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TurtleHawk

Are Laser Guided Weapons modeled?

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Well realistically the weapons usage. I'm a big fan of anti-radiation missiles, so in 1.02 you can use them, in FC you can't. I have to use Kh-31As instead, but oh well I'll be allright.

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why cant you do as much with FC than 1.02? :)

 

 

ooops really ? how come? this one skiped me (along with other stuff i am sure). What is it like in RL though? Able to use those or not? I fancy Anti Radar weaponry much myself too :D

 

Bit nostalgic here ... back in the days of Flanker (before Flanker 2) when i couldnt even afford a pc of my own (or even pc games since i didnt had one lol) and i would spend endless hours at the office playing the Flanker demo from the magazines promotional cds .... lost lot of development steps back then since the floppy size F-15 due to personal life issues, and then ... Flanker , wow .... lol

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And BTW,anyone know what I have to press to show the bombsight?

 

(Oh,a bit offtopic,but,why the secondary fire doesn´t work?)

 

Anyone know?Nobody?

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Anyone know?Nobody?

 

By "bombsight", do you mean as in CCIP, or, a pre-patch 4 pipper? If it's the former, it only appears when the appropriate weapon (A/G) is selected. Ditto for the latter, with the exception of it being essentially the same pipper that's always visible during A/A mode, only it's elevation angle is depressed for A/G targeting.

 

And the secondary fire button works fine. Of course, it would help immensely if your choice of aircraft were equipped with a secondary gun, wouldn't it ? :wink:

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By "bombsight", do you mean as in CCIP, or, a pre-patch 4 pipper? If it's the former, it only appears when the appropriate weapon (A/G) is selected. Ditto for the latter, with the exception of it being essentially the same pipper that's always visible during A/A mode, only it's elevation angle is depressed for A/G targeting.

 

And the secondary fire button works fine. Of course, it would help immensely if your choice of aircraft were equipped with a secondary gun, wouldn't it ? :wink:

 

 

The bombsight I mean is the one like this:

http://forum.combatace.com/index.php?autom...p;showfile=4078#

 

And I have the MiG-15,17 and WWII planes that are supposed t ohave the secondary fire.

But I use the key and nothing.I configure as a different key and nothing again.

And I can prove this because I have the cannon Hs-129,and it´s cannon doesn´t fire with the primary,so must be the secondary.Still that,the cannon is just a simple object...

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The bombsight I mean is the one like this:

http://forum.combatace.com/index.php?autom...p;showfile=4078#

 

And I have the MiG-15,17 and WWII planes that are supposed t ohave the secondary fire.

But I use the key and nothing.I configure as a different key and nothing again.

And I can prove this because I have the cannon Hs-129,and it´s cannon doesn´t fire with the primary,so must be the secondary.Still that,the cannon is just a simple object...

 

Then something's obviously wrong in your install or in your controller configuration, as evidenced by this video, of an unmodified MiG-15 model in action. Notice that secondary fire works quite well: http://forum.combatace.com/index.php?autom...si&img=2703

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Nice threadjacks. ;)

 

Back on topic:

 

Is there anyway to teach the AI wingmen how to use LGBs properly?

 

Because based on my observations they do not distingush between LGB or dumb bombs when attacking a target....

Edited by Gocad

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This is getting good.

 

Yes, I do have the Weapons Pack installed.

 

I have noticed that LGBs are available in the stores for some a/c, but no targeting pod. My answer was maybe the pod was just not included, and I just need to add it to the list(which I don't know how to do, yet).

And it occurred to me that in other sims you can "buddy lase", but thought that's not in SFP/WOE.

There's a lot more going on than advertised!

Thanks for clearing that up.

 

Now about that targeting pod. Can I use the Weapons Data Editor to add a pod to the stores available for various a/c?

Or what is the correct way?

 

Is there more to it than that? Do I have to edit any other a/c info?

 

Thanks for the help.

 

Could you list the planes you are unable to see the pave spike in the loadout!

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Nice threadjacks. ;)

 

Back on topic:

 

Is there anyway to teach the AI wingmen how to use LGBs properly?

 

Because based on my observations they do not distingush between LGB or dumb bombs when attacking a target....

 

No there is no way to teach them to use LGB's. If you send them after the primary target they use LGB's. But anything after that then they just drop them.

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ooops really ? how come? this one skiped me (along with other stuff i am sure). What is it like in RL though? Able to use those or not? I fancy Anti Radar weaponry much myself too :D

 

Bit nostalgic here ... back in the days of Flanker (before Flanker 2) when i couldnt even afford a pc of my own (or even pc games since i didnt had one lol) and i would spend endless hours at the office playing the Flanker demo from the magazines promotional cds .... lost lot of development steps back then since the floppy size F-15 due to personal life issues, and then ... Flanker , wow .... lol

 

Well apparently a lot of the legacy coding in Flanker 2.51 was around, since supposedly the Su-33M was being modelled in Flanker 2.51, hence the weapons capability. Since the Russians are having major issues with their finances, the project was dropped, or ED finally figured out the coding issue and removed it. :wink:

 

But yeah let's get back on topic too, even I'm slightly guilty on this one..

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