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Fubar512

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Everything posted by Fubar512

  1. It absolutely IS the case. You've simply encountered a MiG that was not in the "dogfight" profile. That's a well known SF bug. Nothing will make them attack or evade unless they are flying in "dogfight" mode. Change your aircraft's maxvisibledistance value to something like 15,000 meters, and enemy AC (that are in dogfight mode) will target you with every weapon at their disposal, that has the range to reach you.
  2. Try this: Change the SA-3ML's ground object role from Static_SAM to Mobile_AAA (in the SA-3ML_Data.ini file), and see what happens. BTW, does this issue occur on all the terrains you have in your SF installation?
  3. There are several different RADAR "types"available to groundobjects (that classification, btw, includes naval units): Among those types. are Search_and_track, Height_Finder, and Fire_Control units. Height finder and Fire Control units seem to be a bit more prone to acquire a target at range. There is also the matter of search and track signal "Strengths" as well as search and track "time". Both sets of variables can be adjusted to suit one's requirements. Adjusting them is a matter of trial and error. For example, I've found that generally, the shorter the track time, the sooner a system will go "weapons free", and will engage a target at a greater distance. A good example of this is the Nike Hercules. which will often acquire and engage a target anywhere from 60-90 nm range! GBUs are dependent on the release velocity, release angle, and distance from target. A GBU released at a ground speed of 500 kts from 30,000 feet could conceivably travel 14 miles. There is a reason to avoid a low-level attack run, even in a stealth a/c. and that is heat signature. In tests, I've found that a stealth a/c can be aquired at up to 5,000 feet by a non-emitting SAM unit, such as an SA-9. As we begin modeling modern air-defense units (some of which are capable of acquiring targets using "passive" systems, such as infrared, that don't give the unit's position away), you'll quickly develop an appreciation for whomever made it possible to drop GBUs from 30,000 feet at a range of 14 miles from the target! Mission time only. Sorry If they visually acquire a target, they will generally attack it. The key here is "visual acquisition" (which can be adjusted by extending the target's maximum visual range). We've requested that TK include provisions in a future patch to allow AI aircraft to acquire and target bogeys at long range via radar, or move in to attack them as if they were being vectored by either GCI or an AWACs.
  4. Howling, Your question comes just a few minutes after I've gotten myself "Hawked", while in the process of debugging a model. You might want to find as flat an area as possible on the given terrain, copy the coords, then set them in place of the coords I have, for say, Hawk Battery Alpha, and then use the same unit offsets I posted above. Let me know if i can be of further assistance to you.
  5. Destroyed and Damaged LODs are, as their names imply, Level Of Detail files that emulate a destroyed or damaged model. That is not the problem, here. The problem here, is how the SA-3 missiles themselves relate to that (SA-2) launcher. The other issue, that of only seeing a given number of units per mission, is remedied by setting enemy air defense strengths when you create a mission. The available "options" are: random, light, normal, and heavy. Works for me ;)
  6. They should appear in all terrains that share the objects folder that they're installed in. The important questions are: The year of the mission you're running, and your position when you're searching for them (over friendly territory, enemy territory, etc.).
  7. Found a problem with the STARM's (AGM-78) entry in the weapondata.ini, which I immediately corrected, using the Weapon Editor. The "Target Memory" box was not checked, but it is now Now I have an excuse to go simming, and check it's effectiveness :) UPDATE: Four launches, four confirmed kills. One kill on a unit in track mode, another one while the target was in acquisition mode, one kill on a unit that switched from acquisition to search while the STARM was is in flight, and one long range kill of a Bar Lock at an airbase, which was (of course) in search mode.
