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Showing most liked content on 04/01/2024 in all areas

  1. 6 points
    If I am allowed, you may lower the Bump Maps to 5% for panels and 2% or even 1% for rivets so they can show better, I use Normal Map Generator in this case, happy to share it, if you like.
  2. 6 points
    Coming soon is the A6-A late with va-196 Attack Squadron skin and decals. Screenshot by @Coupi
  3. 5 points
    I'm back to the Polish-Russian war. Finally started working on some new planes - Ansaldo Ballila for the Kosciuszko squadron.
  4. 4 points
  5. 3 points
    this is absolutely normal. If you fly and activate animation on your aircraft (but animation has a speed limit) it will activate the next available animation in the game- like parked aircraft, etc...) Change the speed limit of your animation and it will work. If you are on the deck, pay attention that your aircraft still has "vessel" speed.
  6. 3 points
    A-6A Early Intruder 1.0.1 was uploaded just waiting for approval. - added LAU-34 and LAU-7 Rails and fixed the loadout - AGM-12B, AGM-12C_A and AGM-12E missiles - bonus- A-6A with fuselage air brake LOD
  7. 2 points
  8. 2 points
  9. 2 points
    As part of your continuing training and pilot education, we have a special test for you today. As you can see, the maintainers have repainted all the gauge faces, so NONE of the numbers can be seen. It is your task, not only to remember which gauge is where, but what the information the gauge is displaying. To do this, you'll be flying a full circuit around the base. Engine start, taxi, takeoff, fly the pattern, and land. You'll taxi back to the parking slot you started from. Have a safe flight. Happy April Fools Day!!!
  10. 2 points
    not to be too dramatic but I'm almost weeping with joy. Thank you so much.
  11. 2 points
    The R-13M, Advanced Atoll, had not had a head on capability. It never had, not even under optimal conditions. The first soviet all aspect AAM was the late R-60 (AA-8 Aphid). If you read the american story of this dogfight you will find, hat the libyan Su-22 fired the missile at a range of 300 meters or less. This is deep in the so called "dead zone", also the distance were the missile is not guided and is flying only ballistically. The "dead zone" of a R-3S is 1.000 - 1.500 meters, the R-13M had a dead zone of 600 to 800 meters. In this zone the missile will hit nothing. And the pilots knew it very well. So it is doubtfull, that the fight happend so, as it is publicated in western media. The Libyans tell another story. They say, that the Su-22 came in the back of a F-14 pair and fired one missile, which hit one F-14. They showed this photo as evidence: This photo is not an evidence of a kill, but only of a hit. Maybe the Tomcat was only damaged and made it back to the carrier. The Libyans admit to have lost two Su-22 at this day. They say, that six F-14 were vectored toward the Sukhois to save the attacked Tomcat pair. And this six F-14 shot down the Sukhois.
  12. 2 points
    Here's the ini code for the conversion: F3H-2_DATA [MissionData] NationName=USN ServiceStartYear=1957 ServiceEndYear=1964 AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT Availability=COMMON Exported=FALSE PrimaryRoles=INTERCEPT,ARMED_RECON,STRIKE,CAS,SEAD,ANTI_SHIP SecondaryRoles=RECON NormalMissionRadius=800 MaxMissionRadius=950 Ceiling=13000 MinBaseSize=MEDIUM CarrierBased=TRUE // Weapon Stations --------------------------------------------------------- //---------------------------Right Wing Stations------------------------------- // R_OuterPylon [STA_1] SystemType=WEAPON_STATION StationID=1 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.75,-1.2,-0.655 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 // R_MiddlePylon [STA_2] SystemType=WEAPON_STATION StationID=2 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.0,-0.365,-0.67 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 // R_InnerPylon [STA_3] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.25,0.49,-0.675 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 //---------------------------Left Wing Stations------------------------------- // L_InnerPylon [STA_6] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.25,0.49,-0.675 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 // L_MiddlePylon [STA_7] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.0,-0.365,-0.67 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 // L_OuterPylon [STA_8] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.75,-1.2,-0.655 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 //---------------------------Fuselage Stations------------------------------- [STA_4] SystemType=WEAPON_STATION StationID=7 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.6920,-0.8025,-1.1000 AttachmentAngles=0.0,0.0,0.0 LoadLimit=910 AllowedWeaponClass=FT,BOMB AttachmentType=USN ModelNodeName=Left_Fuse_Pylon PylonMass=91.4 PylonDragArea=0.05 MinExtentPosition=-0.6510,0.4414,-0.6552 MaxExtentPosition=-0.7333,-1.9911,-1.1226 FuelTankName=F3_262gal [STA_5] SystemType=WEAPON_STATION StationID=8 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.6920,-0.8025,-1.1000 AttachmentAngles=0.0,0.0,0.0 LoadLimit=910 AllowedWeaponClass=FT,BOMB AttachmentType=USN ModelNodeName=Right_Fuse_Pylon PylonMass=91.4 PylonDragArea=0.05 MinExtentPosition=0.6510,0.4414,-0.6552 MaxExtentPosition=0.7333,-1.9911,-1.1226 FuelTankName=F3_262gal //--------------------------AIM-7/AIM-9---------------------------------------- [LeftOuterPylon] SystemType=WEAPON_STATION StationID=9 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-1.3430,0.2952,-0.8934 AttachmentAngles=0.0,0.0,0.0 LoadLimit=560 AllowedWeaponClass=IRM,SAHM AttachmentType=NATO,USN ModelNodeName=Left_Inner_Pylon PylonMass=91.4 PylonDragArea=0.03 [RightOuterPylon] SystemType=WEAPON_STATION StationID=10 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=1.3430,0.2952,-0.8934 AttachmentAngles=0.0,0.0,0.0 LoadLimit=560 AllowedWeaponClass=IRM,SAHM AttachmentType=NATO,USN ModelNodeName=Right_Inner_Pylon PylonMass=91.4 PylonDragArea=0.03 [LeftInnerPylon] SystemType=WEAPON_STATION StationID=11 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-2.7730,-1.1815,-0.8757 AttachmentAngles=0.0,0.0,0.0 LoadLimit=560 AllowedWeaponClass=IRM,SAHM AttachmentType=NATO,USN ModelNodeName=Left_Outer_Pylon PylonMass=91.4 PylonDragArea=0.03 [RightInnerPylon] SystemType=WEAPON_STATION StationID=12 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=2.7730,-1.1815,-0.8757 AttachmentAngles=0.0,0.0,0.0 LoadLimit=560 AllowedWeaponClass=IRM,SAHM AttachmentType=NATO,USN ModelNodeName=Right_Outer_Pylon PylonMass=91.4 PylonDragArea=0.03 //-------Ordanance Pylons(Air to Ground) [L_InnerPylon] SystemType=WEAPON_STATION StationID=13 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.25,0.29,-0.478 AttachmentAngles=0.0,0.0,-2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonL AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [R_InnerPylon] SystemType=WEAPON_STATION StationID=14 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.25,0.29,-0.478 AttachmentAngles=0.0,0.0,2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonR AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [L_MiddlePylon] SystemType=WEAPON_STATION StationID=15 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.0,-0.565,-0.470 AttachmentAngles=0.0,0.0,-2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonL AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [R_MiddlePylon] SystemType=WEAPON_STATION StationID=16 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.0,-0.565,-0.470 AttachmentAngles=0.0,0.0,2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonR AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [L_OuterPylon] SystemType=WEAPON_STATION StationID=17 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.75,-1.4,-0.455 AttachmentAngles=0.0,0.0,-2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonL AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [R_OuterPylon] SystemType=WEAPON_STATION StationID=18 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.75,-1.4,-0.455 AttachmentAngles=0.0,0.0,2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonR AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00
  13. 2 points
  14. 1 point
  15. 1 point
  16. 1 point
    Turns out I'm still rubbish In anything that's not a 105 doing Hi-lo-lo-hi profiles like my F-4C (1 mission with mk82s) and A-4C (2 with mk82s), I'm really struggling. I need to hit the range in those aircraft I think.
  17. 1 point
    Awesomeness!!!! Thanks a lot for sharing.
