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baffmeister

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Everything posted by baffmeister

  1. Well, for what it's worth, [not a computer guy] I recently replaced my GT 240 with a Zotac GTX 750 passive cooled [price was right, Canadian dollar sucks.] and have been totally underwhelmed by the results. The only game I've tried it with so far are the SF-2 titles and I had texture tearing with the included CD drivers as well as texture tearing with the newest drivers. Also, the newer drivers were stumbling sometimes to frame rates in the 5-10 range. I have been testing some very old drivers from 2014 and have had better results although I still get a "water ripple" effect when panning the view. The frame rate has stayed above 50 with the old drivers. Of course, I don't have a clue whats going on but maybe some of the newer cards don't work that well with older computers or maybe the newer drivers don't work that well with the ThirdWire games. If I find a driver "date range" that works OK for me I will pass along the info.
  2. Geez, I think this plane is going to drag me kicking and screaming out of the seventies and into the nineties, at least with my "thirdworldish" fictional install. Here is a link that gives a general idea of the performance improvements over the MiG-21. http://urbanpk.com/pakdef/pakmilitary/airforce/ac/f7pg.htm
  3. Nooooo! Keep the promo videos coming! Really quite interesting watching this project unfold and the amount of testing going into it. Maybe show more of the various types in action?
  4. Thanks for posting the vids Caeser, really enjoyed them. The second F-1 vs MiG-21 video reminds me of one I got into against a Soviet ace. Lot's of good defensive maneuvers by the MiG-21 pilot but also complicated by low light conditions while flying over water. I had to be very wary of the surface while trying to get a gun kill. My missiles were expended at that point. Like your experience, once the engagement started I was able to stay on top of the MiG-21.
  5. I did release a beta test version of the new Mirage F-1 flight model back in March. It should be very similar to the one included in the next "official" releases. If you or anyone wants to try it out go here: http://combatace.com/topic/85698-mirage-f-1-flight-model-test/
  6. Just another day in Korea, cleaning windscreens. [ catch a wire.............PLEASE!]
  7. Took my Tu-2 FM out for a test flight and it needs more work for sure. Personally, I think the model is OK for an AI only bomber but then, I'm not too fussy. It does need lots of ini edits for crew positions, gun elevation angles, min/max work, etc, etc. On the plus side the bomb bay, landing gear and control surfaces work although the ailerons have an oddly placed pivot node. Do335 and Wrench, would you like me to PM what I have? I would like to finish this FM but don't have much spare time this summer so if you gents can get some of the ini issues and min/max damage modeling done and maybe a basic skin I may be able to put together an FM in a couple of weeks.
  8. I started an FM for the Cocas TU-2 a long time ago but never got very far. Will take another look.
  9. Ooops, opened my mouth without checking. As Wrench said, autopilot doesn't turn the engine back on. My plane didn't keep flying with the engine off. Spinner issues are probably related to the prop/spinner nodes but I'm never quite sure whats going on in that regard. Maybe someone that knows models can have a look? All I can do is experiment a bit. Maybe set the constant speed entry to false for better identifying prop / spinner visuals.
  10. Paulo, If you are having issues with the spinner it probably has something to do with the way the spinner and prop nodes have been set up in the data ini. I'm going to have a look at it. Regarding the other issue, isn't that just the autopilot turning the engine back on, after you turned it off?
  11. Well, thanks for the BF-109E's! And lets not forget all the included skins which is a big bonus!
  12. Here are the updated 1941 ETO FM's beta 0.97 after a trip through Mue's LodViewer. The Westland Whirlwind will get updated later. I want to see if I can find some better engine data for it. ETO1941-0.97.zip Installation instructions assume the aircraft are already installed.
  13. Two machine guns versus eight. This took a lot of rounds!
  14. Thanks Baltika, a new SF-2 BoB campaign would be excellent! For a warm up, would you consider making a much simpler Dunkirk campaign? I have a relatively simple one started but don't have much time to work on it at the moment. If you want to have a look I could send it to you with some info on what I had in mind.
  15. A picture speaks a thousand words. Personally, I don't believe "Group Think" will ever work. To arrange some kind of licencing agreement with TW would probably require one very smart and driven individual who knows lot's about programming, marketing, airplanes etc. Would probably require a not inconsiderable amount of up front money as well. It may be possible to get some totally new and original content by using some of the very talented individuals at this site but they would require payment in some way. Maybe payment up front or by some kind of percentage of sales but it would still cost money. Plus TW would be getting a percentage of sales as well so it could be a very high risk endeavor with modest potential return.
  16. That site and those documents have been useful!
  17. Maybe TK would be interested in a licencing type arrangement for the continuation of the PC games. Who's got the money, time and brains to take them over? Not I . Maybe some crowd funding potential for the right person.
