Lexx_Luthor
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Everything posted by Lexx_Luthor
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Wrench, Did you ever see this, or is my TE unique? TK fluffed the zoom calling code. The max 3200 zoom is under the "1600" label, and the 1600 zoom is under the "3200" label. To get max zoom, click the 1600.
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Eric I'm looking now. FC and I have Jenkin's B-70 book. All they did was a metal mockup. I do see what looks like lots of riveting on one of the nose mockups, but that may be just the mockup, and if so, it could be flush. Nothing else I see has info on this. FC may know. The fellas over at overscan's http://www.secretprojects.co.uk/forum/index.php might know. According to the book, Kartveli aimed for M=4, but he found that heat limited that to M=3, and Air Material Command predicted only M=2.5 sustained. But I wonder how much fuel was left after the plane reached M=3. If not too much, then there is not much time to sustain that speed anyways. So M=3 may be a good max. btw...Kartveli wanted a real canopy -- think X-15 style and very small -- and continued to work on that as his own project even after everybody else went flush canopy.
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Recommended Reading, Military and General Aviation
Lexx_Luthor replied to Fubar512's topic in Military and General Aviation
Stingray:: Amazon link That's an interesting book. I read that some years back. Fiction but also "true" story on a certain historical level. If I recall, it nailed the days of Higher, Faster, Further and shiney silver changing to, well you know. The one customer review of the book at Amazon notes that he read it slow cos he knew he'd be sad at the end. A "flight through time" the customer wrote. Great description right there. -
F-101A Voodoo Additional Missile Capability
Lexx_Luthor replied to TheStig's topic in General Discussion
Julhelm:: The perfect weapon for high altitude: Dependable, reliable, and war winning. If you have not heard this yet, word-search this link for "snakes" ~~> China and Taiwan since 1945; Part 1 and the following turkey shoot. -
F-101A Voodoo Additional Missile Capability
Lexx_Luthor replied to TheStig's topic in General Discussion
Cater:: Greed kills. Don't know if the game can do this, but out on the street, that is when other side sets up backup flights to ambush your stalk, and now you have less fuel than you did before (and maybe at lower altitude). I'd love to see how leaders in online co-op or online war would plan using these old jets. -
F-101A Voodoo Additional Missile Capability
Lexx_Luthor replied to TheStig's topic in General Discussion
Cater:: The game AI can't handle this, but Chennault's P-40 pilots knew how. You make a pass and keep going. The "trick" with F-101 is you have endurance far beyond any Soviet supersonic jet fighter of that time with a competitive combat speed, although if you are deep in enemy lands (SAC bomber escort) you will have fuel problems too. I figure....you fire, and either hit or miss. In either case you just keep going, and don't look back, but do look ahead for another target in front, or do a gentle turn for home if your time is up. My idea is to keep your wing man maybe 20 miles behind you so he can attack the target if you miss, if he is not assigned a different target. On top of that, plan missions with a backup offensive flight behind you, or two or three backup flights. This keeps a certain area of high altitude sky under assault. Think: If you miss the target, say MiG-21F, and the target turns after you, your wingman comes up behind the bad fella and he's flying straight trying to catch you. If not, you keep going until MiG has to turn home for lack of fuel (or runs out if he chances that). This dependence on after burning speed could get itchy if you are far from a tanker though. Is this Correct Thinking? -
FC, if you look through the cockpit's gunsight, won't you see the inside of F-103? How do you plan to get the periscope to work?
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Indeed. Keep your speed high. If you miss, just keep going, don't look back (as if you could). Let your wingman 50 miles behind you take care of the target. What a concept!!! FC:: Jenkins B-70. I started that tonight sitting in tub. Not much time to read anymore so I read in the bath hoping not to drop a book. Don't try to visualize this.
