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Everything posted by streakeagle
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SF2: Tomcat Speculation
streakeagle replied to column5's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I would think the idea would be to showcase the F-14's abilities: using the Phoenix to stop Bears from hitting the carrier group. North Atlantic/GIUK/Baltic? Or the idea would be to expand on the area where the F-14 was actually used: Libya. Fictional escalation of conflict beyond SEAD strikes and 2 vs 2 fighter encounters. MiG-25 could be AI, again to showcase F-14 ability with Phoenix. I don't see TK releasing a game with a time frame beyond 1982. North Atlantic/GIUK fleet defense fits well with SF2E universe. -
SF2 Screenshot Thread
streakeagle replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I think the F-4 owns the Black Bunny, but nothing can touch the Tomcat in Jolly Rogers colors. It looked so good that way that the Macross/Robotech VF-1 was made to resemble the F-14 and wore those same colors. The F-4 and F/A-18 just don't look right compared to the Tomcat. Anyone who voted to take the F-14D out of service obviously had not seen photos of the F-14 in Jolly Rogers' colors. -
660629 First F-105 MiG Kill for SF2V
streakeagle posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: 660629 First F-105 MiG Kill for SF2V File Submitter: streakeagle File Submitted: 30 May 2010 File Category: SF Series Add On Missions and Campaigns June 29, 1966 was a pivotal point in the air war over Vietnam. Restrictions on bombing in Hanoi and Haiphong were lifted by Washington, D.C. The first targets were major POL storage depots (Petroleum, Oil, and Lubricants). The USAF struck Hanoi and the USN struck Haiphong on this day. About 56.8% of North Vietnam's POL storage capacity was destroyed. However, another significant even took place on this day. An IRON HAND flight of four F-105s was bounced by four MiG-17s. Two F-105s were damaged. One MiG-17 was hit and last seen diving into a cloud just above the ground. This MiG-17 became the first confirmed kill by an F-105. The pilot was Maj. Fred L. Tracy of the 421st TFS, 388th TFW. He was flying in F-105D 58-1156, callsign Crab 02. /*****Sources******************************************************************/ "MiG Killers" by Donald J. McCarthy, Jr. Brief synopsis of the aircraft and pilot involved. "Clashes" by Marshall L. Michel III Detailed but generic account of the action, no name, units, etc. USAF "Red Baron" WSEG Report 116 Event II-15 Incredibly detailed account. /*****Design*******************************************************************/ After extensive testing, this mission uses the following design decisions: Written for a stock SF2V install, no mods required. The stock environment does not permit low level clouds experienced that day. Only the higher level clouds are modeled. The initial aircraft positions reflect WSEG Report 116 Event II-15. the mission starts when the MiGs are first detected by Crab 04. However, the AI cannot be "bounced" as was historically the case. So all F-105s are immediately aware the approaching MiG-17s. This means that the MiG-17s do not get the first pass on Crab 01 and Crab 02. It also means that Crab 02 does not automatically get a point-blank free shot. It does lead to the correct situation of trying to clear MiGs from tails. The historical F-105 mission is SEAD until the arrival of MiG-17s. This forced the F-105s to jettison their ordnance to evade attack and engage. So the flight leader, Crab 01, has been placed on a SWEEP mission. This makes the AI flight leader drop all ordnance and focus on the MiGs. The player is flying as Crab 02. Presently, players can only be the lead aircraft in a flight. So, Crab 02 is modeled as a separate flight assigned to ESCORT Crab 01. The player cannot issue commands to any other aircraft. The focus is realistically shifted from MiGs to protecting the flight leader. To win the mission, the flight leader must live. As in reality, MiG kills are just an added bonus. Crab 03 and 04 are also a separate flight. This permits historical initial positioning of the aircraft. The default game formation is too close together. This is also necessary due to the player being assigned as a separate flight. Otherwise, Crab 03 would end up in the wingman position of Crab 01. Crab 03 and Crab 04 are also assigned to ESCORT Crab 01. This largely makes them act as members of Crab 01's flight. The MiG-17s have been broken up into two flights. A three plane flight and a single plane flight. This permit historical starting positions. Historically, the F-105s got separated. Each pilot made decisions based solely on what they saw or heard. Some F-105s disengaged while others were still fighting. This is an added advantage to having one flight get broken up into several. Each flight