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Everything posted by KJakker
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How to remove radar in the top-right corner
KJakker replied to Peeppu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Extract the HUDDATA.ini file from the FlightData.cat. Place it in your Flight folder, and then edit out Display004 which is the radar. Or just drop the attachment into your Flight folder. HUDDATA.7z -
.50 Cal Replacement sound?
KJakker replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I compiled just about every sound that I had into one Sound folder and one Soundlist.INI file some time back. Attached is my present sound folder and Soundlist.ini file, you might find some stuff you like in it. I think it is only missing some sounds from my WWII install but I have this in my SF2:NA install which is the one I use for most of my testing. Sound Files.7z -
Screenshots Not Saving?
KJakker posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Does anyone know what would be causing screenshots not to save properly? This started happening to me recently and it is interfering in gathering testing data on some projects I am working on.- 5 replies
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Screenshots Not Saving?
KJakker replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
WBS, the screenshots are saving to the correct place on the hard-drive, just not saving any data. As for the drive it is the newest drive on my computer and has more than 450 Gigs of free space free. I might try scandisk if nothing else works. Bruce, did it start up within the last couple of months?- 5 replies
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Extending the drawing distance for fading objects
KJakker replied to mue's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
streakeagle, do you have the replacment pit that fixes the shadow issue? If not try dropping everything in the attachment into your SEA terrain folder. PIT1.7z -
Chinese territorial claims
KJakker replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Good job! Do I spy an Elco PT boat these pictures? -
SF2 Weapons Editing - Quick Reference Guide
KJakker replied to ianh755's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
I thought this info would fit with this thread. Below is a list of each individual capability flag. You can get any capability flag available by adding capability flags together with the Windows calculator in programmer mode with Hex selected. Now there are two group of number to be added. The first is the third digit to the right of the "0x" which I have highlighted in red, "CapabilityFlags=0x10000000". This digit relates to the Sea-skimming, Terminal Pop-up, and Lofted flags. The second group is composed of the three digits that are farthest to the right as you see here highlighted in blue, "CapabilityFlags=0x10000000", these are for all other capability flags. For example if you want to add the IFF Interrogator, Seeker Slave, and All Aspect flags to a missile you would add 020+180+400=5A0 that means "CapabilityFlags=0x100005A0". Another example is this flag "CapabilityFlags=0x107006FF" which is all capability flags checked on and "All Aspect" selected. Also below the Capability Flags section I have included a list of all EO Display Flags for both bombs and missiles. //--------------------(Capability Flags)--------------------\\ None CapabilityFlags=0x10000000 Terminal Guidance CapabilityFlags=0x10000001 Target Memory CapabilityFlags=0x10000004 Mid-course Correction CapabilityFlags=0x10000002 Home on Jam CapabilityFlags=0x10000008 Optical Backup CapabilityFlags=0x10000010 IFF Inerrogator CapabilityFlags=0x10000020 Seeker Uncage CapabilityFlags=0x10000140 Seeker Slave CapabilityFlags=0x10000180 Sea-skimming CapabilityFlags=0x10100000 Terminal Pop-up CapabilityFlags=0x10200000 Lofted CapabilityFlags=0x10400000 Rear 60 Aspect CapabilityFlags=0x10000100 Rear 180 Aspect CapabilityFlags=0x10000200 All Aspect CapabilityFlags=0x10000400 >--------------------(Bomb EO Display Flags)--------------------< None + None EODisplayFlags=0 Crosshair + None EODisplayFlags=1 Four Corners + None EODisplayFlags=2 Double Lines + None EODisplayFlags=4 /-----/ None + Ponting Cross EODisplayFlags=256 Crosshair + Ponting Cross EODisplayFlags=257 Four Corners + Ponting Cross EODisplayFlags=258 Double Lines + Ponting Cross EODisplayFlags=260 /-----/ None + Nose Index Marker EODisplayFlags=512 Crosshair + Nose Index Marker EODisplayFlags=513 Four Corners + Nose Index Marker EODisplayFlags=514 Double Lines + Nose Index Marker EODisplayFlags=516 <-----(Bomb EO Display Flags with Bypass TV Filter on)-----< None + None + Bypass TV Filter EODisplayFlags=131072 Crosshair + None + Bypass TV Filter EODisplayFlags=131073 Four Corners + None + Bypass TV Filter EODisplayFlags=131074 Double Lines + None + Bypass TV Filter EODisplayFlags=131076 /-----/ None + Ponting Cross + Bypass TV Filter EODisplayFlags=131328 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=131329 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=131330 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=131332 /-----/ None + Nose Index Marker + Bypass TV Filter EODisplayFlags=131584 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=131585 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=131586 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=131588 >--------------------(Missile EO Display Flags)--------------------> None + None EODisplayFlags=65536 None + Ponting Cross EODisplayFlags=65792 None + Nose Index Marker EODisplayFlags=66048 /-----/ Crosshair + None EODisplayFlags=65537 Crosshair + Ponting Cross EODisplayFlags=65793 Crosshair + Nose Index Marker EODisplayFlags=66049 /-----/ Four Corners + None EODisplayFlags=65538 Four Corners + Ponting Cross EODisplayFlags=65794 Four Corners + Nose Index Marker EODisplayFlags=66050 /-----/ Double Lines + None EODisplayFlags=65540 Double Lines + Ponting Cross EODisplayFlags=65796 Double Lines + Nose Index Marker EODisplayFlags=66052 >-----(Missile EO Display Flags with Bypass TV Filter on)-----< None + None + Bypass TV Filter EODisplayFlags=196608 None + Ponting Cross + Bypass TV Filter EODisplayFlags=196864 None + Nose Index Marker + Bypass TV Filter EODisplayFlags=197120 /-----/ Crosshair + None + Bypass TV Filter EODisplayFlags=196609 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=196865 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=197121 /-----/ Four Corners + None + Bypass TV Filter EODisplayFlags=196610 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=196866 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=197122 /-----/ Double Lines + None + Bypass TV Filter EODisplayFlags=196612 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=196868 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=197124- 1 reply
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Fuel tankage question...
