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Everything posted by UllyB
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Fake pilot question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Oops got it know , I must have the fake pilot LOD to make it work and I don't have it! I guess that is why it doesn't work. Where can I find a fakepilot LOD ? I looked into download section and there is none. Or is not it ? -
Fake pilot question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I got it but here, in my case it's not a pair thing, it's a one thing, meaning that both canards are made in one object/LOD. Following the model it should work as it is, but it doesn't, you can see a pilot hanging out, under the aircraft.How do you fix it when it's just one and not two pairs ? // Crew --------------------------------------------------------- [Pilot] SystemType=PILOT_COCKPIT Position=0.0000,5.879,1.52 PilotModelName=Red7002T SeatModelName=K-36D SeatPosition=0.00,5.88,1.51 MinExtentPosition=-0.25, 5.91,-0.20 MaxExtentPosition= 0.25, 6.99, 0.92 CanopyNodeName= [Pilot1] SystemType=PILOT_COCKPIT Position=0.0000,4.504,1.78 PilotModelName=Red7002T SeatModelName=K-36D SeatPosition=0.00,4.5,1.78 MinExtentPosition=-0.25, 5.91,-0.20 MaxExtentPosition= 0.25, 6.99, 0.92 CanopyNodeName= [Canards] SystemType=PILOT_COCKPIT Position=0.0,0.0,0.0 PilotModelName=FakePilot SeatModelName=Su30SMCanards SeatPosition=0.0,1.9,0.47 SeatID=2 -
Fake pilot question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I solved it in the end. I didn't know how to solve the fakepilot thing. It's so frustrating to need help and not having anyone near you to help when you need it. I made a fake fuel tank and I went through excruciating pain to match it in its coordinates. Man it's so hard some time... -
Fake pilot question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Uhhh it's a SF1 one Sir. But it's a SU-30SM transformed for SF1 from SF2, so no fancy folder for pilots. I asked the question here because the fakepilot problem is from both "worlds". :) Can you help please ? -
F-16 problem
UllyB replied to strahi's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I am afraid things don't work as you think. SF1 series is a simulator and when you say simulator it does exactly what it says: it simulates and ...exactly like in real life there are no fixed things, there is no black and white only, there are thousands of grey "shades" between. What do I mean...!? Well those parameters you are questioning are either from the detectsystem section in the dataini file of the plane or the ones into the avionics file. First thing first. If it's avionics, it means they are available and they have an effect for YOU when you are piloting the plane. If they are from the detectsystem section in the dataini file, they are producing effect for your AI. controlled wingmen ONLY. I will explain those factors (the main ones) in a nutshell and you will have the answer to your question, sort of. Search range is the maximum that your plane's radar can "see" targets (let's say air ones). Track range is the parameter which tells you from what distance you can aquire target, meaning when you can "fix" it on your radar and fire at it with a radar missile (if you have one on board loaded of course), AHM or SAHM. I invite you to read AGAIN the posts above, mines and Caesar's to understand better the "mechanism". And again, I remind you that this game is not an arcade one, where you just fire the missiles button, it's a simulator more complex than simple things. Good luck! -
F-16 problem
UllyB replied to strahi's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It depends of what you are firing at. If you are firing at a airborne target (another fighter) - it will depend of the type of the air-to-air missile used (so it will depend of the year you choose to fight), - the height you are when firing the missile (the higher you are, the longer your missile will travell so you can fire it from far away then the default missile parameter), - the aircraft speed (the more speed you aircraft has, you can fire the missile from far away then the default missile parameter) and, finally, - what missiles do you have in your weapon pack available in the game . Of course all these said, it all comes with the experience, you'll see. Your A.I. wingmen, if you use any, depend on the detectsystem parameters into your dataini file of the aircraft. The longer is the track and search range, the longer they will fire the missile from, if their skill and experience (see the roster before the mission) is high, they will choose the right distance/moment to fire in order to get a kill. (watch your wingmen when they dogfight wiht the F10 key, sometimes it's a show in its own, especially if you have skilled wingmen, they will dodge missiles better, they will gun down enemies and they will get enemies from your back if you know how to direct them through the wingmen menu, see the TAB key) If you are asking for terminating a ground target, I think, usually, the Mavericks are the ones you are looking for (But , the more advance is the year, more air-to-ground missiles with better performance will apear so keep that in mind when searching for a very good missile in the weaponseditor and folder). Everything I said above about the missiles parameters for air-to air missiles are available for the air-to-ground , too. Good luck! -
formation setup
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nobody knows ? -
[AIData] FormationSpeedForPosition=0.8 FormationSpeedForRate=0.5 Do this data tweak about the way AI wingmen ? What do every line do exactly ? I ask that because I want to take escort into AWACS single player missions and some planes (SU-30s) they match your AWACS speed (A-50) only if you go 100% throttle. if you make it 70% or 75% they go haywire around you as if they can't slow down to match your speed. I tried the default and it won't work (0.5 with 0.8). I tried 0.6 with 0.7, still won't work.
