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Caesar

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Everything posted by Caesar

  1. We're working on a general update that will standardize all AIM-54's on the TMF F-14's. What you're going to want to do is change both your AIM-54's SpecificStationCode(s) to AIM54, and change the pylons in your F-14 Data.ini's from F14 to AIM54, but only do so on your Phoenix pylons (MissileStation1Ter, MissileStation2Ter, and PhoenixStation1-4), if you change all of the SCC's that list F14, you might loose LANTIRN, TARPS and the fuel tanks. So, on those stations, the SCC needs to match the AIM-54's SCC. The entry should read: SpecificStationCode=AIM54
  2. Honestly, I noticed the opposite - the smaller, less powerful Soviet AA-8 air to air missiles (6.6lb warhead) would bag friendly and player aircraft every time compared to the AIM-9L and M (20lb warhead) which would regularly take 2 or more to down a single MiG-23 (I think I've had them take 3 before, which required closure for guns to finish them off), and were physically incapable of downing bomber and large interceptor aircraft - I've had Tu-128's eat 12 AIM-9's and not drop (my own, -2's and -3's, every one hit). That observation, however, is just that. I agree with StreakEagle 100% - All missiles should work based on how they are defined in their data.ini's, not based on "who" fired it.
  3. It's Slartibartfast's BD!

    Happy Birthday!
  4. Good Evening, ALCON, While reading the ThirdWire facebook page, I noticed a few people requesting an F-14B/D by ThirdWire. I doubt this is going to happen soon, if at all, however it got me to thinking, how would the ThirdWire flight model fare given F110-GE-400 engines? Rather than do a simple .ini edit, I wanted to see it on a proper model with a proper F-14B cockpit, loadout, etc. So, what I did was translated as much of the TW F-14's data.ini for the aerodynamic surfaces into a copy of the TMF F-14A+_87. Because all the parts do not directly translate (the TMF version has more definition for its flaps, spoilers, wings) I did my best to use everything that I could and found it actually handles fairly similarly to the TW Tomcat, but with the huge GE engines that give it better energy as they do in real life. The point of posting this? I'd like to share the results of my test with the community and check for feedback. As it stands, there are still some issues. The Stabilators loose a lot of authority at the low 500's of KIAS, and then rebuild later. The roll rate is atrocious without unlocking the spoilers (nowhere near the real-world 180-200+ deg/sec rate they could get. Spectre had increased the effectiveness of the TMF stabs which fixed this issue for the most part, but using the "vanilla" stabs, the same problem arose) so those have been unlocked at above .9M. The flaps and slats are the same as the TMF F-14 because of the extra definitions that I haven't worked out yet - they work well as they are with the TW FM to be frank. I have not been able to check this against the charts as of yet. Original sources for the FM are ThirdWire, Column5 and Spectre8750. This was based on the TMF F-14A+_87 from the Super Pack with both April 2012 avionics and FM updates (though the FM will be replaced, the other updates might affect gameplay). To install, copy your F-14A+_87 folder and re-name F-14B_Trans (for "Translation"). Drop the contents of F-14B_Trans.7z into the folder (will be an F-14B_Trans.ini and F-14BTrans_Data.ini). This concept was tested at May 2012 patch levels. Positives? Negatives? Death threats? Well, maybe not that. I'd like to hear it. F-14B_Trans.7z
  5. OK, gang, here's a general update. This is the still-beta version of the FM applied to all F-14's (A/B/D). Also includes changes to the jammers (dual mode). If you'd like to test, back up your data.ini's and copy over with the beta. Cockpit fix is not part of this (like what was stated, 2 weeks!) June 2012 Update.7z
  6. HomeFries, Copy that, will start coordinating with the SP team to make that general update for F-14A/B/D. Romflyer, Yes, I did see that; I think the pit will wind up being updated, but IIRC that required a .max file update. Last I knew, the .max file has been sent to one of the cockpit gurus, so the update is a WIP. If it can be done with an .ini edit, it would be easy for me to do. Thanks for the feedback, folks!
  7. What is it mapped to in your controls? You might need to reassign it.
  8. I never ran into that issue before; normally if I have my AI F-14's using AIM-54's they'll ripple fire them at long range before switching to Sparrow. When did that start surfacing? I did notice you did a complete translation of the TW data; so I guess I should rename this test one as a "hybrid." The only surfaces I kept from the TMF Combined FM are the Flaps, Slats and Spoilers, and the aircraft handles similarly, slightly better roll rate, closer to the 180 deg/sec at cruise speed limited by Roll SAS without as much nose drop at slow speeds. Rudders, stabs, wings, fuselage, nose, etc. are from the TW bird. While tweaking I've been checking the charts and the F-14 never dips to a point where it can't reach/exceed its 6.5g limit in the high 4-low 500's KIAS like the TW bird (even at light weight, I've noticed with my beta FM using TW control surfaces it will drop to about 5.2 max g, which puts a real wrench in sustaining a 7g turn against an opponent!) Will keep experimenting with this. EDIT: Adjusted two values per stab in the CL0 Mach table to increase the stabs effectiveness at the affected region of flight; adds about 1.2g of authority at the "bottom" of that region, so you will be able to maintain at least a 7g pull in this region of the flight envelope.) The aircraft feels otherwise identical, it just doesn't droop below 6g at 5,000 feet with maximum available deflection at around .87-.92M. Check out if you'd like. F-14B_Trans.7z
  9. That is a sexy pit. Keep up the good work, gents!
  10. Huh, didn't know that, actually! EDIT: Will download and check out. EDIT 2: Checked out, doesn't seem to fully agree with the Super Pack (that is, some of the loadouts are changed and whatnot) so I am going to keep at tweaking this FM for potential release specifically for the SP. Thank you for bringing it to my attention though! Will check more on the stabs and departure characteristics in the near future...
  11. Gotcha, Baby! (VF-74 pilot vs VF-101 student)
  12. Been Out