  8. Robert, I thought that you knew all those SAM units are from a third-party add-on (Pasko's SAM pack), which you can download from Wrench's site. The direct d/l link is: http://www.wrench1smog.com/zips2/paskopak1.zip Once you download it, just follow the instructions. Sorry, we'd have had you up & running (and dodging SAMs) sooner, had we been aware of this
  9. That's because those edits only apply to the "Dogfight" AI at present, although they do have some effect on how an AI that's in "Navigation" mode (note, that's my name for it) takes off, lands, maintains formation speed, etc. Once they are out of Dogfight mode, they revert back to navigation mode, and for all intents and purposes, go deaf. dumb, and blind. The "insane" Uber AI was simply "promoting" all the lower-ranked Dogfight AI's to veteran, so you were always dealing with an opponent who was capable of fighting in the vertical, had eyes on the back of his head, etc. That's because it was once part of a sound pack that featured an alternate sound effect, and I did not proof read the separate file.....sorry. I am, at present, using a different tiretouch sound, which I believe may have shipped with the F-15/C/D/E. Please note that the "landing sound name" can be individualized to any aircraft you wish.
  10. All the gunsights, and radar/RWR symbols are 32-bit TGA files. You can use PSP or PS to edit them, or create new ones. There are no values that set or control gunsight/HUD brightness in any of the cockpit or flight-related.ini, that I am aware of.
  11. Well, perhaps we can try going over this issue aircraft by aircraft. I've just downloaded and installed the B-52G from our site (CombatAce, of course!), and had it work properly, right off the bat. The cockpit is crude (it was wpnssgt's first attempt at modeling, AFAIK), but everything still worked as it should.
  12. It sounds like a switchology/button assignment problem to me. Try assigning different buttons in options, and see what happens.
  13. Well, I've been "punished" for being helpful They've pressed me into service as a moderator. :)
  14. How about just hitting the 'Prt Scr" key, and then checking your SF or WoV/Screenshots folder, afterwards?
  15. Sensititive in what respect? Pitch-rate, or in the onset of stall-buffeting? If it's the latter, rest assured that most (if not all) of us who create flight-models for SF strive to make the aircraft behave as close to the real thing as possible, given the information we have available to us, and the constraints of the game engine. So, its quite likely that the real F-86 exhibits that level and rate of stall buffet. I do know that the early F-86s used to depart into flat spins if pushed too far...though they tended to give you a lot of warning, first.
  16. Aircraft that show but do not work or cause CTDs generally do so because they are missing critical components that must be present for their operation. A prime example is someone trying to install and run the F-104C in WoV or SFG without the F-104G being present (The C-model requires cockpit files from the G). Sometimes, its also a matter of installing the latest weapons pack, first. Another common error is the "folder within a folder". That's where the download folder (.zip file) contains a folder that's named the same as the aircraft, which in turn contains a sub-folder that's intended to be the actual aircraft folder. The unsuspecting SF/WoV newbie then installs this folder, not realizing that the folder contained within is what the game engine needs to read. In simple terms, a folder named 'B-52G" cannot contain a sub-folder also named "B-52G". Otherwise, the files within that folder will not read by the game engine.
  17. Well, that's a major bummer.... for FooFighter
  18. I don't think so, as I've already eliminated 2AR as "active homing missile rack" by attempting to apply it to an F-4E-35. No "AHMs" or even "SAHMs" showed on that loadout, even though I carefully added them. Of course, info in weapondata doesn't help matters, either.
  19. Yep, that is a drawback. The MiG-25PD wingmen have an annoying habit of jettisoning their AA-8's when you order them to engage airborne targets...LOL
  20. Try these: http://forum.combatace.com/index.php?download=1037 http://forum.combatace.com/index.php?download=825 http://forum.combatace.com/index.php?download=822 http://forum.combatace.com/index.php?download=811 Kreelin also created a few, my favorite one being "Haiphong Strike, '67". PM your contact info and I'll send you that one.
  21. Hmmmm. I've verified that the "2AR" value is valid, so it may be a case of the existing dual rack not being large enough, or having enough weight capacity, for anything other than IRMs at present.
  22. That link didnt work, FooFighter. TK has already stated that Diane is somewhat beyond the scope of a "sim-light" (which is what he originally intended the SF series to be). That's not to say that he would object to someone figuring out a realistic, but simplified compromise that would allow for its implementation ;)
  23. It's being worked on as we "speak"
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