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serverandenforcer

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Everything posted by serverandenforcer

  1. F-35A

    Just as an info. update. I haven't given up on this project. Real life has finally kicked in. I"m back to work at my old job, and I've been working odd hours, making it difficult for me to do any modeling when I come home. I also have CDCs (carreer level tests) that I have to work on for my job in the Air Force. I'm also testing for Glendale P.D. and been devoting a lot more time at the gym than usual to make sure that the physical test will be a joke. I've started some work on the front landing gear. However, because there aren't really good pictures to show the detailed structure of the thing, I'm sort of winging it (no pun intended). There are a lot of other objects that need to be modeled on. I know that might be over-doing with the detai for this plane, and I might nix doing some of that. The goal is to release a model that at least meets the current standards of jets that are being uploaded for the community and be able to deliver it without haist (don't know if I spelled that right). Hoever, I don't want to give you guys a "rushed" job where I didn't connect all th points or where I have mesh holes in the model that I negligently forgot to fill in. The cockpit for the F-35 is basically done, it needs sme extra detail to the seat (nothing big and fancy) and I also have to figure out what the business is behind the seat - 'cause it's basically a big empty space (maybe the seat reclines or the pilot might need lugage space - I dunno). So that's it so far. Once I'm done with the JSF series, I might think of doing the Firefox from the movie "Firefox" and/or the SR-71 / YF-12 - unless someone is making one?
  2. Well, I don't know what to say then. It should have worked. The fact that it doesn't means that there is probably something more to the problem than what's really there. Have you tried to uninstall and re-install as a seperate install? Also, I don't have any of my stuff combined. They're all seperate. If this doens't work you might want to try throwing the computer against the wall. I did that once to mine and it finally realized who was the boss. Total surrender.
  3. F-22

    Or how about... "Got religion?"
  4. Sukhoi SU-34 Platypus

    Uh, bro, the B-1 is a fast moving piece of sexy metal. So I do consider it as a fast mover. I know you meant fighters when you said that, but these fighters you're talking about are also bombers as well. So I think the B-1 does deserve to be in this catagory. <<<<< back at ya!
  5. Here, I got my Options.ini file here for you. Just put it in the WOE folder and it should over-write the one that you currently have. My single player end year is set to 2020. If it still doesn't work, and you have already changed the end year to you aircraft (which one is it btw?) let me know, and I'll see if I have that aircraft for me to give to you with the correct end year. Options.rar <<<<<<<< That's the file to download
  6. I don't know if people are still having problems with this, but to give you the solution real sweet and short there are some things you need to check if you want your aircraft to operate in a certain years that "aren't available'. One, check the end year in the aircraft's data.ini first. If it's not where you want it, then change it. Next, check the end year for single player in the options.ini file in the main WOE folder. If the end year for the single player mission in the options.ini file comes before the end year of your aircraft, then you need to change the single players end year to that of your aircraft's end year. This should solve any problems with operating aircrafts in the years you want. If you still have a problem with it, double check your stuff and make sure you changed the right info. I've never had a problem with this on my PC and my laptop.
  7. Sukhoi SU-34 Platypus

    Actually, the two U.S. aircrafts that are side by side that look really good are the B-1 and B-2. Granted, they're not fighter jets, but they're not ugly either for being a bomber.
  8. Paratroopers gone wrong

    That's what happens when you start whining for the window seat
  9. You have no idea how badly this has been bugging him... lol!
  10. trackir 6d0f

