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PureBlue

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Everything posted by PureBlue

  1. Exactly, I figured somebody had already made it and we could add to WOI. I Guess not yet. Would be interesting to mess around with other big SAM systems and build a makeshift s-300. I think i'll play around a little..
  2. piloting help needed!

    Yes, in the book I'm reading now "Sea Harrier over the Falklands" by Sharky Ward, they also land just like Jug explained. So that must be the proper way.
  3. I didnt know that.. so it can be used as a strike missile. Will have to try out the S-300s in Cyrus vs. Turkish F-16s sometime in WOI. Too bad the map doesnt extend a little more to the north..
  4. Good job smoke. I resized it to 2048x2048, and have a badass Nam map now! thanks u & google
  5. Thank you Craig, this is great work. Still following all the ini tweaks and such. learning things on the way :)
  6. Hey thanks a lot for the Turkish Huns, Henrik!
  7. I have the first 10 missions of YAP. There's a few CAS missions with SNOOPY involved but he does NOT mark the target. I believe this is a limitation of the SFP series and YAP can not fix it. I mean they can load up the FAC with smoke rockets and program him to mark the ground targets (at a specific time) but unless you are there just in time you wont see it happen in front of you. It's a pre-programmed sequence, just like you can do if you create your own missions. So in some YAP missions SNOOPY is programmed (not in the first 10), but never can this happen in "Create Mission" type of games, even its a YAP installation.
  8. Hi, using the Dev A-Teams T37-B Trainer with all Hard settings, I'm having trouble taking off. Flaps on take-off, I roll for a long time until about 110-120 knts but only the front tire lifts :D Only when I fill the tank to %25 I can get airborne, that still was very though, and fun in a way. It might be even advised to keep the flaps down while flying! I like how it's simulated hard, but wasnt this supposed to be a training airplane?
  9. Great info Jug, thanks. I love flying the T-37.. Perhaps I should've asked in a new thread, because the question was about the "airfield problem", I just wanted to quote Kevin from this old thread so maybe he had an insight to the problem The T-37 is just beautiful and I have come to enjoy it very much, that statement was from my beginner days w/ SFP
  10. Sorry to bring this up again. What is this "airfield problem" we seem to have sometimes? Cant find a solution to it. Sometimes in some terrains (at the moment AmericanNW and AmericanGreen) at takeoff the runway sucks you down and holds back the aircraft. Impossible to even move an inch, on full power with weak (?) aircraft like Mirage3 and A-4, only possible to takeoff slowly with a Phantom. Tried in SFP1 and WOE, terrain installations done by the book..
  11. Looking good Would be nice if it can have static planes and people on it in the future ;)
  12. Oh forget about me asking this. I must be blind! :O
  13. Ok I've read the knowledgebase but couldnt find it, so I have to ask this Can you setup your wingmans/flight members payload from inside the game? AFAIK they only get the default payload from the xplane_loadout.ini for mission type. Make 1 flight A2G & the other A2A, damn that would make them much more useful..
  14. This is in the Malvinas/Falklands by Major Lee. At the Mount Pleasant Airfield. Using WOE for it with the Desert Terrain copied over from sfp. With most of the planes the front landing gear seems to sink into the runway, and an unseen force holds the planes back, making it impossible to move forward. This is especially effective with the heavy planes, C-130H, Camberra, cant move an inch, the plane swirves from left to right.. With smaller jets take off is possible (eg. Tornado) but still the front gear sinks and you bounce while rolling.. No problems at Cape Dolphin AB or in the air. I understand in real life this airfield was very short, and I remember something about a SMALL, MEDIUM, etc. length definitions in some INI but cant seem to find anything related. This airfield uses Desert_airfield4.ini, right now checking in there and malvinas.ini's.. Has anybody dealed w/ something similar? Thanks.
  15. Solved. The answer is always around here somewhere Quoting Wrench (thanks!) from http://forum.combatace.com/index.php?showt...st&p=115235 "What this does, is remove a bug that the whole SF series has had since day one...you shouldn't have an airport listed as the 001 target area. I've added Port Stanley:"
  16. I've been searching for the reference to "small" airfield. Where do you define that? The desert_airfield4.ini extracted from desert.cat has: [Runway001] Heading=0 Offset=0,0 Length=3000 Width=90 TouchDownHead=0,918.5 TouchDownTail=0,-918.5 TakeOffHead=0,1635 TakeOffTail=0,-1635 AFAIK from the topics I searched the desert_airfield3 is SMALL w/ 1200m length, this is 3000m. No mention of "small", either in Malvinas or Desert folders.
  17. ROFL This thread is great! Awesome stuff Rover! Keep on rockin
  18. Yes these effects look just like the ones in the movies. Well done Lex! And it works the same in WoV too, just dont forget to set the Fuze distance, like I did. Looks much better at night, move away couple of hundred kilometers to watch the fireworks. This is from a 300 KiloTon bomb. after this I'm kind of scared to drop the megatons.
  19. After reading this thread I tried the Su-15 , it's an awsim cockpit! Looks like all the gauges work, all the lights and switches have animations, the rudder pedals and the stick move, so it's completely functional. Beautiful work by Boopidoo
  20. This is good info, thanks alot. Made the map much more useable, it's not possible to pan it in-game is it? (always centered) And perhaps to show all active units including enemy planes (for mission design/test purposes)
  21. Thanks Starfighter, that thrust increase did the job. But I have a question. According to my research, the T-37B and T-37C both have Two Continental J69-T-25 turbojet engines with 1025 pounds of thrust. The C model adds fuel tanks and pylons for weapons. In our simulation which of the two is modelled more close to reality, I mean was it hard to take off and fly (just like Starfighters Hard FM w/ T-37B) or more easier like in the T-37C FM. (More power, SLThrustDry=4560 x 2 engines vs. SLThrustDry 10700 x 2) ? Thanks for the input guys I like flying both of these aircraft, they have an interesting history of combat in Vietnam too.. Cheers :)
  22. Yes tuned for Hard settings wrench: All airfields I guess, in Vietnam. The AI can never take off either, keeps rolling thru the hills bouncing.. T-37B Design Notes: - Real plane is way underpowered, so beware - Uses the Gnat T1 Red Arrows effects when the Afterburner is lit - Tuned by Starfighter2 For Hard Mode 11/27/05: Beta Release Model, It only needs a virtual Cockpit for the full release 11/25/07: V1 Release with Virtual Cockpit by capun using Kesselbrut's gauges and textures I just checked out the T-37C and its way much better, power wise. And its got the revolving blades!
  23. Yes but its useless sometimes. Especially if you want to search something like: "su-25" or "a-10" or f-111 ... Always comes up empty! Whats the use if I cant search these words? Dont get me wrong, I always try to use the search but sometimes its frustrating..
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