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Everything posted by Crusader
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- 11 comments
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- armée de lair
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SF2 Series DACT Reports And Related A2A Discussions (Game only)
Crusader replied to Flanker562's topic in General Discussion
Like a F-4.. energy fighter. Vertical action. hard turns only for 90° or so,. then its a brick. I flew the MIIIOFA vs a F-14A_74 , started at ~30k ft, head-on, fuel 50% both, guns only Managed to evade the numerous 20mm bursts coming from all angles fight got lower and lower at about 10k or so I got some nose position on the 14, when the 14 stalled out earlier than me and I was able to roll/slide my nose into it that got the AI driver (set to excellent) thinking (or so..) and he decided to drop his nose... which after a short time sent him into "avoid ground" and recover mode ... i used that time to dive after him and let fly with 30mm when he was busy with accelerating/extending and that was the end. -
F-15S Saudi Strike Eagle Nationality issue help?
Crusader replied to Spudknocker's topic in General Discussion
[MissionData] Nation=SaudiArabia change to [MissionData] NationName=SaudiArabia Thats it.... -
bump F1C_73 file updated
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Which E ...
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Thats more like the Hurris catapulted from the CAM ships.. one-way trip Only that the T-Streak needs a even longer catapult = bigger boat ;D
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many moons ago... -------------- some vidcard trouble Dwcace airshow with tomcat special MP more special mp FAC mod .. modified F-4Es, one with white phos smoke rkts to mark tgts which the other player then bombed pics all from 2005 to 2008 or so
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SF2 Series DACT Reports And Related A2A Discussions (Game only)
Crusader replied to Flanker562's topic in General Discussion
The later model R-60MK is all-aspect, it was the first missile integrated with the MiG-29 helmet sight. -
F-15S Saudi Strike Eagle Nationality issue help?
Crusader replied to Spudknocker's topic in General Discussion
If i set Exported=TRUE in the data ini then the skin is shown correctly in the selection window -
Mirage F1 avionics update info by The Mirage F1 Team
Crusader replied to Crusader's topic in General Discussion
No way :D Just need to kick some more export kites off the assembly line... -
There are none planned .. so far! Let us finish the C and E series, + CR and CT .. then.. who knows..
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Mirage F1 avionics update info by The Mirage F1 Team
Crusader replied to Crusader's topic in General Discussion
Only in the last 2 releases, the AZ and CZ/CZ_Late . Updates for previous released F1's are available soon. -
Mirage F1 avionics update info by The Mirage F1 Team
Crusader replied to Crusader's topic in General Discussion
In case you have no guns with the AZ or CZ/CZ_Late , add the attached 30MM_DEFA553 into Objects/Guns 30MM_DEFA553.zip -
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.
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Some notes on the new avionics F1C variants : - all versions should now have the radar with switching range scale markers - locking targets is only possible in 35 NM scale and closer BF-type RWR - Search radars not indicated - AAA radars not indicated but audio warning if they are tracking - Pulse = AI radar . flashing if missile is launched - TWS = all SAM radars, flashing if missile is launched - CW = missile launch alarm, flashing New HUD : Nav mode shows - orange magnetic compass scale on top - green pitch ladder which rotates around HUD center - yellow Flightpath symbol - yellow baro altitude scale on the right - gunsight reticle is caged on HUD center - "inverted T" centered symbol A2A modes show Always - green pitch ladder which rotates around HUD center - "inverted T" centered symbol with guns selected - gunsight reticle with default range of 500 meter without radar lock - orange magnetic compass scale on top, with radar lock this becomes radar range indicator, showing distance in NM if range is greater than 1 NM If range is closer than 1 NM the scale is changing to hundreds of meters - a small orange or yellow box is displayed to show target position within HUD FOV - yellow closure speed readout on the right, showing 000 without lock and positive or negative closure with radar lock with missiles selected - yellow radar range readout on top, showing distance in NM - yellow closure speed readout on the right, showing 000 without lock and positive or negative closure with radar lock - with radar missile the Flightpath Symbol is displayed, this has the ASE function, center it/fly towards it to lead the target for a missile attack - a small orange or yellow box is displayed to show target position within HUD FOV - with radar lock and inside minimum range for missile launch, a red light/dot is displayed in the lower half of the HUD A2G mode shows : with guns bombs rockets - orange magnetic compass scale on top - green pitch ladder which rotates around HUD center - yellow baro altitude scale on the right - gunsight reticle indicating CCIP - "inverted T" centered symbol ###################################################################### F1AZ and F1AD Avionics info: A2A ranging radar , 5 nm range, 16° cone, 6000 ft min altitude (can lose lock if below min alt/angle). Can be turned off/on like other radars. BF-type RWR - Search radars not indicated - AAA radars not indicated but audio warning if they are tracking - Pulse = AI radar . flashing if missile is launched - TWS = all SAM radars, flashing if missile is launched - CW = missile launch alarm, flashing HUD Navigation - magnetic compass scale - aircraft symbol in center - A2A reticle caged in center - A2G reticle = roll indicator, displayed slightly depressed below aircraft symbol A2A modes Always displayed - aircraft symbol in center A2A gun + magnetic compass scale, changes to radar range scale , indicates NM at 1 NM+ and hm at less than 1 NM + A2A reticle caged in center + A2G reticle = roll indicator, displayed slightly depressed below aircraft symbol + closure speed readout, to the right and below the aircraft symbol, with radar lock A2A missile + digital radar range readout in NM at the top + A2G reticle = roll indicator, displayed slightly depressed below aircraft symbol + closure speed readout, to the right and below the aircraft symbol, with radar lock A2G modes Gun Bomb Rocket - magnetic compass scale - aircraft symbol in center - A2G reticle = CCIP for gun bomb rocket If last bomb/rocket is released, compass scale and A2G reticle will disappear, select gun to display them again AS 30 Missile - aircraft symbol in center Landing mode ### WIP ###
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SF2 Series DACT Reports And Related A2A Discussions (Game only)
Crusader replied to Flanker562's topic in General Discussion
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) -
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
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SA342 Gazelle. Anyone can help ?
Crusader replied to yakarov79's topic in Mods & Skinning Discussion
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 -
Better delete the min/max or add proper values, presently it has a hitbox 40 meters wide , 40 meters long and 40 meters high ...
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that questionnaire shows that the dev's have no real grasp of the F1 differences/versions ...
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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
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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)
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Question about cockpit interactive light
Crusader replied to Velo's topic in Mods & Skinning Discussion
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 -
The TW F-14A_Iran has the compressed nosegear strut, used by USN for carrier catapult takeoffs. Just doesnt look right for a land-based F-14... I changed the default values for Spring and Damping factors , that tweak will raise the nose-down angle by ~ 2.4° // Landing Gears --------------------------------------------------------- [NoseGear] ... SpringFactor=7.0 DampingFactor=5.0 ...
