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Caesar

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Everything posted by Caesar

  1. F-14 shoots down F-4...

    "Hey Joe" Parsons was NOT the guy who shot the F-4 down. He was a Tomcat RIO who knew some of the folks involved. This was a subject of discussion over at Tomcat-Sunset and Jon asked "Hey Joe" for amplification on the incident back when the subject got brought up here.
  2. Were you able to define the folder during setup? Also, where does the folder chain break? (i.e. do you have a ThirdWire folder, but no StrikeFighters2 folder, or do you have no ThirdWire folder at all, or...)? Might recommend a re-install, then run once, then check your Saved Games folder.
  3. In Windows 7: C:\Users\[Name]\Saved Games\ThirdWire\StrikeFighters2 [Version]\ This is the location of where your mods go. EDIT: Or just go to your profile, to Saved Games, then you'll see ThirdWire, etc. rather than typing in the above (in case you have a different breakdown). EDIT 2: Did you boot the game once before looking for the mod folder?
  4. Auto Collision Avoidance F-16

    You know, I saw something similar to this on NOVA back in the late 1980's (episode called "Top Gun and Beyond"). The system was being developed for the F-16, included a female warning voice when the aircraft was on a trajectory to hit the ground and at low altitude, and then automatically leveled out if the pilot kept his hands off the controls after the a/c met a certain altitude. I wonder if this is the culmination of that technology/R&D effort from 20 years ago or if it was originally killed off back then in the post-Cold War budget cuts, then picked back up in the past few years after the we continued to lose "healthy" aircraft. (Funny enough, they also showed a helmet that projected a 3D rendering of the world in the pilot's "visor" like a super early F-35 helmet running vector graphics a-la Asteroids). Good find, will be nice to see this implemented.
  5. Block 90 Aardvark Tomcat loaded for a fight Fox 3 Long!
  6. File Name: Early F-14A Tomcat Paint Schemes: The Gulls - Part 1 v1.11 File Submitter: Caesar File Submitted: 22 January 2013 File Category: F-14 Early F-14A Tomcat Paint Schemes: The Gulls - Part 1 v1.11 This F-14 Tomcat Skin Pack is designed for the TMF F-14 Tomcat Super Pack (Any version, V1.14-1.20, or even the baseline Tomcat Pack from 2010). It represents eight F-14A Tomcat squadrons during the airframe's Vietnam-era introduction until the late 1970's (ca. 1978-1980), as the squadrons began to tone down. It is called "The Gulls" because the F-14's paint schemes early on included an overall light gloss gull gray with white control surfaces and underside, as well as very high visibility squadron markings like the F-4 and F-8 before it. I've always loved the Tomcat in its high-viz glory, and decided to compile a set of skins that represented the F-14 in its early years. The aircraft bureau numbers are included on each aircraft, and I logged them to the best of my ability; some aircraft were uncertain, so I narrowed it down to the block to find unassigned BuNo's. Any uncertain airframes, then, are at least from the proper block, and are few and far between. These skins are valid until about 1978, the big changes over time weren't so much the colors as much as the bureau numbers of the aircraft. Some aircraft were lost to engine explosions, cold catapult launches, overrunning the deck, etc. during their inaugural cruise. Those others could have been involved in several cruises, but some may have been transferred to other squadrons and replaced with new build aircraft, so all aircraft modeled here are from the initial cruise of the listed squadrons. This work was based in part on the Mirage Factory originals (listed in the original credits as being the work of Column5), and also some of Spectre8750's skins from the Super Pack as well, so I must thank them for providing the basis for the work. There was still quite a bit that went into making the updates even to squadrons which appear relatively unchanged (esp. VF-1, -2 and -84) to include wholly new decal sets for aircraft numbers and bureau numbers. VF-14, -32 and -41, -114 and -213 on the other hand, were done just about from scratch with the exception of VF-41's tail stripes. The squadrons represented in Part 1 v1.11 are: VF-1 Wolf Pack 1974-1978 VF-2 Bounty Hunters 1974-1978 VF-14 Tophatters 1974-1978 VF-32 Swordsmen 1974-1978 VF-41 Black Aces 1976-1978 VF-84 Jolly Rogers 1976-1980 VF-114 Aardvarks 1976-1979 VF-213 Black Lions 1976-1979 ============= To Install: ============= NOTE: This does not contain any aircraft! It is a set of skins. You must have the Mirage Factory F-14 Tomcat Super Pack or 2010 Mirage Factory Tomcat installed for this skin set to work! ============= 1. Go to your SF2 Mod Directory Ex: C:\User\Saved Games\ThirdWire\StrikeFighters2\ 2. Copy the Objects folder included in this archive over your Objects folder 3. Allow the files to overwrite. I have set up the folder structure to match the default structure of the game's mod folder (Objects/Aircraft/F-14A_74/file, and Objects/Decals/F-14A_74/file, respectively) 3a. You may need to add the aircraft's TextureSet to the F-14A_74.ini file. To do so, open each new skin's folder and copy the textureset data from the respective textureset.ini into your F-14A_74.ini file, incrementing based on the last TextureSet number. NOTE: This series of skins are similar to some of the baseline F-14A_74 skins in the Super Pack by name and years. Feel free to rename any of the skins to avoid confusion. 