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Everything posted by Caesar
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f-14 F-14A/B/D Tomcats of The Unsung War (Ace Combat 5)
Caesar reviewed zachtan's file in What If Skins
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Multiple Track/Attack
Caesar replied to jjlehto's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
To do the multi-target track/attack, you need Strike Fighters 2: North Atlantic for the AvionicsF14A.dll file that comes with it. This allows for the fully functioning Track While Scan (TWS) mode used by the AN/AWG-9 (track 24, attack 6) and which can be applied to other mechanical (e.g., AN/APG-71) and AESA/PESA radars. The basic TW F-14A, as well as the TMF F-14 Tomcat Super Pack/v1.32 (F-14A/B/D) utilize this function. I believe it is implemented on the F-22 on this site, but don't quote me on that. This was discussed back when SF2:NA first came out (multi-target track/attack for aircraft other than the F-14); I'll see if I can find the topic for you, but you absolutely can use it with other aircraft and active homing missiles. EDIT: Here's one of the discussions on it: EDIT 2: The other discussion was on the SF2:NA release thread, but had less detail (just that TWS works on other aircraft). Recommend reading the above topic. EDIT 3: This version of the F-22 uses the AvionicsF14A.dll and is able to do multi-target track/attack. If you want to see how it's applied, you can review the avionics.ini. -
Just keeps getting better: http://www.washingtonexaminer.com/navys-sky-penis-gets-its-own-christmas-ornament/article/2642188 Yes, now you too can adorn your Christmas tree with an EA-18G/sky penis ornament!
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HE LIVES!!!
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Aerodynamically Limited MiG-17s v1.1
Caesar replied to Caesar's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Updated to v1.1; adjusted engine response time (see description). -
Aerodynamically Limited MiG-17s v1.1
Caesar posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File Aerodynamically Limited MiG-17s v1.1 Aerodynamically Limited MiG-17s v1.1 ================= Description: This is a mod which limits the maneuverability of the stock ThirdWire MiG-17, -17F and -17PF at high subsonic speeds, especially above .8M. It has long been published that the MiG-17's lack of hydraulically boosted controls prevented the pilot from turning much harder than 2-2.5g as the aircraft got beyond 400 knots (especially by 450). The stock TW MiG-17s, however, have in excess of 10g authority at the mid-to-high 400s of knots, and this is one of the reasons they are commonly called "UFOs" - they can out-turn almost any fighter anywhere in the envelope. This mod adjusts both the lift coefficient and the aerodynamic pitch dampening coefficient to reduce the MiG-17's ability to pull high-g turns at airspeeds exceeding .8 Mach. This provides the player with the ability to utilize real-world speed tactics employed by F-4, F-8 and other aircrews against the MiG-17. Keep the fight fast, and you can now out-turn the FRESCO. This mod does NOT adjust the lower-speed performance of the FRESCO. As such, if you try to get into the phonebooth and burn away your energy, expect the same results as before. If you choose to fly the MiG-17 with this FM modification, it adds a degree of challenge and realism in that just like the AI, you won't be able to load a 12g turn at 500knots anymore, and will have to pay attention to airspeed. The speedbreak is your friend! I personally had no problem dogfighting with the FM, but it did require better energy management in that it requires you to keep the aircraft neither too slow, nor too fast. V1.1 (23 Nov 17) has also changed the engine response time for the MiG-17's VK-1F engine. It is reported in Red Eagles that the engine took approximately 15 seconds (p.112) to go from idle to full military power. Most engines from the 50s and 60s had slow response times (e.g., the TF-30 taking approximately 8 seconds to go from idle to military and another 4 to stage up to Zone 5), and this required a bit of thinking and tactics to work around. "Jose" Oberle (Lt Col, Ret) explained that the engine worked well enough if kept above 80 percent power, but pulling back to idle, then pushing back towards military power "took forever" (Ibid.), and that the easiest way to handle decelerating was to keep the engine at 80 percent and deploy the speed brakes. The AI isn't harshly impacted by this limitation, but a player using this data.ini will have to consider this limitation. If, as a player, you do not want to deal with the slower engine response, the original entry is simply commented out, and can be restored by editing the .ini. ================= Whats in it: There are three data.inis contained in this mod. One for the baseline MiG-17, one for the MiG-17F and one for the MiG-17PF. This mod adjusts the ThirdWire MiG-17s and will work with any version of StrikeFighters 2, including merged and single installs. ================= Installation: 1. Unzip the contents of the "Aero_Limited_MiG-17sV11.7z" file into a folder 2. Open the folder. Copy the contents of the folder (MiG-17, -17F, and -17PF folders) into your SF2 mod folder's Objects\Aircraft folder, allowing all files to overwrite. 3. The Data.ini files should already be read only, but if not, set them to read only so the game does not re-write or over-write the data file with the game's original files upon booting up (this happens sometimes when a mod changes a core game file). 