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Everything posted by baffmeister
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WOV fuel gauges
baffmeister replied to ScottyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You don't need Track IR to zoom in on the instrument panel. I think the default zoom controls are the mouse buttons. [mine are set to the number pad plus/minus buttons.] -
Veltro2k WWII WIPS
baffmeister replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Looks Great! [black Widow as well!] -
Pasko JU-87B-R SF2 Update [ETO]
baffmeister posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: Pasko JU-87B-R SF2 Update [ETO] File Submitter: baffmeister File Submitted: 16 February 2013 File Category: SF2 Series WW2 Aircraft & Skins Updated Ju-87 with B and R versions for ETO installs. It includes an updated FM and revised cockpit ini for Kesselbruts Ju-87 pit as well as a new Euro Splinter skin by Wrench. The original Pasko model and decals are unchanged. An MTO version is in the works. CREDITS: 1.] Pasko: JU-87B model and decals. 2.] Kesselbrut: JU-87 Cockpit. Revi gunsight tga and some cockpit ini edits by Crusader. Additional edits by Baffmeister. 3.] Wrench: New Euro Splinter skin. I got the SC bombs, drop tanks, Luftwaffe pilot and the Gunner from Wrench but not sure who made them. 4.] AvHistory: The Jumo 211 sound. It's been edited a bit to get rid of a "hiccup" in the loop. 5.] FM/Data.Ini credits: Baffmeister, Starfighter, Wrench, Crusader and ThirdWire. WAIVERS: The items contained in this package can be used for freeware projects only. Click here to download this file -
Version 1.0
298 downloads
Updated Ju-87 with B and R versions for ETO installs. It includes an updated FM and revised cockpit ini for Kesselbruts Ju-87 pit as well as a new Euro Splinter skin by Wrench. The original Pasko model and decals are unchanged. An MTO version is in the works. CREDITS: 1.] Pasko: JU-87B model and decals. 2.] Kesselbrut: JU-87 Cockpit. Revi gunsight tga and some cockpit ini edits by Crusader. Additional edits by Baffmeister. 3.] Wrench: New Euro Splinter skin. I got the SC bombs, drop tanks, Luftwaffe pilot and the Gunner from Wrench but not sure who made them. 4.] AvHistory: The Jumo 211 sound. It's been edited a bit to get rid of a "hiccup" in the loop. 5.] FM/Data.Ini credits: Baffmeister, Starfighter, Wrench, Crusader and ThirdWire. WAIVERS: The items contained in this package can be used for freeware projects only. -
Weapons Prob in MTO #2
baffmeister replied to usafphantom2's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
The questions are a bit vague. Do you have the appropriate gun files installed? For the tail gunners maybe you could post the details from the aircraft data .ini. -
Stary's WW2 Hangers and BLDG's
baffmeister replied to usafphantom2's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Geo uploaded all his mods to the SF-1 section. If Stary made some WW2 specific hangars, someone point the way! He did make a very nice pack of more modern looking hangars that should be available and could probably be made to look a bit older with some modified bitmaps. [ I type too slow.] -
Europe WWII airfields?
baffmeister replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
The INI only runway requires a bit of a workaround but can be made to work. I created a new runway in the types.ini called RunwayX but left the reference to a runway lod blank. In the target.ini I changed the runway used to runwayX but associated with the runway 3 data.ini. What I saw in game was all the airfield buildings but no runway so it should be no problem getting airfields to work with just a grass tile. -
Europe WWII airfields?
baffmeister replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
I thought it was possible to have INI only runways but have never actually tried it so it's probably about time to do so. I have made one formation take-off mod for the BoB terrain but it is associated with the airfield3. After messing about with the BoB terrain for awhile I can see that Gepard spent a lot of time on research. There are some height issues and some airfields need to be re-leveled or re-positioned a bit but from my perspective it is quite useable. I may do some work on it for myself and if things go OK will release an updated version. I suspect it may be awhile before a new replacement terrain is available. I do like having the historical buildings present so may lay down some of the stock TODS on the otherwise empty city-river tiles and railway tiles but leave enough space for the historical buildings. -
AI nihilistic, altruistic, and ritualistic behavior
baffmeister replied to luft46's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
In SF-2 I have shot down quite a few aircraft by sneaking up on their 6 o'clock low position but it's always after the initial merge. So maybe TK has some code thing going on were everyone sees everyone else at the initial merge and then after that the 6 o'clock sneak attack becomes possible? -
Europe WWII airfields?
