alexis99
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Everything posted by alexis99
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Need better F-22 & F-117 cockpit for WOE
alexis99 replied to wiki's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I haven't switched to FS2 because I have modded some great features onto the aircraft that I fly in SF1. Why throw away all that good work? As regards the F-117, I fly with a full-screen HUD, so I don't need the graphic of the cockpit. -
SF1 How do you deliver IR Mavericks?
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Okay thanks. I assumed it had some kind of laser designator because the Paveways were working. I'll fix this now. Funny, because the external model appears to be carrying some extra kit that could be designators. Maybe they just need wiring up ;-) You're right about the RWR. Did you steal the RWR details from the F-15A Avionics.ini and paste them in the F-15E? I'll try that first. If all else fails, I can always reduce the BaseRCSModifier. I did that on the B-1B to emulate the activities of the jamming crew. Maybe my F-15E wizzo could be the best of the best! -
F-22 Raptor Data fix
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Actually, I found the official Lockheed-Martin site gives internal fuel as 18,000 lbs, so that would be three entries of 2722, if you want to be accurate. I read your posts. Funnily enough, there used to be a Flight Sim called Sabre Ace which used a flashing green dot to represent an enemy aircraft when it was too far away to be visible as a shape. The critics slagged it off en masse. I thought it was a great idea. I thought the Sim was great too, but you can't fight critics when they are determined to bring something down. So, I like your idea. -
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Slant range bombing
alexis99 posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If you go into the weapons editor and open up the GBU-10, the seeker range converts to 5.59 miles. Is this the slant range, or the ground range? And in the cockpit target distance readout, is this slant range or ground range? If the seeker is a slant range figure, and the cockpit reads slant range, then you would pickle at just after 5.59 miles from target at 10,000ft. However, if the seeker is slant range 5.59, and the cockpit reads ground range, you should pickle at just after 5.26 miles At 20,000, it would be 4.12 If seeker range is tied to cockpit range readout, then in theory, whatever your altitude, you pickle at 5.59. I just wondered how sophisticated the modelling of weapon delivery was. -
Love the CCIP
alexis99 replied to brian79's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
CCIP can be installed on any aircraft. The how-to-do-it is described in the Knowledge base. -
Calling Phantom experts - radar scope colour?
alexis99 replied to dtmdragon's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The Phantom FGR2 Military Simulator at Newark air Museum has a red scope. -
F-15 Superpack HUD question
alexis99 replied to HockeyCoach's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This is available for SF1? I'm asking because this is in the SF1 General Discussion section, and I can't find a download in the SF1 downloads -
Regarding airfield approach lights
alexis99 replied to Marat's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I cheat, by pressing the +15 key repeatedly. -
This is in WOE and WOV Strike Fighters 1 series? So you mean the Interval release?
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How do you set the mil-sec?
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Target airspeeds don't add up
alexis99 posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I just noticed this when adjusting the F-14 radar. So, in the F-14 Avionics: There's a TargetTAS which I assumed is the speed of the locked Target. There's also a TargetClosure, which I assume is the speed at which you and the target are coming together. Now when I lock a target by radar, and synchronise the visual target with the radar target, I get the box at the bottom right which identifies the target and confirms some of the figures displayed on the radar. Altitude is correct, Target range is correct, but hey wait a minute what is this discrepency with the Target Speeds? According to the radar, my Target was travelling at around 550Kts; whereas on the bottom right display, it was travelling at 330 Kts. Am I misunderstanding what the figures mean, or is there some fault in the maths? -
Target airspeeds don't add up
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thank you, that helps very much. And so did your demo thread. It's definitely the KTAS vs KIAS, because it occurs in all aircraft. The patchwork screen grab below is from the F-35A The Own-plane box shows its airspeed to be 538 Kts, and this is matched by the HUD speed readout. So these are KIAS. The Target Box shows the MiG to be doing 328 Kts; but the radar shows 349Kts, as does the HUD Radar repeater. So Own-plane box, HUD Speed readout, Target box are all KIAS Radar, HUD Radar repeater are both KTAS. I wonder why there should be these differences, when you can't switch between KTAS and KIAS? Anyway, I noticed the altitude discrepency too: The Own-plane box gives barometric altitude, which is 10702 ft as agreed by the boxed HUD altitude readout. (On this HUD, the Radar Altitude is followed by an "R" and below the boxed barometric altitude.) The Target altitude, according to Radar is 3900 ft, the HUD Radar repeater gives a more accurate 3982, but is basically in agreement. These are barometric readouts. The Target box, however, shows 955 ft (AGL) which is clearly radar altitude. The flight was done over Scandinavia so the discrepency between barometric and radar altitudes are quite marked. I found this all quite fascinating, so many thanks for pointing me in the right direction. -
Yubba got a Bone- B-1B fixed
alexis99 replied to yubba's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
This is what I use for accurate bombing -
DIANE did everything for you, if you followed the cues. In the SIM, I use a bomb fall line and sight, which emulates CCIP.. According to Stephen Coonts and his novel FLIGHT OF THE INTRUDER, you begin the attack at 15,000ft, roll into a 40 degree dive, put the pipper on the target, and pickle at 6000ft. Of course you had all sorts of tables with which to work out the correct MIL setting for the sight. These tables were published in the manual for the FLIGHT OF THE INTRUDER PC game, which unfortunately was way before my time. But WOV doesn't model this anyway. Low level bombing with retarded bombs is performed at 200 to 500ft.
