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Everything posted by MigBuster
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funny situation
MigBuster replied to viper11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Try positioning the pilot http://forum.combatace.com/index.php?showtopic=44033 -
Now F-35 is in a bit of trouble
MigBuster replied to Julhelm's topic in Military and General Aviation
No but speed, sensors, stealth, range, and payload certainly are ............... One thing it has over the A-10 is that it can get to an emergency a lot quicker - and its quoted weapons load is similar in terms of weight! also over the A-10 it can also be used against a modern IADS (if required) -
How realistic is CTRL+R (identify radar target)
MigBuster replied to Helmut_AUT's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The F-4 had an IFF system called 'Combat Tree' (APX-81) - used by the US from around 1971 in Nam - the Iranians also used this system in their F-4s and F-14s during the Iran Iraq war. They would ID the target but normally Vis ID before firing according to most accounts -
I'm really impressed with the mission generator
MigBuster replied to Helmut_AUT's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Heres the official version Well, many things you do can affect the campaign. All the static aircraft (fighter and bomber types) are drawn from the campaign squadron, so destroying them would directly reduce the number of aircraft they have available. Similarily, destroying tanks affects the ground units strength. Transport aircraft (both on the ground and in th air) "carry" virtual supply, so their destruction reduce the resupply the unit is set to receive. There are other indirect effects, destroying hangars may also reduce the number of aircraft they have available in the future, and destroying warehouse and fuel tanks also affect their supply status. But these effects are more indirect, and may not be noticable from mission to mission. -
I'm really impressed with the mission generator
MigBuster replied to Helmut_AUT's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The Nov 2008 version of FE should be at the level of the last WOI/WOE etc so should think so. -
I'm really impressed with the mission generator
MigBuster replied to Helmut_AUT's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This is something TK introduced (or became more prevalent) for the Wings Over Israel campaigns - although there has always been intercept missions where the bombers are over the base soon after you get airbourne. When you enter the sim initially there will often be other planes already airborne - what I meant about FE was that planes only spawn on the ground 'after' you have started a mission - as in they dont just appear out of thin air. -
FIX for F-15's waypoint rangecounter
MigBuster replied to SFP1Ace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ObjectData010.cat -
Fuel Management and True Airspeed (SF2E)
MigBuster replied to Helmut_AUT's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi there This fix might might sort out number 1 at least: http://forum.combatace.com/index.php?showtopic=44864 -
Crikey - sorry to hear the Cocas - hope we see you around here again soon and best of luck!
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well well - good luck with that - theres a bit on here too http://en.wikipedia.org/wiki/Arihant_class_submarine
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Updating Older Planes to SF2 Standards
MigBuster replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
As far as redoing a jet for SF2 goes - the minimum you can do is look through here: http://forum.combatace.com/index.php?s=&am...st&p=312185 put in any fixes - make changes if there are obvious things wrong compared to the real thing For weapons / tanks see here: http://forum.combatace.com/index.php?s=&am...st&p=312195 For pilots and seats see here: http://forum.combatace.com/index.php?s=&am...st&p=312197 Ive gone as far as changing the flight model and brushing over skins that were poor - but you don't need to go that far unless the flight model is particularly bad in SF2. -
heavy bricks
MigBuster replied to luckyluca's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What plane are you talking about here? - this is nothing to do with game dynamics - the jets flight model is determined individually by its data.ini file Also what are you comparing it against? Im guessing you might not be familiar with Jets where you have to utilise energy and the vertical plane - for example the F-4 turns ok over 450kts - but you should NEVER get into a horizontal turning flight in one in reality let alone a low speed turning fight - and that goes for most western jets until the F-16 comes along. Ironically a quote ive seen to describe the F-4 - "proof that if you have enough power you can fly a brick" -
Many congratulations to you and your wife!
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SF2 MOD
MigBuster replied to JIMMY99's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yes - however if you download the SF2 Ordanance shop in the downloads section you will find a lot have been done already. just install to an EMPTY folder on your desktop then copy over the weps you need - they are just plug and play now -
Few questions
MigBuster replied to SFP1Ace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I dont think using a pod makes any difference - its more to do with the jamming type and strength of the pod - with you can view and change with the Weapons editor for SF2 -
Well no it came out of the cold war into a world where its too advanced for everything else - but it was still right to make it - gives an advantage any AF would kill for - acts as another deterent because of that. + its probably also a case of putting the US back at the top - the rest of the world had caught up since the F-16/15 came along and started releasing jets of similar capability. I'm Pretty sure the F-35 does have F-22 tech - however to get F-22 performance and stealth it needs an airframe like the F-22 - and probably a couple of engines.
