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Everything posted by ianh755
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Nation Specific Loadouts?
ianh755 replied to ianh755's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
LOL, turns out I AM a Biff! Missed the underscore on "ANTI_SHIP" and used "ANTI-SHIP", dumbass! -
What If Screenshot Thread.......
ianh755 replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
A quick low level trip around Iceland in a re-coloured 10 SQN Skin - And a quick airfield beat up in Vietnam - -
Nation Specific Loadouts?
ianh755 replied to ianh755's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks for that, doesn't seem to work for me although I could just be being a Biff! -
Hi there, if an aircraft can be flown by 2 or more nations can the loadout be altered to give nation specific versions (like how the year specific entry works) i.e RAF_Strike and USAF_Strike etc? The A/C has both nations on the Pylon data so each nations weapons will show-up using the In-Game loadout. Cheers...................................IanH
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Well it's official
ianh755 replied to Romflyer's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Nope, but if Bagram's server is anything like Kandahar's then TW gets classed as a "Violence" website and god forbid anyone in the Military looks at something Violent! -
SF2 Screenshot Thread
ianh755 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Stary - A single bomb with VeryLarge effects is fine and leaves a much smaller and pretty realistic debris cloud (I've seen a few dropped) but the effect seems to increase in size from standard if more than 1 bomb is used (ie. 2 bombs = effect 2 times bigger, 3 bombs = effect 3 times bigger etc) so it looks like each individual bombs effect adds to the next bombs increasing the total size instead of staying separate effects. Single PW3 with VerylargeEffects - -
TSR2 For SF2 series
ianh755 replied to Sundowner's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
No probs, it's really the HUD/Shadow issue thats an annoyance, the rest has been simple ini edits. I made my 4x inner IRM into ARM's which seemed more realistic than the 6x IRM which you rightly pointed out is a bit much for self defence! I love the rear pylon extension for EOGR/CGR's which drops them down below the front ones, thats a great bit of thinking! PS, I've changed the shadow picture above as it's not IRP and is much worse down low. 6x Storm Shadow with rear 2 on Lowered Pylons to clear front missiles - genius -
SF2 Screenshot Thread
ianh755 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Mini-Nuke! I dropped 5x 2000lb Paveway 3's from Sundowners new TSR2 on the runway and it created this 'lil beauty! -
TSR2 For SF2 series
ianh755 replied to Sundowner's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Hi Ant, this is a lot of fun to fly mate! Just found a few problems in the GR7/GR5 version, nothing major! 1. Hud Attitude bars don't appear and a few other HUD glitches in the GR7. 2. A/C data.ini is missing SystemName[040]=LD for the built in Laser Designator and with no LP on pylons (because of built-in one) LGB's won't work (corrected in the pic below). 3. Inner 4 IRM stations don't have UK attachment points. 4. Somethings causing a nasty shadow on cockpit view, it's bad at mid level but really bad down low. Hud and Shadow - -
SF2 Screenshot Thread
ianh755 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
More Iranian Craziness! Qadr GBU-67/9A and Qassed GBU-72A (GBU-8 HOBO & GBU-15V1 rip-offs) re-skinned to a more realistic colour taken from Ravenclaw's GBU-15 colour scheme and the strange Farj-e-Darya TV Guided Lightweight Anti-ship Missile (AGM-65 seeker mated to homegrown body) still in original "display" skin. It's animated so the rear booster falls away once spent. -
Swiss Gripen
ianh755 replied to Ngr's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I like the Camo version, I miss those types of skin on modern "grey only" planes -
SF2 Screenshot Thread
