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Caesar

JAGDSTAFFEL 11
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Everything posted by Caesar

  1. Well, TWS-A/M with the AWG-9 (no data link) could track a small fighter sized target, such as a MiG-21 at 90NM and, based on one of my books from the early 70's, could initiate multiple target launch of 6 A-model Phoenix from about 52NM, or nearly 100km (96.5?). So the possibility is there. In-game, you can fire further out, but then, we can't adjust the missile ranges to match radar modes (PDSTT provides enough signal strength to give Phoenix an Rmax shot against a small fighter, for example - same source). EDIT: On the original topic, anyone else here have their wingman crash into them when told to "attack my target"? I recall one flight where I had an F-15 on my wing, we spotted some baddies off to the right, told him to attack, and WHAMMO! There goes my port vert stab and the port engine is on fire! Wingy goes down - needless to say, it wasn't a very successful mission!
  2. Just took a few up. Awesome work, Wrench, et al! Absolutely great.
  3. Ah, my old arch nemesis from the arctic...the damn Polar Bear. Stay safe!
  4. I backed up my mod folder to a BD a few months ago, so I don't think your mod folder should be the issue.
  5. I've been splashed by my wingmen while going for guns. Any time I'm in a gun pattern, and then hear "Fox 2" I start pumping flares out like a madman, because I've had it happen too many times that one gets zealous and goes for a heater shot while I'm well inside of its seeker's cone of visibility. I think the most random thing to happen though was when I got a kinetic kill against a MiG-17; I was firing at a different aircraft (about 5-10 miles away) when immediately after the Sparrow came out from beneath my Turkey, I noticed an explosion below my nose straight to 12 o'clock. The lead Fresco got lanced by the Sparrow right after it left my aircraft! I think I was shooting at a MiG-23, because I remember reading in the outbrief something to the effect of "Fired at MiG-23 Flogger/Hit MiG-17/Destroyed MiG-17." Its rare, but it does happen. With respect to getting hit by a friendly RHM, I've had them pass by way close before, and changed my flight path as a result, but I don't think I've ever been hit by a friendly Sparrow/Phoenix/AMRAAM.
  6. I think I was one of those people, FC. It was pretty craptastic, basically a glorified rail shooter that took away from everything that made Ace Combat good. You never really fly to outmaneuver your opponent, you fly to get close to their six and then enter "DOGFIGHT MODE!" during which one of my friends held the controller above his head, mashed some buttons as best he could, and still managed to splash the bandit with missiles about 250ft in front of him. It's like you are watching a movie. Got a guy behind you? Don't try to evade classically, get the arrows on the HUD to meet up as you slow down and do a "DOGFIGHT MANEUVER!" to get him off your six and watch a cool animation as your jet does a tight high yo-yo or cobra to take the advantage...egh... Sorry for the rant. I'm just utterly unimpressed with AC:AH, am glad I didn't buy it for XBOX, won't be buying it for PC and will stick with SF2, which gives me props to 5th gen and a customizable range of realism, or DCS when I'm feeling up for some in-depth detail.
  7. Was over at T-S and ran into this little gem on Youtube: Setup is 3 F-5E Tiger II vs. 2 F-14A Tomcat ca. 1985, video is the gun camera/HUD camera from one of the F-14's. At least two of the simulated "kills" are with guns, I wasn't able to deduce if the third (made by the second F-14) was as well. On the radio you can hear one of the Tomcat pilots is "Snort" Snodgrass. Check it out if you've got some spare time!
  8. Well, not microwave, but Patrick Bateman did test the efficiency of wood axes on Paul Owen* - results were fatal. You can read about it in American Psycho. *Yes, in the movie his last name is Allen, in the book, it is Owen.
  9. SZ, When we tried to fix the HSI wheel, we had Brain32 look at the extant .max file. It isn't the same as the one in the released F-14 (I don't know if the released pit was revised, reworked, a different copy, a tweaked copy, or what), a lot of stuff is jumbled and the hierarchy was found to be too complex to work with, without a lot of time spent/without the original creator doing the work (as pointed out by Sup Gen). So, putting a patch over that portion of the pit in 3d Max with the existing .max file and exporting it will not work. ToS did a great job with the pit, but he even said upon release that it was unfinished/Beta status. Best recommendation is either adjust the view limits, don't look there, or understand the pit technically isn't finished, may never be, and you'll just have to live with that.
  10. Well, not quite yet. I played Age of Chivalry, the Half Life 2 mod, and although fun, it wasn't really my cup of tea. I think one of the biggest faults in AoC was the weapon wind-up and swing execution times, which were painfully slow. I recall having to hit the attack button and then run up to someone, and hope they weren't running back so when the weapon came down upon them it would do damage. Chivalry: Medieval Warfare, however, I have no experience with, so I do wonder if its combat mechanics have been improved. I might check it out.
