Jump to content

Caesar

JAGDSTAFFEL 11
  • Posts

    2,177
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Caesar

  1. I'm not sure you can force the Bug into a spin; the plane can depart, but if memory serves, hands off typically is all you have to do to get it back in shape with all the computers it has running it. Viper typically doesn't unless you've got it in the wrong "category" (say, in a Cat 3 configuration and you leave it in Cat 1 - has happened before, I recall reading about the mishap), so I don't know if anyone will do those aircraft, but, say, the Phantom, Tiger, Crusader, other aircraft, it could help for players unfamiliar with the birds in the event they lose control.
  2. I could try, but I'll be the first to admit, I've lost other aircraft to flat spins from which I couldn't recover. Might need more skilled virtual pilots to do other airframes they're more familiar with.
  3. ALCON, A little video I did just to give some insights to recover the Turkey from a flat spin in the event you find yourself in one in SF2.
  4. I friggin' knew it! We never CANX'D the ABL. I'm just waiting now for a Man o' War 747 with 4 laser turrets on either side of her fuselage, which will allow her to engage enemy fighter formations a few hundred miles away. We'll need a special Napoleon-era naval uniform for the laser commander, so that he can give the command to laser-broadside the enemy formation while wearing a ridiculous hat. (Yes, we discussed this at the labs a few times).
  5. Virtual Turkey, Turkey Beast and Super Turkey driver! HARRRRR! As a secondary, I'm fond of the Super Fox Scooter.
  6. Actually, that's a critical step I didn't list up there, Eric: idle throttles. Every time I was in a spin, the first thing I did was idle the throttles! Second step, lift the flaps if down, because you're trying to kill the lift that's holding the bird in the spin. Since in-game you can't shift the wings back, it goes to the more classical spin recovery efforts compared to the less orthodox but more effective ones you could use in reality. Rudder opposite spin, stick back. There have been occasions where throwing in some spoiler or even forward stick has helped "kick it out" as the spin slows and the nose drops (think I've done that on one or two occasions), but be careful when you execute because if it is too early, you can exacerbate the spin. On the original subject, I've been enjoying your videos, ZL!
  7. Strange, considering the Tomcat's flat spin mode wasn't irrecoverable, but the Phantom's could be. Usually if I spin the Turkey, it's rudder opposite spin, stick back and it spits out after a few revolutions. Never lost one to a spin in the virtual world. If I had to guess, you probably got below 50KIAS in a turn somehow and the bird "auto departed" like the TW models are wont to do. Real world you could do hands off stick (incipient phase), or manual sweep the wings past 58 deg, then counter spin using rudder and the plane would recover from loss of lift combined with shifted aft c of g. The NATOPS procedures were kind of...egh...at least as described by pilots who used the former procedures to recover their birds. EDIT: There has been an occasion when it was stick forward, usually after the nose began to dip, but I've only spun the bird about 5 times.
  8. The Turkey's plenty agile, just don't go into a dogfight with the Buffalo slung underneath! Obviously, if you want more of an edge, use the GE powered birds. There is one thing to always remember, as you get more modern with your aircraft/campaigns, the OPFOR weapons are going to better match your own, so if you get in too close, expect to see some face-shooter heaters or active missiles coming your way!
  9. Worth adding, then, 'cause it certainly did do those missions, and to excellent effect. I don't know why we never added it. Not sure when the next update will be, though.
  10. Not sure what you mean by "benign"? The F-14's in the Super Pack all have strike capability, check all the F-14x_96 birds and you should have Strike and Recon options. I don't think we gave it CAS, even though the bird did do the CAS mission, though I can't remember why? Might be worth adding, but it might have more to do with the F-14's loadouts. It was able to carry smaller bombs and of course had its 20mm Vulcan, but didn't operationally carry rockets, Maverick missiles, etc, typically used in the CAS role.
  11. Well, it's kind of hard to say, because the actual RMax of Phoenix is still classified, the D-AMRAAM is still fairly new (OT phase), and as recently as July 2012, they were still running into problems with the motor (Raytheon). Using open-source, the A model Phoenix was fired at a target 110NM away, the crew began tracking their target at 132NM while in TWS (Gillcrist). Something else to note, however, is that the missile only traveled 72NM from its firing point, due to closure rate (i.e. the drone kept forward velocity towards the missile, resulting in a shorter necessary travel distance). The drone was jamming at the time. These things being said, I actually hope the D-AMRAAM does outrange Phoenix, or works its way to outrange Phoenix, because Phoenix is both retired, and over 50 years old! I'd assume the latest mark of a newer missile which has the express purpose of being very long range can beat the old benchmark. Not that the C-7's current max range is anything to sneeze at...
  12. View File Early F-14A Tomcat Paint Schemes: The Gulls - Part 1 v1.11 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! Submitter Caesar Submitted 01/22/2013 Category F-14
  13. Version 1.11

