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Everything posted by Arrow
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Does anyone have a copy of the SHOOT program they can lend me?
Arrow replied to rogueranger1993's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I tried it by loading your SFWov profile, but when I click the push-to-talk button [Caps Lock] I just get a pulsing, buzzing sound that occurs about every 2 seconds. As well, all of the menu items under Speech, with the exception of Recognizer > Profile (does correctly select my Win7 login name as the default) can't be accessed. Even using the keyboard shortcuts won't pop their dialog boxes/forms. I'm guessing there's some registry keys missing or maybe a system config file? I did check my mic under Win7 recordings and playback is very audible and clear - matches feedback I get from online teammates. I tried setting the Shoot.exe to WinXP SP3 compatibility, but it didn't make a difference. -
Does anyone have a copy of the SHOOT program they can lend me?
Arrow replied to rogueranger1993's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Well I'm certainly not shy of trying new things when it comes to software apps. Part of my skepticism though comes from Internet posts I read when trying to get Voicebot working. Those posts claimed voice recognition was defective in some editions of Win7 and Microsoft never did manage to get it to be stable - certainly fits with my experience. I'd also read that voice recognition was much improved in Window 10, which I plan to upgrade to before the year is out. So my skepticism is probably better described as hesitation, in that I'd be better to postpone any voice command software that uses OS voice recognition until I'm running on Win10. That Streakeagle had Shoot running on Win7 64 though, sounds promising and certainly worth a try. -
Does anyone have a copy of the SHOOT program they can lend me?
Arrow replied to rogueranger1993's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I've been looking for a functional voice command app too. I had to thrown in the towel on Voicebot, but in my case the failings seemed to be related to problems with core voice recognition in my install of Win7 64 Ultimate, which Voicebot leverages. I suspected my mic for a while, but team members in online games have said my voice comes across loud and clear. It seems to be the consensus that Voice Attack is the superior voice command product. I've wanted to try it, but poor results on my PC with even just training voice recognition, has made me a skeptic. I'm curious if either Shoot or Voice Attack use some alternative to the voice recognition built into the OS? -
SF2NA; Difficulty of Strike - Anti-Ship Missions!
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Well the CF-188B mod is based on the Team Hornet F/A-18, so if the latter has it then it should be there. I have the CCIP mod for the Intruder from the A-6 Superpack and it's an excellent mod that makes one heckuva difference. Maybe I'm just not loading the correct armaments to see it in the CF188B? -
I've been trying to fly some Strike missions that are anti-ship and have found these next to impossible to successfully execute & survive. I've been flying these missions with the CF-188B (RCAF F/A-18 Hornet, service entry 1983) and the A-6E Intruder. My 1st problem are the default loadouts for these types of missions; default for the CF-188B are AIM 9M Sidewinder and AIM 7M Sparrow and for the A-6E Intruder the Mk.23 Walleye II ERDL. Both of those give me WTF thoughts, as from my understanding of it the CF-188Bs is an Air-Air only loadout and the A-6E's is an Air-Ground for land targets; I'm admittedly not that familiar with the Walleye so not 100% about the latter. I've checked the LOADOUT.INIs for both aircraft and neither default loadout I'm presented with matches up. In the INIs the Anti-Ship loadout for the CF-188B is the AIM-9X, AGM-88C & D and the AIM-120C-5. For the A-6E it's only the MK83. With a max selectable date of 1983, I of course never have the AIM-9X, AGM-188's or AIM-120C available to CF-188B. I always manually change those loadouts to more suitable weapons, but the problem is I really don't have any suitable ASW armaments at my disposal. Both the A-6 Superpack and the CF-188B v1.1 RAR's include the Harpoon, but it's the AGM-84E and AGM-84F editions that were't available for the selectable service years for my aircraft. I've tried loading up with some SEAD armaments like the AGM-45b Shrike and the AGM-65a Maverick, but they never successfully lock on. I do see the maverick's target image in the Hornet's MFD-TV, but I don't seem to be able to get the cross-hair to acquire or lock. I always have lots of versions of the AGM-12 Bullpup available, but I'm not sure if they're even really usable. I'm n00b at Anti-ship though and I've been following some advice in Bunyap's old Weapons Delivery manual, but it's very possible I'm doing things wrong. Anyhow...the result is that I never hit a single ship and I and my wingmen are always get shot down. It seems like the ECM on the ships is just far too strong for us too lock on and the GOA and other Surface-Air are far too many and too