  18. 1 point
    Not quite. I will divide into 2 SEPERATE activities. 1) When you use WE to change missiles, WE makes these changes to copies of the ini's and saves the copies for use. WE does NOT make changes to ini's in the cat files. Edit AA-2 missile in WE and then save. This creates a folder called AA-2 (with edited ini's inside) in the correct place in the mods folder. That is all, you are finished with this missile change. Do not touch the ini's in the folder. In game the AA-2 has new parameter changes. This is how you edit missile ini's - not manually in notepad. If you want to make more changes or adjust your changes for the missile then again use the WE to make changes and WE will edit the copies. If you want to reset the missile to default then just delete the folder with ini's inside. The game will use original ini's (which are actually in the cat files). For your scenario; in the WE look at these parameters - Timer delay & min range (possibly reduce this distance). There may be others to change and experiment with. Note: I got carried away. You just want to change AA-2 to all aspect. I got mixed up and gave info for if changed guidance type. So after you do above then that is it. You do not need to make edits to aircraft data ini's. I left in the catextractor explanation below just for useful info. 2) The CE, however, makes copies of the ini's in the cat files and puts the copies in a folder, created by CE, called Extracted files in the Saved Games folder, next to the SF mods folder. Then user can edit the ini's in notepad and place in suitable sub folders in the SF mods folder. So all CE does is make a copy of ini - it does not edit. You are editing copies of ini's made by CE and same for WE, it edits copies. No changes are permanent because you can delete the copies and game will use originals.
  19. 1 point
    1) Edit missiles with Weapons Editor WE. When edited and saved you don't need to do anything else. 2) Edit ini files manually using notepad. But most are located in a cat file and need to be extracted with the catextractor CE. So, in your case, you need to extract the aircraft data ini & aircraft loadout ini from their Cat file so you can edit in notepad. 3rd Wire provides their CE and you can download at combatace: SF2 utilities - where WE is also found. Or from 3W website. Extract the required ini's, open with notepad and manually edit. Save the various aircraft ini's in its folder in SF2 saved games aircraft folder. Such as: This PC/Local Disc c:/Users/Craig/Saved Games/Thirdwire/StrikeFighters2/Objects/Aircraft/F-4B This Strikefighters folder is commonly called the mods folder and is created by the game when it is first started. (You will need the Cat file zip by Gerwin, linked previously, to help locate your aircraft's ini files, or any ini file. So save this zip. Note these are not cat files, just notepads listing contents of each cat.) Using the WE and the CE is simple to use. They auto install to Thidwire folder where SF2 is installed but created/extracted files are placed elsewhere. The WE seems to put folder/files where they belong in the mods folder. But the CE puts folder/files in a folder called Extracted files in Saved Games folder next to mods folder. So you need to move your chosen folder/files into the mods folder. This stuff has many steps but simple and easy to work out. Craig
  20. 1 point
    yeah, the board software does that when it wants to!!! Possibly due to demons in code; you know how it is
  21. 1 point
    Happy Easter, everyone! Like many of us, I'm a huge fan of the Phantom II (I was even lucky enough to sit in one as a kid at Ohakea Air Base, many decades ago), and I also enjoy the Banshee and Demon for the historical McDonnell lineage. The Demon Ultimate packs by Champions VA56 are a real blast! Sources claim that the definitive F3H-2 strike fighter variant retained the air intercept missile capability of the previous F3H-2N (AIM-9) and F3H-2M (AIM-7) in addition to six underwing pylons for bombs, rockets and special stores. https://www.airvectors.net/avf4_1.html#m1 https://web.archive.org/web/20090102063045/http://home.att.net/~jbaugher1/f3_3.html The SF2 version of the F3H-2 models the six underwing stores using a technique similar to the 'fake pilot' method, and the player chooses between an air-to-air or air-to-ground data ini configuration. I wanted to see if I could model the multi-role strike fighter capability of the real aircraft. I'm pretty stoked with the results so wanted to share here. I found a pretty decent solution was to convert the wing pylons into fake (and non-functional) 'EP stores' selectable in the loading menu:
  22. 1 point
