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SDirickson

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Everything posted by SDirickson

  1. I use a Radeon 8500 128mb, and I had terrible frame rates too. I downloaded the latest official drivers from ATI, and I ran the rage3d.com tweaker to turn off HT&L, and now I get 35+ fps at almost full detail.
  2. Try FRAPS. http://www.fraps.com/
  3. Theres a program out now that will allow you to connect through TCP-IP, hopefully somebody can supply you the link, I kinda forgot it. The damage modelling I think is pretty good, though I'll agree that the ground collision modelling can be a bit spotty. I have hit pretty hard sometimes only to see the plane ricochet around, and back up into the air at a crazy angle. Then again, most of the time the modelling is great. If I do a belly landing, I expect the plane to not explode immediately, and I have had numerous occasions of doing a bit too low of a rocket run, only to pull out with half a horizontal stablizer missing, along with a coupla rocket pods. I'll certainly agree that the explosion effects are sub par for most ground effects, like bombs or when you auger in. And as for the missiles, I haven't experienced any problems with it. Real missiles normally don't cause the plane to explode, but merely punch a couple of holes through it with shrapnel. Only hitting a fuel line or live ordinance causes the entire plane to explode.
  4. Exactly right, pc. As long as they don't drop the ball, SF:P1 has the potential to rival even Jane's F-15 and F/A-18, which I consider the absolute finest simulations out there, along with Longbow 2 of course.
  5. In the manul it says the A2G gunsight is manually depressable to 245 mil. Does that mean we should be able to control the pipper ourselves? I'd like to be able to align it a bit more with the guns. The Key Command Pamphlet does not list the correct default keys for the weapon's view. It says it is f10, and it actually is f9. The salvo command does not work for rockets. No matter what I set ripple to, no matter how long I hold the trigger for, it will not fire more than a single rocket. The debriefing incorrectly display rocket accuracy. For example, when firing rockets at ships, it will give you a kill, but say the rocket missed. Red Crown does not give you vectors to nearest threats when performing an intercept. You have to ask for vectors to your primary target. Any way to get Red Crown to merely provide vectors to all enemy aircraft in the vacinity? Is there any difference at the moment between Mk.20's and normal bombs? It seems there is no cluster bomb effect, and you just have to put the Rockeye exactly on target. Hitting r in multiplay gives me a CTD 100% of the time. I occasionally get a CTD hitting f6, especially if all the player aircraft haven't respawned. My System: 1.4 ghz Athlon 256 PC-2100 DDR-RAM Radeon 8500 with latest official drivers and HWT&L off Soundblaster X-Gamer 5.1 Saitek X-45 Windows 98 SE
  6. I always look for the smoke from the FAC, or I hit 'e' and 'r' till I padlock the right target. But like pcpilot said, flying along at 350 may be a bit fast. I know Thud pilots used to do there run in's at 540+ knots, and that really cuts down on your time to distinguish your target, but they were normally bombing larger, more easibly definable objects.
  7. Well, lets hope that ThirdWire learns from Project 1 and can make their subsequent Projects excellent enough to rival the best flight sims out there. Don't take this as critisism of Strike Fighters, because it is not. I truly enjoy SF, and as soon as it gets a little broken in (and hopefully patched) I am sure it'll give most other sims out there a run for their money. It is already twice as good as Mig Alley and IAF. All I am saying is that if ThirdWire can improve upon P1, then their next game will be incredable.
