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Posted

I've been using a "gun" to simulate the rockets in an F-102, and while as far as i know they didn't have proximity fuzes, i've been wondering if it could be done, "time fuze" doesn't seem to do anything, at least regarding targets locked on radar.

Posted

Have you tried setting up actual air to air rockets like the on the Lightning? I did that after the SF2:E add-on was released.

It has been a long time since I played around with it so I will have to see if I still have my copy saved.

Posted
3 hours ago, KJakker said:

Have you tried setting up actual air to air rockets like the on the Lightning? I did that after the SF2:E add-on was released.

It has been a long time since I played around with it so I will have to see if I still have my copy saved.

I did, but they appeared as A-G, and while they had a proximity setting the only one that did explode was a direct hit, with several skimming off. I will take a look at the lightning, though, thanks.

Posted

that's how they work -- they were mass fired at the target, from a "crossing angle" (90 deg deflection) and one hoped for a hit or two. No prox fuses were ever used on any of the unguided rockets, from F-89 through F-86D and F-102s

Are you using the original MMHE?? There is a 'better' one in the F-89 Scorpion v3 pack. It's called "MMHE1". Did them almost 10 years ago. It's a bit of a cheat, but they have a sustainer that keeps them flying straight, so they act more gun like. It's still a crap shoot, but with practice, you can get some hits.

Posted

Oops, had the F-89, put on the fake gun i had made for the F-102 thinking these would be ground attack only for the AI, will try those.

Anyway, it wasn't so much about getting proximity fuses for simulating A2A rockets, i meant in general, mostly for AAA like ZSU-57s and KS-19s

Posted

I can’t remember exactly but wasn’t there an issue with the AI not using unguided rockets against air targets or only firing one at a time? Was that ever resolved? I thought making a gun with the sound and effects of rockets was an early work around? 

Posted

that's what Julheim did on his F4D Skyray. Oddly, I've gotten AI wingmates to fire their rockets in Scorpions (possibly because of the aformentioned cheat. As it's an A-A rocket, think "HasGrowl=TRUE". read the data ini for the MMHE1)

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Posted

I just did, they do have Seeker Growl. for the MMHE1s

On the other hand, i think the issues i was having with the rockets were actually not missing, but hits not causing damage, or enough damage. I tried an Escort mission (just so I skipped the interception part) and shot at friendly bombers, i got the "Check fire" call but it made nothing on the bombers, no holes, no fires, no damage until i put several rockets in. I just tried and changed the Gun Effect entry to "SmallMissileEffects" and it started working, with enough accuracy for aiming with the gunsight (or the radar, i guess) but the speed of rockets, and blasting Su-7s with a single hit. 

Posted

they're useless against fighters. Hence, they're used only on INTERCEPTORS, to down Russian bombers. That's why CAP is removed from the mission tasking (or should be) in the data ini

Posted

I have intercepts against pretty much everything on Germany, but if they are turning it takes them running out of speed and throwing the whole rack at them. Flew CAPs in Vietnam with the F-102, but it has the same bug as Bombers, the game CTDs when i tell them to go for a target or engage in general. 

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