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Showing results for tags 'tomcat'.
Found 36 results
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How to change missile guidance?
JamesWilson posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hi everyone, I'm trying to recreate the 1st Gulf of Sidra Incident with my F-14A Tomcats and my Su-22M3 Fitters, doing it extremely historically accurate, paying attention to every little detail. So far i've done everything, and it's almost identical to the real one, but there's ONE issue i can't figure out, let me explain: During the morning of the 19th of August 1981 two F-14A Tomcats intercepted two Libyan Su-22M3 Fitters in the Gulf of Sidra. The Fitters were equipped with two AA-2 "Atoll". Just before the merge, while nose-to-nose, one of the two Fitters fired a missile to one of the two Tomcats, but being the missile a very old and primitive heatseeker, it started tracked and going for the Tomcat, but as soon as the F-14 made a slight break, the Atoll lost its track. The PROBLEM IS: There's no way i can make the Fitters shoot the missiles before merging, if only the AA-2, or any other equippable missile was all-aspect or radar guided just like the R-23, i think it would work. I tried having a head-on merge with two Mig-23 Floggers equipped with radar guided R-23s and they shot at me before merging. I tried all other available missiles and nothing changed, some didn't show either. I tried copying and pasting the Data file from the Aim-7 to the R-60 Data file, and nothing changed. I tried changing the loadout file to R-23, but the Fitters show up without any weapon since there's no R-23 option in loadout for Su-23M3s, so i think it's not possible to have them (and would be historically inaccurate too). I tried changing enemy difficulty from Normal to Hard, but nothing changes still. The only thing the Fitters do is shooting their guns just before the merge, but no missiles are fired when nose-to-nose. Is there a way to fix this? A way i can make my Fitters fire at least one of their missiles when we're nose-to-nose, just like when i got nose-to-nose against Floggers equipped with R-23s? Is it a problem with the enemy AI? Or with the missiles? Or maybe even with the Su-22M3 Fitter i'm using? Thank you very much for helping me -
Can you fix speed and fuel on the TMF Tomcat?
JamesWilson posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hi, after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files? And is it or it's not possible to do? Down here are 2 pictures from the correct cockpit in the default Third Wire F-14: And 2 from the TMF F-14 (the inaccurate one): Thanks for helping. -
TMF F-14 Speed and Fuel Indicators Wrong?
JamesWilson posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hi everyone, I just noticed that the speed indicator in the F-14 Tomcat by TMF (TheMirageFactory) only shows up to 800 kts, and the Mach indicator does not move, not letting you know the speed of the aircraft if you have your HUD turned off. As you can see down here, i'm at Mach 2.23, but the indicator only shows 800 kts and doesn't go above. Obviously it adapts to my altitude, so if i'm higher, then the IAS is lower, but still should move, making it impossible flying at high speed without HUD turned on as i have it down here: Another issue, maybe even worse than the previous one, is that the fuel indicator shows wrong numbers, or as i may think, it shows "a number less". For example: if i have 20000 pounds of fuel left, it should show 20000, but it shows 02000. This is a theory on how it works, not confirmed, and i'm gonna explain you why i think it is like that: I hardly think i truly have 2000 pounds of fuel left, cause i choose Fuel 100% and tried climbing and flying for a long time with full afterburner, and the numbers slowly started going down, even reached the point of burning the engine at Mach 2.30and the fuel wasn't gone yet, it showed i had like 00700 left, so i presume it's 20000 in reality, otherwise i would have been out of fuel in no time, since it's a quantity even under the bingo quantity, but i flew for minutes and minutes in full afterburner, and at 8x speed, so. Speaking of Bingo, there's no bingo indicator. Here's a picture of the fuel indicator: I tried the default F-14 cockpit, and even if that one shows correctly both speed and fuel indicators and even if it's a great cockpit, i personally like more and find more realistic and immersive the TMF one. In the end, since these two indicators are crucial, especially for flying without HUD, and the fuel indicator especially, since there's no way to know how much fuel you have left even with HUD turned on other than the cockpit indicator. So, what i'm asking is: Is there a way to fix these? A mod that remakes the indicators? Or another cockpit that is not the default one that i can use to swap this one? Thanks in advance for helping me.- 24 replies
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F-14 Super Tomcat 21 - was it made for SF2?
