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Caesar

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Everything posted by Caesar

  1. So, for everyone's SA, I had the engine thrust a little jacked up and fixed it (static installed; the engines are still using the new dynamic altitude/airspeed values) for 1.31. If you don't want to re-download the entire pack, you can instead adjust the thrust for each engine. Use the following values: For the TF30s: SLThrustDry=48374.41 SLThrustWet=76064.59 For the F110s: SLThrustDry=61385.46 SLThrustWet=104978.03
  2. We had been doing that before, but it caused confusion, so it was all consolidated. However, this is a small fix. All you have to do is change the engine thrust for each airframe. If you don't want to re-download 1.31, simply adjust the following: For the TF30s: SLThrustDry=48374.41 SLThrustWet=76064.59 For the F110s: SLThrustDry=61385.46 SLThrustWet=104978.03
  3. It is outlined in the overview, but that sucker is long, and I anticipate most people won't read it. The AI F-14s are included for your use as either wingmen, or as AI aircraft within a mission/campaign. They have a hard 7.33g limiter to prevent them from doing the "one-and-done" super-high "g" pull at the merge and leaving themselves sitting ducks, as the AI usually does with the player F-14s. While the team experimented with these aircraft over the past year, I re-validated the use of the limiter for the AI recently, and an AI controlled F-14A 74-AI wound up out-maneuvering and gunning an Su-30, simply because the limiter forced the AI to keep more energy to use at different points in the fight. As to deleting the cockpit line, that's fine. The AI planes aren't supposed to be used by the player. You CAN use them if you want by dropping in a cockpit from another player F-14, but they were designed explicitly for AI control (as outlined above, I usually assign my wingmen AI-series F-14s so they don't suck so bad in a dogfight).
  4. Glad they got airborne again!
  5. Interesting shot of an AIM-54 at a parade - guess they still have a few rounds left.
  6. Glad you're excited; I'm guessing you're talking about RWR detection of an AHM radar separate from its launching aircraft's radar. If so, no, because this is a core-game limitation, not a mod-related limitation, and cannot be fixed unless TK himself changes how the game handles missile radars vs. aircraft/ground-based radars.
  7. I knew this was discussed in the past; just took me to remember to use the search function to find it. Check this forum thread: http://combatace.com/topic/71353-manual-wing-sweep-in-on-the-f-14/?hl=%2Bmanual+%2Bwing+%2Bsweep.
  8. I've never actually tried to implement manual sweep, but what you'd change is the DeploymentMethod=AUTOMATIC_MACH under each SwingWing entry in the data.ini to something else like MANUAL or MANUAL_WITH_BLOWBACK. From there, I think you'd use the animation ID numbers (default SHIFT+1/2/3/4...etc.) to move the wings though I'm not sure which.
  9. VF-103, following their change from Sluggers to Jolly Rogers remained part of CVW-17, using the tailcode "AA" vice "AJ" (CVW-8). This site has damn near every CVW deployment, which will give you what squadrons were attached, and what their tailcodes were (link shows CVW-17) http://www.gonavy.jp/CVW-AAf.html. Required screenie: Early dawn return
  10. Great work!
  11. Antares, the VDI command waypoint is not missing. It is a small triangle on the VDI now. The vertical bar was for TACAN, so we switched it with the correct symbol. This is covered in the included flight manual. As for the refueling probe, StrikeFighters only allows for a certain number of animations. I believe all animations were used to provide the aircraft as-is, so you're not going to see a refueling probe, or the intake ramps moving, for that matter.
