alexis99
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Everything posted by alexis99
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Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
This was in SF1 too. But then what the hell do I know? -
Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Well I did try it out and it now lands around 140 kts, pipper on E bracket (where I lowered it), AOA indexer on center circle. So changing from pounds to kilos has fixed the problem. I know about the fuel weights needing to be in kilos, because it was discussed here a very long time ago, in the SF1 section. You just need to check out a TK aircraft and see how the entries match up to real-world fuel figures. They don't match because TK uses kilos, real world uses pounds. TK uses metric values in everything, so why would he suddenly go for Imperial English in fuel? Makes no sense. -
Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It's a VIRPIL switch box. Just got buttons and switches and dials. I love buttons and switches and dials. Can't get enough of them. Okay, I've just discovered why the Superhornet needs to land at such a high speed. The Fuel Tank entries are in pounds and should be in Kilos. You've taken the entries from the NATOPS manual which are in pounds, and directly input them into the data file. They need to be converted to kilos. That reduces the weight of the aircraft massively. Hence it will land more slowly. It also means you'll see some fuel usage on the indicator. Max trap weight is 44,000lb gross. Your landing speed should be 136 KCAS; AOA 8.1deg, according to NATOPS I must reset the fuel and try it out. -
Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Okay. The problem is that the box at bottom left which shows throttle percentage is always in red with the notation (AB) after it at whatever throttle setting selected. When I first enter the cockpit, the throttle shows 50% in white. Movement in either direction causes a jump to red with the (AB) notation. Afterburner sound is always on. In the exterior view afterburner is not showing ON at lower throttle settings. I tested BLKI and BLKII on three computers. The problem only occurs in the Simulator computer; the one with the controllers. Conclusion is that the addition of the VIRPIL controller to my set-up has caused this single unique problem on this aircraft alone. No biggie, because it's a great aircraft to fly. I have Thrustmaster A-10 throttle, F/A-18 Stick, and one MFD; CH products Quad (for Flap ,hook and gear levers); Saitek rudder; programmable pad (for commands); and I just introduced the VIRPIL control box, and that must have changed something. I checked all the assignments and everything is otherwise fine. I have adjusted the Cockpit and Avionics in the aircraft so that I can see the MFD panels on the main screen without scrolling down. And I can see the fpm in the HUD on the runway at correct landing speeds. It usually vanishes at former settings way before you get the AOA indexer on circle. Now you can have the fpm centred in the E bracket on the runway, with the AOA on optimum, and be on glideslope in the Right MFD. Textbook landing. If you are interested: Cockpit Seat: Offset=0.0,-0.11,0.050 Position=0.0000,4.7768,1.1004 