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Sixgun

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Posts posted by Sixgun


  1. I see. Now things are making sense.

     

    Anyway, maybe you should consider trying to just do audio from your flight sometime. I always wanted to know how much ambient wind noise there is in a tactical jet cockpit...if any. In your helmet that is.

     

    Just a thought. Good luck with windows movie maker. I hear it can sometimes be a bear. I'd like a copy....


  2. "There is a unique opportunity for me this Monday. I am solo in a 4 ship formation, so not only will I have communications for me, but for a 4 ship of military jets (plus HUD video)."

    I mentioned a 'script' I would need to say in order to get authentic voice comm (including jet and mask noise).''

     

     

    Looks like I got here too late on this one. Let me know when you could try it again. I'll try write your script.

     

    I hope you recorded it anyway.

     

    How are you recording this? The way I've done it in the past is to stick a lapel mic into the earcup. That way you're getting the real sounds you hear in flight.

     

    I could do a similar set of recordings for the WW-2 mods (with prop noise) I suppose.


  3. <<If Bohemia Interactive could ever get their support for aircraft up to the level of SFP1, it could easily become the ultimate flight sim ever made.>>

     

    Once again, I couldn't agree with you more...and it makes me want to put all my modding and editing efforts into this series of games, just because it is so immersive.

     

    OFP really is the best helicopter sim ever made.

     

    I hope the OFP/ARMA community keeps expanding, and that the software remains open source along the same lines.


  4. Formation.zip


    This Mod changes the default formation around so that when you're a two ship, #2 is correctly on the right side of you. It also puts him out there a little bit in more of a cruise type formation, not too close.

     

    Other formation changes are to wall and box formations, making them more useful. You will want to put your flight into one of these two formations in the high threat areas to maximize maneuvering and lookout potential.

     

    Wall formation is a "loose deuce" formation for the two ship (section) and line abreast for the four ship (division). Spacing is about half a mile between planes. This is technically too close, but the spirit is there, and also most of the usefulness, without you losing sight of #4 completely.

     

    Box is now a staggered trail formation with lead and #2 in loose deuce and #3 & #4 behind the lead section about a mile, offset to the right. Enemies who see and attack the lead section will turn in front of the trail section.

     

    I added two formations, replacing "arrowhead" (useless anyway) and the "turn radar on" command with "High cover" and "Right Echelon", respectively. Readme for more details.

     

    For those of you who downloaded version 1.0, please download this one and replace it. The added commands weren't referencing correctly.

     

    Thanks to Drdoyo for getting me started.

    Sixgun out.


     


  5. Drdoyo, I just want to thank you for opening my eyes to the possibility of correcting one of my pet peeves about this sim...the incorrect and un-tactical formations!

     

    Using your template for adding/changing formations and commands, I have created my first "mod" for WOE.

    I could be the last person to figure this out but.....

     

    Have any of you ever wished that your wingman flew on your right when you are just a two ship section? (or element for you AF types)

    -Have you wished you could send your whole four plane division to attack your designated target?

    -Have you wished you could order your division into a more tactical formation when engaging bandits?

    -How about telling your wingman to engage air threats without designating one? Or telling him to go to high cover on you while you take out those pesky air defenses?

    -Need to look good around the boat? Order your division into a nice tight right echelon for entering the break with style!

     

    All these things are possible with my Command.ini and Formation.ini tweaks!!

     

    My only regret is that the division is backwards in fingertip formation; number 3&4 are on the left. But it's small potatoes compared to all the other cool things I managed to work out...

     

    --Reset the standard four ship formation so that your wingman is on the right.

     

    --Reset the "Wall" formation to a true line abreast.

     

    --Added the formation sub-menu to the wingman command list, so you can now tell him which formation to be in.

     

    --Modified the "box" formation, your wingman will go line abreast, and your second section will drop back in a nice mirrored offset trail, about a mile behind the lead section. Great for trapping the bandits trying to convert on your lead section.

     

    --Wiped out "arrowhead" and replaced it with "high cover" so #2 goes to a 5000' perch above you. In a four ship, number 3 goes combat spread and 1000' higher than you, and #4 goes 5000' above him.

     

    --Replaced "wedge" with "Parade Echelon" so that your division will stack up off your starboard wing all nice and tight to look good around the field or the boat.

