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Crusader

+MODDER
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Everything posted by Crusader

  1. Well yes, the CCIP function described in that thread is the F-4E with digital ARN-101 nav/wpn system modification. This did not change the HUD itself, just added CCIP function by using the existing gunsight reticle. For a more advanced and really tested, through never implemented F-4E HUD, see this mod:
  2. If you see the gun firing effect from cockpit view but the gun is not mounted anywhere near it, then it usually means that the cockpit position is wrong.
  3. Regarding CCIP : With example for F-4E_78
  4. page 308 http://www.avialogs.com/viewer/avialogs-documentviewer.php?id=1694
  5. The mirrors on the sides... are not mirroring correctly, I'd say.
  6. New data ini section [CruiseMissileAI] ReleaseRange=45000.0 ReleaseAlt=1500.0 ReleaseInterval=5.0 Adjust values as required
  7. You could check if setting a specific environment file works in FE2 like it does with SF2 from within the terrain's main ini. Example from SF2 [Terrain] TerrainFullName=Southwest U.S. ... EnvironmentFile=SWUS_ENVSYS_STOCK.INI //EnvironmentFile=SWUS_ENVSYS_SARCASM_14.INI //EnvironmentFile=SWUS_ENVSYS_SARCASM_15.INI In this case the different inis are all in the terrains (SWUS) folder but the path can be changed to point to the Flight folder. You can have one set of different environment inis in the Flight folder and link to them individually EnvironmentFile=..\Flight\SWUS_ENVSYS_STOCK.INI Hope this works..
  8. Very nice old school concept artwork!
  9. The link given via the envelope is this combatace.com/messenger/00000/ where 00000 is a 5-digit message number The link given in the inbox message list for the same message is combatace.com/messenger/00000/?latest=1 but the ?latest=1 addition doesnt work either, it leads to the first post in the message thread
  10. Old BUFF pit, by Kesselbrut I'd say
  11. Your weapon models and info are far better than the armament artwork in the Osprey "Duel" series on aerial duels
  12. screenie ? Perhaps its a mod of the B-1 or B-52 pit by Dels ?
  13. Bump for Gepard ZIL-157 with SA-2 trailer inside
  14. Found during screenie folder cleanup
  15. I had a Iraqi 4-ship MiG-21bis escort msn a while ago, escorting a 3-ship Tu-22B's. Short-distance msn so flown mostly real-time. Nice join-up with the bombers .. I kept my flight behind and above them. Our whole package ran into a 2-ship F-14 patrol which wasted no time shooting AIM-54 and downed two of the bombers, and perhaps one of my MiGs. We merged and had a dogfight with the F-14 but none of my missile shots (Atolls and Aphids) connected. Wingmen didnt score either, eventually me or one of the others got one F-14 with guns .. cant remember (was Sept '17). Result: my flight disengaged with one lost and perhaps one more to AD on the flight back, one bomber survived. fun fun
  16. Your original [Detectsystem] section is missing one important line: RangeUnit=NM Its usually the 3rd line , below RadarType, or the 4th with the new RadarFamilyType line being 3rd The AI uses only the DetectSystem defined radar, all the stuff in the avionics ini is player-only.
  17. Post the [DetectSystem] section from the data ini, then we can take a look Sometimes a line or two are deleted by accident when copy/paste ops are done from other files.
  18. Nice find! I remember the interview, we posted it here on CA somewhere (Fubar512, iirc).. man.. Dec 2006.. oha
  19. Yep, exactly.. so they've updated that, good :)
  20. It should not look like this:
  21. Ah cool.. nice to have easy option etc. Last time I (briefly) played Falcon it was one of the mods.. Red Falcon or Falcon Cobra ?? ... something like that. Just crossing my mind..: In BMS 4.33, when you jettison the 370 gal tanks.... how is that visually ?
  22. Does BMS have a "easy" option where one's starting with engine running etc ? Would make quick "action centered" flights more fun.... like SF but with much more detailed F-16 avionics :D
  23. On NavalMap=TRUE terrains the fleets are "active" at long range, probably because they are the main objects for naval strike missions. They are always visible with the "next ground object" view function.
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