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DRAG CHUTES
alexis99 posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'm interested in fitting a drag chute to the B-1B, not necessarily the animation, but at least the effects of a drag chute; i.e. rapid deceleration. So if anyone has any experience of this, please chip in. I only know of two aircraft which currently feature drag chutes: EF2000/Typhoon and F-117; the former has animation, the latter does not, and indeed the effect has been stricken out (//) in the data file. If anyone knows of other aircraft with drag chutes please advise. With the Typhoon, the drag chute is coupled with the Airbrake. There is an entry in the aircraft Data file which says "Deploy when on gears=" That setting is currently on TRUE. So if you have the airbrake out, or activate the airbrake, and your gear is on the ground, then the drag chute deploys. If you change that to FALSE, then every time you operate the Airbrake, on the ground or in the air, your drag chute also deploys. At no point is the drag chute key command CTRL+B used. So the question is: does any aircraft have a drag chute which is operated by CTRL+B? Moving on: The F-117 in WOE does not have airbrakes, whereas the one in FreeFalcon does. Ancient wisdom was that the real F-117 did not have airbrakes, but maybe current wisdom is different. I don't know. The important thing is that ours doesn't. So you can press the airbrake key till the cows come home and nothing happens, and no text message appears at the bottom of the screen. As you may remember, I mentioned that the drag chute entry for the F-117 had been struck out, so I un-struck it (un-remarked, is it?). I also capitalised the C in Chute, in case it is case-sensitive. I made the entry Deploy when on gears=FALSE This has activated the drag chute feature. Now when you push the Airbrake key, you achieve rapid deceleration, which is the braking effect of the chute, and a message at screen bottom says "Airbrake deployed" (or whatever) By changing back to Deploy when on gears=TRUE, you must still have the airbrakes deployed to get the drag chute effect. TRUE is the safest way to go. You don't want a mid-air incident. And you still have to press the airbrake key to get the chute to deploy. So to get a drag chute effect in the B-1B, I need a drag-chute SYSTEM entry, and a drag chute section in the aircraft data file. I would have to set Deploy when on gears=TRUE, since the B-1B does have an airbrake system, and if set to FALSE, every time I used the airbrake, the chute would pop out. As I mentioned above: once on the ground, you still have to press the airbrake key to get the chute to deploy. Now I'm getting greedy: How do I get the animation? Anybody who is ahead of me on this, please advise. -
DRAG CHUTES
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thank you for your prompt reply, tonipm99. I have to first of all declare a certain embarassment in that I can find no record that the real B-1B actually has a drag chute, or drogue chute as they like to call it. However, all is not lost, as I have successfully installed a working (but invisible) drogue chute in the B-52G. Thank you for supporting my belief that the Ctrl+B drag chute key is inoperative. Probably an intended feature that was not implemented. You have to admire the genius of the Typhoon builder who installed a working, visible version. It is his data file notations that I have borrowed for the B-52. I had to do a bit of re-reading in my collection of F-117 books today, and not one of them, even the newest Haynes Manual mentions an airbrake. The deflection of flap and ailerons is, I believe, speculation, which internet discourse has championed and derided in equal measure. The FreeFalcon F-117 adopted the rotating taileron concept, and did implement an airbrake in their model. However, mine definitely has no airbrake, but it does have a working drag chute, which when deployed gives the airbrake deployed text message. Thanks again for troubling to reply. -
B-1B Lancer for WOE
alexis99 replied to ivanbasic's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Incidentally, I'm using the F-105D Gunsight with the roll bars, which just gives a little more feedback on your attitude during the bomb run. I had trouble with bombing accuracy at first, but eventually I realised that when you're flying low level bombing, your gunsight depression should be quite a low figure, and the figure for default depression was too high. This meant that the gunsight tried to go up to its correct position, but couldn't go further because it had reached the default stop. Hence, when the death dot touched the target, you were actually delivering bombs at a point beyond it. Anyway, this is what I now use. It's valid for 1000ft delivery and upwards. [GunsightFront] HasGunsight=TRUE GunsightMilSize=100 GunsightName=F-105d_sight.tga GunsightRollTabsName=F-105d_rolltabs.tga LeadComputing=TRUE MinLeadRange=182.88 MaxLeadRange=1828.8 DefaultLeadRange=300 MaxDepression=250 DefaultDepression=40 -