4. Go Fly! V/R, Caesar ============= v1.11 Changes: 1. Fixed VF-84's anti-glare paint. ============= v1.1 Changes: Fixed VF-1 tail, small gray smudge ended up on the rudders Changed all BEWARE OF BLAST warning text under BuNo's to red to match real-world text used at the time ADDED VF-114 and VF-213 Updated TextureSets ============= Credits: Baseline Templates: Column5/The Mirage Factory, Spectre8750 Updated Templates and New Decals: Caesar New Build Squadrons VF-14, -32, -41, -114, -213: Caesar Baseline Squadrons VF-1, -2, -84: Column5/The Mirage Factory Squadron Modifications: Caesar VF-41 Tail Stripe: Spectre8750 Hangars and Loading Screens: Dave, Spectre8750 If I missed anyone, please let me know so that I may add you. Any Time, Baby! Click here to download this file
  7. ALCON, The Gulls skin pack has been updated! The major update is the addition of VF-114 Aardvarks and VF-213 Black Lions; a couple minor updates/changes were made as well, listed in the Read Me/subject discussion. While my initial plan was to do this in 2 halves (6 and 6 squadrons), things keep getting in the way. I'm glad to be able to release at least two of the remaining squadrons I had planned on right now. Please let me know if you have any trouble with the pack. V/R, "Caesar"
  8. WIP VF-114 Aardvarks Some aerial testing No kill like a guns kill! Going fishing with dynamite...
  9. OK, Gents, here's what I've got: Flew two missions against IRIAF F-14's in USN F-14A's. I selected two different loadouts for the IRIAF birds: one with Phoenix and one without. Without Phoenix: The mission started with launch, we flew a distance, and the IRIAF F-14's began taking off (2 of them). I got them on TWS at about 140NM. At 120, I designated them as targets and checked the AI Action. No change. Continued to fly and track until inside of Rmax. I waited until 74NM to fire, still wanting to see if they'd spot me on their own. When I fired they immediately changed from WAYPOINT to RHM_ATTACK (i.e. they turned into me and started lighting me up with their radars). Once in RHM_ATTACK, I immediately got the normal slow strobe warning from my RWR gear. Their radars would have been in RWS mode at this point. As the new Phoenix peak at a slower speed than the older ones, it took them more time to get to the target, and eventually I landed in the firing envelope of their AIM-7's (I have to change the settings since they shouldn't have either F or M Sparrows) and they fired at me. My RWR went to fast strobe warning, signalling incoming missiles. The 14 diamond had a circle in it, signifying they were tracking me (PDSTT). My missiles made it to target first, and the bandits were splashed. Their missiles fell harmlessly. So, from fight 1: if you're being shot at by an F-14 by AIM-7 Sparrow missiles, you WILL hear slow strobe when the AWG-9 is illuminating you, and fast strobe when it is tracking you. With Phoenix: Same setup, but once the IRIAF birds were airborne, and had traveled minimal distance, at about 120NM away, they began illuminating me, and I heard the slow strobe warning. They would have been in TWS for this portion already if Phoenix was to be fired. At Rmax, I fired first, then a few miles later (70-ish) they fired back. My RIO/Flight gave me the "MISSILE INBOUND" warning, but my RWR did NOT transition to fast strobe warning, in fact, it silenced. It began intermittently transmitting slow strobe until all Phoenix were fired, and I then had only slow strobe warnings as the missiles were inbound. Again, the IRIAF guys ate the incoming Phoenix from my side. None of theirs hit. So, if the AI is in TWS, you SHOULD still get at least slow strobe warnings, however, you will NOT get fast strobe warning if a missile is launched at you, and your warning tones might cut out completely. If that happens, expect a missile is headed your way! I'd think at the minimum your RWR gear should maintain the slow strobe warning so long as an F-14 is tracking you in TWS, not sure why it cuts out when a missile is fired. Also, the AI will more aggressively prosecute you if it has a weapon that can reach out and touch you. If not, it might not even try to turn into your direction unless you fire at it/make yourself a threat. EDIT: All F-14's involved were from the Super Pack, not ThirdWire. I'm guessing, since the avionics are nearly identical, the result should be the same with TW F-14's. That's my report!