baffmeister replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
I started looking into this a bit for BoB purposes and a lot of the British airfields were grass only. Some had very narrow and short concrete runways that were probably painted / textured in some way to camouflage them. Some of the grass fields had some kind of matting being used to keep them serviceable during wet conditions. The main sector airfields had lots of buildings hangars etc. but there were quite a few smaller airfields that were used on an "as required" basis and they had very few facilities. I recall reading somewhere that RAF Manston could launch 16 or maybe 24 aircraft at once in a line abreast formation . When the USAF moved into England many paved runways were built but figuring out which ones requires a whole bunch of research. -
AI nihilistic, altruistic, and ritualistic behavior
baffmeister replied to luft46's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
My hope is that the SF-2 series has reached a level that will insure continuing sales over the next few years with the occasional no charge update to keep it viable. Maybe a few more expansion packs and payware add-ons to generate some interest and revenue. Having gone through the SF-1 and SF-2 cycle I don't think I could handle SF-3 if it ever happened. I have yet to purchase SF-2 NA but when the time comes I think Wrench should get a commission on the sale because my main intent for that title is to get some WW2 naval action going. With that and maybe the purchase of SF-2 Vietnam I should have enough to stay entertained for the next decade! -
Spitfire 1A [late] and BF-109E-3 FM's
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Wow! Looks good! Would you be interested in sending me what you have for some further FM upgrades prior to release? I could probably get some more FM improvements done over the next week or two. If so, just send it by PM. Cheers. -
AI nihilistic, altruistic, and ritualistic behavior
baffmeister replied to luft46's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I have seen this happen a number of times with the KAW install and when it does happen it looks very realistic . For SF-1 installs you may want to experiment with very high cruise speed for the various types of aircraft. There are some problems with this approach but also some work arounds. At one time I had a small SF-1 install with all the cruise speeds set at 600kts, 550kts or 500kts, in meters per second of course. The fast mover strike aircraft I set at 600kts, the typical mach 1 plus multi role aircraft I set at 550kts and the subsonic types I set at 500kts. This made things much more interesting when trying to chase down enemy aircraft. If you see a Su-7 go flashing past at low level going in the opposite direction and doing 600kts you may not even bother trying to chase it! From what I remember, with this set up the AI lead would try and go as fast as possible without using afterburner but the wingmen AI would use afterburner to try and get into formation. At the time I tested this approach I was using the quicker take off mod and the formations would still get strung out when playing in real time. With the formation take off edit this may be less of a problem. If you do the Alt-N thing the formations will put themselves together as per normal. Using the high cruise speeds may also screw up the synchronization / timing of any supporting aircraft but never looked into that to any extent. On the plus side, with SF-1 you can try whatever you like and never worry about it getting broken in a patch. -
Spitfire 1A [late] and BF-109E-3 FM's
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
An updated BF-109 would be very nice. I don't know much about model building but would suggest setting up the slats so they work on their own. At present they seem to be combined with the flaps. I have Ini only slats on the new FM. Regarding the model center, TW places the center point on their prop fighters near the front of the wing. Ravens Hurricane is similar but lots of other WW2 models with the center point similar to the BF-109E. -
Spitfire 1A [late] and BF-109E-3 FM's
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Updated Spitfire 1A and BF-109E-3 data inis attached. I decided to make separate Spitfire 1A early and late data inis so some editing will be required to get them both in game using the Wrench/TMF Spitfire 1A. Quite a few changes: 1. Trying to come up with a standardized approach for armor plate. The Spit 1A "early" has baseline entries for no armor plate. The baseline entries are to create some "structure" around the fuel tanks, cockpit and engine. Also, the engine is used to supply some protection to the fuel tanks and pilot. Wrench may have been the one to come up with this concept and it seems like a good idea. 2.] New but different AI entries for the Spit and BF-109. The browning machine guns are a bit light on the hitting power so the burst duration has been made longer on the Spitfire. The BF-109 gets shorter bursts and and a few other differences to encourage the AI to keep the speed up. The AI seems to do OK with the BF-109 but can't say the same for myself. 3.] BF-109E CofG has been moved forward quite a bit. The model center is quite far back so moving this forward improves the ground handling quite a bit and also reduces the nose down force when flying with the gear extended. Requires an edit to the cockpit position. [included] Some other FM changes as well. 4.] BF-109 Cockpit file and revised cockpit ini included. The cockpit has Crusaders Revi gun sight TGA as well as some of Crusaders ini edits. Also, some ini edits done by myself. The manifold pressure gauge will indicate 1.20 ata for climb power and 1.30 ata for WEP. The take off power was 1.40 ata but the engine table doesn't cover that. I thought the 5 minute limit was the more important one to model. 5.] The Spitfire gets a bit more elevator travel and a few other changes to try and induce a bit of a departure if you push it too hard at low speeds. It still remains quite departure resistant unless you get sloppy on the rudder. Some interesting reports of the Spitfire 1A being more prone to spinning out of turns after the guns had been fired. Apparently, the fabric covering over the gun ports reduced the tendency. A USAF Spitfire Vb flight test report didn't find any major issues during high G turns. 6.] The empty weights have been rounded quite a bit but hopefully the relative differences are reasonably accurate. Looking at the empty weights of the TW Spitfire and Mustang, which seem a bit heavy, I started wondering if TW adds in pilot weight and possibly oil and glycol. It would seem to make sense to do so. 7.] Using a tighter date range for the different aircraft. Probably no further updates for quite awhile, it's time to work on the Hurricane and BF-110. Cheers. Spit-BF109beta0.9.zip -
More Armed Recon missions in a campaign?