KJakker replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I was playing around with the B-52's fuel capacity and found this data for fuel weight. I don't know how accurate it is so you might want to cross check it. Jet A is the same as JP-8 and weights 6.76 LBS/gallon Jet B is the same as JP-4 6.36 LBS/gallon JP-5 was for carrier based jet fuels (low flash for safety) and is 6.8 LBS/gallon. Using the pounds per gallon of JP-4 listed above I get the weight below. If you need avgas for WWII prop planes that is a different LBS/gallon ratio than any jet fuel. 464 x 6.36 = 2951.04 lbs The number of pounds above converted to kilograms gives me this. 1338.5692275648 kg If the numbers you entered for each fuel tank are gallons then converted to Pound and Kilograms I get the numbers below. Total Fuel Amount in Pounds = 7644.3384 Total Fuel Amount in Kilograms = 3467.413572 -
EODisplayFlags - List available?
KJakker replied to Nyghtfall's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Lucky for you I just compiled one. >--------------------(Bomb EO Display Flags)--------------------< None + None EODisplayFlags=0 Crosshair + None EODisplayFlags=1 Four Corners + None EODisplayFlags=2 Double Lines + None EODisplayFlags=4 /-----/ None + Ponting Cross EODisplayFlags=256 Crosshair + Ponting Cross EODisplayFlags=257 Four Corners + Ponting Cross EODisplayFlags=258 Double Lines + Ponting Cross EODisplayFlags=260 /-----/ None + Nose Index Marker EODisplayFlags=512 Crosshair + Nose Index Marker EODisplayFlags=513 Four Corners + Nose Index Marker EODisplayFlags=514 Double Lines + Nose Index Marker EODisplayFlags=516 <-----(Bomb EO Display Flags + Bypass TV Filter)-----< None + None + Bypass TV Filter EODisplayFlags=131072 Crosshair + None + Bypass TV Filter EODisplayFlags=131073 Four Corners + None + Bypass TV Filter EODisplayFlags=131074 Double Lines + None + Bypass TV Filter EODisplayFlags=131076 /-----/ None + Ponting Cross + Bypass TV Filter EODisplayFlags=131328 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=131329 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=131330 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=131332 /-----/ None + Nose Index Marker + Bypass TV Filter EODisplayFlags=131584 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=131585 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=131586 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=131588 >--------------------(Missile EO Display Flags)--------------------> None + None EODisplayFlags=65536 None + Ponting Cross EODisplayFlags=65792 None + Nose Index Marker EODisplayFlags=66048 /-----/ Crosshair + None EODisplayFlags=65537 Crosshair + Ponting Cross EODisplayFlags=65793 Crosshair + Nose Index Marker EODisplayFlags=66049 /-----/ Four Corners + None EODisplayFlags=65538 Four Corners + Ponting Cross EODisplayFlags=65794 Four Corners + Nose Index Marker EODisplayFlags=66050 /-----/ Double Lines + None EODisplayFlags=65540 Double Lines + Ponting Cross EODisplayFlags=65796 Double Lines + Nose Index Marker EODisplayFlags=66052 >-----(Missile EO Display Flags + Bypass TV Filter)-----< None + None + Bypass TV Filter EODisplayFlags=196608 None + Ponting Cross + Bypass TV Filter EODisplayFlags=196864 None + Nose Index Marker + Bypass TV Filter EODisplayFlags=197120 /-----/ Crosshair + None + Bypass TV Filter EODisplayFlags=196609 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=196865 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=197121 /-----/ Four Corners + None + Bypass TV Filter EODisplayFlags=196610 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=196866 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=197122 /-----/ Double Lines + None + Bypass TV Filter EODisplayFlags=196612 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=196868 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=197124 -
Came across this article. Given the concerns over Windows 10 in the flight sim community I thought people would be interested. Source link: http://www.computerworld.com/article/3046032/windows-pcs/microsoft-backtracks-on-windows-7-support-deadline.html
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Boeing and Saab Test Ground Launched Small Diameter Bomb
KJakker posted a topic in Military and General Aviation
Has anyone else seen this? -
