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Everything posted by Snailman
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Vectoring Thrust/VTOL
Snailman replied to WINGEDHUSSAR's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
As far as I know they are ctrl_+ and ctrl_- by default. -
SP3 patch?
Snailman replied to kurdistan1's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
He, TK, expressed his intentions that - IF - PC development will proceed will not support modding. All we can expect is a basic combat game with N+1 DLCs, extra planes/or terrain. PC version of the mobile stuff he does now.... I think -
GermanyCE missing SAM sites - BUG - Important!
Snailman posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Fellow modders and players, maybe someone else has found out this bug, but I think it wouldn't hurt if I share it anyway. Perhaps you have noticed that early Germany missions lack SAM sites. Yes. Because they can't appear due to a bug in the terrain, namely the types.ini. The SAMLauncher and SAMRadar entries which are responsible or selecting SAM units have a faulty ActiveYear setting of 1965. Before that, no SAM can appear at any location, no matter if the targets.ini has the proper AvailableDate setting (1959, 1960 etc) Please check modded terrains whether they inherited this typo from the stock GermanyCE terrain files!! -
It is my EEG, before I got alcoholic ))) Now it would be all greyscale )) Nah, seriously. I think it is North-East Italy... WWI I guess.
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GermanyCE missing SAM sites - BUG - Important!
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
There are no stock SAM items made by TW for the blue side. Therefore, stock maps have no SAM locations obviously. Custom maps have - if you have blue SAM addons and the map maker added them. But they work the same, so they have to use the same generic call. -
GermanyCE missing SAM sites - BUG - Important!
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Don't do that... I mean directly referring to SAM objects in terrains. They must be generated, unless they won't work properly. They will, but the RWR will not warn you. It's a big bug, one of the biggest. Wrench has told us many times. Even the ones I did must be called from the generic SAMRadar and SAMLauncher entries. Sad, but true. This is why we can make dedicated long range SAM sites like Angara/Vega (SA-5) with Oborona (Tall King) radars. The exception is the SA-8 which cannot be placed correctly, as there is no Mobile_SAM placement routine. If you place them by terrain, again no RWR warning and display. -
GermanyCE missing SAM sites - BUG - Important!
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
No, SAMLauncher and SAMRadar is a generic entry for random generated sites. Hard coded SAM entries and stuff occurs another bug, the lack of RWR . So just change these in types.ini, so they can call for available SAM types. But you can set it to 1950 or anything lower like 1944 if you want whatif... Wasserfall, Enzian... etc Yes exactly. SAM availability is correct in data.ini and userlist.ini files. EDIT: Bug confirmed in Rends GermanyCE as well. Need to check all terrains where the Soviets themselves are present, anything pre-1965 (like Cuba, Kamchatka, etc) -
IMPORTANT NOTICE! If you are using stock GermanyCE map, you must correct the target types.ini at the SAMLauncher and SAMRadar entries. They have been configured to have ActiveYear=1965. On other maps it is not a problem, but here it prevents the appearance of SAM sites for 6 years!!! Correct these with 1957!!
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Version 0.3
271 downloads
RED SIDE STANDARD SA-8/SA-N-4 Gecko Pack 0.3 Beta ============================================ This is a public test version. Please try out equipment playing from both sides. This pack has been tested against stock planes on stock terrain. Mostly on IsraelME, a more advanced map and for fast loading time :) About 1000+ launch tests have been done on planes with various types with or without jamming equipment at low and high altitude. Ballistics have been also checked with HoneyFox's Missile Range Simulator. Introduction: ------------- To follow the philosophy behind Red Side Standard Weapons Pack (RSSW) I made an attempt to standardize the SAM systems as well. The SA-8 Gecko or Osa family is next in the row. It is a late addition into the game, appears in modern eras. It is the most sophisticated SAM system developed during the soviet era and it is still in service. The SA-8 is a low altitude system for short ranges - considered mobile by the game. In theory it would defend armored units, it can move and stops to shoot. Had the placement routine finished by TW... therefore the SA-8 needs user placement. Usage as Mobile AAA is NOT RECOMMENDED, since this system in large numbers can be more than lethal. Also keep availability dates in mind. A plane with no jammer or chaff is helpless against this system in the early 70's - and I did not modify Noise and CM resistance values. Using multiple reference materials (both english an russian) we tried to fine tune the effectiveness of all the weaponry for satisfactory player game experience while keeping as much realism as possible. This provides more challenge playing on the blue side. Effectiveness for guided missiles and radars have been tuned to provide realistic hit rate within the proper launch requirements. Because of game limitations, this means some technical parameters and values may be different from real world data. We kept as much stock reference as we could to provide compatibility with original game standard (Naming, Types, etc). Yet, there are no new ground objects included, but many new equipment is WIP for the final version. Contents: --------- - The SA-8 and SA-8B systems, with thoroughly revised characteristics (FM, Guidance, Ballistics etc) - The SA-N-4 systems, with thoroughly revised characteristics (FM, Guidance, Ballistics etc) - Kiev and Krivak ship classes equipped with modded SA-N-4 missiles (both early and late models) - Weapon (and