B-1B Lancer for WOE
alexis99 replied to ivanbasic's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Very nice. I did pretty much the same I use a yellow HUD size 15, because it looks good for night missions. I also use a larger radar, as a pop-up, so I can remove it when the cockpit is on screen, or when I need to see the bomb sight. I also added an AA radar, so I can check enemy air activity in my path. I take a normal weapon load of 8 mavericks to clear away the AA and SAMS on a first pass. Then 8 MK84 2000 pounders to obliterate the target And 14 MK82SEs for targets of opportunity At 66% throttle, around 600Kts, and at 1000ft the bombs drop very accurately. Providing you remember to open the bay doors. Ha Ha. I made a slight adjustment to the radar cross section, by taking it down to -0.1. We have an electronic warfare officer on board, so that emulates his activity. This really is an awesome aircraft to fly. -
HUD target box
alexis99 replied to Redeye's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This is good stuff. I tried remarking out the BottomLeftPosition. This gets rid of the data about my own aircraft, which I should know from my HUD and instruments. I left the BottomRightPosition as is, because that gives me information about ground targets, which is essential to know. Thanks! -
HUD Display: Remove Bottom Center Info and change Font Size of eg. Waypoint Distance
alexis99 replied to Haegar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's the FLIGHT folder. I didn't have the MESSAGESYSTEM.ini in my FLIGHT FOLDER, but I used the cat extractor to fetch it from the FLIGHT cat. I didn't want to jump in with both feet, so I took it in stages. I reduced the MAXMESSAGES from 8 to 0. When I got in the aircraft, and instigated the first message by pulling the A-G switch, the game froze. I have to assume that you have to do both the MAXMESSAGE bit and the changing the co-ordinates off screen bit, to avoid this problem. By being methodical, I created a freeze error. However, this error led me to a new discovery which is perfect for me. I changed the MAXMESSAGE number to 1 And I changed the TOPLEFT figures to 0.22,0.965 BOTTOMRIGHT 0.500,0.985 Now I have a single strip at the bottom of the screen, which shows one message only, rather than my last 8 messages all gradually fading away. The benefit of this is great when flying the B-1B, because it confirms for me when I have opened the bomb bay doors. It confirms which Bombs have been chosen: there are three bays and I need to know whether I've chosen MK-84s or MK-82SEs So, thanks for your discovery, Haegar, because it's certainly improved things for me. -
HUD Display: Remove Bottom Center Info and change Font Size of eg. Waypoint Distance
alexis99 replied to Haegar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
And they said it couldn't be done! That's brilliant, Haegar. Guess that SHOULD be put in the knowledge base now. It's certainly going in my knowledge base. I'm glad that I, and the people who said it couldn't be done, now have egg on our faces. -
Problems with SF1
alexis99 replied to dannavy85's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's the way to do it, xrearl. -
HUD Display: Remove Bottom Center Info and change Font Size of eg. Waypoint Distance
alexis99 replied to Haegar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
From what I remember reading, it's hard-wired and can't be done. Might have read that on the third wire forum. It's not in the HUDDATA.ini, like the other stuff is. -
I've just been flying the B-1B in single missions, and when I go to map view, I notice to my horror that there are often 20 B-1B bombers flying in formation behind me. I'm supposed to be doing a stealthy low-bombing mission, and have enough kit to obliterate the target. I don't even need a wingman. So, does anyone know what factors or entries in files that determine how many aircraft you are going have assigned in a single mission? At the moment the only solution is for me to go on the radio, select "Squadron", and tell the loafers to RTB.