deadly. I'm also not sure about appropriate radar modes in the Hornet; there's Search, Track while Scan, Air Combat Maneuvering and Ground Map available, but which to use? It's more straight forward in the Intruder as it only has terrain avoidance and ground map. Ialways have ECM turned on and when bombing with the Intruder never have radar on as it features the excellent, modded CCIP. Attempting to bomb a ship seems very suicidal at best anyways and what I really want is to be able to use stand-off ASW missiles that should be available within the service years of my aircraft, but they aren't there? I can fly like an Ace with good kill/success ratios for any other type of missions that are available to either aircraft, but any kind of success with anti-ship or Ship SEAD completely alludes me. If anyone has any feedback or suggestions as to what I might do to succeed and survive with Anti-Ship missions, I'd really appreciate hearing about it. [Edit] I should have mentioned that I did some searches of the Knowledge Base forum, but couldn't find anything appropriate.
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SF2NA; Difficulty of Strike - Anti-Ship Missions!
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Agreed, the naval warfare has been a challenge to learn, but it's now become the best experience I've had with the any game in the series. I'm not sure of whether I have a CCIP in the CF-188B, but I have been getting good results using the EOD's like the Maverick a and have been wracking up lots of kills with the Laser guided Paveway II's. Verdict's still out a bit on the AGM-65a though, as I seem to have to get within 4 NM for it to be accurate, whereas everything I've read, including Bunyap's Weapon Delivery guide, states that I should be able to be accurate up to 7.5 NM out from the target. I am firing them at very low elevation, but even so you're supposed to have a decent chance after 7.5 NM, but fired from 7.5 - 4 NM my mavericks just hit the dirt or dive into the sea. -
Is ace combat-style maneuvering possible for a mod?
Arrow replied to rogueranger1993's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I game with a very long-in-the-tooth PC (i5 2500, 4 x 3.3Ghz CPU, 8 GB DDR3 RAM, GTX680 w/2GB, Win7 64) and I find both BMS Falcon and IL2 CloD TF 4.5 to run well; in the high 40s -to- low 60 fps with all the bells & whistles. So IMO the move to 64 bit and a newer gen of DirectX hasn't made them too unplayable. That said, I've found the optimal requirement specs posted on Team BMS and Team Fusions' respective website to be way out of line. Those seem to be for players that are doing mplay online on high pop servers, with 240 hz monitors at high resolutions who want bleeding edge fidelity. Initially Falcon BMS is a bit of disaster for weapons use - you don't have access to them until you issue the commands to get a weapons clear and to uncage them. That's confusing enough, but that it's so poorly explained if explained at all in the BMS user manuals, makes it that much worse. I agree about objects in Falcon BMS - there seems to be some real limitations imposed by the engine or the time constraints of the team. While the terrain got a significant improvement by the free inclusion of the once paid for 3rd party terrain tiles, objects seem to locked in the past. I still enjoy it when I want to click buttons in a high fidelity cockpit and I appreciate Team BMS's efforts, but TBH SF2's approach of device mappable commands with some relaxed realism is more my speed. IL-2 CloD with Team Fusion's 4.5 patch on the other hand, has intro'd significant improvements in terrain and objects. And considering their soon to be released TF 5.0 will be a whole new game set in North Africa with completely new aircraft, objects and terrains, that's a good deal of object and terrain enhancement. The game still has some warts like very quirky take-off physics in the Spitfire, but IMO it's evolved to be miles beyond the unplayable game it debuted as. -
Or more specifically, how to make them available to the CF-188B Hornet, which according to some sources I've read were in the RCAF weapon' inventory. I've loaded the ObjectData027.CAT up in Mue's CAT Extractor and can see a AGM-84.INI, AGM-84.LOD and AGM-84_1.JPG, but I'm wondering if that weapon content is only for the ship borne Harpoons? I know modders created an AGM-84E (not sure what block?) and an AGM-84F (Block 1D), as I have both in my Weapons folder which came via the A-6 Superpak and CF-188B archives. The problem though, is I need a Harpoon that I load up from 1983-84 service date and that's apparently only the AGM-84A (Block 1) which entered service in 1979. So, if in fact an AGM-84A capable of being launched from an aircraft is in the base game, what do I need to make it available? Currently no harpoons show up the list of available weapons in my CF-188's loadout screen, but that's no doubt due to me only being able to select an 1983 or 84 sevice date - years before the AGM-84E & F were debuted. Unfortunately I know nothing about editing LOD files -other than the 1 time I removed a component from the A-6A cockpit LOD- but I'm wondering if it's possible to mod an AGM-84E into an AGM-84A?