folder) names use common standard for convenience, clarity and simplified looks - Ground objects use the stock TW 3D models - Osa Launch sound. Modify soundlist.ini to use this wav file Important changes: ------------------ - Missile ballistic data - Radar search and track ranges and altitudes - Early SA-8 (Osa) launcher with 4 missiles (No new 3D yet) - Corrected SA-N-4 reload times. Credits: -------- Ground objects: TW In-game testing: Everyone who gave us feedback and shared game experience! Thank you very much! I do count on more testing with the SA-2 and upcoming systems as well. Work in progress: -------- New launcher vehicle corrected 3D models (Early Osa) Sources: -------- - pvo.guns.ru - ru.wikipedia.org - www.airwar.ru - various forums - Istoriya Otyechestvennoy Radiolokatsii (History of Russian radar technology) - Vasilin: Zenitniye Raketniye Kompleksi (SAM) - Vooruzheniye PVO i RES Rossii (Air Defense and Radio-Electronic System of Russia) Special thanks to the author of SAM Simulator for his help and for creating his program. https://sites.google...ulator1972/home -
Cables at Land
Snailman replied to Spooky667's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It is possible to build a "flat carrier" object, which is just a sticker but it has to be a vehicle object (ship) in order to have cable component AND a deck.lod. I wonder if we add this object from terrain it keeps the component functionality... -
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RSS SA-8/SA-N-4 Gecko Pack Beta
Snailman posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: RSS SA-8/SA-N-4 Gecko Pack Beta File Submitter: Snailman File Submitted: 12 February 2017 File Category: Ground Object Mods RED SIDE STANDARD SA-8/SA-N-4 Gecko Pack 0.3 Beta ============================================ This is a public test version. Please try out equipment playing from both sides. This pack has been tested against stock planes on stock terrain. Mostly on IsraelME, a more advanced map and for fast loading time :) About 1000+ launch tests have been done on planes with various types with or without jamming equipment at low and high altitude. Ballistics have been also checked with HoneyFox's Missile Range Simulator. Introduction: ------------- To follow the philosophy behind Red Side Standard Weapons Pack (RSSW) I made an attempt to standardize the SAM systems as well. The SA-8 Gecko or Osa family is next in the row. It is a late addition into the game, appears in modern eras. It is the most sophisticated SAM system developed during the soviet era and it is still in service. The SA-8 is a low altitude system for short ranges - considered mobile by the game. In theory it would defend armored units, it can move and stops to shoot. Had the placement routine finished by TW... therefore the SA-8 needs user placement. Usage as Mobile AAA is NOT RECOMMENDED, since this system in large numbers can be more than lethal. Also keep availability dates in mind. A plane with no jammer or chaff is helpless against this system in the early 70's - and I did not modify Noise and CM resistance values. Using multiple reference materials (both english an russian) we tried to fine tune the effectiveness of all the weaponry for satisfactory player game experience while keeping as much realism as possible. This provides more challenge playing on the blue side. Effectiveness for guided missiles and radars have been tuned to provide realistic hit rate within the proper launch requirements. Because of game limitations, this means some technical parameters and values may be different from real world data. We kept as much stock reference as we could to provide compatibility with original game standard (Naming, Types, etc). Yet, there are no new ground objects included, but many new equipment is WIP for the final version. Contents: --------- - The SA-8 and SA-8B systems, with thoroughly revised characteristics (FM, Guidance, Ballistics etc) - The SA-N-4 systems, with thoroughly revised characteristics (FM, Guidance, Ballistics etc) - Kiev and Krivak ship classes equipped with modded SA-N-4 missiles (both early and late models) - Weapon (and folder) names use common standard for convenience, clarity and simplified looks - Ground objects use the stock TW 3D models - Osa Launch sound. Modify soundlist.ini to use this wav file Important changes: ------------------ - Missile ballistic data - Radar search and track ranges and altitudes - Early SA-8 (Osa) launcher with 4 missiles (No new 3D yet) - Corrected SA-N-4 reload times. Credits: -------- Ground objects: TW In-game testing: Everyone who gave us feedback and shared game experience! Thank you very much! I do count on more testing with the SA-2 and upcoming systems as well. Work in progress: -------- New launcher vehicle corrected 3D models (Early Osa) Sources: -------- - pvo.guns.ru - ru.wikipedia.org - www.airwar.ru - various forums - Istoriya Otyechestvennoy Radiolokatsii (History of Russian radar technology) - Vasilin: Zenitniye Raketniye Kompleksi (SAM) - Vooruzheniye PVO i RES Rossii (Air Defense and Radio-Electronic System of Russia) Special thanks to the author of SAM Simulator for his help and for creating his program. https://sites.google...ulator1972/home Click here to download this file -
Trump is the American Netanyahu. This is more obvious as time passes. Now you can now understand the enormous applause in Israel when Trump has won. His methods... style... wall.. etc. Anyways i think for him is Israel first... just listen what he says. Not if Bitch Clinton would talk differently... And we will be seeing a war with Iran very soon (also ordered by "The Brother-in-law" and not Putyin) On the other hand, the judge who stopped the travel ban works for Black Lives Matter = George Shorosh shit stirring provocateur machine. Tell me how can a society allow a single person to actively take over politics with his wealth to such level??? Is this what we really call a democracy? Anyways we get only shit... It should be the way like you say. But, in reality, some people have beliefs that they are the superior race, who are destined to rule the world.
