UllyB Posted July 14, 2010 Author Posted July 14, 2010 There is no such thing as an "air-to-air" or "surface-to-air" missile RWR The acronym "RWR" (Radar Warning Reciever) itself should provide a clue as to what its function is. And that is, obviously, to warn the aircrew of the presence, and the mode of, any radars in the area, whether they be ground-based, or airborne. You're undoubtedly getting shot down by IRMs (InfraRed Missiles), which one must acquire visually in order to avoid. Not all the time. I checked the log file after flight and sometimes I got shot down after a AIM-7 semi active missile was fired. If I don't hear an acoustic when the missile is firet at me(or comming in my direction) or to have a special key view to the direction the missile is coming from...there is no way to avoid it just making acrobacy. That was my point. It's all pure luck to a certain extent. Concerning the IR sidewinder, the voice of wingmen comes too late to let me avoid it . Plus there is very confusing because the voices letting you know a missile was fired are for the wingmen too, (for all crews in fact on all the map) and not just only for me. In other flight sims you get an acoustic signal when missile is fired at you, so you know for certain and you can make some calculation to avoid it (you see it in the radar where it comes from etc), because you know from the radar where the one who shot it is.(F-22 ADF for instance).But is true , that is o modern fighter, as someone pointed out here above. So what I was saying in my previous post was that I look for a way like the situations when I can evade the SAM missiles fired at me(I hear acoustic when they come at me, I hear when the SAM has a lock on me, I see on radar what is the direction they come from to me etc) and I HAVE a real chance to avoid them. Trust me I KNOW that is not quite realistic for that era (there is no sound), but not hard realism I'm craving for:) Quote
UllyB Posted July 14, 2010 Author Posted July 14, 2010 The RWR will pick up airbourne radars - although in SF1 its VERY basic compared to whats in SF2 . Also note that it will only pick up RADARs - thats the radar on another jet or a radar on a SAM /AAA site etc - no radar guided missiles in this period have their own active radars so cant be picked up. in the MiG-25x_avionics.ini file check for similar to this [TextureData] RadarTexture=Cabina/RP-21.bmp RWRTexture=Cabina/RWR.bmp ....... [RWR] Type=3_RING AirSearchTexture=Cabina/RWR1.tga AirTrackTexture=Cabina/RWR2.tga AirLockTexture=Cabina/RWR3.tga GroundSearchTexture=Cabina/RWR1.tga GroundTrackTexture=Cabina/RWR2.tga GroundLockTexture=Cabina/RWR3.tga SearchPosition=0.0 TrackPosition=0.4 LockPosition=01.3715 SearchSize=0.01 TrackSize=0.315 LockSize=1.0 SearchFlash=TRUE SearchFlashRate=0.4 TrackFlash=TRUE TrackFlashRate=0.2 LockFlash=TRUE LockFlashRate=0.1 TrackSound=MiGTrack.wav LockSound=MiGLock.wav [RWRTrackSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [RWRLockSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 In the MiG-25x_data.ini check [DetectSystem] ...... HasRWR=TRUE <---------- Good luck - but dont feel too down - you have picked probably the hardest jet to fly in combat - in reality its avionics and missiles were no match for the IAF F-15As - thats one reason it was such a turkey shoot for Israel. In my avionics file I have that: // Smerch-A2 [TextureData] RadarTexture=cabina\smerch_radar.bmp RWRTexture=cockpit\rwr.bmp RadarAGTexture=cockpit\ [AvionicsData] AvailableModes=SEARCH,ACQUISITION,TRACK,BORESIGHT RangeUnit=KM RangeSetting[1]=30 RangeSetting[2]=60 RangeSetting[3]=100 RadarPosition= MaxElevationAngle=52 MinElevationAngle=-42 MaxAzimuthAngle=60 MinAltitude=8000.0 MinReturn=0.5 SearchRangeSetting=1,2,3 ScanPattern[1].BarElevation[1]=1.875 ScanPattern[1].BarElevation[2]=-1.875 ScanPattern[1].ScanRate=120 ScanPattern[1].ScanBeamAngle=6.7 ScanPattern[1].ScanArc=56 SearchRange=100 SearchStrength=100 SearchTargetTime=5.0 AcquisitionSymbolSpeed=0.5 AcquisitionTime=5.0 LostAquisitionTime=1.0 TrackRangeSetting=1,2 TrackCapabilities=HOJ,TARGET_MEMORY TrackRange=50 TrackStrength=100 TrackMemroyTime=5.0 