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Wing spoilers are locked at mach .94, from that point on, fat bastard can roll faster.

 

I'll have to run the game when i get home and note when the wings are fully swept, i think they are all the way back around mach .85

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If we go down that route then only a handful of people on this forum should be making mods at all...

 

 

Whoa there! That's a massive leap from my point and the number of people making mods is completely irrelevant. It's when someone compares SuperSexPlaneA against SuperSexPlaneB that we need to know what criteria and experience they are basing their comparison on.

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i got a bad rep for half -assing and copy/pasting in the early SFP1 days..

 

i spent a long time on the MeshFactory F-5 Model, and it was Rubbish.

 

lesson learned.

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I must confess that even myself has been put off from buying it yet, I will eventually but not in its current state.

 

+1

 

I'm letting you guys beta-test it and once a solid patch comes out, my money will too.

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In the F-14A, spoilers are used for roll control until the wings are at 57 degrees of sweep or beyond (62 degrees of sweep or beyond in later F-14A's, and early F-14A's retrofitted with Airframe Change 717 in 1985). I've noticed in-game they lock at around 62 like later model F-14A's, and this happens around .95M. In real life, the F-14's roll control was pretty low (see link from Column5 for some inputs from actual Tomcat drivers, another board on that site also describes ACM in the F-14 at length), but at high speeds it increased, and roll SAS limited the aircraft to under 200º/sec. From NATOPS:

 

"(From Para 11.1.4) The SAS reduces differential tail deflection to limit maximum roll rate to less than 200 deg/sec...Roll SAS differential tail inputs are automatically faded out over the airspeed range from approximately 400 to 500 KIAS. An undesirable by−product of the roll rate limiting is an oscillatory roll rate perceived as a nonlinear roll response encountered in aggressive rolling maneuvers at medium sub sonic speeds and higher. Because ROLL SAS provides structural protection, flight above 0.93 IMN is prohibited without ROLL SAS with wing−mounted AIM−54 (loadings 3B5, 3B6, 3C5, 3C6). Should tactical considerations necessitate violating this restriction, restrict rolls to less than full lateral stick deflection and to not more than 180º of bank angle change at one time."

 

That is to say at above .93IMN, it is up to the pilot not to roll the F-14 at greater than 180º/sec (same number the F-14 pilots were recalling) if roll SAS is off and Phoenix are loaded under the wing gloves. At slow speeds, however, cross-controlling the jet is almost necessary, due to its slow roll rate. NATOPS lists a roll rate of max (not limit, max) 60 deg/sec if the aircraft is at less than .4M and loaded at over 30 units AoA by using rudder-opposite-stick cross controls. Pure roll through lateral stick or complementary rudder is less than that.

 

So, it would seem to me anyhow that the TW Tomcat's roll rate is a bit slow at high speeds compared to what the jet could do, even assuming a 200º/sec limit (highest I've ever heard a Tomcat roll was 270, so still not the quickest), but its slow speed roll rate seems to match both NATOPS and pilot descriptions of the aircraft handling. Of course, I'm not a pilot, so take that with a grain (or pile) of salt.

Edited by Caesar

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Whoa there! That's a massive leap from my point and the number of people making mods is completely irrelevant. It's when someone compares SuperSexPlaneA against SuperSexPlaneB that we need to know what criteria and experience they are basing their comparison on.

 

What I mean is that if we follow that reasoning then only people with a significant amount of direct, hands-on experience flying, maintainiing, designing, etc., aircraft would be qualified to reproduce them for video games. :)

 

To approach it from a different angle, PFunk's opinion is no different from that of a movie reviewer--you have to have some experience with a film critic's history and tastes before you can trust their opinion on how to spend your entertainment bucks (or quid), but the vast majority of them are neither filmmakers nor actors yet they compare movie A to movie B all the time.

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Surely only a valid comparison can be made by a select few naval aviators... or Tom Cruise.

 

And don't call me Shirley.

 

What's a comparison?

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What's a comparison?

 

Its what you have to do when you are at a bar and both Angelina Jolie and Jessica Alba are hot for you but they won't go for a three-way so you have to pick one.

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Its what you have to do when you are at a bar and both Angelina Jolie and Jessica Alba are hot for you but they won't go for a three-way so you have to pick one.

 

But thats not important right now....

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Its what you have to do when you are at a bar and both Angelina Jolie and Jessica Alba are hot for you but they won't go for a three-way so you have to pick one.

 

Alba all the way....

