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baffmeister

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Everything posted by baffmeister

  1. Dhimari F-100

    I'm starting to wonder if the Dhimar / Paran concept is developing a bit of a cult following. When I first bought SFP1 I thought the fictional countries concept was a bit lame, now I spend most of my game time in that environment. Would like to see TK re-visit the concept someday! Thanks for the great skins Whiteknight!
  2. One of the more interesting loadouts I've come across. Saudi Lightning F-53 with twin Sneb launchers on each lower pylon and twin JL100R rocket/fuel pods on each upper pylon. I expect the extra 240gallons of fuel really came in handy! Each lower pylon could also carry 2x1000lb bombs and the upper pylons could each carry a parachute retarded 450KG bomb fired upwards by an explosive charge. One Frightning Lightning!
  3. Flak in WOV

    That it mentioned you were shot down buy a KS-19 is interesting. I did a bit of testing over an area with only KS-19's and the times I got shot down it only said "Captain whoever was shot down over whereever." No mention of the KS-19 at all. That was in Strike Fighters Project 1. Maybe some differences between games?
  4. Pics of what I do for a living

    Now that you have had some practice on real buildings, perhaps we can anticipate some objects for Strike Fighters? [hint, hint]
  5. Carrier Issue? Never tried that campaign but heres some info from the knowledge base that might be worth double checking: Now browse to the Desert folder in your Terrain folder. Open DESERT_NATIONS.INI and under [Theater] add the following line to the sequence: Location003=Straits of Dhimar Save and close DESERT_NATIONS.INI Finally, open DESERT_TARGETS.INI and scroll to the bottom of the file. Add the following lines [TargetArea074] Name=Echo Station Position=700000,700000 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE Make sure that the number in [TargetAreaXXX] is actually the next number in sequence. Note that I have set the position of the carrier station to "700000,700000". This puts the carrier in a good position off the Parani coast. You can use Kreelin's Mission Editor to select any position you like though. Just open the Desert map with the editor and locate the coordinates you prefer. Enter them on the "Position=" line. Save and close DESERT_TARGETS.INI
  6. You could try editing the A.I. data in the AircraftObject.ini. Heres some fields I've edited that seem to help a bit. Smooth flying seems to help as well. If you make hard turns or quick altitude changes the formation comes apart and it takes a LONG time for the formation to regroup. [DogfightGreen] SafeAltitude=100//400............try reducing these to 100 LookoutAngle=320 DefensiveAngle=80 ChanceDefensiveTurn=80//60 ChanceBreakTurn=80//50 ChanceHardTurn=100 ChanceTurnDirection=80//50 ChanceContinue=80 ChanceCheckNewTarget=60 CannonFireAngle=2.0 RQIRMFireAngle=2.5 ASIRMFireAngle=3.0 RHMFireAngle=7.5 MaxPitchInput=1.0//0.6.......................bump these up to 1.0 to avoid crashes [DogfightRegular] SafeAltitude=100//300 LookoutAngle=330//160 DefensiveAngle=90 ChanceDefensiveTurn=90//70 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=70 ChanceCheckNewTarget=70 CannonFireAngle=1.75 RQIRMFireAngle=2.75 ASIRMFireAngle=3.5 RHMFireAngle=10.0 MaxPitchInput=1.0//0.8 [DogfightVeteran] SafeAltitude=100//200 LookoutAngle=350//170 DefensiveAngle=100//90 ChanceDefensiveTurn=100//80 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=60 ChanceCheckNewTarget=80 CannonFireAngle=1.5 RQIRMFireAngle=3.0 ASIRMFireAngle=4.0 RHMFireAngle=12.5 MaxPitchInput=1.0//0.9 [DogfightAce] SafeAltitude=100 LookoutAngle=360//180 DefensiveAngle=100 ChanceDefensiveTurn=100//90 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=100//90 CannonFireAngle=1.0 RQIRMFireAngle=3.5 ASIRMFireAngle=5.0 RHMFireAngle=15.0 MaxPitchInput=1.0
  7. File Name: Alternative FM for TW F-104G File Submitter: baffmeister File Submitted: 14 Apr 2007 File Updated: 23 Dec 2008 File Category: Ini Edits This file is totally obsolete. Updates to TW FM's have eliminated all the issues I have tried to address. There may be a few items in the readme that may be of interest to newb's. An attempt at making Third Wires F-104G a bit more user friendly, and hopefully A.I. friendly. The changes made to the data.ini don't reflect any actual aerodynamic numbers, but have been done to make the F-104G a bit nicer to fly. Consider it "Effect Modeling" as compared to actual "Flight Modeling". I did try to stay true to the "Goes fast, turns bad" concept, however. [it does turn a bit better than stock] No plans to give this treatment to any other aircraft, the F-104G is a bit of a "Special" case. More info in the read me. Changes for version 1.1: Made the pitch response less 'Linear' and more effective at high speed and high altitude. Improved roll response at high angles of attack. Added a couple more degrees to the stalling angle. For general game usage, this FM is essentially performing the way I wanted it to. It may get the occasional update. Click here to download this file
  8. Alternative FM for TW F-104G