BoresightRangeSetting=1 BoresightElevation=0.0 BoresightAzimuth=0.0 BoresightBeamAngle=3.7 AcquisitionResetPosX=0.5 AcquisitionResetPosY=0.5 [RadarDisplay] FadeImageIntensity=0.3 TargetFadeTime=1.00 ImageFadeTime=0.30 SweepIntensity=0.4 StrobeIntensity=0.7 ElevationScale=95 ElevationStrobeSize=0.09 TargetStrobeSize=0.07 TargetShadowIntensity=0.1 AcquisitionSymbolHeight=0.05 AcquisitionSymbolSize=0.09 NoiseLevel=0.1 DitheredSweepWidth=0.07 DitheredSweepIntensity=0.45 RangeStrobeWidth=0.07 RangeStrobeHeight=0.04 RangeGateWidth=0.05 RangeGateHeight=0.05 RangeGateIntensity=0.25 MissileRStrobeWidth=0.07 BreakXSize=0.50 BreakXIntensity=0.8 PPIArc=50 GroundReturnFadeTime=2.0 GroundClutter=0.8 MapBackgroundLevel=0.2 MapHighlightLevel=0.6 RangeRateCircleSize=0.80 RangeRateCircleScale=926 RangeRateCircleTexture=RadarVcCircle.tga HorizonBarSize=1.00 HorizonBarTexture=//RadarHorizon.tga ASERadarCircleMinSize=0.20 ASERadarCircleMaxSize=0.60 ASERadarCircleMaxSizeRange=0.8 ASERadarCircleTexture=RadarASE.tga ASEHeatCircleSize=0.20 ASEHeatCircleTexture=RadarASEHeat.tga AimDotSize=0.04 AimDotTexture=RadarAimDot.tga BreakXRemovesRangeRate=TRUE BreakXRemovesASECircle=TRUE DisplayLimitLeft=8 DisplayLimitRight=119 DisplayLimitTop=6 DisplayLimitBottom=118 //121 [RWR] Type=3_RING AirSearchTexture=RWRair1.tga AirTrackTexture=RWRair2.tga AirLockTexture=RWRair2.tga GroundSearchTexture=RWRground1.tga GroundTrackTexture=RWRground2.tga GroundLockTexture=RWRground2.tga SearchPosition=0.90 TrackPosition=0.55 LockPosition=0.15 SearchSize=0.075 TrackSize=0.075 LockSize=0.075 SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.2 LockFlash=TRUE LockFlashRate=0.1 TrackSound=MiGTrack.wav LockSound=MiGLock.wav [RWRTrackSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [RWRLockSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [RadarDisplaySearch] PPI=FALSE Symbol[01]=B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=ACQUISITION_SYMBOL Symbol[05]=TARGET_SYMBOL [RadarDisplayAcquisition] PPI=FALSE Symbol[01]=DITHERED_B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=RANGE_GATE_STROBE Symbol[05]=RANGE_STROBE [RadarDisplayTrack] PPI=FALSE Symbol[01]=DITHERED_B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=RANGE_GATE_STROBE Symbol[05]=RMIN_STROBE Symbol[06]=RA_STROBE Symbol[07]=AIM_DOT Symbol[08]=ASE_CIRCLE Symbol[09]=BREAK_X Symbol[10]=RANGE_RATE_CIRCLE [RadarDisplayBoresight] PPI=FALSE Symbol[01]=DITHERED_B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=TARGET_SYMBOL [RadarDisplayGround_Map] PPI=TRUE Symbol[01]=PPI_SWEEP Symbol[02]=HORIZON_LINE and in dataini file: [DetectSystem] //RadarName=Smerch-2 RadarType=AIR_INTERCEPT RangeUnit=KM RadarAzimuthLimit=60 RadarElevationLimit=60 RadarSearchTime=2.0 RadarSearchRange=70 RadarSearchStrength=70 RadarTrackTime=5.0 RadarTrackRange=60 RadarTrackStrength=40 VisualBlindArc=5,6,7 VisualRestrictedArc=4,8 MaxVisibleDistance=8400.0 HasRWR=TRUE Do I must change to what you suggest ? Or just you showed it me for a reference point ? Quote
Fubar512 Posted July 14, 2010 Posted July 14, 2010 Your RWR entries are fine. You must learn to accept the fact that the MiG-25 is not a dogfighter. It is an interceptor. Every airforce that's made that error, has lost MiG-25s. Quote
MigBuster Posted July 14, 2010 Posted July 14, 2010 So what I was saying in my previous post was that I look for a way like the situations when I can evade the SAM missiles fired at me(I hear acoustic when they come at me, I hear when the SAM has a lock on me, I see on radar what is the direction they come from to me etc) and I HAVE a real chance to avoid them. Trust me I KNOW that is not quite realistic for that era (there is no sound), but not hard realism I'm craving for:) Target last radio call with um ctrl + R or something - check your control options. do that then padlock with F4 - which will turn your head towards that site - there is no way to target an incoming missile itself that Im aware of. Quote
