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Fubar512

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Everything posted by Fubar512

  1. Hormone, Helix, and Havoc...yeehaa!
  2. If Marcelo does not mind, I can "share" the FM with you, or with whomever you choose to work on it.
  3. Judging from your description, it sounds as if the MiGs you'd encountered had gone "off the map".
  4. I would not go as far as saying that. Competition and choice is what makes life interesting. Please do not give up, as you cannot tell what the future may bring.
  5. Well, how about a video (a long one?) As you can see this project is still very much alive, although not quite ready for release, yet. Run it in full screen if you can... and check out the sand "textures" just off the runways. http://forum.combatace.com/index.php?autom...si&img=4236
  6. Nighthawk WIP.wmv

  7. 117.jpg

  8. I don't either...... Wait a second.......What's this? Strange, I can see it visually, but it doesn't show up on radar. I must get closer and investigate...
  9. img00075.jpg

  10. img00074.jpg

  11. img00073.jpg

  12. Keep in mind that some SAMs have home-on jam capability. And that feature works quite well, in this series.
  13. I'm in the process of updating the MIG-17F's flight model, to one that more accurately follows the published data from the "Have Drill" evaluation performed by USAF, in 1969. The new model will not only mimic loss of roll authority due to wing-warping above 460 KIAS, but will also suffer from 'Mach tuck" beyond 475 KIAS, a prelude to a total loss of pitch authority above 502 KIAS. The '17 did not have hydraulically boosted elevators, so it was all but humanly impossible to pull out of a dive in one by yanking back on the stick above that speed, even though the real aircraft often sported a retractable stick extender, just for that contingency. Should have it up soon, along with a copy of the Have-Drill speed/altitude/sustained G graph, for reference. I'm also playing with the tracer effects, which in my opinion, look a bit arcadish at present. I replaced the default WoV VPAF dark-red tracer with a brighter colored version, added an improved tracer-smoke effect (they should look more like smoke rings than a continuous streak of smoke), and re-sized all the tracers to more realistic values.
  14. You mean that there's a bomb named after Salt Lake City, or Provo?
  15. Available here: http://forum.combatace.com/index.php?autom...p;showfile=4460 This flight model represents a "tweak" on Gabilon's original and is not an FM penned from the ground up. As such, it may not neccessarily perform exactly as the real aircraft may have, had it made it into production. It does not contain the aircraft itself, which you must have installed FIRST. Gabilon's YAK-41 can be downloaded at: http://forum.combatace.com/index.php?autom...p;showfile=4212 Installation: Extract the contents of the zip file directly into your main Strike Fighters/Wings over Vietnam/Wings over Europe folder. Click "Yes to all" if prompted. Don't worry, it only replaces the YAK41_DATA.ini file, and ADDS sounds and effects. It does not overwrite anything else, unless you already had the MiG_AB effect and FiseVapor TGAs, and replacing them will only cause them to be overwritten with the same files. Improvements over the original: 1) Inertia values, Drag and lift values and their respective tables have been adjusted for a more realistic feel. An added bonus: the AI no longer blows up on the apron while waiting for you to get airborne. 2) Main engine thrust set to proper values (reflecting YAK-141M specifications), and afterburner & effects added. 3) Lift engine thrust and throttle-rate values adjusted to allow for balanced VTOL operations (a bit of a cheat, as the real Yakovlev required afterburner w/full stores to achieve VTOL). 4) Wingtip Reaction Control Jets relocated for greater effectiveness, and to place them about where they'd be in the real model. 5) Internal gun entry set to use the Su-27/Mig-29 weapon that has been in use since the MiG-29 model's release in 2004, the "Gsh-301" for standardization's sake (and since it's already in the gundata.ini that comes with the weapons pack). Burst values for same wep set to 12 rounds, for the wastrel AI's sake. 6) Stores attachment points on the inner wing pylons relocated .5 meter forward to allow for full flap deflection without visual interference. VTOL Operation Checklist: 1) BE SMOOTH AT ALL TIMES....Deploy air brakes (required to raise forward lift engine intake screen) 2) Set flaps to full 3) Set nozzles to full down position 4) Release wheel brakes 5) Apply throttle SMOOTHLY. You will start lifting at approx. 87% throttle. Under no circumstances should you apply more than 89% throttle when in VTOL mode, or you will loose control when the AB kicks in. 6) As you're gaining altitude, dip the nose forward slightly while still in VTOL mode to gain forward momentum. 7) Raise the landing gear, and begin swiveling the nozzles back (as smoothly as possible), as you gain forward speed. 8) Retract the air brake/intake screen as you pass 80 knots, raise the flaps all the way at 170 knots, 9) Did I remind you to be smooth as often as I should have? : ) 10) Practice makes perfect! MiG Afterburner effects and fuselage vapor effect, courtesy of Deuces (The fuselage vapor effect was modified to "fit" this model). Have Fun...
  16. Have you bothered to read the knowledge base? There is an entry there on this very subject. I strongly urge all members not to respond to questions dealing with topics that are available on the knowledge base, simply point out where the solution to that particular issue can be found. We did not take the time out of our lives to create, and update the knowledge base, simply for our own gratification.
  17. Ace pilot, John "Flaming Chickens" Smith, goes up against what he's been led to believe, are easy, non-maneuvering and non-aggressive AI MiG-15s. Or, are they really? I have a capital idea. Lets Find out! VIDEO LINK And, remember what Ivan "Smokey" the Bear says "Only YOU can prevent forest fires....try not to shoot too many MiGs down over wooded areas"
  18. Ace pilot, John "Flaming Chickens" Smith, goes up against what he's been led to believe, are easy, non-maneuvering and non-aggressive AI MiG-15s. Or, are they really? Lets Find out!
  19. It's only possible to take off and recover on a carrier in a scripted mission, or in a campaign. As carriers are not recognized as airfields by the game engine, randomly created missions will not use them. That applies to all the titles in the series.
  20. And, before anyone asks about the video, let me introduce you to our new Combat Ace spokesman:
  21. There are several things you can do to enhance the AI's dogfighting capability, but keep in mind that it only effects those AI aircraft that are actually engaged in a dogfight. In other words, strike aircraft that are egressing an area will not be effected in any way, shape, or form. If you're still interested, here's a video I made six months ago, of what's achievable via a few judicious tweaks. It's a dogfight between AI aircraft (an Su-27 and an F-22): http://forum.combatace.com/index.php?autom...si&img=2777
  22. The real issue here, as I see it, is available processing power. Onboard sound "steals" processor cycles. The less overall processing power you have to begin with, the less you can afford to lose. You might be able to gain some of it back, by setting the priority of the audio adapter within the PCI bus. There's at least one app that I'm aware of (the PCI Latency Tool), that allows you to lower the latency value of the various devices on the PCI bus. You need to research this, and go from there.
  23. Did you try adjusting the audio options to a lower setting? 8 channels instead of 32 or 16?
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