Jump to content

jaeger_301

VALUED MEMBER
  • Content count

    53
  • Joined

  • Last visited

Everything posted by jaeger_301

  1. i made some time ago a AAA enhancement where the flak is networked and the gunnery skills are improved, with medium and hard settings. http://www.megaupload.com/?d=WXLP610P enjoy jaeger
  2. Looking for multiplayer servers

    Multiviper has a 24/7 Falcon AF server up and a very active community. you need to register first. http://multiviper.com/index.php cheers Jaeger
  3. Hi Mk2, in the Iran/Iraq campaign the F14 has a differend flight modell but so far the campaign works for me. The Falkland has some FM screwed up - especially the Harrier - and i am not aware about a fix for this. Important fixes are; shimmering water fix: Go to the terrain fodler and find the terrain that is giving you the problem. Example: If its the Vietnam terrain that is giving you problems then look for the VIETNAMSEA_data.INI Then add this information. [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 Water problem should be cleared. and save the weapondata.ini with the 2008 editor. Jaeger
  4. Phantom Tactics - Some Thoughts

    Hello Wagsled, thank you for your efforts. I have flown your edits with the WOV Oct.b patch and Lybia terrain, enemy setting hard. differences between stock and your FM, with your FM the F4B climbs better, energy loss in turns is not so drastic, feels a bit more forgiving. Loadout: 4 AIM7 E, 4 AIM9 G and gunpod i got mostly Mig 19S and Mig 17 Tactics vs MIG 19: Vertical, the 19 does well in the vertical and i couldn t get any advantage. Bug out with full speed on the deck worked, closed in on the low 6 and got AIM 7 + AIM 9 kills. Face shot; didn t work out because the radar needs too much time to get the lock and then i was in minimum range. Turn; the 19 turns tight at 400kts + as soon as i got vertical the 19 followed. Tactics vs MIG 17: Vertical; the 17 refused a vertical fight and stayed in the horizontal. this gave me a great opportunity for barrel rolls and i got AIM9 kills at around 1,5 nm with slight lead pursuit. Face shot worked with a separation of 5nm or larger Lag pursuit: worked at a distance between 2 and 4 nm best with AIM7. For AIM9 kills, best position is between 1 and 1,5 nm on the low 6 with pulling lead pursuit, unload and fire. scissors: max 2, energy loss was too big and i had too bug out. cheers Jaeger
  5. Hi Chris, nice work. the MIG 25 uses 2 head seekers at one weapon station, this is the loadout entry: // Station 1 = Left Wing Station Outboard // Station 2 = Right Wing Station Outboard [AirToAir] Loadout[01].WeaponType=AA-8 Loadout[01].Quantity=2 Loadout[01].RackType=APU-62L Loadout[02].WeaponType=AA-8 Loadout[02].Quantity=2 Loadout[02].RackType=APU-62L would it be possible to give the nozzels a metalic look like on these pictures? http://www.bredow-web.de/ILA_2004/Jagdflug...ae_harrier.html http://www.bredow-web.de/RAF_Museum/BAe_Ha...ae_harrier.html cheers Jaeger
  6. I found a cure for the horrible FPS drop when large bombcarpets fell on the target. The view distance for the effects is 18000 and for bomb smoke even 25000. Reducing this values to 10000 or 5000 - depending on your system - will save a lot of FPS and keep the FPS playable. Go to Effects and search for SmallBombEffect.ini, LargeBombEffect.ini and MediumBombEffect.ini, in the .ini search for MaxVisibleDistance and change to the above values. enjoy Jaeger
  7. first a big Thank you for the creators of the Falkland 1982 campaign really good work i noticed that the AAA in this campaign is really deadly, as it should be. a high speed pass over a site protected with an Oerlikon is the maximum - a 2nd or 3rd would be the last. in comparsion in WOV or SFP it is possible to fly several times over a position without a single hit - nor did i got a single hit by AAA in any WOV campaign ever. As a crosscheck i landed in SFP on an enemy airfield protected by a ZSU 23/4, i flew straight and slow to the landing field (150 - 180 kn) the ZSU started firing and shot way beyond my plane, the first 5 burst missed completely.... Altough, the ZSU 23/4 has not the range of the Oerlikon - it shouldn t be that bad. So, my question is: how can i make the AAA in WOV/SFP more deadly??? Where can i find the file to change the ZSU23/4 and what values should be changed???? I looked in the Weaponseditor - but the ZSU 23/4 isn t even there. Thanks for your help in advance Jaeger