ViewAngles=0.0,-14.2,0.0 HUD [HUD] HUDColor=0.18,1.0,0.48,0.80 HUDMaterial=HUDMaterial BoresightOffset=0.0,0.0 ViewportTopLeft=-0.145,-0.080 ViewportBottomRight=0.145,0.360 GunBoresightAngle=0.0 RocketBoresightAngle=0 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [HUDFont] TextFontName=Arial TextSize=12 TextBold=TRUE [HUDModeNav] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AttitudeBars Symbol[03]=HUD_HeadingScale Symbol[04]=HUD_AirspeedText Symbol[05]=HUD_AltitudeText Symbol[06]= Symbol[07]=HUD_WaypointID Symbol[08]=HUD_WaypointRange Symbol[09]=HUD_waterline Symbol[10]=HUD_TD Symbol[11]=HUD_G Symbol[12]=HUD_LaserTarget Symbol[13]=HUD_RadarAltText Symbol[14]=HUD_Speed_Box Symbol[15]=HUD_Alt_Box Symbol[16]=HUD_GSymbol Symbol[17]= Symbol[18]= Symbol[19]=HUD_Alpha Symbol[20]=HUD_MachSymbol Symbol[21]=HUD_Mach Symbol[22]=HUD_AlphaSymbol Symbol[23]=HUD_BankIndicator Symbol[24]=HUD_BankScale Symbol[25]=HUD_Max_G Symbol[26]=HUD_Max_GSymbol [HUDModeLanding] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AttitudeBars Symbol[03]=HUD_HeadingScale Symbol[04]=HUD_AirspeedText Symbol[05]=HUD_AltitudeText Symbol[06]= Symbol[07]=HUD_WaypointID Symbol[08]=HUD_WaypointRange Symbol[09]=HUD_waterline Symbol[10]=HUD_TD Symbol[11]=HUD_G Symbol[12]=HUD_AOA_Bracket Symbol[13]=HUD_RadarAltText Symbol[14]=HUD_Speed_Box Symbol[15]=HUD_Alt_Box Symbol[16]=HUD_GSymbol Symbol[17]=HUD_SteerLine Symbol[18]=HUD_Glideslope Symbol[19]=HUD_Alpha Symbol[20]=HUD_MachSymbol Symbol[21]=HUD_Mach Symbol[22]=HUD_AlphaSymbol [HUDModeAA] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AttitudeBars Symbol[03]=HUD_HeadingScale Symbol[04]=HUD_AirspeedText Symbol[05]=HUD_AltitudeText Symbol[06]=HUD_LCOS Symbol[07]=HUD_TD Symbol[08]=HUD_SRM Symbol[09]=HUD_Alpha Symbol[10]=HUD_Mach Symbol[11]=HUD_G Symbol[12]=HUD_AlphaSymbol Symbol[13]=HUD_RadarRange Symbol[14]=HUD_Max_G Symbol[15]=HUD_Speed_Box Symbol[16]=HUD_Alt_Box Symbol[17]=HUD_GSymbol Symbol[18]=HUD_MachSymbol Symbol[19]=HUD_AAModeText Symbol[20]=HUD_RadarClosure Symbol[21]=HUD_Target_Aspect_H Symbol[22]=HUD_Target_Aspect_R Symbol[23]=HUD_AAModeText2 Symbol[24]= Symbol[25]=HUD_ASE_SRM Symbol[26]=HUD_ASE_MRM Symbol[27]=HUD_BORESIGHT1 Symbol[28]=HUD_BORESIGHT2 Symbol[29]=HUD_ASE_TARGETH Symbol[30]=HUD_ASE_TARGETR Symbol[31]=HUD_Max_GSymbol Symbol[32]=HUD_WeaponCount Symbol[33]=HUD_Target_Alt Symbol[34]=HUD_Target_Tas [HUDModeAG] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AttitudeBars Symbol[03]=HUD_HeadingScale Symbol[04]=HUD_AirspeedText Symbol[05]=HUD_AltitudeText Symbol[06]=HUD_CCIP Symbol[07]=HUD_G Symbol[08]=HUD_LaserTarget Symbol[09]=HUD_RadarAltText Symbol[10]=HUD_MavSeeker Symbol[11]=HUD_Speed_Box Symbol[12]=HUD_Alt_Box Symbol[13]=HUD_GSymbol Symbol[14]=HUD_Max_G Symbol[15]=HUD_Max_GSymbol Symbol[16]=HUD_Mach Symbol[17]=HUD_MachSymbol Symbol[18]=HUD_Alpha Symbol[19]=HUD_AlphaSymbol Symbol[20]=HUD_AGWeaponCount Symbol[21]=HUD_TD Symbol[22]= Symbol[23]=HUD_WaypointRange Symbol[24]= Symbol[25]=HUD_AGMode Symbol[26]=HUD_AGWeaponText Symbol[27]=HUD_BankIndicator Symbol[28]=HUD_BankScale [HUD_BankIndicator] SymbolType=ROLL_INDICATOR ImageFilename=cockpit\HUD\HUD_BankIndicator.tga ImageSize=0.200 FixedScale=TRUE MinValue=-45 MaxValue=45 ImagePosition=0.00,0.205 [HUD_BankScale] SymbolType=IMAGE