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Everything posted by EricJ
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Rick Rawlings Let's Play WOFF
EricJ replied to Rick Rawlings's topic in WOFF BH&H2 - General Discussion
I mean I stick with YT all the time, easy to link videos and such, but as long as you got it working... -
CTD at 100%
EricJ replied to citizen67's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Maybe a Windoze Update? I know Helldivers 2 is having issues on PC with hard locking and stuff, and that's been fairly recent. -
If you read my books, and on Facebook, don't hesitate to go to my Facebook Group: https://www.facebook.com/groups/1582562836259271
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Yeah something generic like this. I mean you're going to annoy somebody with the names, but overall the more generic the less drama we'll have on this site about the naming system and such. That way we can all agree on something like this, than get snitty and so on with whatever happens, etc.
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Okay well... Gotcha
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Yeah but the owner isn't British, so the bias towards some kind of nation is a thing, but I'm more in favor for US even though it's a multinational community though.
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infantry mods in sf2
EricJ replied to debmalya's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Gamera I think was the flying turtle... Or my memory is failing me -
infantry mods in sf2
EricJ replied to debmalya's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Back in the day FastCargo did the Star Trek Enterprise, so it's possible... -
infantry mods in sf2
EricJ replied to debmalya's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Now that you mention it, that is kinda strange. But i guess we're too serious here. Then again on the Kamchatka map there is the big image of Cthulu so not too strange I guess. -
I mean I agree with Meusli on that, as some forums have a rank system based on real ranks and so on. That would kinda fit this, since it is mainly focused on military games and such.
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infantry mods in sf2
EricJ replied to debmalya's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Definitely need some velociraptors, T-Rex's and such. That would be kinda weird but cool too. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Oh... Yeah okay... Yeah gotcha. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Oh okay, been a minute since I worked the system. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Super Hornet for SF2: 5.7 - Added ravenclaw_007's AIM-174B and AGM-88G to the download. - Fixed the Block III aircraft to use both new weapons. Apparently I don't have to approve changes, so it should be more or less live right now. -
Super Hornet Package for SF2 v4.1
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
5.7 - Added ravenclaw_007's AIM-174B and AGM-88G to the download. - Fixed the Block III aircraft to use both new weapons. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Okay I spent some time learning the _Data.inis of the various Block III planes in SF2, and made sure that the planes worked right. I had some concern with the EA-18G, but the game doesn't spawn the sub-pylon for the AGM-88G that ravenclaw_007 released. I don't have simonmiller416's so I don't know of any issues, so his will vary, but overall if the specs are near the same, then there shouldn't be any issue with using his instead. Anyway I'll upload the Super Hornet mod shortly and more or less get that to your hands ASAP. Fixes include the adaption of the AIM-174B and the AGM-88 and some ini tweaking to make sure it works right, and so on. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
@ravenclaw_007 Making me work with the screenshots in the Screenshots Thread and all... I'll get with him on how he did the pylons to disable the LAU-whatever (It escapes my mind right now as I post) sub-pylon for the original AGM-88 HARMs. Once that's established I can submit an update and recommendation as the Block III jets need to be updated so I can at least use Ravenclaw_007s and simonmiller's AGM-88G and so on, depending when released and such. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yeah true. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
On a whim about the AIM-174B Gunslinger, I looked up on Google, and will not be modifying the Super Hornet radar (unless I can figure out some non-OP way of doing it (or somebody has a suggestion...) and so on. The way it works via Google is this: The F/A-18 Super Hornet's improved radar, specifically the Active Electronically Scanned Array (AESA) radar, works with the AIM-174B missile by providing the necessary target data for long-range engagements. While the Super Hornet's radar is capable of its own targeting, the extreme range of the AIM-174 also relies on the broader Naval Integrated Fire Control-Counter Air (NIFC-CA) network, which includes assets like the F-35 and E-2D, to provide mid-course guidance and create a powerful "kill web". This allows the Super Hornet to act as a launch platform for the missile, which can then be guided to the target using data from other networked sensors. Role of the Super Hornet's radar and sensors AESA Radar: The Super Hornet's AESA radar is essential for initial detection and tracking of enemy aircraft, providing the foundational data needed for a missile launch. Infrared Search and Track (IRST): The addition of the ASG-34A IRST further enhances the Super Hornet's ability to detect and track targets, especially in electronic warfare or radar-denied environments. Joint Helmet Mounted Cueing System: This system allows pilots to quickly designate targets, integrating the pilot's head movement with the targeting data from the radar and IRST. How the AIM-174 and networked sensors work together Missile launch: The Super Hornet launches the AIM-174, which can operate on its own active radarseeker for terminal guidance. Networked targeting: The missile can also receive updates in flight through the NIFC-CA network, ensuring it stays on course even at extremely long ranges. Role of other assets: For maximum effect at its longest ranges, the AIM-174's mid-course guidance will likely be provided by other assets in the network, such as an F-35 or E-2D, which have greater radar range and a more powerful view of the battlefield. The big picture Kill chain breaker: The combination of the AIM-174's range and the Super Hornet's sensor suite, augmented by the NIFC-CA network, is designed to break the enemy's kill chain. F-14 Phoenix replacement: This capability helps fill the long-range air-to-air engagement gap left by the retirement of the AIM-54 Phoenix missile. Enhanced capability: By using the Super Hornet as a launch platform supported by networked sensors, the Navy can extend its engagement reach significantly, making it a much more formidable combat aircraft. This is what I got through the AI prompt, and so it'll pretty much stand that no update to the Super Hornet Pack will happen. Again if there's a way to make it work at longer ranges, I'm all ears, but as how the game works... It'll just be a bigger AIM-120 so far. -
Episode 12 is posted, either catch up, or start anew: https://bit.ly/45xo8Rz
