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Everything posted by baffmeister
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WIP Mega THREAD!
baffmeister replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
We need more airports. [ I think Burt Lancaster said that in the original Airport movie.] Speaking of airports, some fictional small crappy ones would be nice with some terrains. [just an observation.] -
Anything I say about computers should be considered suspect but from my experience, you can't force additional AA by using the Nvidea software. What you can do is try editing the ThirdWire options ini and bump up the AntiAliasing setting from 4 to 8. Then set the Nvidea software to application controlled. iirc, that worked for me when doing some testing. Ultimately, I ended up staying with 4X AA and used an application called Nvidea Inspector to access a feature called sparse grid super sampling that gives better AA but with a bit of a frame rate hit.
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red aircraft icons on map
baffmeister replied to WACOwaco's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Have a look in the NF5 Flight folder and I think you will see a file called HudData. Open that and check the MapLabels section. There are some TRUE/FALSE statements that can be changed to activate the enemy icons. [unless they were deactivated some other way.] -
Along those lines, while experimenting, I managed to blow up the Gladiator with a very quick acceleration. My intent here is to try and get some realistic 'Cat Free Take Offs" in my WW2 install. Still doing a bit of research but it seems many of the WW2 carriers had some form of a catapult system but many of the aircraft would do free take offs as well. I've been testing Geezers Gladiator on the WW2 HMS Eagle and found an interesting work around that seems to work. Not sure if the Eagle had a catapult but the work around seems to work to generate a no catapult take off. The AI Gladiator got airborne as well. Here's the edit that is in use on some helicopter equipped ships. [Cat1] SystemType=CATAPULT CatapultID=1 StartPosition=-7.0293,-70.0,14.9099//-7.0293,18.8254,14.9099 ..........................Making the start and end point the same eliminates any acceleration. EndPosition=-7.0293,-70.0,14.9099//-7.0293,97.7678,14.9099 LaunchTime=0.5//6.0........A half second after brake release, the plane is ready for a manual or AI take off. LaunchEffect= ReadyAnimationID=7 ReadyAnimationTime=5.0 I got this work around from the CG-47 ship, I think made by WhiteBoySamuri. Will do more testing but it looks promising.
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Anyone aware of a way to adjust this? For some reason I thought this was possible by doing an entry in the ships data ini but even after checking some old SF-1 files I can't find any evidence. Also checked some "Global" object ini files and found nothing. Seems like I can only adjust the acceleration rate / distance and not the ultimate speed at the end of the cat launch.
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WW2 Screenshots Thread
baffmeister replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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MiG-25 Foxbats for SF2
baffmeister replied to eburger68's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Fuel quantity is in kg. Have you checked out Paulos' MiG-25 packages? The FM was revised quite a bit. I did quite a bit of work trying to get the MiG-25 to cruise at around Mach 2.5 in minimum AB with the option to go Mach 3.2 at full AB. There is a risk of engine fire if you stay at Mach 3.2 for too long. Even if you want to use eburgers package the engine table in Paulos' might be worth a look. -
F-5E_72 beta test FM attached. As always, it's "Buyer Beware" with these things. I had good aircraft data to work with but there was still lots of conjecture and reverse engineering to get what I wanted. It isn't Hi-Fi but hopefully fits in with the ThirdWire airplanes in an adequate fashion. This FM is for Centurions' package that you can get here: http://combatace.com/files/file/15116-f-5e-early-versions-pack/ This model/cockpit combo is quite hard on frame rates. I find I can only run it well on simpler terrains and with not too many planes in the air but if you have the horsepower it's well worth a look. The cockpit, adapted from Sophocles' unreleased [so far] F-5A project is really impressive! When I started looking into this airplane the performance was not what I was expecting so here are a few more details. The maximum sustained G, with about 50% fuel is around 7G and occurs at 550kts at sea level, flaps up. Maximum sustained G with combat flaps is a bit less than 7G and occurs around 500 kts. Still quite fast. An interesting comparison is the Mirage F-1 that with 50% fuel, a lower thrust to weight ratio, and a higher wing loading, can do 7G sustained at 450 kts at sea level. That's with slats only and no flap extension. It's just something to keep in mind if you get dragged into a low speed turn and burn. The induced drag is quite high and below about 300kts the acceleration can be quite poor; more so if you don't retract the flaps and unload some G. What the F-5E does have is a good roll rate, very good departure resistance with combat flaps extended, and good pointing ability at low speeds. Some issues: The flaps are set to manual with blow back but only the two combat positions are modeled: Flap 1 = 12degs slats, 8degs flaps and can be used up to 550kts. Flap 2 = 18degs slats, 16degs flaps and can be used up to 250kts. There was also a landing/take off setting and a cruise setting. [really, more of a loiter setting]. I set the take off flap setting in the data ini to 2 but for some reason the game will only assign the flap 1 setting for the player aircraft. The take off performance is much improved with the flap 2 setting so try to remember to extend them manually prior to take off. Another issue: with manual settings the AI won't make use of the flaps during combat so I increased the corner speed from 370kts to 400kts to help them out a bit. I think later versions of the F-5E had a more automatic flap set up but I haven't checked into it yet. I have some park animations set up in the data ini but the canopy model doesn't