decides to fight or flee independently of the other flights. This permits outcomes that are very close to the historical results. /*****Playing Tips*************************************************************/ Do the following to make this mission challenging and realistic: ONLY USE THE NORMAL IN-COCKPIT VIEWS: <F1>, <F2>, and <F3> Do not use map <M>, target <T>, padlock <F4>, or any view target <F8> keys. Doing so provides the player with exceptional situational awareness. The player unrealistically always knows everyone's location. This extra knowledge allows a skilled player to easily kill all of the MiG-17s. Be proficient with the POV hat, look up <NUM 5> key, and zoom view controls. Due to the way the game renders distant targets, spotting MiGs is very hard. MiGs that are not very close cannot be seen at all when zoomed out. Learn to zoom in and scan the horizon for small moving dots. This will be frustrating and the spotting distances may seem unrealistic. The end results are exceptionally realistic. The player may frequently get lost or disoriented. Like real pilots, level out and/or use check turns to find your way back. It will take skill and luck to spot MiGs. It requires even more skill and luck to get one or more kills. Of course, TrackIR makes this whole process much easier and realistic. The first thing the player should do is jettison all ordnance. Then the player should maneuver to cover the flight leader's tail. The flight leader, Crab 01, is very close and to the right of the player. Crab 01 can be observed to jettison his ordnance at the start of the mission. Historically, Crab 01 broke to the left, but the AI breaks to the right. Next, a decision will have to be made: Follow and protect the flight leader, or engage any MiGs encountered. Play the mission several times following these restrictions. Once used to it, the player will learn two skills critical to real pilots: 1) Visual scanning discipline to focus and pick out distant contacts. 2) Situational awareness to mentally track planes not within view. Good hunting! Click here to download this file -
660629 First F-105 MiG Kill for SF2V
streakeagle replied to streakeagle's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
If you install the F-105 Early Tail Numbers skin I released earlier (found here: http://forum.combatace.com/files/file/10842-f-105-early-tail-numbers/ ), the mission can be easily modified to use this skin to have the correct tail code for Crab 02. I have been unable to document the tail numbers on the other three aircraft in Crab flight. Note that in the actual mission, the lead, Crab 01, was flying an F-105F and Crab 03 was flying the real life equivalent to the F-105D (66) of the game. Crab 02 and Crab 04 were in the game's F-105 (i.e. no RWR). For the mission, I used an F-105 (66) as a substitue for the leader. Crab 03 is stuck in a regular F-105D as I would have had to break the Crab 03/Crab 04 element into two flights to give Crab 03 the correct aircraft. -
Version
245 downloads
June 29, 1966 was a pivotal point in the air war over Vietnam. Restrictions on bombing in Hanoi and Haiphong were lifted by Washington, D.C. The first targets were major POL storage depots (Petroleum, Oil, and Lubricants). The USAF struck Hanoi and the USN struck Haiphong on this day. About 56.8% of North Vietnam's POL storage capacity was destroyed. However, another significant even took place on this day. An IRON HAND flight of four F-105s was bounced by four MiG-17s. Two F-105s were damaged. One MiG-17 was hit and last seen diving into a cloud just above the ground. This MiG-17 became the first confirmed kill by an F-105. The pilot was Maj. Fred L. Tracy of the 421st TFS, 388th TFW. He was flying in F-105D 58-1156, callsign Crab 02. /*****Sources******************************************************************/ "MiG Killers" by Donald J. McCarthy, Jr. Brief synopsis of the aircraft and pilot involved. "Clashes" by Marshall L. Michel III Detailed but generic account of the action, no name, units, etc. USAF "Red Baron" WSEG Report 116 Event II-15 Incredibly detailed account. /*****Design*******************************************************************/ After extensive testing, this mission uses the following design decisions: Written for a stock SF2V install, no mods required. The stock environment does not permit low level clouds experienced that day. Only the higher level clouds are modeled. The initial aircraft positions reflect WSEG Report 116 Event II-15. the mission starts when the MiGs are first detected by Crab 04. However, the AI cannot be "bounced" as was historically the case. So all F-105s are immediately aware the approaching MiG-17s. This means that the MiG-17s do not get the first pass on Crab 01 and Crab 02. It also means that Crab 02 does not automatically get a point-blank free shot. It does lead to the correct situation of