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Everything posted by EricJ
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Linebacker and the F-4E
EricJ replied to Mr_Tayto's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You select the custom loadout in the MIssion Editor, when you edit the mission. That's the only way to get it setup so you can have an ECM pod, and three Sparrows. Or if the pylon is a separate pylon by itself, simply select the ECM pod. It should allow you to do that in the Loadout screen. -
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Weaponspack 3
EricJ replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I deleted all of the rest of my Firestreaks and Red Tops because I need quality in my mod folder, and went with these. Thanks ravenclaw! -
EricJ Helicopter Pack RC90 - Mortar Container, Cruise Missile Container, and the Titan AA SAM Container now have custom icons and UI pictures. - Reduced S-94 Max Sling Load weight to 4,000kg. S-94 Utility will have the previous weight limit of 5,500kg lift capability. - Added a requested JASDF Livery, for the UH-92 Cherokee - Tweaked the USN MH-60S textures, making it more in line with the actual camouflage. https://drive.google.com/file/d/13yBv_wxjoGRN9CHu7igoKrrWPg-zoZ6H/view?usp=sharing
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I think I got the grey dialed in: http://ericjwrites.itgo.com/Arma3/wip1989.jpg http://ericjwrites.itgo.com/Arma3/wip1990.jpg http://ericjwrites.itgo.com/Arma3/wip1991.jpg
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Basic JASDF camo. In essence I'm trying to make the grey a more grey color, but so far it's not working with me. I may have to do some other trickery, but here's how it looks so far: http://ericjwrites.itgo.com/Arma3/wip1988.jpg I think the person on Steam wanted a more camo look, but the way that the helo is mapped makes it kinda worrisome to pull off an effective pattern that looks decent, so I stuck with the grey.
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EricJ Cherokee Containers RC20 - Mortar Container, Cruise Missile Container, and the Titan AA SAM Container now have custom icons and UI pictures.
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EricJ Helicopter Pack RC89 - Made the Cruise Missile Container heavier through lift due to gameplay issues with the lighter helicopters in lifting it. - Reduced S-94 Utility lift weight limit to 5500kg. https://drive.google.com/file/d/13tN30dhNCAZpR0R-jm9xKmxN4YNcEHMy/view?usp=sharing
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EricJ Cherokee Containers RC19 - Made the Cruise Missile Container heavier, now liftable by the Taru and Huron, or 6500kg for modded helicopters
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MiG-21 modeling discussion.
EricJ replied to yakarov79's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Well it looks good to me, but that's just a minority opinion. -
Strike Fighters 2 Screenshots Thread
EricJ replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
If the Viper (or any jet) had PGMs then it's doable, sneak up on it and waste it. But a HARM shot would be a waste of a good missile. The two S-300s we have in the Downloads section are setup (like the real one) to distract and prevent HARMs from shooting it, so low and fast and locked on with a Mav or so would do the trick. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I brought up the request to GKABS and should be done. Overall it'll be just as powerful as the ALQ-99s given game limitations. -
Super Hornet Package for SF2 v4.1
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Also the adjusted ALQ-99- H and L version Weapons.7z -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Also the adjusted ALQ-99- H and L versions. Weapons.7z -
Super Hornet Package for SF2 v4.1
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Here is the current (new) setting for the Super Hornets, Block II and III: [ECM] ReferenceName=AN/ALQ-214v5 SystemType=ECM_JAMMER JammerType=DUAL_MODE JammerStrength=100.0 MinFreq=2.0 MaxFreq=20.0 CanJamCW=TRUE MinExtentPosition=-0.404,-2.859,0.608 MaxExtentPosition=0.404,-0.824,1.018 And updated ALQ99G pod ALQ99G.7z -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here is the current (new) setting for the Super Hornets, Block II and III: [ECM] ReferenceName=AN/ALQ-214v5 SystemType=ECM_JAMMER JammerType=DUAL_MODE JammerStrength=100.0 MinFreq=2.0 MaxFreq=20.0 CanJamCW=TRUE MinExtentPosition=-0.404,-2.859,0.608 MaxExtentPosition=0.404,-0.824,1.018 And updated ALQ99G pod ALQ99G.7z -
EricJ Helicopter Pack RC88 - Added more First Aid Kits and Medkits to the Medevac Container. - Made the Cruise Missile Container heavier (4500kg), so only helicopters that can lift more than that can lift it now. https://drive.google.com/file/d/13oWmssU9mC2JJEVO_w_4rjY46NM3zyyg/view?usp=sharing
