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Fubar512

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Everything posted by Fubar512

  1. I've seen flak bursts from a KS-30 at just over 30,000 feet.
  2. 1) Adjust the seeker head parameters of the SM-1 & SM-2 to match the true missile's maximum effective range 2) Edit the Max Visible Distance parameter in the detect sytem section of each aircraft, by adding 10,000 meters to the existing values. You will then have a tough time approaching an OHP in an enemy aircraft after that!
  3. What Are You Paying For Gas...

    Use tolulene. It's 117 octane. 2 gallons of tolulene mixed with 8 gallons of 93 octane gasoline yields 10 gallons of fuel with an effective octane rating of 99. And remember, late apexing is safer, smoother, and faster...
  4. One More Shift

    Yes, I agree. "Dave S" does sound a bit light in the loafers... Just think, Dave, you'll have more time to deal with the likes of moi.....
  5. Setting the radar's azimuth limit to 360 degrees imbues that aircraft with what amounts to a "hemispheric" scanning ability.
  6. Semi-active radar homing missiles, and beam-riders (early SAMs) should have a seeker detection range at least equal to their maximum range, if not slightly greater.
  7. It's easy to integrate air defenses. Simply network the larger anti-aircraft guns (which would be radar-directed in real life, anyway). I've networked every gun from 57mm and up, and it makes for a nasty experience. You can even use one of the available radar models as an analog for a SON-7 or 9, and include it in the network (until a SON-9 model becomes available).
  8. The response & radio chatter ques are essentially hard-coded, though one can always substitute what ever one wants (message-wise). There are also messages in the speech folder that one never hears, evidently placed there by TK with future expansion in mind. There's a whole thread on this in SimHQ's archives, from at least two years ago.
  9. The trick is to increase the maximum visible range value of evey non-stealthy bird by 10,000 meters. I even gone as far as adding 15,000 to the values of larger aircraft (bombers & transports), and witnessed my AI F-14A wingmen engaging them at extreme range with AIM-54s.
  10. What Are You Paying For Gas...

    3.49 for 93 octane when I left NJ Tuesday evening (3/22), and 3.79 for 93 when I arrived in Chester, VA, at O'dark thirty the next morning. At least my truck averaged almost 22 MPG on the trip down (337 miles on 15.5 gallons). Not bad for V8 powered pickup truck.
  11. They do perform a wagon-wheel like manuever, and the AI wingmen will often circle in behind anyone who attacks their wing lead. The lead sometimes appears try to set you up for his wingman, by deciding to break from the circle, and then flying straight and level. Unfortunately, this behavior appears to be random in nature. I've not found any .ini tweaks that might encourage it.
  12. Wagsled, Did you try Streakeagle's F-4B flight model? It's available on his website, and though it's optimized for SF with SP2A (where its stall and post stall characteristics should be fairly accurate), I believe that you'll find it to be the close to the real thing as long as you stay within normal flight parameters.
  13. Houses and trees are alpha objects which are defined and positioned via the various terrain.tod files.
  14. Lights cannot be added to the default WoV carriers via any .ini tweaks. The models themselves must have the "lights" defined in the .lod file itself. The only freeware model so-equipped to my knowledge, is DO's CVN-75, which is available in our downloads section.
  15. They're actually too maneuverable. The F-4 did not handle well below 450 knots, and was a handful at more than 15+ units of AoA.
  16. A tough nut to crack. An SA-3 battery, defended by an SA-8 mobile launcher, with an SA-9 mobile launcher nearby (off screen and to the right).
  17. The SA-7 works fine for me.
  18. The R-73 is already in the weapons pack, and it does fire and track well off-boresight. Getting the AI to do so, without wasting shots, is another matter, unless you limit the launch platform (aircraft) to carrying high off-boresight IRMs (R-60MK, R-73, etc.)
  19. This is in SFP1, with Polak's desert terrain. It's all a matter of placement, and ground object role assignment. I placed AAA units near all the SAM batteries, and then re-designated the ground object role of the mobile SAMs to "Mobile_AAA". This is something we've been doing about four years, now....thanks to Wrench, who AFAIK, is the first one to have come up with the idea. If you roll in below the minimum effective altitude of the fixed SAMs, you still have to contend with anything from ZSU-23-4s to SA-8s, SA-9s, and Tunguskas. The latter are quite nasty, combining guns with SA-19 launchers.
  20. Nightmare.jpg

  21. Then they died, turned into oil, and then the Arabs came along....
  22. And then, the F-4G made its appearance....
  23. Oh, and BTW, The SA-2B was meant to kill bombers and other non-maneuvering aircraft, It's historical launch to kill-ratio is probably no better than 1 kill per 200 launches. The SA-2 series did not really become a major threat to tactical aircraft until the deployment of the E and F models, the latter of which were equipped with HOJ (home-on-jam) tracking. Even then, the kill ratio was still probably no better than 1 per 50. By the time of the Yom Kippur War in 1973, the SA-2F was not considered much of a threat by the Israelis.
  24. I have absolutely no issues with the Hawks tracking and firing, though I use my own data.ini's, and I try to emulate the default Strike Fighters SAM battery layout, as there are limitations to what you can get away with.
  25. Show us the same view, but with the MavTV display. That way, you can prove that this wasn't due to a slight of hand, via the weapons editor.
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