baffmeister replied to arthur666's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
There is a line in the stock campaign data that may be worth experimenting with: [CampaignData] StartDate=09/01/1959 StartDateDeviation=30 ForceWithInitiative=0 SurpriseAttack=FALSE MaxMissions=30 NormalMissionRate=180 NormalMissionRateDeviation=120 OffensiveMissionRate=15 OffensiveMissionRateDeviation=30 StartScreen=CampaignStart2.JPG CampaignEndWinScreen=CampaignEndWin1.JPG CampaignEndLoseScreen=CampaignEndLose1.JPG CampaignEndStallScreen=CampaignEndLose1.JPG CampaignEndKIAScreen=CampaignEndLose1.JPG CampaignEndWinText=Campaign1Win.txt CampaignEndLoseText=Campaign1Lose.txt CampaignEndStallText=Campaign1Stall.txt [Force001] Alignment=FRIENDLY Nation=Dhimar BaseArea=Muthala AirOffensive[001].Primary=WAREHOUSE AirOffensive[001].Secondary=FUEL_STORAGE AirOffensive[002].Primary=OIL_REFINERY,FUEL_STORAGE AirOffensive[002].Secondary=COMM_BUILDING AirOffensive[003].Primary=SMALL_RUNWAY AirOffensive[003].Secondary=WAREHOUSE,POWER_PLANT AirOffensive[004].Primary=COMM_BUILDING,POWER_PLANT AirOffensive[004].Secondary=OIL_REFINERY,FUEL_STORAGE AirOffensive[005].Primary=MEDIUM_RUNWAY AirOffensive[005].Secondary=HANGAR,AMMO_STORAGE AirOffensive[006].Primary=OIL_REFINERY,POWER_PLANT AirOffensive[006].Secondary=COMM_BUILDING AirOffensive[007].Primary=LARGE_RUNWAY AirOffensive[007].Secondary=MEDIUM_RUNWAY,SMALL_RUNWAY AirOffensive[008].Primary=CHEMICAL_WEAPONS_PLANT AirOffensive[008].Secondary=OIL_REFINERY,COMM_BUILDING,POWER_PLANT AirOffensive[009].Primary=COMMAND_BUILDING AirOffensive[009].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,CHEMICAL_WEAPONS_PLANT AirOffensive[010].Primary=ANY AirOffensive[010].Secondary=ANY StartGroundOffensive=2 StartInterdiction=5.......................................................................................................................................................Whats This? Morale=70 Supply=25 NormalSupplyRate=20 OffensiveSupplyRate=-20 DefensiveSupplyRate=-5 SupplyForOffensive=90 AircraftReplacementTime=240 AircraftReplacement=60 GroundUnitReplacementTime=360 GroundUnitReplacement=100 RandomTransportType=ANY WeaponResupplyTime=180 AllowRandomAceCreation=TRUE The above data is from the first stock desert campaign. I had a quick look at the Germany campaigns and they all have StartInterdiction=0 Maybe has something to do with Armed Recon missions? -
What are you ?