trying to clear MiGs from tails. The historical F-105 mission is SEAD until the arrival of MiG-17s. This forced the F-105s to jettison their ordnance to evade attack and engage. So the flight leader, Crab 01, has been placed on a SWEEP mission. This makes the AI flight leader drop all ordnance and focus on the MiGs. The player is flying as Crab 02. Presently, players can only be the lead aircraft in a flight. So, Crab 02 is modeled as a separate flight assigned to ESCORT Crab 01. The player cannot issue commands to any other aircraft. The focus is realistically shifted from MiGs to protecting the flight leader. To win the mission, the flight leader must live. As in reality, MiG kills are just an added bonus. Crab 03 and 04 are also a separate flight. This permits historical initial positioning of the aircraft. The default game formation is too close together. This is also necessary due to the player being assigned as a separate flight. Otherwise, Crab 03 would end up in the wingman position of Crab 01. Crab 03 and Crab 04 are also assigned to ESCORT Crab 01. This largely makes them act as members of Crab 01's flight. The MiG-17s have been broken up into two flights. A three plane flight and a single plane flight. This permit historical starting positions. Historically, the F-105s got separated. Each pilot made decisions based solely on what they saw or heard. Some F-105s disengaged while others were still fighting. This is an added advantage to having one flight get broken up into several. Each flight decides to fight or flee independently of the other flights. This permits outcomes that are very close to the historical results. /*****Playing Tips*************************************************************/ Do the following to make this mission challenging and realistic: ONLY USE THE NORMAL IN-COCKPIT VIEWS: <F1>, <F2>, and <F3> Do not use map <M>, target <T>, padlock <F4>, or any view target <F8> keys. Doing so provides the player with exceptional situational awareness. The player unrealistically always knows everyone's location. This extra knowledge allows a skilled player to easily kill all of the MiG-17s. Be proficient with the POV hat, look up <NUM 5> key, and zoom view controls. Due to the way the game renders distant targets, spotting MiGs is very hard. MiGs that are not very close cannot be seen at all when zoomed out. Learn to zoom in and scan the horizon for small moving dots. This will be frustrating and the spotting distances may seem unrealistic. The end results are exceptionally realistic. The player may frequently get lost or disoriented. Like real pilots, level out and/or use check turns to find your way back. It will take skill and luck to spot MiGs. It requires even more skill and luck to get one or more kills. Of course, TrackIR makes this whole process much easier and realistic. The first thing the player should do is jettison all ordnance. Then the player should maneuver to cover the flight leader's tail. The flight leader, Crab 01, is very close and to the right of the player. Crab 01 can be observed to jettison his ordnance at the start of the mission. Historically, Crab 01 broke to the left, but the AI breaks to the right. Next, a decision will have to be made: Follow and protect the flight leader, or engage any MiGs encountered. Play the mission several times following these restrictions. Once used to it, the player will learn two skills critical to real pilots: 1) Visual scanning discipline to focus and pick out distant contacts. 2) Situational awareness to mentally track planes not within view. Good hunting! -
Comparison of Aircraft Wing Loadings
streakeagle replied to column5's topic in Military and General Aviation
What clear evidence on the F-8? Give me a link or scan any reference that isn't an F-8 pilot saying F-8s always beat F-4s in ACM. No one ever did in the other thread devoted entirely to assessing F-8 maneuverability, I don't expect anyone can or will produce one now. The only data I could find on the F-8 clearly showed that the two aircraft were very close and that which one was better would depend on the specifc altitude and speed being compared. How does that equate to a clear advantage for the F-8? None of the F-4 performance (or any other aircraft) I have ever cited has ever been fantasy. I cited a specific point for the purposes of a simple, precise comparison to disprove the statement that an F-4 could never out turn an F-14 even with slats. The official data directly shows that a slatted F-4 actually could turn better than an F-14. The point I cited at Mach 0.9 at 10,000 feet isn't just some arbitrary point on the envelope where the slatted F-4 just happens to be better than the F-14. It is a major performance benchmark for contract flyoffs. The aircraft which is superior at Mach 0.9 and 10,000 feet is generally better over the entire subsonic envelope from sea level to 20 or 30 