    Here is the thing about TIR settings in regards to viewing. The software has to take into account that there maybe little head movement to see what's currently happening in the forward point of view. Also note that in order to see completely around your point of view, and still look at the screen, it doesn't take a lot of head movement past a certain point to start looking around your point of view very quickly. It's something that you just have to get used to with how it performs. I just recently bought the system and I'm starting to get a decent feeling on how it behaves. I still have some problems on how to properly look at something that is above and behind me. One of the key things that I do to get adjusted to the TIR system and to understand the right way to look at something is that I just start looking around to exercise my "viewing precision" when I start a mission. I've found that some cool tricks by doing this and it has helped me to be very proficient in getting visuals on hostile aircraft. Now, I'm less dependant on my radar when I'm in a close quarter A2A engagement and have a much greater situational awareness.
  11. This is just a rehtorical question. Why can't wingman think before firing an IRM to make sure that it is actually locked on to an enemy aircraft and not YOURS!? GRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Obviously, even without the aid of the latest HUD features, if I'm trying to lock up an IRM to a bandit, and one of my guys is directly in front o me, I would try to get into a better postion so that I wouldn't lock him up back accident. Too bad the AI in these aircrafts really aren't all that intellegent.
  12. trackir 6d0f

    you can get a decent deal of movement with the X-axis, but you really have to be deliberate with the Y-axis.
  13. Auto Eject

    Yeah bro, you got that "Behind Enemy Lines" scenario happening to you when the F-18 got blown up, except you didn't survive in this case. I've noticed that in some cases, SAMs will fire in pairs, so you might have had two, not one, missiles fired at you.
  14. Tougher AI?

    Will this also make your wingman more aggressive and where they actually maneuver away from being shot at instead of flying straight?
  15. Dumb Wingman