ImageFilename=cockpit\HUD\HUD_BankScale.tga ImageSize=0.280 ImagePosition=0.00,0.170 [HUD_FlightPath] SymbolType=FLIGHTPATH_MARKER ImageFilename=cockpit\hud\HUD_flightpath.tga ImageSize=0.034 [HUD_AttitudeBars] SymbolType=ATTITUDE_BARS ImageFilename=cockpit\hud\HUD_attitude_bars%d.tga ImagePosition=0.0,0.00 ImageSize=0.180 StepInterval=5 StepHeight=0.25 [HUD_HeadingScale] SymbolType=HEADING_SCALE ImageFilename=cockpit\hud\HUD_hdg_scale_caret.tga ImagePosition=0.0,-0.022 ImageSize=0.0125 ScaleImageFilename=cockpit\hud\HUD_heading_scale.tga ScaleImagePosition=0.0,-0.042 ScaleImageSize=0.125 Scale=30.0 HorizontalAlignment=CENTER VerticalAlignment=CENTER ScaleTextInterval=10 ScaleTextUnit=1 ScaleTextPosition=0.0,-0.050 ScaleTextFormat=%03.0f DisplayUnit=DEG [HUD_Speed_Box] SymbolType=Image ImageFilename=cockpit\hud\hud_box1.tga ImageSize=0.070 ImagePosition=-0.114,0.104 [HUD_ALT_Box] SymbolType=Image ImageFilename=cockpit\hud\hud_box2.tga ImageSize=0.070 ImagePosition=0.109,0.104 [HUD_AirspeedText] SymbolType=AIRSPEED_TEXT TextPosition=-0.100,0.100 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%.0f DisplayUnit=KNOTS [HUD_AltitudeText] SymbolType=ALTITUDE_TEXT TextPosition=0.130,0.100 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%.0f DisplayUnit=FEET [HUD_RadarAltText] SymbolType=RADAR_ALT_TEXT TextPosition=0.130,0.126 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=R %.0f DisplayUnit=FEET MaxValue=1500 [HUD_LCOS] SymbolType=LCOS [HUD_CCIP] SymbolType=CCIP FallLineImage=cockpit\hud\HUD_FallLine1.tga ImageSize=0.200 [HUD_TD] SymbolType=TD_RADAR ImageFilename=cockpit\hud\HUD_TD_AAM.tga ImageSize=0.0350 [HUD_SRM] SymbolType=TD_HEAT ImageFilename=cockpit\hud\HUD_srm_seeker.tga ImageSize=0.0365 ImagePosition=0.00,0.000 [HUD_waterline] SymbolType=IMAGE ImageFilename=cockpit\hud\HUD_waterline.tga ImageSize=0.025 ImagePosition=0.00,0.000 [HUD_AOA_Bracket] SymbolType=IMAGE ImageFilename=cockpit\hud\HUD18_AOA_BRACKET.tga ImageSize=0.050 ImagePosition=-0.02,0.340 [HUD_AlphaSymbol] SymbolType=IMAGE ImageFilename=cockpit\hud\HUD_alphasymbol.tga ImagePosition=-0.124,0.130 ImageSize=0.0150 [HUD_Alpha] SymbolType=ALPHA_TEXT TextPosition=-0.110,0.126 HorizontalAlignment=LEFT VerticalAlignment=CENTER DisplayUnit=DEG TextFormat=%0.01f [HUD_MachSymbol] SymbolType=TEXT TextPosition=-0.130,0.173 Text=M HorizontalAlignment=LEFT VerticalAlignment=CENTER [HUD_Mach] SymbolType=MACH_TEXT TextPosition=-0.110,0.173 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=%0.02f [HUD_GSymbol] SymbolType=TEXT TextPosition=-0.130,0.193 Text=G HorizontalAlignment=LEFT VerticalAlignment=CENTER [HUD_G] SymbolType=CURRENT_G_TEXT TextPosition=-0.110,0.193 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=%0.1f [HUD_Max_GSymbol] SymbolType=TEXT TextPosition=-0.130,0.213 Text=X HorizontalAlignment=LEFT VerticalAlignment=CENTER [HUD_Max_G] SymbolType=MAX_G_TEXT TextPosition=-0.110,0.213 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=%0.1f [HUD_ASE_MRM] SymbolType=ASE_RADAR ImageFilename=cockpit\hud\HUD_ASE_MRM_grey.tga ImageSize=0.120 ImagePosition=0.00,0.000 AspectCaretImage=cockpit\hud\HUD_ASE_TARGET2.tga [HUD_LaserTarget] SymbolType=TD_LASER ImageFilename=cockpit\hud\HUD_laser_target.tga ImageSize=0.025 [HUD_MavSeeker] SymbolType=TD_EO