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  12. I think the thing to always remember, and I've made this point before, is that the pilot/aircrew is the single greatest deciding factor in air combat. If you look at E-M doghouses, power curves, etc. one aircraft might completely outclass another on paper, only to be defeated by that aircraft in 45 seconds by a pilot or aircrew that has better knowledge of his own aircraft, where it best performs, where it doesn't, and where it does so relative to his opponent. One of the ACE/AIM Tomcat pilots who later joined with the USAFR recalled that one of his most memorable Dissimilar Air Combat Training sorties was against an Active Air Force Lt Col flying the F-15C. Our USAFR pilot and his RIO were in the age-old F-4D Phantom II. The Lt Col, while all crews were doing pre-flight inspections, slapped the back of his Eagle to get the attention of his opponents, and said something to the effect of: "take a good look at the tail pipes, because this is the last time you'll see them today!" (i.e. I'm going to out turn, out climb, and out fight your antique and eat you like a grape). The end result was that the Eagle driver suffered severe pipper burns to the back of his neck, utterly embarrassed and defeated by what was to him a last-gen, solid-wing interceptor, which had no advantages over the Eagle from a charts perspective. The fight was apparently very quick. This is not a unique example, just one to illustrate that above all else, the pilot makes the difference. You could cite hundreds of air combat exercises where "less-capable" aircraft have bettered others, and the F-4 "gunning" the Mirage 2000 isn't too much of a surprise to me, but it takes a good pilot or aircrew with excellent understanding of his jet, and his opponent's jet to do so.
  13. S!
  14. Finally got it (F-8J vs F-14A). Fight started as normal, but upon tally, rather than dive down on the F-14, I pulled into him, and had .97M on the aircraft. The Crusader was able to sustain about 7g throughout our one circle for a good 15 seconds, as speed bled down. The F-14 was again gaining on me. This led to the series of loops that I had been getting in and more than one set of shots taken against my Crusader. As we battled, the altitude got lower until the fight was on the deck. As per the last three fights, the F-14 had me highly defensive, but because we were so low, I knew one of us would make the mistake of making a diving press at too low altitude (like I did in my first fight). In this case, however, it was the F-14 that tried to roll onto my tail with too little space to work with (AI still not deploying flaps!) What this did was allow me to shoot up into the vertical as the AI made a hamfisted recovery. I didn't have a lot of energy, but I realized that departing the plane and quickly recovering it might actually help, so I overfed the rudder and lo and behold, the F-8's nose sliced down toward the F-14's six. Recover, flaps, good pitch and I've got nose-on! I take a snap shot which doesn't hit, but the AI starts burning its energy by pulsing the jet, maybe in an effort to cause me to overshoot or as a jink. Regardless, I pull hard, get the nose ahead of the F-14 and let a stream of 20mm into his flight path. These rounds strike, but don't destroy the aircraft. They do, however, cause it to fly far less aggressively, so the follow up was easy. I then took up an A- Tomcat against the F-8J. I was driving the fight, I had the power, rate and radius advantages even at 100% fuel. That fight started with myself going high and looping into a turn from above to below the F-8. After a series of two loops, I was behind the F-8, who began diving for the deck. Flaps down, keeping the nose low, I found myself inside of the Crusader's turn and from here, the AI was unable to shake me. But damn did it move that F-8! It took some 180 rounds before I finally landed a clean hit and kill. Takeaways: The F-8 can defeat the F-14 (as any airframe can defeat any other!), but the fact of the matter is that I was not driving the fight. When I tried, shooting for the F-14's tail, the Crusader, as before, wasn't in a good enough position as the F-14 either continued its turn or brought itself vertical, usually firing just as we passed each other. The F-8 doesn't have the lift, the power, or the maneuverability of the F-14A. I knew this going into the fight, as with the previous ones, but I didn't expect to loose as many times (the F-14 doesn't have the maneuverability of the F-31 concept fighter or the fictional KF-2, but I was able to secure a victory more quickly against them!), and even when I finally got my victory, I was able to get the kill more so because the AI didn't want to become a lawn dart and had to worry about recovery. This in turn allowed me to get onto its six for the gun shot. Well, a kill's a kill! Perhaps, I shouldn't have been trying to put my nose towards the tail, now that I think about it. As one pilot put it, "Lag Pursuit is for [sissies]!" (didn't use that word, but it is more family-friendly). Time to work on that high angle-off gun shot...
