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Everything posted by baffmeister
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Good points. The power thing I forgot to mention. Light aircraft you can generally go to max power during the stall recovery. WW 2 aircraft had a lot of torque and slip stream effect so gentle power application probably required. The torque effect does seem to be modeled quite well in IL-2. I recall torque rolling and crashing a Hellcat in that game during a botched go around from a messed up carrier approach. Great Fun! :)
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In the Seat or Behind It.
baffmeister replied to Jug's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi Gents, Havn't made any changes to Quicker Take-offs for SP-4. Latest update was only for the runway light improvements. With regards to aircraft jerking forward and backwards, I don't recall seeing that particular behavior, but I don't have a lot of different types installed. Adjusting the SpringFactor and DampingFactor in the AircraftData.Ini has work best for me when trying to address odd behavior. Generally, I increase the DampingFactor so the number is closer to the Springfactor. For difficult ones, I sometimes make the DampingFactor higher than the spring factor. This has work in some situations.[see example below for F-86 Sabre] Aircraft with swing arm type landing gear seem to have the most issues, you might want to try using softer SpringFactor and a near equal DampingFactor. [i recall some success using that approach.] I suspect the Mod isn't for everyone, but if you don't mind doing some tweaking I think it's possible to get most aircraft working with it. Cheers. :) [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=7.0 RetractTime=7.0 AnimationID=2 DragArea=0.35 HideGearNode=TRUE ModelNodeName=RightMainGearStrut ShockNodeName=R_gear_piston ShockAnimationID=6 ShockStroke=0.40 SpringFactor=1.5---------------------- DampingFactor=2.0---------------------- Tweak Items WheelNodeName=Right_Tire -
Generally, just push the stick all the way forward and old it there until the plane is flying again. If your in a spin, which can happen after the aircraft stalls, hold the stick forward while applying rudder in the opposite direction of the spin. Hold the control imputs until the spin stops, then neutralize the rudder and pull out of the dive. Don't pull out to fast or you may get into a secondary stall/spin. If it's happening alot you might want to try adjusting the in game slider control for the pitch imputs. I find setting it at about 80% reduces the chances of stall/spins while still allowing enough pitch control for landings, take-offs and dogfights. Realistic settings are probably the way to go with IL-2/PF, the easy settings seem really strange. Regards :)
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...leaving soon
baffmeister replied to Crab_02's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
PCSing to Mississippi. ETA July. Peeeeace. That front on view of the F-4 Phantom looks rather frightening. I don't think I would want to see that in my rearview mirror............Peace indeed. Regards. -
Found this really interesting web site that explains a lot of the items that can get put on windows start up list. If you have an ATI card have a look under the 'A' at this site. So far, I have disabled 9 items [2 ATI things] and my computer starts up quicker and games are running better. Task List Cheers. :)
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If you downloaded the new weapons pack and want to use the included weapons editor here's what I had to do to get it to work with windows 98SE. Go to programs and bring up the MS DOS Prompt. At the Dos Prompt type C:\Program Files\Strategy First\Strike Fighters\Weapon and Gun Editors\WeaponEditor.exe and hit enter. This will open the weapon editor from the location the weapons pack installed it. I installed one weapon and it works OK. Cheers. :)
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Simple campaign edit you could try to "shake up" the campaigns a bit. In the campaign data ini you will find these entries near the top. [example is from Strike Fighters Project 1] Notice at the AirOffensive [010] entry the primary and secondary targets are listed as "ANY". You could try using ANY in all the fields to get more variety. I tried that on a simple campaign I was working on and it seemed to work. WARNING: don't try making the change on your current campaign as I'm quite sure you will get a CTD. Finish or delete your current campaign before making any changes to it. Also, make sure you put the stock campaigns in a safe place in case you don't like the results of this tweak. Cheers. :) [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
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New Patch mysteries
baffmeister replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Caesar, the old weapon and gun editors don't work anymore. I havn't seen new ones available separatly yet, but if you download and install the new weapons pack, the new weapon and gun editors will be installed as well. They show up in their own folder called "Weapon and Gun Editors." Regards. -
New Patch mysteries
baffmeister replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Following Caesar's lead, I havn't had any luck adding weapons manually. I get the same type CTD. I also have a slow dial up that took 8 hours to download the patch. Will try downloading the new weapons pack overnight which might contain an explanation. -
The wheels are nice! Just needs a cheap commie paint job!