     

    --Added "Engage Air" to the wingman command menu.

     

    --Added "Attack my target" to the flight command menu.

     

    I tested it in WOE and it all works pretty good!

    I'll post up these tweaks soon, I guess in the object mods section.


  6. How about the wing sweep? That three step sweep kills it for me. Did this get fixed already? Can you "add" a control input to make the sweep go manual?

     

    Also, that little bulbous part in the wing shoulder area, that bugs me. At 68 degrees sweep, the line from the wingtip forward to the glove vane should be straight and pretty much uninterrupted.

     

    Can you simulate TISEO by providing a fixed "seeker" from the maverick, slaved to the boresight radar mode? Way cool to be able to VID a bogey at 20 miles.

     

    Gee, I'm real picky for an addon whore.

     

    You modders all truly have my utmost respect and gratitude. :hi:


  7. No, it's not much of a sim in the sense of ultra realism of any one system. I consider it a sim of real world capability, though.

     

    My only point was, this is the future for us. As the machines get better, simulated worlds will expand. ArmA (flashpoint's successor so far) is a 200 square mile environment and it is a First Person Shooter!

     

    I'm looking forward to the day when we get together online and meet up in the ready room, brief, take the escalator to the flight deck, man up, and launch.

    CAS is sooo much more rewarding when you are talking to the guys on the ground you're supporting!

     

    As far as simulation goes, the things you do in the sim need to come with the understanding that YOU are simulating a real pilot in a simulated airplane.

     

    When I play a FPS, I am able to shoot alot more quickly and do other things that the real me isn't trained for. Same goes for piloting a plane.

     

    Trust me, you don't want to sit there and go through the checklists like you do in a real plane. Might as well go fly a real plane.

     

    What's important in these games we play is that key factor of immersion.

     

    Hardcore simmers, huh? How many of you complain that the formations in TK's sims are all wrong? (that's a pet peeve of mine)


  8. I for one am pretty happy with TK's sims. They are close to what the Jane's sims were in use and flexibility, but with better graphics and flight models. You can pretty well model any era with them too. :biggrin: The FM's are representative of what an experienced pilot could make the aircraft do, and the relative performance is such that real world strategies are useful in the game.

     

    Things I wish for:

     

    The ability to utilize the second seat in two seat airframes, particularly RIOs and WSOs being represented either by AI like in Jane's ATF "C'mon, do some of that pilot sh!#!" or even better, allowing multiplayer use of the second seat.

     

    A little more (very little) switchology. I'd like to be able to shut down an engine or start one up, like USAF.

     

    A better damage model (system failures), and emergency system representation. And more realistic ejections. Like ATF style.

     

    And for goodness sake if you are going to have carriers, gimme an LSO and a lens. Again, Janes USNF style! :ok:

     

    Hey, in Flashpoint, I can walk out to my F-14 spotted on Cat 1 and strap in, wait for one of you guys to get in the back seat, fire up, launch, get to the target, wait for another of you guys on the ground to paint something or get my GIB to do it, drop my bugs, get back to the boat, land, hop out , get in a Seahawk, go pick up the Seal Team....


  9. Nice tailfeathers on that one. Did you do that? Has anybody fixed the wing sweep on the original mod? Mine all have about three positions.

     

    The glove vanes (those little canards) were sealed on all the fleet planes in the 90's.

     

    The chin pods were mission and/or squadron specific. On the A, A+, and B, you could either have a TISEO camera or an infared sensor. The D models could mount both, side by side.


  10. Glad to see there are so many F-8 fans out there.

     

    Like Metal, I too am a devotee of the Crusader...have bought and devoured anything in print about the plane.

    You better believe I was wearing out the joysticks on USNF-97 (man will they ever make a sim like that again? this one's close though).

     

    One of my favorite things to do is take a copy of Gator Gillchrist's book Feet Wet (or Crusader!) to the NMNA in P-cola and sit in their F-8 pit reading 'till the place gets busy. Then I go to the Cubi Point O-club.

     

    Hey Metal, I got an F-8 instrument panel and 2 stick grips...one NOS with all the buttons and wires, and one a NOS shell.

    Been planning on mocking up my own Crusader Pit in the man-cave here.

     

    Got a 'sader hook point here on my desk waiting too, going to make it a base for a section of 48th scale Checkmates coming into the break!

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