    Here is a general step by step: Edit missiles in weapons editor. After clicking save, the editor creates a folder, eg AA-2 Atoll, in your saved games. You can look in Objects / Weapons but leave it there. (This file can be deleted to reset to original.) Now open the aircraft's data ini and go down to Weapon Stations and ensure the station can carry the missile type you changed to. If not then just add it. Missile abbreviation is same as listed under Station Class on the main page of the Weapons Editor. You may also need to add an item to AttachmentType. Example is F-4B data ini: AllowedWeaponClass=SAHM,IRM (Original listed only SAHM so I added IRM. The IRM) AttachmentType=NATO,USN (needed USN attachment so I also added USN.) The aircraft Loadout ini may help identify what weapon stations carry what missiles. Example is F-4B loadout ini. The "Station 6 = Sparrow Station 1" coincides with StationID=6 in the F4-B data ini // Station 1 = Left Wing Station Outboard // Station 2 = Right Wing Station Outboard // Station 3 = Left Wing Station Inboard // Station 4 = Right Wing Station Inboard // Station 5 = Centerline Fueslage Station // Station 6 = Sparrow Station 1 // Station 7 = Sparrow Station 2 // Station 8 = Sparrow Station 3 // Station 9 = Sparrow Station 4 // Station 10 = Sidewinder Station 1 // Station 11 = Sidewinder Station 2 // Station 12 = Sidewinder Station 3 // Station 13 = Sidewinder Station 4 // Station 14 = Left Wing Station Outboard, FT // Station 15 = Right Wing Station Outboard, FT // Station 16 = Centerline Fueslage Station, FT Of course the aircraft ini's need to be extracted with the Cat extractor. As easy to use as the WeaponsEditor. A list of the files in each cat can be found as a zip in Gerwin's post in this thread: .cat file content - Thirdwire: Strike Fighters 2 Series - General Discussion - CombatACE In the zip, each cat is a notepad with the list of contents in that cat. Many cats and long list (this is why my examples above were for F4-B, it was taking too long to find the SU-22) Craig
  23. 1 point
    Right Pylons Pylon_F3H-2R.INI Pylon_F3H-2R.LOD Pylon_F3H-2R_data.INI T-28_PylonR.bmp
  24. 1 point
    Left Pylons T-28_PylonL.bmp Pylon_F3H-2L.INI Pylon_F3H-2L.LOD Pylon_F3H-2L_data.INI
  25. 1 point
    F3H-2_LOADOUT // Station 1 = Bombs, Rocket Pods // Station 2 = Bombs, Rocket Pods // Station 3 = Bombs, Rocket Pods // Station 4 = Bombs, Rocket Pods // Station 5 = Bombs, Rocket Pods // Station 6 = Bombs, Rocket Pods // Station 7 = Drop Tanks, Bombs // Station 8 = Drop Tanks, Bombs // Station 9 = AIM-7/AIM-9 // Station 10 = AIM-7/AIM-9 // Station 11 = AIM-7/AIM-9 // Station 12 = AIM-7/AIM-9 // Station 13 = Left Pylon // Station 14 = Right Pylon // Station 15 = Left Pylon // Station 16 = Right Pylon // Station 17 = Left Pylon // Station 18 = Right Pylon [AirToAir] Loadout[09].WeaponType=AIM-9B Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9B Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9B Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9B Loadout[12].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 [AirToAirLongRange] Loadout[09].WeaponType=AIM-9B Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9B Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9B Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9B Loadout[12].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 [AirToAir_1959] StartDefaultDate=1959 DefaultFor=INTERCEPT Loadout[09].WeaponType=AIM-7C Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-7C Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-7C Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-7C Loadout[12].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 [AirToAir_1960] StartDefaultDate=1960 DefaultFor=INTERCEPT Loadout[09].WeaponType=AIM-7D Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-7D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-7D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-7D Loadout[12].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 STRIKE Loadout[01].WeaponType=MK82 Loadout[01].Quantity=1 Loadout[02].WeaponType=MK82 Loadout[02].Quantity=1 Loadout[03].WeaponType=MK82 Loadout[03].Quantity=1 Loadout[04].WeaponType=MK82 Loadout[04].Quantity=1 Loadout[05].WeaponType=MK82 Loadout[05].Quantity=1 Loadout[06].WeaponType=MK82 Loadout[06].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 Loadout[13].WeaponType=Pylon_F3H-2L Loadout[13].Quantity=1 Loadout[14].WeaponType=Pylon_F3H-2R Loadout[14].Quantity=1 Loadout[15].WeaponType=Pylon_F3H-2L Loadout[15].Quantity=1 Loadout[16].WeaponType=Pylon_F3H-2R Loadout[16].Quantity=1 Loadout[17].WeaponType=Pylon_F3H-2L Loadout[17].Quantity=1 Loadout[18].WeaponType=Pylon_F3H-2R Loadout[18].Quantity=1 [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=LAU-3A Loadout[05].Quantity=1 Loadout[06].WeaponType=LAU-3A Loadout[06].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 Loadout[13].WeaponType=Pylon_F3H-2L Loadout[13].Quantity=1 Loadout[14].WeaponType=Pylon_F3H-2R Loadout[14].Quantity=1 Loadout[15].WeaponType=Pylon_F3H-2L Loadout[15].Quantity=1 Loadout[16].WeaponType=Pylon_F3H-2R Loadout[16].Quantity=1 Loadout[17].WeaponType=Pylon_F3H-2L Loadout[17].Quantity=1 Loadout[18].WeaponType=Pylon_F3H-2R Loadout[18].Quantity=1 [Recon] Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 I'm pretty sure that's everything, and I'll attach the converted pylons to the next post. I've chosen not to include HVARs, because I don't feel they suit the pylon model, and I'll return to this mod to fit out the special store later, but of course, you can play around with it to suit your own preferences. I also took some time to tighen up the pylon positioning, and it all looks pretty good to my eyes. 👍 Champion's Demon really is a fun and interesting plane to fly, whether on strike missions or fleet intercepts, needing careful management of energy and the afterburner to get the job done, unlike its brawny younger sibling, and just like the real thing. I hope someone else will enjoy this, too. Thank you to the modding community for the hours of interesting and informative R&R you bring to us all. Best, KB
  26. 1 point
    My fav modeler is back! With a new toy! A plane must needed.
