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Fubar512

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Everything posted by Fubar512

  1. OK, according to my sources, the first USN contract was awarded to ITEK/ATI in March of 1967, for the AN/APR-25N. This was a "navalized" version of the unit used by the USAF. It was equipped with logic-boards that allowed it to ID Soviet ship-based radars, and well as ground-based and airborne threats. The first aircraft to recieve them were A-4s and new A-7s. There's no mention as to when A-6s and F-4s got them.
  2. Which F-4 model? The US F-4B through F-4S models never had a HUD, just a reticle projected onto the combining glass. IIRC, the German F-4F ICE did have a HUD. Oooops...just saw that you were referring to the in-game mini-HUD. The radar range indicator (on the F-4E) is generally mounted slightly above and to the right of the radar display. I believe that it simply indicates 10,25, and 50 mile settings. The F-4C had no such indicator, and (in RL) depended on one glancing at the range knob's position. The developer did not furnish the F-4 cockpits with with working flap-angle indicators. IIRC, they would be on the left side panel, ahead of the throttle quadrant.
  3. And what color should they be? Soviet-supplied 14.7 - 37 mm weapons fired red (sulpher pink, really) tracers. 57 mm could be either red or orange. Larger cailbers were mostly radar directed, and as such, did not use tracers.
  4. The Navy began testing RWRs shortly after the USAF did. I'd imagine that they started retrofitting A-6As sometime between mid-1968 and early 1971.
  5. IIRC, the "accepted" maneuver was to keep the SAM in sight, just off the nose, and then perform a well-timed barrel roll around its flight path just seconds before impact.
  6. You do realize, that there is no way to accurately model FBW (fly by wire) aircraft in this series, right? What we've done in the past, is to limit the model's maneuverability at a given Mach level, by adjusting the center of lift for all aerodynamic surfaces, so that it's impossible to pull past a given value. Even though that FM's getting a bit long in tooth by now, the F-117 in the ODS package is a perfect example of this.
  7. Keep in mind that the AI may attempt to roll at whatever rate you hardcode, even when it's inadvisable (or impossible) for it to do so. For example, the flight manual of any given combat aircraft will advise againt performing a hard rolling manuever when carrying drop tanks or bombs. Some of the FMs we've been penning up recently are hitting the threshold of realism, where you will overstress and possibly tear wings off a model if you attempted such a manuever, on a heavily laden aircraft.
  8. I would not mess with those values if I were you...they are global and effect all aircraft. Besides, they can be added directly to the individual data.ini files, and edited there.
  9. Wipe your glasses and look again.....It's not only in the particlesystem.ini, it's the very first entry in that file.
  10. I'm sure many (if not most) of you have seen some of the footage shown here before. However, trust me, it's still worth taking the time to watch this video:
  11. Am I the only one visualizing a scenario, where said video card will be sent aloft trailing from a balloon by a long steel cable, and then recovered by an airbus equipped with a bizarre apparatus attached to its nose (ala the "Thunderball" finale)?
  12. Looks like a "Work of Ant" to me....
  13. Have had it out for a couple of years or so....just place it in your sounds file, and perform the necessary edits to the desired aircraft's avionics.ini file, like so: Under the RWR section, edit the folowing [RWR] LockSound=FanSongLock.wav FansongLock.wav
  14. In real life, RWRs on NATO aircraft identified emitters (and their various modes) by individual sounds. We don't have that option in any flavor of Strike Fighters. Just one track and one lock sound, per aircraft.
  15. If you mean WoI (and not SF2I), that's a DX9 title. Perhaps your graphics adapter cannot handle ThirdWire's implementation of DX10.
  16. What are your system specs? In particular, what garphics card are you running?
  17. Did you try new drivers, and or making adjustments within your graphic adapter's 3D settings?
  18. SFP1E is not for SF2. You need to use Gerwin's CatPack, instead.
  19. Well, that's the correct path. However, even if one makes an error editing the F-104.ini files, the game shouldn't crash...the F-104 variants would simply not show as one of the player's aircraft choices.
  20. I meant, what directory did you install the modded F-104 files into?
  21. You are installing them into the proper folders, right?
  22. Are you running it under DX9, or under DX10?
  23. Helios and why don't they fly correctly in the game engine.....? Perhaps it's because you're not from Heliopolis?
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