I would like to ask some people to please check my math for me with regard to SF2 missile acceleration. First, I recommend opening the links below as tabs in a separate browser window, plus your Windows calculator in scientific mode with the unit conversion panel open. Calculating rocket acceleration<-----Formula Source. Convert Meters Per Second Squared to Standard Gravity Convert Standard Gravity to Meters Per Second Squared Convert Pounds-force to Newtons Velocity, Acceleration and Time Calculator Uniform motion (travel distance) Calculator WesternElectricNikeHerculesBrown.pdf<-----The bulk of the missile data was drawn from this document. Missile Data <-----This was used to fill in some blanks. Now, here is the issue. I am calculating the booster and sustainer acceleration g-force for two missiles. ||-----Formulas-----|| Weight (in kg) = Mass (in kg) x 9.81 Resultant Force (newtons, N) = Thrust (in N) – Weight (in kg) Acceleration (m/s2) = Resultant Force (newtons, N) ÷ Mass (kilograms, kg) //-----MIM-3 Data-----\\ The MIM-3 missile has a combined missile-booster weight of 2499.3 lbs (1133.663410341 kg). The missile’s weight is 1193.3 lbs (541.271775121 kg). The booster’s weight is 1306 lbs (592.39163522 kg). The booster produces 59,000 lbs of thrust (262445.0753 N) for 3.5 seconds. The sustainer produces 2600 lbs of thrust (11565.3762 N) for 20.8 seconds. //-----MIM-3 Calculations-----\\ Missile With Booster 11121.23805544521 kg = 1133.663410341 kg x 9.81 251323.83724455479 N = 262445.0753 N– 11121.23805544521 kg 221.69176049261208816117588018214 m/s2 = 251323.83724455479 N ÷ 1133.663410341 kg 22.606268 g = 221.69176049261208816117588018214 m/s2 Missile With Sustainer 5309.87611393701 kg = 541.271775121 kg x 9.81 6255.50008606299 N = 11565.3762 N – 5309.87611393701 kg 11.557040979394478940811698611408 m/s2 = 6255.50008606299 N ÷ 541.271775121 kg 1.178490g = 11.557040979394478940811698611408 m/s2 For Data File... BoosterDuration=3.500000 BoosterAccel=22.606268 SustainerDuration=20.800000 SustainerAccel=1.178490 \\-----MIM-14 Data-----// The second missile has a combined missile-booster weight of 10,550 lbs (4785.3995035 kg). The missile’s weight is 5,250 lbs (2381.3599425 kg). The booster’s weight is 5,300 lbs (2404.039561 kg). The booster produces 173,600 lbs of thrust (772211.272409 N) for 3.4 seconds. The sustainer produces 13,750 lbs of thrust (61163.04721 N) for 29 seconds. \\-----MIM-14 Calculations-----// Missile With Booster 46944.769129335 kg = 4785.3995035 kg x 9.81 725266.503279665 N = 772211.272409 N – 46944.769129335 kg 151.55819336488235166633669125594 m/s2 = 725266.503279665 N ÷ 4785.3995035 kg 15.454635g = 151.55819336488235166633669125594 m/s2 Missile With Sustainer 23361.141035925 kg = 2381.3599425 kg x 9.81 37801.906174075 N = 61163.04721 N – 23361.141035925 kg 15.874083333403933748247300082398 m/s2 = 37801.906174075 N ÷ 2381.3599425 kg 1.618706g = 15.874083333403933748247300082398 m/s2 For Data File... BoosterDuration=3.400000 BoosterAccel=15.454635 SustainerDuration=29.000000 SustainerAccel=1.618706
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“Bitchin’ Betty” Says Farewell & The 'Incredible' Story of the 747
KJakker replied to Nesher's topic in Military and General Aviation
I would assume that she started out at McDonnell Douglas? -
WW2 WIPs Thread
KJakker replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Wrench, if I recall correctly that R-4 will fit nicely into the Burma-Southeast Asia Terrain you are working on. -
Strike Fighters 2 Screenshots
KJakker replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Weaponspack 3
KJakker replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Ravenclaw_007, when you release Weapons Pack 3 you might want to set the EndYear= date for your M117A3 bomb to 2015. http://www.af.mil/News/ArticleDisplay/tabid/223/Article/607252/blast-from-the-past-last-m117-bomb-dropped-near-guam-coast.aspx -
Good idea … bad execution – in aviation award
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It was not just the Me262, almost all of the German twin engine heavy fighters carried air to air rockets that they fired into the bomber formations. These rockets were considered serious threat to the bombers. That threat only abated when the P-51's were unleashed from the bomber formations and allowed to hunt the interceptors as they were forming up to attack. Given the fact that the USAAF bomber force had been on the receiving end of these rocket attacks it is only natural that the USAF would take those lessons into account making its own plans to intercept heavy bombers. Geary, I did the same thing with the F-86D and K weapons fit. -
