alexis99
VALUED MEMBER-
Content count
461 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by alexis99
-
Russian Weapons
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
UllyB, Logan: Thanks that's interesting. So even though I have this entry in the data file: AllowedWeaponClass=SAHM,AHM,BOMB,EOGB,EOGR,ARM,ASM One would imagine the AA-12 would fit But because the weapon demands a specific station code for attachment, but can't find one, it won't let me have it in the list. The right thing to do would be to fix the Su37 with a weapon specific entry so the AA-12 goes where it should. I need to do something like that for ground attack missions too, because although the FAB bomb series is always available, they are never loaded for you if you choose a strike mission. Your Weapon Loadout file asks for them under , but you always have to load them yourself. This means that when you have an intercept mission and you're tasked with stopping some MiG-23s, they aren't carrying bombs, because bombs don't auto-load. Okay, thank you, this is all good information to play with. I tell you what, though, if I had the talent to build an add-on aircraft like the Su-37, the first thing I would do is hang some AA-12s onto it and go massacre the USAF. And that way, this problemette would have been already noticed, flagged-up and sorted. Perhaps I should check the support file. It probably has been sorted. -
Russian Weapons
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yubba. It's in the data file of the aircraft, in the [DetectSystem] So, F-117 (Important entries only) [DetectSystem] MaxVisibleDistance=1000.0 //At Night BaseRCSModifier=-1.0 HeatSignatureModifier=0.002 The BaseRCSModifier started out as something like -0.001. You could fly at 20 feet past an AA gun and it wouldn't see you. I tried a plus figure (2.0) and suddenly SAMs could see me, and even enemy aircraft. I wound it back to -1.0, and then the game was more challenging without being suicidal. If I fly below 10,000 ft, SAMs will lock on, but to lose them I just fly up to above 10,000. The only problem is that the AI pilots don't know how to release Paveways, so they dive at the target, get easily spotted and are shot down. Giving them an RTB order is the best bet. This is the B-1B. It's actually stealthier than my new setting for the F-115 [DetectSystem] MaxVisibleDistance=3000.0 BaseRCSModifier=-0.100000 And the F-35A F-35A [DetectSystem] MaxVisibleDistance=16500.0 BaseRCSModifier=0.1 HeatSignature=0.002 F-35 has a positive RCS, so it is more detectable. Also note the MaxVisibleDistance. I presume it works like FreeFalcon in that each object has a specific-sized bubble. Once an enemy aircraft enters that bubble, it "sees" the aircraft and can attack. Perhaps the RCS modifies the MaxVisibleDistance. Incidentally, note that the F-117 and F-35 have different terms for Heat Signature (HeatSignatureModifier / HeatSignature). One of them must be wrong. -
Russian Weapons
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yubba: I flew the F-117 in FreeFalcon. In terms of visual recognition, there was no difference between day and night. If you created a mission which tasked MiGs to target you, they would find you, because the Sim knew where you were, and told them to attack you. If you just told the MiGs to patrol the area you were flying through, you were stealthy enough to avoid them. I mention this because these Sims are never as sophisticated as you would like. FreeFalcon started out as a fan update on the Falcon Sim, which was never originally designed for you to fly other than the F-16. In the same way, Strike Fighters was never designed with an F-117 in mind, but being open architecture, somebody finally made one. In SF/WOE, you can actually drop into formation with MiGs and they don't see you because of your low RCS. You can drop low over a SAM site and they haven't a clue you are there. The only way to make the F-117 less invisible and hence make the missions more tricky is to raise its RCS. Then you would have to thread the needle around SAM sites to get to your target. Just thought of that, so I may try it The F-35 has a pretty low RCS, and I may have shifted it lower, but I can see no difference in the enemy's ability to spot you whether you carry weapons External or Internal. I gave the B-1 Lancer a lower RCS too, because it has an electronic warfare crew to keep you protected, so the only way to emulate that is to lower your RCS. The trouble is we always want to push these sims further than they were intended. -
F-35A/B/C Lightning II V 2.3