ianh755 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeap, they "license built" quite a few things, they made a GBU-8 copy called the GBU-67/9A, Laser guided versions of Hawk Missiles in the A2G mode etc. When the world stops selling you weapons you have to get "inventive"! -
SF2 Screenshot Thread
ianh755 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Found a whole bunch of Iranian weapons & pods done by Lindr2 for SF1 back in Sept '08. Just need a reskin (from the white/yellow/Red display model versions) and testing! Here's his Iranian Qassed GBU-78A 2000lb Glide Bomb with my WIP skin - -
Hi all, I've got the F-16C and CM from the Viper pack in one install and also in a separate Darius files only install and in both separate installs the C/CM models (USAF/Turk/Greek) start to pitch up/down uncontrollably starting at Mach 1.04-1.11 in AB. The pitching causes the speed to drop to Mach 0.95 which stops the pitching action until the speed builds back up. Twice now this pitching has led to an over-stressed A/C failing in flight. Is this just happening to me or has anyone else noticed this? I'll take a quick vid tomorrow to show it happening. Cheers.......................................IanH
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Russouk2004 - Yeap, got that added as standard for the Tornados wings. I've also tried wing mounted Dispensers on the Su-24/F-14 with the same effect. I even added the Chaff/Flare to the aircraft data.ini using SystemType=DECOY_DISPENSER and added all the pylon details to it inc MovingPylon=TRUE but nothing worked. What annoys me is that the "fire plume" on rockets/missile moves with wingsweep because where-ever the missile is the plume will come out of the rear. You'd think the code would be to eject backwards from the Pod where-ever it is (like the rocket plume) but it stays linked to one position.
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This may already be current knowledge but I hadn't seen it before so I thought I'd post it for people to try. This is something that had been bugging me when I was trying to mod a mW radar Brimstone (same with Dels and his awesome AH-64 Longbow with mW radar Hellfires) which used GPS guidance and therefore couldn't hit moving targets. Ravenclaw007 suggested using CGR as a guidance type like his "radar guided" Sea Eagle anti-ship missile used (from his Buccaneer pack). Using CGR as a Guidance Type simulated radar guidance amazingly well. CGR weapons can be ripple fired (fire & forget), track moving targets and they have no TV/IIR display in the top right. However it seemed that CGR was designed for big weapons as there was no rack available for CGR's so that meant some compromises had to be made for smaller weapons, Dels remodelled his Apache and I made the brimstones IIR which added the display I disliked so much. When I was doing the KB article on weapons I thought about the different racks and what they can hold and, more importantly, how the guidance types work In-Game rather than real-life and I noticed something which I haven't seen posted on here. ATR racks are for LGR/WGR (laser/wire guided rockets), and we know you can't ripple fire with the LGR's but what about WGR's. In real life you can't but what about in-game. Well turns out you can (even on Hard) and they act just like CGR's but there's a slightly different technique. On easy they can be ripple fired no issues but on Hard you have to let each missile guide for about 1-2 secs before selecting a new target (and making sure to point your plane at the target - no off-boresight shots!) I've shot about 180 WGR brimstones now on Hard and got a hit rate of 90% using the technique above on both static and moving targets which is good enough I feel. So there you have it - If you want to simulate small radar guided A2G weapons AND rack mount them, use GuidanceType=1 in the weapon_data.ini, ATR as the rack type and make sure the pylon data includes ATR,WGR. Give it ago and left me know of any issues you find! Cheers.....................................IanH
