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Fubar512

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Everything posted by Fubar512

  1. Kevin, getting the SCUD launcher into an armed recon mission should be easy. I once made up a little "surprise" package for Dave, who was gullible enough to install it. He later called me, angry as hell and cursing me out. It seems that he'd encountered a convoy on an armed recon mission that was entirely comprised of ZSU-23-4s
  2. Roughly when they're ready.
  3. Change "FrequencyControl=" from TRUE to FALSE.
  4. that's pretty simple, and the procedure is essentially the same for both aircraft. We'll use the MiG-29 as an example. Open up the MiG-29A's directory, locate the MiG-29_Cockpit.ini and MiG-29_Avionics.ini files, and either delete them, or (better safe than sorry) rename them. Do the same to the cockpit folder. Now, open up your Su-27 folder, locate the Su-27_cockpit.ini and Su-27_avionics.ini. files, and copy and paste them into the MiG-29A's folder. Do the same for the Su-27's cockpit folder. Next, in locate the following file in the MiG-29A's folder MiG-29A.ini, and edit the following lines to match: CockpitDataFile=Su-27_cockpit.ini AvionicsDataFilename=Su-27_avionics.ini AvionicsDLL=Avionics70.dll Another thing, you can also repaint the Su-27's cockpit panels a medium Gray, to give it more of a "MiG-29" look
  5. Fulcrumpit.jpg

  6. I'm in the process of working on something that may cure a few of your ills, and I'll upload it as soon as it's complete.
  7. While there are (unrealistic) hacks one could perform, I'm afraid that the only real solution would be a new flight model for the '29.
  8. Actually, the original figures in the drag table may have been more accurate than you might have imagined , as evidenced by this table: The problem probably lies elsewhere in the calculations.
  9. They should have both. A bit of warning, first: Due to current SF configuration issues, if you enable any advanced HUD features on the Tornado (and thereby use the Avionics70.dll), you will lose air to ground radar capabilities, such as ground mapping and terrain avoidance. TK has assured us that this will be rectified in a future release.
  10. So, does that mean we won't see any more mistakes, such as MiG-17s with the landing light superimposed over the gun-camera lens?
  11. Here's what Killerbee and I were playing with in January/February of 2006: [TaskForceEscort] Position[01].Offset= 0, 0, 0 Position[02].Offset= 3000, 3800, 0 Position[03].Offset= -2100, -7600, 0 Position[04].Offset= 4100,-8400, 0 Position[05].Offset= 3000,-9200, 0 Position[06].Offset= 3900,-10000, 0 Position[07].Offset= -3200,-10800, 0 Position[08].Offset= 4200,-11600, 0 Position[09].Offset= 3200,-12400, 0 Position[10].Offset= 3800,-13200, 0 Position[11].Offset= -3300,-14000, 0 Position[12].Offset= 4300,-14800, 0 [TaskForceBattleLine] Position[01].Offset=0, 0, 0 Position[02].Offset=0, -3000, 0 Position[03].Offset=0, -6000, 0 Position[04].Offset=0, -9000, 0 Position[05].Offset=0, -12000, 0 Position[06].Offset=0, -15000, 0 Position[07].Offset=0, -18000, 0 Position[08].Offset=0, -21000, 0 Position[09].Offset=0, -24000, 0 Position[10].Offset=0, -27000, 0 Position[11].Offset=0, -30000, 0 Position[12].Offset=0, -33000, 0
  12. If Killerbee were reading this, he'd be laughing. I have a hint for you: Formations
  13. I think Mach 2.31 should be acceptable.
  14. fastenough.jpg

  15. Google is your friend. Only on some MiG-27s, latter model Su-24s, the Su-25, Su-34 and the Su-39.
  16. Most default and third-party aircraft have too low a deployment velocity for their countermeasures. A bit of research shows that 30 meters per second is the approximate average muzzle or ejection velocity achieved by CM dispensers in real life. Below is an example of the CM values I'm currently using on one aircraft model I was involved with. [FlareDispenser] ReferenceName=AN/ALE-40 SystemType=DECOY_DISPENSER EjectPosition= -3.0,-4.15,-0.05 EjectVelocity=-30.0,0.0,-30.0<---statement and value of interest The first number in the value-set is -30.0. This tells the dispenser to eject the flare towards the left at a velocity of 30.0 m/s. A positive number (30.0) would throw the CM towards the right, likewise at 30 m/s. The second set of numbers would impart forward (positive) or an aft (negative) velocity to the CM. In this case, we're using zero, so the the CM does not have a longitudinal vector. The final number, "-30.0", imparts velocity in a vertical vector. Negative values for down, positive for up. Next, using the SFP1E tool, extract the countermeasureobject.ini file from the objectdata.cat. By default, a copy will be extracted into the objects directory, where it can be edited and where it will reside. Edit it to match the data posted below: [ChaffData] EffectName=ChaffEffect RadarCrossSection=100.0 <---this is a fairly accurate "average" value derived from web research. MaxVisibleDistance=300 <---limits any possible hit on rendering speed (FPS) DragFactor=5.0 <---may possibly be higher in RL LifeTime=15.0 Length=5.5 <---this is a fairly accurate "average" value derived from web research. VelocityDeviation=0.3 [FlareData] EffectName=FlareEffect MaxVisibleDistance=3000 <---limits any possible hit on rendering speed (FPS) HeatSignature=100.0 <---series specific DragFactor=1.00 LifeTime=4.0 <---this is a fairly accurate "average" value derived from web research. VelocityDeviation=0.3
  17. Did you try it in-game? It is listed (in deference to earlier aircraft-types that did not feature a HUD) as "Previous Gunsight Mode" and 'Next Gunsight Mode" :
  18. Baddest of the Bad? Perhaps not......
  19. 'XL.jpg

  20. You mean campaigns for WoE like NATO fighters I & II? All terrains are theoretically interchangeable across the series. Refer to the Knowledge Base for directions on modifying terrain.ini files to work in a given sim.
  21. It is the default key asignment in WoE. The only way you would not see this, is if the key assignment had been changed, or if you were attempting to use a third party model in a pre-SP4 install of SF or WoV (which would not feature a fully functional HUD to begin with).
  22. Shift ' allows you to toggle through the various HUD modes. Next time you need to know a keystroke in game, simply choose Options/Controls/Customize, and read down the list of keystroke/controller button assignments.
  23. Irregardless of how the "Slammer" behaves in real life, in this series, once you've verified that the missile has acquired the target on its own and has begun tracking it (as evidenced by it performing fast and often erratic-appearing course corrections), you are free to target another aircraft.
  24. I personally use and recommend Kreelin's Mission Designer (KMD). If you search around, you'll find a rather helpful how-to article by Streakeagle on how to use it. As for ground vehicles, you'll have to peruse the contents of your ground objects folder. There are literally tons of add ons available; SAM launchers, tanks, APCs, warships, even infantry. Flying the default AI aircraft is no different here than in any of WoE's siblings. You'll need to edit the aircraft.ini files, adding declarations for cockpits, and hangar loading screens (if you want to get that detailed). There are also additional Soviet aircraft to download and install, from MiG-15s on up to and including Su-27s & MiG-29s. The NATO side of things is also well represented. I suggest you search the "cold war" and "modern" aircraft download sections here at CA. Installing the latest weapon's pack is a plus, but you'll then have to edit the loadout.ini files of practically every aircraft in order to take advantage of it. I suggest that you read Wrench's article on that process in our Knowledge Base.
  25. As an alternative, if the carrier has a radar, and the aircraft you're flying is equipped with an RWR, simply use the carrier's "RWR blip" as a reference.
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