Samurai's Shipyard
KJakker replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I just noticed, what is the terrain sticking up in the background? -
need some help please
KJakker replied to KnightWolf45's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Cocas, on the pilot max file issue try asking Geezer. He recently helped out Veltro2k with some pilot and cockpit issues in the WWII WIP thread. http://combatace.com/topic/64401-ww2-wips-thread/page-13 -
Chinese territorial claims
KJakker replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Cool! -
I don't know if anyone else here both watched Buffy the Vampire Slayer back when it was on and is a World War II buff but if you are you might find this interesting. A series called Wasp by an author who goes by the pen-name of Tanstaaflpair made up of, at present, two stories titled "Stingers" and "101st" in which Buffy gets given a new life in a parallel universe after her death at the end of season 5. It just so happens that her new life starts out in California in 1941. Yes, there are some errors so if you are nitpicking you may not enjoy the stories but given a little suspension of disbelief and they are a fun read. I don't want to spoil anything but I will say that the author did get right the fact that the P-38 has a yoke instead of a stick. What could that mean for a Slayer? Series page: Wasp by Tanstaafl First story direct link: Stingers Second story direct link: 101st I have been meaning to mention this for awhile now but was never sure how to broach the subject before now.
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Chinese territorial claims
KJakker replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Have you done Ladd Reef yet? The HNLMS O 19 ran aground on it on July 8th, 1945 and its crew was rescued by the USS Cod (SS-224). Supposedly the wreak is still there though I can't see anything on google maps. -
Aircraft Carrier Catapult strength
KJakker replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Given the topic I thought you might like this info on USN Pre-1955 carrier catapults. I dug it up while researching the Essex Class catapult fit for WhiteBoySamurai. ---------------Catapult Info--------------- F MK II (10,000 lb to 35 mph) flywheel type aboard CV-2 & CV-3 from 1920's. H MK II (7000 lbs to 70 mph in 55-ft); pre-war Yorktown class & Wasp fit (including hangar catapult). H-2-1 (11,000 lbs to 70 mph in 73-ft); CVE/CVL fit, and late 1943 fit for CV-3 & CV-6. H-4 (3,500-16,000 lbs to 90 mph in 95-ft); Essex class early fit. H-4A (16,000 lbs to 85 mph in 72.5-ft); Essex Class hangar fit, removed from May 1943 on. H-4B (18,000 lbs to 90 mph in 96-ft); Essex class later fit. H-4C (16,000 lbs to 85 mph in 72.5-ft); CVE/CVL fit late war. H-4-1 (28,000 lbs to 90 mph in 150-ft); Midway class early fit. H-5 (16,000 lbs to 90 mph in 96.7-ft); seaplane catapult, all converted to H-4. H-6 (60,000 lb to 120 mph); seaplane catapult. H-8 (15,000 lb to 120 mph or 62,500 lbs to 70 mph in 190-ft); replaced H-4B & H-4-1 in post-war Essex & Midway class modernization's. H-9 (45,000 lb to 120 mph or 100,000 lbs to 90 mph in 210-ft); for CVA-58 United States, cancelled. -
Here you go, Hotchkiss.wav file and the entries to be placed in your SOUNDLIST.INI file. Hotchkiss Sound.7z
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Detail mesh help
KJakker replied to FalconC45's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
FalconC45, I put together Mue's Distance Fix for you in pre-configured folders, one for use with a stock EnvironmentSystem.INI and the other for use with Stary's SARCASM 2.0. Inside the folder for each option is a folder titled "To Mods Folder". Just drop everything inside it into the mods folder you want to use it with. Once you have those files in place you need to open your Options.ini and set "ObjectsFade=FALSE". It is a requirement for Mue's adjustments to work. Mue's Distance Fix.7z Once you have tried out the settings I configured the files to use go ahead and make your own adjustments to optimize the horizon distance for your system. Links and info to help you provided below. Link to Stary's "SARCASM 2.0 Beta" topic thread. Link to the post with the latest version of "SARCASM 2.0 Beta". Post date 8/19/2015. Link to Mue's "Extending the drawing distance for fading objects" topic thread. Link to Mue's "shimmering TODs and target objects" topic thread. KJakker