  12. I think SUDNAVY wants an F-14A pit for the F-14A and an F-14D pit for the F-14D. We have neither. We use a unified F-14B cockpit, but with changes to the avionics and displays to provide as close an approximation to either as possible. So, I made the recommendation that if he wants an F-14A cockpit in the F-14A to use the ThirdWire one. Pretty much the only difference between the A and B cockpits are that the F-14B had the AN/ALR-67 threat warning display, while the F-14A did not have any separate RHAW display in the front cockpit (other differences prior to the 2000-03 SparrowHawk HUD upgrade were minor, and included the stall warning lights, installed with Airframe Change 654 starting in 1982 - so F-14A_74 and IR wouldn't have had those, but F-14A_82,_96 and all F-14Bs and Ds would). For the F-14D, the pit layout is significantly different, but we don't have an F-14D cockpit, so again, its a difference in avionics and radar displays, while using the F-14B layout from a cockpit perspective. Problem with the TW pit is that it doesn't have LANTIRN or Air-to-Ground weapon symbology, so you wouldn't want to use it for F-14A_96, and its a ThirdWire .LOD model, so we can't put it in the pack anyway. I also do not believe you can cycle the VDI or HSD in the TW pit. So, to get the ECMD on the HSD, I think you have to power off the radar. There might be a way to add cycling displays, but I don't think we've tasked anyone to try, since, again, it's a TW product, and we don't (and can't) include it in the pack.
  13. For the .tmp files, I must have missed those. Don't think they serve any purpose, so you should be able to delete them without problem. Well, so would we, but we don't have an F-14D cockpit available right now. For the F-14A cockpit, you can use the ThirdWire one if you want (I'd recommend the pit from F-14A_77 if you're going to do that). Check the Knowledge Base for how to add/change cockpits.
  14. View File TMF F-14 Tomcat Super Pack v1.32 The Mirage Factory F-14 Tomcat Super Pack V1.32 22 APR, 2017 What it is: This is the F-14 Tomcat Super Pack v1.32 Full. It includes addition of Direct Lift Control to the Flight Model, AI AIM-54 Phoenix Missiles, modified Iranian F-14 loadouts and other minor adjustments. ================= Installation: =====CAUTION===== 1. This was tested at July 2013 patch level, on an "All 5 Merged" install, as well as a "vanilla" SF2:NA install. Because it uses AvionicsF14A.dll, will require at least SF2:NA (or a TW F-14) to work! It will not work on Gen 1 sims, nor will it work correctly on pre-April 2012 installs! (Caveat: Avionics70.dll F-14D should work on pre-April patch levels). 2. It is HIGHLY recommended you back up your current F-14s to a back up folder. If you have extra skins installed and wish to keep your current folders, be ABSOLUTELY CERTAIN to delete the cockpit folders from each aircraft folder after backing up, as this install features updated cockpits, and retention of the old folders will lead to artifacting on the RWR, VDI, and other systems. If you have custom skins installed, be sure to back up your F-14(A/A+/B/D).ini to preserve the texture set data. ================= 1. Unzip the contents of the F-14SP_V132.7z file into a folder. 1a. If you have installed the Avionics70 F-14D, ensure you back up the .ini files if you haven't renamed the bird, since this install will overwrite F-14D_92, 96 and 06! 2. Open your Strike Fighters 2 mod folder (e.g., C:\User\Saved Games\ThirdWire\StrikeFighters2 Europe\...) 3. CAUTION: (ONLY FOR PRE-v1.30 VERSIONS), DELETE THE PRE-1.30 COCKPIT FOLDERS!!! FAILURE TO DO SO WILL CAUSE ARTIFACTING ON THE VDI, HSD, RWR, AND POSSIBLY OTHER SYSTEMS!!! 3.a. IGNORE STEP 3 IF YOU ARE UPDATING v1.30 OR v1.31 4. Copy the contents of the unzipped Effects, Flight, Missions, Objects, and Sounds folders into your SF2 mod folder, allowing all files to overwrite (Effects, Flight, Missions, Objects\Aircraft, Objects\Weapons, etc). 4a. (RECOMMENDED) Review the flight manual for tactical employment of the F-14. 