TheStig posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Was there ever an F-14 Tomcat 21 made for SF1 or SF2? -
TMF F-14D Super Tomcat Cockpit
Spinoee posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Is the Mirage Factory team able to make a proper cockpit for their F-14D mod? I love the fact that they have put so much effort into making the F-14 Superpack as realistic as is possible within SF2, except for the F-14D cockpit. It appears to use the exact same pit as the F-14B, even though the Super Tomcat had some of its gauges rearranged to allow for 2 MFDs. At left is what is currently included. At right is what the real F-14D Cockpit looked like. I don't know if TMF has anything like this in the works, but if not, I just wanted to remind them (i'm sure they already know given the realism of the other F-14 variants). -
Topgun Maverick : The Tomcat
crisisloaner posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi folks,anyone able to knock up a skin or decals for this beauty ??? I Would try but can't find decent images of the logos anywhere.This image came from an AceCombat mod... -
British cat on the prowl
crisisloaner posted a topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
If only......UK ordered a phantom replacement in the form of F-14B's . -
Interview with Dave "BIO" Baranek F-14 Part 2
MigBuster posted a topic in Military and General Aviation
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Fleet Defender: The F-14 Tomcat Simulation (Steam Sale, until Oct, 17th)
KJakker posted a topic in The Pub
If you want to add it to your classic flight sims collection, Steam has "Fleet Defender: The F-14 Tomcat Simulation" on sale for $1.74 until October 17th. http://store.steampowered.com/app/328930- 1 reply
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From the album What if ?
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From the album What if ?
Captured F-14A copied by soviets... -
TMF F-14 Tomcat Super Pack v1.32
Caesar posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File TMF F-14 Tomcat Super Pack v1.32 The Mirage Factory F-14 Tomcat Super Pack V1.32 22 APR, 2017 What it is: This is the F-14 Tomcat Super Pack v1.32 Full. It includes addition of Direct Lift Control to the Flight Model, AI AIM-54 Phoenix Missiles, modified Iranian F-14 loadouts and other minor adjustments. ================= Installation: =====CAUTION===== 1. This was tested at July 2013 patch level, on an "All 5 Merged" install, as well as a "vanilla" SF2:NA install. Because it uses AvionicsF14A.dll, will require at least SF2:NA (or a TW F-14) to work! It will not work on Gen 1 sims, nor will it work correctly on pre-April 2012 installs! (Caveat: Avionics70.dll F-14D should work on pre-April patch levels). 2. It is HIGHLY recommended you back up your current F-14s to a back up folder. If you have extra skins installed and wish to keep your current folders, be ABSOLUTELY CERTAIN to delete the cockpit folders from each aircraft folder after backing up, as this install features updated cockpits, and retention of the old folders will lead to artifacting on the RWR, VDI, and other systems. If you have custom skins installed, be sure to back up your F-14(A/A+/B/D).ini to preserve the texture set data. ================= 1. Unzip the contents of the F-14SP_V132.7z file into a folder. 1a. If you have installed the Avionics70 F-14D, ensure you back up the .ini files if you haven't renamed the bird, since this install will overwrite F-14D_92, 96 and 06! 2. Open your Strike Fighters 2 mod folder (e.g., C:\User\Saved Games\ThirdWire\StrikeFighters2 Europe\...) 3. CAUTION: (ONLY FOR PRE-v1.30 VERSIONS), DELETE THE PRE-1.30 COCKPIT FOLDERS!!! FAILURE TO DO SO WILL CAUSE ARTIFACTING ON THE VDI, HSD, RWR, AND POSSIBLY OTHER SYSTEMS!!! 