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Everything posted by MigBuster
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Problems w/ Vista
MigBuster replied to SidDogg's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Firstly check which version you are installing clean from the disk before any patches are applied - should be in the bottom right hand corner of the main screen. You may not need to install any patches over the initial install. -
Cockpit position &view angle
MigBuster replied to vulkan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Not totally sure what your after here - the planes cockpit.ini will have an internal seat location (in the cockpitSeat area) - the planes data.ini file also specifies a location in the pilot section. If you are talking about your views when playing the game and looking round the cockpit then its viewlist.ini you want - if so search the First Eagles forum on which bits to change. -
Well its down to pilot skill unless you both have AMRAAM's to shoot at each other - so he needs more practise :) Slashing attacks against a turning Mig-17 require a lot of patience - and are very difficult to execute - the bottom line with the F-104 is keep your speed up and use your energy advantage. Its tempting to slow down to gun that slower Mig - but the amount of times ive had another Mig sneaking up on my 6!
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My 2nd weapon
MigBuster replied to i90807065's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Can i just check that you put the next numbered sequence in here? [WeaponDataXXX] Does it show in the weapons editor when you load that up? -
Squadron list?
MigBuster replied to RunsWithScissors's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The in-game squadrons? you will find them in squadronlist.ini which you will need to extract from one of the .cat files in the "Flight" folder. -
Does anyone know how to change this?
MigBuster replied to i90807065's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I cant remember who posted this - wont work online - and have had to remove the brackets to post it here btw!: Assuming, you don't mind editing and are familiar with SPF1E Extractor, there are a few things you can do to make it more difficult to damage/destroy aircraft. in the AIRCRAFTOBJECT.INI GameObjectData MinSystemHitChance=25 VolumeStructurePoint=5000<---INCREASE THIS (try 10,000) Elasticity=0.2 In the individual aircraft data.ini file: AircraftData EmptyMass=10890.00 EmptyInertia=119163.54,46501.65,165665.19 ReferenceArea=37.27 ReferenceSpan=14.00 ReferenceChord=4.2855 ReferenceLength=16.71 OnGroundPitchAngle=2.31 CGPosition=0.00,-1.01,0.00 HasArmor=TRUE <------ DefaultArmorType=aluminum <------ DefaultArmorThickness=5 <------ Component001=Fuselage Component002=Nose Component003=LeftWing Component004=RightWing Component005=LeftStab Component006RightStab Component007=VertTail Component008LeftOuterWing Component009=RightOuterWing Component010=RearFuselage This armors the entire plane. Armor types can also be STEEL, WOOD, GLASS, TITANIUM. There is no weight effect of the armor. Also in the individual aircraft data.ini file, each COMPONENT listed in the AircraftData can be individually armored, and can have the number of "hit points" increased by using STRUCTURAL FACTOR. Nose ParentComponentName=Fuselage ModelNodeName=Nose ShowFromCockpit=FALSE DetachWhenDestroyed=FALSE DamageRating=DISABLED MassFraction=0.00 HasAeroCoefficients=FALSE StructuralFactor=10 <---------- MinExtentPosition=-0.25, 0.72, 0.65 MaxExtentPosition= 0.25, 8.0, 1.80 SystemName001=Pilot SystemName002=NoseGear Note with VolumeStructure and StructuralFactor there is a limit to the effectiveness. For example, changing VolumeStructure to 900,000 doesn't make the plane invulnerable. Note that "size does matter" - if the aircraft model has been designed properly the "hit box" will match the critical aircraft structure. A large plane like a B-52 will have very large hit boxes, but the volume of those hit boxes is also much larger. You can also armor individual systems specifically by direction: Pilot SystemType=PILOT_COCKPIT PilotModelName=FApilot Position=0.0,3.80,0.38 SeatModelName=seat_f-100 SeatPosition=0.00,3.70,-0.05 MinExtentPosition=-0.25, 0.72, 0.65 MaxExtentPosition= 0.25, 1.66, 1.80 CanopyNodeName=CanopyFrame HasArmor=TRUE ArmorMateria=STEEL ArmorFRONT.Thickness=10 ArmorRIGHT .Thickness=10 ArmorLEFT.Thickness=10 ArmorREARThickness=50 ArmorTOP.Thickness=0 ArmorBOTTOMThickness=20 This is very important to use with the fuel tanks, which are IMO too easy too ignite. SelfHealing and FireSuppression are not the answers, however, to this problem. SelfHealing has a limited effect, but FireSuppression is complete in its effect. That is, if you set FireSuppression to TRUE - that tank will never flame - period. One way of achieving fuel tanks which