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Fubar512

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Everything posted by Fubar512

  1. For static aircraft to appear in every mission, I'd assume that they must first be added as ground objects (though I may be wrong on that) , and then added to the targets and types.ini files for the selected terrains. Also, I recall that you must modify their data. ini files to ensure that their fuel tanks are empty, and to remove any folders or declarations pertaining to cockpits, thereby rendering them non-selectable in-game. Finally, you must physically position them on the terrain map. A tedious task, at best.
  2. Here's a video Su-17 either on a SEAD mission, or, providing target practice for a Hawk battery http://forum.combatace.com/index.php?autom...si&img=4276
  3. Su-17_SEAD.wmv

  4. In order to fly SEAD missions, there have to be enemy air defenses to suppress. If none exist, you cannot expect it to work, can you? Install a Hawk Battery, and you'll be fine.
  5. You must provide more details, as to the aircraft types involved, etc. F-4 Phantoms, for example, maneuver best at 400-450 KIAS. A MiG-17 will easily outmaneuver an F-4 below that speed, and can maneuver fairly well, right on down to 200 KIAS. Never get into a turning fight with a 17 at 300 knots, as it will be on your six in less than one full turn. A MiG-21 will also outmaneuver an F-4, even at 450 KIAS, and it can sustain almost 9 Gs at that speed. It bleeds off airspeed badly, though, and it takes a while for it to unload and get back up to speed. Its limited fuel capacity also hurts it in a prolonged dogfight.
  6. Fusing distance should be the distance away from the aircraft that the weapon will arm itself. It is probably meant to simulate the arming mechanism, a small prop that spins the detonator into the casing once the bomb falls off the rack, breaking the bomb's arming wire.
  7. You either need to use bombs with retarding fins/bags at low level, or set the fuzing distance (in meters).
  8. You can only designate and track one target at a time. That's a limitation of the series. Having said that, the workaround is to load up with active homing missiles (AMRAAM, Phoenix, R-77, etc.), target an enemy aircraft, launch against it, and then acquire and designate another target. The active seeker head in the missile will track its designated target without any further guidance on your part (unless it's jammed or decoyed).
  9. Because lights cannot be added to any groundobject as such. They need to incorporated into the model's 3D file, something that generally only the owner of the source file can do. Beyond that, I suggest you direct your question to TK, at Third Wire's site.
  10. What do you mean by "caged"? Do you mean boresight mode?
  11. I recall reading about an instance during the Vietnam war, when a Navy pilot saw a VPAF MiG lining up on an F-4, an F-4 that wasn't part of his flight. He got on the radio and said something to the effect of "F-4 below me, there's a MiG on your tail, break right!". The result was that every F-4 that was airborne at the time over SEA, performed a right break.
  12. As of the last major patch update, both the Avionics60 and 70.dlls (supposedly) allow for the following types of RWR displays 1)3_RING 2)12_LIGHTS 3)TEWS 4)AUDIO_ONLY So, there is no difference between the two.
  13. Just a thought (and a request)...would you consider taking this on? http://forum.valka.cz/viewtopic.php/t/37400 We could sure use it....
  14. Well, that's how it happens in RL. Just ask any of the military pilots, aircrew, and command post pukes that frequent this site.
  15. Taking out a SAM radar while it's providing guidance to a SAM does work. I've experienced many situations were SAMs have gone "stupid" right after their radar uplink went off line. However, if you network SAM batteries, you might have four or five sites and their radars tracking you at once, so potentially, you're still toast. Keep in mind that we're working with terrain that's 33% undersized, so one might have to alter detection, tracking, and engagement range values accordingly. Most AAA batteries are keying on visual detection (for example, stand-alone 23s and 37s are using optical sights). So, unless you've placed a dedicated fire control radar on the map, and linked AAA fire control to it, taking one out will not effect the level of AAA fire, though it may cause a reduction in accuracy over a given area. Every ZSU-23-4 track has it's own "Gun Dish" FC radar, so they must be handled on an individual basis. I have my 57mm and larger AAA guns linked to a few, strategically-placed "Fire Can" gun-laying radars, and they are quite accurate.
  16. No offense, but if you're using a mouse, how would you know that you're pulling back only 5-10% deflection on the stick? Are you sure you're not pulling so hard, that you're experiencing stall buffet?
  17. Sa-2 Tweaks

