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Everything posted by KJakker
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Electronic Arts owns the right to the Wing Commander IP so no there will not be another Terran/Kilrathi war. The enemy ship in the trailer belongs to the Vanduul who are supposed to be the United Empire of Earth's biggest adversary. However the developers say that it will not be so much a total war like Wing Commander but a setting more like the late Roman Empire where, at least in the Squadron 42 military service component, you are staving off the alien barbarian hordes. I would recommend reading all of the Time Capsule entries from oldest to newest as it fleshes out much of what is so far known about the universe the game will be set in. Also of note is that they have passed the $1,000,000 mark today and so are over halfway to the minimum funding for the project. They also have in response to community request open a Star Citizen page on Kickstarter as an alternate method of pledging.
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Cool video. One thing I miss about the late 80's and early 90's was that it seemed like we had A-7's, F-4's, and F-16 visibly flying overhead at a regular basis. Now it's only A-10's much less often.
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Chris Roberts, the creator of games like Wing Commander, Strike Commander, and Freelancer, after a ten year hiatus from making games, is back with a new project. The project is called “Star Citizen” and is planned to have both an online persistent world trading, exploration, and combat component in the pattern of games like Freelancer and Privateer and a single player with optional co-op play component in a military setting in the pattern of Wing Commander called “Squadron 42”. Both are set in the same Star Citizen universe. Chris Roberts is not relying on big name publishers to support his project but instead is using a combination of crowd funding and private investors. Below is the "Squadron 42" trailer and three links to where you can learn more about the project. The first link is to the home page of "Roberts Space Industries" website . The second link is to the "Star-Citizen" page of that site detailing what the project is. The third link is to the RSI YouTube channel for some videos on the project. Link to the RSI website. Link to the Star Citizen page at RSI. Link to the RSI YouTube Channel.
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I have not checked in with you in awhile but I must say that the new Leahy and Bainbridge are beautiful. I might just be me but they also feel more deadly in testing as well. A also agree with Julhelm and colmack on the updated Ticonderoga look. The rigging is really improves the look of the ship. I also wanted the comment on the Essex. I think that you should build it with all of the guns 5in, 40mm, and 20mm on the model. However, provide it with two or three different DATA.ini files so, that for example, one has no active 20mm, a second has some, and a third has all the 20mm. By doing that you would cater to both those who want historical accuracy and players with different system capabilities.
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Something that annoyed me was that the local media where I live thought that this was the first time ever that this had been done and did not even acknowledge Joseph Kittinger's earlier jumps.
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Hello everyone. I would like to ask for some help in finding some online videos. I am trying to find good videos that show the positive aspects of having a 3D cockpit and TrackIR working together. I am not looking for a simple TrackIR demonstration video. I am seeking instead videos showing the advantages of using a 3D cockpit in conjunction with TrackIR in a sim for combat flying. I would like, if possible, videos that stay with the pilot's eye view throughout the ACM/BFM portion of the videos. Also I would like the videos to be from as wide a range of simulations as possible, for example Strike Fighters 1&2, First Eagles1&2, Rise of Flight, DCS/LOMAC, IL-2:1946, Mig Alley, Falcon 4, Falcon BMS, JANE's F/A-18, and so on. My reason for asking is that there is a bit of a debate on another forum I have been reading about the issue of cockpit Vs. no-cockpit view, first person perspective (classic sim view) Vs third person perspective(FreeLancer, AceCombat style). However it seems to me like a lot of the people talking are not up on what the latest in flight sims are capable of providing in immersion and situational awareness. All I would like are some good examples of what is now possible so that I can present them for educational purposes, as in this case I think a picture(or video) is worth a thousand words. Thank you.
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view angles with TrackIR
KJakker replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Did you change your MaxPitch? I seem to recall that can interfere with checking six o'clock high in my testing. [CockpitSeat001] ModelName=f-4e_cockpit OpenCockpit=TRUE Position=0.0000,6.300,0.800 ViewAngles=0.0,-2.0,0.0 MaxYaw=160 MinYaw=-160 MaxPitch=90 <-----degrees -
Glad to see this. I will have to head over to Hard Light Productions and get the download.
