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Caesar

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Everything posted by Caesar

  1. Took her up a few times. So far: Absolutely FANTASTIC cockpit! All-glass, and I've never seen so much info projected onto a HUD before. The plane does get kind of dicey at low speeds; the roll authority gets real low and eventually somehow seems to reverse (usually after I get below .5M): when I put in aft-left or aft-right inputs I start getting yaw and roll in the opposite direction of my inputs, but I only noticed this at low airspeeds. For a Beta, it's lookin' good. Great job so far!
  2. Eels vs Lazer Cats.....

    Well, hold on for a second here, aren't we working on how to defeat the eel problem by using the cats? The Javelinere Beagles might prove to be a problem if we're employing lazer cats; the beagles may fire on the cats, while the cats will fire back with laser beams, which will get the whole thing distracted from the eels and the eels will win because our defenses are attacking each other! Unless we can keep the Beagles in a firing position away from the lazer cats, they'll become a liability. On the other hand, the beach assault by the eels will depend on whether or not the lazer cat's lasers can outrange whatever the eels can fit on their hovercraft. I'm not sure of the effective range of the cat's lasers, but if they outrange the eel's costal bombardment, the cats won't need support. If they do, however, we'll need a secondary defense to hit the bombarding ships, preferably something from the air that won't distract the cats, or attack them, for that matter!
  3. Eels vs Lazer Cats.....

    Well, the bat bombs did work back in the 1940's, only we never employed them (there was actually a show on History about weird weapons, to include the bat bombs). What I'm thinking is, if the cats can laze the hovercraft full of eels from the shoreline, they will have an overwhelming advantage. Of course the eels can abandon their hovercraft and try to get to shore. Now, if the eels hope to do damage to us, they'll have to get ashore and then the cats also have a big advantage. If bat bombs are to be used, yes, I'd say that is a hazard to our cat defenses.
  4. Eels vs Lazer Cats.....

    Considering the high mobility of eels in hovercraft, I'd say utilizing a directed energy weapon such as a las(z?)er cat could work very well. It must be considered, however, that cats are easily distracted, and tracking a hovercraft might become secondary to, say, a rolling ball of dust. On the other hand, if the eels were to reach their objective in their hovercraft and unload, the cats may just have the advantage if deployed in the eel LZ; I doubt they'd give up the chance for free sea food, seared to perfection with their laser beam eyes. I think it's worth the risk.
  5. Laser Cat

    VERY dangerous...
  6. Hey, did anyone else notice that if you hit zero airspeed you no longer just flip and flop out of control? I was flying my Tomcat back home when I figured, hey, they modeled departures and spins now, I wonder if I can do a hammer-head stall. Brought the Big Cat to 90* vertical and idled the engines at about 10000 feet. Ecce! (Behold!) The Cat hit zero and then negative airspeed and started a tail-slide. The nose then started to fall, went to 90* towards the earth and gained speed. I pulled out at 3000 feet. I don't know if this started with just WoI in general, but after the Sept patch this is the first time I noticed it. Anyone else do this yet?
  7. Yeah, so, we're looking at a possible 3 models of Tu-95's? Sierra Hotel!
  8. So...I could land my plane, jump into The Swamp and shoot back some dry martinis with Hawkeye, Duke and Trapper, then take back off and bag some Commies? You rock, Wrench!
  9. Scrapping the F-117

    I'm willing to bet they're not going into war reserve simply because of the tecnology they were built with. Figure, we've been scrapping F-14's because we're afraid Iran will get their hands on spare parts from them, we sure as heck don't want to risk the spread of stealth technology.
  10. Scrapping the F-117

    Yeah, it blows, but what I've come to understand is that once an airframe is retired it has about 1 of 4 options: 1.) Get scrapped 2.) Go to a museum 3.) Become a drone 4.) Sit in the desert and wait to be scrapped, go to a museum, or become a drone War reserve aside, that's pretty much what's happening.
  11. Yet another checkride...

