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FastCargo

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Everything posted by FastCargo

  1. Going to mess up Stary's terrain in Natofighters... I've been doing a lot of OT&E in the Natofighters 86 campaign with the soon to be released B-1B Pack. Y'all are going to like her...you're going to like her a lot. FC
  2. You were 1 v 4 in a visual dogfight with opponents who had smaller, manuverable aircraft armed with missiles and guns. I'm surprised you lasted as long as you did considering they got the drop on you. When you face odds like that, you need to thin out the herd at long range first. Once you get into a knife fight with opponents that aren't that much less than you are technologically and manuverability-wise, your odds decrease dramatically with each additional opponent that you will survive a long dogfight. "Know when to hold 'em, know when to fold 'em" FC
  3. Updated to Version 2.31. Minor issues fixed. FC
  4. Updated to Version 1.11, minor issues fixed. FC
  5. Updated to Version 2.3...fully compatible (and takes advantage of) the June 2010 patch. FC
  6. Actually, I would be happy with a real TF mode setup...but that would involve the AI not 'pogoing' so much when it gets low. FC
  7. Heh...not at 400 feet at 9 miles a minute in a 300000+ lb bomber... Nice stuff there Ed. FC
  8. I challenge you to fly through the ANW with these settings at TF altitudes. FC
  9. Well, what do you think the Classified Mission Mod is? I only spelled it out in the post-mission readme.... FC
  10. From the 'Classified Mission Mod'... FC
  11. The official embargo is lifted...feel free to post screenshots of what you found in the mod in the Screenshot forum... FC
  12. 1. Jets are subject to the same laws of physics as any other aircraft. The difference is that we are talking about a very specific case...jet fighters, where most of the time, the engine thrust vector passes straight through the CG. Jet airliners on the other hand, if you goose the throttle, you will get a pitch up moment (try doing a single engine go-around in a modern jetliner...it's Mr. Toad's wild ride right there) because the engine thrust vector is signifcantly displaced from the CG. For props, other issues creep up, including things like P-factor, etc. 3. and 4. Don't know what to tell you, you're adjusting the wrong parameter. Here's a test I just did while working on something else on the F-111...I adjusted the thrust angles on each engine by 10 degrees - Left engine 10 degrees pitch up, right engine 10 degree pitch down: It took me longer to post this than it took to do it. 5. If you really want to make an aircraft act more appropriately that requires trim, a better and more appropriate way to do it I believe is to mess with the Xac tables in the data.ini. Fubar512 is the person to ask about it. FC
  13. 1. Jet's will go out of trim because of SPEED, not because of thrust if the engines are close to or on centerline at high speed...like most modern fighters. I have plenty of real world experience in this regard. 2. See the answer to question #1. Most modern aircraft have an auto-trim mode. You can manual trim if you want...I don't find it interesting because it's natural like walking. 3. You are adjusting the wrong parameter, try again. I have done plenty of work in this regard when working on the F-22 and F-15 ACTIVE. Adjusting thrust angles will affect the aircraft and how it handles. Adjusting the thrust position will do the same thing. And yes, the flight model takes this into account. 4. See the answer to question #3. Also, adjusting the thrust angles does adjust the visual effect direction...so if you don't want a cocked off exhaust plume, best to add another engine. 5. The answer is, the AI will try to keep the aircraft in a flyable area of the envelope. The AI does not do post=stall manuvering other than to try to get out of the stall. If you're expecting the AI to do cobras, wingovers, etc, it won't happen...at least not to the point of trying to defeat an opponent. This is why I've found things like manual trim, manual thrust vectoring, manual wing sweep, backwards firing missiles to be worse than useless, because the AI will not take advantage of ANY of it. At that point, you're basically in Ace Combat mode, and unless you're doing multiplayer, quickly takes all the fun out of it...clubbing baby seals as it were. Experimenting is fine, that's what makes it interesting. But know why something works first. FC
