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Everything posted by KJakker
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How to remove cockpit frame?
KJakker replied to skyknight0721's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Wrench, does that hide the canopy frame for you? I tried it out on my F-105's, even looking up the node name, "canopy_frame", with Mue's LODVewer but it had no effect. Is there something else I am missing? -
I guess I miscounted when I thought it was the G and not the H that first got the Vulcan. Thanks for the answer Geezer.
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@ stary...
KJakker replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Odd that it would replace the Avenger. I have a "Gau8FireEffect" in my effects folder that my A-10's use. -
LOD Viewer
KJakker replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Mue, I have some feature request for the LODViewer. No rush, just as you have time if they are possible. Increase the precision of the zoom function or add more zoom levels. (Sometimes I can't get as close to a surface as I need to without the camera position jumping past it.) Add an option to lock/unlock each axis of rotation and translation individually. (There are times that I need to keep the model in a precise orientation while moving my center of view.) Add an option to switch a mesh to a wireframe mode or adjust its opacity. (Positioning hit boxes inside an air-frame would be easier if the mesh could be visible without it obscuring the bounding or hit boxs.) Add an option to switch between Perspective and Orthographic views of the LOD. (It would help with precisely finding coordinates.) Add the ability to directly highlight and copy any of the Bounding Box coordinates for any node in the upper left list. (Like above it would help with coordinates without having to jump between the viewer and the exported list or manually typing them.) Add the ability to load objects from the Pilots and Weapons folder onto the positions specified in the Data.INI. (This would allow one to see how different Pilots, Seats, False Pilot Method objects, and Weapons look on the model.) Add the ability to reload the Data.INI file of the open object without having to shutdown and restart the program. (This would be helpful when adjusting the size and position of hit boxs and if number 6 were added Weapon Station & Missile alignments.) -
Samurai's Shipyard
KJakker replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
If you want to farm out the AAA I can do that part for you. -
Weaponspack 3
KJakker replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Ravenclaw_007, I was looking through your weapons packs and I noticed that you have the AIM-4A through AIM-4D and the AIM-26A & B however you are missing the AIM-4E, AIM-4F, and AIM-4G. Do you have any plans to make models of these missiles? -
Samurai's Shipyard
KJakker replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The SK radar was replaced by the SK-2 on almost all ships Cruiser size and above by the end of the war. Anything after WWII is unlikely to have an SK. As much as I would like historical accuracy it might be easier to just stick with the SK-2. As for the arresting wire, use primary source photos as your first resource. From what I can see they had 11 wires aft of elevator 3 plus one over elevator 31 that I believe had brackets that the wire could be pulled through forward of the elevator to move it out of the way when the elevator was in use.2 They also had 4 wires forward of elevator 3 between the 5 sets of Barrier wires. I believe these 4 wires were left unstrung and the arresting for them below deck may have been removed as early as the late 1940's as I can't find images of these wires post WWII.3 Please see the attached 7zip file at the bottom of the post for a number of photos of Essex class ships with the arresting wires visible plus more pictures of Essex class radar fits grouped by Long-hull or Short-hull, the ship name, and then date of pictures for that ship. 1: Twelve arresting wires plus two sets of barrier wires. Note the sheave for an arresting wire with no wire attached just forward of the one for the aft most barrier wires, its starboard side counterpart also without wire is visible in picture 3. 2: In the upper left you can see the wire pulled around the front of the aft elevator, also note the lack of arresting wires between the four visible sets of barrier wires. 3: 1948 picture with two of the barrier wire sets visible put no arresting wires between them. In addition the wire over elevator three is in place but the outline of the alternate position from photo 2 is visible on the deck. Essex Class Wire and Radar Photos.7z -
How does rwr.lst works?
