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tn_prvteye

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Posts posted by tn_prvteye


  1. I've done a search, but can't find anything recent. 

     

    In any misson I fly, CAS missions run by the AI turn into a slaughter...IF they are loaded with Mavericks.  It seems they'll fire one just fine, but they never fire another.  They just conitune to circle back around the target area.  I've tried messing with the AI settings, but nothing seems to make a difference.  It seems that either they aren't extending far enough, or not turning tight enough to get inside the Maverick's envelope to fire.

     

    I've seen this happen to AV-8Bs and Hornets.  I can control this when I'm Flight Leader by having them rejoin, and engage at a further distance, but AI only squads get chewed up.

     

    Anyone have an INI tweek for this?  I've tried copying the settings from the stock A-10s, but it didn't matter.  Which parameter controls guided missiles?  Rocket or Strafe AI settings?

     

    I know I could just change the loadout to dumb bombs, since they seem to do this just fine.  Cannons and rockets seem to work, too.  Just guided AGMs are giving me grief.

     

    Stupid mud-movers.  :biggrin:


  2. I'm working on a '80s Cold War campaign set in the open ocean.  Basically just a US Carrier Group vs. The Kiev, Escort ships, and a couple of Off-Map Soviet bases with Bombers and Escort Fighers.  I'm re-reading DEFCON One, and it's got me in a Naval kinda mood.  :biggrin:   How would the roles work in this scenario?  Each side launches Naval Search missions till the other is found?  Then Naval Attack missions start?  What if Intelligence=0 for the Carrier Force?  Will they never be found? There was a thread about this when SF2NA first came out, but I can't find it.

     

    I've also added a Mainstay for the Soviets, but so far during my tests it hasn't shown up, while the USN E-2 AWACS has.

     

    Anyone else worked on this kind of Modern Naval-Only Campaign?


  3. I'm having an odd issue with eburger's excellent SF2NA expanded campaign.  I keep getting random crashes...sometimes in the loadout screen...sometimes during gameplay. There's no ryhme or reason behind it.  I'm trying to fly the 1986 campgain with VF-31.  It seems to be happening with the F-14 Squads only.  I managed to fly a mission with the Hornet and no crashes.

     

    I followed the directions to the letter, no other addons...and I'm patched up to the latest.  However, I've got SweetFX installed, but all the other SF2 series have no problem with it.

     

    Anyone else seen this, or am I just unlucky?


  4. Well, I think I hear the Fat Lady warming up backstage, folks. As much as I hate to say it, TK's post doesn't bode well for the PC version. I can't honestly see him making enough bank on the mobile game to get out of debt AND release anything for PC. Too many other sim developers have quit over less trouble. Sad, but that's the way things are going.

     

    Not a bad run for a small, very specific genre company. I'll place my wager now: Thirdwire will no longer be in the sim business by the end of the year. He will either go full-mobile, or he'll move on to something else. Can't blame him, but that's my bet.


  5. They just seem to be odd choices, that's all. I hardly think adding Felixstowe F.2a and the Hansa-Brandenburg W.12 is going to bring in a bunch of new blood for ROF. And it's definitely not for the casual crowd, either. Just weird choices.

     

    And flak guns? Well, I've never wanted a AAA simulator...maybe someone out there does.

     

    Again, it might seem nit-picky, but I'd like a flight simulator when I buy a flight simulator.

     

    It seems like they're not listening to a majority of players. It's like if TK suddenly decides that he wants to add a flyable S-3 Viking for the next expansion. Instead of releasing the Tomcat, he decides to focus his time on that. Granted, that sounds cool at first, but really how many people would want an S-3 over an F-14?


  6. I think that the few flight-sim developers left must be smoking something. Now, before I get someone's panties in a wad, let me explain. I still support and will continue to support the developers I am about to berate...but something is just...odd.

     

    1) Il-2 Cliffs of Dover. Okay, low-hanging fruit here, but after all the bugs, mistakes, and downright goofs that have plagued this release, the developers decide to introduce: PLAYABLE FLAK GUNS!!!! Huh? Really guys?

     

    2) Rise of Flight. I love ROF. Love the graphics, the gameplay, almost everything about it. Except the plane list...it's still limited in the early-war years. Still missing some VERY important aircraft (Strutter, just to name one). So I was looking forward to the upcoming year and the new aircraft it would bring. What do we get? SEAPLANES?!?!?! And a DH-4? And U-boats. Uh...okay?

     

    3) DCS:P-51. This one I'm willing to let slide...almost. Just doesn't make much sense to have a Late WWII-era Allied Fighter flying around the Black Sea....by itself.

     

    Now, I'm not saying that any of these new features are bad...just an odd choice. Especially since the first 2 are missing some important things. And yes, I know that not all members of a development team work on the same areas, but give me a break. I guess it must be a weird year for flight-sims...

     

    -Steve


  7. A "slewable" radar antenna is something I would like in SF games, not something I expect TK to implement anytime soon, if at all. I just find it slightly annoying having to point my nose downward (and loose altitude) to be able to mantain lock on low flying MiG's (so I can launch those sparrows on'em).

     

    I get around this by changing the elevation in the Avionics file. Make it REALLY big like 45 degrees. :grin:

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