ImageFilename=cockpit\hud\HUD_mav_seeker.tga ImageSize=0.050 [HUD_AAModeText] SymbolType=SELECTED_WEAPON_TEXT Text= GunText=GUN HeatText=HEAT RadarText=RDR ActiveRadarText=ARH NoWeaponText=XXX TextPosition=0.0,0.193 HorizontalAlignment=CENTER VerticalAlignment=CENTER [HUD_WeaponCount] SymbolType=WEAPON_COUNT_TEXT TextPosition=0.000,0.213 HorizontalAlignment=CENTER VerticalAlignment=CENTER TextFormat=%01d [HUD_RadarClosure] SymbolType=RADAR_TARGET_VC_TEXT TextPosition=0.130,0.173 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%03.0f VC DisplayUnit=KNOTS NoTargetText= [HUD_RadarRange] SymbolType=RADAR_RANGE_TEXT TextPosition=0.130,0.193 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%0.1f NM DisplayUnit=NM [HUD_Target_Alt] SymbolType=RADAR_TARGET_ALT_TEXT TextPosition=0.130,0.213 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%0.0f FT DisplayUnit=FEET [HUD_Target_TAS] SymbolType=RADAR_TARGET_TAS_TEXT TextPosition=0.130,0.233 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%0.0f KT DisplayUnit=KNOTS [HUD_Target_Aspect_H] SymbolType=ASE_HEAT ImageFilename=cockpit\ ImageSize=0.120 ImagePosition=0.00,0.097 AspectCaretImage=cockpit\hud\F18_SRM_ASPECT.TGA [HUD_Target_Aspect_R] SymbolType=ASE_RADAR ImageFilename=cockpit\ ImageSize=0.120 ImagePosition=0.00,0.097 AspectCaretImage=cockpit\hud\F18_SRM_ASPECT.TGA [HUD_BORESIGHT1] SymbolType=SELECTED_WEAPON_TEXT GunText=| TextPosition=0.000,0.092 HorizontalAlignment=CENTER VerticalAlignment=CENTER [HUD_BORESIGHT2] SymbolType=SELECTED_WEAPON_TEXT GunText=__ TextPosition=0.00,0.013 HorizontalAlignment=CENTER VerticalAlignment=CENTER [HUD_ASE_TARGETH] SymbolType=ASE_HEAT ImageFilename=cockpit\ ImageSize=0.120 ImagePosition=0.00,0.100 AspectCaretImage=cockpit\hud\HUD_ASE_TARGET2.tga [HUD_ASE_TARGETR] SymbolType=ASE_RADAR ImageFilename=cockpit\ ImageSize=0.120 ImagePosition=0.00,0.100 AspectCaretImage=cockpit\hud\HUD_ASE_TARGET2.tga [HUD_WaypointID] SymbolType=WAYPOINT_ID_TEXT TextPosition=0.095,0.173 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=NAV%d [HUD_WaypointRange] SymbolType=WAYPOINT_RANGE_TEXT TextPosition=0.095,0.193 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=%0.1f DisplayUnit=NM [HUD_AGMode] SymbolType=TEXT TextPosition=0.095,0.173 Text=AG HorizontalAlignment=LEFT VerticalAlignment=CENTER [HUD_AGWeaponText] SymbolType=SELECTED_WEAPON_TEXT Text= GunText=GUN BombText=BOMB RocketText=RKT EOText=EO LaserText=LST ARMText=ARM NoWeaponText= TextPosition=0.095,0.213 HorizontalAlignment=LEFT VerticalAlignment=CENTER [HUD_AGWeaponCount] SymbolType=WEAPON_COUNT_TEXT TextPosition=0.095,0.233 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=%01d ;GunRoundMultiplier=0.01 -
Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I changed MilNozzle=0.50 to 0.0, I believe. I matched it up with the standard hornet. But it's all for nothing as the problem has returned. I'm wondering if it's the new Virpil control box that is interfering. I've just noticed that I have a different E model on my other computer, so I need to do a proper investigation. I'll let you know -
Changing the year when weapons become available
