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Everything posted by Crusader
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About Sidewinders - and other missiles
Crusader replied to Crusader's topic in Mods & Skinning Discussion
Yes, the SeekerGimbleLimit= value is the angle measured from boresight 0 to the max angle the seeker can move off-boresight. The whole Field Of Regard (FOR) that the seeker can cover is 80° with a GimbleLimit=40 The AIM-7 will receive some attention as well. For example, max flight time of the 7E's is 40 seconds. And the 7E-2 does not have a shorter range than the 7E, it only has a shorter minimum range. But I digress... -
You have a (ini) problem with the missile launchers. Nice metal though
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What if you use a "Light" function, to turn off the unused part of the pit ? Light "Off" mesh is not rendered, isnt it ?
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Mistral Man-portable air-defense systems
Crusader replied to GKABS's topic in Mods & Skinning Discussion
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Mistral Man-portable air-defense systems
Crusader replied to GKABS's topic in Mods & Skinning Discussion
Standard sight is OK. -
Mistral Man-portable air-defense systems
Crusader replied to GKABS's topic in Mods & Skinning Discussion
Without looking for detailed info, the upper photo shows a Night-Sight, the lower photo the standard daylight Sight Unit. -
About Sidewinders - and other missiles
Crusader replied to Crusader's topic in Mods & Skinning Discussion
The "super seeker" In the TW weapon Editor, the IR missiles have a option "Seeker Uncage" which can be set On/Off By default, all AIM-9 starting with the 9E have this option enabled. What does it do? The seeker will search the whole Field of Regard (FOR) as defined by the Seeker Gimbal Limits (generally +/- 40° for all -9 between the B and the X) with the speed set by the Seeker Tracking Rate value. And that is the "super seeker", covering a large area in front of the aircraft in SF2. Such a seeker function is correct for few real missiles, the French Magic series is one type which does have a seeker covering a large FOR and scans it with a very high rate. The Magic has been designed as a close-combat missile able to be used in a dogfight without the need to use a radar or radar-lock. So, "Seeker Uncage" has been disabled - is that bad/does it affect the AIM-9 in a bad way? No. The game has functions which are automatic, out of player control. What I call "auto-uncage is one of them. with the seeker locked-on to a target, the seeker is automatically uncaged and keeps tracking the target until the exceeding the Gimbal Limits / the Tracking rate / background noise / decoys break the lock. A second function is a automatic preference for the target positioned closest to the players center of view. Even with a radar lock and a missile with a slaved seeker. That is close to a real "Manual Boresight" function, where the pilot manually re-cages the seeker (back from the radar slave mode) to point the seeker (by maneuvering) to another target. The screenshot shows that I have locked the target on my left, but the seeker circle is on the target in front of me. Missile used is a 9L. To be continued.. -
I'm working on updating the AIM-9 (and other types) in the game. Started already back in 2018. First release will be using stock 3d, a 2nd release with (hopefully) as many accurate 3d as possible later on. This update/mod will change the way the player has to employ the missile. Accurate aiming (pulling the sight/aiming mark/reticle directly on the target) is required to get a seeker lock-on. Until now, it is easy to get a lock-on because the missile seekers are set up by default to act as a "super-seeker", covering the full seeker gimbal angles. With that removed, its more fun/challenging to fight with IR missiles and it also makes more sense to actually use the radar for targeting. That works (seeker slaved to radar) only with few AIM-9 types, the 9L, 9M, 9P-5, 9JULI and the 9X. The AIM-4D also has this function and the French Magic 2. To be continued..
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Make the cover a part of the missile and use a function of the missile data? (animation or booster node separation?) to remove it at missile launch.
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In connection to the Type=EXHAUST_GAS_TEMPERATURE_INDICATOR function, the ItemNumber= line refers to the EngineID # in the data ini
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ItemNumber= is the Animation ID # of the external model to which the cockpit animation is linked to You could use the Type=RUDDER_PEDAL function to get the pedals moving. With MovementType=POSITION_Y/X/Z and/or MovementType=ROTATION_Y/X/Z
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Nice screenies :)
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mass = kilogram inertia = wait for experts
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How to add UPK-23-250 gunpod ino the Mig-21?
Crusader replied to Ghost001's topic in General Discussion
Some late versions can load and fire the UPK-23 from the inboard wing stations. The MiG-21bis, for example. -
Motor run time ... try that ?
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What Gepard said. USAF docs are correct, 60 rounds for the F-13.
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Dumb Question #8221 - No A-1 Skyraiders in my Vietnam...?
Crusader replied to beachav8r's topic in General Discussion
And perhaps the cockpit by Dels Cockpit folder and cockpit ini -
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Is it possible to make effects which have multiple emitters, e.g. for a twin machine gun pod or missiles with dual exhausts ?
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Some of the AAMs in the various weapon packs need another data revision. I have AIM-120's which speed along at Mach 7.4 .. Avoiding missiles, turning to move the threat to the 3-9 line seems to work OK, and firing chaff/flares if available.
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Nice weavy-pattern :)