5. Go fly! NOTE: If this either a new install or an update to the F-14SP v1.30 or 1.31, follow the above procedure, allowing all files to overwrite. If this is an update to 1.14-1.22, follow step 3; for in-depth instructions, follow the F-14SP V132 Installation Instructions.pdf ================= EXTRAS: -You may choose to use the Avionics70.dll F-14D for SAR mode on strike missions. If you wish to do so, see Section 6 of the F-14 SP Update V132 word document (Para 6.1-6.3) for install procedures and recommendations. ================= Aircraft Included: F-14A (1974-1984, 1982-1995, 1996-2004) Iranian F-14A (1977-2030) F-14A+ (1987-1990) F-14B (1991-1995, 1996-2005) F-14D (1992-1995, 1996-2006, 2005-2006) ================= List of effective changes: v1.32 22 Apr 2017 1. Added Direct Lift Control, based on Cliff7600's spoiler speedbreak mod 2. Added AI Phoenix missiles with Rmax of 65nm to improve AI F-14 Probability of Kill 3. Updated flight manual to reflect DLC change and AI AIM-54 (now 75pgs) 4. Assigned White external fuel tanks to F-14A_74 and F-14A_IR (IR does not carry externals by default) 5. Fixed White fuel tank capacity (was not adjusted with grey tank prior) 6. Updated Iranian F-14A loadouts to better match most current data from ACIG 7. Updated/Added Iranian AIM-7E-3 and AIM-9J models to equip Iranian F-14As 8. Changed F-14A_IR availability date to 2030 v1.31 1 Aug 2016 1. Updated engine static thrust to match NATOPS installed measurements 2. Updated flight manual to reflect thrust change v1.30 11 Jun, 2016 1. Updated F-14A/B cockpit by Chris "ToS" with tweaks by Crusader & Caesar 2. Fixed radar scan elevation in VSL-Hi 3. Adjusted aircraft empty weights to remove gun ammo and trapped fuel 4. Added AI F-14s to improve AI survivability in a dogfight 5. Adjusted default gun tracking range to 1000ft/305m. Gun is now more accurate both with and without lock. (Crusader noticed & it was implemented) 6. Adjusted auto-departure numbers to allow the aircraft to fly and depart more naturally 7. Adjusted maximum altitude to provide player engines a buffer between 55,000 and 60,000 feet. 8. Updated cockpit avionics & weapon symbology 9. Updated Wing Sweep schedule and gave Glove Vanes smooth animation to match NATOPS 10. Reduced effectiveness of ALQ-100 & 126 11. Adjusted bands on the AN/ALR-45/50 to match published data 12. Adjusted AoA Indexer to match NATOPS (green = slow, yellow = on-speed, red = fast) 13. Adjusted F-14D_96 loadouts to remove extra AIM-7 loaded into Station 5 alongside AIM-54s 14. Adjusted Sedjil pylon allowable weight (was too low to equip missile) 15. Added inaugural cruise paint schemes for VF-1, -2, -14, -24, -32, -41, -84, -114, and -213 16. Adjusted avionics symbology 17. Added 74-page F-14 SP Flight Manual “F-14SP 01-F14ABD-1.pdf” 18. Fixed ACM Panel (Crusader) 19. Fixed F-14A_82 CAP loadout, which put the ALE-29/39 in the wrong location 20. Fixed jettison point of ECA/EFA to forward Phoenix Station 6R to match installed location 21. Changed skins to .jpeg format to significantly reduce size of mod without sacrificing detail 22. Adjusted external tank fuel quantities to 1800 lbs/tank (maximum internal and external fuel together now matches real-world 19,800lbs, rather than over 20,000lbs). 23. Adjusted engine thrust and Specific Fuel Consumption (SFC). The F110 had approximately 60% of the TF30’s SFC. The F110 was adjusted to lower SFC, while the TF30 was adjusted to increase SFC. ================= Credits: Model: Flying Toaster, Oli Cockpit: Chris (original and new update) with tweaks by Crusader and Caesar FM: ThirdWire, Caesar, Column5, Spectre8750, Cliff7600 Avionics: Crusader, ThirdWire, Sup Gen, Caesar, Dave, CrazyhorseB34 Pilots: Old_Diego, CrazyhorseB34 Skins: Dave, Spectre8750, Column5, Caesar NATOPS Textures: Chris Extra Hangar and Loading Screens: Dave Ejection Mod: Stary Testing: Caesar, Sup Gen, Dave, EricJ, Spectre8750, Saisran, Cougar_1979 Weapons: Ravenclaw, wpnssgt, Bunyap and others New Phoenix: Ravenclaw Manuals/Flight Manual: Caesar ===Dedidacted to Oli=== Submitter Caesar Submitted 06/28/2016 Category F-14
  15. On the F-14 SP, there is a new version in the pipeline (should be available fairly soon) with a number of updates. However, we don't have a 3D model for the F-14D's cockpit. If you want to use the ThirdWire A's, you can swap that one into the SP F-14s without too much difficulty.
