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As the topic description says, I have no especial wish to die in more simulated exotic ways but am I the only one able to survive major strings of flak in WoV? I regularly get hit by SAMs and lose bits to smaller calibre flak when I am down in the weeds. But I have not been taken out by heavier flak for a very, very long time - and neither have members of my flight. The flak comes up in considerable volume and lights up the sky and there is stuff everywhere - but it is just ineffective. Or maybe I am just lucky? How many of you guys get blown away by heavy flak in WoV, WoE and SF? :skull:

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I got downed once by Hack Hack fire, flying a F-11 playing in OTC.

Was chasing a MiG in the middle of a flag cloud and bouuum, I was no more. Might have been a direct hit.

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Never been hit by flack. SAM's yes :blink: I fly a lot of Rolling Thunder and LB I and II

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same as Emp_Palpatine... i was hard on the heels of a nme and then i was just light and energy. Prolly large cal flak. It happened to me just once, anyway, at about 4500 ft

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Yes the stock flak is **** - if you play YAP ever prepare to be chased around the sky and die regularly from it - you can make it more lethal be increasing its rate of fire and yield in the gundata ini as a starter

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Like Migbuster said flak is pretty useless. I've yet to be hit by one. Editing the gun data fields that he's quoted is a start, you also might want you go into your groundobjects folder and open up the e.g KS-19 folder and in the data.ini change the burst amount as well. If I'm not mistaken this controls the size of the flak burst.

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Prefer to Kill the damn guns and sam's makes life interesting... must have been a weasel driver in a previous life... but no I have had a large calibre explode next to me say around 40 ft away and no damage or anything... just impressive my poor little scooter didnt know what to think...

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Yes the stock flak is **** - if you play YAP ever prepare to be chased around the sky and die regularly from it - you can make it more lethal be increasing its rate of fire and yield in the gundata ini as a starter

 

Do you have any suggestions for new values for the 100mm and 57mm?

 

I was looking at the accuracy rate (pretty low, in the 60's for both) and thought that might be a good place to start as well. Based on what I've read the 57 mm should have a pretty high rate of fire, but were not very accurate. But the 100mm stuff was supposed to be radar guided and should have been pretty accurate...

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There's been a few threads concerning this before. Also, from everything i've ever seen and researched, the 85mm was pretty deadly.

 

For the life of me i just can't remember at the moment, but someone a few months ago came up with some changes that he reported mades a big difference for his game.

 

BTW, i was about to start a thread about this very same thing and wanted to know if ini changes are immideate (sic) or do i have to start everything from scratch again.

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Killerbee and I played with this over three years ago, and came up with radar-directed flak, by networking the 57-85-100-130MM AAA guns, and introducing a Firecan radar van into the series. The flak was accurate enough so as to make excursions over Hanoi or Haiphing quite interesting.

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Killerbee and I played with this over three years ago, and came up with radar-directed flak, by networking the 57-85-100-130MM AAA guns, and introducing a Firecan radar van into the series. The flak was accurate enough so as to make excursions over Hanoi or Haiphing quite interesting.

 

Killed Me quite a few times too......

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For the life of me i just can't remember at the moment, but someone a few months ago came up with some changes that he reported mades a big difference for his game.

 

I remember that thread, and I think he increased the values for the range finder and the ballistics computer in the gound object's data.ini. I tired the same thing, and got so-so results. I bumped both of those values up to 9 for my KS-19, and I still never get hit. I think I'm going to try increasing the accuracy in the gundata.ini next.

 

Regarding the radar networking, I tried the radar networked KS-19 that Wrench uploaded a while back, and again, the flak didn't seem to get much deadlier. Maybe I did something wrong, though. Plus, the RWR constantly beeping whenever I was within range of the FireCan was driving me crazy. Maybe that's realistic, though.

 

Fubar, are your radar linked guns up for download anywhere?

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Killed Me quite a few times too......

 

yes true, but i noticed something, you are not logged "killed by flack" in the after action report.

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yes true, but i noticed something, you are not logged "killed by flack" in the after action report.

 

Nio offense, but I don't find that important at all, dead is dead as far as I'm concerned.

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Ya' Know Fubar,

 

I miss the Loud Flak Sound I used in the original OTC. It was from Your MegaPack awhile back with all those Sounds in it.

 

I never tied them to a Fire Can Gun System. But I bet It'll scare the He11 out of Ya'......When I used that Mod, I really knew I was in Flak....

Edited by 331Killerbee
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Ya' Know Fubar,

 

I miss the Loud Flak Sound I used in the original OTC. It was from Your MegaPack awhile back with all those Sounds in it.

 

I never tied them to a Fire Can Gun System. But I bet It'll scare the He11 out of Ya'......When I used that Mod, I really knew I was in Flak....

 

Fast Cargo made a low-poly SON-9A Firecan model, and I've just sent the template out to one of our premiere texture specialists, so we'll have it ingame soon. Just tried the model, and noticed an improvement in AAA accuracy whenever it's present.

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Fubar,

I've not noticed, But are We given the Entries to add certian "Bands" Freq. to Ground Radar as opposed to the Jammers?

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Fubar,

I've not noticed, But are We given the Entries to add certian "Bands" Freq. to Ground Radar as opposed to the Jammers?

 

Yes, at least in SF2. The necessary freq statements are in place in SF1/WoV/WoE/WoI with the 10-08 patch, but I'm not sure if they're working in those titles

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Sorry...

 

I think I found them while You were writting....

 

[DetectSystem]

TargetType=AIR

RadarSearchTime=5.0

RadarSearchRange=75000.0

RadarSearchStrength=80

RadarTrackTime=10.0

RadarTrackRange=55000.0

RadarTrackStrength=75

RadarPosition=0.0,0.0,2.30

RadarMinimumRange=6000.0

RadarMaximumAlt=30000.0

RadarMinimumAlt=100.0

RadarSearchFreq=3.0 <<<<<<<<<

RadarTrackFreq=3.0 <<<<<<<<<

RadarMissileGuidanceFreq=3.0 <<<<<<<<<<

RadarCW=FALSE

DataLink=TRUE

NetworkType=SA-2

OpticalSight=TRUE

NightSight=TRUE

VisualRange=2000.0

ViewportPosition=0.0,0.0,2.30

MaxVisibleDistance=8000.0

RadarCrossSection=100

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Thanks for all the responses. I raised it because I had the impression - purely an impression - from reading various books by veterans that despite the SAM menace in NVN airspace, the biggest killer was flak, at height as well as down in the weeds. Plenty of food for thought and remedial action in the replies. Thanks again.

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Over North Vietnam(1972),the booster rocket of the SA-2 gave off PINK smoke(a big cloud of it). You would watch for it and then follow the track of the "telephone pole" from there. If you could see the SAM more than likely you could get away from it. Usually,the one you didn't see would get you.

AAA on the other hand was everywhere. Dirty brown air bursts,that would just show up right next to you. Unless they were smaller caliber using tracer.

In the game,Like we did in Vietnam,go in fast ,keep jinking to throw off their aim,make one pass and then Haul A$$ out of there.

The longer you spend over the target,the better your chances of getting Hosed. :blink:

Also,make sure you have Cottonpicker or Pigment(Call Signs) on station.(EF-10's or EA-6's,jamming radars and communications) :ok:

Edited by ezlead
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Yep,

If You're going up North, You need a VMCJ for help....

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