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Ticket1
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Real sensation of speed in TW series of simulator
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No I don't. Just judge form the sims and compare to others. Wish I had real flying experience!! :-( -
Real sensation of speed in TW series of simulator
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey Lexx, Thanks for the hints. I've tried that and I can't fly because can't see clearly things ahead! Actually that's very hard to understand. And it's very tedious to explore into depth. I'd play the game as it is, easier and saves more time. I think it is good that flying at a certain speed we can catch and prepare instruments to perform tasks. For example, I want to strike with LGB, I need to switch and watch the heights and speed, so if the sim's speed is too fast, I can't target. I will over run the target so to speak. Unlike WWII flights, no additional instrument need to be operated so I just fly over and release the bombs. That's why in WWII or WWI fligths the sim's speed can be accepted to be faster. Anyway....thanks for your help I think I will move on to some other things but when i get bored I will come back, hope to see more of your work later! Are you working on some new projects lately for this games? -
Real sensation of speed in TW series of simulator
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Fubar That looks better! So let me understand you correctly. I need to choose a terrain like yours in order to see that effect. The trouble is not too many terrain like that out there or I don;'t know where to go, could you point me to the right direction? Thanks! Ticket1 -
Real sensation of speed in TW series of simulator
Ticket1 posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi folks, In response to PFunk's complaint about TW simulators running at sub-par speed, I've finally found a solution. Nevertheless, this solution does not represent or support views of any sort that the various simulators run at sub-par speed. I believe it is the scaling of time vs map size which produces an effect that makes some of us feel like it's slow. The resolution is quite simple. Just make use of the "Time Compression" parameter in the FlightEngine.INI file to be 3X. I've tested it, it's quite balanced. You won't feel it's being accelerated, but mind you, if you over-run your target package, you better be very careful. Hope this helps! Ticket1 -
QUESTIONS about XXX_AVIONICS.INI and XXX_DATA.INI
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
FC, Fubar About the included avionics60.dll and avionics70.dll files, I must have been mistaken, just 5 hours sleep every day trying to figure things out has exhausted me completely. There are huge amount of trial & error work to be done. FC, I'm not getting the TV display if I put it into say an A-4E. But I'll try putting the weapons in to see if that does any better. Thanks! Could you possibly confirm if TW series 1 simulators SFP1, WoV, WoE and WoI are not supporting AI to drop guided weapon on Strike missions? It looks like the engine doesn't tell AI how to launch LGBs for instance in a typical Strike mission. I could be missing something though...if so, could you please fill the holes for me, many thanks! Ticket1 -
QUESTIONS about XXX_AVIONICS.INI and XXX_DATA.INI
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Fubar, Thanks for your reply and information. I put a TV into the 'AvailableMode" of the stock A-4E for instance, why I'm not getting the same TV display as shown in the screen shot ? Which avionics.dll should I use ? Also why every add-on aircraft has either avionics60.dll or avionics70.dll in their folder? Ticket1 -
QUESTIONS about XXX_AVIONICS.INI and XXX_DATA.INI
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Folks, This is a screen capture of the EF-111 cockpit which I believe uses avionics60.dll. The [AvionicsData] section reads [AvionicsData] AvailableModes=GROUND_MAP,TERRAIN_AVOIDANCE,TV RangeUnit=NM RangeSetting[1]=5 RangeSetting[2]=10 RangeSetting[3]=25 RangeSetting[4]=50 RadarPosition= MaxElevationAngle=60 MinElevationAngle=-60 MaxAzimuthAngle=60 MinAltitude=800.0 MinReturn=0.05 SearchRangeSetting=1,2 ScanPattern[1].BarElevation[1]=1.875 ScanPattern[1].BarElevation[2]=-1.875 ScanPattern[1].ScanRate=120 ScanPattern[1].ScanBeamAngle=6.7 ScanPattern[1].ScanArc=60 SearchRange=100 SearchStrength=100 SearchTargetTime=5.0 AcquisitionSymbolSpeed=0.5 AcquisitionTime=5.0 LostAquisitionTime=1.0 TrackRangeSetting=1,2,3 TrackCapabilities=HOJ,TARGET_MEMORY TrackRange=80 TrackStrength=80 TrackMemroyTime=5.0 BoresightRangeSetting=1 BoresightElevation=-2.0 BoresightAzimuth=0.0 BoresightBeamAngle=3.7 GroundMapRangeSetting=2,3,4 TerrainAvoidanceRangeSetting=2,3,4 ClearanceDistance=152.4 AcquisitionResetPosX=0.5 AcquisitionResetPosY=0.20 Each of the red-squared shows a TV image of some sort. I hit the "PgUp" key to obtain that. What mode is the radar in at that point? Thanks! Ticket1 -
QUESTIONS about XXX_AVIONICS.INI and XXX_DATA.INI
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Okay, Fubar, so if I can release a GBU in an F-16A_NETZ, it doesn't mean an AI F-16A_NETZ (not my wingmen) is capable of releasing the same? One more question, where is the Mission File when I ran a Single Mission from the main menu? Ticket1 -
QUESTIONS about XXX_AVIONICS.INI and XXX_DATA.INI