    Version

    186 downloads

    This file is totally obsolete. Updates to TW FM's have eliminated all the issues I have tried to address. There may be a few items in the readme that may be of interest to newb's. An attempt at making Third Wires F-104G a bit more user friendly, and hopefully A.I. friendly. The changes made to the data.ini don't reflect any actual aerodynamic numbers, but have been done to make the F-104G a bit nicer to fly. Consider it "Effect Modeling" as compared to actual "Flight Modeling". I did try to stay true to the "Goes fast, turns bad" concept, however. [it does turn a bit better than stock] No plans to give this treatment to any other aircraft, the F-104G is a bit of a "Special" case. More info in the read me. Changes for version 1.1: Made the pitch response less 'Linear' and more effective at high speed and high altitude. Improved roll response at high angles of attack. Added a couple more degrees to the stalling angle. For general game usage, this FM is essentially performing the way I wanted it to. It may get the occasional update.
  9. File Name: Fuel Gauge for TW Hunter FGA-9 File Submitter: baffmeister File Submitted: 13 Apr 2007 File Category: Add-On Cockpits Quick fix to get an internal fuel gauge into Third Wires Hunter FGA-9. It uses the cabin pressure altitude indicator located on the lower righthand side of the front panel. I think the real ones were located on the righthand side panel but might not be possible to put gauges there. The gauge shows internal fuel only, about 3000lbs. No more excuses for running out of fuel! This is the READ ME: Put the HUNTERFGA9_COCKPIT.ini into the HunterFGA9 aircraft folder. Thats all. Click here to download this file
  10. Fuel Gauge for TW Hunter FGA-9