    These represent the Sa-2 entries that I'm currently using in SF/WoV, and WoE. They are to be considered a temporary work-around, as they compensate for the current lack of second stage acceleration and maneuvering in the series. Sa-2's so modified will hit a Vmax of Mach 3.5, so you must look around when your wingmen warn you of a SAM launch, as you'll have mere seconds to react. They are, however, a tad more visible than the default, and they also mimic the real Sa-2 series "cork-screwing" trajectory to some degree (when they start tracking their target). Simply add the data to the weapondata.ini, overwriting the existing entries, and taking care to renumber them to match the current numbering sequence. Don't forget to save the changes with the correct version of the Weapon Editor. [WeaponDataXXX] TypeName=SA-2B FullName=SA-2B Guideline Mod 1 ModelName=sa-2 Mass=2287.000000 Diameter=0.650000 Length=10.800000 AttachmentType= NationName=SOVIET StartYear=1959 EndYear=1965 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=1962 ExportEndYear=1965 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=600.000000 WarheadType=0 Explosives=195.000000 FusingDistance=25.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=11 Accuracy=70 MaxTurnRate=32.000000 MaxLaunchG=0.000000 LockonChance=80 LaunchReliability=85 ArmingTime=4.500000 SeekerFOV=60.000000 SeekerGimbleLimit=135.000000 SeekerTrackRate=11.000000 SeekerRange=34000.000000 MinLaunchRange=10000.000000 MaxLaunchRange=34000.000000 Duration=115.000000 CounterCountermeasure=10.000000 NoiseRejection=10.000000 CapabilityFlags=0x100000c2 BoosterStart=0.000000 BoosterDuration=4.500000 BoosterAccel=36.000000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName=booster BoosterPosition=0.000000,-6.590000,0.000000 SustainerDuration=22.000000 SustainerAccel=8.000000 SustainerEffectName=LargeMissileFireEffect SustainerSoundName=SAMinFlight SustainerPosition=0.000000,-4.050000,0.000000 InFlightEffectName=LargeMissileFireEffect InFlightSoundName=SAMinFlight ReleaseAnimationID=-1 EODisplayFlags=0 [WeaponDataXXX] TypeName=SA-2C FullName=SA-2C Guideline Mod 2 ModelName=sa-2 Mass=2287.000000 Diameter=0.650000 Length=10.800000 AttachmentType= NationName=SOVIET StartYear=1961 EndYear=1973 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=1964 ExportEndYear=1973 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=600.000000 WarheadType=0 Explosives=195.000000 FusingDistance=25.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=11 Accuracy=80 MaxTurnRate=32.000000 MaxLaunchG=0.000000 LockonChance=80 LaunchReliability=85 ArmingTime=4.000000 SeekerFOV=60.000000 SeekerGimbleLimit=135.000000 SeekerTrackRate=11.000000 SeekerRange=43000.000000 MinLaunchRange=9000.000000 MaxLaunchRange=43000.000000 Duration=145.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x100000c3 BoosterStart=0.000000 BoosterDuration=4.500000 BoosterAccel=36.000000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName=booster BoosterPosition=0.000000,-6.590000,0.000000 SustainerDuration=22.000000 SustainerAccel=8.000000 SustainerEffectName=LargeMissileFireEffect SustainerSoundName=SAMinFlight SustainerPosition=0.000000,-4.050000,0.000000 InFlightEffectName=LargeMissileFireEffect InFlightSoundName=SAMinFlight ReleaseAnimationID=-1 EODisplayFlags=0 [WeaponDataXXX] TypeName=SA-2F FullName=SA-2F Guideline Mod 5 ModelName=sa-2 Mass=2287.000000 Diameter=0.650000 Length=10.800000 AttachmentType= NationName=SOVIET StartYear=1968 EndYear=0 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=1969 ExportEndYear=0 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=600.000000 WarheadType=0 Explosives=195.000000 FusingDistance=25.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=80 MaxTurnRate=32.000000 MaxLaunchG=0.000000 LockonChance=80 LaunchReliability=85 ArmingTime=4.000000 SeekerFOV=60.000000 SeekerGimbleLimit=135.000000 SeekerTrackRate=11.000000 SeekerRange=55000.000000 MinLaunchRange=6000.000000 MaxLaunchRange=55000.000000 Duration=185.000000 CounterCountermeasure=40.000000 NoiseRejection=40.000000 CapabilityFlags=0x100000c3 BoosterStart=0.000000 BoosterDuration=4.500000 BoosterAccel=36.000000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName=booster BoosterPosition=0.000000,-6.590000,0.000000 SustainerDuration=22.000000 SustainerAccel=10.000000 SustainerEffectName=LargeMissileFireEffect SustainerSoundName=SAMinFlight SustainerPosition=0.000000,-4.050000,0.000000 InFlightEffectName=LargeMissileFireEffect InFlightSoundName=SAMinFlight ReleaseAnimationID=-1 EODisplayFlags=0
  18. Sa-2 Tweaks