alexis99 replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Dave: I'm using this in SF-1. Main problem is that in SF-1 you can't switch the cockpit bounce OFF. So a lot of the fine lines and small text on the panel flickers when you get moving - now you see it, now you don't, type of thing. Turning off the cockpit bounce would sort things. I believe you can do that in SF2. Anyway, because I enjoy flying this aircraft, I took your 48 meg panel file and increased the font size on all the text, and made it bold. That fixed the text flicker. I then widened all the image lines, and that fixed the graphic flicker. Ideally the text font should be OCR, like the operating digits, which is what the actual aircraft uses, but that flickers worse than anything. Even better would be the ability to turn off cockpit bounce in SF1. I could scream over that. Anyway, thanks for this great aircraft. I learned a lot from browsing your avionics.ini, particularly that you can increase the font size for the HUD (I use 20 now), and you can expand the area in which it is visible. A lot of other aircraft I fly have benefitted from this. -
Russian Weapons
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Having followed all the above information, I now thought it would be fun to see if I could get an AA-12 Adder onto the SU-37 Terminator. Currently, the only available AIR-AIR weapons in Single Mission are the R-3R (AA-2 ATOLL-C) and the R-60m AA-8 Aphid-B According to the Option file, I'm doing this: [singleMission] AircraftType=Su-37 Terminator MissionMap=LIBYA MissionType=INTERCEPT MissionTime=DUSK MissionWeather=SCATTERED AirActivity=NORMAL AirDefenseActivity=NORMAL LoadMission=FALSE LoadMissionFilename=MK101 F35 MiGCAP.MSN MissionYear=2000 StartYear=1990 EndYear=2015 Service=SOVIET Remember key year is 2000. So lets look in the Weapon File Main entries as follows [WeaponData241] TypeName=AA-12 FullName=R-77 AA-12 Adder ModelName=R-77 AttachmentType=WP,SOVIET,CHINA SpecificStationCode=AA12 NationName=Soviet StartYear=1994 EndYear=2020 Availability=1 BaseQuantity=4 Exported=TRUE ExportStartYear=2000 ExportEndYear=2020 ExportAvailability=1 Yes, year 2000 covered for export. I changed that using Weapon editor and saved. There's also a folder with the weapon LODs in. I made sure and used the weapon editor to lock in that information too. Let's look at the aircraft SU-37 TERMINATOR [MissionData] NationName=SOVIET ServiceStartYear=2000 ServiceEndYear=2030 AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT Availability=RARE Exported=TRUE ExportStartYear=2000 ExportEndYear=2030 ExportAvailability=RARE PrimaryRoles=SWEEP,CAP,SEAD,STRIKE SecondaryRoles=ESCORT,INTERCEPT,RECON,ANTI_SHIP,ARMED_RECON NormalMissionRadius=1860 MaxMissionRadius=4570 Ceiling=18500 MinBaseSize=SMALL Yes, active 2000, and in export too. Can it carry an A-12? Here's a sample weapon station: [LeftStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-6.879,-4.275,-0.24 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=200 AllowedWeaponClass=IRM,AHM,ARM,SAHM,2AR,2IR,RCKT AttachmentType=WP,SOVIET ModelNodeName=L2 PylonMass=86.18 PylonDragArea=0.02 Looks like it. What does the Weapon Loadout file think? [AirToAirLongRange] Loadout[01].WeaponType=AA-8B Loadout[01].Quantity=1 Loadout[02].WeaponType=AA-8B Loadout[02].Quantity=1 Loadout[03].WeaponType=AA-11EM Loadout[03].Quantity=1 Loadout[04].WeaponType=AA-11EM Loadout[04].Quantity=1 Loadout[05].WeaponType=AA-12 Loadout[05].Quantity=1 Loadout[06].WeaponType=AA-12 Loadout[06].Quantity=1 Loadout[07].WeaponType=AA-12 Loadout[07].Quantity=1 Loadout[08].WeaponType=AA-12 Loadout[08].Quantity=1 Loadout[09].WeaponType=AA-12 Loadout[09].Quantity=1 Loadout[10].WeaponType=AA-12 Loadout[10].Quantity=1 Loadout[11].WeaponType=AA-2R Loadout[11].Quantity=1 Loadout[12].WeaponType=AA-2R Loadout[12].Quantity=1 Seems like there are entries for it. So aircraft single mission 2000, aircraft available 2000, weapon available 2000, weapon folder exists, loadout would like to use it, hardpoints will take it. So how come it isn't available in an intercept mission, even if I hand-load it myself? The only AIR-AIR weapons I have a choice of loading are the R-3R (AA-2 ATOLL-C) and the R-60m AA-8 Aphid-B, and the Aphids are already loaded. What happened to the AA-12? -
Russian Weapons
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
UllyB: I did not fly in a game with an F-35 belonging to a Soviet nation, The game put the Soviet marker in the option file for me. I was asking you why it would do that. "If you change it to 2000 (end year) aircraft made AFTER year 2000 won't be available to fly !" That's obvious. I didn't do that. I left the end year at 2015. Clearly you can create start and end parameters for any scenario you want, but I did not. The important value is "MissionYear=2000" It defaulted to that after I'd flown an F-35 that year. All I did was select a MiG-29 that wouldn't fly later than 1991 (despite its service year being beyond 2000), then went into options and selected "MissionYear=2000". This allowed the MiG-29 to fly at the same time as an F-35. I did not change anything in the aircraft data files. Not a thing. I didn't change the StartDate to 1955, that happened because I tried out a MiG 23, and the option file wrote it in for me. The