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KC-130F in SF1(V) post October 2008 patch
MigBuster replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
its using the stock C-130A models it looks like - so the hoses are part of the "bDouglas" model at a guess which should be in your weapons folder - and assume they dont have service dates?. if there is a bDouglas.ini file make sure the filename for the lod file is the correct case also check your weapondata.ini to see if modeltype is spelt correctly too -
Some new problems
MigBuster replied to t-50's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The nukes is easy - find a nuke that works and compare the values - unfortunatley ive never used nukes so cant help there. So something screwed up when you used the the KMD?? not sure what that is. What carrier pack did you download? - I personally would be taking it out of the game and downloading and installing the bits from new again - its a mod or an old ini file from a previous version causing the problem basically. -
Old or New?
MigBuster replied to Goffik's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
SF/WOV/WOE/WOI are whats called the first generation of games - they probably wont be supported much longer by 3rd wire - so dont bother with them unless you decide to get WOV for YAP2. Basically the SF2 series are the new updated versions for Vista - they had to be redesigned to get round the UAC - they are just as rock solid and have new features, better avionics, better 3d pit models and new Aircraft. There are fewer mods because they only came out this year so most things will be put into them only now. -
Some new problems
MigBuster replied to t-50's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Have you patched your game since installing the mods? -
Anti-ship mission using the Exocet missile
MigBuster replied to Ice Man's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
At a guess - target the ship with the E key - then press fire -
SF2 MOD
MigBuster replied to JIMMY99's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
or see section 1 here http://forum.combatace.com/index.php?s=&am...st&p=312185 -
Some people have all the luck - not only goes to the moon but gets to punch one of those ***** - best thing ive seen today!!
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Adding Aircraft to campaigns in SF2
MigBuster posted a topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
PLEASE NOTE: A simple Campaign Customiser DLC add on is now available to purchase from Thirdwires homepage. It won't give you the same flexibility as manual editing, but it will allow you to easily fly any jet in any campaign with no ini editing. If you have SF2 merged then it will also allow you to fly Merc campaigns in any setting. This is for SF2 games from patched to Sep 2011 or later. Adding Aircraft to Campaigns in SF2 Well when I say 'add' we are going to use the simple method of changing an existing squadron to use another Jet. IMPORTANT: If you alter the ini files and you are in the middle of playing that campaign - you will need to delete the campaign in game and start again - ONLY make the changes when you have finished playing the particular campaign. 1. New to SF2 2. Adding an Aircraft to a campaign 3. Upgrade Types 4. Re-basing a squadron 1. New to SF2 It seems Weapons loadouts for player squadrons do not have to be included in SF2 – that’s these bits: Supply[001].WeaponType=Shafrir1 Supply[001].Quantity=60 Supply[002].WeaponType=Matra530 Etc……… From 2010: If you do include them and want to limit the squadron supply to them set this line to TRUE in the campaigns data.ini [CampaignData] ..... LimitedSupplyList=TRUE ..... 2. Adding an Aircraft to a campaign 2.1 Extract the TWO campaign files you need: CAMPAIGNXX.ini CAMPAIGNXX_data.ini If you don’t know how to do this see my guide “Extracting Files from SF2 series “cat” files”– You need to extract the files from MissionDataxxx.cat which is in the "Flight" folder of the core game files. If you have a merged install then there will be more than one MissionData.cat file MissionData001.cat = SF2 MissionData002.cat = SF2V MissionData003.cat = SF2E MissionData004.cat = SF2I To see which campaign you have, open up CAMPAIGNXX.ini in notepad and it will be shown at the top. 2.2 Create a folder called Campaigns in your mod folders and put the files into a folder with the campaigns name. Note: See section 1 of my guide "Converting old planes to work in SF2" if you dont know where the modding folders are. For example – here I have extracted CAMPAIGNE3.ini and CAMPAIGNE3_Data.ini and put them into ......