  8. Hey cool, I didn't know about the bay doors. I wonder what other buttons there are...
  9. I found the Falcon: F-4C Loadout. And its no big deal, the Sidewinder easily outclasses it.
  10. I have yet to see a drag chute, and I know that the real F-4 could carry flares.
  11. Hope it works for ya. The MiG-17 and 19 are an absolute blast!
  12. I'll look again. I just found the AIM-4's by the way. You can load em on the F-4C.
  13. Umm, first, did you make a backup of the original aicraft? I'll paste the entire *.ini of the MiG-17 here so you can copy it into the original aicraft. [AircraftData] AircraftFullName=MiG-17F Fresco-C AircraftDataFile=MiG-17F_data.ini CockpitDataFile=A-4C_cockpit.ini HangarScreen=A-4C_hangar.bmp LoadoutImage=A-4C_loadout.bmp LoadoutFile=MiG-17F_loadout.ini AvionicsDLL=Avionics60.dll AvionicsDataFilename=A-4C_avionics.ini [LOD001] Filename=MiG-17F.lod Distance=100 [LOD002] Filename=MiG-17F_lod002.lod Distance=250 [LOD003] Filename=MiG-17F_lod003.lod Distance=500 [LOD004] Filename=MiG-17F_lod004.lod Distance=1000 [LOD005] Filename=MiG-17F_lod005.lod Distance=8000 [shadow] CastShadow=TRUE ShadowLOD=MiG-17F_shadow.shd ShadowType=1 ShadowCastDist=10000 MaxVisibleDistance=300 [DamageTexture] DamagedPostFix=_Holes.tga DestroyedPostFix=_Shredded.tga [TextureSet001] Directory=SovietSilver1 Name=Soviet Silver Nation=Soviet Specular=1.00 Glossiness=0.50 Reflection=1.00 That is all the data in the file of the new MiG-17. All you need to do aside from that is copy the Cockpit folder from the A-4C, and the A-4C loadout bitmap. If that doesn't work, email me.
  14. OK, I figured out how to make the AI aircraft flyable, but I can't figure out how to change loadouts. Can anybody tell me how? And was it just my imagination, or did I see AIM-4 Falcons in the loadout screen somewhere? Oh yeah, is there some way to edit the pilot's view position, so I can a better over the nose view for A2G?
  15. I thought the snake-eye's were included in the game already? It mentions 'em in the manual. Look for them on the F-4E, if anywhere. BTW, has anybody been able to get the weapons view to work? I wanna watch my bombs.
  16. I just hope more people see this and start making cockpits and loading screens for the aircraft.
  17. No problem. I have only flown the aircraft in the Single Missions, you just select them from the drop down menu like the normal ones. I haven't fiddled with the campaigns yet, and I don't think the sim will load them for Instant Action. As for multi-player, well, it'll have to wait for HyperLobby. The loadouts can be changed just like the normal aircraft, and the weapons will all reflect the actual aicraft. MiG-21's will use AA-2 Atolls, and O-1E's can mount HVARs, etc... If you want, I can send you a modifed *.ini so you can directly see the changes, but it is exactly like I described it before. There really aren't any suprises or difficulties.
  18. No, no. You don't have to 'replace' anything. This is modifying the *.ini of each AI aircraft, and changes nothing from the original flyable aicraft. So, when you get done, EVERY SINGLE AIRCRAFT is flyable. It would be a good idea to keep backups, though.
  19. I don't know if anybody has done this, or posted how to do so, but it is very easy to make the AI planes included with Strike Fighters flyable. 1. Go to the ObjectsAircraft directory 2. Copy the cockpit folder and loading screen bitmap of the aircraft of your choice into the folder of the AI aircraft 3. Open the *.ini file in each folder, and copy the data at the top from the original file to the AI aircraft's file. The data should look like this: [AircraftData] AircraftFullName=A-4E Skyhawk AircraftDataFile=A-4E_data.ini CockpitDataFile=A-4E_cockpit.ini * HangarScreen=A-4E_hangar.bmp * LoadoutImage=A-4E_loadout.bmp * LoadoutFile=A-4E_loadout.ini AvionicsDLL=Avionics60.dll * AvionicsDataFilename=A-4E_avionics.ini * The lines marked with the * at the end are what normally needs to be copied to the AI aircraft. Thats it, just start up a single mission and enjoy a MiG-17. The loadout screen will look like the loadout screen of whatever aircraft you copied from, but all of the weapons and skins will be for the new aircaft. Hope you guys enjoy this.
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