  8. Thank you all for your help and input. I have created 2 versions medium and hard and tested them with the october_b patch. On medium settings the possiblity of a hit is higher then with the default settings. With hard, you will really have a hard time in RP6 and even when you do everything right the AAA can get you (read my suggestions on page 2 of this thread). In case you don t like these settings, simply delete the xxxdata.ini files and the default settings are back. DL http://www.megaupload.com/de/?d=WXLP610P enjoy Jaeger
  9. Thanks Fubar, but the tiles are missing http://en.wikipedia.org/wiki/Image:Sa2site.jpg Jaeger
  10. Thank you Malibu for pointing this out - corrected it. @Wrench yeah, i already wondered about the missing Firecan, when i compared the KS19 i noticed that the Firecan is completely missing. It isn t even in my Groundobjects folder nor in the ObjectData.cat (at least i couldn t find it) - though Fansong is there (WOV install with MF weapons pak). Noticed the entry Oerlikon data DataLink=TRUE NetworkType=Skyguard_camo So i dont know if the entry Datalink = TRUE means that the AAA gets there info from Fansong or other Radar types. What entry would you recommend, something like NetworkType=Fansong ?? When i have a wish for WOV then it would be the typical "Star of David" SA2 pattern and the massive grouping of AAA in RP6. cheers Jaeger
  11. Hi Cater, will take a look at the Palace Cobra. Here are all changes that i made: ZU23 - change to visual [DetectSystem] TargetType=AIR DataLink=TRUE OpticalSight=TRUE NightSight=FALSE VisualRange=4000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=3000.0 RadarCrossSection=6 [WeaponSystem] TargetType=AIR GunRange=2500.0 PitchAngleRate=60 MaxPitch=85.0 MinPitch=-4.0 DefaultPitchAngle=40 YawLimited=FALSE YawAngleRate=45 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=10 GunStabilization=TRUE GunRadarTracking=TRUE RangeFinder=5 BallisticComputer=5 YawModelNodeName=turret PitchModelNodeName=gunbase_1 KS 19 100mm - from optical to radar changed [DetectSystem] TargetType=AIR RadarSearchTime=2.0 RadarSearchRange=30000.0 RadarSearchStrength=80 RadarTrackTime=6.0 RadarTrackRange=20000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=3000.0 RadarMinimumAlt=300.0 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=3500.0 VisualSearchTime=5.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=7000.0 RadarCrossSection=5 [WeaponSystem] x GunStabilization=TRUE x RangeFinder=5 BallisticComputer=5 KS 60 57mm - from radar to optical changed [DetectSystem] TargetType=AIR DataLink=TRUE OpticalSight=TRUE NightSight=FALSE VisualRange=5000.0 VisualMinimumAlt=10.0 VisualSearchTime=2.0 ViewportPosition=0.0,0.0,2.80 MaxVisibleDistance=7000.0 RadarCrossSection=5 [WeaponSystem] x GunStabilization=TRUE x RangeFinder=5 BallisticComputer=5 for there actual shooting performance the values RangeFinder and BallisticComputer have the greatest effect, where 10 is best. I tried also the values 9 and 10 but then they have a magical eye and sometimes the first burst blew the flight out of the air. AFAIK, the Vietnamese did setup Flak and SAM traps that blew out planes without warning. It would be interessting when it would be possible to change the Airdefense performance randomly. cheers Jaeger
  12. Hello Jug, yep already done, got also the book 100 mission s north from Maj. Ken Bell and these books are one of the best i have read so far about the air war in vietnam. Especially interessting is that these 2 flew for the same squadron during the same time and Maj. Bell was his wingman (quite a honor) and then read what each other wrote about a particular mission. Iceing on the cake was the book when Thunder rolled by Ed Rasimus, which flew out from Korat and then compare how Korat and Thakli Sq. handelt there duty´s. cheers Jaeger P.S. Thud Ridge http://www.amazon.com/Thud-Ridge-Jack-Brou...n/dp/0553251899 100 missions north http://www.amazon.com/100-Missions-North-F...m/dp/1574886398 when Thunder rolled http://www.amazon.com/When-Thunder-Rolled-...s/dp/0891418547
