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Everything posted by dtmdragon
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RAH-66 Comanche
dtmdragon replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hours spent playing this one in the early 2000's I remember calling in the artillery strikes! -
Weaponspack 3
dtmdragon replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Amazing work thanks mate! -
Weaponspack 3
dtmdragon replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Awsome work @ravenclaw_007 Just one small detail for the Genie. The missiles with a brown band like you have done had no warhead but a live rocket motor. These are the ones you will see in most photos of the Genie being fired. A Genie with a live nuclear warhead is completely white with no colored bands, even though it does have a live rocket motor. This was how a live nuclear weapon was identified and differentiated from other weapons. This information is from the same F-106 Facebook group as before. -
Explain by this guy in a new reply overnight: When the AIM4F was first designed, the wind tunnel testing "sort of suggested" that a "sonic boom breaker" was needed to maintain airflow over the control surfaces at the back of the missle. Then, later on, with the design of the AIM4G, they realized it wasn't needed. When I first started working on the AIM4F/G, there were still "threaded studs" molded into the 4F radome. Over the years, as the guidance units were sent through depot, the ceramic radomes were replaced with ones that did not have the threaded stud. So, the "probe" more or less disappeared because it wasn't needed after all.
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And the answer is...... According to actual F-106 loaders and AIM-4 Maintainers there was no spike on production missiles. Most have never even heard of it. Some recall that it was on the prototype missiles and some early production missiles but were gone by 1964 at the latest. The probe tended to damage and knock off the ceramic nose of the missile. Vague recollection that the probe was called 'sonic boom buster'
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I've asked the question on a Facebook group with F-106 pilots and maintainers. Contact fuses for the missile are in the leading edges of each of the missile fins. In the game I have given the warhead a proximity fuse of whatever the distance is from the center of the missile to the tip of one of the fins.
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You are right photos of the USN F-4S cockpit and RAF F-4J(UK) show the cockpit and gun sight you are working. It's the F-4M and late F-4K that have the same as the F-4E
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Where did you get this information from? I have never heard of it before and all the cockpit photos of RAF Phantoms, USN F-4J/S show the same pilots gunsight, radar scope and gunsight controls as the F-4E. Nothing like the drawings you posted above???
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Thick brush bristles can do the trick
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The Navy Nearly Built A Nuclear Armed “Super Sidewinder” Air-To-Air Missile: https://www.twz.com/air/the-navy-nearly-built-a-nuclear-armed-super-sidewinder-air-to-air-missile
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One thing to try with the rwr issue is the format you are saving the rwr image as. I can't speak to photoshop or gimp because I use paint.net but I have had an issue where a radar screen image was saved with a parameter changed that made it not show up in the game. Also those with a problem could try bmp or jpeg format to see if one works over the other.
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Weapons manual shows ripple quantities of single, pairs and full ripple: From T.O. 1F-4C-34-1-1 "Weapon Selector Knob The weapon selector knob, placarded WPN SEL, is a rotary type switch with eight positions; only seven positions are used. This switch is used to select the type of munitions and method of release. The switch positions are BOMBS-SINGLE, BOMBS-PAIRS, BOMBS-RIPPLE, RKTS & DISP-SINGLE, RKTS & DISP-PAIRS, GAM-83 (AGM-12), and AGM-45. Note..... ....The only automatic mode of intervalometer operation is BOMBS-RIPPLE. In the automatic mode, the bomb button is depressed and held until the bomb release sequence is complete. The manual mode requires that the bomb button be actuated for each release." Interesting the picture in the manual shows bombs: single, triple and ripple not bombs: single, pairs and ripple like in the text of the manual. This could all be after a modification from the early F-4D/E with no ripple selection like you were talking about?
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@ravenclaw_007 Here is the fix below for F-4D_67 (changes in bold): Also is "RippleQuantity=18" correct with just 18? ///////////////////////////////////////////////////// [Station17LightArmed] Type=inactive NodeName=StationLight17a MovementType=LIGHT ItemNumber=17 [Station18LightArmed] Type=inactive NodeName=StationLight18a MovementType=LIGHT ItemNumber=18 [Station19LightArmed] Type=inactive NodeName=StationLight19a MovementType=LIGHT ItemNumber=19 [Station20LightArmed] Type=inactive NodeName=StationLight20a MovementType=LIGHT ItemNumber=20 /////////////////////////////////////////////// [Station17Light] Type=inactive NodeName=StationLight17 MovementType=LIGHT ItemNumber=17 [Station18Light] Type=inactive NodeName=StationLight18 MovementType=LIGHT ItemNumber=18 [Station19Light] Type=inactive NodeName=StationLight19 MovementType=LIGHT ItemNumber=19 [Station20Light] Type=inactive NodeName=StationLight20 MovementType=LIGHT ItemNumber=20 [StationLight22] Type=WEAPON_STATION_SELECTOR NodeName=StationLight22 MovementType=LIGHT ItemNumber=17 [StationLight22a] Type=WEAPON_QUANTITY Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 NodeName=StationLight22a MovementType=LIGHT ItemNumber=17 [StationLight23] Type=WEAPON_STATION_SELECTOR NodeName=StationLight23 MovementType=LIGHT ItemNumber=20 [StationLight23a] Type=WEAPON_QUANTITY Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 NodeName=StationLight23a MovementType=LIGHT ItemNumber=20 [StationLight24] Type=WEAPON_STATION_SELECTOR NodeName=StationLight24 MovementType=LIGHT ItemNumber=19 [StationLight24a] Type=WEAPON_QUANTITY Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 NodeName=StationLight24a MovementType=LIGHT ItemNumber=19 [StationLight25] Type=WEAPON_STATION_SELECTOR NodeName=StationLight25 MovementType=LIGHT ItemNumber=18 [StationLight25a] Type=WEAPON_QUANTITY Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 NodeName=StationLight25a MovementType=LIGHT ItemNumber=18
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@ravenclaw_007 great work mate! I have picked up that the missile selected lights for Falcon stations are not lighting up when the falcon missile is selected but the A/G outer and inner pylon selected and armed lights are instead. Looks like just a numbering issue for the missile selected lights but the link from the falcon stations to the A/G outer and inner pylon lights needs to be removed or the nodes made inactive. Sidewinder and Sparrow lights are all working correctly
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I was going to ask you this in a PM but I thought others might be interested in your answer. For me the almost unlimited 'what if' aspect of SF2 is one of the most attractive things about the game. You @Spinners have to be one of the most prolific 'what if' guys here, so my question to you is; What is your absolute favorite 'what if' mod you have ever done? And what is you absolute favorite 'what if' mod someone else has done? (Screenshots and links too please )
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My own work around (no HUD) cockpit.7z [CockpitData] Directory=cockpit HUDMode=CAGED,AA,AG RippleQuantity=1,2,4 RippleInterval=60,100,140 [GunsightFront] HasGunsight=TRUE GunsightMilSize=50 GunsightName=Meteor8_lead.tga AGGunsightName=Meteor8_lead_AG GunsightComputedName=Meteor8_sight.tga LeadComputing=TRUE MinLeadRange=182.88 MaxLeadRange=731.52 DefaultLeadRange=300 MaxDepression=250 DefaultDepression=50 RocketDepression=50 All functions are 100% historically accurate including the boresight cross in the air-to-air mode with the gyro sight enabled. It could be turned off and on by the pilot, he could even have the entire fixed (AG) sight (cross and circle) displayed as well as the gyro sight but most would just have the small cross from the fixed sight showing as well as the gyro sight. This was the same on WWII RAF gyro sights although most did not have the depressable function for the fixed sight at that stage.