalled, then DO use speed brakes to minimize your turn radius. (You are probably going to fast... Cut throttle too). I've packed it in simming in a 550kt dive.... earlier words about Mach and compressability are true, you will be unable to pull as much G. Watch what happens as you pull and slow though, your nose rate will increase at a certain point and then begin to decrease again. In the WOI Shahak above around 550 are so it's a fast brick, around 450 she's awesome with much G, down around 250 to 200... back to a slow brick but with a tight turn radius abeit a slow nose rate. (Go for a one-circle fight) STALL = exceeding critical AOA. To break a stall.... reduce AOA (reduce back stick pressure) NOTE: you can stall while pointing straight up or down by pulling to much... your nose stops tracking and your jet begins to mush towards the ground... yep you will eventually stop going up and go down (STS) all the while in a stall if you keep the stick buried in your lap. DIVE recovery = inadvertantly pointed down hill going too FAST to turn. Fan boards, chop throtts, Jet your junk Respectfully, HOOTER -
Wingman / Squadron Mates are Worthless!
zzHOOTERzz replied to zzHOOTERzz's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Found it. -
Wingman / Squadron Mates are Worthless!
zzHOOTERzz replied to zzHOOTERzz's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
WOW... I must saw this is an awesome forum. Thanks for all the input. Yep I had been using the TAB commands. But... I found out that I actually didn't have the latest patch (I'm an idiot) I patched it and 2 got a shack on "attack my target"! Before the patch, my wingmen did not have the same load out as me but I haven't double checked that they do after the patch yet. Is there a separate load-out screen for the wingmen? (I haven't seen that....) Interesting... they travel in route and when I send them to box they're only go about 500' away. But if I hit "spread out" about three times they go out to about 4k or so (my guess on the ranges) The map function is much better now. Great idea to note my ingress vice enemy airbases. I still haven't flown a fighter sweep yet but 2's shack has my hopes up. I agree that weapon envelopes are critical. I couldn't find this info in the Weapons Delivery Manual, Weapon Pack, or Manual. (BTW I just found that forcing the Weapon Pack onto WOI kills all the weaopns.) I downloaded the Weapon Editor and CAT extractor and dug out the info. I wish there was a table somewhere with all the data. For example, the Matra 530 has a seeker max range of 18km and a 60s TOF. There's data in there for boost and sustain as well and I added that up to get a Mach number but I don't know how to calculate decel from drag plus Vc has a huge effect. It was really cool to see the Shafrir-1 get way more effective with 300kts closure on a bandit. -
Wingman / Squadron Mates are Worthless!
zzHOOTERzz posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hello! I've been playing WOI just recently and I've found that every pilot in my "squadron" sux. They can't hit anything on the ground or in the air. (At least in the 6 day war) I'll launch the whole squadron for example on a fighter sweep and we outnumber the Migs greatly. They get slaughtered (on normal difficulty). Not a single kill from them and 6+ will get shot down. I searched the forum as best I could. I'll double check that I've got the latest patch. (I think I do though). I thought the Israelis were supposed to be pretty good. Would there be an ini file I could edit to make them smarter? Thanks!