  13. This mod is a hommage to the brave warriors Col. Jack Broughton and Major Ken Bell (later Brig. Gen.) and based on their accounts from mission flown over RP6. When the best Pilots met the thoughest Airdefense. lot of Navy campaign missions flown with the above .ini changes and the ZU23 changed to optical aiming. resume: from feet dry to feet wet i have to be on a constant watch out, jinking and changing altitude is a must. In RP 6 and especially over Hanoi and Haiphong every perimeter of the airspace is covert with a deadly menace. Flying straight with 500 knots at 300 feet too long and the small arms fire will probably damage the plane. Straight and level with constant speed at 10k to 15k, heavy AAA and SAM´s will get some planes from your flight. So, is it a insane modification? No, it is possible to bring all planes back safely from a RP6 mission with some basic rules. In short, high speed (500 knots +), constant change of altitude and heading. I have flown successfully the F8, F7 ( you will miss the burner ) F4 and F105. Jammers are for the Linebacker campaigns a must. Strike flights: in areas with low SAM coverage ingress is best between 10k and 15k + the above basics. Ingress in areas with a high SAM thread it is best between 4k and 6k, so you can take the plane quick below 1000 feet after the first SAM´s where fired keep the plane between an altitude envelope from 100 ft up to 2000 ft. 5 seconds at the same alt. and heading should be the maximum. 1 pass over the target should be the rule. MIGCAP - TARCAP Avoid overflights of Hanoi and Haiphong when possible, in these particular areas are long dogfights and long lineups for AIM 7 shots a nogo. For me worked best; AIM7 shots - lock the bandit around 15nm, go down to the deck with full burner then start a zoom climb with slightly jinking, center the release dot with 1g shoot your AIM7 and jink again inside the radar parameters. Keep during launch and impact the bandit with a clear sky as background. When the bandit chasses a friendly force him to a defensive manouvre, drag him out of the high threat area and use the support of your wingman. There aren t any changes done in the weapons performance like range, fireing rate etc. . From my point of view the AAA is now on ACE level with lots of experience. Jaeger
  14. since the september patch and even more with the october patch i have a high FPS loss when the strike planes hit there target. it seems that the explosion effect cause this horrible loss. the settings for effect and shadow are already at the low level. my question is, is there a way do disable the shadows completely? WOV clean install, MF weapons pack, campaign with stock planes, same tiles THX Jaeger
  15. yeah it is the MF F8D, a really lovely bird you mean the area between Khe Phat and Dong Hoi? Vinh was infamous for bombing craters and as a nasty flak trap. I found 2 major errors in the detect system AAA ini files, the ZU23 is radar controlled and the KS19 100mm is configured with visible aiming. UHMM, vice versa should be correct. fixed this issue and landing on an enemy airbase is now much more dangerous. swapped the detect system from the ZU23 and changed the data´s to an IMHO possible value. tough, there are some questions open and your comments would be appreciated. [DetectSystem] TargetType=AIR RadarSearchTime=2.0 RadarSearchRange=30000.0 RadarSearchStrength=80 RadarTrackTime=6.0 <--------------- is this the time that is needed for a lock on? RadarTrackRange=20000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=3000.0 RadarMinimumAlt=300.0 DataLink=TRUE <--------------------- is this a link to the fire radar? OpticalSight=TRUE NightSight=TRUE VisualRange=3500.0 VisualSearchTime=3.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=7000.0 RadarCrossSection=5 AFAIK, WOX uses the metric system. Your inputs are welcome. cheers Jaeger
  16. thats a sreenshot where the AAA was "really close" because i did some sightseeing over Haiphong after a mission to get a good screenshot. AAA is fffaaaarrrr behind
