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Crusader

+MODDER
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Everything posted by Crusader

  1. There are none planned .. so far! Let us finish the C and E series, + CR and CT .. then.. who knows..
  2. Only in the last 2 releases, the AZ and CZ/CZ_Late . Updates for previous released F1's are available soon.
  3. In case you have no guns with the AZ or CZ/CZ_Late , add the attached 30MM_DEFA553 into Objects/Guns 30MM_DEFA553.zip
  4. The "auto-lased" main target is only valid for Strike missions . In all other mission types (CAS, Armed_Recce etc.) you need to load a laser designator pod on your aircraft.
  5. Ive worked on a fix for that issue (stopped in mid July), implementing the old style LCOS sight ... It started as a quick project off another avionics update... But probably ends in a bigger update since there was no good-working easy solution (iirc) It will have some so far unused functions (not sight related) ... see the pic... ( OLD WIP screenie, unfinished)
  6. yep, i have a map in a book which i'll scan which has the positions of MABOT and KAAOT , the latter is only a couple km away
  7. I (and JAT) still have the 3d max files of the TMF Gazelles Dont know how much and what JAT has done with them If you want to make a proper model without the fake method, let me know
  8. Better delete the min/max or add proper values, presently it has a hitbox 40 meters wide , 40 meters long and 40 meters high ...
  9. that questionnaire shows that the dev's have no real grasp of the F1 differences/versions ...
  10. AvioDev: C-101

    Can also mount gun pods under the fuselage, either two single .50cal M3 machine guns (220 rds each) or a single 30mm (ADEN/DEAA type with 130 rds) Ammo is stored in a compartment below the rear cockpit
  11. Bombs won't drop