    Version

    185 downloads

    Quick fix to get an internal fuel gauge into Third Wires Hunter FGA-9. It uses the cabin pressure altitude indicator located on the lower righthand side of the front panel. I think the real ones were located on the righthand side panel but might not be possible to put gauges there. The gauge shows internal fuel only, about 3000lbs. No more excuses for running out of fuel! This is the READ ME: Put the HUNTERFGA9_COCKPIT.ini into the HunterFGA9 aircraft folder. Thats all.
  11. A good read, nice screens, and good looking enviro / terrain!
  12. Great paint jobs and some really nice screenshots! Golden Hawks and the 2 CF-18's my favs.
  13. A good rule to remember when editing campaigns. Don't do it if you have a current campaign on the go. It's almost a guaranteed CTD! Here's some sample files with notes from TW's WOE 62 campaign. I just copied the entire campaign then re-named it to Germany62 prior to editing, to keep it separate from the stock campaign. [CampaignData] CampaignName=Germany62................new name, also on campaign folder DataFile=Germany62_data.ini..............new name for campaign data.ini CampaignMap=GermanyCE Service001=USAF Service002=RAF Service003=France Service004=Canada.......................add any new countries in here. make sure the name Service005=Belgium............................matches the nations.ini Service006=Denmark Service007=WGermany [uSAFUnit001]....................................................add your new units in this section or UnitName=7th TFS 'Bunyaps'...............................change an existing one. see further ForceID=1..........................................................down for more detail. UnitID=1 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [uSAFUnit002] UnitName=8th TFS 'Black Sheep' ForceID=1 UnitID=2 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [uSAFUnit003] UnitName=9th TFS 'Iron Knights' ForceID=1 UnitID=3 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [uSAFUnit004] UnitName=10th TFS ForceID=1 UnitID=4 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [uSAFUnit005] UnitName=22nd TFS 'Stingers' ForceID=1 UnitID=5 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [uSAFUnit006] UnitName=23rd TFS ForceID=1 UnitID=6 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [uSAFUnit007] UnitName=32nd TFS 'Wolfhounds' ForceID=1 UnitID=7 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [uSAFUnit008] UnitName=45th TFS 'Hoosier Hogs' ForceID=1 UnitID=8 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [uSAFUnit009] UnitName=53rd TFS ForceID=1 UnitID=9 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [uSAFUnit010] UnitName=55th TFS 'Fighting Fifty-fifth' ForceID=1 UnitID=10 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [uSAFUnit011] UnitName=434 TFS ForceID=1 UnitID=11 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [uSAFUnit012] UnitName=79th TFS 'Tigers' ForceID=1 UnitID=12 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [uSAFUnit013] UnitName=436 TFS ForceID=1 UnitID=13 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [uSAFUnit014] UnitName=476th TFS ForceID=1 UnitID=14 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [uSAFUnit015] UnitName=121st TFS ForceID=1 UnitID=15 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [uSAFUnit016] UnitName=136th TFS 'Rocky's Raiders' NY ANG ForceID=1 UnitID=16 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [uSAFUnit017] UnitName=417th TFS ForceID=1 UnitID=17 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [uSAFUnit018] UnitName=435th TFS 'Eagles' ForceID=1 UnitID=18 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [RAFUnit001] UnitName=No. 1 Squadron ForceID=1 UnitID=26 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [RAFUnit002] UnitName=No. 2 Squadron ForceID=1 UnitID=27 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [RAFUnit003] UnitName=No. IV(AC) Squadron ForceID=1 UnitID=29 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [RAFUnit004] UnitName=No. 14 Squadron ForceID=1 UnitID=30 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [FranceUnit001] UnitName=EC 1/3 'Navarre' ForceID=1 UnitID=35 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [FranceUnit002] UnitName=EC 2/3 'Champagne' ForceID=1 UnitID=36 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [FranceUnit003] UnitName=EC 1/11 'Roussillon' ForceID=1 UnitID=37 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [CanadaUnit001] UnitName=RCAF-444 'Cobra'............ add to squadron list.ini ForceID=1......................"Good Guys"... warsaw pact is 2 UnitID=38.............................Unit number in the campaign data.ini StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [belgiumUnit001] UnitName=Belgium 2 Sq ForceID=1 UnitID=21 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [DenmarkUnit001] UnitName=Denmark 5 Sq ForceID=1 UnitID=18 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start1.txt [WGermanyUnit001] UnitName=JBG 33 ForceID=1 UnitID=20 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt [WGermanyUnit002] UnitName=JBG 36 'Westfalen' ForceID=1 UnitID=19 StartDate=1962 DescFile=woe1Start.txt StartText=woe1Start2.txt Heres the change in the campaign data.ini to add in the RCAF squadron noted above: [AirUnit038]........................................this matches the entry in the previous file AircraftType=Canadair............... Squadron=RCAF444.................... ForceID=1 Nation=CANADA............................ DefaultTexture=444 RCAF.......................don't forget these entries BaseArea=Zweibrücken Airbase BaseMoveChance=25 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 MissionChance[sWEEP]=10................depending on type, changes may be required in this MissionChance[CAP]=70.....................section. MissionChance[iNTERCEPT]=50 MissionChance[ESCORT]=10 MissionChance=10 MissionChance[CAS]=50 MissionChance[sEAD]=25 MissionChance[ARMED_RECON]=25 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 UpgradeType=NEVER Supply[001].WeaponType=M117..............don't forget weapons and drop tanks Supply[001].Quantity=2880 Supply[002].WeaponType=Mk82 Supply[002].Quantity=1440 Supply[003].WeaponType=Mk83 Supply[003].Quantity=240 Supply[004].WeaponType=HVAR Supply[004].Quantity=1000 Supply[005].WeaponType=Tank_f86 Supply[005].Quantity=240 The changes I made for this campaign were done my editing EXISTING FLYABLE AIRCRAFT ENTRIES. Mostly by replacing F-100 units with others. I wanted to maintain the existing campaign balance. Not sure if I covered everything but maybe start with one new aircraft at a time, then try the campaign and fly a mission, if it works, delete the saved campaign and add another aircraft, etc. Regards.
  14. Glad your having some fun with it Saganauy. I am planning to do a version 2 in the future for campaigns and single missions, hopefully with some more static objects, but it's a long way off due to time constraints. [ plus, since I got WOE, I'm actually playing the game more, instead of messing with it.] Cheers. P.S. I have started working on a similar project for WOE that will have less target areas but is being made with a "mini campaign" in mind. It will probably be a couple of months before the terrain mod is released, then a couple more months for the campaign.
  15. File Name: Quicker Take Offs for Strike Fighters/WOV File Submitter: baffmeister File Submitted: 24 Nov 2005 File Updated: 23 Dec 2008 File Category: Ini Edits THIS FILE IS OBSOLETE. NEWER VERSIONS THAT WORK WITH LATEST THIRDWIRE UPDATES ARE AVAILABLE AT THIS SITE. [includes fixes to airfield lighting. Fixes done by "Piett", "Sidewinder86", "Eightlein", "Comrpnt", and a few by myself.] This mod should decrease the time required to get aircraft airborne by at least 50%. The mod involves putting 2 aircraft on the runway at the same time as well as tightening the spaceing on the next few aircraft on the taxiway. Third Wires aircraft are quite well behaved when taxiing under AI but some add on aircraft tend to bounce a lot and others don't like to turn. I used 2 "bouncers" in the test program and it took lots of adjustments on the taxi waypoints to get them to work. I think this mod should work OK with most aircraft but can't guarantee it. If you have large bombers installed in your game there is an optional file available for the large airport. It has increased spaceing for the taxi waypoints but is still quicker than the stock version. It was tested with the TU-16 Badger and the B-47. This mod works OK with the DRV terrain and probably many others. To use this mod in WOV just change the file names from DESERT_AIRFIELD"X" to VIETNAMSEA_AIRFIELD"X" and copy them into the WOV terrain folder. Regards. CHANGES FOR VER 2.1 : Now includes "Comprnt's" fixes for the missing taxiway lighting on the big airport. Click here to download this file
  16. There is a little bit in the read me about adapting the mod for "modfied" airports, [Approach lights, for example.] The area of the airbase.ini that contains the new taxi and takeoff waypoints is noted. The Quicker Take-Offs for Strike Fighters may be the best one to use for add on terrains but the only one I checked is "Gepards" DRV terrain. In an add on terrain, if you have a look in the target.ini and find an airport, you should get an idea what airfield.ini's the terrain is using. Here's an example from the original Strike Fighters desert terrain. [TargetArea070] Name=P9 Airfield Position=705000.00,405000.00 Radius=6000 ActiveYear=0 Location=2 Alignment=ENEMY AirfieldDataFile=desert_airfield3.ini.....................................look here NumSquadrons=1 Target[001].Type=Runway3 Target[001].Offset=0.00,0.00 Target[001].Heading=0 I think most third party terrains were built to be used with Strike Fighters so likely use the DESERT_AIRFIELD.INI's. Regards.
  17. Glad you like it Tristan. Your wecome!
  18. Quicker Take Offs for WOE

