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Everything posted by UllyB
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Can anyone , please, tell me or point me to the right info webpage, to find out what model could and did carry ECM equipment and countermeasures (Chaff&Flares) for MIG-23/MIG-27 ? I read some infos here in plane files but they don't have the official info label pinned on them so I can't rely on them for now. Thank you.
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Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I didn't touch any of airfield settings, I was just testing some loadouts for some soviet aircraft and when my plane randomly took off from that airfield, it just blew up, without my "help". Then I looked into targets.ini to see what do those airfields have in common. The common thing was they were all DESERT_AIRFIELD5n.ini type. Because I don't have the experience to see into this file what is wrong with them, I just replaced them, they were just four. One more thing, you say they are for neutral cause. I looked into targets.ini and they, all four, are labelled ENEMY (Could that be the cause why they suddenly explode ?). I am confused now to be sincere. Furthermore. After replacing the airfields (which is just one type only) I noticed that aircraft, taking off from THAT airstrip, their taxi start point was far more out than usual and I thought maybe that is why, on the other type, they were exploding. I'm just saying... If you can, just please tell me if you on those "N" airfield type your aircraft explodes. If it doesn't eplodes then it's odd, because, as i said above, I didn't TOUCH any settings. (I just replaced airfield type for four of them) -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
UPDATE All DESERT_AIRFIELD5n.ini , which are just four (Antung AB 1/Antung AB 2/Dagushan/Qinqishan) cause aircraft to explode on the runway in 2 seconds. I replaced them with DESERT_AIRFIELD4.ini. If you there's a fix for the old one I will replace them back. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I noticed something odd. On ANTUNG AB, aircraft explodes directly in 2 sec, including the wingmen. I'm pretty sure it's not the plane (it was a MIG-23UM) because I randomly took another 5 airbases and it didn't explode. So something is wrong with that airstrip. Any idea why please ? Could you test that airstrip for yourself and confirm if the aircraft explodes ? -
I own their first game, LOCK-ON, which I found it very hard to manage. I kept an eye on their work , but I can't understand why are these insane prices. 60 euros for just one plane ??? With 60 euros you can buy a AAA game. True , they look like real thing, cockpits are truly fantastic, but I will never give 60 euros for just one plane. It's a shame, I would have given it a try to this sim, maybe in another life.
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Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
yes they WORK!!!. First I thought the effect is inexistent looking from above, but I use CTRL+F12 to take a very close look, both to the rivers and sea. And there are present both, the "flow" emulation movement and that emulation which mimics wave movement. If you want I can make a movie on youtube to see it for yourself. Just say the word. Thank you once again for your wonderful work. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
yeah, I screwed up, but I realized it too late. I wanted to test something yesterday and I moved the seasons files and I forgot about them in the tension/heat of the moments. Thus the game was loading Germany tiles and confused me and that is why I was desperate not knowing what is happening. Thank God you have a clear, cool mind! Yes , now after your adjustings, the map work flawlessly. God bless you Kevin, I am really happy I can play this map. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I took closely looks at the tiles in question and their behavior. They look in game as if they were stacked, one on top of the other, but two of them look like they are not from that area. Example: the one which should fit is a field tile, but on top of it (or below, depending the angle you look at it) there is a tile, (and all these are happening in the middle of the map section), that has a river section. I saw one (in the middle of the map section), too, which had a sea blue color and pier-like bars. I guess they are not from there and the Germany map tiles were somehow matched to be aprox a match. I also think that water appears in interior (airfields) because the level/height of the water was increased above of some threshold. Oh I wish I knew how those values affects what's going on on the map. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I've run it , here's what I noticed: - river banks flickering - GONE - sea tiles flickering - GONE - white chunks instead of airports tiles - GONE Your magic did work Kevin, as always, and I am gratefull for that. Thank you. However I noticed just a single abnormal behavior.(Please see the pics) When you are above of an airport (or even on the runway) and you just slightly rotate the angle you get, not one, but three "versions" of how the airport can look like and of course , just one of them is the right one. Can they be adressed as well ? PS -With the sea look I've managed, I have all the waternormal bitmaps ever produced. abnormal_look.zip -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
OK, thank you. I will wait. I tested into WOE, as you did, and the issues are the same, but I decided not to bring this up, but since you showed up letting me know you work the problem, I let you know that, too. I will keep finger crossed. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I have a very powerful card, GTX 1080 (I always had the best for that present whatever it were), and drivers are for certain NOT the problem here (I am a 25 year experience hardware engineer and I know one or two things about this matter). I reversed-engineeried two terrains from SF2 and they work flawlessly. That is why I didn't expect this problem and that is why I turned to YOU for help. The only thing that stands, for the peace of my mind, is what you said about internal coding. I will delete that terrain, but I'm telling you, I will do that with a heavy heart. Thank you for reply. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
