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By JamesWilson
Hi everyone,
I'm trying to recreate the 1st Gulf of Sidra Incident with my F-14A Tomcats and my Su-22M3 Fitters, doing it extremely historically accurate, paying attention to every little detail.
So far i've done everything, and it's almost identical to the real one, but there's ONE issue i can't figure out, let me explain:
During the morning of the 19th of August 1981 two F-14A Tomcats intercepted two Libyan Su-22M3 Fitters in the Gulf of Sidra.
The Fitters were equipped with two AA-2 "Atoll".
Just before the merge, while nose-to-nose, one of the two Fitters fired a missile to one of the two Tomcats, but being the missile a very old and primitive heatseeker, it started tracked and going for the Tomcat, but as soon as the F-14 made a slight break, the Atoll lost its track.
The PROBLEM IS:
There's no way i can make the Fitters shoot the missiles before merging, if only the AA-2, or any other equippable missile was all-aspect or radar guided just like the R-23, i think it would work.
I tried having a head-on merge with two Mig-23 Floggers equipped with radar guided R-23s and they shot at me before merging.
I tried all other available missiles and nothing changed, some didn't show either.
I tried copying and pasting the Data file from the Aim-7 to the R-60 Data file, and nothing changed.
I tried changing the loadout file to R-23, but the Fitters show up without any weapon since there's no R-23 option in loadout for Su-23M3s, so i think it's not possible to have them (and would be historically inaccurate too).
I tried changing enemy difficulty from Normal to Hard, but nothing changes still.
The only thing the Fitters do is shooting their guns just before the merge, but no missiles are fired when nose-to-nose.
Is there a way to fix this? A way i can make my Fitters fire at least one of their missiles when we're nose-to-nose, just like when i got nose-to-nose against Floggers equipped with R-23s?
Is it a problem with the enemy AI? Or with the missiles? Or maybe even with the Su-22M3 Fitter i'm using?
Thank you very much for helping me
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By JamesWilson
Hi everyone,
I was wondering how to customize the numbers after your callsigns, since it always gives me the same ones.
I think i managed somehow once, a bit of time ago, but now i forgot and have no idea how to.
I'm not talking about how to customize the callsign name, but the unit number after it.
As you can see in the Roster and in the picture under, i get "Fast Eagle 1-1" and "Fast Eagle 1-2"
Here are some examples:
The numbers on the tail, wing and nose numbers are customized, cause i managed how to change them, choosing them individually for each unit in the mission file by changing "AircraftNumber=" and typing the number, like "2" (as for 202). It doesn't change by typing the whole number tho, like 202 by typing 202, but it goes by typing the number that corresponds to the list of numbers you have. For example, In a list that goes from 200 to 400, you will have to type 10 to get 300. Here i just typed "2" and "7" since the list starts from 200
IIRC, in the past i just used to type the Aircaft number just like that, and in-game i had the proper number after the callsign, like "Fast Eagle 102", not just the number displayed on the plane livery.
How do i do? I'm pretty sure that it's possible to have "Fast Eagle 102" on my screen HUD and in the Roster
Thanks in advance for helping me.
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By CopperminE
Hello, I'm facing a problem. A number of aircraft from modders have a bug with a lack of fuel consumption from the internal tanks. So these are planes with unlimited fuel. I noticed that this is a problem mainly with flight models, which are conversions from SFP1.
Does anyone know how to fix this?
Thanks in advance and sorry for my English.
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By JPMoney
I’m flying an F-16I Sufa mod for Strike Fighters 2 Israel. I’ve modified the loadout ini file in an attempt to change the missile types and positions on the pylons. I’m having a consistent issue with the outer pylons (not the wingtip mounts, but the furthest pylons from the fuselage under the wings). I want these to carry one AMRAAM each, and as far as I can tell I have modified the loadout ini, the related missile object inis, and aircraft ini to be able to accommodate this. However, when I go to a single mission in-game and access the loadout screen, those outer pylons are always empty (no missiles). When I go to add missiles manually to these pylons, all AMRAAM types only are available in “4s” and not “2s.” So in other words it’s trying to mount 2 AMRAAMs on each pylon, which shouldn’t be possible (realistically), as these are set up for single missiles only. The F-16I ini file does have a relatively complex series of pylon rules, but I believe I have it set up to be able to mount AMRAAMs on these pylons, and I can’t find any setting in any file that would allow me to indicate there should only be the option to mount one missile per pylon in the loadout screen in game. I suspect a setting related to this “4 missiles” issue is preventing my loadout ini file from operating correctly and defaulting my vipers to have AMRAAMs on those pylons.
Any thoughts on a setting I am missing here?
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