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How to Make the Harpoon Block 1 (AGM-84A) or Block 1B (AGM-84C) Available?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes, I'm have Weapons Pack 2 installed, as well as weapons included with various aircraft such as the Intruder Superpack and the CF-188B which I'm assuming has the same weapons as the Hornet Team pack. -
How to Make the Harpoon Block 1 (AGM-84A) or Block 1B (AGM-84C) Available?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
That did the trick - after copying in the edited data INI I immediately had the AGM-84A and AGM-84C available to my flights. And wow what a difference having those weapons has made! -
SF2NA; Difficulty of Strike - Anti-Ship Missions!
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Oh yeah, that's more like it! Now that I've got the Harpoon Block I and Block 1Bs available for my Hornet's, things are different. I loaded up 4 CF-188Bs with AGM-84A's, 4 with AGM-84C's and 4 with Walleye II's. The AGM-84C's did the trick and after 5 hits sunk the carrier. I fired last and it was a hoot to see my 4 AGM-84As plunge into the sea where a carrier had once been. Wow to the punch of the Walleye II - a single hit sunk a frigate. One of my pilots after firing off all his AGM-84As went guns against a Destroyer, landed 107 hits on it and survived to tell the story despite having 3 SAMs fired at him - psycho, absolutely psycho! -
How to Make the Harpoon Block 1 (AGM-84A) or Block 1B (AGM-84C) Available?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Many thanks for finding that and making the edit. -
How to Make the Harpoon Block 1 (AGM-84A) or Block 1B (AGM-84C) Available?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Another aircraft - oh wow! I so want to sling a CF-104 under my RCAF Hornet's wing and drop it on the deck of a Russian frigate. Cause yah know, those rockets starfighters weren't too good for flying. -
How to Make the Harpoon Block 1 (AGM-84A) or Block 1B (AGM-84C) Available?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Most certainly - here be the files. BTW I really appreciate yours and all others replies and feedback. I did briefly review what MigBuster posted and I'm not at all sure about whether the attachments can support the Harpoons. But...but, we're talking about the F/A-18 Hornet here, I mean wasn't it the early 80's swiss army knife of all carrier-capable aircraft that could carry a bus if it wanted to? [Edit] BTW, because I'm flying in the service years of 1983 & 84, 90% of what listed for mission load-outs in the LOADOUT.INI aren't available to my aircraft. I do eventually plan on editing that with more appropriate late 70's - early 80's weapons, but I'm still doing me some learning as to what's exactly appropriate. CF-188B_DATA.ini CF-188B_LOADOUT.INI -
How to Make the Harpoon Block 1 (AGM-84A) or Block 1B (AGM-84C) Available?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes, but to the best of my knowledge all Loadout.INI does is specify attachment/pylons specific to the aircraft and spec default loadouts based upon mission type. I haven't found any INI that says - here, these are all the weapons your particular aircraft can use. [Edit] I'm aware some weapons Data INI's state a particular nation like USN or USAF, but that isn't the problem in my case - I just don't have access to the weapon(s.) -
How to Make the Harpoon Block 1 (AGM-84A) or Block 1B (AGM-84C) Available?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The only SF2 tools I have are Mue's CATExtractor, LODViewer and TargetAreaEditor and TW's StrikeFighters2 Extractor. I'm not using any weponeditor, I'm just opening up INI files dreaming that I'll find something obvious I can change and make the Harpoons suddenly available. In other words I'm an ignorant fool wearing an electrician's tool belt, groping around in the dark hoping to grasp hold of the holy grail - lol. If I can suddenly make the Harpoon AGM-84A's available by slotting a weapons editor onto my tool belt - hey, I want to know all about it. -
Is ace combat-style maneuvering possible for a mod?