For me it doesn't work. I did everything you said in SF1->SF2 terrain transformation. Near the rivers everything is flickering, the same when you are near the sea. The airfield's chunks look as the texture is missing (white/grey). Everything else (hill, mountains, fields) looks good. I use WOI and of course I have the GermanyCE CAT into the terrain folder. I really would like to play Korea ver 3.0 , I really like how big this map is and what is covering. Maybe you can help Kevin. -
launching a missile animation
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I also noticed that F-102 and F-106 baydoor animation won't work for the A.I. The missile goes through plane when released. Why doesn't it work for F-102 and F-106 but for bombers do? Tu-16 and TU-22 A.I. "know" to open the baydoor before releasing bombs. Could this issue be solved by a syntax or something. I saw at SF2 series that there is an line command : AutomaticDoor=TRUE. I tested and it won't work for SF1. -
loadout.ini syntax
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Truth is I didn't know that feature belonged to SF2 generation. I discovered into a SF1 plane's loadout, maybe forgotten by the author when he transformed a SF2 plane to a SF1, but there was no one there to tell me that. I forgot about it until now , when I remembered it and found it useful for what I wanted to happened for that F-106 loadout. I reached to a compromise. I let one version for CAP and one for INTERCEPT. However part of the syntax works, you can change, by stating that lines in the loadout.ini, when a plane to load something new. It's a shame that the other half won't work. Thank you, like always, for your guidance Sir. PS - SF2 it may have its glamour with new shaders, but the SF1 attracts me more powerfull with its simplicity and beautiness so I feel that I can't part of it yet. My intention is to make a clear "path" through all SF1 stuff and make, at least for myself, a very beautiful, rich game. Bless all the men who contributed to this fine game! -
loadout.ini syntax
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You missunderstood me (I think). I know to read a data.ini file Sir. The gunpod takes over when data change to 1972, BUT...before that... Air-2A should appear because it's declared (FIRST), but IT DOESN'T. That was my point. That is why I was puzzled, that is why I asked for help. I checked and IF...I delete these rows : [AirToAir_72] StartDefaultDate=1972 DefaultFor=INTERCEPT,CAP then... the Air-2A APPEARS as it should...BEFORE 1972, in the plane's loadout. And , of course, if I leave it to that, it will stand there even after 1972 date. My logic is this: if a weapons declared appears, why does it disappear BEFORE the data in question, if a newer weapon, through that syntax, takes over. It should appear BEFORE 1972 (the Air-2 A) and after that the gunpod should take over. I never said they should work in the same time or similar. That is why I think you missunderstood me. -
I tried to load for F-106 the Air-2A genie missile (for 1959-1871) and the gunpod begining with 1972. It looks like this: [AirToAir] Loadout[01].WeaponType=AIR-2A Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-4G Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-4G Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-4F Loadout[04].Quantity=1 Loadout[05].WeaponType=AIM-4F Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank360_F102 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank360_F102 Loadout[07].Quantity=1 [AirToAir_72] StartDefaultDate=1972 DefaultFor=INTERCEPT,CAP Loadout[02].WeaponType=AIM-4G Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-4G Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-4F Loadout[04].Quantity=1 Loadout[05].WeaponType=AIM-4F Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank360_F102 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank360_F102 Loadout[07].Quantity=1 Loadout[08].WeaponType=F106AGunPod Loadout[08].Quantity=1 For the gunpod, it works, but BEFORE 1972 the game leaves the place empty.(I can load the Air-2A missile manually though). I tried to put 1959 the default for Air-2A missile, but if I do that, after 1972 it won't load the gunpod, it will be the just the Air-2A missile only. I could use a little help. What is the correct syntax to have the two versions please ?
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CAT archives utility
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wow, interesting, I didn't know such a tool existed. Do you still have it ? I would love to give it a try. -
radar scope
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks for the help! -
Is it possible to "fit" a radar into stock A-10 (WOE) scope (the one it uses for Mavericks and LGBs ) ? I tried but, except FLIR devices, nothing appears there. I've done that in the past for other planes, but my "magic" won't work in this case. I'm not sure if the cockpit model (LOD) has anything to do with this issue (lack of info) so I could use some guiding or help. Thank you.
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AerialNukeEffect.ini file
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thank you once again for the help! -
I see, but even so, there is a very big gap between 28 km and 120km, plus I noticed that , when told to engage, the wingman (A.I.) accelerates so it has even enough speed which would help launching it earlier because of a more favorable momentum of the missile. And finally, I tested it, firing it myself and the missile (1 in 4) makes a kill from 50-60km or so. Another aspect I remembered: when the AI wingman is head-on with the enemy AI, the enemy fires always first and sometimes, kills my wingman before it even got a chance to fire. I thought that maybe these things are moderated by AI skill etc but my AI wingman had "excellent" skill and the enemy AI was put on "NORMAL" so the bottom line, the situation is very cloudy for me.
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AerialNukeEffect.ini file
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Many thanks for help but I also need the TGA files which work in conjunction with the ini file, too (I checked the effects folder and I don't have the TGA files named in the ini effect file). Plus I am not sure if the shaders files are from CAT's game (so no worry) or... I have to put them somewhere those which are listed in the ini file... Can you, please take a look and tell me where goes where, too ? The best it would be if you can archive the "Effects" folder and send it to me (uploading it on a site where I could take it)