aube
-
Content count
34 -
Joined
-
Last visited
Posts posted by aube
-
-
Also included is the mission I have been flying, for you to try or to reference from. Note at the minimum you have to have SF2: Vietnam and SF2: North Atlantic to run this mission. Of course if needed you can edit the mission to your liking or particular install but after that the minimum is SF2: Vietnam for the map.Nice, I will certainly give it a try next chance i get
-
Good reads. I'm in the odd position of being more accurate with dumb bombs, even without CCIP, just by virtue of not practicing with LGBs enough to really have a feel for their release parameters to ensure a hit. Might be the next thing I work on, toss bombing an LGB so I can avoid overflying a target and all it's AAA.
-
-
Snakeyes are definitely my low-level choice vs. runways or when I have CCIP to use vs. smaller targets. For flying an A-4C with all of two Mk-82s, however, I find the pop-up is the only way i can reliably nail the target. I suppose with some practice I could get the aim point for low level delivery of Snakeyes down, the pop-up just seems to have the lower learning-curve for me (and quite honestly is just damn fun)
Big fan of leading the wingie for SEAD work, however. And nice quote, where's that from?
-
While all the fighter pilots are busy making movies in the DACT thread, i decided to make history in here, like a good little bomber pilot.
Or something.
I recently decided that I should learn to bomb heavily defended targets properly, and given that I've barely flown the Mirage IIIO(A) DLC, it would make a fine test bed to flying an aircraft with no RWR, ECM, or decoys into a heavy SAM environment, namely Vietnam, 1972, with air defenses set to heavy to ensure that SA-2 Guidelines would be sprinkled liberally in the target area. I accepted the default loadout of a centerline drop-tank and 8 Mk-82 Slicks, 4 mounted per RPK-10 fuel tank. 2 AIM-9B Sidewinders for self defense were also included in the default loadout. My target will be fuel storage tanks at an airbase.
My intention is to stay as low as comfortable upon entering the target area. This will leave me vulnerable to small-caliber AA fire, but I'm more confident of flying out of their threat envelope than I am dodging missiles. Once I hit the target area, a quick check of the map shows 7 SA-2 Batteries near my planned route.
On the way in, I'm fired on by some 37mm fire over a city that I should have known better than to fly over, but at low altitude I do not spend much time in it's engagement envelope. Soon afterwards I spot a flight of 4 Fishbeds fly past just a few thousand feet above my canopy.
I dump the center-line drop-tank at this point, I want to get on target and the hell out of the area ASAP.
This is the point where why I felt I needed practice becomes clear. At low altitude I can't see the target, and I don't quite have the spatial awareness to know when i should be pulling up to begin the attack run. Just as bad, when i do make the decision to pull up, I discover that I didn't allow for enough offset to keep eyes on target out the side of the cockpit while climbing, so I end up rolling around in a manner that would have looked completely foolish from the ground just to figure out where I am. Still, I get my bearings and cut the nose down to the target and successfully get iron on target without the airbase defenses getting off a single shot in return, so it can't be all bad, can it?
I'm happily flying away from the target, watching the smoke trails of SA-2s that I'm glad arn't after me. This distraction naturally cases me to fly too closely to an airbase that I notice just in time to veer away just before some 23mm cracks where my aircraft just was. It was around this time that I noticed a couple of MiG-21s were trying getting a bit close for my comfort, just as it seems I should be home free. I heartlessly sent my wingman to take the one that had pressed in close, make a quick check if Red Crown cared to send any help (she didn't), and am soon surprised as 2 takes no time at all to dispatch the offending Fishbed. A quick map check shows the second Fishbed pressing in, so I decide (based on nothing in particular) that I SHOULD be out of SA-2 range and that this brave pilot deserves a bit of help. I make a climbing turn back towards the MiG, and spot some smoke trails that I assume arn't for me since I never heard the usual SAM launch warning radio calls.
Everyone knows what happened seconds later.
Takeaways: if you keep it low and fast, you can certainly survive a SAM heavy environment in an aircraft not especially equipped to do so, but you have to keep your head on a swivel. Note that this is a takeaway rather than a lesson learned, I'm sure I'll find I didn't learn a damn thing. Some more practice and I'll leave myself a bit more time to line up on the target as I pull through the top of the pop-up, I left things a bit close on this flight.
For those who prefer it in video form (annotated, if you have annotations on)
-
-
I've always been a sucker for the Mirage III, but lately it's all about the gunless Navy Phantoms. The extra pressure of only having unreliable missiles to do all the damage with is a blast to me and makes me pay that much more attention.
-
ummm...That was actualy pretty sucessful; the number of real life pilots that got four kills in a single mission was pretty small. That being said, from the looks of things, you spent most of that fight going dangerously slow, well below the Hun's corner speed. In large part, this is because you were fighting the AI's fight; you were letting them lead you around by the nose, so to speak. You were flying pure pursuit. This isn't the most efficient way to do it in any aircraft; in the Hun it's the worst. The SuperSabre doesn't benefit from much in the way of Area Ruling, that's why it "bleeds speed in the turns and takes forever to accelerate". You need to get outside of the Mig's plane of Motion, get your speed back up, and come back for another pass. In other words, Boom and Zoom rather than Yank and Bank. If you want a real pro's input on all this, go here: http://simhq.com/_ai...y.html#briefing and read at least all four parts of "It's All A Matter Of Perspective". You won't regret it.