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My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here's what the internal jammer on an F/A-18EF will look like for Block II and IIIs. I reduced the power of the internal jammer and it coincides with the Growler. I don't know why I can't make the jammers more powerful on the Growler (I would think to provide EW protection, it would have to have the power to do so, even in game) as I think I'm at "max" value for the podded jammers. Anyway here's the test value on my personal jet against the SA-10 Radar. I forgot who made it, but overall this is what the internal jammer will do. It seems fairly reasonable for a fighter to have that effect (If I didn't jam it would have locked me up as soon as I took off from the carrier, so it does work, just not how it used to in previous videos and iterations of the coding and the like). -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well, I found out that the max value (pretty sure) is a power of 200.0 for the jammer pods. I cranked it up to 250.00 and the jammer didn't do anything, so I'm guessing 200 as it did work fine. Not as well as it should maybe, but it jams to a certain distance, then the radar overpowers it and can be locked up. What's interesting is that the F/A-18F that uses the new values, can get closer to the radar (SA-10 was used) than with the pods. So it looks like that the internal jammers work better than the pods. Maybe because of the ability to produce more power, I don't know, but that's TK's and Co.'s reasoning I suppose within the game environment. And given again that I don't know how effective jammers are in the real world, it's just speculation on my part on what the pods should do when carried by aircraft. Note that I'm just using the ALQ-99s for the Growler, the inbuilt ones for testing, again a typical configuration with three pods, two tanks, and two HARMs. So it is what it is with the Growler on the game front. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Just as a note, I'm going to have to up the power of the pods a bit, to give it some reasonable amount of oomph to jam radars. The target is the SA-10 radar, as that's the most powerful. Given that it's a pod I need to keep it "realistic" because it's a pod, I may stick with the 190.0 value that I have now. It gave some more power and increased the amount of power from the last video, but not much. I'll post a video later on, but wanted to get it out there, but that may be as far as realism of the power of the pod at least. I don't know if the game increases with more than one pod (I'm using the USN standard configuration, three pods, two tanks, and two HARMs), but from what I see, probably not. -
Linebacker and the F-4E
EricJ replied to Mr_Tayto's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
One thing I noticed just recently is that the internal jammer is more effective than a podded ECM system. When I was doing some testing this morning I noticed that the internal jammer overpowered the hostile radar with no burn through, and didn't lock on me. Remove the internal jammer and use pods, different effect (hostile radar did burn through early) and with a higher power setting for the pod. So that's something to consider too when deciding to use internal vs. external pods. Of course power makes a difference though. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
After some soul-searching and a quick Google search, the Growler to the best of my knowledge doesn't have an internal jammer like the rest of the Super Hornets. Which is fine, so I decided to remove it and make the player depend on the pods, which apparently work (or as best as they can). That means that jamming a radar is at best what it is. I don't know the performance of the real system unfortunately (and no, I won't ask because they won't tell me anyway) against an SA-10 radar. This short video shows the effectiveness and the range at 10,000ft of it detecting me and strobing me: -
EricJ Cherokee Containers RC18 - Made the Cruise Missile Container heavier (4500kg), so only helicopters that can lift more than that can lift it now.
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Was doing some sling load practice with the Ghost Hawk and when lifting the Cruise Missile Container I was having issues all of a sudden. So to remedy that I've made the Cruise Missile Container heavier, so it can only be lifted by the Huron or Taru. I don't know if any milsim units are having any issues with lifting it with a Ghost Hawk, but it made me concerned, so it's heavier and can only be lifted by those two (or any helicopter that can lift more than 4500kg).
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Shafrir 1 & Shafrir 2 Missile
EricJ replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I've always been into aviation since I was really young, so don't ask me as to why I joined the US Army either. It did help in Afghanistan, knowing somewhat the perspective of people who fly. But anyway hopefully Rafael helps you out.