Fuza
JAGDSTAFFEL 11-
Posts
79 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Fuza
-
Recommendations needed
Fuza replied to Fuza's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, they are nice. I am designing scripted mission for fun. I find the MiG-21 always up agianst either F-4 or the KirfC fighters. They have many air-2-air missiles. It is not quite possible to win them. So I have this thought. I want to bring the performance down a bit. I mean the Aim-7 and also their Aim-9 missiles so to get a more balanced opponent. Can you suggest how to tune these missiles I mean what data I should give to these missiles to make them less lethal.... -
SA-2, Spoon Rest & Fansong
Fuza replied to Fuza's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I have tried that, but that's doesn't help at all. HOWEVER, if you place another Fansong to the original one as a ground object using a mission editor like KMD, you got locked on right away. I guess the strength is multiplied but whether the range is I am not quite sure and can't confirmed, perhaps you can test it and share us with your results. *_* -
Recommendations needed
Fuza replied to Fuza's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I suppose you are referring to the complete pack http://combatace.com/files/file/7596-mig-21-complete-pack-13-for-sf1-line/ ? -
EW Radar No Effect?
Fuza replied to Lt. James Cater's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I used Wrench empty theatre, what you said is working fine! I was 210nm from the F-4J and Red Crwon calls out the bogie position. -
EW Radar No Effect?
Fuza replied to Lt. James Cater's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
YOu might have read a thread started by me and replied by the others tellign you that! The Red Crown calls out bogies at 50nm away ALWAYS! This is "an limitation" of the game. No matter the bogies are at 60 70 or 100nm, Red Crown always call out bogies at 50 miles. If you want engress without ground threat, you should fly very low. My experience could have been wrong, but I played Typhoon before. Normally your bomb flight will be at 500 feet hugging the ground. As you engress you raise to 1500ft assuming your dropping dumb bombs. For LGB you must be at 4500 to 7000 ft. However you have brought up a good topics for research. If I were you I would use Wrench Empty DEserrt to test out the "LINK" of EWR By the way the game theatre is 1,000,000 meters times 1,000,000 meters which is 500nm X 500nm. So you use 2 Barlock will be sufficient for any "Early Warning". -
The game picks up randomly what SAM to fill the map. But I don't understand the reasons! From SFP1, WoV, WoE to WoI, all the SAM sites has a ring structure with 1 radar and 6 launchers. If the game picks up SA-2 that's fine. In WoI when the game picks up SA-6 it's a night mare, because the SAM sites now installs 6 SA-6 luancher each woth 3 missiles giving us a total of 18 missiles! This is mad! I still insist that the game should not use this algorithm: should allow terrain be modified for placing chosen SAM units.
-
BREAKING DISCOVERY!!! This is what I defined (messed around) in DESERT2_TYPES.INI: [TargetType061] Name=Fansong FullName=SAM Radar TargetType=RECON UseGroundObject=TRUE ActiveYear=1959 TargetValue=200 RepairRate=0.555 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=100 And this is what I messed around with Fansong_DATA.INI [MissionData] NationName=EGYPT ServiceStartYear=1967 ServiceEndYear=2000 GroundObjectRole=SAM_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1967 ExportAvailability=COMMON Experimentally I put this in DESERT2_TARGET.INI: [TargetArea007] Name=Al'Qo Position=782000.00,400000.00 Radius=7800 ActiveYear=0 Location=2 Alignment=ENEMY Target[001].Type=Watertower1 Target[001].Offset=0,0 Target[001].Heading=270 Target[002].Type=Fansong Target[002].offset=100,100 Target[002].Heading=0 Target[003].Type=_FlatFace Target[003].offset=-100,100 Target[003].Heading=90 Guess what...my RWR beeps!!! So the game ignores the line TargetType=RECON !!
-
I can't find it in the KMD Tutorial. Any friends can point me to the right document that explains how to read the contour in an opened map in the KMD mission Editor THNAKS!!!!!!!!!
-
Hey FC, The SA-10 trajectory...how it's done? It'a awesome!! It propels straightup, straight up ok XD , then it bends itself and home in on targets, it's amazing. But I watched somewhere, that the SA-10 missile propels out of the tube smokeless, before its engine ignites...is it posssible to simulate that by modding the SA-10 ini? Do you know?