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Which one? The "two weeks" girl? That's where that form of verbal slippery~ness came from btw. Has to be. How long will you be staying? Two weeks aha yep How long before The Patch? Two weeks yep aha
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Thanks I'll look up the AWACS stuff. Yea I know about the scripted mission limitation, but I only do scripted stuff. Campaigns: Couldn't a heavily tweaked AI plane be given some kind of mission, restricted to a "large" airbase far from operations, the only "large" base on a map, and have it work as sorta AWACS? Maybe make its top speed 100km/hr so it never gets to the fight? I have no idea how TK's campaigns work. I've asked TK several times about a simple map-wide mission combat events text output file, so the modders can program their own dynamic campaign engines using that data from a previous mission game run.
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You know Fubar, somebody may have to invent the Fake AEW; say, a tweaked single AI A-4 spawning near map edge with 2000km radar range, 360 radar arc, starting at high altitude with no fuel, or zero thrust, but with very low mass so it drops to Earth slowly like feather (can't have it flying toward targets). And time another one to spawn when the first "AEW-4" finally feathers in. Something like that. btw Fubar, does this Redcrown thing require the radar "surveillance" AI aircraft to be RHM armed? I suspect it does. I wonder if the Fluffup of radar surveillance is one big reason why TK does not respond well to Korean War game threads for the *current* game. I hope the future F-14 game is the perfect vehicle for new radar sim programming starting from flour. I'm stuck at SF-2006, and I've found a way to help AI aircraft "see" far away and that is to spawn, far above the path of an incoming enemy strike, a "fake" enemy AI plane at say 1000km altitude with zero thrust but map size visibility distance. When the intercept AI come nearer the fake target, the real strike aircraft become the focus because....the AI switch to a closer target. I didn't know that until now. Very useful...!
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mmmm, best writeup I've seen yet on -103 ~> http://www.alireggiane.com/t575-republic-xf-103-thunderwarrior FC, it seems area rule is mainly for transonic performance; getting beyond Mach 1. With higher machs, wings can get smaller compared to fuselage, so less area ruling needed maybe. Su eliminated area rule from later Su-15 designs to have more fuel in the fuselage. It had a very small high mach wing for its size, so that may make it less vulnerable to transonic acceleration problems than the older 1950s stuff with higher aspect ratio swept wings (...or giant 102~esque delta wings). Dunno.
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Funny, the fuselage does have a certain F-105 look. Republic of course. AwSim stuff Eric.
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SF:: That range would be in the AI radar section of the DATA.ini file right? Extract it and czech it out (if ya'll use extractors in SF2+ I'm stuck at SF1 2006). Interesting. With some not too deviant tweaks I can run about 200km in SF1 2006, and much more with some rather deep, FlightEngine and Terrain ini bizarrnes.
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When Chuck Norris takes a bath after workout, the sweat and muddy water combine to form the Mighty Mississippie river.
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Great stuff. The F-106 website has always been a favorite. One suggestion. Ya'll are using Joe's 101 articles. He is generally the best on the net for so amazingly many US aircraft. I would put his name and link to his site at the top, beginning each 101 article...ie... F-101A etc... by Joe Baugher -link- ~> http://www.joebaugher.com/oldseriesfighters.html : : : (I suggest that specific link for all articles so the reader can see what Joe offers for US fighters beyond F-101) When I use other mens' and womens' writings, I push the author onto "stage" in front of every reader as soon as the curtain rises. Also, you might edit Joe's format of aircraft data, making the data line by line items instead of one large hard to reference paragraph of words and numbers. -- aahhh, you already did that. Awsum!! Sorry!!
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6000km Map: Anybody want to work with this...?
Lexx_Luthor replied to Lexx_Luthor's topic in Mods/Skinning Discussion
lolz no no. This is nowhere near an "exact" mapping. Its a cut and paste paint job from several maps. For example, the cookie monster took a bite out of the Siberian coast across from Kamchatka. I did that because... ...I discussed this map development in detail and why I cut the cookie monster loose to chew up this map, in this thread at the Thudwire. Scroll down a bit to see me talking about the map I eventually uploaded here. ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964&start=32 ------ A far more accurate map experiment is described here ~> Merry Christmas from North Pole #3 This works great, but its still not entirely "accurate" and it will never be until TK makes his game terrain use a 3D planetary sphere. They say FighterOps will do that, the first TheSim to do so, well eventually anyways. The biggest obvious problem in a SF map like this, is you take off in a B-52 from Thule, Greenland, and you fly your compass south to the Soviet Union. -
6000km Map: Anybody want to work with this...?