only figure I manually entered in the option file was "MissionYear=2000". Everything else was written in for me according to what the last aircraft was that I flew in Single Mission. Try this: Fly a USAF aircraft in Single mission, then fly a Soviet one. In the option file, the Soviet one will now register as "Service=USAF". So I did change that to "Service=SOVIET". Then I flew an F-35 and checked the option file, and the F-35 was now "Service=SOVIET". Presumably I'm supposed to have a pilot for USAF aircraft and one for SOVIET, I'll experiment with that. Do you now understand what I'm saying here? The option file writes some things in for you. Yubba: Is the game sophisticated enough to tell the difference between an internal weapon carriage only (Full stealth, low RCS), and an external weapon carriage (Less Stealth, higher RCS)? In reality, once you drop your external weapons, your RCS should plummet. But I note that you only have one RCS entry, which must cover all weapon carriage situations. Anyway, let me assure you, my F-35 has a low RCS. -
Russian Weapons
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thank you. I'm glad to know it has nothing to do with the map. All weapon models exist, because when I fly the MiG-29 myself, I can see them on the aircraft and launching. I'm using WOE: WINGS OVER EUROPE for Strike Fighters 1. Single player mission. Anyway your point about the options file is the answer Only one aircraft shows under [singleMission], and that's the one I last flew. Fortunately it was the MiG-29. I changed the MissionYear from 1991 to 2000. That fixed it. Thank you. Funnily enough, the Service was down as USAF, so I changed it to SOVIET. Then, after flying the F-35 and encountering the MiG-29, look what happened in the options: [singleMission] AircraftType=F-35A MissionMap=LIBYA MissionType=SWEEP MissionTime=DUSK MissionWeather=SCATTERED AirActivity=HEAVY AirDefenseActivity=NORMAL LoadMission=FALSE LoadMissionFilename=MK101 F35 MiGCAP.MSN MissionYear=2000 StartYear=1955 EndYear=2015 Service=SOVIET SOVIET? It obviously keeps whatever you last chose, so I changed it to USAF. It probably has no bearing on anything. Also look what the start year is:1955. That's not the F-35 start year, I think it retained that from some other aircraft. So clearly what you have to do is give Start Year and EndYear parameters that will encompass the enemy aircraft you wish to encounter. That's worth remembering. -
Russian Weapons
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
MiG-29 Syria version downloaded from here. When I select a mission to fly it, in Libya or Desert or Desert Storm, I am allowed years 1986-1991 I choose 1991 But look at MiG-29 Data entry: [MissionData] NationName=Syria ServiceStartYear=1986 ServiceEndYear=2019 It should let me fly 2000, but doesn't This is weapon loadout entry, important bits // Station 04 = LeftInnerWing2 - AA10 serie (IRM, SAHM, AHM) // Station 05 = RightInnerWing2 - AA10 serie (IRM, SAHM, AHM) [AirToAir] Loadout[04].WeaponType=AA-10E Loadout[04].Quantity=1 Loadout[05].WeaponType=AA-10E Loadout[05].Quantity=1 This is weapon entry important bits: [WeaponData237] TypeName=AA-10E FullName=R-27AE AA-10 Alamo-E ModelName=R-27RE AttachmentType=WP,SOVIET,CHINA SpecificStationCode=AA10 NationName=SOVIET StartYear=1991 EndYear=2015 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=1995 ExportEndYear=2025 ExportAvailability=1 WeaponDataType=1 Yep sure enough, I'm flying 1991 so I can have it. I go into Mission, check loadout and everything's there. Hurrah. Looks like export doesn't matter, because that starts in 1995, and the weapon is there. Now I go to do what I really wanted. I choose F-35A, desert, year 2000, intercept. Among the hardware they send against me are some MiG-29s, Syrian ones. Guess what, they have no weapons! Year 2000, check MiG-29 Syria 1986-2019, includes 2000, check. AA-10E weapon available 1991- 2015, includes 2000, check. Exported 1995-2025, includes 2000, check. No weapons. Easy kill. Thanks for suggestions, UllyB. -
Russian Weapons
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Export. I think that's it. I'll be back -
Russian Weapons
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No, Yubba, I need the Russian planes to have some weapons, so they stand a fighting chance when I creep up on them in my F-35. Wrench: Yes to both questions. bazillius: Yes I am redoing all loadout files by hand. I just couldn't understand why someone would release such beautiful Russian aircraft but get the loadout files wrong. UllyB: Yep, got all that. Thanks for taking the trouble to explain it though. It is easy to miss something. Thanks to all of you. So here's a scenario, you might like to ponder: I check the weapon file and find that the Soviet weapon I want exists and is in service for the correct years. I use the correct name for the missile in the loadout file on the correct pylon. I go into the game, select a mission for the correct year, check the loadout and find the weapon I wanted isn't on the pylon, because it's not in the list of available weapons. Is the list of available weapons determined by the region in which you fly? So that if I'm flying Desert, year 2000, my aircraft won't carry an AA-12 (Full Name: R-77 AA-12 Adder), because the country doesn't have any? -