absorb some damage and then eventually burn is to use armor: FuselageFuelCell SystemType=FUEL_TANK FuelTankID=1 MaxFuelAmount=3285.00 SelfHealing=FALSE FireSuppression=FALSE MinExtentPosition=-0.55,-1.55,-0.26 MaxExtentPosition= 0.55, 1.95, 0.34 HasArmor=TRUE ArmorMaterial=STEEL ArmorFRONT.Thickness=20 ArmorRIGHT .Thickness=20 ArmorLEFT.Thickness=20 Thickness=20 ArmorTOP.Thickness=20 ArmorBOTTOM.Thickness=20 The complication with this is that armor vs mg bullets works differently than armor vs HE cannon shells. So the armor thickness for one is probably going to be too much or little for the other. IMO 20-30mm of steel is an average that works for me. 40mm of steel makes the plane near invulnerable to machine gun fire - you'll see sparks flying off when you hit. To help balance the difference out, I've decreased the HE weight of all cannon shells by 80%. They are still quite destructive. If you feel your planes are burning too easily with the above modification, set all but one of the plane's fuel tanks to FireSuppression TRUE. That will slow down the flaming but you still get a flamer if you hit the plane hard enough. Remember there is synergy between components and systems, and adjacent components and systems. When one fails there is usually a cascading effect. An example is aircraft with underwing engine nacelles. Not increasing the StructuralFactor on those can result in one hit destroying the nacelle, which then destroys the engine and probably causes the wingtank to ignite which in turn damages the wing structure. By doing all of the above to all my planes I've decreased the one hit kill a lot - but not totally. There are still critical hits modeled, and they happen fairly frequently. 4-5 20mm hits was my "target" number of hits required to down an average size plane, and it seems to be fairly close. It's all a matter of preference. If you're interested in testing damage modeling I recommend creating a mission using KMD. Create friendly flights of various aircraft flying in a straight line to a waypoint on the far side of the map. This allows you to fire slowly and accurately to determine the fewest number of hits required, since friendly planes will not maneuver. Just turn off the volume so you don't have to listen to them screaming at you as you kill them. Use the log, not the stats, and count the number of hits before the target is destroyed. -
Iran-Iraq Campaign problem
MigBuster replied to lanf's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That can probably be fixed via the ini files in the menu/ Menu.cats - not sure which ones though. Someone who messes around with the Interface (kout) is probably best to comment here. -
Is there a way to edit single missions?
MigBuster replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes its random - To remove airplanes you dont want in single missions - either cut and paste them from objects\aircraft into another folder - or just change the service /export dates in their data.ini files to a date (say 2150) -
How Refuelin in Strike Fighter?
MigBuster replied to ezequiel's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Its not actually implemented in the game properly - the Yankee Air Pirate add on missions allow it to be simulated - but no fuel can be transferred during the game -
GIMP
MigBuster replied to Falcon161's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
There is a way to do that with the "Select regions by colour" tool - trouble is it only selects one colour at a time. If you are trying to change an existing skin a region that may look black may actually have other colours within itself - also if the edges have been blended in then they will need to be sorted manually. -
Nukes
MigBuster replied to McNally's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nukes!! - bloody cheats - they r banned from my install! -
several qustions about some weapons
MigBuster replied to boris1234's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
1. No specific default bomb - you can use Mk82's to destroy a runway if you hit the centre 3. I think so 4. If you see a sam launch point your nose towards the site, pitch up and fire. Best with altitude and range - fire too cloase and it seems to miss. If you have a plane with a RWR scope turn towards a flashing ground radar and press fire. Sometimes the missile will go for another site in the area. 5. Not sure what u mean here - are you using the 'z' button to toggle it on or off? -
Transformers without Optimus Prime - dont think so! Finally saw it yesterday - although I could see all the car and Military marketing the film is right up there in the Independence Day/JurrassicPark/Star Wars type family blockbuster. The action and effects had me on the edge of my seat - some feat these days - can see why the kids must love it - I certainly did. Also who would have thought - an AC130 Spectre Gunship - great stuff!