    That's what happens when you screw the other guy's girlfriend
  16. Dumb Wingman

    Oh, I've done it before, but when it's beyond visual redognition. My wingman in this case was right on my ass! Helllllooooo! Don't fire IRMs when your buddy is right there in front of you. Anyways, I've never shot down one of my guys when I know they were there. Especially when he is knife fighting with my target. I just join up with him and watch his six. I've noticed that actually freaks out the target and they do stupid stuff... such as flying straight into the ground. Now if the roles are reversed, and my buddy is getting pursued at close range from my target, then I just swoop in with guns blazzing.
  17. I'm just trying to help explain a possibe reason why Tazkiller would want multiple flap settings. It would add some kind of realism to the sim - in regards to aircraft operations, but that's if only fighter jets have multilple flap settings. I know large aircraft do (they have lots of settings - like big rigs with lots of gears to shift to in a transmission), and small civilian aircraft as well.
  18. It was a manpad that fired at us. Totally forgot what those things were called.
  19. O.K. Combat landings and take-offs: A combat landing is when the aircraft lands at a really fast speed to get on the ground A.S.A.P. Why? Because they are landing in a combat zone (for example, Allied airbases in Iraq). In the theater of operation, there are always insurgents or "bad guys" nearby your airbase, waiting to get a good shot off with their RPGs to take out an aircraft. Because of this threat, aircraft have to land at a high rate of speed. If you have the flaps down too much, you'll be getting more lift than what you want, making it difficult to land fast. Of course you will also start to slow down as well - probably slower than what you would be comfortable with because you are now a nice juicy target for the insurgents. Same thing applies with combat take-offs. You want to stay low as much as possible until you have reached a fast enough speed so that when you pull up, you zooooooom up into the sky like a freaken rocket - hence forth making it very difficult for an insurgent to fire a rocket and hit you with it. When I was over in Iraq, I've seen C-17s and C-130s do this all the time, they get about 100 - 200 ft off the ground (A.S.A.P.) and then stay level as long as possible. Usually at the end of the runways (which was also at the perimeter of the base) they pull up really hard gaing a couple thousand feet very quickly. Now talk about a deafening sound when those suckers fly over you! Now, in a traditional take-off and landing, you won't be taking off and landing that way. Everything is by the book, super safety stuff. So you will be taking off with enough flaps to get you airborn and to maintain a decent rate of climb. Same thing with landing in the traditional/non combat way. Your approach will be nice and slow (obviously above stall speed - but just enough to give you plenty of time to make minor corrections to have that perfect landing). So then, you will have your flaps completely down (actually, it's a gradual procession [putting your flaps down] to maintain a certain rate of decent, speed, and level flight on your stages of approach). This is how I do it (in a very rough and basic sketch). 5 miles to the runway, flaps are at 25%, airspeed is 250 knots, maintain rate of decent of 500 ft per minute. 3 miles to the runway, flaps at 50%, airspeed 200 knots, maintain rate of decent of 500 ft per minute, and I start lowering the landing gear. 1 1/2 miles to the runway, flaps at 75%, airspeed at 160 knots, maintain rate of decent of 500 ft per minute. 3/4 of a mile to the runway, flaps at 100%, airspeed at 140 knots, speed brake deployed, and fluctuating the power a bit to keep airspeed up with a rate of decent of 500 ft per minute. I usually fly the nose pointed at the runway, untill I start passing over it. Then I flare it a bit and drop all power, which gives me that nice feather like touch down. Apply wheel brakes untill you're at a safe and slow speed for taxing. Combat landings: this is how I do it: At 5 miles to the runway, maintain altitude under 500 ft / above 100 ft, come in at 200 - 250 knots, flaps at 50% all the way to about 1/4 of a mile from the runway. Then I drop the power, lower the gear, keep my nose up, and deploy a couple flares and chaff for counter measures against any possible launches against my aircraft. I should be doing about 170 knots once I pass over the runway (depending on aircraft, speed may be higher or lower). I then deploy the speed brakes, slowing to about 140 knots, hit the runway with a purpouse and plow through those wheel brakes (if this was a transport, I'd be using full thrust reversers as well). Combat take-offs (for a fighter jet): Full burners. At 130 knots, pull up to above 100 ft, but not over 200 ft. At 260 knots, you should be passing over the other end of the runway (and the base perimeter). At this point you pull up hard to get at least 1,000 ft, if not 2,000 ft, and level off. In the real world C-130, on my way back from Kirkuk, Iraq, we were going to land at Baghdad. At around 10,000 ft, we had a rocket fired at us and we nose dived to about 500 ft (I had a nice window seat to see all the action ) and we maintained that altitude all the way to the base.
  20. Well, if you would be doing combat landings, you would be comming in pretty hot so you wont get shot down by hodgies with RPGs hidding out a klick or two from the base perimeter (and I know what that is like - got shot at by ground based rockets in a C-130 comming into Baghdad Airport on my way back home from Kirkuk). So a full flap setting would provide too much lift for your approach. Same with take-offs 'cause you don't want to instantly go high in the sky straight off the runway at a slow speed, making yourself a really easy target for insurgents on the ground with RPGs (do know how embarassing that would be for a fighter pilot to get shot down by RPGs - over his home turf?) You want to be able to get enough lift to get off the ground and clear the watch towers at the end of the runway (where the perimeter fence is at - I've been in those towers BTW) and still maintain a fast speed. Then you point the craft up into that deep blue beauty at close to 300 knots as you pass over the base perimeter. BTW, fighter jets don't use flaps for combat takeoffs - well atleast not to my knowledge. Now when taking off and landing in the states or in a safe zone, you won't be doing combat take-offs or landings. You'll be doing those things nice and safely. So then you will be using more flaps to get the job done, cause you're not in a hurry to get anywhere. And you know how hard the military is trying to conserver on jet fuel consumption.
  21. Question, can this be used to other airfields for different maps. If so, what needs to be changed, if any changes are needed at all.
  22. So what do I change the file name to if I want to use it in WOE? Is it EUROPE_AIRFIELD"X" or something else? DISREGARD THIS POST
  23. What about head to head, 'cause I've have this problem as well. Would be nice to have a TTI timer so we know in the cockpit if the missile is dead or not, 'cause you lose visual contact when that sucker goes out really far.
  24. trackir 6d0f

    Python, I didn't have to adjust anything. It takes a lot of movement to get the X and Y axis to start working. I just found out by accident when I stood up to adjust my seat and noticed the Y axis movement. Then I went exploring to see if the X axis would work as well and it did. But if it's not working for you, then you need to go to the Track IR menu and do some twiddeling in there. There is no roll axis in SFP1, WOV, and WOE. Not until a patch comes out to support it.
  25. More Flankers!

    Well, I guess I don't have to worry about making those two models now.
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