  27. 1 point
    Hello, concerning the incident over Syrte in the year1981 it is not clear if the Su-22 or Su-22M were armed with either the R-3S or the more advanced R-13M. It can be that an R-3s was fired by mistake or that an R-13M was fired with an “limited” head-on look. If the seek of an R-13M were close to the heat source it could be possible to look on head-on. But the distance was normally too close as that the missile could guide properly. Therefore, the term “Limited” Head-On capability. To solve the problem in game I propose: a Give the missile an all-aspect capability, reduce the "max. Launch Range" and/or the "max Seeker Range", reduce the "Seeker Gimble Limit", reduce the "Max Turn Rate" & reduce the "Seek Track Rate". The exact values must be determined by “try and error”. Since the Su-22 and the Su-22M don’t have a proper aiming system for air-to-air combat with missiles, you have to archive an look-on via PKI (boresight). Attached may some additional information about the FON over Syrte.
  28. 1 point
  29. 1 point
    The R-3S (AA-2 Atoll) was a tail chaiser, not a all-aspect weapon. It was unable to lock on an incoming plane. Same with AIM-9B. No chance to lock on incoming planes. All changes, which make them all-aspect are unrealistic.
  30. 1 point
    just breaking in here ... just curious as to HOW you can fire a radar guided missile from an aircraft that DON'T have an air intercept radar???? Without a human player in the Fitter's cockpit to "attempt' a lock and fire the IR missile, there's not real way to recreate the actual event. And as SF2 has no multiplayer... Sorry to put ice water on the idea, but there you have it. Editing the missile, hardpoints aren't gonna work no matter what.
  31. 1 point
    Did do the test, Reshade VR with Depth3D. Even did buy Steam VR desktop software but this Reshade road is going nowhere. This combination is only bring the flatscreen to you Headset. That movie screen effect is a bit annoying, it’s not real VR as you noticed in real VR flysims. I did try every combination like SteamVR or OpenXRToolkit. Did buy additional software besides VorpX, the Steam virtual desktop software. Tweaking lot of adjustments but I can not find the right and perfect settings. Right now VorpX is the best way for WoFF-VR, it is playable, only I know most VorpX users will still be very disappointed that the screen quality has a lot of problems caused by shimmering, blinking tree leaves and other graphical artifacts. Meantime I had contact to another YouTuber that had more a less the same problem, what you see on Youtube is btw not the VR Headset screen but the MEGA BETTER monitor screen. Maybe for the next Woff upgrade the shift to DX11 or 12 could solve this, if not, I do hope the OBD could do some optimizing to the actual shaders.
  32. 1 point
  33. 1 point
    dont rush, slow is fast. or as my grandfather used to say "its faster to do it right the first time than to half ass it 2 or 3 times" (his quote, not sayin you half assed anything) get you a few folks willing to check things out privately, to try to catch any goof ups before release (skins dont show, campaign ends after one mission, ground objects dont shoot etc). not everything will be caught, but its less egg on face to fix one or two things post release than a dozen. plus again, campaigns are big mods, so more chance for errors not trying to scare you, its great to have someone new modding. just trying to give a few pointers i think might help
  34. 1 point
    Coming soon updated A-6A Screenshot by @Coupi
  35. 1 point
    The DTIC has some released information here: https://apps.dtic.mil/sti/citations/ADA398882 and the associated research report is here: ADA398882.pdf Just a start but like @daddyairplanes said you'll have to break the query down into smaller pieces to get anywhere. The likelihood of finding all middle east countries in one research paper or KB is very slim.
  36. 1 point
    this one too (damn Ron, i actually did make my deadline )
  37. 1 point
    Okay, it's not a EuFi, it's an A400M. But i like this photo: copyright: Bundesluftwaffe


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