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Hi all this is something I noticed with the Tornado pack and never got around to sorting. Unlike most modern A/C the Tornado carrys it's Chaff/Flare in a separate wing mounted pod. Now in-game the chaff/flares eject from the correct place with the wings in the fully swept position but the eject position remains the same as the wings sweep forward (moving the Pod). So 2 questions - Can the Pods eject position be linked to the wing-sweep angle ? If not I was going to add the Chaff/Flare to the A/C data.ini instead but again would/could that be linked to wing-sweep? Many Thanks......................IanH
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Cockpit sounds missing
ianh755 replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Mine switches off when going between different views but a quick throttle back and back up, pause and unpause or any view change then back to cockpit brings it back. It's another one of those little bugs that gets introduced every time a Patch comes out -
Need A 3D Guru
ianh755 replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It looks like you even modelled the skirt lowering on the Beach pic! -
This is a quick reference guide for what all the different "***Type=" Numbers mean when editing Weapons. It's primarily for people who are used to editing ini's rather than Newbies but hopefully it'll help both. I got some of the information from posts on here and some from playing about with the TW weapons editor but if you spot anything wrong let me know and I'll get it changed. Ta...............................IanH *******************Strike Fighters 2 - Editing Weapon Data********************* What are the different types of weapons I can fit to a Pylon in SF2? ------------------------------------------------------------------------------------------------------------------------- **********This is Found in the Aircraft data.ini and it Lets the Pylon know the type of weapons it can carry********* ------------------------------------------------------------------------------------------------------------------------- AllowedWeaponClass=??? BOMB ... Bomb LGB .....Laser-guided Bomb EOGB ... Electro-Optically Guided Bomb AWD .... Area-weapon Dispenser NUC .... Nuclear Bomb WGR .... Wire-guided Rocket CGR .... Command-guided Rocket LGR .... Laser-Guided Rocket EOGR.... Electro-Optically Guided Rocket ARM .... Anti-radiation Missile ASM .... Anti-ship missile IRM .....Heat-seeking Missile SAHM ... Semi-active Homing Missile AHM .... Active Homing Missile RP ......Rocket Pod RCKT ... Rocket, single GP ......GunPod EP ......ECM Pod LP ......Laser Pod NP ......Navigation Pod DLP .... Data-link Pod RCN .....Recon Camera Pod IFP .....Illumination Flare Dispenser FT ......Fuel Tank 2BR .... Twin Bomb Rack 2IR .....Twin IRM Rack 2AR .... Twin AHM Rack TER .... Triple Ejector Rack TLR .... Triple Homing Rocket Rack (AGM-65 for example) MER ... Multiple Ejector Rack (6 Bombs) BFT .... Bomb carrying Fuel Tank ATR .... Guided Rockets Rack (WGR/LGR only - No Racks for CGR) --------------------------------------------------------------------------------------------------------------------------- How can I change how a weapon works, what warhead it carrys, how it's guided etc? --------------------------------------------------------------------------------------------------------------------------- **********All the following are for editing an individual Weapons Data.ini and are found in the Weapons Folder********** --------------------------------------------------------------------------------------------------------------------------- WeaponDataType=??? * WeaponDataType=0 Free Fall Bombs * WeaponDataType=1 Guided Missiles & Torpedoes * WeaponDataType=2 Rocket Pod and Unguided Rockets * WeaponDataType=3 Gun Pod * WeaponDataType=4 ECM, Navigation, Targeting, Data Link (See "StoreType=" below) * WeaponDataType=5 Drop Tank * WeaponDataType=6 Bomb/Missile Rack Type So using the "AllowedWeaponClass=" Labels above WeaponDataType=0 = BOMB NUC LGB EOGB AWD WeaponDataType=1 = ARM SAHM IRM CGR EOGR AHM LGR WGR ASM WeaponDataType=2 = RCKT RP WeaponDataType=3 = GP