UllyB Posted July 14, 2010 Author Posted July 14, 2010 (edited) Your RWR entries are fine. You must learn to accept the fact that the MiG-25 is not a dogfighter. It is an interceptor. Every airforce that's made that error, has lost MiG-25s. Yeah, I know it's an interceptor (it's main role) but in this game it's a kindda waste because if you fire those semi active missile (Acrid)...there is no effect, the israelian aircraft have all chaff (except shahak I think) and they avoid it very easily. I shot down just one lost shahak once in 100% confruntations (more than 30). You have a chance only if you are close enough to fire an Atoll (the only way I shot down a F-15 and two F4s) but there was always a catch, you need two or three missiles to effectively shot down those planes, as if they had a protective "wall"..:).Weird... I have a question. How does a pilot, in real combat situation know to avoid a sidewinder , for instance, if you shoot it from 5 km away , when he doesn't hear any warning sound? It seems impossible...How can you see something from 5 km coming to you with 2 mach ? I ask that because you said one evades sidewinder relying only by ...visual. Edited July 14, 2010 by UllyB Quote
Fubar512 Posted July 14, 2010 Posted July 14, 2010 I have a question. How does a pilot, in real combat situation know to avoid a sidewinder , for instance, if you shoot it from 5 km away , when he doesn't hear any warning sound? It seems impossible...How can you see something from 5 km coming to you with 2 mach ? I ask that because you said one evades sidewinder relying only by ...visual. In that situation, he doesn't. He just gets shot down. Quote
MigBuster Posted July 14, 2010 Posted July 14, 2010 I have a question. How does a pilot, in real combat situation know to avoid a sidewinder , for instance, if you shoot it from 5 km away , when he doesn't hear any warning sound? It seems impossible...How can you see something from 5 km coming to you with 2 mach ? I ask that because you said one evades sidewinder relying only by ...visual. depends on the sidewinder model In game after 1978 you would want to keep jets with sidewinders at a distance - before then they will be rear aspect so it would be a case of not flying straight in the combat zone for too long and checking your 6 constantly - they should be easy to avoid then. Viewing missile launches from jets is not easy in this game (even with a trackIR) compared to some others - and IRL is probably easier if you saw the MiG-29 shooting down the UAV (with probably an R-73) - left quite a smoke trail - reminded me of a Falcon 4 scenario Id seen too often! The same problem exists for IR MANPADs (SA-7/9/15 etc) launched at you as well - if you decide to add any in. Quote
Fubar512 Posted July 15, 2010 Posted July 15, 2010 IRL is probably easier if you saw the MiG-29 shooting down the UAV (with probably an R-73) - left quite a smoke trail - reminded me of a Falcon 4 scenario Id seen too often! To the best of my knowledge, AIM-9Ls and 9Ms leave a minimal trail, at best. Watch the sidewinder launches and intercepts towards the end of this video: http://www.patricksaviation.com/videos/Guest/5/ Quote
UllyB Posted July 15, 2010 Author Posted July 15, 2010 is there an updated terrain mod for WOV(SF1) stock, in terms of graphic quality ? I saw on Deuces site something but it's something wrong with that mod , is has only a file with...snow only:) Quote
Wrench Posted July 15, 2010 Posted July 15, 2010 have you looked in the downloads section? You might find something called "Green Hell" by Stary and Brain32 wrench kevin stein Quote
UllyB Posted July 15, 2010 Author Posted July 15, 2010 Wow ! I missed it.I remember that mod with trees. I guess I skipped that and the terrain mod , too. Thanks a lot for the tip ! You're the man;) Quote
MigBuster Posted July 15, 2010 Posted July 15, 2010 To the best of my knowledge, AIM-9Ls and 9Ms leave a minimal trail, at best. Watch the sidewinder launches and intercepts towards the end of this video: http://www.patricksaviation.com/videos/Guest/5/ Yes its surprising how little trail they leave behind - although suspect the rocket motor has been upgraded somewhat since 1979 - will see if there are any 1980s launches to compare. With the DX10 graphics we should also be able to see the launch flash in lower light compared to how it was in SF1. Quote