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I found a small error in the "Cavalier_DATA.ini" file. Both 5-inch guns are identified as [Gunbarrel1]. [Gunbarrel1] SystemType=GUN GunTypeName=5IN_MK12 MuzzlePosition=0.0000,41.7196,7.3789 MaxAmmo=1000 TracerLoading=5 BurstAmount=5 EjectShells=FALSE [Gunbarrel1] SystemType=GUN GunTypeName=5IN_MK12 MuzzlePosition=0.0000,-350.7196,7.3789 MaxAmmo=1000 TracerLoading=5 BurstAmount=5 EjectShells=FALSE
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Since the July update fixed the SAM issue I have been working on Ships air defenses again. I have managed to get all of the Udaloy & UdaloyII classes surface to air and CIWS weaponry working. All SA-N-9 launchers now function and I was able to link the SA-N-11's to the nodes of the unused RBU-6000 launchers so that they function without interfering with the Kashtan's CIWS gun role. This is only a pair of data.ini file for the ships. You will need the "Udaloy class upgrade package 1.0" and SF2:NA for these files to work. I think that this data.ini file should be integrated into the "Udaloy class upgrade package" as an optional data file. I would like to here your opinion of this file. Udaloy I&II INI Update.7z
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It has been awhile since I posted here but I have something I think you will be interested in. I have managed to get the Udaloy I and II classes SA-N-9's working with the SF2:NA Missile Gunner system and used and alternate node on the Udaloy II so that its SA-N-11's work without interfering with its CIWS guns system. Take a look and tell me what you think. Udaloy Sam Update.7z
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16 A-4C's armed with 6 Mk82's each attacked a battlegroup made up of Kiev, a Kashin, and 2 Krivak's scoring damage to Kiev for no losses. Second test 16 A-7E with the "StrikeNaval_76" loadout attacked a CVBG composed of Kiev, 3 Kashin class DD's, 3 Krivak I class FFG's, and 3 Krivak II class FFG's sinking Kiev and a Krivak with Walleyes for the lose of one A-7. I could understand slightly reducing the terminal stage effectiveness but this is just gutting the SAM threat.
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Anyone else having a problem with SAMs since the June patch? Some of the SAMs, instead of guiding on a target, appear to be flying a ballistic trajectory after launch until the missile hits the ground or the Missile Duration time ends. Primarily I see this happening with stock TW SAMs. I have seen it occur with the SA-N-1, SA-N-3, SA-N-4, RIM-7H, and RIM-66B so far. I am going to continue testing but I would like to know if anyone can confirm my observations.
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I have been way for a bit but have still been working on ship missile defense. Take a look at the attached file. I has data files for the "Giuseppe Garibaldi", "Krivak II" and "Udaloy II" classes as well has a number of different guns in the 40mm to 130mm range for you to try on ships to see how they preform in the missile defense role. Please read the included read-me files for more information. SF2 CIWS4.7z
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SF2: North Atlantic
KJakker replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
I posted it in the Technical Support forum. -
SF2: North Atlantic
KJakker replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
I do not know I anyone else has noticed this but I just found an error in the stock Krivak II's data.ini file. The ship's Gun1 and Gun2 are listed as "GunTypeName=76MM_AK100". It should be the "100MM_AK100". Due the this error the Krivak II class has no working guns. -
I have a problem people, the CG-47 and CG-52 files that were working yesterday are now exhibiting the fire two burst from a mount and stop behavior that I thought I had overcome. The mounts still track the targets but for some reason the gunner is not pullingthe trigger. The CIWS on the CG-16, CGN-25, and Spruance_37 are all stillworking as they should as are the stock TW Spruance_82 and OHPerry_82. I have been trying various adjustments to work around this issue and I am having some on and off success and failure but can’t get consistent behavior at the moment. Would some of you test the files I posted yesterday and see if the CIWS mounts of the CG-47 and CG-52 are still working effectively for you? I want to make sure that it is not just my game install or system that is having an issue. Secondly I have observed that theThirdWire Kiev in stock configuration is also showing the shoot two burst and ceasefire behavior. I made a modified Data file for it and its AK-630’s are now much more effective. Finally I have managed to get the CIWS systems of the Slava and Udaloy to work fairly reliably. I have attached data files for the Slava, Udaloy I, and Kiev. SF2 CIWS3.7z