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wrench, This sounds very much like what I've been looking for in the last couple of days and it is very important for me to get an understanding in order to move things forward in my investigation. So let me get this right: You're saying that if 'TV' is included in the 'AvailableMode' in the XXX_AVIONICS.INI file, then I will have a TV display on the MFD AND I can put this into any aircraft's avionics.ini file say the F-16A_NETZ for instance? Also, by doing so, does it enable an AI aircraft to drop Laser Guided Bombs like the HOBOs GBU-8? Appreciate your reply very much! Thanks! Ticket1 -
QUESTIONS about XXX_AVIONICS.INI and XXX_DATA.INI
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks Wrench!! I'll get back to you..did you say the manual? I'll have a look of that. Meanwhile there's a value "TV" I found from using a hex editor, what is it for? Ticket1 -
Hi folks, I guess this is here is the best place to ask the following questions: 1) What values are available for the parameter RadarType? So far I've seen AIR_INTERCEPT and NAV/ATTACK. Are these values related to the AI aircrafts only? 2) In the Avionics.ini file, the line AvailableModes=SEARCH,STT,ACM,GM is placed under [RadarData] but in some other aircrafts's avionics.ini file, it is placed under [AvionicsData], are there any differences between them functionally? thanks Ticket1
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Hi folks, I've decided to create this thread for primarily the following reasons: (1) in response to one of a threads found in SimHQ -> http://simhq.com/for...tml#Post3055729 (2) show and reveal non-documented features and characteristics of AI aircrafts The purposes which naturally follow are (a) help TW Strike Fighters series 1 simmers to understand better the where we all stands from a user's perspective (b) provide additional information to fill the holes for TW SF series 1 simmers who may be interested in customizing aircrafts characteristics to suit their expectations and needs Action items which arises from the above: ...pending I will keep everyone on this forum posted as soon as I've come up with new findings. Please stay tuned. Thank you. Tk1
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A Thread at SimHQ
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Lexx I'm trying to help, it's just I'm taking a slower pace. I'm planning how to help. It's quite obvious from his writings he wants to have some BVR combat experience and more on that, he actually wants to WATCH AI behaves so. As you understand that there are so many mods out there and add-ons need to dress up before I can set up a test environment. I want to show what I know about the topic by way of Video clips but that takes quite considerable time. Just now I'm back from WoE testing some LGB targeting. There seems to be some sort of glitch in laser designation. I'm too used to hardcore designation skill like F/A-18 and F-15 as well as Falcon 4. I'm still trying to figure out how the same or similar can be done in TW series, it's no easy task because I need to download more aircrafts to try out and Mirage factory's weapon pack contains just a few Russian LGB. Now it takes some time before I can reply. The following is what I'm going to reply him, pending a video demonstrating what I mentioned in the reply: You're wrong then! Excuse me to be so direct. My video has sufficiently demonstrate that AI not necessarily need to engage into dogfight and dogfight only. As you can see, the MiG-23 engaged me at almost right at 21nm away, exactly the range of the AA-7C Apex Semi-Active Radar Homing missile SARH. Note, I've also shown you how I checked my RWR Radar Warning Receiver and the MiG-23 started tracking me when it was 30nm away. You must observe the F-4J's radar closely and estimate the position. The scale is in steps of 25, 50, 100nm. I believe when you're talking about energy management, I would not say the AI can maneuver extremely well. The reason is the Flight Model FM which is described in the DATA.INI file in most case. I do have seen some aircrafts perform 'miracle' turns, nearly right around its own axis. Now that's a faulty FM and should not be considered. As far as using missiles, the AI performs well. Regrettably, I engaged in the fight otherwise, the MiG-23 would have fired upon me using its AA-11 archer and you would see how good it does the job without ever getting close to me to use its guns. Another thing I'm trying to point out is that the AI knows well about its arsenals and is capable of prioritizing which one to use. So, let's take Su-27 as an example. The AI will use the AA-12 Adder first, then Alamo AA-10 and then AA-11 Archer in that order with EXCEPTION that when it is engaged by another adversaries from its six, then it will turn around and tries to engage it. Situations like that will become more complicated. Added to the scenario when a Patriot battery starts tracking it, situation will become even more stormy. If you set the Enemy on Hard setting, the Su-27 might engage its adversaries on its six, and at the same time, try to jingle a bit to evade the Patriot threat until it resolves the immediate threat on its six then it will escape because normally Su-27 loadout doesn't carry Anti-radiation missile on a aerial combat mission. But the AI does have built-in intelligence to engage defensive, meaning it knows when to dump chaff or flares whereas we human pilots can dump both and waste either one of them. -
Screenshot Thread
Ticket1 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Folks, Didn't know that this simulation can go into such great details where you can count on the number of remaining rockets by visual confirmation Tk1 -
A Thread at SimHQ
Ticket1 replied to Ticket1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Dave, Lex Good to have you around, just want to ask you a question. What exactly does the avionics.dll file do? Tk1