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so....

just to change the subject

 

is anyone else NOT getting land attack missions, in the Single Mission screen? Or CAS or ARMED Recon???

 

what I mean, known aircraft, with know STRIKE, CAS, ARMED_RECON etc, cannot select those mission types on the IcelandNA map. Nor, Anty Shipping.

They're not even selectable (or visible!) on the drop down.

 

When I select STRIKE, all I get tasked with is hitting the Russkie carriers -- not a destroyer, or cruiser or fueltank or runway or even the EvilDamnCommBuilding. Methinks the carriers are the new CommBuildings!

 

flyin for USAF/USMC/USN/RAF/FBCAF/LSMFT or whomever. Not showing up

 

SOmething new and different in the IcelandNA terrain inis me things???

 

we need that extractor ------------- SOONEST!!! :yes:

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I get just the opposite of Wrench. I get all land attack missions and no anti shipping missions.

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LOL, expecting a worthwhile review from SimHQ is pointless, unless the review happens to be an Eagle Dynamics product. ED are little tin-gods over there.

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same as Wrench here

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I'm getting the same behavior, regardless of the service I'm flying for (carrier strikes only). I've tried using the mission editor to select a different target, and while I can select one of the Red runways as a target, the waypoints don't update and continue to show the carrier group as the target area.

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Same as Shotgun 27 for me, Carrier only, waypoints still point to carrier if Land target selected and enemy CAG becomes multiple carriers only if the mission editor is used.

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So, I put EA-6B squadrons into my (non NA) campaigns, inserted MissionChance[ESCORT_JAMMER]=100 into the squadron entry in the DATA.INI, but I tested about 15 missions and have yet to see those squadrons assigned to anything. They are losing some aircraft, but they are not taking part in any of my campaign missions. Are ESCORT_JAMMER missions tied to the naval strike stuff only?

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On the terrain:

 

Yeah, we could have gotten great detail with much less poly count. Once you reach a certain point, the extra polys are unnoticable and only detract from performance. What could be done instead is optimize the mesh more and use a normal map for extra detail. I brought up speedtree a long while ago and he shot it down, as he does everything else.

 

Another thing that could help with performance is again, the format of things, instead of TGAs for the effects, why not DDS? The engine supported those as of a few patches ago.

 

But basically all things, bugs, performance, features, goes back to his budget and team. As its very small and he's mostly a one man operation, humans can only do so much. He could be making alot more if he put some effort into marketing. There are dozens of digital download sites that he could tap into. He could even try the various crowdfunding sites, I just saw what's supposed to be a 90's style adventure game raised nearly $3 million to develop it on kickstarter.

 

I wish I could play it and see everything for myself, I bought it, but haven't installed it since I can't use my trackIR right now.

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I wish I could play it and see everything for myself, I bought it, but haven't installed it since I can't use my trackIR right now.

 

My Track IR is working fine with it. Unless there is another problem other than the sim you are having with it.

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On the terrain:

 

Yeah, we could have gotten great detail with much less poly count. Once you reach a certain point, the extra polys are unnoticable and only detract from performance. What could be done instead is optimize the mesh more and use a normal map for extra detail. I brought up speedtree a long while ago and he shot it down, as he does everything else.

 

Another thing that could help with performance is again, the format of things, instead of TGAs for the effects, why not DDS? The engine supported those as of a few patches ago.

 

But basically all things, bugs, performance, features, goes back to his budget and team. As its very small and he's mostly a one man operation, humans can only do so much. He could be making alot more if he put some effort into marketing. There are dozens of digital download sites that he could tap into. He could even try the various crowdfunding sites, I just saw what's supposed to be a 90's style adventure game raised nearly $3 million to develop it on kickstarter.

 

I wish I could play it and see everything for myself, I bought it, but haven't installed it since I can't use my trackIR right now.

 

 

TBH TGAs are the Biggest Fr/PS killer on the systems i've played it on, once the emmitters turn off or get out of view Fr/PS jump.

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Spotted a minor bug: the USS "Sapian"

 

Craig

 

Also known as the USS Homo Sapian..... :rofl:

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Spotted a minor bug: the USS "Sapian"

 

Craig

 

That one took me a second. At first I thought you were referencing the fact that the USS Saipan was blown up in Red Storm Rising. Silly me, guess this man doesn't think to much... HA! I kill me!

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I spotted a historical error. It looks like TK gave us a localized "Final Countdown" event that only effects specific shipboard equipment. Phalanx Block 1B, twenty years too early.

 

img00001copy.jpg

Edited by KJakker

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