alexis99 replied to porschefan's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In the data.ini for the aircraft, you have to make sure the weapon stations have the IRM notation. And you have to make sure it has the correct weapon attachments: USN, USAF, NATO should cover it The weapon data should be altered to make sure the attachment is one of those you've set in the aircraft data.ini And you change the dates to the ones you want. The horrible entry is the specific station code which means only that particular weapon can be carried. That's a nightmare that someone else can explain. I once read that F-8Es carried the AIM-9C, which was a radar-guided sidewinder, and that got quite a success rate with MiG kills. But I couldn't get the AIM-9C on the F-8E. The dates were right in both weapon and aircraft, but in the aircraft data.ini the weapon racks for the sidewinders specified IRM. I added SAHM to that, and suddenly there were the AIM-9Cs. Then I flew a Marine F-8E and couldn't get the AIM-9C. That's because the AIM-9C was specifically a USN weapon. So to get it onto the Marine Crusader, I would have to alter the attachment codes in the aircraft Data.ini and add USN. -
Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes, it's just me, but altering the data.ini file by removing an erroneous value fixed it. So I guess when I downloaded the aircraft the file got corrupted in that mysterious way that they do. -
Razbam A-6 Cockpit in TKs A-6
alexis99 replied to snapper 21's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
That worked for me, thank you. The other method, removing the TK probe in favour of the Razbam probe meant making the fuselage not be seen from the cockpit. Consequently, when you looked in the mirrors the wings suddenly stopped at their red edges and you had an empty space where the fuselage should be. It looked crazy. So keeping the TK probe, and removing the Razbam one has given me a complete aircraft in the mirrors. -
Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I normally load F Mavericks for the wingman in a Superhornet flight. The Superhornet Data.ini has no entry for Maverick use. It has an entry for strafe, which is probably why my wingman likes to strafe and won't use the F Mavericks Anyway, I decide I'd give him a try with the D model Mavericks and guess what, he actually deployed them on every target I designated for him. Superhornet has a slight problem in that the afterburner is always on. That is, the speed text in the lower left is always red with an A/B discrete after it, even at very low throttle settings. And the afterburner sound is always there. I'm pretty sure no-one else has ever had this problem, so there's no point in explaining the fix. But it wasn't my Thrustmaster kit, it was a duff entry in the data.ini. -
Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
So let's get this straight: On your way to the Primary, you press the target cycle keys and it cycles through the targets in the area? Mine doesn't do that. Only when I've killed the primary can I cycle other targets. Sometimes I get the odd jump to maybe a cargo ship, and then I can't cycle back until I've passed it. -
Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It works great. I used to get a flight of 8 B-1Bs when they were Bombers. Changed them to Attack and just got the 2. That was SF1 though -
Altering AI behaviour.