thousand feet. But my point never was to show that the F-4 is better than the F-14, but to back my original statements in many threads over many years that the F-14's performance was a marginal improvement over the F-4. The F-14's position on the wing loading chart should never have been modified to make it look better. Its high wing loading combined with its mediocre thrust ratio (both of which clearly apparent on your chart if you don't alter the numbers) is the reason why it was the worst performing aircraft of the teen series. It is your fantasy to selectively alter the wing loadings on your chart to favor specific aircraft. It should be noted that all the comparisons I have seen between F-14 and F-4 have been against the unslatted F-4J. I don't have the flight manual or charts for the F-4S, but the slatted F-4E should be close enough. Its max AoA is similar to the F-14 and its instantanous performance very close to the F-14A. The Aero book openly admits that the F-14A has a lower T/W ratio than an F-4J, but the F-14 is still going to accelerate better due to its lower CD0. For all the advantages slats offered to the F-4, there was one penalty: an even higher CD0. Wing loading by definition is W / S, where S is the reference area of the wing design. It is specified during the design process as an unchanging reference to make all other aerodynamic coefficients meaningful. You don't change S because some book mentions how other parts of the aircraft contribute to lift. Almost all aircraft generate lift with parts other than their wings, but the effective lift is by definition accounted for in CL not S. Wing loading comparisons are common for several reasons: the numbers needed to calculate wing loading are readily available, the calculation is simple, and if both aircraft have similar wing designs, it can be very accurate. But if the wings differ too much in aspect ratios, wing section profiles, lift devices, etc., it can't be used to judge relative performance at all. If your goal is to accurately show relative performance, why are you plotting wing loading? Not only does it not account for lifting bodies and LERXes, but misses slats, flaps, and wing section. Why not pick a Mach and an altitude and plot actual performance for all of the aircraft? Max instaneous lift load accounts for almost everything by including CL ( CLmax * S * q / W ). The only components missing are thrust and drag. If you want to account for everything in one shot, plot max sustained G... not because dogfights are won by flying in a constant circle, but because they are won by exploiting a combination of specific excess power and agility directly reflected by an aircrafts max sustained g. Your current chart plots purely W/S for most aircraft and some form of W/(CL*S) for those aircraft whose wing loadings you don't like. So it doesn't compare wing loadings or relative performance. Of course it is your chart and you are free to plot any points anywhere you want them. It is not my numbers that are "selective" or "fudged". I have always posted scans of entire performance charts and only select points to simplify comparisons and save time. I do not pick one number I don't like and change it to whatever I feel it should be. If you came up with an aerodynamically correct approach for figuring out the "effective wing area" for every plane on the chart instead of just the F-14, I would never have accused you of fudging the numbers. Instead, you take one discusssion limited to only the F-14 and twist it onto your chart. On the next page in the book is a comparison of CL curves for the F-14, F-4, and MiG-21, there is where your "effective area" is factored in to aero equations. Doing the math ( CL / (W/S) ) will quickly show you why the F-14's instantaneous performance chart looks so much better than the F-4 and only marginally better than the MiG-21. But beware, the F-4 curve stops at about 13 degrees, when the unslatted aircraft have a safe white mark for max g that is about 18 degrees, so the CLmax for the F-4 on the book chart is about 72% of what it should be. Find or estimate CLmax for all of the aircaft on your chart and divide the wing loading by that value and you will have a chart that (1) provides useful information and (2) realistically ranks the F-14 where it should be. Otherwise, my accusation of "fudging" isn't a taunt or an insult, it is by definition what you did to your wing loading table. -
Comparison of Aircraft Wing Loadings
streakeagle replied to column5's topic in Military and General Aviation