  10. The AWG-9 in TWS updates every 2 seconds. While Phoenix is flying to its target, it receives information updates from the AWG-9, and you won't get the constant pinging of the radar in single target track, only every time the radar re-scans the target (every 2 seconds). When Phoenix goes terminal, you should start getting the constant pinging because the missile is now on its own internal radar and it's updating as quickly as it can to make the intercept. That's the way it works in reality, anyhow, and I think this is how Fleet Defender modeled it; when an aircraft or ground radar was illuminating you, you'd get a "BEEP" wait 1, wait 2 "BEEP", etc. When either the opposing aircraft locked you up in STT, or a missile went active, then the RWR would make the constant beeping. In ThirdWire, you should see a diamond with the number 14 in it if the Tomcat's radar is on. If it is in TWS, you wouldn't get the constant pinging of the aircraft in PDSTT (I actually noticed this when I did the AIM-23 test, when it shot the semi-active AIM-23, I got all the RWR noise I'd get from a Sparrow or AA-7, 10, etc. when the aircraft goes to PDSTT). BUT! I don't think you get audible tones at all when the aircraft is in TWS, nor when an active missile is launched at you with the radar in TWS in the ThirdWire games. Either that, or my RWR tones are jacked up. Thinking about it in the context of watching the debug, I don't notice enemy aircraft break until the missile goes terminal (i.e. object becomes visible to the AI pilot), even when I select them to launch at in TWS mode (the AI action stays WAYPOINT, and doesn't switch to BEAM_RADAR like it does for STT). So, unless a second RWR sound effect becomes available to indicate a radar scanning, or a missile going active, I don't think you'll hear anything until your opponent goes to STT. EDIT: Classical radars will have the second sound effect (the slow rate strobe) and kick up to high rate strobe when the radar has locked you up. I'll need to fly against the F-14 to see if its radar does this in RWS. I still don't get warnings if its in TWS.
  11. Really, it is experience - in game, I'm more liable to get shot down in an F-16 than I am in an F-14A! (And it REALLY shouldn't be so!) With respect to takeoff flap setting, even at max weight (>74K pounds) the aircraft's takeoff roll is under 4400 feet with a very hot runway, no headwind, using NO flaps, so, you wouldn't need full flaps even to take off of a medium runway with 6 AIM-54, unless you're talking a high altitude runway, or a different center of gravity (e.g. TARPS-equipped).
  12. Looks awesome, Dels! Much thanks for your hard work.
  13. CT, Check your SpecificStationCode values; mismatch, maybe? ALCON, Did anyone notice any major differences between this DLC and what we've already got?
  14. The refueling probe cover door was removed from the majority of IIAF F-14's when delivered (there is pictorial evidence of one on here or there, but it would have been removed some time shortly after - very early deliveries, maybe?). If I had to guess, this probably had to do with the metal baskets used by IIAF/IRIAF tankers; USN F-14 units during ODS started removing the probe cover door also. The USAF's KC-135 used an all-metal basket that could knock the door off, either FOD-ing an engine, or otherwise damaging the aircraft. But based on the pics Dave posted, the "new" IRIAF F-14's still have the probe cover door on.
  15. Kind of wondering the same thing myself. The difference between the Iranian F-14A and mid-1970's USN F-14A are minuscule and wouldn't warrant any changes in the model, cockpit, etc. Maybe TK made the thing's avionics work with pre-SF2:NA installments? I'm holding off on this for now.