Arrow replied to rogueranger1993's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Very big difference right there. The same is true for Bench Mark Sims with their access to the Falcon 4.0 source code and Team Fusion's access to the IL-2 Sturmovik Cliffs of Dover code. The resulting enhanced versions by both of those teams are nothing like the originals in terms of game play and visual quality; both were recompiled as 64 bit and had DirectX 11 support added. Albeit, neither of those has had any modding efforts that makes them more sim lite, or were even given an alternate, more relaxed play mode. Of course the original games for both were targeted at a more hardcore flight sim crowd, so unlikely there's much audience for liter versions. -
Is ace combat-style maneuvering possible for a mod?
Arrow replied to rogueranger1993's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Just out of curiosity, and at the risk of being off-topic or derailing, have your tried the milsim game ARMA3 with its Jets expansion? I ask because I find it strikes a nice middle ground between an arcade-style flight game like Ace Combat and a sim lite like SF2. It's avionics and flight dynamics are definitely lighter than SF2, but IMO it still leans a bit more in the sim lite direction. The land terrains in it are small, but the fidelity of land details is high and the sense of speed in that game when near the ground is as good or better than any flight sim I own. It has this sandbox mode called Zeus, where you can drop any aircraft you like onto an apron or runway and then hop in and take off. Its the one flight sim where I'll just take a jet out for a spin and fly nape of the earth for the shear thrill of it. Like SF2 the number of free, fan-made aircraft mods available for it are dizzying and surprising well done - not as realistic as SF2, but quality none the less. -
SF2NA; Difficulty of Strike - Anti-Ship Missions!
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks for the reply. Yep, I'm getting from yours and KB's responses that I need much bigger flights to pull this off. A question I have for you and KB, is whether I should prioritize secondary targets with my ASM equipped aircraft? Or in other words, If I have a flight of 4 loaded up with Walleye Mk.23 II's, would that be enough to go against the primary carrier target, leaving me to concentrate my 2nd & 3rd flights on secondaries like SAM equipped frigates? [Edit] Oh and the game does seem to generate some decent support packages for me. The bigger problem I have with them is they often don't get to the target on time. I always fly the designated altitudes and speeds of the waypoints up to the ingress point, but I often find CAP and Escort flights lingering behind. That often forces me to slow down and command my wingman/flights to rejoin formation. That works, but it's not a given that those support packages won't eventually just piss-off and do their own thing somewhere else in theater. That said, I've been impressed with how well some of my escorts have given the floggers a real ass-kicking - especially those glorious and faithful Tomcats. -
SF2NA; Difficulty of Strike - Anti-Ship Missions!
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks for the reply KiwiBiggles. My problem though, is that for both the CF-188B and the A-6E Intruder I don't have the equivalent of a MARTEL available. I only have Anti-SEAD missiles like the Shrike and the Maverick; also the AGM-78 Starms for the Intruder. If I had something like the Martel, I probably would have had some successes wouldn't have needed to create a post. ;) That's good advice about a mixed roster - I hadn't considered upping the roster number and mixing up their armaments. As I initially said, I wasn't familiar with the Walleye, but seeing your use of it and now having dug into the wiki, I can see where it can be an effective anti-ship armament. Going under 100 ft sounds hairy, but I think I can pull that off. ;) I do throttle back significantly once I've reached the ingress waypoint. I'm also using the classic Iceland terrain, as I found the stock to be unrealistic in how enemy radar-homing missiles can fly over and around it like they're controlled by some futuristic SciFi A.I. I don't know about changing my settings from Hard though, as I currently do well in all other mission types and don't want to lessen the challenge for those. -
Is ace combat-style maneuvering possible for a mod?