Happened to be recording on a flight that was more successful than normal. I guess I kinda suck at getting separation with the Hun, it's something I do try to do with the Mystere and Phantom and can pull off reasonably well...I guess patience is what's giving me problems, which is no shock. I'll take a look at those articles at any rate. I'm a lot better than I was a few years ago, but obviously have plenty yet to learn. Thanks for the input.
-
Well I learned something today! Doing a bit more research, but at 1:07 in this vid there's the two-tone lock much as you describe. May play around with replicating that too just for variety's sake.
-
Had no clue it varied by the Sidewinder model itself, interesting stuff. Would I be correct in assuming that that would be an L or M in that A-10A video?
-
Sidewinder lock tone
View File
Again inspired by some older flight sims, I decided to make a Sidewinder lock tone that's actually a tone. Using A-10A HUD footage as a template, I was able to create what I feel is a reasonable replica. There is certainly no mistake when I have a solid lock now! It's most likely that this is more appropriate for modern aircraft, though I like it regardless just due to the clear difference between searching and lock tone.
Reference video; (tone at 25s)
http://www.youtube.com/watch?v=621RNJMunnU&t=24s
Example video; (tone at 3m45s)
Installation: Unzip IRGrowlLock.wav into the Sounds folder in your SF2 mods folder (by default C:\Users\[username]\Saved Games\ThirdWire\[executable name]\Sounds)
-
Submitter
-
Submitted01/13/2013
-
Category
- 1
-
-
I'd be interested in someone flying the F-100 against the MiG-15/17. For the life of me I can't seem to get a hang of flying the Super Sabre, it feels like it bleeds off all it's speed in the gentlest of turns, and takes forever to accelerate back to speed afterwards. It's the only stock aircraft that seems to completely frustrate me, so some insight on how to handle it properly would be great!
That's about as successful as a fight gets for me, generally ends up far worse...and even there, I'm seriously just lucky to have not gotten shot down when I had two Frescos tight on my tail...
-
Nothing exciting about the mission, just felt like tearing apart bombers, but I think it shows off just how good the game can look with a liberal dose of Stary's mods...
- 1
-
Yes, I installed it on my wife's Galaxy S3 with Android 4.1 to see what it was like and it ran really well.
Thanks for letting me know. From what I can tell, it's a problem specifically with the North American dual-core LTE models that don't get along with Unity under Android 4.1, the quad-core 4G ones don't share this compatibility problem
Bizarre stuff, given how specific the combo has to be to cause the issue.
-
Out of curiosity, is anyone here running SFA on a Galaxy S3 with Android 4.1? I'm starting to suspect that the combo of the S3 and Android 4.1 causes a compatibility problem with Unity in general, but I havn't exactly found a ton of evidence with my searches so far, just enough to make me suspect I'm not the only one.
-
I flew a few missions without noticing any issues, but I did as you suggested to make sure I don't run into any in the future, thanks again.
-
Grabbed it to use with the ol' VietnamSEA...looks fantastic, thanks!
-
We'll need to get permission from superskyshark to use his Avenger sounds and permission from Aube for his RWR sounds.
Feel free to use it if you want to. If it's of interest, I also made a Sidewinder lock tone more like the tone of older games like Strike Commander, but using http://www.youtube.com/watch?v=621RNJMunnU as reference. At least to match that video, matching my lock tone with Klav's search tone would give good results, and damnit, I KNOW when I have a lock now, though I'm sure some would find it more annoying than anything. I'd add distortion to make it more like the vid, but I'm more...employed that I used to be, so kind of let that slide.
Anyways, an example of the tone is at 2:30 at
along with evidence of me flying terribly, so if there's interest, I can toss it in the downloads section as-is, along with some further-lowered RWR tones so the IRLock comes through clear. Otherwise, again, feel free to use the RWR sounds as you see fit. -
or make it available only to people that are known Modders,
Or hell, even just ONE 'volunteer' terrain maker who can whip up a sample terrain that makes use of all the features that anyone who wants can use as a reference
-
Maybe not the right place to ask, but I show that I have 1 new message, but when I click I get an error [#10226] You are not allowed to use the private messaging system.
Any ideas?
-
For sure, I probably could have given it more than an evening's testing before uploading, but got excited that it turned out more or less like I hoped. At any rate, I uploaded a new version with the old files, new ones that are half as loud (if it's still an issue, I can throw more in there that are even quieter, they're tiny files anyways), and just for fun, an alternate tracking sound that alternates half as fast. Options for everyone's tastes, 'cause why not. These arn't too hard to make, so if anyone has requests for other modifications, feel free to ask.
-
You're right on that count, I almost spent more time playing with the volume on the sounds than anything else and it IS a bit on the loud side still. I'll see about updating the package with it cut down some more when I have time a bit later.
-
Why thank you, good sir.
-
Hmm, sorry about the stupid thread title. First time uploader, didn't know the 'file name' field was actually how the name of the download/thread was going to show.
Basic modding
in Thirdwire: Strike Fighters 2 Series - General Discussion
Posted
Been meaning to do this for a while now. You can try to explain basic modding to a newcomer, but a picture is worth a thousand words. 30 pictures per second over a minute or two's gotta be worth a few more on top of that.
Clearly targeted at those very new to modding and/or computers in general, but I figure it could be of use to that segment of SF2 players, and perhaps get more people in the modding scene if they find the process less intimidating. Time's tight for me, but I'd like to cover more topics in the future.