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Everything posted by MigBuster
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F-101 Mega Pack Version 2.0
MigBuster replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Nice one -
Weapons Problem
MigBuster replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Currently the last one on here I gather: http://www.thirdwire.com/downloads_tools.htm -
This is coming into service next month: Okay..we can dream - I think the next craft will be 2 steps back......
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Weapons Problem
MigBuster replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
1. You need the exact and correct Weapons Editor for the patch version of your game. 2. Any reason you are not on the 2008 patch? -
No surprise really any of it to me - seems it has surprised most of the NOTW readers though - and this pretty drastic action to shut the paper must be to avert a mass riot I'm guessing. The paper will be gone - but suspect the same group will just launch another with a different name - and carry on as if nothing happened...............
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Aero Studios F-16s
MigBuster replied to Teras's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
err...pretty sure left is the larger GE, and the right is the smaller P&W The block 52+ has the P&W engine which looks the same as the Block 25 externally when installed. The last F-16 photo shows GE Block 50s only - which AFAIK are the only F-16C/D block Chile received: http://www.f-16.net/f-16_users_article9.html -
Messed up Radar display?
MigBuster replied to GodsLt's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Looks like part of the 3D model either move the cockpit or try something like: [Fuselage] ...... ShowFromCockpit=TRUE <------FALSE -
edit: A Lightning Tale flip..... The Lightning radar display was literally pre-historic compared to the modern fighter. I can recall those stress-inducing missions on the LTF - one v one PI's. You would start line abreast and GCI would say "...65 target, turn port heading between 090 and 180, fighter maintain heading", then there would follow the inbound headings to point you back together, the idea being that, as the student, you had no idea of the target's heading. Now put yourself in the 'hot seat' - you're 25 miles apart, closing at 18 miles a minute. The clock starts now - you've 1 minute 20 seconds to work out the target's heading, height, speed and crossing angle. Then put yourself on the right geometry to make either a shot or a visual ident - OK? Well, in the time it took to read the last sentence, the target has closed five miles and you still haven't found him on the radar. Any second now and the LTF megalomaniac in the right hand seat is going to give you your first clout on the knee - if you're lucky! Your left hand is moving the scanner elevation control in and out, forcing the scanner to search that vast North Sea sky - not too fast or you'll miss him - and remember, the nearer he gets, the more you need to go 'heads-in' and check your own heading, height and speed. We must be at least 18 miles by now - there he is - yes - that little blip (a fraction brighter and thicker than all of the other noise) is the target. ACTION - well, in traditional LTF style at 18 miles it's all getting a bit rushed - hit the stop watch to get a time running, then watch the target's displacement over five miles and try to work out the target's heading and at the same time use the angle of the radar antenna multiplied by the range and then you have his height. At the same time, you need to sort out your own height, putting yourself 1,000 feet below the target. Now, as your aircraft goes up or down, the radar picture changes, so once again you're thinking of moving the scanner to keep painting the target. About now we must have hit the final turn keys - the moment of truth. These are a set of keys used by fighters to end up behind the target in a good position to fire. Without complicating matters, for a 180 x 8 (that is to say a target 180° - ie. opposite you, but displaced left or right by 8 miles) the key figure was 40° left or right at 12 miles. As soon as the target hits that 40° line, turn 60° angle of bank. If you've made a good assessment of his heading, it will work like clockwork - you hold your bank turn through 180 and bingo - you end up 1½ miles line astern if you thought it was a 180 - but actually he was on a 130° crossing angle and as soon as you turn, all of your turn keys will be wrong and you'll need to play the final turn more carefully - but that's another long story! Confused? I know I was. Now jump ahead 30 years. Put yourself in a Mirage 2000. In excess of 50 miles, I get a contact, maybe a few. Immediately I know his height (it's marked on the radar). I place my marker over the plot - press once and it goes into track while scan telling me his speed, height and crossing angle. I can also see what his IFF is at the press of a button. All of this appears on my HUD and is repeated on the radar scope. Marginally easier than the Lightning, I'm sure you would agree, plus I'm not looking to get behind him. All I need to do is fire my radar missile at him from around 20 miles - piece of gateaux!! Ian Black
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No thats wrong XP home 32 supported 1 Processor , whereas XP Pro supported multiple Processors- and this may have just been an MS licensing thing. Although XP Home only supports 1 Processor, that Processor can have as many cores as required - so long story short - it will support multi core.
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SF2 Screenshot Thread
MigBuster replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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new to Wov,my first problem and reccomendations please
MigBuster replied to thebear's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There should be some sound files in the SF1 downlaod section that distinguish the AIM-9 tones better that I've used for years - IRgrowl.wav and IRgrowlLock.wav would need to go in the Sounds mod folder -
Great news - many congratulations - getting any permanent job these days is not easy it seems!
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Quality dropped after Jun '11 patch
MigBuster replied to GodsLt's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Try opening options.ini and changing: [GraphicsOptions] DisplayDeviceID=0 DisplayWidth=1280 DisplayHeight=1024 DisplayDepth=32 AspectRatio=1.250000 AntiAliasing=10 <--------set higher for more AA UseAdvancedShaders=1 -
Your best mods for First Eagles?
MigBuster replied to Flakvierling's topic in Thirdwire - First Eagles 1&2
Bandys Town mod for the Jan Tuma terrain is great work - looks like real effort gone into placing those buildings! http://combatace.com/files/file/11191-seasonal-town-water-tiles-spring-summer-fall/ -
Aero Studios F-16s
MigBuster replied to Teras's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes should not be comparing really - F-4 is an extremely in depth detailed Flight simulator with a superb dynamic campaign, avionics, A-A refulling etc - where as TK has said it many times he will stick to the simplistic side of things - the very reason why I can use both. -
Aero Studios F-16s
MigBuster replied to Teras's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Not on my system -
Aero Studios F-16s
MigBuster replied to Teras's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Only in terms of Graphics unfortunately...... -
Aero Studios F-16s
MigBuster replied to Teras's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
No the Block 30/40/50/60 use the General Electric (GE) engines and have the larger air intake (aka the Big mouth) The Block 25/32/42/52 use the Pratt & Whitney (P&W) engines and have the smaller air intake. I believe that some early GE Block 30s had a smaller air intake - not sure how many this affected. Quite happy to provide examples of how you can tell from looking which engine is installed. -
Hi everyone.
MigBuster replied to GaryIKILLYOU's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The series only runs to about 1983 at most - currently Thirdwire are only concentrating on the pre 1983 era - and there have been no plans to change this so anything like an F-16C is a long way off if ever. There are 2 F-16 models in development by modders here, one F-16C Block 25, and another model that might be used to represent modern versions such as the F-16E Block 60, and proposed Block 70 for India that was rejected recently. There is actually an older F-16C model (7 years older )that you will find in the SF1 downloads - and you can convert it over - no cockpit was ever finished for it though. In regards to lack of interest - people who flew Falcon 4 and its variants with HFFMs and avionics modelling are happy to fly something different in SF2 which could explain why its never been priority. -
main aicraft.ini files reseting to defult every time I star the game, help!
MigBuster replied to dtmdragon's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
If you r mode folders are in the default location - you can also try: Cut the mod folder out and paste it some where safe. Run the game from scratch - so it creates the mod folders again. move your mod folders back in - dont replace options.ini and version.ini though -
Track IR and SF2
MigBuster replied to Bossco82's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Ive been using a IV for years and its great with SF2