A standard reference point used for comparison is Mach 0.9 at 10,000 feet. Typically, you will find the peaks of sustained g curves at almost exactly that Mach and 10,000 feet is considered a good medium altitude for comparison, though sea level and 30,000 feet are also commonly used. The F-14A can sustain about 6.5g via visual interpolation, (I am too lazy to find a better chart to get a more precise number, but the value for 10,000 feet is nearly halfway between the 7g and 6g curve peaks at Mach 0.9. Exact data was observed and documented during slatted F-4E evaluation by the USAF and NASA for the standard 10,000 feet/ Mach 0.9 reference point: The unslatted F-4E can sustain 5.68g while the slatted F-4E is 6.78g. These F-4Es and F-14A are at 1/2 internal fuel and clean per standard table conditions. Now who is living in fantasy land and fudging numbers? No amount of taunting, insults, or Admiral anecdotes will alter hard numbers from objective sources. If you don't believe those numbers, I don't know what you will believe. And why do I always bring up F-4s when discussing aircraft performance? Because it is the stick by which all other aircraft are measured in almost every reference I have. F-16 vs F-4, MiG-21 vs F-4, MiG-17 vs F-4, MiG-23 vs F-4, F-15 vs F-4, F-14 vs F-4. Even combat aircraft design books use the F-4 as a primary example, because extensive data is readily available and it is comparable to anything else flying. Now, since you never reply to my posts with any facts, only vague contradictions to whatever I post and sometimes selected anecdotes that favor your position, I will throw in some facts that are less related to aircraft quality, but still prove my points about relative F-4 performance: VF-302 achieved the highest number of "kills" and placed 2nd out of 12 squadrons in the 1981 Fighter Airborne Early Warning Wing Pacific fighter derby. 8 of the competing squadrons were flying the F-14. VF-302 was flying the F-4 (either F-4N or F-4S, they were transitioning to the F-4S in 1981). VF-201 took first place honors with a 15:2 kill ratio in the 1982 Felix International Fighter Meet. They flew the F-4N against F-5E, F-14, F-15, and F-16 adversaries. There is no doubt that the pilots flying the F-4s were top notch, but were all of the other pilots so bad that the mighty teen fighters lost so badly to F-4s? You questioned my F-4 versus F-8 anecdotes because you said they contradicted each other, but they didn't. I am sure that the VF-96 pilot was 100% honest when he said he never saw an F-4 lose to an F-8 after Top Gun training. Likewise, why would the F-8 pilot lie about his experience against F-4s? They served in different units at different times, and had different expriences. But, even though almost all information on the F-8 versus the F-4 is anecdotal due to a lack of hard data on the F-8, when an F-4 pilot in a decent unit offers an experience that contradicts your opinion, you deem the anecdotes unacceptable? If an F-4 unit can get a 15:2 kill ratio over teen fighters and the F-5E, what do you think they did to F-8s when flown by equally good pilots? Is anyone ever going to respond with flight manual data? Maybe a NASA evaluation? Mathematical analysis of observed data? Any sort of aerodynamic data from some sort of factual soruce? Or just insult me and make line-by-line contradictory statements without any supporting data? Someone else in another thread said that no matter what data was posted they would never change their opinion. And I am the one that is biased -
Comparison of Aircraft Wing Loadings
streakeagle replied to column5's topic in Military and General Aviation
The data showing the turn performance differences between the F-4J and F-14A comes from the same book used for the wing area illustration in this post. Like the F-4, the F-14 was a heavy interceptor, not a MiG-21 or F-16 lightweight day fighter. The F-15 didn't even have the aerodynamic peformance (CLmax) to out turn the F-4E, just the excess power to sustain higher rates (I cite the F-15 vs the F-4 since the F-15A IS superior to the F-14A at the high subsonic speeds where comparisons are usually made). When the wing is swept back to an intermediate position at higher speeds, the F-14's wing behaves like any other aircraft with that wing sweep, but with 60,000 lbs hanging beneath it. When the wing is fully swept, it is practically a delta and suffers all of the problems of deltas. I am sure I posted the performance charts from the F-14 book a long time ago comparing the MiG-21, F-14A, F-14B (original version from 1970s), F-4J, and MiG-23. The MiG data is largely estimated, but the F-4 and F-14A pretty much match currently available charts. The F-14A is better than the F-4 across the board, but it is not that much better when you start comparing F-16 and F-18 data. Any claim that the F-14A was a nimble dogfighter is pathetic except in very specific circumstances about as useful in typical combat situations as the Flanker's Cobra maneuver. The F-14A+/F-14B/F-14D is another subject because the extra thrust did get the F-14 up to the F-15's class of performance when the wing is in an intermediate position and I can only speculate how much better that would make it when low and slow with wings fully exteneded. As I recalled, from the very same book, and used in previous discusssions about the same basic subject (F-14 vs everything else): http://img185.imageshack.us/i/realf4jsustghm6tx.jpg/ http://img185.imageshack.us/i/f14agsust8eu.jpg/ Keep in mind, that the F-4J is unslatted. The slatted F-4E sustained turn numbers get really close to the F-14A thanks to about a 10% to 20% increase in CLmax for no increase in induced drag. -