Arrow replied to rogueranger1993's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I'm no modder with very limited knowledge of the various SF2 INI's. That said, I know it's possible to combine rudder yaw with aileron roll, because on 1 occassion for a specific jet I had to make edits to achieve the reverse. Do I recall which specific value and INI? ...sorry. I've been impressed fom what I've read, as to what's possible with INI edits, so I wouldn't be surprised if what you want to do is indeed possible. -
CF-188B Download - No Radar what am I Missing?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks for the heads up Wrench. The frequencies were missing for the CF-188B's ECM setting, but I found the same AN/ALQ-126 ECM on the Intruder A-6E I'd earlier downloaded with the one exception that it was the A model instead of the B. That had a MinFreq=1.0 and a MaxFreq=10.9 and it did have a value of CanJamCW=True, so that's what I went with. I opened up the F-15A_Data.ini from NF5 for comparison and it had a MinFreq=2.0 and a MaxFreq=20.0 and a JammerStrength=60.0. Which makes sense as it's ECM was more capable/stronger, since it was equipped with the AN/ALQ-135. Anyhow, I hope those are correct settings or close to it. -
I downloaded and installed the CF-188B some months ago. While I really like the look of the skin and the cockpit, I don't have any working radar. Last night I tried to lock up a Flogger and Fishbed in SF2NA with my Sparrow 7Ms, which I'd maneuvered into optimal position for, but nothing. As well, pressing the turn On/Off Radar hotkey doesn't display any message on my HUD neither does pressing the change radar mode and range keys. Turning on ECM does display a message and appear to be working correctly. I noticed this in the CF-188B readme... The CF-188B does come with Effects, Flights, Objects (to my eye the Objects\Aircraft folders seem complete) and Sounds folder. All of which I installed, but was careful not to overwrite existing weapon files that were newer and larger, as I have the 2013 weapons pack installed. So do I need to also have that Hornet Team mod installed to have a fully functional CF-188B?
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CF-188B Download - No Radar what am I Missing?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Cool & good to know. I found the ECM entry in the CF-188B's DATA.INI and it's an AN/ALQ-126B, so not as good as the AN/ALQ-135 and reported to be ineffective against strong SAM radars. That explains why during my 2nd to last mission those Soviet Goblins found me like a wasp buzzing along a white-washed wall. On the other hand that ALQ-126B was damn effective against some Floggers in my last mission that were trying to lock up my flight. They got 1 wingman, but that was with guns - we got 5 of them. I believe I can grok the actual entry where it aligns with some of the values you mentioned. This is what's listed: [ECM] ReferenceName=AN/ALQ-126B SystemType=ECM_JAMMER JammerType=DECEPTIVE_JAMMER JammerStrength=50.0 MinExtentPosition= -0.424,6.383,-0.287 MaxExtentPosition= 0.417,6.676,-0.409 I can see it's a deceptive radar and its strength (not sure what measurement unit that strength references), but I'm wondering if those MinExtentPosition & MaxEntentPosition values are related to the frequencies you mentioned? As well, it looks like this particular jammer has no continuous wave jamming capability, or is that possibly what the SystemType value is enabling? I haven't ever seen it mentioned, so I'm assuming the SF2 series has no support for dedicated ECM aircraft like the EF-111A Raven? -
CF-188B Download - No Radar what am I Missing?
Arrow replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I'm curious what internal ECM system is modeled in the CF-188B - since the readme mentions it's based on the Hornet Team F/A-18, I'm guessing its the same that's modeled in it? I'm fairly certain the radar is based on the Hughes AN/APG-65, but is that ECM perhaps the same as the AN/ALQ-135 in the F-15A? Or am I getting to granular here, when in fact that level of distinguishing detail isn't possible in this flight sim?