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Do335

JAGDSTAFFEL 11
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Everything posted by Do335

  1. hey ericJ i've been having an idea. current implementation of the radar is actually apg-73 with a mechanical scan. perhaps an apg-79 aesa radar can be modelled by using a very fast scan rate? tried on my own avionics mod and it works rather good. (scanrate=4800, got rid of the azimuth/elevation carets, YOffsetElevation=FALSE for target altitude)
  2. ok i'm new but i've searched and like brit phantoms....best skin surely is TMF one (with model)? http://combatace.com/files/file/10640-mirage-factory-f-4km-rafrn-sf2-series-pack-1/ not much skin for default brit f-4s http://combatace.com/files/file/11784-f-4k-75/
  3. didn't help much spinners.... pretty sure it'd be one/a few of those data tables? guess just stick to phantoms for now
  4. flying the stock F-15 and some of the 3rd party jets, can't help but notice there's a huge roll momentum in the flight model? the roll rate stoppage is so slow i'm over banking all the time despite the decent turning ability. realism aside (although pretty sure if the eagle flew like that the air force shouldn't bought it first place....) what line in the _data.ini should I look at?
  5. increase supersonic drag? since in high altitude the missile spends more time at high mach but dunno.... double the range for a high alt shot seems quite reasonable a fm guru will have better answer for sure, just thought to get the ball rolling
  6. all stock J skin added to the S!
  7. sorry to insert here, flying the F-4 i can deal with fishbeds pretty ok, but mig-17s i can never get on its tail, except when it's running, outta fuel or AI having a dumb moment. what's left to do is me and wingman "delouse" each other... or high deflection shots and head shots do 17s really fly like that or did TK turn them into UFOs?
  8. realize that. just didn't work for my purpose..ie [leftouterwingstation] .. allowedweaponclass=lgb, bomb, ter.... then [leftouterwingstationMER] ... allowedweaponclass=bomb, mer rackspecificstatioincode=MER_500lb ended up being able to load 2 mk84 per station without ter/mer. dunno exactly why tho
  9. ok I tried rackspecificstationcode but didn't work. double defined "bomb" weapon class causes funky stuff. now on making a big weight limit TER and MER, increase their length to huge proportion and use lengthlimit in the station data so they won't get loaded on the wings. feels pretty cheap but works atm. weapon length doesn't cause more drag in the flight model does it?!..
  10. after doing some research I realized the outer wing stations on the F-4 can only carry 500lb class ordnance on MERs, like MK81s, 82s, Rockeyes, and similar british bombs. Meanwhile the center line station do have the ability to carry larger stuff on MER like m117 or CBU24, though only 4 of them. have been thinking about ways to do this. I could reduce the MER's load limit, then create another MER with only 4 points and a higher loadlimit, but that won't stop the newly created MER showing up on outer wing station providing option to load for example...8 CBU24s. I guess the only way to prevent MERs loading larger ordnance on outside wing is, create a seperate station, and limit that station to use one specific rack (6 slot MER) only. But is there a way to do this? similar problem for the TER. only 2 mk83 or BLU-1 goes on a TER under the wings, but on the centerline it can carry 3....hmmm
  11. one thing i don't like about f14a.dll is i can't go STT from RWS if active radar missiles are selected. tms up always flips it into TWS. you can't ctrl R and tell if it's friend or foe in this way...
  12. OK final verdict of problem. TrackIR version 4 driver limits the view angles. version 5 driver sorted it. pity though, really preferred v4 compact and easy to use unlike the sluggish bloated v5
  13. thanks gents. using the same profile for other sims without any probs so dunno what went wrong. i'm on the 4.1.038 driver version though, tried updating to version 5.0 but ran into some install error. will see what i can do
  14. decals need a bit of edit due to different mesh names... the large serial no. on most 'nam era decals span 2 meshes on crab 02's so had to leave them out (suppose there's a way to make it work?).... ferris and tac schemes fit pretty good to me:)
  15. rgr, it does look a lot better. looking forward to the addition to RAF! quenching thirst with the gen1 f-4S...
  16. Sundowner did the JUK model get more updates after release? The nose section in your shot obviously looks much better than the one from the TMF F-4M/K pack
  17. being new to sf the best trick i learnt so far is not to use time jump. there's still 8x time acceleration. cruising at mil i can pretty much arrive early and get plenty of time to work the area, or get off a few gun passes at the bombers before they launch stuff... if i end up on his six i just pull off climb with burners and make another pass another plus is fuel becomes more important, time jump doesn't use fuel miraculously! also it's funny many fighter sweeps turn into bomber intercepts before they reach friendly armor that is..
  18. check pic, i CANNOT do this with tir (this is my mouse). tir simply can't yaw directly 180deg back, but more like 145deg as in the pic above: i do have unlimited pitch up and down it seems My cockpit ini: [CockpitSeat001] ModelName=F-4E_pit Position=0.0,6.28,0.62 ViewAngles=0.0,-1.0,0.0 MaxYaw=180 MinYaw=-180 MaxPitch=180 MinPitchFront=-90 MinPitchRear=-90 viewlist.ini [ViewClass002] ViewClassName=CockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=60.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.05 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-180.0,-180.0,0.0 MaxAngles=180.0,180.0,0.0 MinFOV=5.0 MaxFOV=120.0 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE viewlist goes C:\Users\Adam\Saved Games\ThirdWire\StrikeFighters2\Flight that should be all, right?
  19. ....ofc i'm getting paranoid to wonder if tir view is coded or something, i've searched my extracted files, here, tw bbs, SimQH, all mention just viewlist and cockpit ini which i've already edited. anyone can actually check six o'clock high with the TIR but not the mouse?....
  20. Flight subfolder under the mod folder. i can tell the edits take effect since i changed some other things. But tir angle range is still somehow limited. for example with the mouse i can check my 6 o'clock high: but with tir this is the best i can do it wouldn't go any further back.....
  21. re-checked and already did that cockpit.ini every class in viewlist.ini doesn't have effect for trackir nonetheless
  22. a persisting problem of mine. I've edited the viewlist.ini and individual cockpit.ini for the aircraft, so when panning around with the mouse, i can pretty much go for any angle even directly stare back at the seat. however when using trackir, the view angle is still restricted as if it's still default values? I couldn't find any relevant entry in the data files. Am I missing something?
  23. Probably an install fluke, redid the steps and all seems well. Like this mod a lot, thanks mate! (still quite a challenging job flying intercept in the harrier aka non-tomcat )
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