    Best wishes to your dad, Dave.
  13. Sounds like you downloaded one of the updates which doesn't include the aircraft. Check this one: http://combatace.com/topic/68044-tmf-f-14-tomcat-superpack/ That was the file with all the jets, which includes the Iranian Tomcat. Later files were updates to that baseline (avionics, cockpit, smooth wingsweep, etc. were added to the Tomcat Super Pack v1.18). I'd recommend checking that one out, should be in there.
  14. The Tomcat Super Pack has an Iranian F-14 in it. File is F-14A_IR; haven't flown it much, so I don't recall all the skins for it, I know it has the standard desert camo, it might have the more modern blue scheme, but I can't remember off the top of my head.
  15. Arthur, Just a note, the link you have to the TMF F-14's is for an update to the pack which doesn't include the airplane (that update was superseded by the basic Super Pack v1.18, and then the April avionics/FM stuff). The TMF Super Pack URL follows: http://combatace.com/files/file/12327-tmf-f-14-tomcat-superpack/
  16. You can manually adjust the loadouts, switch the AIM-7E-2 to the F or M model if you wanted. I think the game knows to stay in family (if you do a mission prior to the introduction of the F/M), though it has been a bit since I've dealt with the SFP-1 series.
  17. Actually, you might still have a problem. Sparrow didn't go out of service in the 1970's, nor did Phoenix leave service in the 1980's. Sparrow is still in service, and Phoenix didn't retire until 2005, one year before the Turkey left the decks - this is reflected in-game. What installs are you merging your aircraft/weapons into? What weapon packs are you using? Any other info you've got?
  18. That's accurate, HF. When we added the functional VDI to the TMF Tomcat 'pit (ToS's work, actually) it required the new AvionicsF14A.dll to properly function. The way it is set up right now prevents the VDI from having any other functionality (TCS feedback, for example, is handled on the HSD rather than the VDI screen because of that limitation) - or we just couldn't figure it out, which is entirely possible. Like the modifications to the stock pit, too guys, good work!
  19. That worked, Dave. So far, I have re-added the F-14, F-15 and F/A-18 effects with no crashes. Might take a bit to find the "bad" file.
  20. Dave, which ships? Cargo, surface combatants, all?
  21. I'm getting the "crash every time at 30%" problem, but that's on a heavily modded install. Will back up the folder and install over (semi) vanilla one and see what happens. EDIT: Yep, works on SF2:NA (few mods) - will have to investigate on what's breaking it.
  22. Which (Non-Sims) are you playing?

    It's kind of sad...I keep a spreadsheet of all games I have installed and/or available (on console from Atari VCS to XBOX 360 and on my PC from DOS games to the latest). Rather than post that list, the games I most play other than flight sims at the moment are: Battlefield 3 Diablo 3 Portal 2 Right now, D3 is taking the majority of my time.
  23. Florida cannibal was high on LSD

    Homeboy be trippin'! Seriously, that's pretty messed up.
  24. Anyone Playing Diablo 3?

    I'm on; still at Nightmare mode ATM.
  25. Planes That Look Alike

    Yep, held at a former SAC base! (at least for W2000, it was a former SAC base). Still have the AFRL directorate there, though.
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