  16. Version 1.32

    4,495 downloads

    The Mirage Factory F-14 Tomcat Super Pack V1.32 22 APR, 2017 What it is: This is the F-14 Tomcat Super Pack v1.32 Full. It includes addition of Direct Lift Control to the Flight Model, AI AIM-54 Phoenix Missiles, modified Iranian F-14 loadouts and other minor adjustments. ================= Installation: =====CAUTION===== 1. This was tested at July 2013 patch level, on an "All 5 Merged" install, as well as a "vanilla" SF2:NA install. Because it uses AvionicsF14A.dll, will require at least SF2:NA (or a TW F-14) to work! It will not work on Gen 1 sims, nor will it work correctly on pre-April 2012 installs! (Caveat: Avionics70.dll F-14D should work on pre-April patch levels). 2. It is HIGHLY recommended you back up your current F-14s to a back up folder. If you have extra skins installed and wish to keep your current folders, be ABSOLUTELY CERTAIN to delete the cockpit folders from each aircraft folder after backing up, as this install features updated cockpits, and retention of the old folders will lead to artifacting on the RWR, VDI, and other systems. If you have custom skins installed, be sure to back up your F-14(A/A+/B/D).ini to preserve the texture set data. ================= 1. Unzip the contents of the F-14SP_V132.7z file into a folder. 1a. If you have installed the Avionics70 F-14D, ensure you back up the .ini files if you haven't renamed the bird, since this install will overwrite F-14D_92, 96 and 06! 2. Open your Strike Fighters 2 mod folder (e.g., C:\User\Saved Games\ThirdWire\StrikeFighters2 Europe\...) 3. CAUTION: (ONLY FOR PRE-v1.30 VERSIONS), DELETE THE PRE-1.30 COCKPIT FOLDERS!!! FAILURE TO DO SO WILL CAUSE ARTIFACTING ON THE VDI, HSD, RWR, AND POSSIBLY OTHER SYSTEMS!!! 3.a. IGNORE STEP 3 IF YOU ARE UPDATING v1.30 OR v1.31 4. Copy the contents of the unzipped Effects, Flight, Missions, Objects, and Sounds folders into your SF2 mod folder, allowing all files to overwrite (Effects, Flight, Missions, Objects\Aircraft, Objects\Weapons, etc). 4a. (RECOMMENDED) Review the flight manual for tactical employment of the F-14. 5. Go fly! NOTE: If this either a new install or an update to the F-14SP v1.30 or 1.31, follow the above procedure, allowing all files to overwrite. If this is an update to 1.14-1.22, follow step 3; for in-depth instructions, follow the F-14SP V132 Installation Instructions.pdf ================= EXTRAS: -You may choose to use the Avionics70.dll F-14D for SAR mode on strike missions. If you wish to do so, see Section 6 of the F-14 SP Update V132 word document (Para 6.1-6.3) for install procedures and recommendations. ================= Aircraft Included: F-14A (1974-1984, 1982-1995, 1996-2004) Iranian F-14A (1977-2030) F-14A+ (1987-1990) F-14B (1991-1995, 1996-2005) F-14D (1992-1995, 1996-2006, 2005-2006) ================= List of effective changes: v1.32 22 Apr 2017 1. Added Direct Lift Control, based on Cliff7600's spoiler speedbreak mod 2. Added AI Phoenix missiles with Rmax of 65nm to improve AI F-14 Probability of Kill 3. Updated flight manual to reflect DLC change and AI AIM-54 (now 75pgs) 4. Assigned White external fuel tanks to F-14A_74 and F-14A_IR (IR does not carry externals by default) 5. Fixed White fuel tank capacity (was not adjusted with grey tank prior) 