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Everything posted by KJakker
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I was wondering what the criteria is to cause an aircraft to completely denigrate in one hit? I have seen it happen, for example one time I blew up a MiG-17 with a 30mm cannon shot right up its tailpipe. However I have been trying to get a SAM to do the same thing without success so far. I would like to be able to do it so that missile gunners on ships will stop wasting missiles on the falling fuselages of an already hit aircraft and switch to unengaged targets. Any help would be appreciated.
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Torpedo Attacks.
KJakker replied to TheWarrior's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Glad to hear that you have everything working. -
Torpedo Attacks.
KJakker replied to TheWarrior's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
I don't have any torpedo bombers in any of my installs at the moment but from experience with other aircraft not using their weapon the first thing I would do is check the aircraft loadout.ini, the weapons station entry in the aircraft data.ini and the US aerial torpedoes, the Mk13 I think, in the weapons folder, and make sure all of weapon names, StationID, StationGroupID, AllowedWeaponClass, and AttachmentType, match in all files. Also open up the data file for both the USN and IJN Torpedo bombers and compere the AI data entries. Best to eliminate the simplest possibilities first, all it takes is for one letter to be off and the USN torpedo bombers don't have any torpedoes. -
Great set of pictures! Makes me wish the Downloads section of up so I could get the aircraft I don't have to play with.
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I saw a documentary on Lady Be Good a number of years ago. It is one of those stories in history that makes me shake my head over the event chain that lead to tragedy.
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I heard of this idea being talked about a number of years back as a way to avoid having to expend ordinance like the Hellfire and Maverick on small or low value targets.
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Mitsubishi Aerospace F-3A - Japan's stealthy F-15J Replacement
KJakker replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
It reminds me of the F4D-1 Skyray in layout. If it comes out I will be downloading. -
Could someone please let me know which units flew the F-104 in the SF1 stock campaigns and how the CAMPAIGN_DATA files had them set up? I presently have the 434th, 435th, 436th, and 476th Tactical Fighter Squadrons added to the Burning Sands, Quick Sand, and Rattle Snake campaigns according the the dates that they historically operated the F-104 but I would like to match the original campaign setup if possible.
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A question about making the F-104 flyable in SF2 stock campaigns.
KJakker replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Gunrunner, thank you for the quick reply. I appreciate it. -
ships float above water
KJakker replied to colmack's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
I just noticed the issue with Central Pacific today as well. The following entry's in the "CentralPacific_DATA" file appear to be the issue. [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=0.500000,0.500000,0.500000,1.000000 SpecularPower=5.000000 Reflectivity=1.00000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [Texture001] Filename=vietnamS1.TGA HasWater=2 HeightMap=vietnamS1_hm.BMP HeightMapScale=25.000000 Color=0.114571,0.204605,0.305404 SolidObjectTexture= AlphaObjectTexture= [Texture002] Filename=vietnamS2.TGA HasWater=2 HeightMap=vietnamS2_hm.BMP HeightMapScale=25.000000 Color=0.109990,0.196346,0.292984 SolidObjectTexture= AlphaObjectTexture= [Texture071] Filename=vietnamS-GJ.TGA HasWater=1 HeightMap=vietnamS-GJ_hm.BMP HeightMapScale=25.000000 Color=0.235268,0.319207,0.282990 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=jungle.tga -
Searching for this in the knowledge base did not reveal anything and I was wondering about the [WeaponAI] entries from the GroundObject.ini file that I have listed below. Offhand I was thinking, as there are two groups of ten, that they might be related to the "RangeFinder=" and "BallisticComputer=" entries for gunners and possibly that "AimOffset" might be related to the "ViewportPosition=" relative to the "MuzzlePosition=". However I just don't know. Would some please let me know what these numbers are for and what measurements they represent? [WeaponAI] LeadAmount[01]=0.00 LeadAmount[02]=1.50 LeadAmount[03]=0.50 LeadAmount[04]=1.25 LeadAmount[05]=0.75 LeadAmount[06]=1.13 LeadAmount[07]=0.87 LeadAmount[08]=1.07 LeadAmount[09]=0.93 LeadAmount[10]=1.00 AimOffset[01]=0.0050 AimOffset[02]=0.0040 AimOffset[03]=0.0035 AimOffset[04]=0.0030 AimOffset[05]=0.0025 AimOffset[06]=0.0020 AimOffset[07]=0.0015 AimOffset[08]=0.0010 AimOffset[09]=0.0005 AimOffset[10]=0.0000
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A Question about [WeaponAI] in the GroundObject.ini file.