  15. OK, folks, I ain't beat yet, but I sure had my ass handed to me on the last three fights I took up! The F-14A Tomcat is underpowered and large, to be certain, but it is a maneuverable SOB, as has been proven time and again in history, and taking the F-8J in-game up against it is not the easiest fight. I feel like my biggest mistake was trying to go slow with the Turkey, even though the AI never dropped the flaps. If it had, I wouldn't have stood a fraction of a chance, but as it turned out, even without this tactic, I couldn't capitalize on my position of advantage against the F-14A nearly enough to gain victory. I'll bag the Turkey yet - here's what we had. Loadouts (all): F-8J: guns, 100% fuel F-14A: guns, 100% fuel All three fights were very similar, so I'm only going to list what generally happened, and what end results were. In all fights, I was picked up by the F-14's radar first. I was unable to lock the Tomcat until about 7-10NM or so away. By the time I had lock, I was near visual range, and typically with about 1.3M to play with. In all fights, I went high, and then rolled the F-8J on its back to try to get on the Turkey's tail with gravity and "g" aiding me in the press. The AI (in all fights) turned hard into me and went for my tail as I went for its. The problem is that the AI was getting the Tomcat slow, and so didn't need so much "g" to out-rate my F-8J. Every time, as I came back up and over, the Tomcat was gaining a position of advantage. All fights ended up with me dropping the F-8's flaps, and the Tomcat able to out turn me as speed bled down, however, I was able to get a position of advantage several times against the Turkey. This usually happened by performing a vertical press and working the rudder to direct my nose at the F-14, the problem being that I was running into the F-8's lift limit, and when I thought I would end up in a firing position, wasn't able to hold the nose long enough to shoot. As can be seen in the various shots I've included, I was able to get the Tomcat on my gun camera, just not in a firing position. Those few times I was in a position to fire, I took the shot, but it was never good enough to land a hit. Example: I end up with an angle-off shot, but the F-14 is already in the middle of his turn, and if I try to follow, gain nothing. Reversing into a two-circle still isn't good enough, and the F-14 typically gets nose on first. In the first fight, I wound up going too aggressively for the F-14's tails and put my nose into the dirt from a low-altitude vertical press. Fight two saw an elongated horizontal scissors with the F-14 in the position of advantage, and when I tried to pull hard to force an overshoot when I saw he was getting a firing solution, we had a midair collision. Fight three ended with the F-14 following me through the vertical, and as I saw it run out of energy and unload as I came down, the AI pilot flopped the Turkey on its back to follow me. I ran for the deck, then put the stick in my lap, but the F-8's worse alpha saw me run into the lift limit my wings/stabs could sustain, and the F-14 put a stream of 20-mike-mike through my starboard wing. The F-8 caught fire and I was forced to eject. Crash in fight 1: About the closest I get for a shot: Turning with the F-14: Mid-Air fight 2: Vertical press in fight 3: End of fight 3: Takeaways: I'm not done yet - I wound up in a position of advantage too many times to say this fight isn't winnable, but I will say that the F-8 is certainly outmatched by the F-14A. To win, I'm thinking that I have to maintain the slow fight, keep those vertical presses, but I need more available energy so I can capitalize when I'm behind the F-14. Every time I tried, I could get nose on but could not sustain the turn, and the F-14 kept pulling and got away as I could not match the AI's pull, forcing the fight neutral, then forcing me defensive as it came around. I tried multiple times to go from one circle to two circles and the AI still got on my six. I think fight three had the closest call for me, as I wound up on the F-14's five, six and seven o'clock on several occasions, but never long enough for a shot, and again, the F-14's better angle of attack limits and higher available "g" at lower speeds thwarted my presses until I went vertical and the F-14 followed, ending the fight with a gun shot.
  16. Good stuff, saisran! With regard to the F-8 against the F-14, I'd be more willing to take on an A model Tomcat in the Crusader, in spite of the fact that it, too, outclasses the Last Gunfighter in every category I can think of. The A's ~.75:1 T/W, lower sustainable "g" and worse Ps curve compared to the B/D, I feel, could more easily tip the scale in the player's favor in the F-8. Generally, against the F-4J I don't have a hell of a hard time in the F-8J, but I do find the Crusader more of a handful if I'm flying the Phantom II. I took up an A-4 Super Fox (hard wing) two nights ago against an F-14A and an A+. The A shot off my starboard stabilizer and ran for home. I caught up and shot off his port rudder before RTB. Against the A+, I was painfully defensive through most of the fight, but it ended in my favor, because we had gotten low, and the AI pilot had made a few hard vertical presses, including one which caused him to have to pull hard and into my flight path to avoid hitting the ground. Estimated his position and put a stream of gunfire in his flight path. Not a very satisfying victory, but at least both fights were fun! Will test out the F-8 tomorrow.
  17. Spoke to an airframer over at T-S, even those vanes were removed. The F-14D( R) and F-14B rebuilds had the airframe/avionics changes of the new-build B/D, from modified boat tail with the ECM antenna (the D( R)s were built out of Block 85 and 110 aircraft), to the necessary changes to support the F110 engine, glove vane system removal, glass cockpit and other system upgrades (dual TCS/IRST, APG-71, etc.). One of the only differences between the D( R)s and new build D's was that when the upgrades were in progress, some of the D( R)s (5 airframes) didn't get wired for TARPS. I haven't been able to find evidence as to whether or not they were retrofitted with the system later on. EDIT: Wow, didn't know the parenthesis R made the copyright symbol automatically.