KJakker replied to jv44kt's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
See the attachment, I believe it is a fairly complete collection of RWR TGA files, at least I believe that it is everything that I have. I also included the RWR.lst file for for them that I pieced together from a multitude of others to go along with it. If anyone else has more TGA and data that is missing feel free to add to it or make adjustments. It would be nice to have a comprehensive RWR list. RWR TGA's & LST file.7z -
Yankee Air Pirate Carrier pack 2 Panther question (answered)
KJakker replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Here are the data files and some alternate guns for the Alt2 and Alt3 file variants. I would really like to do another pass on them because I think a number of things could be updated but they should work for now. Just a reminder to everyone you will have to make a collision LOD for use in SF2:NA by copying and renaming the main ship LOD. The names I use in the data files are Essex_1115_COL.LOD and Essex_Korea_COL.LOD. No files other than the NA data files and the additional guns are included as that would be a violation of the YAP licence. NA Data for YAP Essex.7z -
Yankee Air Pirate Carrier pack 2 Panther question (answered)
KJakker replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Stary, I did SF2:NA data files for both the WWII (CV-9) and Korea (CV-34) versions of the the YAP Essex. If you want them let me know. -
F-35C Carrier Trials Video & F-35 Lightning II: Busting Myths
KJakker posted a topic in Military and General Aviation
WhiteBoySamurai's F-35 first gun live fire thread got me poking around Youtube again and I thought you would find the video of the F-35C doing carrier takeoff, landing, and touch and go's interesting. I also found these two videos that I thought were interesting but may stir up some debate. Reddit discussions for the two videos below. -
2.75 inch Rocket Launchers
KJakker replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I got the Purple Smoke and WP Effects working. Attached are some additional Yellow and Purple WP smoke rockets with pods set up for them, all effects and TGA files included so they should just drop right in. The naming sequence continues what ravenclaw_007 used, Mk16_Zuni_Mk34mod3, Mk16_Zuni_Mk34mod4, Mk40_Mk67mod4, Mk71_Zuni_Mk34mod3, and Mk71_Zuni_Mk34mod4. Mod 3's are Yellow and Mod 4's are Purple. Note: The Effects are not the same ones that were included by ravenclaw_007, I will get a matching Purple version of that effect soon. Yellow & Purple Rockets.7z I away thought that the AERO pod designation was for pods used by Navy interceptors for Air to Air rockets while the LAU pods were for Air to Ground rocket use. -
I have had this one for years. One of my favorite space combat games along with Homeworld.
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Radar bombing
KJakker replied to Mladuna's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
For the example above I just made a copy of the "B-52_Radar.bmp" renamed it and then used GIMP to copy a stadiametric aiming recital from a rifle scope image I found on line, recolor it and past it into a re-sized copy of the radar image and then saved it in JPG format for posting to the forum. In order to actually be workable you would need to do testing to determine where the markers need to be on the screen for a given altitude at the different air speeds and then repeat it for each altitude you want a recital for. -
I cant Add ships In game
KJakker replied to mohand777's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
What do you mean by "size"? -
I cant Add ships In game
KJakker replied to mohand777's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The Mission Editor is included with the SF2 Expansion Pack 2 for SF2:Europe or purchased separately via the ThirdWire DLC Store. I have attached a test mission set in SF2:NA with what should be all stock units except for adding one FREMM into the mission. Place it into you SF2:NA Missions folder and see if it works in Single Mission. FREMM Test Mission.7z -
Radar bombing
KJakker replied to Mladuna's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
What about placing a series of stadiametric aiming recitals on the radar? Each recital extending along the radar axis would be for an increasing altitude. The left to right arc of lines in each recital indicating a series of increasing air speeds. You use the recital for your altitude and the line for your air speed. If it worked it would be useful in both SF1 and SF2. Here is an example of what I am talking about. <---Air Speed---> ^---Altitude---< -
I cant Add ships In game