6. Updated Iranian F-14A loadouts to better match most current data from ACIG 7. Updated/Added Iranian AIM-7E-3 and AIM-9J models to equip Iranian F-14As 8. Changed F-14A_IR availability date to 2030 v1.31 1 Aug 2016 1. Updated engine static thrust to match NATOPS installed measurements 2. Updated flight manual to reflect thrust change v1.30 11 Jun, 2016 1. Updated F-14A/B cockpit by Chris "ToS" with tweaks by Crusader & Caesar 2. Fixed radar scan elevation in VSL-Hi 3. Adjusted aircraft empty weights to remove gun ammo and trapped fuel 4. Added AI F-14s to improve AI survivability in a dogfight 5. Adjusted default gun tracking range to 1000ft/305m. Gun is now more accurate both with and without lock. (Crusader noticed & it was implemented) 6. Adjusted auto-departure numbers to allow the aircraft to fly and depart more naturally 7. Adjusted maximum altitude to provide player engines a buffer between 55,000 and 60,000 feet. 8. Updated cockpit avionics & weapon symbology 9. Updated Wing Sweep schedule and gave Glove Vanes smooth animation to match NATOPS 10. Reduced effectiveness of ALQ-100 & 126 11. Adjusted bands on the AN/ALR-45/50 to match published data 12. Adjusted AoA Indexer to match NATOPS (green = slow, yellow = on-speed, red = fast) 13. Adjusted F-14D_96 loadouts to remove extra AIM-7 loaded into Station 5 alongside AIM-54s 14. Adjusted Sedjil pylon allowable weight (was too low to equip missile) 15. Added inaugural cruise paint schemes for VF-1, -2, -14, -24, -32, -41, -84, -114, and -213 16. Adjusted avionics symbology 17. Added 74-page F-14 SP Flight Manual “F-14SP 01-F14ABD-1.pdf” 18. Fixed ACM Panel (Crusader) 19. Fixed F-14A_82 CAP loadout, which put the ALE-29/39 in the wrong location 20. Fixed jettison point of ECA/EFA to forward Phoenix Station 6R to match installed location 21. Changed skins to .jpeg format to significantly reduce size of mod without sacrificing detail 22. Adjusted external tank fuel quantities to 1800 lbs/tank (maximum internal and external fuel together now matches real-world 19,800lbs, rather than over 20,000lbs). 23. Adjusted engine thrust and Specific Fuel Consumption (SFC). The F110 had approximately 60% of the TF30’s SFC. The F110 was adjusted to lower SFC, while the TF30 was adjusted to increase SFC. ================= Credits: Model: Flying Toaster, Oli Cockpit: Chris (original and new update) with tweaks by Crusader and Caesar FM: ThirdWire, Caesar, Column5, Spectre8750, Cliff7600 Avionics: Crusader, ThirdWire, Sup Gen, Caesar, Dave, CrazyhorseB34 Pilots: Old_Diego, CrazyhorseB34 Skins: Dave, Spectre8750, Column5, Caesar NATOPS Textures: Chris Extra Hangar and Loading Screens: Dave Ejection Mod: Stary Testing: Caesar, Sup Gen, Dave, EricJ, Spectre8750, Saisran, Cougar_1979 Weapons: Ravenclaw, wpnssgt, Bunyap and others New Phoenix: Ravenclaw Manuals/Flight Manual: Caesar ===Dedidacted to Oli===
  17. When you get a chance, please check PM!
  18. I'm assuming this is the older SF-1 Tomcat, but the difference is likely KTAS vs KIAS. The boxes on the player screen show KIAS, while the radar shows KTAS. For an example of the delta between the two, I did a little demo in this thread: http://combatace.com/topic/85255-change-aircraft-speed/?hl=kias&do=findComment&comment=685776 Post #14. Hope this helps.
