Jump to content

Fubar512

MODERATOR
  • Content count

    8,418
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by Fubar512

  1. Kid says "Homework is slavery"...

    Homework is slavery? Wait until you have to work for a living....
  2. You won't get any in-cockpit warning if it's an infra-red SAM (SA-9/SA-13) or if it's a manpad (SA-7/Stinger, etc.). You will your hear wingmen call it out, though. Switching your radar off or on does nothing for you, other than deny you the use of radar. ECM may help at medium and long range, though chaff (and flares if it's an IR SAM) and maneuvering on two axis simultaneously are still usually required..
  3. The SA-10 by Monty CZ is now available here: http://forum.combatace.com/index.php?autoc...;showfile=8744# Have fun
  4. Version

    693 downloads

    SA-10/S-300 system by Monty CZ Installation: All Titles: Place the SA-10L and Flap Lid folders into your Objects/Groundobjects folder. The system will place them using the standard Third Wire SAM site arrangement, by date (post 1979) Next, drop the SA-10 folder into your Objects/Weapons folder, locate the Weapondata.ini, and add the following data entry to it, editing the Weapon Data number to maintain the existing number sequence (note, this step is NOT NECESSARY in SF2 and its derivatives): [WeaponDataXXX] TypeName=SA-10 FullName=SA-10 Grumble ModelName=SA-10 Mass=1480.000000 Diameter=0.450000 Length=7.000000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName=SOVIET StartYear=1979 EndYear=2008 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=1979 ExportEndYear=2008 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=2.000000 WarheadType=0 Explosives=85.000000 FusingDistance=15.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=90 MaxTurnRate=40.000000 MaxLaunchG=1.000000 LockonChance=95 LaunchReliability=95 ArmingTime=2.000000 SeekerFOV=150.000000 SeekerGimbleLimit=180.000000 SeekerTrackRate=60.000000 SeekerRange=150000.000000 MinLaunchRange=1000.000000 MaxLaunchRange=150000.000000 Duration=180.000000 CounterCountermeasure=95.000000 NoiseRejection=85.000000 CapabilityFlags=0x10000028 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=0.200000 BoosterAccel=100.000000 BoosterEffectName=Smokeless BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-2.650000,0.000000 SustainerDuration=30.000000 SustainerAccel=24.000000 SustainerEffectName=LargeMissileFireEffect SustainerSoundName=Afterburner SustainerPosition=0.000000,-2.650000,0.000000 InFlightEffectName=LargeMissileFireEffect InFlightSoundName=SAMinFlight ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Next, save the edits, and then using the appropriate Weapon Editor for your game's patch-level, save it again. SF2 and it's derivatives: Simply drop the the SA-10 folder the your Objects/Weapons folder located in the game's main folder,located in the"My Documents" folder, and that's it!
  5. One trick that works is to set the unit's viewport position at the exact center of the model. For example: viewport position=0.0,0.0,0.0. This only works with standalone models. Ground objects with mutiple guns & gunners (such as ships), seem to work best when the gunner's viewport is located to an elevated position between the gunner's (or gun battery's) turrets.
  6. Breathing new life into an old project. I present the Kiev, by Marcfighters:
  7. Even if you had torpedoes, what would you use them against? The NV torpedo boats have a draft that's much shallower than the minimum depth setting that any torpedoes would reliably work at, and that's when they're at rest. Underway and planing, I'll bet that they draw less than six feet of water. Update: The P4 boats are smaller and draw even less water than I thought at first, about 1 meter (39 inches): http://en.wikipedia.org/wiki/P_4_class_torpedo_boat Rockets, cluster bombs, or strafing with 20 mm cannon is the ticket, as they do not pose much of a threat to jet aircraft with their 14.7 mm machine guns.
  8. In the individual terrain folders. In WoE, the path would be Terrain/GermanyCE. In WoV, it would be Terrain/VietnamSEA. In SF, Terrain/Desert. In WoI, Terrain/IsraelME. BTW, I recommend that you try JSF_Aggie's runway upgrade, as well, and then decide which one you like best.