alexis99 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes the AI wingman is stupid; I usually RTB him. Wingmen are ok with A-A, but useless A-G. My F/A-18A wingman doesn't know how to use mavericks, so if you give him a Shilka to attack, he strafes it, misses and then tells you "He's firing". What a surprise! The other annoyance with ground attack is that when you approach the target, Hangar for instance, it is locked as a target. This means you can't order your wingman to attack the SAM site next to it, because you can't break the lock on the Hangar. And this means that you can't take out the SAM site either. Only when you've hit the Principle target can you cycle other targets. You're always better with a four-ship mission. At least you can tell 3 and 4 to Attack Air or Attack Ground, and number 3 will use his own initiative, whilst number 4 acts like a typical wingman and expends no ordnance. I seem to recollect in WOV1 that you could cycle other targets as you approached the principle target. On the way to destroy a hangar, I used to be able to target an AA vehicle for the wingman, target one for myself, and tell 3 and 4 to hit ground targets. I'd launch, switch to bombs and watch as missiles from all four aircraft took out the AA ahead of me and gave me a clear run to the Hangar. A proud thing to see. Course we were using cheaty bullpups then. -
Razbam A-6 Cockpit in TKs A-6
alexis99 replied to snapper 21's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I see, Mr Bond. -
SF2 F-15 Eagle Super Pack Redux 2018
alexis99 replied to Viper63a's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
The F-15A is fantastic. Beautiful flight model, beautiful cockpit, a pleasure to fly. Unfortunately something has gone wrong with your Avionics file. The HUD graphics have incorrect path instructions, presumably because they were written before the HUD graphics were bundled up in their own folder. So you currently have: ScaleImageFilename=cockpit\whatever.tga But you should have ScaleImageFilename=cockpit\HUD\whatever.tga Same with radar. All graphic files are actually in: cockpit\RADAR\whatever.tga, not cockpit\whatever.tga Some of the individual files have incorrect nomenclature too since there is a mixture of prefixes: F-15_whatever.tga, F15_whatever.tga, HUD_whatever.tga. Anyway, it actually was fun sorting it out because I love tinkering with avionics files. Sort of an added feature for crossword puzzle addicts. But I thought I should mention it. I have this lonely feeling that I'm the only F-15A pilot here. -
I really can't get along with the auto-flaps in the Superhornet. The left and right inner and outer flaps don't kick in until you're below 150 Kts, and by then you're sinking fast, so no good for landings. I think the figures are a little low, so I changed them to come in around 200 Kts. Then I thought, what the hell, I'll make them manual with blowback like the old F-18 does. Now I can put the pipper on the deck and land at around 160 Kts. A bit high, but there's no fuel dump facility in SF. Can anyone tell me how they fare when landing with auto-flaps as supplied?
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Auto-flaps.
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I was just checking out the TW Tomcat77, and I can keep the fpm pipper positioned just beyond the wires at about 132 Kts, with a little buffet and a red down V on the indexer. At 130 Kts, I can get the yellow circle, but I don't like the buffet because it means I've got a stall coming, doesn't it? Real manual says be at 275 ft, 180 Kts at 1 mile. No way the TW indexer will agree with that. From there, approach speed should be 130-150 Kts I can get it down to 136 Kts, pipper beyond wires, no buffet, but the indexer is off. So you're doing it just about by the book Mr rlwicker. I'm going to come in a bit faster now. Incidentally, I slightly rearranged the cockpit size and position, and adjusted the HUD display accordingly to keep the pipper in frame right down to 130 Kts, so it's comfortably IN at 136 Kts. The Superpack Tomcat82 has that damned camera at the bottom of the HUD, so you have to come in faster on that one to keep the pipper in view. Indexer is useless. -
Auto-flaps.