    Version

    604 downloads

    THIS FILE IS OBSOLETE. NEWER VERSIONS THAT WORK WITH LATEST THIRDWIRE UPDATES ARE AVAILABLE AT THIS SITE. This mod will decrease your take off times by at least 50%. This is done by placing 2 aircraft on the runway and decreasing the separation between the first few aircraft on the taxiway. A couple of issues: 1. Third Wire aircraft seem to work well with this mod but some third party aircraft can tend to miss the waypoints due to "bouncing" and they may end up wandering around the airport. 2. Due to the reduced taxi and take off separation, large player flyable aircraft may overlap with the A.I. aircraft and explode on the runway. There are 2 optional files for the large airports that were tested with the TU-16 Badger but they may not work with the B-52 which hasn't been tested. If you have A.I. only large aircraft you shouldn't have a problem. This mod uses basic runway and taxiway lighting that includes some fixes done by "Sidewinder86", "Eightlein", "Piett" and last but not least, "Comrpnt", who did the tricky fix on the large airport taxiway. Thanks Gents!
  19. You might want to be careful doing that, Kevin. I ran into some issues with targets becoming invulnerable when overlapping target areas. Never figured out the exact problem, it was a bit intermittant,and it didn't affect vehicle type objects, just the static ones. May be worth doing some target practice. Regards.
  20. Desert Target Zone

    Version Final Edition

    1,083 downloads

    For Strike Fighters Project 1 / Gold. Built for real time game generated strike missions. Shouldn't take more than 30 minutes to do a round trip strike mission. Paran and Dhimar get 4 airports each and the front line is relocated to what used to be central Dhimar. Main Features: 1. 141 target areas including 10 SAM sites for Paran. 2. Easy install. 3. Many "Freeware" building objects being used. 4. Quicker Take Off mod pre-installed, with customized parking spots and parking for C-5A sized aircraft. 5. Contains Ground Attack, Truck, and Ship routes so you can fly CAS, Armed Recon and anti-ship missions. 6. Has a 3X zoom map from an older version of SF that shows desert and green spaces better. 7. Installation won't affect your stock "Desert" terrain. 8. Negative points awarded if you cause collateral damage. CREDITS: Thanks to these folks for creating and allowing freeware use of their building objects: 1. This project uses some objects from MITCH's "Factory Place" project. There seems to be a consensus within the Strike Fighters community that it's OK to use these objects for FreeWare projects. 3. WRENCH, for hosting the "Factory Place" objects at his website. And for the cool "Shipwrecks!" 2. GEPARD, for some objects I lifted from his DRV terrain. 4. PASKO, for the round tents, now used by the Bedouins. 5. GRUMPOTAMUS, for the Radar Dome. 6. WINGWHINER, for the new Factories, Headquarters Building, Gas Station, Tactical Control Center, and Control Tower H1. 7. STARY, for the new Hangars. 8. FUBAR512, for the Pecco Crane. New for this version: 9. WINGWHINER again for some buildings from his epic 43 buildings pack. 10.JULHELM for some industrial silo's/buildings 11.RussoUK and Gepard for the Oil Rig. 12.EZLead for the formation take off mod. 13. TK and ThirdWire for creating such an interesting flight sim / hobby. Changes for the final version: Mostly some new objects with a few other minor changes. EZleads formation take off mod is a perfect fit for this terrain, give it a try!
  21. Windows Vista Problems

    Here's some possible work-arounds. Combat Ace Cheers.
  22. Vista x64

    Had the same problem with Win 98Se. Heres a workaround that worked for me and also worked for a Vista user. ThirdWire Forum Regards
  23. What USAFMTL said. Extract the LOD files [5 of them] for the MiG 27 from the WOE Object.Cat. Then add them to the MiG 27 folder. You may want to extract the Shadow.Shd as well. I did this with the MiG 23M and it's working OK in Strike Fighters as an A.I. aircraft, although it seems to be missing a pilot seat that I havn't bothered looking for yet.
  24. FE where will it go?

    FE seems to be generating a lot of posts at this site. I expect it will have a very long life, as new players become familiar with the Third Wire game and flight engine.
  25. For anyone who might be interested, major update for Desert Target Zone has been uploaded. More Factory Place objects in use, many target areas extensivly changed, 3 new airports, and some point defence SAMS for Paran. You can get DesertTZ HERE. Regards.
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