WeaponDataType=4 = EP RCN LP NP DLP (See "StoreType=" below) WeaponDataType=5 = FT BFT WeaponDataType=6 = MER TER CGR ATR TLR 2IR 2AH 2BR --------------------------------------------------------------------------------------------------------------------------- StoreType=??? If using WeaponDataType=4 then "StoreType=" states what the Pod does StoreType=0 = EP = Noise Jammer StoreType=1 = EP = Deceptive StoreType=1 = EP = Dual Mode (you also have to add DualMode=1 below WeaponDataType=4 as well) StoreType=2 = EP = Decoy Dispenser StoreType=3 = LP = Laser Pod StoreType=4 = NP = Navigation Pod StoreType=5 = DLP = Data Link Pod StoreType=6 = RCN = Recon Pod/Camera For more Information on EP Types visit http://combatace.com/topic/57249-ecm-jammers-in-sf2-for-sf2-kb/ --------------------------------------------------------------------------------------------------------------------------- WarheadType=??? WarheadType=0 = High Explosive WarheadType=1 = Armour Piercing WarheadType=2 = HEAT WarheadType=3 = Incendiary WarheadType=4 = Napalm WarheadType=5 = Fuel Air Explosive WarheadType=6 = Penetrator WarheadType=7 = Runway Cratering WarheadType=8 = Cluster - Anti Personnel (AP) WarheadType=9 = Cluster - Anti Tank (AT) WarheadType=10 = Cluster - Mix AP/AT WarheadType=11 = Cluster - Incendiary WarheadType=12 = Cluster - Runway Cratering WarheadType=13 = Area Weapons Dispenser WarheadType=14 = Nuclear Fission WarheadType=15 = Nuclear Fusion -------------------------------------------------------------------------------------------------------------------------- GuidanceType=??? ***Air to Ground*** GuidanceType=0 None (BOMB,RCKT,NUC,AWD) Unguided Dumb bombs & rockets etc GuidanceType=1 Wire Guided (WGR) TOW & HOT etc - Can be used for small missiles (i.e mW radar Brimstone/Hellfire) to substitute Radar Guidance - CAN be Rack Mounted (ATR). GuidanceType=2 Radio Command Guided (CGR) AS-30 etc GuidanceType=3 Semi-Auto Command Guided (CGR) Can used for Large missiles (i.e Anti-Ship) to substitute Radar Guidance - CAN'T be Rack Mounted. GuidanceType=4 Laser Guided (LGB,LGR,NUC,AWD) GBU-12, Laser AGM-65 etc GuidanceType=5 TV Homing (EOGB,EOGR,NUC,AWD) Walleye, TV AGM-65 etc GuidanceType=6 Imaging Infra-red Homing (EOGB,EOGR,NUC,AWD) IIR AGM-65, GBU-15 etc GuidanceType=7 Inertial Homing (ASM) ASMP, some Anti Ship models GuidanceType=8 GPS Homing (EOGB,EOGR,NUC,AWD) JDAM, Storm Shadow etc GuidanceType=9 Anti Radiation (ARM) AGM-88, Martel, ALARM, Kh-28 etc ***Air to Air*** GuidanceType=10 Heat Seeking (IRM) Sidewinder, Archer etc GuidanceType=11 Beam Riding (SAHM) SA-2, SA-3 etc GuidanceType=12 Semi-Active Radar Homing (SAHM) ie Aim-7 Sparrow, SA-6 GuidanceType=13 Active Radar Homing (AHM) ie AMRAAM, Adder etc **Anti Ship Missiles** - Radar guidance for A2G Weapons isn't modelled in-game (only A2A weapons) so in the past people have used GuidanceType=7/8 to simulate it but this will only hits static targets and will miss moving ones. Please consider using GuidanceType=2/3 (CGR) as a work around instead for Large Single Pylon Missiles or GuidanceType=1 (WGR) for smaller weapons that may require Rack mounting (ATR). The GuidanceType doesn't affect the WeaponDataType so both a LGB GBU-12 (WeaponDataType=0) and an EOGR Laser AGM-65 (WeaponDataType=1) use the same GuidanceType (GuidanceType=4 Laser). -------------------------------------------------------------------------------------------------------------------------- ***EDIT 07 Jan '12 - Changed GuidanceType=??? section slightly to include AllowedWeaponClass acronyms and new WGR data.
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SF2 Screenshot Thread
ianh755 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Echoing all the rest, it's such a shame to fire them! Anyway, back to the Range for some pre Op Herrick GR7 training summer '06. The Harrier really needed a gun, DMS Brimstone or APKWS for the CAS/TIC mission in Afghanistan as the CRV7 just doesn't have the accuracy necessary for Op's with Troops with 100m or closer and the AGM-65 is limited in the number a GR7 can carry (wiring limited to the 2 middle pylons IRL).