baffmeister replied to TeargasHorse's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Sabres. The Fubared ones. -
Spitfire 1A [late] and BF-109E-3 FM's
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Thanks for the flying lessons Heck, it does help quite a bit! I have made a few changes to the FM that make things a bit easier as well. Should have some updated FM's ready in a few days. -
Spitfire 1A [late] and BF-109E-3 FM's
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Thanks for the comments Heck. I have been doing a bit of work on the Bf-109-E3 and Spitfire 1A FM's and expect to post the latest versions soon. At some point I plan to add a separate Spitfire 1A [early] but not just yet. I have done some work on the A.I. for the BF-109 and the landings are much better now. For a quick fix try reducing the BF-109 stall speed to 36 meters/sec. Something I haven't had much success with is getting the BF-109 to do an easier take off when player flown. I have a few more things to try but the problem may be related to the angled landing gear. The Spitfire can be quite tricky as well but at least I can keep it on the runway most of the time. It just requires a very gradual application of power while keeping the tail down until about 50kts. Regarding Ravens Hurricane 1, I do plan on doing my own FM for that one as well as a drop in FM for the A-team BF-110 but haven't started either one yet. Cheers. -
Pasko Ju-87B SF-2 Update
baffmeister posted a topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Started working on an SF-2 update pack for Pasko's Ju-87B. The original flies very well so I hope to get it out the door quite quickly. [two weeks?] Has a nice Kesselbrut pit as well. If anyone has any skins, decals or bits and pieces they want added in just let me know. Also, I need a freely available German Pilot and aft facing gunner. Can someone point me in the right direction? -
Pasko Ju-87B SF-2 Update
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
I would like to include all of them if they are ready in a week or so. If you need more time, I would like to at least include the Euro skin, you could upload the North Africa skins as a separate package later. -
Pasko Ju-87B SF-2 Update
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Wrench, can you send me any updated Ju-87 skins you have for inclusion in the new package? -
Pasko Ju-87B SF-2 Update
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
JU-87B beta-0.9 data.ini attached. I spent quite a bit of time trying to figure out the dive bombing A.I. but don't have anything good to report. The JU-87 is set up as an "attack" aircraft and the default altitude for that appears to be 500 meters, which is the "Low" altitude contained in the missioncontrol.ini. My usual "research light" indicates the JU-87 would usually dive bomb from about 14,000ft. I could set up the dive bomb A.I. to work from 14,000ft but it seems it would only work when the player is part of the formation, he climbs the formation above 14,000ft and uses the "attack my target" or "engage ground" command. With no player present, they just level bomb. As suggested by one old dive bomb thread, I tried forcing the A.I. to dive bomb by entering zeros in the level bomb A.I. data but, with a player present, and below the dive bomb altitude, all it produced was some confused JU-87's circling the target. With no player present, they just seem to level bomb anyway, totally ignoring the zeros in the level bomb A.I data. Another issue is the WW2 formation ini. The elements are set up with 3 aircraft so when you tell your wingman to "attack my target", both the wingman and number 3 will commence attack. If you tell "flight one" to attack my target, then only the number 4 aircraft will attack. The number 5 and 6 aircraft of flight 1 will do nothing and there is no way to command them. I would be very interested to hear if anyone with a WW2 install has actually seen an A.I. dive bomber, with no player commanding them, doing a dive bomber attack. The attached beta 0.9 FM has the dive bombing altitude set at about 5400ft. Procedure is to climb to about 6000ft when approaching the target then issue the attack my target command if you want to watch some dive bombing. Final package in a week or two. Ju 87B_DATAbeta0.9.zip P.S. The center bomb station works in a normal fashion now, just select and drop. -
Pasko Ju-87B SF-2 Update
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
This is VERY COOL! Since it will be a couple of weeks before I can get a package together you may want to give this a try. Set up the JU-87 siren like this: [sound] EngineSoundName=PropLoop DamagedEngineSound=TruckEngine FlapsSoundName=Flaps AirbrakesSoundName=Airbrakes WindsoundName=Ju87Siren//.................................Do This! The Ju-87 is so slow the Windsound doesn't even activate under most conditions, even at full power in level flight. Once you go into a dive it starts wailing quite nicely! Wrench, I am still sorting through the various Ju-87 versions you pointed out. Hopefully I can capture any improvements that were done with the various uploads, as well as adding the stuff Crusader uploaded. I think for the first package I will include the JU-87B with export/userlist entries and skin for WW2 Italy. Will probably include the longer range JU-87 as well but have to look into it a bit. Will include the SC bombs also. The D and G would probably be reasonably easy follow ups, with a few edits and revised engine tables. -
Pasko Ju-87B SF-2 Update
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Well, the window in the cockpit floor works in SF-1 but not in SF-2.................no idea whats going on. Edit: Easy fix. For the Fuselage section of the data.ini, just change the entry ShowFromCockpit=TRUE to FALSE.