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Well take care man - Are you learning to fly for fun or are you hoping to go onto faster things?
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Don't think there are any for AF - You can play with any jet but you are stuck with the F-16 pit. Other versions of Falcon 4 like OF may have some available - maybe check out Frugals - bound to be loads of info about it there.
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Many congratulations! - what plane are you flying?
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F/A-22
MigBuster replied to N.Forsythe's topic in Digital Combat Simulator Series General Discussion
Yeah I know thanks - the F/A designation is not being used for the F-22 though. -
Wow - this place is becoming like f-16.net - check out the 4million threads on the F-22 is over there btw In regards to importance of tactics - Heres a fave Vietnam excerpt of mine from Jack Broughton (F-105 pilot) re the NVA Migs: " I have often marvelled at the Migs amazing lack of success. I know airplanes very well and my three years of leading the USAF demonstration team, The Thunderbirds, did nothing to dim my perception or relative maximum performance capability among different aircraft. I have fought with the Migs in two wars now - be they declared, recognised, popular or not - and i never saw any general indication that the Mig drivers faced thus far were using the maximum skill or technical capability available to them. I don't think you would have a found a truly professional fighter pilot who would not have sold his front seat in Hell to be a Mig squadron Commander in the face of an American fighter-bomber attack, should such a transformation be possible in our world of reality. Please remember I am only speaking professionally and am not expressing any desire to go the rice and fish route. I am simply saying that they could murder us if they did the job property." re IR suppression - that would involve not using the afterburner ever would it? So called experts tout that the latest gen IR missiles can see the friction off a planes wing! suppress that.
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How to get rid of AIM-4 as default loadout?
MigBuster replied to MacGalin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Should only be on the F-4C's I think - the USAF used the AIM-4 instead of the AIM-9B for a while - the Navy used the AIM-9 from the start - (Navy developed it I think) You could also tweak the AIM-4 parameters using the weapons editor to make it as good / better than the AIM-9B if you like - think it was useless in real life though. -
http://www.defencetalk.com/news/publish/na...er120012811.php
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Brainless Questio No.2
MigBuster replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What - thought Bof was something you called the brainy kids at school! -
Just an idea
MigBuster replied to atoll1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Would have thought thats all possible - the zsu's look like they are putting out laser blasts anyway. All you need is the 3D models, the skins for them, the flight models, a new terrain/map. then lots of ini editing. Looking at current dev scales - you can put a release date far far away light years into the future see easy -
Theres none here by the looks of it - most skins for F4:AF are on here: http://www.thegamerstools.com/
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Newbe Problem with adding Lightning Fmk6 to WOE
MigBuster replied to mikeymead's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You need to install the extraction program from here (works with most Windows versions ): http://forum.combatace.com/index.php?autom...mp;showfile=343 Use it to open FlightData.cat in the Flight folder Extract the file particlesystem ini to your Flight folder -
Thirdwires F-104G
MigBuster posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Probably not new news - but after all these years - decided to give a toss about Thirdwires F-104G - and realised how under powered it is! anyone know if the performance is correct? Its probably the worst of the lot according to this http://www.916-starfighter.de/Zipping%20at%20FL%20730.htm but in game the performance seems way down - The third party A and C get to M2.2 no problem In debug mode I had it sitting at 40,000ft in full burner (with 2 x AIM-9B's) till it ran out of fuel - it reached 686.1KTAS (M1.19) I know it was more of a low level machine but surely wasnt that bad at high alt? The thrust and weight figures in the FM seem okay.