  16. Depends on the airframe. I did a video for recovering the F-14 and posted it here a few months ago. For that particular aircraft, in-game it's flaps up (if down), rudder opposite spin, engines to idle, stick aft and, as the aircraft slows, into spin, and that should kick it out. Real-world, those are the recommended controls if rudders opposite, idle engine and forward stick doesn't work. In the game, stick forward does work, but not as quickly as stick aft. Real world, you idled the engines on the F-14 for two reasons, first was to hopefully prevent a compressor stall if one or both of the engines were still running, second, due to the large gap between the engines, asymmetric thrust could easily exacerbate the spin if the inboard engine was out and the outboard one (relative to the spin) were still running. I haven't been able to recover the F-4, but that's likely because I haven't tried enough times, I think I've spun in twice in that aircraft. I recall from the previous conversation on spin recovery, proper procedure is stick forward, rudder counter, don't recall if lateral is used, nor the engine setting. Best thing I'd suggest is to take some time and fly a few missions departing aircraft and seeing what it takes to get 'em out! Sometimes, it might just be "hands off stick"!
  17. Starting a new gig soon

    Congratulatio Consuli Typhoidi! (Roughly, Congratulations to the Consul Typhoid! OK, the ancient Roman position of Consul and modern City Council positions probably aren't very close, but Congratulations anyway!)
  18. Ah, yes, I forgot, the Super Pack requires SF2:NA and would thus require that folder to work right. My bad! Again, awesome work!
  19. RC, Awesome job with these! Can't believe just how high def you got the missiles. One thing I've got, the StationSpecificCode for AIM-54 stations for the F-14's in the SuperPack and the ThirdWire Tomcat are now "AIM54", not "F14." Had to fix that to get them to appear. Once they did, daaaaaaaaamn, they look good! Thanks for your continuing efforts and hard work!
  20. Would You Tell Them?

    I'd just get David Bowie to do it. Only, I'd have to wait 'till 5 Years. And if I did that, I think I'd blow everyone's minds.
  21. CNAF, It can and has been done, but it's a royal pain in the ass! A lot easier if you've got heaters, but it otherwise stalemates quick unless you've got a few tricks up your sleeve (low altitude helps, 'cause you can use terrain as a weapon!). The TW F-14 is a lot more sluggish and doesn't accelerate as well as the TMF F-14A, though it too is underpowered as it should be; I like to think of the TW one as a "pre-Block 90" Tomcat. If you get slow, get him in your gunsight in a turn and he reverses, good luck following him (roll rate is glacial); you're looking at another circle unless you anticipate where he's going, or do a decent snap-roll. Also, catching him is next to impossible unless you've already got some speed on. After implementing the new F-14B flight model, I did fly this mission again and it's kind of the same as the one from a year ago, a bit worse on the energy at high speeds, a bit better sustaining the turn at lower ones. I think it took me a bit longer, but I also haven't been playing as much so I'm sure I'm a bit rusty. Crusader, I'll have to check out those numbers and see what happens. Thanks for the info!
  22. Version 1.11

    391 downloads

    Early F-14A Tomcat Paint Schemes: The Gulls - Part 1 v1.11 This F-14 Tomcat Skin Pack is designed for the TMF F-14 Tomcat Super Pack (Any version, V1.14-1.20, or even the baseline Tomcat Pack from 2010). It represents eight F-14A Tomcat squadrons during the airframe's Vietnam-era introduction until the late 1970's (ca. 1978-1980), as the squadrons began to tone down. It is called "The Gulls" because the F-14's paint schemes early on included an overall light gloss gull gray with white control surfaces and underside, as well as very high visibility squadron markings like the F-4 and F-8 before it. I've always loved the Tomcat in its high-viz glory, and decided to compile a set of skins that represented the F-14 in its early years. The aircraft bureau numbers are included on each aircraft, and I logged them to the best of my ability; some aircraft were uncertain, so I narrowed it down to the block to find unassigned BuNo's. Any uncertain airframes, then, are at least from the proper block, and are few and far between. These skins are valid until about 1978, the big changes over time weren't so much the colors as much as the bureau numbers of the aircraft. Some aircraft were lost to engine explosions, cold catapult launches, overrunning the deck, etc. during their inaugural cruise. Those others could have been involved in several cruises, but some may have been