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OlWilly

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Everything posted by OlWilly

  1. Did a second version if anyone is interested, changed the HUD a little too
  2. Enjoyed MiG-23s from this pack. But one thing kept bugging me out, the labels have a lot of typos in them, sometimes just gibberish. I took the liberty to fix this. Just drop textures into the pit folder and replace. https://drive.google.com/file/d/1Vy50VNwDtLx5TEQrZH_6Yt8MVxbZX7wM/view?usp=share_link This also works for MiG-23B/MiG-27 pit by "Stary"
  3. MiG-29A Series 9-12

    Great mod but flight model is really weird. The plane barely turns
  4. Su-15TM Cockpit upgrade.

    I just took the phrase from Lock On 2 controls page This is how wing leveler called there
  5. Russian sources claim R-77-SD have 100km range, AIM-120-C-7 is claimed to have 120km. Ramjet R-77-PD is supposed to have more, but no one has seen it in actual service - unicorn missile
  6. Su-15TM Cockpit upgrade.

    If you mean "wing leveler" option, then it's either "горизонтальный автопилот" or "приведение к горизонту"
  7. MiG 25 Series Cockpits Small Upgrade

    Do you have some screenshots of it?
  8. Well, RUSI doesn't treat R-37 as a joke and I find RUSI as a decent source of analysis The VKS has been firing up to six R-37Ms per day during October, and the extremely high speed of the weapon, coupled with very long effective range and a seeker designed for engaging low-altitude targets, makes it particularly difficult to evade.76 The long range of the R-37M, in conjunction with the very high performance and high operating altitude of the Mig-31BM also allows it significant freedom to menace Ukrainian aircraft near the frontlines from outside the range of Ukrainian defences. The VKS has also started employing the R-37M from at least a few of its Su-35S fighters, which not only increases the reach of the latter in combat but may also suggests Russian stocks of the R-37M are in little danger of running out.77 https://rusi.org/explore-our-research/publications/special-resources/russian-air-war-and-ukrainian-requirements-air-defence
  9. I like how pits are modeled in the vanilla game. Front pit is modeled fine, you have working instrumentation and proper 3D pit. Sides, where all the engine, radio, etc management are just flat 2D texture. It's not as pretty as fully modeled pit, but since this stuff is non-functional this is fine. Saves some time on modelling I reckon, I wonder how many time people spent on modelling the sides of the pit
  10. It depends on many factors - altitude, speed, type of target and direction - frontal or rear semisphere. If you fly at 20000m at 1.5M and launch at frontal semisphere of something like C-130 or B-52 - you may hit even from 150km. If you fly lower and slower, and launch a catch-up against a fighter, the hit is not guaranteed even at 30-40km. The problem with such long-range massive missiles is that while they have lots of energy - no joke, traveling at 5-6M, their maneuverability is limited and they use a lot of anticipation while tracking their target. Fighters usually can dodge them if timely maneuver is made. This is how it work in real life, dunno how accurately it is modeled in the game
  11. You should remember that such stuff is governed by avionics70.dll which was intended for early 4th gen fighters - F-14A, F-15A, F-16A, etc. Putting overly modern stuff in the game still forces it to use the same 70.dll file to govern its function. So don't expect proper modern ECM function, stealth, LPI radars and such. Su-35S radar is indeed very powerful, it is made that way since Russia doesn't have much A-50 AWACS planes and there is no developed datalink in Russian AirForce like you would expect in USAF; A-50 just gives azimuth to the target by radio comms. Thus it's old-school, A-50 gives you azimuth, then you look with your own radar. Moreso, Su-35S pays for its radar range by being very detectable - it has huge RCS and radar itself is non-LPI, therefore target will know very early that it is being looked at.
  12. Su-15TM Cockpit upgrade.

    If you want to do MiG-23 pit, absolutely do it, mine fix is quite subpar
  13. Su-15TM Cockpit upgrade.

    Do you use actual photos/manuals or go with feel? When doing MiG-23 pit I wasn't able to find detailed schemes of cockpit so some switches were named, erm, "approximately" - since they are non-functional anyway
  14. Sure, why not. So, the one I did is blueish-green (a "middle" color), and the two others are clean blue and clean light green. I see that texture sets are basically the same across the pits so it won't be hard
  15. View File MiG-23 cockpit fixes Correction of typos and misspelling for Stary's MiG-23 pit. Plus reworked the HUD a little. All files converted to JPG to save space, it's 46mb now. Tuned for Mirage Factory MiGs, but could be used for stock ones with little tweaking. Some changes of HUD: Removed unnecessary ПР (launch authorized) marks - now it will flash only when you are actually in range Changed ОТВ (break) - now it will flash when you are too close Removed РЛ/ТП marks - they make no sense as the game doesn't support IRST. Now you will have Р (for search), З (for lock), B (for air-combat mode) Changed selected weapon display - now you will have type of weapon and amount remaining. Not really authentic but more useful Things I couldn't do: can't fix RWR - can't copy working RWR from MiG-21MF cockpit MiG-29 pit has authentic and working selected weapon display - can't copy that can't add proper IRST - game doesn't support it. tried with non-launching heatseeker missile on hidden pylon, it could lock targets but not really useful for anything else Readme inside. Submitter OlWilly Submitted 11/01/2022 Category Jet Cockpits  
  16. Also, while we are here, I converted a couple of planes from SF1 to SF2 for personal use. Su-35, Su-47, MiG-1.44, etc. Nothing too fancy but works fine from the box. Should I upload these?
  17. Sure, I'm not familiar with local procedure yet Good idea, also saves space on the disk. With all due respect, but cockpit texturing here is a mess, using a whole load of textures with almost 200mb per one cockpit. Considering how many planes are in MiG-23 pack and if someone wants to use the similar pit for MiG-23B/27 it's almost 2GB of pit files alone. I think I will do the conversion for myself but upload these ones as they are I will also look into other planes, AFAIK, Su-7 pit has the same set of typos
  18. SF2 SU-30SM Flanker Pack Redux 2016

    There is a Su-27M/Su-37 mod that has working canards. I think something may be incorporated from there. This is of particular interest because the other Su-30 mod by bazillius has all version without canards already
  19. Su-27M T-10M (Original Su-37 Repainted)

    Su-27M opens the canopy when reaching supersonic speeds, looks really funny
  20. TA-50 (SU-57)

    The cockpit screens are wonky though. There is a blurry spot on the right (engine management) screen, and radar screen doesn't display the spotted aircraft. I play with minimal HUD so this is noticeable
  21. ODS Warbirds: F-15C\D\E Eagle ODS30 Squadrons

    I like how you guys upload standalone packs from your mod, really appreciated
  22. It works, awesome. Disabling cockpit with del button allows to simulate bombsight (move and zoom with according buttons) and CCIP mark moves accordingly. Blasted airfield from 8000 meters straight
  23. I installed Lancer mod. Great plane but level bombing with it is nigh impossible because it lacks any bombsights. As I understand, SF2 doesn't really support bombsights but it does support CCIP. Is there a way I could be able to add a simple CCIP to Lancer (or any plane for that matter)?
  24. Thanks, I will look into it
  25. Sukhoi Fishpot SU-9.7z

    Does it require the DLC with AI Su-9?
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