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Fubar512

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Everything posted by Fubar512

  1. That's because Pasko's SAM and Ground Object pack was released several years before the networking feature was incorporated into the series (with the release of SP4 in 2006, if I'm not mistaken).
  2. Clueless...........
  3. Mine is quite modest...Streak has used a 40+"
  4. They are defined in the data.ini files of the related units. For example, the various SA-2 launchers and the FANSONG all have "NetworkType=SA-2" denoted under the "detect system" header. Likewise, on the Flatface and the various SA-3 launchers, it would be " NetworkType=SA-3 ". That will ensure that you won't find a FlatFace guiding SA-2s, and it has the sinister advantage of fire-linking all the launchers and radars of a similar type across the terrain.
  5. FAN SONG is simply the SA-2's guidence radar, and in a typical SA-2 site, it's placed right in the center: The BARLOCK isn't required to be placed that close (and yes, we do the have BARLOCKs in-game, it's a default TW model).
  6. Well, you could set the windloop to "frequencycontrol=false", and assign a music .wav to every individual a/c....lol. As for me, I just leave Windows Media Player running in the background.
  7. http://www.globalsecurity.org/military/wor...a/radar-rus.htm
  8. Only for the default SAMs, the SA-2 & SA-6.
  9. That's correct. But, it's not really an issue, IMHO
  10. [quote name='malibu43' date='Aug 26 2008, 04:14 PM' post='187248' However, with TYPE=Mobile_AAA, your wingman don't call out when they launch, so be careful and take lot's 'o flares! Wingmen do warn you of SAM launches, irregardless of whatever groundobject role you assign to the launchers. FYI, the Mobile_SAM groundobject role has been porked since the beginning (and never fixed), which is why we set the mobile launchers up as "mobile_AAA". If you want added fun, network the 57 mm and larger AAA. Makes for a decidedly nasty overflight of enemy territory
  11. The Tu-22s were not 'visible". I followed a vector from Red Crown, set my radar for 200 mile range, spotted the bogies at 150-170 nm range, and tracked them to within 100 nm before engaging them. I used the ctrl+R (view current radar target) cheat, to select a target for my wingman, so I could order him to engage. That cheat works whether or not a target is within visual range.
  12. The SA-3s are using the "Flatface" EW radar, as a substitute for the"Lowblow", which would be the correct guidance unit for that missile.
  13. Even my wingman managed to nail a Blinder at over 65 nautical miles. AIM-54Bs had HOJ (home-on-jam) enabled for this video. http://forum.combatace.com/uploads/1219754...43_32287480.wmv
  14. What's undoubtedly spoofing your missiles is not ECM. It's chaff. ECM in this series works by denying an opponent target acquisition.
  15. In RL, deceptive jamming simply interferes with an enemy's radar by creating a series of "false" Doppler targets around the jamming aircraft.
  16. HOJ works quite well. Set up a common SAM type with HOJ, draw fire from a SAM site so-equipped, and toggle on your ECM. Pay close attention to any SAMs that weren't heading directly at you (before)...
  17. 5 miles, verified by the range to target readout on the HUD. That translates to 8.04672 km. I actually first aquired the Su-27 visually at 7+ miles
  18. I really don't care what you believe, this series renders objects progressively (according to distance) down to one pixel, all others cheat by rendering aircraft larger than they would appear in RL to compensate for the fact that you're staring at a screen. 1 pixel is the limit of resolution. If you run at a fairly high resolution (1600x1050 or 1600x1200), you will conceivably see aircraft "further", due to the fact that you're squeezing more pixels on screen.
  19. Really? You said "In windows vista, every time when I trying to press ESC botton to esc the mission, it will esc the whole game to windows. Can anyone help me to fix this problem? " The KB thread that Pighunta69 and StormTrooper so thoughtfully directed you to provides the solution to that very problem.
  20. In a word, no. Third Wire doesn't apply the common target-size "cheats" that most other sims use. The limitation here is one of resolution and pixel size, a target will be visible as long as it can be rendered as 1 pixel (or greater), in size. Also, speaking from experience, you can see small airborne targets (MiG-21s) at least 4 KM away, in game.
  21. It only "rampages" through the fleet if you have not added a new formation to the formations list, the spells out how the escorts should array themselves. KillerBee and I experimented with this several years ago, and I've uploaded quite a few videos since then showing the fleet in formation. As for making the carrier stationary, you can do so by adding it to the targets.ini file, at whatever coordinates you feel are appropriate to that map, at zero speed. I've moored units in Wilhemshaven harbor this way.
  22. TK would need to add new sound event triggers to the game engine in order to utilize any of those ideas. BTW, Kreelin released a utility a couple of years ago that sets the inside and outside cone angle of engine sounds so they are not plainly audible from the cockpit. It's called "Sound3D". I don't think that it's available here anymore, though I could ask his permission to upload it (if there's enough interest).
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