-
Posts
1,945 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by KJakker
-
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
-
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 -
Guys, you may remember my F-106 aircraft and cockpit MAX file question. thread where I explored the possibility of rendering the canopy frame of the F-106 cockpit transparent the simulate the Project Six Shooter canopy. While the idea I had did not work I haven't forgotten about it. Today while I was looking over some B-52 stuff I came across a link in a ReadMe file to the thread "Generic Cockpits: applications to strategic air warfare" started by Lexx_Luthor at the ThirdWire forums back in 2007 that hit me with a work around solution to the issue. Feast your eyes upon this! All you need are the following INI file edits... ...in the "F-106A_DATA.INI" add the following. [AircraftData] Component[008]=HidePart1<----Append these two entries to the the end of the [AircraftData] section component list. Component[009]=HidePart2 Then add the two entries below after the [VertTail] section of the data file just above the "// Crew ---------------------------------------------------------" line. [HidePart1] ModelNodeName=CockpitCover ShowFromCockpit=FALSE DamageRating=DESTROYED HasAeroCoefficients=FALSE [HidePart2] ModelNodeName=Glass ShowFromCockpit=FALSE DamageRating=DESTROYED HasAeroCoefficients=FALSE After that is done go into the F-106A_COCKPIT.INI and do the following... [CockpitSeat001] ModelName=F-106_Pit Position=0.0,5.8,1.0 Offset=0.0,0.0,0.0 ViewAngles=0.0,0.0,0.0 MaxYaw=160 <----Edited to increase range of head moment. MinYaw=-160 <----Edited to increase range of head moment. MaxPitch=90 <----Edited to increase range of head moment. MinPitchFront=-74 <----Edited to increase range of head moment. MinPitchRear=-50 <----Edited to increase range of head moment. LightRange=1.5 LightInnerConeAngle=50 LightOuterConeAngle=60 LightAngles=0.0,-44.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.25 NightLightColor=0.6,0.3,0.4 Gunsight=GunsightFront Instrument Instrument[001]=AirspeedIndicator ... Instrument[054]=Move1 <----Append these three entries to the end of the "CockpitSeat001" instruments list. Instrument[055]=Move2 Instrument[056]=Move3 Then add the three entries below the the end of the F-106A_COCKPIT.INI. [Move1] Type=AIRSPEED_INDICATOR NodeName=CanopyFrame MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move2] Type=AIRSPEED_INDICATOR NodeName=RWindow MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move3] Type=AIRSPEED_INDICATOR NodeName=RWindow01 MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 Edit: minor spelling fix.
-
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.
-
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.
-
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
-
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 -
I have been playing around with B-52's with Big Belly mod bomb loads. The problem I have is that the bombbay doors are closing before the full load of 84 Mk82 or 42 M-117 bombs are released. This occurs both with the doors set for manual or automatic. The ripple quantity in the cockpit INI file and the release count under the LevelBombAI entry in the data INI has been set to account for the size of the bomb load. I have fiddled around with the "BombBayOpenTime=" and "BombBayCloseTime=" settings to no effect, within seconds of coming open the doors start to close. I seem to remember that there is some kind of setting in the aircraft data file that can force the doors to stay open until manually commanded to close but I can't remember what it is. I would appreciate some help on this issue.
-
Engine sounds
KJakker replied to Trotski's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Just a little question, are you using one of the Strike Fighters 2 EXE files or are you using the SF2:NorthAtlantic EXE file? As I understand it SF2:NA has some kind of sound issue buried in it execution file. -
The skins listed below for the B-52G_89 and B-52H_88 from Del's B-52G/H pack only have 376 x 819 and 1024 x 1024 resolution skin files. These three units all appear to use the same cameo pattern skin. From looking at the files it seems that they are down scaled versions of a higher resolution file. Does anyone have the 751 x 1638 and 2048 x 2048 resolution versions of these skins? Attached below are images of the skin files for reference. Fuselage (376 x 819) Nose_Tail (1024 x 1024) Wing_L (1024 x 1024) Wing_R (1024 x 1024)
-
B-52G/H Mega Era Package
KJakker replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I thought I should let you know that the following skins are low resolution while all of the other skins in the pack appear to be high resolution. B-52G_89 379th Bomb Wing 416th Bomb Wing B-52H_88 23rd Bomb Squadron -
Nam A La Mode
KJakker replied to Tappedops's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Tappedops, that F-5 campaign mod I did was not something I had laying about. I built it for you because you asked for help with an F-5 campaign for SF2:V and I had the time this past week to work on it. -
graphics very bla
KJakker replied to gitrdun's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Okay, that card is some three years older than the surplus GTX 275 I have available. Does your motherboard have an open PCI Express port? -
graphics very bla
KJakker replied to gitrdun's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
gitrdun, the reason I am asking you about your video card is because I put in a GTX 760 a year or two ago because I needed something with more power in order to run Star Citizen. However, I still have my old Nvidia EVGA GeForce GTX 275. I know that is old by computer standards (2009) but it is DirectX 10 capable which should resolve the graphics issues you have. I never had any problems with running Strike Fighters 2 with the graphics set to Unlimited with it. If it is more capable that what you have now, if you are interested, and are in the USA then I would be willing to discuss payment and shipping for GTX 275.