Comparison of Aircraft Wing Loadings
streakeagle replied to column5's topic in Military and General Aviation
You can fudge the numbers any way you want, but in reality the F-14 only turns modestly better than an F-4J until you get the wings extended. Aspect ratio greatly affects the lift properties of a wing with a fixed area and the F-14 has exceptionally high aspect ratio when the wings are fully extended. But keep in mind what speed the F-14 must stay below to get those wings out and how bad the drag will affect it because of its less than stellar thrust loading. The F/A-18 doesn't look so good according to your wing loading table, when in reality it will fly rings around an F-14 and is only marginally worse in sustained performance than an F-16 (actually marginally superior to the F-16 in instantaneous performance). The old rules of the thumb just don't work very well when you factor in LERX principles. As for fuselage area, the fuselage reduces lift of the reference wing. In the case of the F-14 (and similar aircraft), the fuselage does not interfere as much as conventional layouts, so the net lift is increased, but you don't change the reference area to account for that and the additional fuselage area cannot be added directly to the reference area to show the gain achieved by the F-14 layout. What really matters is the top surface of the wing. The cleaner the top surface is, the closer the lift curves will be to the theoretical limits of the reference wing. The F-15's clean high-mounted wing scores very well in this area, but almost all modern fighters relect this benefit to some extent. While F-102s and F-106s could pull some scary AoA's with their deltas, I would never call them dogfighters. Visibility out of the cockpit was horrendous and there was no close-in weapon system. I would rather have fought MiG-17s using F-104s with gun and AIM-9s than F-102s and F-106s with AIM-4s. -
SF2 Expansion Pack 1 released
streakeagle replied to Fubar512's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I think beta testing was taken out because despite all the beta testing, some major bugs were missed and still required more patching after release. So instead of a handful of fans getting an early release to critique, everyone gets to beta test. I actually like it better this way since it means a lot more eyes finding a lot more bugs so TK can spend a lot less time by releasing fewer, but more comprehensive patches. -
Which Is the more accurate?
streakeagle replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Not so long ago, someone noticed inconsistent views between Israeli F-4 varians in SF2I, and the answer was that neither one was correct. March 2010 patch provided ini file and lod changes necessary to get a view like the one from the top, which is correct. If you want proof, pause the game and use the <Ctrl><F12> view to move the camera into the pit to see how it looks straight out of the 3d model. -
Jane's Fighters Anthology on Win 7 64-bit
streakeagle replied to streakeagle's topic in General Flight Sim Discussion
I don't know if this works for Vista, but it is graphics corruption that it fixes. The intro videos and menu screens looked terrible and the game looked worse, but with this fix, it looks 100% like it did in Win95/Win98 as far as I can tell and recall. This game looked so cool to me in 1998 when I played on a work laptop. -
Jane's Fighters Anthology on Win 7 64-bit
streakeagle replied to streakeagle's topic in General Flight Sim Discussion
Correct, must have deleted a <CR> when I posted this. -
Go here to read more: http://www.mektek.net/projects/mw4/ I have this installed and running on two Win 7 64-bit PCs. Works great. Played multiplayer online and via LAN too. Comes with mission editor. Has updates beyond original Microsoft box game. Whatever complaints there may be about MechWarrior 4, it is free and runs great :)
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Paraphrase of a comment from a modern armor miniatures game (an older game called Close and Destroy): The Redeye was never very good at hitting anything. The SA-7 was fairly accurate, but it rarely did enough damage to take an aircraft down. If the US and USSR engineers got together, they could probably make a missile that would rarely hit and do almost no damage if it did hit. The Stinger was a huge leap forward for shoulder launched weapons. Has it been surpassed by anything newer?