Fuel indicator question
alexis99 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
And if you get an answer to that, can you tell me how to put a fuel indicator on the HUD, please? -
-
If you change the view angles, the centre one alters the zoom fore and aft, the others rotate. So ViewAngles = Rotate, zoom + frwd - bckwd, Rotate Offset moves the seating position So Offset= -Left + Right, ???, +Up - down. I'd already sorted by then, so don't know what anything else does. I was dealing with the A-6B from Razbam and wanted to have a wider cockpit view, hence view angle zoom minus. I didn't like the fact that the flight path marker was at the HUD bottom, so Offset Up to sit higher in cockpit, which pushed cockpit ironwork down, and left the flight path marker higher up. I did this in SF 1, and I'm sure it goes for SF2. It's probably all explained in the knowledge base somewhere.
-
CBU-25 Too good to be true
alexis99 posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Have you tried the amazing, CBU-25 (Frag) in WOV? It comes on the F-100D (Late). You get the bomb pipper on the target and pickle. What happens next is that two streaks of fire shoot out of the aircraft, hit the pipper, and a second later lots of little bomblets explode, destroying whoever was down there. It's much better than LAU rockets which never hit where you try to point them. The CBU hits the pipper every time. It's almost too good to be true. And actually, it is too good to be true, because it isn't true. The CBU bombs are supposed to be dropped from the rear of the tubes, so the pipper is of no use. I'm assuming the technique was to dive low, pull up sharp and drop the munitions out the back of the aircraft, trusting to luck and practice. According to sources on the net: The real CBU-25A/A Cluster Bombs were dropped from a SUU-14A/A dispenser, which consisted of six dispersal tubes. Each of the six tubes contained baseball sized bomblets which were dispensed out the rear of the tube. The CBU was dispensed one tube per press of the pickle button. Fusing allowed them to penetrate the jungle canopy before they detonated. Never mind, I love how they work in WOV just fine. -
F-22 Raptor Data fix
alexis99 posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I have just identified an error in the F-22 Raptor which might partially explain why it's a bit sluggish in take-off The fuel weights in the Data File are written as pounds, when they should be kilos. This gives you about 38,000 lbs of fuel, which means you'll never need a drop tank again. Ever. In the Data File under Fuel, there are entries for one fuselage cell and two wing cells. In each case the entry should read as follows: MaxFuelAmount=2797 This should give you an accurate 100% fuel weight of 18,500lbs (and not 38,000lbs) Also in the data file, you can adjust as follows: EmptyMass=19658 This will give a clean weight of 43,340 lbs, which is correct for the aircraft. You're welcome -
F-22 Raptor Data fix
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I use a full-screen HUD on the F-22. So I never use the cockpit graphic. I use 20 text size, which suits my eyesight. HUD has everything you need, except fuel state. I then use the pop-up radar at centre bottom, enlarged from the original. Try: PosX=0.355 PosY=0.654 Width=0.25 Height=0.333335 WOW! -
Stock F-4 Radar Edit
alexis99 replied to yubba's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I think it's fair to use CCIP in the A-6 because it should have DIANE, but doesn't. I think it's also fair to use CCIP when dive-bombing in the F-105 and F-4, and F-100, because it just sweetens your aim. I went 70.dll and have HUDs in all of them, because it's better than keep scrolling down into the cockpit to find the instrument that's not in frame. I like your B-52 radar bombing technique. Brilliant work. It should be in the Knowledge base. -
A HUD FOR A THUD
alexis99 replied to yubba's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
I put HUDs in all the aircraft I fly. It's the 70 DLL that allows it to be done. Thud's never had a kitchen downstairs, either, but mine does. Bet everyone else's does too, Crazyhorse. Point about the HUD is that it gives you the information you need, on screen, without having to scroll down to look for it. Robin Olds never scrolled down. -
Stock F-4 Radar Edit
alexis99 replied to yubba's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Of course you're bombing with CCIP now in the A-6, F-105 and F-4, right Yubba? -
What's the Status of the Series - Cause I Dearly Miss my IAF Jets.