transferred to other squadrons and replaced with new build aircraft, so all aircraft modeled here are from the initial cruise of the listed squadrons. This work was based in part on the Mirage Factory originals (listed in the original credits as being the work of Column5), and also some of Spectre8750's skins from the Super Pack as well, so I must thank them for providing the basis for the work. There was still quite a bit that went into making the updates even to squadrons which appear relatively unchanged (esp. VF-1, -2 and -84) to include wholly new decal sets for aircraft numbers and bureau numbers. VF-14, -32 and -41, -114 and -213 on the other hand, were done just about from scratch with the exception of VF-41's tail stripes. The squadrons represented in Part 1 v1.11 are: VF-1 Wolf Pack 1974-1978 VF-2 Bounty Hunters 1974-1978 VF-14 Tophatters 1974-1978 VF-32 Swordsmen 1974-1978 VF-41 Black Aces 1976-1978 VF-84 Jolly Rogers 1976-1980 VF-114 Aardvarks 1976-1979 VF-213 Black Lions 1976-1979 ============= To Install: ============= NOTE: This does not contain any aircraft! It is a set of skins. You must have the Mirage Factory F-14 Tomcat Super Pack or 2010 Mirage Factory Tomcat installed for this skin set to work! ============= 1. Go to your SF2 Mod Directory Ex: C:\User\Saved Games\ThirdWire\StrikeFighters2\ 2. Copy the Objects folder included in this archive over your Objects folder 3. Allow the files to overwrite. I have set up the folder structure to match the default structure of the game's mod folder (Objects/Aircraft/F-14A_74/file, and Objects/Decals/F-14A_74/file, respectively) 3a. You may need to add the aircraft's TextureSet to the F-14A_74.ini file. To do so, open each new skin's folder and copy the textureset data from the respective textureset.ini into your F-14A_74.ini file, incrementing based on the last TextureSet number. NOTE: This series of skins are similar to some of the baseline F-14A_74 skins in the Super Pack by name and years. Feel free to rename any of the skins to avoid confusion. 4. Go Fly! V/R, Caesar ============= v1.11 Changes: 1. Fixed VF-84's anti-glare paint. ============= v1.1 Changes: Fixed VF-1 tail, small gray smudge ended up on the rudders Changed all BEWARE OF BLAST warning text under BuNo's to red to match real-world text used at the time ADDED VF-114 and VF-213 Updated TextureSets ============= Credits: Baseline Templates: Column5/The Mirage Factory, Spectre8750 Updated Templates and New Decals: Caesar New Build Squadrons VF-14, -32, -41, -114, -213: Caesar Baseline Squadrons VF-1, -2, -84: Column5/The Mirage Factory Squadron Modifications: Caesar VF-41 Tail Stripe: Spectre8750 Hangars and Loading Screens: Dave, Spectre8750 If I missed anyone, please let me know so that I may add you. Any Time, Baby!
  23. "God D$%@ army Jeep!" - Ibidem HARRRRR!
  24. With Spectre's release of War for Israel v 3.0, and seeing EricJ's missions against the Sedjil-armed F-14A_IR, I thought it would be interesting to check what happens when you both do, and do not outrange the Iranian F-14. With the various missions available in WFI, you might encounter an AIM-23 packing F-14 with an F-14A or B, F-15A, C or E, F-16, F/A-18, etc. (Sedjil's service years are listed as 1987-1991), so you may or may not outrange your opponent. First flight was in an F-14B_96. While this is outside the normal range of the Sedjil equipped F-14A, I wanted a bit of back up with the BOL chaff dispensers if need be. In the end, I didn't need them. The F-14B in 1996 was still equipped with the same jamming system as it was in 1987, the ALQ-126/B, a moderate improvement over the ALQ-100 equipped F-14A's used by Iran (and the USN until the early 1980's). It RHAW gear was the biggest push forward in terms of its overall ECM suite. Aircraft: F-14B: 4x AIM-54CE, 2x AIM-7P, 2x AIM-9M, gun, tanks F-14A (IR): 2x AIM-23C, 2x AIM-7E-2, 2x Python ? - it wasn't an AIM-9P, that's for damn sure!, gun This was an extremely short engagement. Both aircraft were using the AWG-9, and upon wheels up, I initiated jamming. Seeing the F14 symbol on the ALR-67 already, I pointed my nose in that general direction and spotted the opposing F-14 about 110NM away. Designating a Phoenix and firing at Rmax (99.4NM), I re-selected the F-14 to ensure I could send a second if need be. At 83.3NM away, the Iranian bird exploded, flying in a straight line while deploying chaff. The -54CE was not fooled. In this case, the fact that I outranged my opponent made it an easy kill. Fight 2 was with an F-14A (82), one more apt to actually encounter the Sedjil. Loadout: F-14A_82: 4x AIM-54C, 2x AIM-7M, 2x AIM-9M, gun, tanks F-14A_IR: 2x AIM-23C, 4x AIM-7E-2, 2x AIM-9P, gun This fight was nearly identical to the last. from spot, to lock, to fire, I never had