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Florian last won the day on October 11 2017
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	  TE tod object dialogFlorian replied to Florian's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion Thanks Gepard, i have allready understood the solution, the saying was refering to the simple solution, i have overseen.
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	  TE tod object dialogFlorian replied to Florian's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion Thanks! In german we have the saying "Ich seh den Wald vor lauter Bäumen nicht"... I don't see the forest for the trees....
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	If such an aircraft with towed banner is made, make sure to add these lines (or swap them) in the aircraft's data.INI file: [DetectSystem] RadarType= VisualBlindArc=1,2,3,4,5,6,7,8,9,10,11 VisualRestrictedArc=1L,2L,3L,4L,5L,6L,7L,8L,9L,10L,11L,12L,1H,2H,3H,4H,5H,6H,7H,8H,9H,10H,11H,12H MaxVisibleDistance=6000.0 HasRWR=FALSE That will give the "enemy pilot" only a line of sight strait to the front. Otherwise, when you try to engage the banner, the AI aircraft will start to evade, or try to move itself in firing position.
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	Vergib mir, ich bin seit 17 Jahren Anti-Alkoholiger. Außer mal einem Schuß Wein in der Bratenoße gibts bei mir keinen Alkohol. Daher wußte ich nicht mehr, woraus der Gerstensaft besser schmeckt....
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	Yes, making the offset smaller makes the aircraft waiting closer together. To get more aircraft appear like on carriers, probably won't work on land bases. If i recall the engine function correct, the flight decks mesh name is used to set up the catapults. When you only have 4 catapults, more aircraft will appear until the flight is full. But airfields miss the entry for the "flight deck" (the runway) having systems like catapults or arresting wires.
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	Just keep in mind, how the game engine works. The player "spawn point" can been easily adjusted, BUT, the AI wingmen positions are offset positions of that. Open the TERRAIN_Targets.ini, find the airfield you want to adjust and look for the line AirfieldDataFile=. The file written there must been adjusted. In that file you'll find these entries: TakeOffHead=0,1059 <- "Player spawn point", but also Take off point for AI. 0 means middle of the runway and 1059 the distance from the runway centerpoint to the north. TakeOffTail=0,-1053 TaxiHead[01].Heading=90 TaxiHead[01].Offset=-59.72,1079.41 <- Position of the first wingman When you start as player on the ramp (by editing the INI entries) and you start to taxi, the wingmen will taxi to your starting position and will try to take off from there. Example a 4 ship flight, you start, #2 will taxi to your position, #3 to former position of #2 and so on.
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	From what i see, that terrain would also cover the Erhaç air base in turkey. Although they were not involved in combat, but stood ready for the case of an iraqi attack on turkish grounds, the german air force deployed 18 AlphaJet-A from Jagdbombergeschwader 43 (fighter bomber wing 43) and 8 Roland SAM systems during Desert Storm. Just a thought...
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	Da hast du falsch hin geschaut... Das sind die Paletten Dosenbier. Die Aufnahme entstand kurz vorm Wochenende.
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	  German Air Force TornadosFlorian replied to Florian's topic in Thirdwire: Strike Fighters 2 Series - File Announcements Fix for two files, just replace them and that's it. Package is updated also with this post. TornadoIDS-Fix-18-10-2017.7z
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	  German Air Force TornadosFlorian replied to Florian's topic in Thirdwire: Strike Fighters 2 Series - File Announcements They are setup for not to jettison. The AI mostly drops fuel tanks while engaging enemies, but in real the Tornado would drop them only in case of emergency.
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	  German Air Force TornadosFlorian replied to Florian's topic in Thirdwire: Strike Fighters 2 Series - File Announcements Simple answer, yes you do. But since i made the ladder moving just far away, instead of inside the model (it caused strange shadows). So you see the model in LOD wiewer, but from a such great distance, it doesn't even get rendered.
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