  18. That sounds like an intercept mission against cruise missiles fired at an aircraft carrier (Call "VAMPIRE" when a missile is launched at a ship in the CVBG) which is a bit outside of Dissimilar Air Combat Training - more so running an intercept. In the real world this is a very important mission, and one you'd better not dick up, since you have literally thousands of lives relying on you. In game, however, I don't see that as a very exciting engagement to read about. Just thinking about our airframes, we've covered a lot in the F-14A/B/D and F/A-18E/F (especially) but not a hell of a lot in most of the others. An engagement with the F-4 here and there, an F-8 in one or two, I recall doing an F-101 v F-100 once, and an A-4 Super Fox on an occasion. Any interest in other aircraft?
  19. F-14A/B/D Super Pack for SF2:NA. Also works in other installs (merged, or individual), so long as they are at least at April 2012 patch level. http://combatace.com/files/file/12327-tmf-f-14-tomcat-superpack/ That includes the AIM-54 and other Tomcat-related weapons, as well as the IIAF/IRIAF F-14A. I'd recommend you check the download section in general for weapon packs, aircraft, etc. If you want it to be available in SF2:Israel but have an un-merged install, you can either install the jet into your SF2:I mod folder, or direct SF2:I to look into SF2:NA's mod folder. I'd recommend the former option. Welcome aboard.
  20. Got an idea, do you have a specific set up you'd like to see? We've had a heck of a lot of missions, and although there have been some FM changes over time to various aircraft (new F-14, new F-16, updates to the F/A-18, program patches, etc.) we've flown a lot against a lot. Is there a scenario you had in mind?
  21. 10 to 30 mins is a LONG video and the file is gonna be HUGE! I have one of my exploits in an F-4E vs a MiG-17F which was shot at 30FPS, half size and its 1.92GB. Now, once you re-render it as, say a .wmp file using something like Vegas, it gets a lot smaller, but if you're trying to record 30 mins of video in FRAPS, make sure you've got the room! FRAPS doesn't have a time limit if you buy it; the freeware one has 60 second clip limits and probably some others (I bought FRAPS a while ago, so I can't recall what the limitations are). For now, it sounds like you have the freeware version, don't think you can get rid of the limits on that.
  22. Sounds like they were a common complaint among the maintainers, then! Heard the exact same thing at T-S (constant maintenance, and a pain in the a**). One of the folks there had said they could get jarred loose even after they were deactivated and had seen them pop out on carrier landings every once in a while. Also brought up that if certain seals went bad, they could lead to airframe corrosion from saltwater getting inside. They were omitted from the B and D for the exact reason you say: they were designed to counter the aerodynamic forces on the stabs, but didn't do much for high speed maneuverability until the plane was above 2M, and if you were travelling that fast, you were going to have a piss poor turn rate and radius anyhow. Even at 1.4M (their normal programmed out speed) they didn't do a whole hell of a lot (apparently, the ride "felt smoother" at low altitude if you rolled out the vanes, based on what some of the drivers and RIOs said). They were also automatically set to out in "bomb" mode - W/S 55deg, vanes out. I suppose if one is a stickler for details and wants to fly an F-14A in a mission set in the 1970's, 80's or early to mid 90's, they might complain (if an "A" even is released by IRIS), but most, if not all were locked in towards the end of the A's service life (late 1990's, early 2000's), and anyone calling for them on the B and D is outright wrong.
  23. They weren't welded shut in the B and D, they were completely omitted! Only the A model had the gove vanes in production (the F-14B prototype had them for both the F401 and F110 flight tests), and most were locked shut by disconnecting the actuators that pushed them out during the 1990's. I recall talking to some of the airframers when we were trying to nail down an exact date for their deactivation over at tomcat-sunset (might have been a modelling discussion) - the best answer is that there wasn't one: one of the airframers recalled that in his squadron, if the vanes worked, they didn't touch them. Once they broke, they "pulled the plug" so you would sometimes see footage or images in the late 1990's with A models, vanes out at high speed. Other squadrons were more adamant about deactivating the system. For DCS, apart from the F-14 being anachronistic following 2006 (except Iranian F-14A's), having an A model with working vanes would be nice, but if you were to assume taking up a mission in the A Turkey now, they probably wouldn't have the vanes active (kind of like how we disabled them in F-14A_96 in the Tomcat Super Pack for SF2). Regardless of how it is handled, I can't wait for an F-14 in DCS, and thanks for sharing the screenies and the news!
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