    Congratulations, FC!
  12. I think there's at least one Su-47 in the works by a group (don't know if it's InSkye or whom), the Su-33 is close to the Su-37, and IIRC Julhelm is working on a MiG-1.42 or similar a/c. As FC and Gepard have said, requests usually don't get far, because a modder/mod group has to have the interest and more importantly, the time to do it. Also, there's a big lack of documentation on next-gen fighters, and being that once a plane is released there can be a lot of dissent because of lack of accuracy (even marginal issues), the mod community does their best to make the planes as accurate as possible (even though its freeware). If a modder/group is interested enough in these planes, they'll make them. Also of note, there is a list of WIPs right on this site, check it out and see if those a/c are on it.
  13. Most effective is my favorite, the F-14A. I can splash my opponents at 90 miles, blow up their runway, and then do some strafing or gunfighting with great stick-and-rudder response. On the deck, I can turn at the same rate as the MiG-17 and curl inside Fishbeds and Floggers. Against Fulcrums and Flankers it becomes a bit more interesting, but I splash them just fine too. No Escort Required, Baby!
  14. Right from the Knowledge Base: It is a must that you install patches. Most of the time you will want to install up to and including the latest Patches / Service Packs. The only exception to this is if you intend to run a Mod that only works with a previous Service Pack. IMPORTANT: If you have modified your game back it up completely before installing any patches or Service Packs. It’s likely that Patches and Service Packs will delete or replace some of your modded files. When a major Service Pack is released it is often best practise to backup your existing game and then start again with a clean install. You can then drag and drop mods from your old game into this fresh install. Please see the knowledgebase on how to back up your game (this can actually be done by making a COPY of the entire game folder – i.e. C:\program Files\Strike Fighters\) Best answer: keep a "vanilla" copy of the game, i.e. one unmodified, and then copy it. Apply the patches FIRST, and then re-add your mods, this is as simple as dragging and dropping them into the new, patched install. Yes, patches will kill some mods, just reinstall them or drag n' drop from a prior install.
  15. Got a new job today...

    Congratulations and good luck; sounds like it's already getting interesting.
  16. Quick answer: Add "NUC" to AllowedWeaponClass of the pylon. (example: AllowedWeaponClass=AHM,IRM,NUC) Longer answer, but which will answer far more questions that might come up: read about how to add weapon types in the Knowledge Base
  17. Advice: Seriously, read the knowledge base, what you need to know is in there. Some of it goes deeper than just the weapons editor, and will have to do with the data.ini's for your aircraft, especially the AttachmentType(s) and AllowedWeaponClass(es) of your aircraft's pylons. If you want your plane to carry a nuclear weapon, for example, the AllowedWeaponClass of that pylon must include NUC. Or, say you want to load an active homing missile on a specific pylon of an aircraft, that pylon needs to have AHM under AllowedWeaponClass. The AttachmentType defines what missiles it can use, based on countries, etc. So, a weapon may be from USAF, USN, NATO, WP (Warsaw Pact), SOVIET, etc. A Warsaw Pact plane, like a MiG-29, will not load a AIM-120 because the missile's attachment type is NATO or USAF. A pylon may have several attachment types, but say your pylon only allows USN attachment types, it cannot load NATO or USAF weapons unless you add USAF and NATO to its attachment type. Still further, the time the weapon comes available changes. You can't put an AIM-120 on your F-15A if you're flying in 1985 because the AIM-120 didn't come around until later, or an AIM-54C on an F-14 in 1974 for the same reason, but the AIM-54A will be there (assuming you have it installed). Going beyond that, maximum weight, length, etc. of a pylon is also defined in your data.ini file, so a pylon rated for 200kg won't accept any weapon higher than 200kg. All of what I just listed has either been discussed before or is in the Knowledge Base. It behooves you to read up on it, and try it out. If you screw up, which we ALL have, revert to a backup copy or reinstall.
  18. Rick is dead...Oh my god.

    Wow, that sucks. RIP!
  19. Happy Birthday HrntFixr

    Felix natalis tibi!
  20. I'd be willing to bet you over-G'd the aircraft and destroyed it, I've lost an F/A-18F doing that once, but I was actually trying to see if it would break (at 24G, lo and behold the left wing went flying off and the a/c spun in). The F/A-37's wings swing like the F-14's in the Wings Over x sims; it's a matter of airspeed. If you get your Talon slow, the wings will sweep outward, but as you go faster, the wings sweep back (or, forward in the Talon's case).
  21. Doesn't look like the latest version of the MFWP has the AIM-54 in it; as I understand it (and someone here from MF can probably give you a better idea) they're re-working the AIM-54 and will likely be releasing it later. The older version of the MFWP has the AIM-54A and C in it, as does the Bunyap weapon pack.
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