    Do you have a modded AIRCRAFTCONTROLLIST.ini in the Objects folder ? If yes, move it out and try the bombs again (after making sure that the keybinding is OK after all the attempts)
  12. Well... I've found a solution .. added Sparrow capability to USN F-4's inner wing stations which also required modifications to the missile panel.. had to use a light twice + move it to another position if a specific station is in use to fill a spot where no light exists The trick is to not use the MovementType=LIGHT I use MovementType=Position_X (Y,Z) And the ItemNumber= can also be the Value = So , example from the F-4B Sparrow mod [station6Light] Type=WEAPON_STATION_SELECTOR NodeName=selected_L_FWD MovementType=POSITION_Y (moves mesh fore/aft in this case) Set[01].Position=0.002 (moves it forward 2 mm to hide it behind the panel mesh) Set[01].Value=5.0 (this is station ID #5 for which the light is OFF , also valid for IDs 1 to 4) Set[02].Position=0.00 (light is modeled in ON position, so no move required, 0.00) Set[02].Value=6.0 (this is station ID 6 for which the light is ON ) Set[03].Position=0.002 (Set 3 hides the light mesh again to turn it OFF) Set[03].Value=7.0 Set[04].Position=0.002 (Set 4 has it still set to OFF to keep it OFF for station IDs 7 to 16) Set[04].Value=16.0 Set[05].Position=0.00 (Set 5 .. ON again for Station 17) Set[05].Value=17.0 Set[06].Position=0.002 (Set 6 .. OFF again) Set[06].Value=18.0 Above setup has the light ON for stations 6 and 17 and OFF for all others I had to set it up that way to be able to move the same mesh vertically to use it for the #17 station (new left wing AIM-7 STA), there is no light modeled for it in the cockpit The vertical move with the same mesh selected_L_FWD : [station17LightMove] Type=WEAPON_STATION_SELECTOR NodeName=selected_L_FWD MovementType=POSITION_Z Set[01].Position=0.00 Set[01].Value=16.0 Set[02].Position=-0.031 Set[02].Value=17.0 Set[03].Position=0.00 Set[03].Value=18.0 so the same mesh is used for 2 stations , first "ON in place" and the 2nd time "ON and moved vertically" A second method where no vertical/horizontal move is required is to set it up like this : 1st use of ready_L_WING_a mesh with POSITION_Y, ItemNumber=10 = Station ID 10 [station10ArmedLight] Type=WEAPON_QUANTITY NodeName=ready_L_WING_a ItemNumber=10 MovementType=POSITION_Y Set[01].Position=0.01 Set[01].Value=0.0 Set[02].Position=0.00 Set[02].Value=1.0 2nd use of ready_L_WING_a mesh with POSITION_Y , ItemNumber=17 = Station ID 17 [station17ArmedLight] Type=WEAPON_QUANTITY NodeName=ready_L_WING_a ItemNumber=17 MovementType=POSITION_Y Set[01].Position=0.01 Set[01].Value=0.0 Set[02].Position=0.00 Set[02].Value=1.0 Some pics of the modified missile panel missiles RDY/present on all fuselage and inner wing stations, shows heat and radar msls no matter which is selected (limitation) without a missile selected left forward fuselage sparrow selected shows SELECTED light ON and in original position left wing sparrow selected shows the Left FWD SELECTED light ON and re-positioned downwards to the wing msl indicator left forward and wing stations empty , right forward fuselage sparrow selected
  13. Ever wondered why you have only ~14500 lb internal fuel instead of 16000 lb ? Theres a bug/typo in the data (NA F-14A and F-14A_77 and the DLC F-14A_Iran) which prevents the RIghtFeedFuelCell from being used! F14A_data F-14A_77_data F-14A_Iran_data way down by the // Fuel Tanks --- sections [RightFeedFuelCells] <<-- BUG should read [RightFeedFuelCell] So delete that §("$&(!!?$$" S ....
  14. In the downloads, look for colour picker here http://combatace.com/files/file/7407-colour-picker/
  15. Yes.. and the probe extended light .. yellow square light on the right Stick can be hidden/shown at any time with nozzle deflection command to have a free view of the center console, adding that to all F1's
  16. Not yet... But I can make a FM evaluation pack for you ... Ive updated my F1 vs F-14 post above with screenies
  17. Ah.. i shouldnt post early in the morning ... Correcting... The Hellenic F1 was the F1CG (Greek) ... The H .. F1CH and EH (Morocco) , The H stands for Hassan, the Moroccan King The F1 naming system is *generally* using letters for type and customer .. with the usual exception , in this case the Ecuadorian F1JA - JA for Junta , iirc... In the end, I would say a *F1H* is just right ...
  18. Progress is slow due to various reasons, but there is progress :D
  19. The left flap on the Tuc looks somewhat out of whack.. ya know... ;D
  20. *H* was taken for Hellenic ... so eg F1CI for India is a little more likely :)
  21. The AI super climb, yep, usually happens when i damage the AI kite 8debug shows heavy dmg status) but i havent found out what is causing the insane climb Think we reported that already back in the beta test days of later SF2 games .. IIRC ... F1's F1AJ ? .. theres a F1JA (Ecuador), almost all books say its a E variant but its really a C derivative, it has the old F1C pit but the *long* (+7 cm) fuselage of the C-200 series (which have the refuel probe) but the JA has no probe/IFR capability. "True" E variants are usually heavier by about 100 kg due to the inertial NAV and doppler fitment + more electronics of the better HUD/NAV Attack System. Those extra electronics reduce the fuel capacity by 200 liters All F1 variants use the same engine So there is no telling performance difference... baffmeister made a new, further improved FM for our F1's which is great ...
  22. Design-wise, its a mid-60's interceptor.. the follow-on to the C/E Delta Mirage III , using the III fuselage but with conventional wing/tail and a stronger motor Wing got high lift devices - inboard LEF, outboard SLATS - , segmented trailing edge Flaps which were modified/strengthened in the late 70's to be usable as combat flaps which increase turn performance somewhat. To compare it to another jet, its between a hard-wing F-4D/E and the slatted F-4E Energy fighter , essentially. Can win turn fights though, depends on geometry and opponent strenghts (speaking of the basic F1C variant) - small - smokeless engine - effective gun armament from the outset - good fuel fraction weaknesses - medicore radar - crappy R.530 missiles only the first few service years - limited missile load, by default its 2 IR and 2 SAHM (of which the early versions were almost only dead weight) - interceptor-style cockpit with limited view
  23. lololol OK... now back to DACT ... Been flying a certain F1E variant vs the TW Persian Tomcat ... guns only , 75% fuel both Starting co-heading, abeam with ~300-500 meter distance,about 350 kias (canned setup, similar to the "Speed and Angles" thing...) turning towards each other .. the 14 turns much better and gains position immediately.. no contest i pull up into a vertical spiral .. the TW Tomcat cant follow that, I gain a good height advantage after about 15-20 seconds about 4-5 spiral turns Then the 14 runs out of oomph and puts the nose down.. time to convert the gained height into airspeed to follow the cat down , closing for a gun attack 2nd situation fully armed and fueled head-on, about 4-5 nm distance 14 shoots a Phoenix right away which becomes the primary threat I ripple fire both Super 530's and execute a beam maneuver to defeat the Phoenix, jettision the CL tank as i go If I'm lucky, one of the Super 530s connects before my radar runs into gimbal limits or the Phoenix hits But usually, it works OK ... took me a few tries until i had figured out which beam maneuver works ..
  24. I have this one laying around, its a Nov2011 version. Edit the G stuff and move the file into the Objects folder AIRCRAFTOBJECT.zip
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