    Sure, it would be my pleasure to do so.
  19. Any of you want a bit of a challenge? Give these edits a try ( http://forum.combatace.com/index.php?showt...mp;#entry107122 ), and then go and fly an Ironhand or Wild Weasel mission. It might prove to be a bit disconcerting to you, seeing an Sa-2 perform its corkscrewing dance right after it leaves its launch rail, correct its trajectory, and then, home in on your azz (as if it were being guided by its ground crew).
  20. I use the Su-7's tank. Assuming you havethe latest weapons pack installed, try this... In the MiG-23X_Data.ini, make sure the following entries match: [LeftFuselageStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-0.40,0.55,-1.16 AttachmentAngles=0.0,0.0,0.0 LoadLimit=225.0 LengthLimit=2.99 AllowedWeaponClass=IRM,2IR,BOMB,RP AttachmentType=SOVIET,WP ModelNodeName=AAM_Pylon_Left PylonMass=108.9 PylonDragArea=0.02 LaunchRailNodeName=LeftRail01 [RightFuselageStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.40,0.55,-1.16 AttachmentAngles=0.0,0.0,0.0 LoadLimit=225.0 LengthLimit=2.99 AllowedWeaponClass=IRM,2IR,BOMB,RP AttachmentType=SOVIET,WP ModelNodeName=AAM_Pylon_Right PylonMass=108.9 PylonDragArea=0.02 LaunchRailNodeName=RightRail01 [CenterFuselageStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=0.00,-0.25,-1.1 AttachmentAngles=0.0,0.0,0.0 LoadLimit=760.0 AllowedWeaponClass=FT AttachmentType=SOVIET,WP ModelNodeName=CenterPylon PylonMass=108.9 PylonDragArea=0.02 FuelTankName=Tank600_Su7 In the loadout.ini, edit to match [AirToAir] Loadout[01].WeaponType=R-23R Loadout[01].Quantity=1 Loadout[02].WeaponType=R-23R Loadout[02].Quantity=1 Loadout[03].WeaponType=R-60MK<---or R-60T for earlier variants Loadout[03].Quantity=2 Loadout[03].RackType=APU-62L Loadout[04].WeaponType=R-60MK<---or R-60T for earlier variants Loadout[04].Quantity=2 Loadout[04].RackType=APU-62R Loadout[05].WeaponType= Loadout[05].Quantity=0 [AirToAirLongRange] Loadout[01].WeaponType=R-23R Loadout[01].Quantity=1 Loadout[02].WeaponType=R-23R Loadout[02].Quantity=1 Loadout[03].WeaponType=R-60MK<---or R-60T for earlier variants Loadout[03].Quantity=2 Loadout[03].RackType=APU-62L Loadout[04].WeaponType=R-60MK<---or R-60T for earlier variants Loadout[04].Quantity=2 Loadout[04].RackType=APU-62R Loadout[05].WeaponType=Tank600_Su7 Loadout[05].Quantity=1
  21. Try here: http://www.ciromodels.com/SPS-141en.htm
  22. Due to limitations in the game engine, strobes would not be properly oriented, as the display renders it's symbology in a 'north up' manner. That being said, in many respects, it is easier to emulate a modern RWR display in this series, than it is an earlier model. The SF engine has provisions for different threat types, and the ability to simulate threat and launch indicator warning lights. Sounds are another matter, you're limited to two threat sounds per aircraft model, track and lock.
  23. It would be really nice if we could have terrain that looks like this:
  24. NYANG2.jpg

  25. Makes me want to retitle all my "Readme" files to, "Readme_or_Die"
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