to worry about the opposing F-14 getting a shot off. I think I fired a mile shorter, and he blew up a mile closer - negligible difference. Aircraft: F-15C_79: 4x AIM-7M, 4x AIM-9M, gun, tanks F-14A_IR: 2x AIM-23C, 4x AIM-7E-2, 2x AIM-9P, gun Now, here is where it gets tougher. Taking up an F-15C_79, I no longer had the ability to sit back and shoot from beyond my enemy's range. What the F-15C does have is a superior ECM system, but the question became would it be enough to get me in range of my own missiles before he could shoot? Upon take off, at wheels up, the Iranian F-14 was pinging me and I got RHAW warnings. ECM on and climb to altitude. I wanted to see if I could survive high up, rather than use the old "terrain mask" trick, since WFI features (at times) heavy SAM cover, and flying low could put me into the heart of the SAM envelope. At 25K feet, I'm able to lock the F-14 up at very long range, somewhere around 100NM, but I have about 62NM to go before I can shoot at my target! At 75NM distance, the AWG-9 burns through and I immediately have an AIM-23 headed my way. I punch off the tanks and begin to try to fly perpendicular to the launch direction, but fail to break lock. Start pumping chaff. The missile does not take the chaff in spite of the huge quantity I'm punching off and the Eagle is obliterated. Okay...take 2! Same loadouts as before, but this time, I decide to use terrain masking. Both times a missile is fired, I terrain mask and they go stupid. What happens now is that I have range advantage, since I know he's got AIM-7E-2's with an Rmax of about 12NM to my AIM-7M's 38NM. I also know, however, that I will end up close to his envelope with all the time it takes my own AIM-7's to reach their target, so I plan to be able to break, and then close for winder's or GUNS if necessary! At 38NM, I fire two AIM-7's (first came off stupid), and fire a third just in case at about 33NM. The first does the work. Finally, the F/A-18C. In this case I only did one engagement. It started similarly to the F-15, but with the shorter radar range of the -18, I didn't have nearly as good SA, only seeing the F-14 on the RHAW gear. Climbed to altitude, jammer on, first Sedjil is headed my way at some distance, but I can't tell how far. If I had to estimate, it was probably similar distance to the F-15, maybe a bit closer due to the smaller size of the F/A-18. Regardless, I put myself abeam, which again doesn't break lock, and then start dropping chaff. This does work, and the AIM-23C looses lock. From my pull/turn cycles, I've ended up at about 7k feet, which means that when the F-14 fires its second AIM-23C, I decide not to tempt fate, and swoop down behind some raised terrain, breaking the AWG-9's lock (it may be powerful, but it can't see through rock!) This puts me in the same place as the F-15: he no longer outranges me, but unlike the F-15, I've got to find him now. For whatever reason, though I know his general direction, I don't see him on radar at 80NM scan. Switch to 40 and start sweeping, finding him at about 25NM - damn, that guy closed! Lock, fire two AIM-7 at 23NM, and yet again, the first hits when he's still just outside his own firing envelope. Takeaways: When you outrange someone, it isn't much of a fight (first two were over in about a minute twenty from wheels up, based on the debrief). What you're relying on is your weapon's ability to dismiss chaff, and burn through the opponent's ECM, or conversely, your ability to beam or fool the incoming weapon. When firing AIM-54's or AIM-120D's, a Sedjil-equipped Iranian F-14 doesn't stand a chance. Its ECM is too weak to fend off your radar (remember, both the F-14A/B and F-15C began tracking more than 100NM away), it has no means by which to respond before it is shot down, at least if you are jamming (I have to assume EricJ wasn't when he got hit, because the AWG-9 didn't make it through the F-15's ECM until 75NM, and the Super Bug's has to be much improved). Also, until 1991, AMRAAM was not available, meaning that fire and forget capability was not available to many Western fighters (nor Eastern with equivalent armaments), so even if you do get in range to employ your AIM-7 compliment, you're facing off against a faster-moving missile fired by your opponent, which may reach you before your own Sparrow knocks the Iranian F-14 out of the sky. Recommendations? Stay low to force a break-lock when he fires, or be better at beaming your opponents than I am! Once you've defeated his long range option, he's stuck with Vietnam-era "short" medium range missiles and rear-aspect Sidewinders. You should have him easy!
  25. Well done, Spectre! Been flying around the Mid East for the past few hours, lot of fun.
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