KJakker replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for the info Fubar512, sorry I am so late replying to you. -
I have always liked the Skyray since the first time I flew it in SF2. I took a look in my SF2 Download Archive Folder and saw that I still have an older version of the Skyray data file. In the code box by below I have listed what changed between the 1.0 and 1.1 versions. Maybe It will be useful to you. Note 1: Only the values that differ between the files are listed. "Blank" means that the 1.0 version did not contain a corresponding entry that appears in the 1.1 version. Note 2: The Weapon Stations entries were completely rearranged between the 1.0 and 1.1 versions. I did not try to detail these changes as there were no changes to LoadLimit, PylonMass, or PylonDragArea, that should change aircraft performance. F4D-1_DATA.ini Version 1.0 Vs. F4D-1_DATA.ini Version 1.1 [MissionData] ServiceEndYear=1964 Vs. ServiceEndYear=1965 Availability=RARE Vs. Availability=COMMON SecondaryRoles=SWEEP,CAP,ESCORT Vs. SecondaryRoles=SWEEP,CAP,ESCORT,RECON [FlightControl] [Blank] Vs. [RocketAttackAI] Blank Vs. RollInRange=7000.0 Blank Vs. RollInAlt=1200.0 Blank Vs. PullOutRange=1000.0 Blank Vs. PullOutAlt=300.0 Blank Vs. ReleaseRange=2500.0 Blank Vs. SecondPassRange=4000.0 Blank Vs. SecondPassAlt=700.0 Blank Vs. ReleaseCount=8 Blank Vs. ReleaseInterval=0.095 Blank Vs. AimPitchOffset=0.0 [DetectSystem] No Changes. [Sound] EngineSoundName=JetEngine Vs. EngineSoundName=PW J57 [AircraftData] Blank Vs. DestroyedModel=F-4_Destroyed.LOD Blank Vs. DestroyedEffect=VehicleFireEffect [Fuselage] CD0=0.0099 Vs. CD0=0.00792 Blank Vs. SystemName[013]=PitchTrimmer Blank Vs. SystemName[014]=LeftFuselageStation2 Blank Vs. SystemName[015]=RightFuselageStation2 Blank Vs. SystemName[016]=LeftFuselageSidewinderStation Blank Vs. SystemName[017]=RightFuselageSidewinderStation [Nose] No Changes [LeftWing] CD0=0.0014 Vs. CD0=0.00112 SystemName[009]=LeftInnerWingStationFT Vs. SystemName[009]=LeftOuterWingStation2 Blank Vs. SystemName[010]=LeftOuterSidewinderStation [RightWing] CD0=0.0014 Vs. CD0=0.00112 SystemName[009]=RightInnerWingStationFT Vs. SystemName[009]=RightOuterWingStation2 Blank VS. SystemName[010]=RightOuterSidewinderStation [LeftOuterWing] CD0=0.0006 Vs. CD0=0.00048 [RightOuterWing] CD0=0.0006 Vs. CD0=0.00048 [VertTail] CD0=0.0006 Vs. CD0=0.0003 // Crew --------------------------------------------------------- No Changes // Engines --------------------------------------------------------- [Engine] SLThrustDry=45370.0 Vs. SLThrustDry=45390.0 SLThrustWet=71170.0 Vs. SLThrustWet=71200.0 ExhaustEmitterName=CleanExhaustEmitter Vs. ExhaustEmitterName=DirtySingleExhaustEmitter // Control Surfaces --------------------------------------------------------- No Changes // Internal Guns --------------------------------------------------------- No Changes // Weapon Stations --------------------------------------------------------- Weapon Stations were completely rearranged between the 1.0 and 1.1 versions. // Fuel Tanks --------------------------------------------------------- No Changes // Landing Gears --------------------------------------------------------- [NoseGear] RollingRadius=0.23 Vs. RollingRadius=0.25 MaxSteeringSpeed=45 Vs. MaxSteeringSpeed=40 [LeftMainGear] RollingRadius=0.38 Vs. RollingRadius=0.30 [RightMainGear] RollingRadius=0.38 Vs. RollingRadius=0.30 [TailWheel] ReverseWheelRotation=TRUE Vs. ReverseWheelRotation=FALSE RollingRadius=0.12 Vs. RollingRadius=0.135 [Tailhook] No Changes // Airbrakes --------------------------------------------------------- No Changes // Lights --------------------------------------------------------- [LeftPositionLight] [LeftUpperPositionLight] SystemType=LIGHT SystemType=LIGHT Color=0.98,0.5,0.5 Color=0.98,0.5,0.5 Brightness=0.03 Brightness=0.03 Position=-3.71,-2.96,-0.48 Position=-5.20,-2.96,0.25 LightSrcOffset=-0.07,0.07,0.0 LightSrcOffset=-0.07,0.07,0.0 LightSrcRange=0.5 LightSrcRange=0.5 CanFlash=FALSE CanFlash=FALSE Vs. [RightPositionLight] [LeftLowerPositionLight] SystemType=LIGHT SystemType=LIGHT Color=0.5,0.98,0.5 Color=0.98,0.5,0.5 Brightness=0.03 Brightness=0.03 Position= 3.71,-2.96,-0.48 Position=-5.20,-2.96,0.20 LightSrcOffset=0.07,0.07,0.0 LightSrcOffset=-0.07,0.07,0.0 LightSrcRange=0.5 LightSrcRange=0.5 CanFlash=FALSE CanFlash=FALSE Blank [RightUpperPositionLight] Blank SystemType=LIGHT Blank Color=0.5,0.98,0.5 Blank Brightness=0.03 Blank Position= 5.20,-2.96,0.25 Blank LightSrcOffset=0.07,0.07,0.0 Blank LightSrcRange=0.5 Blank CanFlash=FALSE Blank [RightLowerPositionLight] Blank SystemType=LIGHT Blank Color=0.5,0.98,0.5 Blank Brightness=0.03 Blank Position= 5.20,-2.96,0.20 Blank LightSrcOffset=0.07,0.07,0.0 Blank LightSrcRange=0.5 Blank CanFlash=FALSE [TailLight1] Position=-0.02,-6.30,2.17 Vs. Position=-0.02,-6.20,3.20 [TailLight2] Position=0.02,-6.30,2.17 Vs. Position=0.02,-6.20,3.20 //-----------------------------------------------------------------------------
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data file for the showboat
KJakker replied to colmack's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Colmack, I would be willing to take it on. I will Email you soon. -
I had a German Shepherd mix named Angel who had to be put to sleep due to cancer when she was nine years old. I remember crying and clutching her body until my mom had to pull me away from her so that my dad could bury her. It is a sad days when a beloved dog passes on.
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Successful Torpedo runs. How to?
KJakker replied to TheWarrior's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
I don't no if this will help but try watching this. -
MAY
KJakker replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
There are not two weeks left in May. -
I recently read an offhand remark elsewhere of 1914 for the start of commercial fight. However I don't trust it because in the same location I read it is incorrect information on when the Model T Ford came out which makes all the info I read suspect in my mind. So I decided I should ask the aviation enthusiast over here what the truth is. What year did commercial fight start? In this case meaning when was it first possible for paying passengers to go up in a heavier-than-air aircraft. Second, when did airlines that offer regular passenger service between destinations start? I would appreciate ether a direct answer, a link to a good source, or both please.
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A Civil Aviation History Question
KJakker replied to KJakker's topic in Military and General Aviation
Okay, thanks. I was thinking that with WWI starting in 1914 it would not have happened until after the war. -
SSM not launching when "ShowMissile=FALSE".