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I have a problem
baffmeister replied to Kadaicha Man's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Do you have DirectX 9.0C installed on your new [old] computer? -
Sounds in SF/WOV Too Loud
baffmeister replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There is a file you can tweak to reduce the cockpit noise. In the soundlist ini. you will find these entries. [JetEngine] Priority=NORMAL 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE FrequencyControl=TRUE NumBuffers=4 MaxDist=1500.000000 MinDist=100.000000 InsideConeAngle=60 OutsideConeAngle=180 ConeOutsideVolume=90 Try reducing this to 20. [JetBurner] Priority=NORMAL 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=4 MaxDist=2000.000000 MinDist=100.000000 InsideConeAngle=60 OutsideConeAngle=90 ConeOutsideVolume=40 Try 20 here as well. Any adjustments made to these entries will effect any add on engine sounds as well. The cone angles seem to define the loud and quiet areas. After editing the soundlist Ini. put it in the flight folder. Hope this helps. Cheers. -
Scuadron attrition
baffmeister replied to ojcar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Have you installed all the patches? That problem sounds similar to the "campaign attrition bug" which has been fixed in recent patches. -
A More Classical Departure
baffmeister replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The increased cruise speed I'm using is to make it more difficult to chase down enemy aircraft that are in " Navigation Mode". I think it helps the initial stages of the dog fight as the aircraft have decent speed at the start. All my Third Wire aircraft have the stall speed raised 20%. I raise the stall speed for add-on aircraft on a case by case basis. Streakeagles F4-B stall speed remains unchanged. Havn't done anything to the corner speeds yet. I have edited the A.I. data section of the aircraftobject.ini [ got some inspiration from your Uber-A.I. mod but the current one is built from scratch.] Ran three quick air to air missions last night against Mig-19s and Mig-21s and the F4-B was doing quite well with a better than 2 to 1 kill ratio [including 2 F4B crashes] but then on the fourth mission there were 5 F4-B crashes out of 16 aircraft. They may have been chasing Migs that were in the landing pattern but not sure. Made a few tweaks to the A.I. and will try again. -
A More Classical Departure
baffmeister replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I had a modified A.I. that worked quite well with your F4B. [flight setting on hard] The A.I. mod has reduced pitch imputs/rates as well as a higher safe altitude. Also, all the aircraft have their cruise speeds set at 550kts which might help them carry more energy into the dogfights. It hasn't been tested much yet but I'm back at it and will be keeping track of kill ratios and crashes to see how it works out. Lot's of fun testing this stuff. Regards. -
A More Classical Departure
baffmeister replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Tomcat = -
A More Classical Departure
baffmeister replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Caesar, if you find any good websites that have detailed performance data for specific aircraft, please make a link to them. That kind of detailed information seems to be hard to find on the internet. Also, thanks to Fubar for the stall info. Cheers. :) -
A More Classical Departure
baffmeister replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's possible to get the F-100 to do an "interesting" departure. Look Here for information. I havn't really done much more experimenting with this but the F-100 departure is following general aerodynamic principles at least for the first few seconds. Example: in a climbing turn the aircraft departs opposite the turn direction and in a descending turn the aircraft departs into the turn direction. I suspect Third Wires flight engine would support departure modelling to some degree, but how to do it properly is the question. Also raises some interesting questions for flight modellers. Using the F-16 as an example, would the fly by wire computers even allow an F-16 to depart controlled flight? Another example is the F-104G. It was equipped with a stick pusher that would push the control stick forward [ I think around 60 to 100lb force] if the aircraft was approaching a critical angle of attack. So, would it even be realistic trying to model departures for those aircraft? For the F-104G it might be more realistic to try and model a sudden nose drop when the aircraft reaches a critical AOA, to simulate the stick pusher. Interesting topic. :)