    398 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!
  14. Think your takeaways are good, Eric. If I had to provide a Tomcat aspect, it'd probably be the exact same thing, jam, fire the Phoenix as far away as possible and run! The AMRAAM-D ain't some missile you wanna dick with when its coming your way! I can't list how many times I've been bagged after killing the launching aircraft when active missiles are involved, even those with a smaller RMax than Phoenix, especially when I'm dumb enough to get inside their launch range. ACEVAL/AIMVAL still beckons from 36 years ago; shoot the guy before he knows you're there, and never fly into his envelope!
  15. Yes, EricJ, it does seem we have a "tit-for-tat" with our two respective birds. And it is a good point that I was also jamming at the time. Something I do wonder, is if the AI immediately initiates jamming upon takeoff or what, because I got lock on the Bug at over 80NM, which tells me he may not have been jamming at the time, or it could be just due to the APG-71's humongous power output. It wouldn't surprise me if the Super Bug got lock on the Turkey at very long range, even contending with the ASPJ, due to the Tomcat's size and lack of any sort of passive stealth characteristics. What else I will say is that in both our cases, the AI did not try to pole the incoming missile. The Bug in my case kept straight on, and the Turkey in your case did the same, so that probably didn't help the AI aircrew. I'm thinking about trying to mess around with the thrust and drag characteristics of the Phoenix and other weapons based upon the fact that real-world missiles effective ranges are affected by their target's aspect. This does seem modeled in the TW early Sidewinders and Sparrows (fire an AIM-7E-2 at Rmax against a turning target and it runs out of juice), but not necessarily with improved models. Will report back on this later (maybe a few weeks later; I'm working on early Turkey schemes at the moment.)
  16. From the Tomcat perspective, a lot depends on the variant of AIM-54 you're using. Using the C ECCM the result against a Echo Super Bug was this: Not very surprising. The APG-71 burned through the ECM the instant the Bug took off and I had a Phoenix on the way as it raised its landing gear. An A or B or baseline C, however, and the story is different. Expect several misfires and a few of your missiles to go stupid, and probably eat an AMRAAM as a result. As it stood, my first C ECCM/Sealed went dumb and I fired a second immediately after. This one hit. (Shot 2) I think something to bear in mind is the modelling of missiles in the TW series. If you go off and shoot a missile, AMRAAM, Phoenix, X-ray Sidewinder or otherwise, at Rmax, it ain't gonna hit if the target turns 90 degrees or beyond to the launching airframe. This is entirely open-source information. If you were to shoot a F-model Sparrow at, say, 12 miles, but your target has an RWR, notices your lock, and breaks hard left or right, the distance the Sparrow has to travel to intercept increases compared to a target that continues on the same velocity vector (i.e. right at the launching aircraft), and the likelihood of the missile getting a kill is far less, or impossible. Thus, if you fire Rmax AMRAAM or Phoenix at a target, and that target changes its vector, in the real world, don't expect your missile to make the intercept. In the TW world, however, it's a bit different. Even turning and running can get you shot down if the opposing missile is shot at RMax.
  17. Some progress... CVW-14 VF-14 CVW-1
  18. Early Gull Gray F-14A Tomcats. VF-1 VF-2 VF-14 (WIP) VF-41 (WIP)
  19. A friend of mine and I killed a redirect infection on my parents computer two days ago (lucky we were home for the holidays!) It was basically doing the same thing. The malware had affected the hosts file on the computer (redirecting all search engines to the same IP), but we were unable to modify or delete the infected file in Windows, or with any other Windows-based application due to the tight permissions the malware had applied to the infected hosts file. We ran xubuntu 12.04 from a CD since Linux doesn't care about Windows permissions very much, generated a new hosts file, and killed the infected one. Rebooted the machine, ran malwarebytes, C cleaner (because why not) and their antivirus program. The computer has stopped redirecting and there were no other infections found.
  20. .
  21. Easy way to survive getting killed is to make it to friendly territory/land, then punch out of the jet. Your status goes from dead to wounded. One of the ways you can tell whether or not you're "dead" is if you have debug on. Check the damage status of the jet, if it is "DESTROYED" you'll die if you land and hit escape, but be alive if you eject, if it is a damage status "LIGHT" or "HEAVY" you'll be wounded.
  22. Massively increase the AS-6's launch reliability and accuracy?
  23. I've gotten my F-14 into a flat spin on two occasions with the new FM and recovered both times, but I haven't seen any of my AI wingmen flat spin in the F-14. I have seen some other aircraft depart, and have never seen an AI recover from it, so I assume they wouldn't be able to recover the F-14 either.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..