KJakker replied to mohand777's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I am going to use WhiteBoySamurai's "Ticonderoga class superpack" as an example is this description. In SF2 ships go in the given game's Mod folder, on a Windows 7 system it s located at "C:\Users\UserName\Saved Games\ThirdWire". I your case of SF2:NA you will want the select the "StrikeFighters2 NorthAtlantic" folder. Note: My SF2:NA folder is heavily modified so it will look different from yours. Things included in the mod like effects, RWR_xxx.tga files, and sounds will go in the Effects, Flight, and Sounds folders respectively. The bulk of most files related to ships will go in the Objects folder. You may need to create New Folders and name them Effects, Flight, and Sounds if you do not already have them in your SF2:NA folder. In the case of the Ticonderoga class superpack for example it includes "Flight", "Objects",and "Sounds" folders. If you have not installed any mods yet then your Objects folder will likely only have an "Aircraft" and a "GroundObject" folder in it. Simply create three New Folders inside the Objects folder and name them Decals, Guns, and Weapons. Once this is done place the decals, guns, and weapons(aka the missiles & torpedoes included for the ship) into their respective folders. Then place the ship itself into the GroundObject folder. In the case of the Ticonderoga class superpack its Objects folder contains "Decals", "Guns", "GroundObject", and "Weapons" folders. The folder for the ship you installed should appear inside the GroundObject folder like in the image below. Here you can see the CG-47, CG-52, CG-52_06, CG-52_12, CG-52LA, CG-59, CG-59LA folders from the "Ticonderoga class superpack" inside the GroundObject folder. The folders from the mods Decals, Guns, and Weapons folders will be similarly arranged within their respective folders inside the SF2:NA Objects folder. I have attached a 7zip file below with Before and After pictures of the Mods folder of a fresh SF2:NA with before and after images of the Ticonderoga class superpack's installation. SF2NA Before & After TCSP Installed.7z Note:If you do not have the Mission editor you may want to get it so that you can build custom mission that you will see the ships in. -
I cant Add ships In game
KJakker replied to mohand777's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Give me a few minutes and I will get you some illustrated directions. -
I thought that with all of the World War II and Cold War history buffs around here you might find this interesting. The site linked below has Simulators of the Enigma, US M-209, TSEC/KL-7, Hagelin BC-52, and ATOMIX cipher machines. From what I have read the Enigma simulator is an exact simulation of the operation of the Enigma machines such that it can decrypt actual WWII Enigma messages if you have the correct settings. Dirk Rijmenants' Cipher Machines and Cryptology: Historical and Technical Information about Crypto Machines, Cryptology and Free Software Simulations Also another site Crypto Museum has a lot of information on cipher machines. It also has download links to the simulators from the page above (except the ATOMIX) as well as a download link to a simulator for the Soviet M-125 Fialka cipher machine. Enigma Links Simulator Page Codebook Tool Crypto Museum Page US M-209 Links Simulator Page Crypto Museum Page TSEC/KL-7 Links Simulator Page Crypto Museum Page Hagelin BC-52 Links Simulator Page Crypto Museum Page ATOMIX Links Simulator Page M-125 Fialka Links Crypto Museum Page Note: The links below are direct links to a RAR file and a PDF. Download Fialka Simulator How to set the keys (and card)
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2.75 inch Rocket Launchers
KJakker replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here are the Smoke Marker effects I have. Smoke Marker Effects.7z -
2.75 inch Rocket Launchers
KJakker replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I ran the numbers listed above using the measurements from the upper and lower diagrams. Is it possible that the lower one is showing an alternate front fairing, one that is about 731mm long for longer rockets, in contrast to the standard 521mm fairing? If you looking at the images the lower illustration also shows a more gradual curve ending in a point which differs from the hemispherical shape of the shorter cover and might allow for the extended length to be fully covered. It is just an idea, I did a little looking around but have yet to find anything to support it. -
Grumman F7F Tigercat cockpits pack
KJakker replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Here you go. http://combatace.com/files/file/13648-f7f-1-tigercat-sf-2-update/ http://combatace.com/files/file/13566-kaw-f7f-3n-tigercat/ -
Grumman F7F Tigercat cockpits pack
KJakker replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Stary, I think I fixed to issue with the gauges, PM of a modified file heading your way. Also the F7F is missing or has some odd data(Manifold Pressure) in the lines below from the engine entries in its data ini file. The ones below I puled from an F4U variant with the same engine as the F7F. MinManifoldPressure=26 MaxManifoldPressure=66 GasTempIdleRPM=70 GasTempMaxRPM=80 GasTempChangeRate=0.1 OverheatTemp=90 DamageTempDelta=20 OilPressIdleRPM=70.0 OilPressMaxRPM=80.0 OilPressChangeRate=0.4 LowOilPress=50.0 LowOilPressTempDelta=100 -