-
Added to the above, the u nderstanding is of significance. It's a strategic step forward. Now I know how to place ANY ground objects in the map, including static vehicles and aircrafts like the AC-130C and others, this adds more lives to the theatre. I can also tune the SA-2 to be more lethal Currently, I am working on the AAA. Strange, the cold war era AAA seems to be more like a flaks creator than a killer in the air.
-
Gentlemen and to myself, Previous attempt failed. Must be the game mechanics thingy. If I use [TargetType057] Name=Scud FullName=SCUD-B Launcher TargetType=CHEMICAL_WEAPONS_PLANT ActiveYear=1966 TargetValue=250 UseGroundObject=TRUE GroundObjectType=Scud-B RepairRate=0.0 StartDetectChance=50 StartIdentifiedChance=25 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=VehicleFireEffect SecondaryEffect=SmallExplosionEffect SecondaryChance=50 the mission is only half-done. What it means is fetch the object data and 3-D from the Ground Object Folder by the name as specified in this case is Scud-B. When we are talking about a ground unit, that's fine. But when we come to talk about SAM and I guess "Static" aircrafts then it is different, the chemistry is not as expected. For Fan Song Radar of the SA-2 for instance, if I write [TargetType072] Name=SovietFansong FullName=Fan Song Radar TargetType=SAM_RADAR ActiveYear=1966 TargetValue=250 UseGroundObject=TRUE GroundObjectType=Fansong RepairRate=0.0 StartDetectChance=50 StartIdentifiedChance=25 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=VehicleFireEffect SecondaryEffect=SmallExplosionEffect SecondaryChance=50 The Fansong radar shows up but when you expect it listening to you, your RWR won't sound the alarm, that's the issue. As to why I don't know! I compare Fubar512's Hawk placement, and found the subtle difference embedded between lines. The Name of the Type should be the same as the name of the object in the Ground Object Folder. And we don't need to use the line GroundObjectType=Fansong. For Fan Song Radar, we should have written [TargetType072] Name=Fansong <-------------------- use the same name of the Fansong in the GroundObject folder FullName=Fan Song Radar TargetType=SAM_RADAR ActiveYear=1966 TargetValue=250 UseGroundObject=TRUE GroundObjectType=Fansong <---- delete this line RepairRate=0.0 StartDetectChance=50 StartIdentifiedChance=25 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=VehicleFireEffect SecondaryEffect=SmallExplosionEffect SecondaryChance=50 Can't tell you how happy I was when I heard the "music" from RWR device!! Spent 2 days to trouble shoot it, at one time I was just staring at the screen and couldn't make anything out. So the Fansong should be [TargetType072] Name=Fansong FullName=Fan Song Radar TargetType=SAM_RADAR ActiveYear=1966 TargetValue=250 UseGroundObject=TRUE RepairRate=0.0 StartDetectChance=50 StartIdentifiedChance=25 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=VehicleFireEffect SecondaryEffect=SmallExplosionEffect SecondaryChance=50 The Active Year should not be a problem if you are designing single mission only.
-
Happy Birthday to myself! Never mind Wrench, I'm sure Harry Potter is even more virtual than yours LOL Can we discuss about your master piece the SA-5. I recall we have the concept that EW radar are sort of a shooting target more than a functional system which relays air-bourne targets to the launching platforms. In you work, you made Barlock a networked radar to the SA-5. Let's not talk about if it works the way we expect. But isn't it true that SA-5 missile range <= SquarePair Search and Track Range. So even though the Barlock knows about an incoming target and it informs the SquarePair, the Launch Platform still won't fiore the SA-5 missile since the missile range is limited. Do you understand what I'm getting at?
-
AAA in actions!
Fuza replied to Fuza's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I thought they shut down the runway lights until either landing or taking off... Anyway it's a good one as always! -
AAA in actions!
Fuza replied to Fuza's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Dual satisfaction talking about. There are 2 ways, to immerse yourself into the game while flying that's number 1, number 2 is that produce some great footage and jingle it with some good music for sharing with others...it's like making love in different post...you know... -
AAA in actions!
Fuza replied to Fuza's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Mockery? Well I can take that as such my friend. This game is so beautiful despite series 1 is some 8 years old now. Your clip says it all! But then I was wondering during war time, a military runway should light up like that? I 'm not saying that is visually wrong don't get me wrong. It's just invites enemy bombs that's all. I love those AAA shells is that come from KS-19? Love your video clips.... -
Does this remind you of the first Gulf War? Uploaded with ImageShack.us