3.a. IGNORE STEP 3 IF YOU ARE UPDATING v1.30 OR v1.31 4. Copy the contents of the unzipped Effects, Flight, Missions, Objects, and Sounds folders into your SF2 mod folder, allowing all files to overwrite (Effects, Flight, Missions, Objects\Aircraft, Objects\Weapons, etc). 4a. (RECOMMENDED) Review the flight manual for tactical employment of the F-14. 5. Go fly! NOTE: If this either a new install or an update to the F-14SP v1.30 or 1.31, follow the above procedure, allowing all files to overwrite. If this is an update to 1.14-1.22, follow step 3; for in-depth instructions, follow the F-14SP V132 Installation Instructions.pdf ================= EXTRAS: -You may choose to use the Avionics70.dll F-14D for SAR mode on strike missions. If you wish to do so, see Section 6 of the F-14 SP Update V132 word document (Para 6.1-6.3) for install procedures and recommendations. ================= Aircraft Included: F-14A (1974-1984, 1982-1995, 1996-2004) Iranian F-14A (1977-2030) F-14A+ (1987-1990) F-14B (1991-1995, 1996-2005) F-14D (1992-1995, 1996-2006, 2005-2006) ================= List of effective changes: v1.32 22 Apr 2017 1. Added Direct Lift Control, based on Cliff7600's spoiler speedbreak mod 2. Added AI Phoenix missiles with Rmax of 65nm to improve AI F-14 Probability of Kill 3. Updated flight manual to reflect DLC change and AI AIM-54 (now 75pgs) 4. Assigned White external fuel tanks to F-14A_74 and F-14A_IR (IR does not carry externals by default) 5. Fixed White fuel tank capacity (was not adjusted with grey tank prior) 6. Updated Iranian F-14A loadouts to better match most current data from ACIG 7. Updated/Added Iranian AIM-7E-3 and AIM-9J models to equip Iranian F-14As 8. Changed F-14A_IR availability date to 2030 v1.31 1 Aug 2016 1. Updated engine static thrust to match NATOPS installed measurements 2. Updated flight manual to reflect thrust change v1.30 11 Jun, 2016 1. Updated F-14A/B cockpit by Chris "ToS" with tweaks by Crusader & Caesar 2. Fixed radar scan elevation in VSL-Hi 3. Adjusted aircraft empty weights to remove gun ammo and trapped fuel 4. Added AI F-14s to improve AI survivability in a dogfight 5. Adjusted default gun tracking range to 1000ft/305m. Gun is now more accurate both with and without lock. (Crusader noticed & it was implemented) 6. Adjusted auto-departure numbers to allow the aircraft to fly and depart more naturally 7. Adjusted maximum altitude to provide player engines a buffer between 55,000 and 60,000 feet. 8. Updated cockpit avionics & weapon symbology 9. Updated Wing Sweep schedule and gave Glove Vanes smooth animation to match NATOPS 10. Reduced effectiveness of ALQ-100 & 126 11. Adjusted bands on the AN/ALR-45/50 to match published data 12. Adjusted AoA Indexer to match NATOPS (green = slow, yellow = on-speed, red = fast) 13. Adjusted F-14D_96 loadouts to remove extra AIM-7 loaded into Station 5 alongside AIM-54s 14. Adjusted Sedjil pylon allowable weight (was too low to equip missile) 15. Added inaugural cruise paint schemes for VF-1, -2, -14, -24, -32, -41, -84, -114, and -213 16. Adjusted avionics symbology 17. Added 74-page F-14 SP Flight Manual “F-14SP 01-F14ABD-1.pdf” 18. Fixed ACM Panel (Crusader) 19. Fixed F-14A_82 CAP loadout, which put the ALE-29/39 in the wrong location 20. Fixed jettison point of ECA/EFA to forward Phoenix Station 6R to match installed location 21. Changed skins to .jpeg format to significantly reduce size of mod without sacrificing detail 22. Adjusted external tank fuel quantities to 1800 lbs/tank (maximum internal and external fuel together now matches real-world 19,800lbs, rather than over 20,000lbs). 