have a hinge point and looks like it's floating in thin air. Also, to get the ladder and remove before flight flags JPEG to work, I had to move the F-5FMisc JPEG from the main aircraft folder to the skin folder I was using. The canopy can be worked manually using shift 0, and the ladder and flags can be deployed with shift 9. I can't get the drag chute to work properly! The settings in use usually work but not with this airplane. If you want to see it in action, scroll down to the Airbrakes section and disable the DeployWhenOnGears=TRUE entry. The drag chute will now work with the airbrakes at speeds below 180kts. This may cause issues with the AI. If anybody gets it to work properly, please post the required edits! Cockpit notes: There is a revised cockpit ini with a few edits. The angle of attack indicator has been set up to reflect the very arbitrary Northrop "units". From web research, 0 units on the indicator is -9.76deg AOA and the maximum 30 units is 33.44deg AOA. However, the gauge is positioned quite low on the panel so you probably won't be looking at it anyway. Some adjustments have been made to the "Hud" AOA indexer. It works quite well on approach but I find the visibility over the nose less than I like so usually do the final approach a bit fast and slow down on short final. The internal fuel gauges have been set up but they don't reflect the actual aircraft. The gauge is a dual needle type and on the real aircraft one tank would feed one engine and the other tank the other engine. The tanks had different capacities so at some point an automatic balancing system would activate. To get the gauge to work I had to set the tanks to feed in sequence. The rear tank [2500lbs approx] feeds first. When it's empty the front tank [2000lbs approx] will start feeding. Anyway, enough blah blah, here's the FM: F-5E_72files0.95.zip
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Engine sounds
baffmeister replied to Trotski's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I was wondering about that. Recently made a louder wind sound noise for open cockpit aircraft. Generated some white noise with Audacity and then manipulated it a bit to get what I wanted. It sounds "not bad" with the engine running but with engine off there is a noticeable "wow wow' effect. Not sure if the game engine does that automatically for the wind sound files or if it is related to the sound file itself. -
Engine sounds
baffmeister replied to Trotski's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Just an observation, with careful editing of sound files using the Audacity software it's sometimes possible to get rid of "ticks" in the sound loop. The trick seems to be matching the amplitudes of the wave form at the start and end of the file. Sometimes just clipping a small portion from the start or end of the file to make the start and end amplitudes similar will get rid of a "tick". -
To GEEZER
baffmeister replied to Trotski's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I used yours as a starting point. Thanks! -
What If Screenshot Thread.......
baffmeister replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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WIP Mega THREAD!
baffmeister replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Mission creep on my one and only terrain project, "Return to Dhimar". Only three years behind schedule. At least I can take the car to work now instead of the ATV..... -
The $164 Question
baffmeister replied to Nicholas Bell's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Depending on how much you want to fly off carriers, SF-2 Israel might be a good bet for starters. You get an interesting collection of airplanes spanning old and new as well as historical campaigns. There are also some great mods available for it. -
Interesting. Have you been seeing a lot of AI spins? I like to keep a bit of an "edge" on the flight models to keep them interesting for the player but don't recall seeing any AI flat spins with my WW2 FM's. Also, are you still getting the rising spin on the Yak-9? I haven't seen that one yet either.
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I have that game installed and was quite impressed with it. The main issue for me is the graphic quality at low altitude. I get really awful "mid screen shimmer" and haven't been able find any adjustments that fix the problem. Like Streakeagle, I was impressed with the flight modeling and consider it the best of the four flight sims I've tried. Will probably check out the update at some point.
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No problem, it's not a big deal but for some reason I totally dis-remember what tweaks I may or may not have done to Capuns Viggen FM.
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Quite sure that's not an FM I did. A long time ago a tweaked FM was sent to Capun and I recall the actual FM never found it's way into the package but for some reason, my name did. I do have an unreleased Viggen FM that I was working on with actual canard aerodynamics but it had a few issues that needed attention. Will try to resurrect that project and send something to Jonathan for consideration.
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Thanks for that piece of info! Getting flash/muzzle positions adjusted has driven me bananas in the past. I've seen some flexible gun set-ups that seem to be impossible to get right so there is a chance you have a model issue that may not be repairable with ini edits. Sorry, not much help. PS: The gun angle settings you have "should work", assuming no model issues. You might want to try using the same node for both pitch and yaw, similar to Veltros example.
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strike fighters 4.33?
baffmeister replied to jack33's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I can't imagine TK ever giving up the rights to the SF code either. There was a massive amount of programming done to get the game to its current level. It has to be considered a valuable asset and a potential source of revenue for future games. At this point, I would be willing to purchase updates to SF if they included new features and kept the game viable with the newer graphics cards and latest directX. No new planes, terrains or campaigns required.