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thank you for your replies. I trap pretty good just about every time, even when the damned admiral decides to change course at the last minute. I just don't believe some of the quoted figures, or the indexer. And I don't trust auto-flaps. Although they work quite well on the F-117, which glides well at low speed. It's true that if you can't dump fuel and you're still carrying AA, then your landing speed must be much higher, so auto flaps not kicking in until 150 kts is highly dangerous. I have a book on the Canadian Hornet and the chapter on flying says the Hornet lands at 120 Kts plus 3 Kts per 1000 lb fuel left. That's a clean aircraft, I believe, so if you factor in the AA you're still carrying, you're talking about a 160 Kt landing speed. And it works. It also says that you can override the auto-flaps. SF won't allow you to do that, so the best solution is to make them manual in the data file. I assume the Superhornet has an auto-flap override and as I said, that's what I've given it. Incidentally, I lowered the E landing marker on the HUD in the Canadian Hornet, and I can actually land by the book. E marker on your touchdown point, pipper in centre, 160 kts. (Funny, but I always come back with just under 10,000lbs fuel. Maybe I shouldn't fill her up on the field). -
Razbam A-6 Cockpit in TKs A-6
alexis99 replied to snapper 21's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
"Cockpits (not included) required in order to make the A-6 flyable" is what it says on the download page. The question asked was: "Were the consolidated .ini fixes for the Razbam A-6 pits ever made available anywhere?" You say "Everything you need should be in the" Superpack 1.51 But there is no cockpit included. -
Razbam A-6 Cockpit in TKs A-6
alexis99 replied to snapper 21's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Does this kind of fix work for all aircraft that have frozen fuel needles? -
ANIMATION KEYS I'm a little surprised that there is no standardisation of animation keys amongst developers. Perhaps it's small beer amongst all the other things they have to think about. But it's quite awkward to find that the open canopy command is SHIFT+1 in one aircraft and SHIFT+10 in another. Especially when you want to assign the command to a specific switch in your Home-built cockpit. And it often occurs that you miss a cool animation feature because it's tied to another key and you didn't RTFM. F-117, extend antennas, wow! Anyway, I made my own standardised list and altered the animation keys in each aircraft to suit. It's easy to do. Just go into the Data file and search "InputName=ANIMATION" You'll get something like this: [RefuelDoor] SystemType=ANIMATION InputName=ANIMATION_2 DeploymentMethod=MANUAL AnimationTime=2.0 AnimationID=7 Just replace the number after InputName=ANIMATION_(number) to the number key you want to use. I made the above InputName=ANIMATION_3 So whatever the designers assign, I alter to suit this list SHIFT+1 = CANOPY + WING FOLD SHIFT+2 = TRAIL DECOY (SUPERHORNET HAS THIS) SHIFT+3 = AIR-REFUEL PROBE/REFUEL DOOR SHIFT+4 = EXTEND ANTENNAS (F-117 HAS THIS) SHIFT+5 = SLIMERS SHIFT+6 = NIGHT VISION GOGGLES (MARINA MILITARE HARRIER HAS THIS) SHIFT+7 = WING FOLD (NOT ATTACHED TO CANOPY) SHIFT+8 SHIFT+9 SHIFT+10 Okay, egg-sucking tutorial over.
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Key settings unassigned
alexis99 replied to DEVIL11's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
WOW! Why would that affect key bindings? Is that a case of "It just does"? -
ANIMATION KEYS
alexis99 replied to alexis99's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In SF1, which I only left last year, because my WinXP computer died, shift+1 was always canopy. That's why I noticed when migrating to SF2 -
Buying RAZBAM - A-6 Intruder for the TW series
alexis99 replied to KaktusBonus's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes, it's the cockpit I'm talking about. I've always used the Third Wire A-6 aircraft, because it flies better; doesn't pitch up so much off carrier, lands comfortably. But the Diane emulation in the Razbam cockpit is good to look at. -
Buying RAZBAM - A-6 Intruder for the TW series
alexis99 replied to KaktusBonus's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Did anyone ask the Razbam crew if we could distribute their stuff on here? I have their stuff. I improved it a bit to my own liking. It works in SF2. Seems a shame not to share it if they aren't interested any more.