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Engine died when Full throttle / Afterburner
Snailman replied to wiki's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
there is a temperature variable in the Engine sections of the plane data.ini files. I think Exhaust... I don't really know how it is calculated, but at a certain speed, yes speed it burns the engine. The MiG-25 mod has such, if I remember so you can't get past 2 Mach I don't know whether it is intentional or not, to answer your question. I never tried modded Tomcats so I don't know about F-14 though. -
:rofl: :rofl:
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Thanks guys! Blue side ECMs are fine with the SA-2 so far (even though they cannot help the AI evading, sad but nothing can be done) - but the next system the SA-3 will be a tougher nut as the noise resistance has to be high for low altitude tracking - that means some jammers may need to be reconfigured. We will test, of course.
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Fellow Modders! I have encountered a really nasty problem, and unlike previous ones, this one is blocking my path completely. Somewhere, maybe on TW forums I read that there was a SAM bug that made missiles to fly almost straight up into the sky without lock. And, that it was fixed by TW somehow. Recently when I revamped the Infantry SAMs, I found that they do the same. Rear60s are OK, but Rear180 and AllAspect tend to do this. I set realistic missile flight data and somewhat realistic guidance stuff (very similar to what other mods use). About 50-60% of the Inf SAM are fired straight up, without guidance it seems. Radar SAM has no such problems, but I noticed that all stock SAM has 60 FOV and 135 Gimble. For IRM that's not acceptable, they guide themselves not guided by the radar. I have no idea what is causing this. No matter how good is the missile (100% resistance, 100% reliability and lock chance...) still does this stupidity... Anyone had encountered this before? WTF is this?? I would have been ready in november with all the Strela series, but gave up fighting with this bug due to lack of time and RL. Is there any IR SAM that works correctly?
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Это значить у тебя есть правилный речь а не граб из EECH от Gramps?
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RSSW ракеты были разработаны, чтобы соответствовать на самолетах, которые на самом деле носил их. Оружейные станций на каждом самолете должны быть изменены с кодом StationSpecificCode=AA3 На Як-27/Як-28 семья итд. Су-11 и Су-15 уже в порядке. Ты можешь летать Су-9 или 11 в Вьетнаме без проблемы)
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RSS SA-2 Guideline Pack Beta 0.41
Snailman posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: RSS SA-2 Guideline Pack Beta 0.41 File Submitter: Snailman File Submitted: 31 January 2017 File Category: Ground Object Mods RED SIDE STANDARD SA-2 Guideline Pack 0.41 Beta ============================================ This is a public test version. Please try out equipment playing from both sides. This pack has been tested against stock planes on stock terrain. Mostly on VietnamSE due SAM site density and fast loading time :) About 1000+ launch tests have been done on planes with various types with or without jamming equipment at low and high altitude. Ballistics have been also checked with HoneyFox's Missile Range Simulator. Introduction: ------------- To follow the philosophy behind Red Side Standard Weapons Pack (RSSW) I made an attempt to standardize the SAM systems as well. The first of such, the SA-2 Guideline or System-75 family. Using multiple reference materials (both english an russian) we tried to fine tune the effectiveness of all the weaponry for satisfactory player game experience while keeping as much realism as possible. This provides more challenge playing on the blue side. Effectiveness for guided missiles and radars have been tuned to provide realistic hit rate within the proper launch requirements. Because of game limitations, this means some technical parameters and values may be different from real world data. We kept as much stock reference as we could to provide compatibility with original game standard (Naming, Types, etc). Yet, there are no new ground objects included, but many new equipment is WIP for the final version. Contents: --------- - The latest 3D models of the SA-2 family missiles from Spillone104 with thoroughly revised characteristics (FM, Guidance, Ballistics etc) - Weapon (and folder) names use common standard for convenience, clarity and simplified looks - Most objects use the stock TW 3D models Important changes: ------------------ - All missiles have been changed from Beam Rider to SAHM guidance, as a work around the faulty "tail chasing" game logic also present with Rear60 IR seeking missiles. Also, "Beam Rider" guidance does not allow lead targeting