  14. First, why would you assume adding thrust automatically causes a nose to pitch? If the engines are located close to or on centerline, you won't get a pitching moment. Second, I'm pretty sure a lot of modern fighters have auto trim that would cancel out such effects. Third, are you sure you were adjusting the pitch and not the roll axis? Fourth, if you are dead intent on creating this effect, just add an invisible engine with no exhaust that has lots of pitch thrust. Fifth, realize that if you add this, any AI aircraft will have to deal with it too, which means you may actually hamper their abilities in flight. FC
  15. Nah...guess you tried too hard to make the turn? :) FC
  16. Doesn't matter...I'm not in town actually. Ironically, I'm in Fresno at the moment. FC
  17. Absentee ballot is always an option for Armed Forces members (though you're a bit late...). And you're in town and you didn't tell me...for shame! FC
  18. Not at official voting stations! That's a big no no because it can be considered voter intimidation. FC
  19. I used to have to carry a CAC reader with me, otherwise everytime I went to work, I'd be saturated with emails...constantly getting the 'Mailbox is full' message... FC
  20. 99.9% of all mods for SF1 will work with SF2. Download and try it out. Also, consult the SF2 Knowledge Base. FC
  21. Go vote if you haven't already. I don't care who you are or what you believe in (frankly, I don't want to know...some of y'all are weird... ), but exercise your right to participate in the process. Lots of folks have died so you can freely do this. Lots of folks wish they had the right to do this. You have no right to complain about the government if you're not willing to do the very first step to influence it. Use it or lose it. FC PS No shilling or castigating any parties, viewpoints, politicians in this thread...not even a little. Take it to the Arena if you want to do that.
  22. Thanks for the comments guys. When I first started making the mod, it took a while to realize just how much the sim helps you out in terms of views, devices, etc. I almost decided to eliminate the map view too, but realized that the aircraft's radar was so iffy and GCI was so imprecise that getting a proper solution might be unfairly tough. So I conceded that view for gameplay purposes...the idea is to make it JUST challenging enough to match the scenario it's based on. Next weekend I'll lift the embargo and folks can post screenshots of what they find around the mod in the screenshot thread. Obviously, for now folks who have played the mod, keep the details under wraps...more fun that way for everyone else. If anyone is having problems getting the mod to run properly, PM me. FC
  23. Classified Mission Mod (Version 1.1) View File Classified Mission Mod authored by FastCargo ********** Version 1.1 *********** Updated to be compatible with the Jan 2011 patch. ********** Version 1.0 *********** This is a small mod designed around ONE mission. It's footprint is relatively small, but all encompassing and everything is designed to execute this one mission. Make sure you read the "INSTALL INSTRUCTIONS - READ ME FIRST.TXT" file and follow the instructions explicitly, or you will mess something up! This is a complete modification to the Strike Fighters 2 sim (any of the SF2 series), and as such, is not guaranteed to be compatible with any additional mods or changes. Using anything from this mod, or adding anything to this mod, may 'break' the mod or the mod you are transferring stuff to. In short, use it as a stand alone mod and don't screw with it! ************ Installation ************* What you will need: 1. Any of the Strike Fighters 2 series (SF2, SF2V, SF2E, SF2I or merged) patched to the June 2010 level. *************Notes************ 1. This mod's effect is based heavily on surprise, so I would recommend not reading anything in the 'To Read AFTER The Mission' until, well, after you've flown the mod. The mod quite deliberately restricts several things on the sim in order to increase the effect...nothing has been permanently disabled or broken. So don't post that I broke your sim... 2. Enjoy it, look for some easter eggs, and definitely read the notes in the 'To Read AFTER The Mission' for some background information, disclaimers and credits...a lot of folks helped in making this mod. 7 Feb 11 FastCargo Submitter FastCargo Submitted 10/31/2010 Category User Made Missions
  24. Congrats! FC
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