\Campaigns\CAMPAIGNE3\: 2.3 Now I open up CAMPAIGNE3_Data.ini and scroll down to the AirUnits section and pick a squadron I can change. I’m going to replace an F-4C with an add on F-106A Delta Dart with the minimum changes required: (note: this still applies to any plane) [AirUnit012] <--------------------------Note down this number AircraftType=F-4C <-----------------------change this Squadron=511TFS ForceID=1 Nation=USAF <------------------------------change nation if required StartDate=8/24/1968 DefaultTexture=USAFGrey1 <-----------change this ;BaseArea=RAF Lakenheath, UK BaseArea=Wiesbaden-Erbenheim Airbase BaseMoveChance=25 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 MissionChance[sWEEP]=25 <-------------change MissionChance[CAP]=50 <----change MissionChance[iNTERCEPT]=50 <----change MissionChance[ESCORT]=25 <----change MissionChance[STKE]=25 <----change MissionChance[CAS]=50 <-----change MissionChance[sEAD]=25 <----change MissionChance[ARMED_RECON]=25 <----change MissionChance[ANTI_SHIP]=0 <----change MissionChance[RECON]=10 <----change UpgradeType=FIXED <---------See below Upgrade[01].Date=08/31/1968 Upgrade[01].Type=F-4C_67 Upgrade[01].Texture=USAFCamo1 Okay - so I make the changes (In Bold) and end up with this: [AirUnit012] AircraftType=F-106A <----------must be exact name of your aircrafts folder Squadron=511TFS ForceID=1 Nation=USAF StartDate=8/24/1968 DefaultTexture=48 <---------- must be same name as skins folder ;BaseArea=RAF Lakenheath, UK BaseArea=Wiesbaden-Erbenheim Airbase BaseMoveChance=25 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 MissionChance[sWEEP]=10 MissionChance[CAP]=40 MissionChance[iNTERCEPT]=80 MissionChance[ESCORT]=0 MissionChance[STK]=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 UpgradeType=NEVER Now add the line StartNumber=1 to the above unit for example: [AirUnit012] AircraftType=F-106A <----------must be exact name of your aircrafts folder Squadron=511TFS ForceID=1 Nation=USAF StartNumber=1 ..... This line forces the campaign to start at the first line of numbers.lst - if you do not put this in the campaign game engine often will not assign numbers and numbered decals on your jet. This is not required for stock a/c. Now Save and close that Note: In case you are wondering the MissionChance[] values are always a number between 0 and 100 - as in you have a greater chance of getting that mission type the closer you are to 100 - which is why [iNTERCEPT] is now 80 because thats the F-106s primary role. 2.4 Open up CAMPAIGNE3.ini I have altered AirUnit012 above – so now we scroll down and find the unit with a unit ID of 12 [uSAFUnit012] UnitName=92nd TFS Skulls ForceID=1 UnitID=12 StartDate=08/21/1968 DescFile=woe3Start.txt StartText=woe3Start2.txt AircraftType=F-4C So we have the right unit - we then change this: [uSAFUnit012] UnitName=92nd TFS Skulls ForceID=1 UnitID=12 StartDate=08/21/1968 DescFile=woe3Start.txt StartText=woe3Start2.txt AircraftType=F-106A That’s it just save - you can now play a campaign (if you did the above correctly ) You can add more squadrons etc – as long as they are numbered in sequence – pretty easy to work it out - but not going into that here. 3. Upgrade types You will see some squadrons have update types you can change - its pretty obvious what they do: UpgradeType=NEVER Jet wont be upgraded UpgradeType=ANY Jet will be upgraded to any type at any time UpgradeType=FIXED Upgrade[01].Date=09/01/1968 Upgrade[01].Type=F-4C_67 Upgrade[01].Texture=USAFCamo1 Jet will be upgraded to an F-4C_67 on the specified date with the specified skin. 4. Rebassing a squadron You can also rebase a squadron if you like using lines like this: Rebase[01].Date=6/1972 Rebase[01].BaseArea=Takhli RTAFB Rebase[02].Date=10/1972 Rebase[02].BaseArea=Udorn RTAFB etc...... have fun