  9. File Name: Enhanced SAM trails File Submitter: Fubar512 File Submitted: 4 Apr 2009 File Category: Effect Mods As per post: http://forum.combatace.com/index.php?s=&am...st&p=270301 Enhanced SAM Trails by Fubar512 This mod attempts to give the user a bit more situational awareness, by adding an enhanced flare and exhaust flame effect to large SAMs, making them visible for miles, during both day and night missions. It also replaces the default exhaust trail with a whispier, more prominent trail (which should allow for a slight improvement in frame rate when multiple SAMs are in the air) To install: Simply drop the LargeSAMTrailEffect.ini into your effects folder. That's all that's required. To uninstal: Just delete the LargeSAMTrailEffect.ini, and the game will revert to using the original. Known issues: The "rocketflare" effect may appear larger on all objects that use it, though this is not necessarily objectionable. To test that, launch an air to air missile, and see if you find the flare effect too prominent. If you do find it to be an issue, open the LargeSAMTrailEffect.ini in Windows Notepad, and edit the following lines: [EffectType001] Element[03].ElementName=RocketFlareEmitter<----edit to RocketFlareEmitter2 [EmitterType003] Name=RocketFlareEmitter<------edit to RocketFlareEmitter2 Save the edits when prompted, and the LargeSAMTraileffect will continue to use the enhanced rocketflare by itself, with absolutely no impact on other files. Click here to download this file
  10. Under the 'Detect System' head, look for 'NetworkType=X'
  11. Looks as if they're not networked to their respective SAM radars.
  12. Not really...I have plenty of 44100 kHz 16-bit wav files in all my installs that work quite well.
  13. Don't repack it. Just edit the gundata.ini while it's in place (in your objects folder), save the changes with the guneditor, and make sure that you have both a gundata.ini and a gundata.dat in your objects folder It's easy.
  14. Did you save your edits using the Gun Editor? Is there both a Gundata.ini and a Gundata.dat in your objects folder? Are your sounds encoded in 11025-44100 Hz Mono (stereo sounds are incompatible with this series)?
  15. Another little tweak.....trying to walk a fine line between realism and ease of play.... FlamingTelephonePoles.wmv
  16. Well, you can always fire short, controlled, accurate bursts. "Spraying & Praying" is not the way to go....either in this sim, or in real life.
  17. "The SA-2 is a medium to high altitude two stage surface to air missile dependent on radar command guidance and armed with either a 15kt nuclear or a 195kg fragmentation warhead, each with contact, proximity or command detonation capability. The booster is a solid rocket propellant motor fitted with four large fins. The second stage is equipped with a storable liquid propellant sustainer motor and three sets of fins, a large set of four is mounted in the mid section, a smaller set of power control fins is mounted at the base, and an even smaller set of fixed fins is mounted on the nose. The warhead is mounted in the second stage forward of the large fins. At medium and low altitude the kill radius is 65 meters and the blast radius is 100-120 meters, which compensates for the missile's 75 meter circle of accuracy. At high altitude the blast radius is 250 meters. "
  18. I have Wpnssgt's F-104C with both, though it's an old model (5-6 years old). Let me know if you want it.
  19. I'd say that first step out of the second level door is a real leg-breaker
  20. Actually, I've noticed a slight improvement, as the trails don't linger as long as the default ones do.
  21. Harpoon, the Motion picture.... Harpoon.wmv
  22. Yes, the nearest ground radar will catch it's attention. BTW, just tried it against an Udaloy-II from 20 nm out...the results were awesome!
  23. Charge it to anti-radiation (ARM), and they'll even engage targets "over the horizon", as long as said targets are radar-equipped.
  24. What guidance type are they using? Check in the weapondata.ini.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..