KJakker posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I have been working on an ini file of an MM38 Exocet for use as an ASM by surface ships in SF2:NA, however I am having an issue. The missile seems to only launch when the "ShowMissile=" entry is set to "TRUE". If I set it to FALSE the ship will not launch the missile. Now I have tried the same test missions with other ships with "ShowMissile=FALSE" set for their SSM's. They work just fine and the ship I am setting the MM38 Exocet up for also shoots when I use the RGM-84A from WhiteBoySamurai's cruise missile pack. Any idea what would cause the "ShowMissile=" flag to make a weapon not launch most of the time? I get the feeling that I am missing something that is staring me in the face but I don't know what. Here is to Data from the ship's data.ini file for the gunner and missile. [Exocet] SystemType=GUNNER GunnerID=1 TargetType=GROUND MissileRange=42000.0 MinMissileRange=0.0 PitchLimited=TRUE PitchAngleRate=45.0 MinPitch=0 MaxPitch=75 DefaultPitchAngle=15.0 YawLimited=FALSE YawAngleRate=90.0 MinYaw= MaxYaw= DefaultYawAngle=180 MissileLaunchTime=6.0 VisualSearchTime=3.0 ViewportPosition=0.0,-4.965,6.14 IndependentSearchChance=100 LookAroundChance=100 GunnerFireChance=100 GunnerFireTime=0.5 MaxMissilesInAir=4 YawModelNodeName=Giro_exocet PitchModelNodeName=Alza_exocet ParentComponentName=Hull ModelNodeName=Sop_Exocet2 DetachWhenDestroyed=TRUE EffectSize=1.0 MinExtentPosition=-2.352,-7.38,1.535 MaxExtentPosition=2.352,-4.317,4.076 StructuralFactor=500.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=10.0 Armor[right].Thickness=10.0 Armor[left].Thickness=10.0 Armor[REAR].Thickness=10.0 Armor[TOP].Thickness=10.0 Armor[bOTTOM].Thickness=10.0 [Missile1] SystemType=MISSILE GunnerID=1 MissileID=1 WeaponTypeName=MM38 WeaponPosition=0.0,-4.965,4.14 ShowMissile=FALSE IndependentPitchMovement=FALSE ReloadCount=3 ReloadTime=1.0 Here is the data for the missile itself. If anyone has more accurate data on the MM38 Exocet please let me know what numbers need to be adjusted. The sources I have don't say what the BoosterDuration and BoosterAccel should be for example. [WeaponData001] TypeName=MM38 FullName=MM-38 Exocet ModelName=MM_38 Mass=735.000000 Diameter=0.350000 Length=5.210000 SubsonicDragCoeff=0.389000 SupersonicDragCoeff=0.404000 AttachmentType= SpecificStationCode= NationName=FRANCE StartYear=1975 EndYear=2040 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1979 ExportEndYear=2040 ExportAvailability=2 WeaponDataType=7 FinStabilized=TRUE EffectClassName=CruiseMissileEffects ReleaseDelay=1.000000 WarheadType=1 Explosives=165.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=7 Accuracy=85 MaxTurnRate=4.000000 MaxLaunchG=3.000000 LockonChance=80 LaunchReliability=95 ArmingTime=3.000000 SeekerFOV=30.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=12.000000 SeekerRange=24000.000000 CLmax=14.000000 MinLaunchRange=4000.000000 MaxLaunchRange=42000.000000 Duration=180.000000 CapabilityFlags=0x10100002 LoftAngle=0.000000 MaxLoftAltitude=0.000000 StartDecentRange=0.000000 DescentAngle=45.000000 MinimumAltitude=50.000000 BoosterStart=0.000000 BoosterDuration=4.000000 BoosterAccel=9.000000 BoosterEffectName=LargeShipMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.128000,0.000000 SustainerDuration=60.000000 SustainerAccel=0.250000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.890000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 CEP=40.000000 IsDecoy=FALSE JammerStrength=0.000000- 4 replies
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- ini editing
- sf2:na
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SSM not launching when "ShowMissile=FALSE".
KJakker replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for the response. I have sent you a PM with the download for the ship and attached the updated weapon and ship data to it.- 4 replies
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- ini editing
- sf2:na
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add on a ship from sf1 to sf2
KJakker replied to acesfakia's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Sorry I am a bit later than planed in replying. Yes the it works fine in the Anatolia v2 Terrain, see the screenshot below. However I am having an issue with getting and updated to SF2:NA standards MM38 Exocet working the way it should. Once that is solved I will put the necessary components to update the "ARA Intrepida modernizada con MM-38 Exocet". I might even consider making the update package my first submitted download file. Will have to look up how to properly build a "Readme" file and give credit first. -
add on a ship from sf1 to sf2
KJakker replied to acesfakia's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Acesfakia, I have the "ARA Intrepid modernized with MM-38 Exocet" running in SF2:NA. However I still need to do some fine-tuning. Here are some screenshots while you wait. -
add on a ship from sf1 to sf2
KJakker replied to acesfakia's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
If you want I can convert the ship over to SF2:NA format. Just give me a day for some testing.