  19. One of the things to consider is that the missiles in the SF-series are generally a bit over-modeled with respect to range performance. I know I've used the example of the AIM-7F here (at CA) probably twice before, since there's a fair amount written about it in open-source documents. The AIM-7F has an advertised range somewhere in the vicinity of 25-27NM. This may be a true statement when the missile is fired against a closing target co-altitude to the launch platform at 40,000 feet, but what if the target is flying 90-degrees angle-off to the launch platform, and both aircraft are at 15,000 feet? Your effective range is somewhere around 8NM! If the target is running, that range drops even more. Another example is the AIM-54. Against a BMQ-34E drone flying at 50,000 feet and Mach 1.5, closing, an F-14 flying at 44,000 feet and Mach 1.5 was able to successfully engage the drone (simulating a Backfire) with Phoenix from 110NM. Because of the closure rate, the missile only flew 72NM before intercepting and destroying the drone (still an impressive range). The reason this worked was because of high closure rate and high altitude (less drag). If the drone were flying perpendicular to the launch platform, the missile would have been ridiculously out of parameters for a shot, and if the shot were taken at lower altitude, the missile would have had to contend with thicker air and more drag, reducing its maximum range. Generally, most air-to-air missiles in SF2 will make it to the intercept point if they are fired within the maximum range as defined in the .ini. One of the few exceptions now is the AIM-54 (either TW or Ravenclaw's), which can die mid-flight or fall out of parameters if a target changes its vector and the missile is launched around Rmax. The missile either runs out of power (300 seconds in the .ini) or runs out of speed. For most other missiles, however, even turning and running many times won't work against advanced AAMs. They either have too low drag, too powerful a motor, or both. Something I've been doing is messing with the drag profiles of various missiles to try to make them handle a bit more realistically. Mixed results so far, but my AIM-7F is a little closer to the published numbers I have available. If you think the AIM-120 is too easily able to shoot you down, even at Rmax while you're flying 90-degrees angle-off or running, you might try to adjust those numbers. The AIM-120 is good, but it is still bound by physics!
  20. Old guard, new guard (ca. 1975) High altitude vapes
  21. Would recommend looking up "Topgun Days" by Dave "Bio" Baranek, "Scream of Eagles" by Robert K. Wilcox, and probably "Roger Ball" by Donald "Duck" Auten. All three cover different aspects of TOPGUN. Bio was an instructor during the time the movie was being made, Scream of Eagles has interviews with many TOPGUN pilots and students, and covers the formation of the school (pre-F-14 days, but the data is still valid), and "Roger Ball" tracks John Monroe "Hawk" Smith's career until 1978, including his time at TOPGUN.
  22. Yubba, This is a long-standing procedure. I think the reason some of the long-timers here are getting irritated at these types of posts is that when you post, it comes across as if no one has thought of this before, or that you figured out what no one else has. Both the SF1 and SF2 Knowledge Bases include instructions on how to add cockpits to aircraft to either make them flyable, more accurate, or just more to the player's taste. The one from SF1 is 9 years old, the one from SF2 is 7, and dropping in other aircraft pits has been around since the sim was introduced. http://combatace.com/topic/20789-how-to-make-ai-planes-flyable/ http://combatace.com/topic/44026-converting-older-planes-to-work-in-sf2-%E2%80%93-a-basic-guide-by-migbuster/?hl=cockpit It's great that you're learning about the sim, how it functions, and how to modify it to your liking, just understand that the majority of the people here have already figured this out a long time ago; it isn't new territory, and the procedures have been posted here for over a decade in the archives, and nearly a decade in the knowledge bases.
  23. Quick update to this one: I adjusted my Ace Combat 5 Mission 1 scenario (4v12) to have more modern missiles. Flew it about 5 minutes ago and had no less than 5 R73M1's fired at me. Dropping out of burner and dumping flares fooled every one. I had about 20 to spare (was flying the F-14D_96, so I started with 60 flares and 320 BOL chaff) by the time the last bandit was engaged. #2 fired an AIM-9M while I was on the last bandit's tail looking to gun him, so I broke, dropped out of burner, and dumped another 10 flares. I didn't get hit. #2 finished him off. So, it does seem like the game engine has some value to deal with heat signatures in afterburner vice military power, and flares seem to work MUCH better if you're not in AB. That or this is an on-going coincidence. Of note, I am using the Red Side Standard missiles, so there might be another R73 out there that just rejects flares like a madman.
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