Lexx_Luthor Posted July 15, 2010 Posted July 15, 2010 I noticed these photos, very smokey, maybe something added to the exhaust for effect? Scroll down to the F-18 shots ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964 Quote
Fubar512 Posted July 15, 2010 Posted July 15, 2010 I noticed these photos, very smokey, maybe something added to the exhaust for effect? Scroll down to the F-18 shots ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964 I would imagine that some training and test rounds are left smokey on purpose, Lexx. The AIM-9X and AIM-120 are supposedly completely smokeless. Quote
UllyB Posted July 16, 2010 Author Posted July 16, 2010 I got into a dead end and I don't understand how this is working . I wanted to add two more Mavericks to F-16A on a pylon that default didn't allow EOGRs but in the weapon loading screen, the game loads (accordingly to what I suggested in load.ini file) 6 Mavericks instead of two. I studied the data aircraft ini file , the weapons stations but I don't find the problem. I know that some aicraft , in past had something like this "2IRM" etc which doubled the load on the pylon. What script /setting/file controls these figures , multiples of 2 (2,4,6) ? How can I "program" to load just two missiles ? Quote
SayethWhaaaa Posted July 16, 2010 Posted July 16, 2010 Are you talking 2 per pylon? In the loadout.ini where it reads: Loadout[XX].WeaponType=AGM-65 Loadout[XX].Quantity=3 <<-----------Why not just change that to 2 on the pair of hardpoints for each wing? Loadout[XX].RackType=TER That way, when you go into the weapons loadout in game, you'll have the choice of 2 or 6 for that pair of hardpoints, OR ...you could leave it and the loudout.ini entry with load 4 by default. Quote
SayethWhaaaa Posted July 16, 2010 Posted July 16, 2010 I know with mine, with some aircraft I'll only have the choice of 2 (one per pylon) or 6 (3 per pylon) in the loudout menu, but nothing in-between. So changing the loadout.ini is how I get around it. Quote
UllyB Posted July 16, 2010 Author Posted July 16, 2010 (edited) I solved the issue. There was a TER feature there which I failed to notice it. And of course, silly me , instead of dealing with loadout.ini file itself I was losing time scruting the data aircraft ini file.Thx! Edited July 16, 2010 by UllyB Quote
SayethWhaaaa Posted July 16, 2010 Posted July 16, 2010 (edited) Anytime! The loadout.ini is in the aircraft's specific folder and it's just a text/config file that you can open and edit in notepad. You do it a couple of times and you'll realise how easy it is to edit! Edited July 16, 2010 by Say What?! Quote
UllyB Posted July 21, 2010 Author Posted July 21, 2010 If I wanna add a gun to a plane that doesn't have it, should the aircraft model include the gun model, too or is there another way to add it ? I noticed that copying the files needed into data.ini file won't do.(config gun itself and the system entry into the plane nose) Quote
Wrench Posted July 21, 2010 Posted July 21, 2010 Isn't this covered in the KB???? It should be.... wrench kevin stein Quote
Guest rscsjsuso5 Posted July 21, 2010 Posted July 21, 2010 you got to read kb but you have to tell us which plane and where you downloaded it . enjoy your stay Quote
UllyB Posted July 21, 2010 Author Posted July 21, 2010 It's MIG-21PF and MIG-25PD :). What is that "KB"? You mean ..tutorials or...? Quote
Slartibartfast Posted July 21, 2010 Posted July 21, 2010 (edited) KB means Knowledge base... Try this link has everything you need... within reason.. http://combatace.com/forum/99-thirdwire-woewoiwovsf-1-knowledge-base/ Edited July 21, 2010 by Slartibartfast Quote
UllyB Posted July 21, 2010 Author Posted July 21, 2010 Well I looked into KB, Intermediate Modding/Adding Weapons/Basic Aircraft Modding (INI, Skins, Weapon Hardpoints) but there is no GUN tutorial, only for weapons. I want to add a...gun to an aircraft. Maybe it's just me but I don't see any gun adding tutorial into KB. Maybe someone can direct me on the right path or tell me how to do it, practically.(adding the gun) Quote
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