23. Adjusted engine thrust and Specific Fuel Consumption (SFC). The F110 had approximately 60% of the TF30’s SFC. The F110 was adjusted to lower SFC, while the TF30 was adjusted to increase SFC. ================= Credits: Model: Flying Toaster, Oli Cockpit: Chris (original and new update) with tweaks by Crusader and Caesar FM: ThirdWire, Caesar, Column5, Spectre8750, Cliff7600 Avionics: Crusader, ThirdWire, Sup Gen, Caesar, Dave, CrazyhorseB34 Pilots: Old_Diego, CrazyhorseB34 Skins: Dave, Spectre8750, Column5, Caesar NATOPS Textures: Chris Extra Hangar and Loading Screens: Dave Ejection Mod: Stary Testing: Caesar, Sup Gen, Dave, EricJ, Spectre8750, Saisran, Cougar_1979 Weapons: Ravenclaw, wpnssgt, Bunyap and others New Phoenix: Ravenclaw Manuals/Flight Manual: Caesar ===Dedidacted to Oli=== Submitter Caesar Submitted 06/28/2016 Category F-14 -
Version 1.32
4,374 downloads
The Mirage Factory F-14 Tomcat Super Pack V1.32 22 APR, 2017 What it is: This is the F-14 Tomcat Super Pack v1.32 Full. It includes addition of Direct Lift Control to the Flight Model, AI AIM-54 Phoenix Missiles, modified Iranian F-14 loadouts and other minor adjustments. ================= Installation: =====CAUTION===== 1. This was tested at July 2013 patch level, on an "All 5 Merged" install, as well as a "vanilla" SF2:NA install. Because it uses AvionicsF14A.dll, will require at least SF2:NA (or a TW F-14) to work! It will not work on Gen 1 sims, nor will it work correctly on pre-April 2012 installs! (Caveat: Avionics70.dll F-14D should work on pre-April patch levels). 2. It is HIGHLY recommended you back up your current F-14s to a back up folder. If you have extra skins installed and wish to keep your current folders, be ABSOLUTELY CERTAIN to delete the cockpit folders from each aircraft folder after backing up, as this install features updated cockpits, and retention of the old folders will lead to artifacting on the RWR, VDI, and other systems. If you have custom skins installed, be sure to back up your F-14(A/A+/B/D).ini to preserve the texture set data. ================= 1. Unzip the contents of the F-14SP_V132.7z file into a folder. 1a. If you have installed the Avionics70 F-14D, ensure you back up the .ini files if you haven't renamed the bird, since this install will overwrite F-14D_92, 96 and 06! 2. Open your Strike Fighters 2 mod folder (e.g., C:\User\Saved Games\ThirdWire\StrikeFighters2 Europe\...) 3. CAUTION: (ONLY FOR PRE-v1.30 VERSIONS), DELETE THE PRE-1.30 COCKPIT FOLDERS!!! FAILURE TO DO SO WILL CAUSE ARTIFACTING ON THE VDI, HSD, RWR, AND POSSIBLY OTHER SYSTEMS!!! 3.a. IGNORE STEP 3 IF YOU ARE UPDATING v1.30 OR v1.31 4. Copy the contents of the unzipped Effects, Flight, Missions, Objects, and Sounds folders into your SF2 mod folder, allowing all files to overwrite (Effects, Flight, Missions, Objects\Aircraft, Objects\Weapons, etc). 4a. (RECOMMENDED) Review the flight manual for tactical employment of the F-14. 5. Go fly! NOTE: If this either a new install or an update to the F-14SP v1.30 or 1.31, follow the above procedure, allowing all files to overwrite. If this is an update to 1.14-1.22, follow step 3; for in-depth instructions, follow the F-14SP V132 Installation Instructions.pdf ================= EXTRAS: -You may choose to use the Avionics70.dll F-14D for SAR mode on strike missions. If you wish to do so, see Section 6 of the F-14 SP Update V132 word document (Para 6.1-6.3) for install procedures and recommendations. ================= Aircraft Included: F-14A (1974-1984, 1982-1995, 1996-2004) Iranian F-14A (1977-2030) F-14A+ (1987-1990) F-14B (1991-1995, 1996-2005) F-14D (1992-1995, 1996-2006, 2005-2006) ================= List of effective changes: v1.32 22 Apr 2017 1. Added Direct Lift Control, based on Cliff7600's spoiler speedbreak mod 2. Added AI Phoenix missiles with Rmax of 65nm to improve AI F-14 Probability of Kill 3. Updated flight manual to reflect DLC change and AI AIM-54 (now 75pgs) 4. Assigned White external fuel tanks to F-14A_74 and F-14A_IR (IR does not carry