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No kill like a guns kill
streakeagle posted a topic in Digital Combat Simulator Series General Discussion
I haven't played LOMAC in years as I much prefer Vietnam era jet combat, but the release of FC2 has got my attention. I got my joystick mapped (prior to FC2 I played using their default config, but FC2 doesn't seem to support that anymore). I started with 1v1 MiG-23 and smoked him easily as the F-15 just plane out turns him, especially with speed above 300 KIAS. I feared the MiG-29 would be dramatically harder, but I did a split-s to get my speed up, got a visual on him and pulled enough lead to kill him. The Su-27 was what I thought the MiG-29 would be. First try, the Su-27 got me as easily as I got the MiG-23. He just pulled around and shot me. However, I stomped the Su-27 second time around. After split-s, I could see the Su-27 on my tail and very close. I chopped my throttle, got him into my port forward quarter, pulled the necessary lead, and toasted him. While the operation of the radar is more detailed and realistic than SF2, in this guns only mode the flight modeling and gameplay feels about the same with similar results. The graphics are definitely a bit better in FC2. If this sim modeled the F-4 Phantom and MiG-21 as well as the F-15 and Su-27, I don't think I would be playing SF2 very much any more. But, I know from LOMAC/FC1 that once you start using AIM-120s and fighting Su-27s with equivalent missiles, the game becomes more about evading radar and/or missiles. I much prefer SF2's era that almost always turns into a close in dogfight. SF2's technical detail and realism may be a bit simplified, but the dogfights are quite fun. Having a lot less buttons to deal with makes it easier to maintain proficiency with the SF2 series. -
No kill like a guns kill
streakeagle replied to streakeagle's topic in Digital Combat Simulator Series General Discussion
I was working my way up to BVR. If I can't get past IRMs, how am I ever going to handle BVR? Helmet mounted sights give the MiGs an edge. They can fire when they otherwise couldn't because their nose can't pitch up enough. The patch didn't make a huge difference, but it is noticable. It took me longer to come around on the MiG-23 and MiG-29 if I let my speed bleed down, but I still win almost uncontested. The Su-27 is where I really felt the difference. Got smoked twice before I managed a 1 vs 1 gun kill. In reality, I wouldn't expect an F-15 to ever get his guns on an Su-27 unless during a head-on pass, or the Su-27 lost siutational awareness. But I can clearly force him to overshoot and hold him in front of me long enough to generate lead for solid kill shots if I don't lose sight of the Su-27 after the initial pass. I enjoy the guns only fighting enough that I would buy and play this sim soley for this purpose. The terrain looks awesome. -
No kill like a guns kill
streakeagle replied to streakeagle's topic in Digital Combat Simulator Series General Discussion
It would appear that I was smoking the AI in gun combat because the F-15 was turnning better than it should below Mach 0.4, as this was a fix in the new patch. Will try it again after patching and see if there is any difference in the results. -
To Streakeagle!
streakeagle replied to Coupi's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
AIDE is mainly useful as a flight model viewing tool. Unforutnately, a bug creeped into it while I was trying to keep up with TK's patches. It used to work well with multiple documents open at the same time, later it got very unstable... presumably a memory leak. I intended to make a new version from the ground up to overcome some limitations of the original design and add a few more features. But I started traveling and working a lot of hours, then had a son enter the picture. I am just now starting to get the time and motivation to do any kind of modding/programming, but I am partially held back by the fact that I spend all day at work programming and/or trouble-shooting computer control and communication systems for water/waste water plants... in other words, my mind is pretty fried by the time I am picking my son up from day care. As for a tutorial, good luck! Either you understand the numbers in TK's data ini files or you don't. My tool helps see those numbers graphically and helps reduce the amount of time you have to spend flight testing to verify the effects of edits. A couple of college semesters on aerodynamics is what it takes to get moving in the right direction (or doing a lot of independent study of books covering the same material). Essentially, AIDE in its present form is for those who already know how to do this stuff by hand using spreadsheets. The math is mostly linear algebra with a bit of trigonometry thrown in for good measure. Of course, if you are good at vector math, it is even easier. I developed and tested the equations used in AIDE with Excel and screenshots of in-game flight test data. Whenever I didn't get the result I expected, I went to TK and asked for help. Over time, several people bothered TK about many aspects of the flight model data ini files. Most of those posts are still available at the Third Wire forums. From these posts, you can learn a lot about Third Wire flight models and real-world aerodynamics in general. I bumped up one early post by Wild Elmo in the SFP1 forum as an example, but I could not find the master post that had copies of all of the other posts integrated into it. -
The Best Fighter
