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Fubar512

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Everything posted by Fubar512

  1. Whatever you say, "Gayve".......
  2. Dave, I don't know about you, sometimes..... Afterall, you were the inspiration behind the MiG-25F/AG "Fruit Bat" mod
  3. Didn't we have this conversation a year or so ago? Is this what you want, Ultramax? http://forum.combatace.com/index.php?autoc...si&img=4066
  4. Jeez. give them a break. Afterall, there's only been, what, like a DOZEN renditions of it over the years?
  5. 'Cause they've got to ride forever on that range up in the sky, On horses snorting fire as they ride on hear their cry...
  6. Krizis, That is a nicely detailed 'pit model....who am I kidding, that is true artistry!
  7. No, it's not LOMAC, it's WoE, and unfortunately Marcfighters has not released the model yet. It still needs a cockpit model.
  8. Nah, it doesn't exist for this series Frogfoot.wmv Those of you with sharp eyes may notice an interesting effect
  9. Just for that outburst, I'm going to taunt you even more!!!!
  10. The Mirage Factory's B-model Tom Kitty by moonlight....
  11. Do you want to try something extraordinary? PM me....I have a mod to a mod (wide sky), that you might enjoy.
  12. Performance in as far as maneuverability is definitely effected by damage in this series. Just because an aircraft can no longer pull 8 G's after it loses most of its pitch authority, due to the loss of say, one elevator, doesn't mean that it still cannot turn inside of you at a lower airspeed. MiG 17's, for example, will stay airborne and are quite controllable below 130 knots, whereas Phantoms need at least 250 knots of indicated airspeed to perform the same maneuver.
  13. What I'm applying, was a known Soviet tactic for evading lookdown radar, and that's flying so low that you blend in with the ground clutter, making it easier to break radar lock. Once a sparrow's launched and tracking, forcing it to break track for even a split-second will cause it to go ballistic. Watch here: http://www.youtube.com/watch?v=T5AbpZ3tcLg...feature=related
  14. Do you mean the actual sea tiles, or the shader bitmap (or tga)?
  15. Yet, those same sparrows (albeit a later series than was employed during the Vietnam War) achieved the most A2A kills during Desert Storm, downing 22 Iraqi aircraft.
  16. First Person Shooters and Racing sims can get away with GPU-based shadow rendering, but that's not an easy task for a flight simulator. In a flight sim, aircraft shadows are often cast at extreme distances. For example the TW default value is 10000.0, lowering that value to 800.0 (800 meters = 2400+ feet) will help reduce the load on your CPU. Also, the cockpit mirrors are rendering a 2D image...TK was smart here. Had he gone to 3D rendering, I'm sure that only the latest and greatest of CPUs would be able to run them. The shader effects are GPU-driven as are most of the particle effects (the the CPU is still called upon to calculate and render complex geometry, such as clouds and smoke effects). In SF2, TK's gone to DX10 geometry shaders in place of many of the particle effects, which helps those with Vista-based systems, allowing the title to run smoothly with all the eye-candy turned on.
  17. Even the R-60M and MK support HMS systems. Again, it's the track rate and gimbel limits that determine the missiles ability to maintain lock. I believe that the Russians went to the "cheese-slicer" fins on later model AAMs because their track rates where so high, that the missiles would sometimes tumble when fired off-boresite, when they still used the conventional steering surfaces.
  18. The early R-73 (AA-11) has a 2.5 degree filed of view in RL. This translates to 5 degrees in-game (2.5 degrees when measured out from the centerline of the seeker head). The track-rate and seeker head Gimbel limits should 40 and 90, respectively.
  19. You just need to apply the latest patch (dated Oct 2008), and then update to the latest DirectX user runtime, and all will be fine.
  20. Start on the ground, or the air (which places near your home base), not "near target", where you'll automatically find yourself at a disadvantage. Stay low, follow the cues from your controller, adjust your heading, and stay within 300 meters of the ground. Watch your radar warning receiver, That will tell you in which directions your threats lay. Learn to use the radar. When you ID the targets and their position, go as low as possible and order your wingmen to stay in formation. Acquire a target, and order your wingman to attack it. Pick the next target, launch an Alamo (AA-10/R-27) at it, and just maintain enough altitude to maintain lock until the missile either hits it or misses it. Remember to stay low. If you're not low enough to find yourself in danger of hitting treetops, you're too high.
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