externals by default) 5. Fixed White fuel tank capacity (was not adjusted with grey tank prior) 6. Updated Iranian F-14A loadouts to better match most current data from ACIG 7. Updated/Added Iranian AIM-7E-3 and AIM-9J models to equip Iranian F-14As 8. Changed F-14A_IR availability date to 2030 v1.31 1 Aug 2016 1. Updated engine static thrust to match NATOPS installed measurements 2. Updated flight manual to reflect thrust change v1.30 11 Jun, 2016 1. Updated F-14A/B cockpit by Chris "ToS" with tweaks by Crusader & Caesar 2. Fixed radar scan elevation in VSL-Hi 3. Adjusted aircraft empty weights to remove gun ammo and trapped fuel 4. Added AI F-14s to improve AI survivability in a dogfight 5. Adjusted default gun tracking range to 1000ft/305m. Gun is now more accurate both with and without lock. (Crusader noticed & it was implemented) 6. Adjusted auto-departure numbers to allow the aircraft to fly and depart more naturally 7. Adjusted maximum altitude to provide player engines a buffer between 55,000 and 60,000 feet. 8. Updated cockpit avionics & weapon symbology 9. Updated Wing Sweep schedule and gave Glove Vanes smooth animation to match NATOPS 10. Reduced effectiveness of ALQ-100 & 126 11. Adjusted bands on the AN/ALR-45/50 to match published data 12. Adjusted AoA Indexer to match NATOPS (green = slow, yellow = on-speed, red = fast) 13. Adjusted F-14D_96 loadouts to remove extra AIM-7 loaded into Station 5 alongside AIM-54s 14. Adjusted Sedjil pylon allowable weight (was too low to equip missile) 15. Added inaugural cruise paint schemes for VF-1, -2, -14, -24, -32, -41, -84, -114, and -213 16. Adjusted avionics symbology 17. Added 74-page F-14 SP Flight Manual “F-14SP 01-F14ABD-1.pdf” 18. Fixed ACM Panel (Crusader) 19. Fixed F-14A_82 CAP loadout, which put the ALE-29/39 in the wrong location 20. Fixed jettison point of ECA/EFA to forward Phoenix Station 6R to match installed location 21. Changed skins to .jpeg format to significantly reduce size of mod without sacrificing detail 22. Adjusted external tank fuel quantities to 1800 lbs/tank (maximum internal and external fuel together now matches real-world 19,800lbs, rather than over 20,000lbs). 23. Adjusted engine thrust and Specific Fuel Consumption (SFC). The F110 had approximately 60% of the TF30’s SFC. The F110 was adjusted to lower SFC, while the TF30 was adjusted to increase SFC. ================= Credits: Model: Flying Toaster, Oli Cockpit: Chris (original and new update) with tweaks by Crusader and Caesar FM: ThirdWire, Caesar, Column5, Spectre8750, Cliff7600 Avionics: Crusader, ThirdWire, Sup Gen, Caesar, Dave, CrazyhorseB34 Pilots: Old_Diego, CrazyhorseB34 Skins: Dave, Spectre8750, Column5, Caesar NATOPS Textures: Chris Extra Hangar and Loading Screens: Dave Ejection Mod: Stary Testing: Caesar, Sup Gen, Dave, EricJ, Spectre8750, Saisran, Cougar_1979 Weapons: Ravenclaw, wpnssgt, Bunyap and others New Phoenix: Ravenclaw Manuals/Flight Manual: Caesar ===Dedidacted to Oli=== -
A piece of history narrated by one of the test pilots.
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From the album Ironroad
An early block F-14A of Fighter Squadron One Fourteen (VF-114) the "Aardvarks" starting up on the USS Kitty Hawk. 1977 was the Aardvark's first operational deployment (cruise) with the F-14. VF-114 was disbanded in 1993, after being an active United States Naval squadron since 1945.© Ironroad 2015
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Afterburner Climax Brave Fangs
Warwolf01 posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: Afterburner Climax Brave Fangs File Submitter: Warwolf01 File Submitted: 14 March 2015 File Category: F-14 Basen on Afterburner Climax Brave Fangs F-14D Click here to download this file- 6 replies
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