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Everything posted by MigBuster
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option 1: Step 3 on here is the procedure - involves extracting the GermanyCE_Data.ini file first though: http://combatace.com/topic/34221-running-any-thirdwire-sim-in-windows-vista-by-usafmtl-column5-jtin/ option 2: If not then install 2008 patch - find another weapons pack and use the newer weapons editor to intall it (at TWs site.) option 3: Or download the old weapons pack but dont install it. Instead Extract it to a folder on your desktop then just copy the weapons you need from the Weapons folder into the in game Weapons folder. You will then just need to merge the weapondata.ini file with the in game one using the newer weapons editor - should be a few sections in the SF knowledge base on this.
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Fighting in the F-102
MigBuster replied to Viggen's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Used for Escort over Nam briefly and for armed recon as well were they not - FFARs could be useful for that. One major issue (apart from the lack of power) is the visibility from the pit - the razbam pit has the frame across the top, as well as blocking the front 12 view so even shooting FFARs is a bit if a nightmare - let alone keeping tally on a bandit in your rear 180. The AIM-4 setup was different in the 102/106 AFAIK - but in this sim having the 1 press shot doesnt always help things Still if you fancy a challenge...... -
Stock Skin Problem (WOI)
MigBuster replied to jjddoo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Where did you buy it from? -
I have a full description in the Block 50 -1 - but its full of unfamiliar acronyms. Looking at it - its a dual function switch that has something to do with Autopilot and Terrain following Radar - and ADV might be actually be ADVisory. If the ACTIVE green light is on it signifies that ATF(Auto Terrain Following???) is selected if TFR(Terrain Following Radar??) is in operate mode. STBY illuminates when ATF/Autopilot blended mode is in use. STBY indicates that ATF is ready to take over if the paddle (??) switch is released or if higher terrain requires it. probably one for F-16.net if you are interested - dont think this sim implements it though.
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Theres no comparison - Falcon 4 is DX7 - even the hacked versions - SF series is DX10 so has unlimited potential - unfortunately the stock SF terrains somewhat lack - so to get it looking nice needed intervention: SF2I Falcon AF with HiTiles:
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Would be good to see an SS to clarify the pit you are using
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Camping in a Tent in Polar Bear country - You would have thought they had the education to work that one out!
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" Fly does not work"
MigBuster replied to Derk's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hmmm - have you tried different graphics card drivers? Maybe check the graphics card - even reseat it (if you know what you are doing) edit - you didnt visit insky did you ? -
F-16 over runs runway at airshow - oopsy
MigBuster replied to MigBuster's topic in Military and General Aviation
Well I will go with the pros analysis Nice find -
38 Killed in a Chinook crash in Afghanistan
MigBuster replied to Nesher's topic in Military and General Aviation
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Never used it - but its all in the manual pg300 modes: 3 axis - most realistic - keeps jet flying straight and level steerpoint - above + will fly to steerpoints automatically combat - Above + engages in combat and fights for you. What you are after is on the chart on Pg323 - i think those pit buttons only relate to 3 axis mode.
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OT Rowan Atkinson hurt in crash
MigBuster replied to UK_Widowmaker's topic in WOFF UE/PE - General Discussion
Class - it just had to be! -
Great stuff - thanks for that - and I note the amount of Cautions in the text! I think seeing the fire coming out of the nose would have been pretty alarming! - so basically you just reduced throttle to idle, and the engine spooled up before it stalled? Looks like the J57-21 could not actually light AB above 47,000ft and the -1 states its improbable above 40,000ft - whereas the J57-21A could light AB above 45,000ft! Have got documents that list the following: The F-100A had the J57-3 and J-57-39 The F-100C used J57-3, J57-21 and J-57-39 The F-100D used the J57-21 and 21A
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Preview DLCNo. 7
MigBuster replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Should be interesting - wonder if Belgium had many pit changes from the Nesher -
If only indeed - fantastic looking jet
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F-16 over runs runway at airshow - oopsy
MigBuster replied to MigBuster's topic in Military and General Aviation
Cheers Cliff - interesting shots! -
Remember the Police Academy Movies well - RIP Hightower
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Two questions....
MigBuster replied to a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Didnt think you could - but never looked into it really - the Esc key is of preference to me instead of accidentally taxiing off the carrier and ruining all that hard work -
Even TK probably doesn't know that - changing things can screw up other things, which screw up other things etc - and I imagine the implementation might be complicated even for someone with his experience. Unfortunately no one apart from TW is in a position to see how practical these things are to add. Regarding time - time IS money - time spent on something needs to be in line with his business plan to deliver everything, otherwise they are going out of business - and again we are no position to see whether the above can be delivered without totally screwing TW up.
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Thanks Bob - Interesting and fascinating information on the F-100 - guess TK needs a slight FM revision with this bird. In game its certainly one of the most challenging to fly - particularly A-A missions. On that basis I would be compressor stalling into the ground in most fights! Was it a J-57-p21 and was the engine upgraded during your time to rectify this slight issue - or was it common with early turbo jets?
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Happy belated Birthday
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Two questions....
MigBuster replied to a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Heres a very quick write up I put on SImHQ: Its not a real time loop - and does not have the diversity and amount of objects active on that massive scale - but it is a persistant world and has a lot of details the developer only recently let on - things like warehouses and parked aircraft get counted as supply and A/C loss etc. So for example on the first mission in one campaign my airbase got bombed and I think the tower was never repaired during the whole campaign. Each campaign squadron has a set of details to give you some idea - the tank units have details like this too: [AirUnit002] AircraftType=F-4E Squadron=7TFS ForceID=1 Nation=USAF RetireDate=8/1972 DefaultTexture=USAFCamo1 BaseArea=Takhli RTAFB BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 and you will sometimes get upgraded to a later jet, or get later weapons as the years roll on due to supply and game level. The persistant world is more obvious in shorter campaigns like you find in the more historical SF2: Israel - and things like in 1967 your first missions will be classed as surprise attacks. You will get moved around to different airbases - especially if one gets over run - 3 of the games have opposing tank battles and these days you will often fly over other tank battles going on. The basic in game map shows the changing demarcation line depending on how well each others ground forces are doing - this is linked to a degree to how well you do in your missions - but not always - if you are doing A-A you might shoot down the required number of jets - but the friendly CAS flight was shot down and the enemy tanks won anyway (Or the friendly unit was too weak). Sometimes you get replacement pilots - sometimes you really need them - other times not so much - depends on era and a/c you use. So to summarise - the missions may have the same roles as single missions (CAS/intercept/CAP etc) but you are fighting a continuous war. SF2:Vietnam does not have the large scale ground battles in the stock campaign - so in that sense it is more like a set of single missions - even though you still have a persistent world the missions are too far apart to notice - in that you have limited and aimless objectives apart from to stay alive - kinda like the real thing I guess. You can of course modify the campaigns to add units different A/c etc etc if you so wish. To add to that - each ground unit and squadron has a supply level (percentage) that varies on what is destroyed or how well things are going - so for example taking out a warehouse is supposed to reduce the supply level - but how it is reduced and if this affects all air and ground units I dont know myself. Also yes and yes to airbases getting captured and ground units moving - the ground units only normally move if they win a battle, or if their supply etc is high enough then they sometimes advance to an area not defended by opposing ground units. -
http://combatace.com/topic/66760-f-16-over-runs-runway-at-airshow-oopsy/