alexis99 replied to Arrow's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Well TK designed a Sim that allowed us to get under the hood and tinker with. He's surprised we're still enjoying tinkering? Ha ha. I'm with Yubba. -
Buffy goes to school --LGBs for the B-52
alexis99 replied to yubba's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Yubba, I've been using the CCIP bombsight with the B-52 and been very successful. I had to do a few tests to figure where the bombs were dropping in relation to the sight, and then adjusted accordingly. In the Cockpit folder, under [Gunsight Front], I have: GunsightMilSize=100 GunsightName=A-6A_sight.tga MaxDepression=250 DefaultDepression=50 I lowered the DefaultDepression, because if you come in low, the sight sticks and won't come up high enough. I drop from 6,000 to10,000 ft and make sure that I ripple all, and set the interval at 50ms. -
SF1 How do you deliver IR Mavericks?
alexis99 posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
F-15E Strike Eagle can carry 6 AGM-65Ds. These are IR Mavericks. Since you don't have a screen to target with, how do you deliver them? I line up the cross-hairs, hold the pickle and nothing happens. Should I just go into the Weapon editor and make them Laser guided, or am I missing a technique? -
SF1 How do you deliver IR Mavericks?
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Okay I've fixed the sounds, and all before lunch time These are his entries, which point you towards sound files in the aircraft folder. TrackSound=cockpit\RWR\RWRTrackSound.wav LockSound=cockpit\RWR\RWRLockSound.wav Make it read: TrackSound=RWRTrackSound.wav LockSound=RWRLockSound.wav Now it will look for the wav files in the Sound folder where they should be. Lunch. -
SF1 How do you deliver IR Mavericks?
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Okay, Yubba, I've solved the first part. Now I can see all the symbols. (Will now have to study what they mean, I suppose ;-) Make the RWR entry read like this: [RWR] Type=TEWS AirSearchTexture=cockpit\RWR\F-15E_RWR_AirSearch.tga AirTrackTexture=cockpit\RWR\F-15E_RWR_AirTrack.tga AirLockTexture=cockpit\RWR\F-15E_RWR_AirLock.tga GroundSearchTexture=cockpit\RWR\F-15E_RWR_GroundSearch.tga GroundTrackTexture=cockpit\RWR\F-15E_RWR_GroundTrack.tga GroundLockTexture=cockpit\RWR\F-15E_RWR_GroundLock.tga MissileActivityTexture=cockpit\RWR\F-15E_RWR_Missile.tga PriorityTexture=cockpit\RWR\F-15E_RWR_Priority.tga SearchPosition=0.80 TrackPosition=0.52 LockPosition=0.16 SearchFlash=FALSE SearchSize=0.10 TrackSize=0.10 LockSize=0.10 SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.2 LockFlash=TRUE LockFlashRate=0.1 TrackSound=cockpit\RWR\RWRTrackSound.wav LockSound=cockpit\RWR\RWRLockSound.wav FlashActivityOnLaunch=TRUE //ThreatLibraryFile=cockpit\RWR\F-15E_RWR.lst I struck out the ThreatLibraryFile, because there isn't such a file where the entry says there is. I then unstruck these: SearchPosition=0.80 TrackPosition=0.52 LockPosition=0.16 SearchFlash=FALSE So the visuals are fine. But I can't get the warning sounds to work. You can play them by clicking on them. But they won't kick in when appropriate. Any ideas? -
SF1 How do you deliver IR Mavericks?
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Funnily enough, my version of the F-15E already carries the AN/AAQ-14 Lantirn and AN/AAQ-13 TV entries in the data file. It also carries them as systems. So how come I don't get a TV screen when I switch to IR AGM-65Ds ? Are you sure yours work with D models? I'm going to work on the RWR now LANTIRN working now. Don't ask me why, I have no idea.