4. Go fly! ================= Credits: FM: ThirdWire Mod: Caesar ================= Some open-source examples of airspeed and engine limitations of the MiG-17: From "Scream of Eagles," "Tooter" Teague (who flew one of the captured MiG-17's) put it that: "We found out very quickly that the MiG ['17] goes out of control at 450 knots...He [the '17] locks up at about 425 and he goes absolutely left wing down...his wing warps...so if he goes 500 knots he's out of control He's in a left wing roll an can't do anything about it. So just do 500 knots and it becomes only a question of eyes. Keeping sight and keeping fast." (p. 138). From "Red Eagles": "We had to teach them that if they could - as a defender in an American airplane - get the MiG-17 into the 450-knot regime, and then start to turn, then the MiG pilot would have to overcome this huge aerodynamic load on the tail without any hydraulic assistance. He may have had the potential to pull 7Gs, but he could probably pull no more than 2Gs because he simply didn't have the physical strength to overcome the loads on the tail." (p.132) From "Duke" Cunningham (in "Dogfights): [the MiGs are travelling fast. Cunningham knows the MiG, lacking hydraulic controls like the F-4, is hard to turn.] "So I looked at him and said 'nope, can't do it,' so I broke into him and he overshot right down below me." [Engine] From "Red Eagles, New Edition": The VK-1F was slow to respond to movements of the throttle, and it took in the region of 15 seconds for it to go from idle thrust to "military" thrust power setting (the maximum non-afterburning thrust available). Oberle observed: "This slow engine response was a characteristic of the old engines. If you kept the power up above 80 percent you had pretty good engine response, but if you ever pulled it back to idle and then pushed the power up to accelerate, it would take forever for the engine to spool back up to the 80 percent rangewhere you finally started getting power." (p.112) Submitter Caesar Submitted 03/03/2017 Category ini File Edits -
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Attaining Mach 1 at Military Power
Caesar replied to hawker111's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The F-14B was able to just barely beat 1.0M in level flight at higher altitudes (over 20K feet) in mil power, but not on the deck (vMax around 0.96M in mil power at combat weight). I recall some of its aircrews chimed in over at Tomcat Sunset a few years ago stating that clean, it would do 1.1M in level flight and 1.2M with slight nose-down, but again, at altitude, not on the deck. -
f14 1.18 version dwonload
Caesar replied to saigon's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Check PM. -
Which carriers operated Tomcats and Hornets at same time?
Caesar replied to Stratos's topic in Military and General Aviation
Well, if you're talking the smallest carrier class to operate both legacy Hornets and Tomcats, it would have been the Forrestal class. Those were smaller than the Kitty Hawk, Enterprise, and Nimitz-class ships, but larger than the Midway-class. CV-59 (Forrestal) operated both F-14s and F/A-18s by 1991, CV-60 (Saratoga) had both types aboard by 1990, CV-61 (Ranger) took on some F/A-18s during a month-long exercise in 1986, but did not operate them otherwise, CV-62 (Independence) had them in an official capacity by 1990, but had some F/A-18s embarked between 1987 and 1988. You may also be thinking of some training done with the F-14 on USS Coral Sea (a Midway-class carrier), but the aircraft was never officially part of an airwing attached to the Coral Sea. Here's an article on it: http://foxtrotalpha.jalopnik.com/could-the-f-14-tomcat-operate-from-the-uss-coral-sea-an-1722586198 -
f14 1.18 version dwonload
Caesar replied to saigon's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I have a backup file for v1.18, but is there a reason you can't use 1.32? -
Which carriers operated Tomcats and Hornets at same time?
Caesar replied to Stratos's topic in Military and General Aviation
As JediMaster said, the F-14 and "legacy" F/A-18 served on the same carriers for over two decades. In terms of the Super Hornet and Tomcat, there are far fewer instances, but check Crazyhorse's link (www.gonavy.jp). CVW-14 had F-14Ds of VF-31 serving alongside F/A-18Es of VFA-115 on at least three cruises; one was only a month-long exercise, but the other was a ten-month WestPac/Arabian Sea/Persian Gulf cruise on board the Abraham Lincoln, and lastly, these two had another cruise with the Stennis in 2004. There might be others, so explore the site. So, yes, they did serve on the same carriers, but for a very brief period. -
Weapons and airplanes failures?
Caesar replied to Stratos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Some of that is simulated, some can't be at the current patch level (and given it's what, 4 years old now? probably won't be). For example, missiles do come off stupid. The more modern the missile, the more un-likely it will come off the jet and just drop away, but play with older model missiles and its much more noticeable (e.g., AIM-7E, AIM-9B, hell even the AIM-54A - I've lost 3 of 6 before to coming off the rail dumb). This is defined in the LaunchReliability line of the data.ini. Guns will also jam. It seems (but I cannot confirm) that increased g while firing leads to an increased likelihood of the gun jamming. The Vulcan is pretty reliable, but on the F-8, if I try firing at high-g (like in reality), I'll usually get a gun jam. I've also had plenty of smart bombs and guided air-to-ground weapons fail as well. In terms of avionics failures, mechanical failures, engine stalls, etc, the only thing I'm aware of is over-g and over-speed. If you load way too much "g" on the aircraft, especially beyond the StructuralFactor (typically 1.5), the aircraft can lose components to overstress. It becomes more prominent when the aircraft is damaged already. In terms of over-speed, your engines will catch fire if you stay too fast for too long. Apart from that, I'm not aware of any specific ways to simulate system failures other than commenting out their data lines in the .ini prior to booting the game. -
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Strike Fighters 2: War For Israel V3.0 + Sandbox
Caesar reviewed Spectre8750's file in User Made Campaigns
- 25 comments
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- spectre8750
- war for israel
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(and 3 more)
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