  18. Thanks for volunteering! Once I start posting updates for the new Hurricane and BF-109 models it will probably be time to start the package. Will troll for some more volunteers at that point. For WW2 FM's I plan on slowly working back in time to the Battle of France and slowly [emphasis on SLOWLY] working forward into more ETO 1941 FM's. MTO and PTO FM's are just a distant dream/nightmare. [so many planes!]
  19. I am starting to think about putting together an "All in One" BoB package but really don't think I could put it together before next winter. I still have to get Ravens' newer Hurricane model in game and it has different mapping [i think] so probably not many skins available for it. I would also like to get Russos' newer BF-109 E series model going but it has a different model center so requires some edits for decal positions. I think the skin mapping remains the same. Would also like to get the Dunkirk campaign working but haven't had much time to work on it. Still, the idea might be worth thinking about as a longer term project.
  20. Attached are new BoB fighter FM's that have been updated using Mues' LodViewer. The ETO fighters will get updated next and then the BoB bombers. Installation instructions assume you have installed the previous pack. Some other changes: BF-109-E's: The bomb carrying versions have been set up to use the ETC50 rack and have new LoadOut ini's. All versions have had the drag re-balanced a bit. They turn a bit better now but not as good as the F-series. BF-110's: Cannon rounds have been reduced from 240 to 120. The plane used 60 round drums that could be reloaded by the gunner but it was a difficult task in a dogfight so I think 1 reload is plenty. The aerodynamics have received a minor edit. The rear gunner accuracy has been adjusted. HurricaneIIA: The previous HurricaneIIA had a Merlin XX engine table that represented 16lbs boost, which wasn't available until November, 1942. The new engine table is for 12lbs boost, low blower only. Defiant: Rear gunner accuracy has been adjusted as well as the aeodynamics. Here is the 0.97 BoB fighter package: BoBfighters0.97.zip
  21. It's that time of year.....................I found an easter egg! After a short nap, my Defiant gunner wakes up, finds a big enough target, and shoots it down. [ Drinks all around!]
  22. I thought ThirdWires approach with SF2NA was well thought out with the new features that merge with the previous releases. I guess it didn't sell as well as they hoped. For multiplayer, I think a stand alone multiplayer game at a low price point might work. Maybe just include two well matched aircraft types for the player flyables and a few AI attack aircraft on a small terrain map. Lock the game down tight except for skins and maybe terrains but have lots of options for setting up controllers. Sell the games for 20 bucks a pop and make them mergeable as well. [ I wouldn't buy them but I think many would.]
  23. Thanks for the comments Coupi. During turning fights against the Mig-17 I can sometimes get a temporary firing solution by trading speed for turn rate and using the combat flaps. If it doesn't work out it's full speed ahead and try something else. Interestingly, the power to weight ratio of the Mig-17 and Mirage F-1 are almost identical assuming 50% fuel for both, but the Mig-17 has only about half the wing loading of the F-1. With a relatively modest power to weight ratio compared to modern day fighters I think the main strength of the F-1 is probably sustained G during high speed turns. I find speeds above 400kts IAS or 0.9 mach at higher altitudes works best most of the time.
  24. The Mirage F-1 team are busy working on some major updates for the entire F-1 series. Prior to releasing the new versions some public testing on the updated FM may avoid future issues. The attached FM's are for the following aircraft: F-1C_73 Ver. 1.1 available here: http://combatace.com/files/file/14580-mirage-f-1c-73/ F-1C_80 Ver. 1.1 available here: http://combatace.com/files/file/14581-mirage-f-1c-80/ F-1C200 Ver. 1.1 available here: http://combatace.com/files/file/14583-mirage-f-1c200/ NOTES: The new FM is less departure resistent than the previous but the stall warning sound should give adequate warning under most circumstances. The Min/Max extents have been updated with the LodViewer so damage modeling should be improved. Take off / combat flaps can be deployed at 320Kts IAS and will auto retract at 335Kts IAS. They can be useful if you get drawn into a low speed turning fight as they will add about 1G [for awhile] to the turn capability. If you need to accelerate quickly from a slow situation consider retracting the flaps manually instead of waiting for the auto retract. The purpose of this release is to get feedback regarding any problems with the AI behavior or with the flight model. Some things to watch for: AI accuracy with dumb bombs, rockets and cannons. Trying to set these items up can be very frustrating because of the variable AI pilot quality built into the ThirdWire game engine so the question to ask is: "Is the AI weapon delivery accuracy comparible to stock TW aircraft?" Are there an unusual amount of AI aircraft crashing? When player flown, are there any areas of the flight envelope that seem objectionable? This isn't a HiFi FM but it has had some tweaking to meet some performance data points. If you find any areas of significant over or under performance feel free to pass along the details. The new FM has received quite a bit of testing but there is always a chance something slipped through. Please post any questions, comments or suggestions regarding the AI or FM on this thread. Other Mirage F-1 questions can be asked on Ludos pinned Mirage F-1 thread. Thanks in advance for the help! Here are the new FM's: MirageF-1_0.959PublicTest.zip
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