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Everything posted by KJakker
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I think you might have a problem with that cockpit. Your comm/IFF/nav control panel on the right side has a distinct case of doggy eyes. If you are not careful it will convince you to let it eat all of your survival rations before you even reach the target area.
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Sgt. Reckless
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Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It looks like an estimate of "Two Weeks" would have been right on time for this project. To give you an update, I just have to finish work on the data files for the General Belgrano and give the edited ships an in game test and the Falklands 82 ships should all be ready. I would say within the next couple of days. The data files for the YAP Rising Sun ships will still be awhile yet. -
gunsight
KJakker replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You want the cockpit INI file for the given aircraft for the gun sight. Additional HUD elements are in the aircraft's avionics INI file. For example the following is from the F-15A_Cockpit.ini file. Each aircraft will have its own defaults setting. [GunsightFront] HasGunsight=TRUE GunsightMilSize=50 GunsightName=F-15A_sight.tga GunsightRollTabsName=F-15A_rolltabs.tga GunsightRangeBarName=F-15A_rangebar.tga RangeBarOrientation=6TO12 RangeBarHasGunRange=TRUE RangeBarUseWeaponRange=FALSE RangeBarMax=6096.0 RangeBarMin=914.4 RangeBarMaxGun=2032.1 RangeBarMinGun=304.8 LeadComputing=TRUE MinLeadRange=300 MaxLeadRange=1300 DefaultLeadRange=500 MaxDepression=245 DefaultDepression=50 Edit: That is for SF2, I did not notice that the thread was in the SF1 section when I posted. -
Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
@warthog64 I am in the possess of doing a full data file overhaul for the Falklands and the YAP Rising Sun ship data files. Falklands 82 ships should come first. Also that seems too weak for a US carrier due to US damage control. -
World War II In the Indian Ocean: Ondina and Bengal versus Aikoku and Hōkoku
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Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
@warthog64 Which ships are you having trouble with? I have done a lot of data file work with ships and ground objects so if I can take a look at the ones giving you issues I may be able to diagnose what the problem is and fix it. -
The 1943 Bombing Raid on Boise City Oklahoma.
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Found this in my YouTube recommendations and thought I should share it.
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Merry Christmas everyone, I hope we all have a happy new year.
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Meteor thread.
KJakker replied to yakarov79's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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BVR missiles "mechanic" question
KJakker replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hope this helps. Note all units, time, distances, etc., can be listed down the 6th decimal place (0.000000) in game. ReleaseDelay=<--------------The time between when the launch button is pushed and the weapon is released is seconds. FusingDistance=<-----------The distance in meters along the Y-axis from the 0.0 point of the weapon's level 1 LOD at which fuse action initiates. ArmingTime=<----------------The amount of time after release before the weapon's warhead can detonate. It may also effect when the weapon starts guiding, i.e. maneuvering, toward the target. MinLaunchRange=<--------The minimum range in meters at which the weapon will be allowed to lunch. MaxLaunchRange=<-------The maximum range in meters at which the weapon will be allowed to lunch. Duration=<----------------------The amount of time in seconds that the weapon will exist in game after launch unless it hits an object or terrain. BoosterStart=<---------------The amount of time in seconds after release before the booster starts. BoosterDuration=<---------The amount of time in seconds after the "BoosterStart=" time that the the booster will apply thrust. BoosterAccel=<--------------The amount of acceleration the booster will apply in multiples of G, that is 9.81mps squared as defined in the EnvironmentSystem.ini file. BoosterEffectName=<----The name of the booster's effect. BoosterSoundName=<---The file name for the sound the booster makes while under thrust. BoosterNodeName=<-----The name of the booster's mesh if the weapon’s LOD has a separate booster that can detach after burn out. BoosterPosition=<----------The X, Y, Z, coordinates in meters for the position of the booster effect relative to the weapon's level 1 LOD. SustainerDuration=<-------The amount of time in seconds after the "BoosterDuration=" time end that the the sustainer will apply thrust. SustainerAccel=<------------The amount of acceleration the sustainer will apply in multiples of G, that is 9.81mps squared. SustainerEffectName=<--The name of the sustainer's effect. SustainerSoundName=<-The file name for the sound the booster makes while under thrust. SustainerPosition=<--------The X, Y, Z, coordinates in meters for the position of the sustainer effect relative to the weapon's level 1 LOD. -
Wrench, have you considered building your own system? I am planing on replacing my case, motherboard, CPU, GPU, RAM, PSU, heat sink and hard drives over the course of this coming year.
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recon camera wanted
KJakker replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This should be what you want. RF-4 Camera Stuff.7z -
Former President and World War II US Navy veteran George H.W. Bush has died at age 94. https://www.nbcnews.com/news/us-news/president-george-h-w-bush-dead-94-n942536
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new Tornado 3d model
KJakker replied to guuruu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You might try increasing the arming time so that it matches the 5.2 secs burn time of the booster, set rail launched to TRUE, and see if the missile will clear the aircraft before making the lofted the pitch up. -
new Tornado 3d model
KJakker replied to guuruu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
What is the "ArmingTime=" set to on those ALARM's in the video? Increasing the time on that may allow the missile to clear the aircraft before it starts guiding. Note that I checked in my SF2:NA folder and I have three different ALARM variants their, each with a different arming time. ALARM: ArmingTime=0.300000 ALARM_NP: ArmingTime=3.000000 ALARM_Up: ArmingTime=0.050000 -
decals system
KJakker replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Just to be complete, in order for decals to show properly on the model the object needs a "with decals" setting to be turned on in 3DS Max when it is saved or it does funky things in game. Stephen1918 and I ran into that issue when assigning pennant number decals to the V & W class destroyers. You might need to be able to read the data the "with decals" flag adds to the object. Example of the issue from our development.