  17. Crusader, you are the man ! Thats it what i have searched for!!! already some changes done and it looks much better now. I am sure i find the sweet spot Big thanks @Cater, dunno if it is the F4, in WOV i flew besides differend F4´s the F8, F105 and never had a single AAA hit - nor my wingmen, this was flown with SP4 and September patch mostly in campaigns with all settings hard except padlock. SFP with differend planes the same story - except Falkland 1982 and the 2S6. Jaeger
  18. Thanks too all for your replies and support. in the Falkland Mod you can t even dream of landing on a hostile runway or even slow down to a casual sightseeing speed near AAA. In Falkland 1982 you go in fast, lean a bit forward to get a biiitt faster, jink drop your bombs and get out as fast as possible. There is a theoretical possibilty that SFP has a differend code - but i doubt it. It is more likely that there are some differend ini settings for the weapons and i will take a closer look. cheers Jaeger
  19. did a quick test with WOV with the october patch 1972 single mission - air defense on hard circled quite often over an airbase while chasing a MIG All MIG´s down - lets land on the enemy airbase :D the airbase is protected by SA9, ZU23, ZPU2 and KS 60 first tracers are way behind while i line up with 190 kts, i keep the speed and glidescope steady so i dont confuse the gunners... the first hits go into the stabiliser as i touch down. on the pic you can see the AAA and the hits in the stabiliser - with my wheels down Jaeger
  20. @Thyphoid please, where can you set the airdefense to heavy? i have campaign difficulty hard and unlimited supply. or to you mean single player? after a strike i can fly 5 or 6 times over the target and in range of AAA - nothing ever happend. though, i keep my speed up at 500 knots. just as an example; strike against an airfield 1) pop up and bomb 2) fuel tanks with guns 3) water tower with guns 4) check if there is something left 5) clean up. Often done, not a single hit. @Cater my mission profile looks often like this Strike Ingress 5 to 10k IP to target 100ft pull up 8 to 12k ft egress at 100 ft AA depends on the situation, but egress is mostly at low level with speed around 500 kt + In thread areas is jinking a 2nd nature, but i have flown the plane also through heavy AAA at medium ALT straight and with constant speed without any hit. In debrief the AI has never got a hit by AAA. SAM´s - yes the AI get´s often killed by SAM´s but i cant remember a single AAA kill. I searched a bit and found the config files for the AAA, it is in the ObjectData.cat in the Object folder. There i changed the KS 19 from Radar fals to true, now they shoot a bit better. Jaeger
  21. the ZSU23/4 was actually in the SFP install. But in my opionion the AAA in WOV/SFP is too weak compared with about 85% of the US losses caused by AAA. The question still remains what values need a change? Jaeger
  22. after the huge FPS loss of the new patch and even with stutter i searched for a solution and tweaked my settings in the nvidia control panel. here are my settings that gave me the fps level from the old patch (translated into english): Anisiotrope Filtering 8 Antialiasing AA on AA modus expand AA tranparency off AA 8q triple puffer on error messages and mipmap off negative lod on (try also clamp) trilinear optimization on texture quality performance ( makes a huge difference with the effects) texture clamp hardware this settings should be good to go for future tweaks game settings shadow low - effects medium, rest of the settings as before the patch enjoy Jaeger
  23. sp4 with SFP and WOV - only in SFP working WOV now with the latest patch - no joy i checked if the targets and types.ini are correct and they are, i also tried differend terrains like Gepards, and P. dessert tiles v2 what was mentioned as a solution. Vietnam, Lybia and Israel terrain. checked also the knowledge base - to no avail. Jaeger
  24. i have the problem that the ships didn t even show up in the mission editor in WOV, with Lybia, Israel and Vietnam terrain. tried SFP and the ships just show up in the default dessert terrain. i use the le missioneur editor. can anyone help me pls? Jaeger P.S. ships are the british destroyers, CVN75, Ark Royal, cargo ships tried also the gulf of sidra mission - the plane simply explodes on the carrier
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..