of the missile. - All Fan Song radars have been set to their instrumented range, now it is fully up to the RCS, altitude and noise jamming values to determine the range of detection. - Target tracking range has been made equal to the search range - what the Fan Song can see can track immediately - launch is still limited by the missile parameters. - Missile Turn G and Seeker FOV has been toned down to (almost) real life data. It gives a chance to "Dance of Death" - outmaneuvering the missile in early planes. AI however will be still toast, though. - Now all missiles have new 3D models and new skins, thanks to Spillone104 Credits: -------- Ground objects: TW SA-2 missile family: Spillone104 In-game testing: Everyone who gave us feedback and shared game experience! Thank you very much! I do count on more testing with the SA-2 and upcoming systems as well. Work in progress: -------- New Fan Song 3D models (with correct size and antenna types) Various auxiliary vans or SAM site contruction New Search/Height inding radar 3D models associated with the sites on regimental level Experimental complete SAM site objects for terrains Sources: -------- - pvo.guns.ru - ru.wikipedia.org - www.airwar.ru - various forums - ZRK S-75M Uchebnik (Russian field training manual) - SA-2 Guideline (Osprey) - Istoriya Otyechestvennoy Radiolokatsii (History of Russian radar technology) - Voyna v Vietname - Kak eto bylo (1965-1973) Personal journals of soviet personnel in Vietnam - Zenitniye Voyska v Voyne vo Vietname i na Blizhnyem Vostoke (1965-1973) SAM battle experience in Vietnam and in the Middle east. Special thanks to the author of SAM Simulator for his help and for creating his program. https://sites.google...ulator1972/home Click here to download this file -
Early Russian BVR Missiles and other useless additional weight
Snailman replied to InvalidTargetArea's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks very much for testing!! It is a great help in making things - usable - if not completely realistic. In some cases we will never know how effective some weapons were in reality. One thing must be considered: if any soviet weapon would have had 1% accuracy... while each of them cost the price of 5 brand new Volga cars - just imagine yourself in the place of the designer... you'd get a free train ticket to Magadan. To my best knowledge, the israeli Shafrir-2 had the best combat hit rate (which also reflects pilot skills as well) of above 50%. In defense of the players of SF2, most of the RSSW missiles were modeled to be used correctly. That's my fault that I could not finish the weapons guide that would help people to keep up to launch restrictions. Also, again said, the same missile performs differently on a different plane - due to radar performance. EDIT> My version of MiG-25PD has RadarSearchRange=100 RadarSearchStrength=100 RadarTrackRange=50 RadarTrackStrength=100 I presume these are the original values from the Mod. My database, after calculations resulted these values RadarSearchRange=100 RadarSearchStrength=90 RadarTrackRange=75 RadarTrackStrength=90 But I still lack adequately reliable (soviet/russian) data on the RP-25M. Radar on the older MiG-25 radar (before "Dorabotka"), RP-S Smerch-A (Bignose) RadarSearchRange=100 RadarSearchStrength=80 RadarTrackRange=50 RadarTrackStrength=80 this one has no doppler lookdown, not even limited one. Data on RSSW R-40 series Check your radar data, 100 range @ 100 strength means you detect a 10m2 cross section at 100km. -> 3m2 at 30km. Same for track str. Note that you have to distract jamming strength (if any) from the radar/track strength. CM resistance must be higher for long range missiles since the terminal approach will be long, more time for the target to dump CM. Each piece of CM triggers a percentage roll of CM resistance. More CM, more rolls = less chance to hit. Short range IRM, launched from within 1000 meters need only 1-2sec to hit = better chance to slip through 2-4 packs of CM. -
Early Russian BVR Missiles and other useless additional weight
Snailman replied to InvalidTargetArea's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The MiG-31 has GSh-6-23M gatling gun. But, generally agreed. Although without hearing the opinion of an actual pilot who flown these things, we cannot be sure. The "opinion of american pilots" is usually a heavily biased source. For example, the Fitter family was constantly bitched about - yet a veteran MiG-21 instructor told me the Su-22M3 we had repeatedly defeated MiG-21MF in training fights mostly in the vertical due to it's engine power and "comfortable" stall characteristics. Soviet test pilots who flown the new planes onto Taszár air base performed vertical climb out of take off. Note that our export Fitters had weaker engines over the soviet variant, shared by the MiG-23MF. Floggers could, however defeat the Fitter having the same engine and variable wing - but much lighter airframe.