streakeagle replied to Eagle99's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The F-86/MiG-15 are missing if this is going to be a jets only list. Otherwise, all the "best" fighters from WWI to the 1960s are missing. "Best" would have to mean personal favorite given the arbitrary list of 60's to modern jets. Based on looks, I think the Flanker gets my vote. It looks like a wonderful blend of the US teen series yet retains some of the Soviet accents that clearly distinguishes it from any US/NATO aircraft. I very much dislike the F-22 and F-35, they look like overweight caricatures of high performance fighters thanks to the need to have large internal bays. If there is any airframe I like better than the Su-27, it is the F-23. I am very disappointed that the F-23 will never go into production. The F-22 looks like an inflated Eagle bent into a stealthier shape. The Eagle really looks good from some angles (espeically top views), but its main fuselage is essentially a square box. Blended body technology looks much more appealing. There are too many good looking 1950s and 1960s jets to mention, but none of them have the refinement of the Flanker and the F-23 looks like it is some kind of starfighter from Buck Rogers in the 25th Century... Which leads me to my honorable mention, a design that actually inspired a space ship in the Star Wars movies: the SR-71/YF-12. The SR-71 was prettier, but since the post said fighters, I think the YF-12 qualifies. If it were actually a fighter instead of a recon plane, I would make it my number 1 choice for "best fighter". -
F-8 Crusader vs MiG-17 in Vietnam
streakeagle replied to streakeagle's topic in Military and General Aviation
Another quote from the same page by the same guy countering the F-8 guy's claim that F-8s were still smoking F-4s in 72: One more that is really important: The margin between the planes had to be small, because it is very clear from this statement that this F-4 never lost to an F-8 over many fights. It is always more about the pilot quality than the plane. I would like to know if any of the F-8s they beat were flown by well-known quality F-8 pilots... Oh wait, I forgot, all F-8 pilots are aces because their plane was so good. Except that the only Navy aces were an F-4 crew? Forget the F-4/F-8 debate, just go read those forums. Real pilots telling their day to day life during Vietnam era. Sad, but fascinating. -
F-8 Crusader vs MiG-17 in Vietnam
streakeagle replied to streakeagle's topic in Military and General Aviation
As far as number of seats go, some would argue one seat is too many with modern technology. Pull more g's without a pilot. No more POWs. But any aircraft that has a high workload still gets two seats: F-14D, F-15E, F/A-18F. If it didn't cost so much weight with a corresponding increase in drag and decrease in range, most planes would still be two-seat. You can tell the USAF created the F-22 and strongly influenced the F-35: single seat. -
F-8 Crusader vs MiG-17 in Vietnam
streakeagle replied to streakeagle's topic in Military and General Aviation
I found a real gem in favor of F-4 was better once pilots were trained from here: http://dukecunningham.org/forum/read.php?f=1&i=1425&t=1425 For every F-8 pilot that believes the Crusader was best, there will be an F-4 pilot AND RIO that disagrees :) They also mentioned that having a backseater made paperwork chores when not flying much easier. -
F-8 Crusader vs MiG-17 in Vietnam
streakeagle replied to streakeagle's topic in Military and General Aviation
Can anyone who believes that the "F-8 was a much better fighter" post even one FACT (not opinion) learned from talking to people or studying books that supports or better yet proves this belief other than quoting someone else who said the same thing? In F-14 versus F-15 discussions, all of the facts are there and the only problem is agreeing on what makes a better fighter. But with the F-8, the only facts readily available to favor the F-8 as a better fighter than the F-4 are: 1. It has an internal gun. 2. It is smaller and doesn't smoke, therefore somewhat harder to visually detect. 3. Its smaller size and lower weight allowed it to operate from the older, smaller carriers. 4. It turns slightly better than the F-4 (and per the above posts I can show reasonable estimates that the margin might be so small as to be irrelavant). 5. Safer and more predictable at the high AoAs required for ACM. Compared to the F-4's advantages over the F-8: 1. Faster across the entire envelope. 2. Better rate of climb. 3. Better acceleration. 4. Heavier payload. 5. Much better radar. 6. Dedicated radar operator. 7. 2nd set of eyes when radar isn't needed. 8. All-aspect medium range missiles. 9. Safer during carrier landings. Combat radius is hard to compare as it is very much affected by the loadout and mission profile, but the available data favors the F-8 for profiles using subsonic cruise at high altitude to get to and from mission objectives while the F-4 is better for supersonic intercepts. "The F-8 IS and angles fighter vs the F-4, and it does outclass it in that arena"... back it up with a factual reference, not a quote or paraphrase of the same statement. -
Which SF2 game is the best?
streakeagle replied to guyran's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
If I could only have one of them, I would have a tough time choosing between SF2V and SF2I as both are historical and have great planesets. I would lean toward SF2V for the carriers and Naval aircraft. But historically, the SF2I environment had a lot more air-to-air combat over a much wider time frame presenting a lot of interesting matchups. Fortunately, I don't have to choose only one and have all of them in a merged install.