Lexx_Luthor replied to Lexx_Luthor's topic in Mods/Skinning Discussion
Its a summer map. The texture map is basic, and can take on as much work as one desires. I only used auto tiling with this short lived experiment, then abandoned it as obsolete. Manually adding areas of texture can be done in TE, and also in the texture map bmp for importation, which is something I never thought of at the time. Wrench gave me that idea recently. Sid, I don't understand what you are saying about coordinates. Poast a rough example problem similar to something that gave you problems with coordinates. -- I'll poast my free camera setup. The trick is... ZoomScale=0.001 has slow acceleration for detail look at objects. Open the VIEWLIST.ini file, and under FreeViewClass, and add a leading "1" to get... ZoomScale=10.001, which gives 10,000 times faster camera acceleration for flying across a huge map. Then save the file and exit and run the game. I don't recall if this came stock, but if not, then I moved my FreeViewClass to the top of the file fore easy access, and renumbered everything else. I don't remember if I did this or the file came stock like this, with free cam at the top. [ViewClass001] ViewClassName=FreeViewClass ViewType=FREE_VIEW ViewGroupID=0 DefaultView= AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=90 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=FALSE StepZoom=FALSE ZoomScale=0.001 PanScale=0.01 MinFOV=90 MaxFOV=90 OffsetDistance=0.0 -
6000km Map: Anybody want to work with this...?
Lexx_Luthor replied to Lexx_Luthor's topic in Mods/Skinning Discussion
FC, Good to hear!!! I can't tile. The sweet thing about blank tiles is they allow clean viewing of the texture map in TE while at wide angle view. I found this is useful for making the map, while "real" tiles can be swapped in later, using the same file names. Another thing I used recently is making a one pixel wide white border on each blank, which creates a grid on the map in game. Its good for measuring distances visually without having to get down with the roving camera. The grid also offers a rather interesting "TRON" look, you know the movie. That might give somebody ideas for the SF fantasy mod forum. ====================== Sid -- its better to make a dedicated 2k or 3k map for a smaller selected region. The 3dem software allows accurate map making at high lattitudes, far more accurate than the old cut and paste method I used on this experimental map. On this old map, I compromised terrain detail to get the 6k size, so cropping may not be the best idea since a smaller map can better tolerate more terrain detail. To find coordinates, do you run the game and use free camera with highly tweaked settings? I find placement easy. I can poastup my free camera view settings. -
Gordon describes what seemed to have been a long running play dogfight between F-4 and Yak-28 over the Baltic or up north somewhere. I'm guessing they just had a go at it. Its in his Yak-25-26-27-28 book someplace.
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Yep, A was the "real" thing. The Sovs developed a knack for delaying planes by demanding more and more range. MiG-1 for example. By the time B came out, Yak was almost ready with his much more modern -25 with same radar.
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hehe Is this for ALBM? If so, I can change something. If I recall, I more or less optimized the particle EmissionRates to between Mach 1 and Mach 2 launch. Hold on...! * I once saw a sreenshot here, at The CombatAce, where a helicopter was using the 3D rockets exhaust for its rockets. Helicopter launch is launching rockets from a standstill, and the particles were all jammed up, too many emitters overlapping. It looked BAD. Really bad, and can kill framerates. I had never considered that use, launching air-air rockets/missiles from slow or no speed. For best results one can tweak the emission rates to a specific launching speed range. If not, for Mach 3+ launch and rapidly accelerating ballistic missile, the particles might become too thinly spaced. For very high Mach launches, you could set the weapon to use a correspondingly tweaked effect just for high speed launches.
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Never got much into it but I did see a it as great classic and high quality series. Aussum.