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Am I dreaming or there were some SU-33 and Su-33 in the download section ? I remember that I saw them. I looked into SF2 section and there are not there ,too. PS - does know anyone, which Sukhoi models have canards ? I saw pictures with Su-33,Su-30,SU-35 models with canards , but I saw Su-35 and SU-30 models without canards as well, so I'm confused.
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Sukhoi models
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks for the info. -
Thanks!
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Can anyone please help to find this model ? The link provided in the download section doesn't work anymore. Thank you.
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I saw this plane in the download section. Does this plane exist for real, cause I couldn't find anything on the internet about it ? Thank you in advance.
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Months ago I had some trouble making rafale's wingmen to use long range missiles. Crusader helped and pointed out that the rangeunit parameter was missing from the [detectsystem] declaration in dataini file. Now I have the same problem with MIG-35 but, this time, everything looks fine in the [detectsystem], I compared with the rafale's. I tried the MIG-31 and they work just fine, A.I. wingmen uses them (Amos missiles). I copied from MIG-31 the whole detectsystem part but still it doesn't work. Any suggestions ? Thank you. [DetectSystem] RadarType=AIR_INTERCEPT ReferenceName=Zhuk-AE RangeUnit=KM RadarAzimuthLimit=60 RadarElevationLimit=60 RadarSearchTime=1.0 RadarSearchRange=150 RadarSearchStrength=200 RadarTrackTime=9.0 RadarTrackRange=150 RadarTrackStrength=200 VisualBlindArc=5,6,7 VisualRestrictedArc=4L,8L MaxVisibleDistance=8400.0 HasRWR=True
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Sukhoi SJ AWACS
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I see, thank you. -
looking for gun editor
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks a lot! -
looking for gun editor
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Recently I lost data, it my fault was, and I lost the guneditor. exe. Can anyone tell me where can I download it ? weapons editor I found it in downloads.Thank you. -
hidden command
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The missing cockpit: -
Where is the command "hidden" (key combination) when you have a cockpit with two positions and you can switch between them ? Into the cockpit.lod file ? And if so can I "read" it into the file with an editor ? How could be possible to know it exactly ? PS - This is what is written into the readme file concerning this very aspect: "use / or ; key. if it doesn;t work check your key settings. You are also able to switch the gun sight and open the map display by [ ] \ keys" Obviously I tried them and they won't work.
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Cant Fire Weapons?
UllyB replied to SlothKid's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Try and see if you CAN set for firing other buttons/kesy first. If you can't set key for firing at all , then you move forward. Check this first. PS - it is not clear for me if you want everything set for your joystick/pedals ONLY etc or...you want a mix of these two (joystick+ keyboard) -
hidden command
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Maaaaaaaaaaan. ! THAT WAS IT!!! See ? Just a tiny line erased, without letting people know it, and everything blows to pieces ! I tried everything, I almost didn't sleep searching for a solution, I even called an old friend who works in 3D field to ask for expertise and help. Man...you just made my day. GOD BLESS YOU, I will never forget your help and your nick.! -
gun control
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
yes they exist into aircraftobject.ini. I always compare "new" settings from new planes I encounter with the ones in the that file. Some are changed, some are default and some , for some helos, for instance, I changed them myself after thoroughly testing. However I tested more and it seems that it has to do with the height where plane/helo is (planes/helos which were given command to attack, and they were at high altitude, they fired their missiles in the first pass), the distance set in detect system (how far they can "see" ahead). Planes/helos which won't fire their weapons from first pass, they will do it eventually in the next ones, at some point. Some will not fire at all. Why is that , remains a mistery to me, only TK would know. -
What exactly is controlling the situation when A.I. wingman won't use the plane gun even if it has it. I ask that because some A.I., for some planes, use it, but other are behaving as the gun is not present in their planes and they are replying: "unable". Is there a way to "persuade" them to use it ? Thank you. EDIT - Could be related to the range of the gun ?
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hidden command
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
This is the original file where you are instructed how to switch between the two places in the cockpit: ##switch between front and back seats.txt and these are the lines into the cockpit.ini concernig the seats: [SeatY] Type=ARRESTING_HOOK_INDICATOR NodeName=SeatY MovementType=POSITION_Y Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1.854 Set[02].Value=1 [SeatZ] Type=ARRESTING_HOOK_INDICATOR NodeName=SeatZ MovementType=POSITION_Z Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-0.81 Set[02].Value=1 The meshes for seats have different names, in the 3D model: -
hidden command
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
No, I think you missunderstood. The cockpit was build to be able to switch places, gunner with pilot. It says in the fragment from the readme file how you change places, between the two of them, in my first post (you are supposed to press a specific key, which in my case it won't work anymore, but I don't know why). If you look to the photo, you can easily notice that there are two distinct workable panels (in the second seat, the one I don't know how to access it, there is a mesh with the RWR ! That was not put there just for eyecandy) etc. Maybe you can give me a suggestion or a hint how to solve it. I suspect the cockpit.ini file has some data which won't match the meshes in the 3d model. In the 3d the seat meshes are called Y and Y01, and in the cockpit.ini they are called Y and Z, for instance. I compared with the ones for Mirage 2000D where there they have the same names. PS - The Mirage 2000D (Florian did it I think), works the same, I tested, you CAN switch places in a cockpit and have two distinct panels.