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Do335

JAGDSTAFFEL 11
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Everything posted by Do335

  1. Hiya ragnarokryan, it is likely because the pre-selected campaign is one where there is no flyable plane within the mod (like the 1979 europe or 1982 Israel campaign etc) Try this, open up your Options.ini (location C:\users\<username>\Saved Games\ThirdWire\StrikeFighters2 Korea\Options.ini) and find the [campaign] section. You'll find something like this CampaignName=820606 Lebanon War <----delete the bolded part so it is blank after the = PlayerService=IDF PlayerUnit=69IDF AircraftType=F-4E_Kurnass_78 and relaunch the game. The game would refill that line and following sections with korean campaign infos.
  2. very intense mate! Nice shooting there.
  3. okie didn't know that. Recently took a bit look at the hunter flight model and it did seem to have very high lift past the buffet point (AlphaStall). but contemporary foes are afterburning frescos so maybe TK tuned it up a bit? (conspiracy theory? ....)
  4. Hey the force is strong with TK's delta wings:) Love 'em notes Eric (cough *Sherminator* cough), they explain much better what is happening and what you're doing.
  5. Could be the exe is not made to detect throttle position at mission start, once you do something there's input signal from the controller and it changes. I've had other flight sims do/don't do the same thing.
  6. Do335

    Pearl Harbor

    I liked it! o.O .....
  7. 3 points: ya old guys will probably say "always been like that" but it's new/very interesting for me yet:D:D Ok, about relating to captured terrain, it is what I thought also. the dogfights took part close to the contested strategic node. but i took a closer look and between the first and second mission, there were no frontline changes ie. no ground units was in offensive. yet, one pilot made it back. But we did move forward one node on the 3rd mission. But then again I never remember having 2 pilots return in 2 consecutive missions so it is probably related somehow. Which means the campaign engine remembers the location of bailed out pilots. Which leads point 3: How AWESOME is that?...
  8. Thought I was seeing things before but found hard proof now.. MIA pilots have a chance to return. In mission 2 and 3, each of the two MIA pilots returned
  9. my startup throttle is always at 67%. unlike you i'd like to have it on 100% :p I think it is indeed related to the throttle/joystick, as once i recalibrated my throttle and it actually did default to 100. but yes just not bothered enough to find out why!....
  10. Just noticed by accident that wing damage will alter AlphaStall. ULing the vid to youtube. It is a bit hard to see. As set in Data the mig's AlphaStall is 11.50 degrees. This one has damage on all four sections of the wing, and with debug on, it stalls at around ~11.35 deg alpha.
  11. Hiya BM! I haven't checked the Yak-9 yet. I'm attempting to make an F-84 FM and came upon this one. But if my conclusion is correct, it should be something simple like reducing the min/maxdeflection on the elevators a bit. I have tried others like moving the lift center and adjusting the CmQ. But the angles are the easiest I guess.
  12. Hey stary! Any work you do will definitely be awesome! (I'm thinking of a what if 1955 with cougars, furys, hunters, F100s and mig17s... after getting the current build to rock solid..)
  13. So, more nitty gritty stuff. Spent 20 hours on a sonovabitch that's very hard to track and test: Damaged AI flat spin. Hard because lots of values in play and testing isn't straightforward at all because you need to get the AI "damaged" but not "destroyed". Then you need to make it do extreme maneuvers at low speed. So the conclusion is this. As we know AI uses normal FM, which will never exceed "AlphaDepart". But once the wings gets damaged, apparently the AI can exceed it, when it applies full pitch for long time at low speed. Once it does it enters the unrecoverable flat spin. Just like the player does on Hard FM. So to prevent this, test the FM on Hard, go into a horizontal turn and pull full back on the stick. Make sure Alpha doesn't exceed "AlphaDepart" on all speed ranges (and better leave a few degrees wiggle room). If it does the FM needs to be adjusted. It looks like TW default FMs are set up this way also. When both full pitch and roll is applied or prolonged full pitch is applied in the vertical, the stock FMs would also depart. But gotta do it deliberately. And the previous weeks are spent on campaign strategic node testing for many many hours. It's also very hard to test due to obvious reasons. And there's been little to no documentation on the subject so only way is trial and error. Good thing is the dogfighting's always exciting:)
  14. Patch http://www.a2asimulations.com/forum/viewtopic.php?f=10&t=51298
  15. ok I see, for firechances find these in your AIRCRAFTOBJECT.ini, I think the values are self explanatory. (goes to the Objects\ folder in the mods) [ObjectFire] FireCheckTime=6.0 APRoundFireChance=1 HERoundFireChance=5 HERoundExplosionChance=1 ExplosionChance=3 SuppressionChance=10 ProgressionChance=15 per TK, FireSuppression=TRUE reduces those fire chances, but it's still a dice roll. Also engine and fuel tank hitpoints play a role, as in fewer hitpoints --> more likely to fire. But, what i have found interesting is seems AI is much more efficient in putting out fires, and especially! Engine damage. When flying piston engine aircraft, hit by a few shells, my engine quits a few seconds later. Which is weird. If the engine is destroyed, the effect should be immediate. I'm guessing it could be oil temperature or something.
  16. Hi Frenchie, 1. Answer: I think it has to be visually identified by a friendly, after which the label pops up. Perhaps it is to simulate "bandits, 20 miles!" ---> "holy sh*t they're Mig-28s!"... 2. Question! How does one extinguish fires? I have tried turning off engine (Ctrl-I) and reduce to idle power, but doesn't help. P.S. i find them interesting questions.
  17. Porco Rosso
  18. Same here, last time I installed it wasn't very stable. Plus was busy with sf2 korea at the time. Gonna do the dance later when they roll it out. ps it's a shame Mig alley never got that much attention.
  19. I suck at flying them early kites:X ShrikeHawk where art thou!!
  20. Time to get a bar fight
  21. Comes BDG patch 2.13. http://www.simhq.com/daily-news/battle-britain-ii-wings-victory-update.html 2.12 was a long time ago so I'm very surprised. Gonna head over to A2A sims and check it out.
  22. :( :( This is very sad. Bowie the legend. RIP sir:(
  23. Tappedops, based on your short post I guess I'm possibly in your similar boat. I mean, after all, we're sitting in front of a computer being "armchair pilots". It ain't real and too much pretending just sacrifices the fun factor. So welcome and wish you enjoy this sim/game (or whatever it'd be called) and have fun. :)
  24. Generation 1.5: The -86H, FJ-3, CAC/CL Sabre, + the Hunters, Mig-17s... They are good jets...
  25. already got a "preview" from your u2b feed SH but I still can't believe how tight these things can turn :blink:
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