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zmatt

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Everything posted by zmatt

  1. That helped out a lot. My HARMs were always missing. One thing, in the tutorial you use a LANTRIN pod. I wasn't able to load this on my Hornet for some reason, but I was able to use the paveways. Is it still required? The paveways worked but I had to use them further away and at much higher altitude than you did. Any fast and low passes and they either passed the target up or they plowed into the ground.
  2. ^If done right that is possible, although I would say that in this case the engine would limit you. A look at some of the newer big budget pc titles will show the capabilities of the newest hardware and it can be pretty impressive. At my university they are experimenting with GPGOU, or general purpose GPU. You can reprogram the video cards with an API like CAL or CUDA and use them are number crunching units. The newest cards such as the Radeon 48xx series are teraflop capable. Granted massively parallel gpus aren't suited to every task and there are some they would just falter at, it is still very impressive and promising.
  3. I almost never use ARMs in game. There is no cue whatsoever to a lock on to a radar signal so I never know If it will hit anything. I always use mavs and JDAMs. Problem is the ecm on the E and F seem to be ineffective against the newer SAMs. I try to fire outside of their envelope but sooner or later I have to get in close to arquire them.
  4. ^An F-11F shot itself down IRL doing that.
  5. Just wanted to say again what a great mod this is. The E and F are not meant for SEAD though, I always get my tail blown off.
  6. I never use Alt+N. I always fly to the altitude the situation calls for and then turn on the wing leveler.
  7. The Damage model is pretty good in the game. Elevators, ailerons, rudder, etc are all modeled and a loss of them will create the appropriate reaction. For example, if you lost the rudder surface, you lost that longitudinal control, but if you lost the whole slab then you will most likely spin out of control.
  8. I has nothing to do with CUDA. All of that stuff can be put on the video card without CUDA. It was a choice TK made for whatever reason. Besides CUDA only supports Nvidia cards, and as a platform is terrible, it doesn't even support Recursion. There is a enw open platform coming out for both brand cards called OpenCL. It is a much better platform in every way.
  9. The game is cpu limited, not graphics limited. If you can OC your cpu then do it. I found turning off mirrors helped a ton.
  10. looks like its activating a warp drive or something
  11. New version! [WeaponData1211] TypeName=R-73 FullName=R-73 Archer ModelName=R73 Mass=105.000000 Diameter=0.170000 Length=2.900000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=WP,SOVIET,CHINA,W_GERMANY,YUGOSLAVIA SpecificStationCode= NationName=SOVIET StartYear=1984 EndYear=1992 Availability=3 BaseQuantity=40 Exported=TRUE ExportStartYear=1988 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=7.400000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=95 MaxTurnRate=42.000000 MaxLaunchG=8.000000 LockonChance=90 LaunchReliability=90 ArmingTime=0.500000 SeekerFOV=2.500000 SeekerGimbleLimit=40.000000 SeekerTrackRate=90.000000 SeekerRange=20000.000000 MinLaunchRange=300.000000 MaxLaunchRange=30000.000000 Duration=30.000000 CounterCountermeasure=85.000000 NoiseRejection=90.000000 CapabilityFlags=0x100004c0 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=1.800000 BoosterAccel=55.529999 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.300000,0.000000 SustainerDuration=60.000000 SustainerAccel=0.375000 SustainerEffectName=RocketFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.300000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000
  12. Fubar, does the early archer support an HMCS of any sort? I increased the FOV to try and compensate for that, and I wanted to give it a competitive edge over the Mike since in RL it should be superior or at least equal. Any ideas on how I can do that but still give it realistic capabilities.
  13. I agree, the Fulcrum should be swatting all but the most advanced (ie ICE and AUP) phantoms out of the sky like flies. Does the FOV value correspond to the degrees? IE: does an FOV of 4 give you 40 degrees? If so I need to increase it again. I really don't think ti even needs that much, so far the only time my super archers have been defeated is a split second snap shot when they are comming head on with a combined convergence greater than mach 1. Otherwise I have been able to get fantastic resutls out of it. Much closer to the Mike in performance. I think some work needs to be done to the other red missiles. Unfortunately I can't get any hard numbers on the Rardar guided missiles aside from physical dimensions. If some one could poitn me in the right direction I can go ahead and fix those too. Also any feedback on my modded ini entries would be greatly appreciated. If that works out then I may mod more and release em as a pack to update the community weap pack.
  14. I agree with all of that except the maneuverability. I can't speak for a real Fulcrum but the MF one flies like a brick. Knowing their work I would assume its accurate. High speed maneuvers in the Fulcrum are a lesson in bad aerodynamics. The thing has worse yaw in turnign than a phantom and high speed loops and dives are suicide. You have to kill the engine and hit the breaks to get reasonable turns. Luckily the gun is powerful and one shot normally does it, and after I upgraded my red weapons to more realistic specs it waas fareing much better. But in a dogfight I think the Blue contemporaries would eatyit alive. The Flanker is far more manuverable.
  15. Took A winder up the tailpipe. Lost engine power about 10nm from base. Rudder was shot but the slab was still there and I lost one flapperon. I made it back but the landing the was pretty touchy. The only reason I glided that far was because I lit the burner a ways out and went super right as the engine caught fire. I was able to put it out and flew it in with the seat of my pants. The most fun I have had in a landing yet. Generally speaking for me, if I have relative control, I'm not on fire, and the gear lock then I try to take her home. Once I had a Mig-21 that lost engine power and the rudder, somehow I kept her flying straight for 10 minutes, then she started to spin like a football and then proceeded to stall and tumble. I bugged out.
  16. OK, I'm giving the Archers an FOV of 4 instead of the 2.5 they had, that should give them the same FOV as the Mike. As it stands my Archer is more capable. Time to test it out. EDIT: My improved Archers, after 3 missions are giving me roughly a 75-80% kill probability. Not too shabby for a missile that before today I had considered useless. Here is the weapondata entries. Just replace the existing ones in the list. [WeaponData1211] TypeName=R-73 FullName=R-73 Archer ModelName=R73 Mass=105.000000 Diameter=0.170000 Length=2.900000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=WP,SOVIET,CHINA,W_GERMANY,YUGOSLAVIA SpecificStationCode= NationName=SOVIET StartYear=1984 EndYear=1992 Availability=3 BaseQuantity=40 Exported=TRUE ExportStartYear=1988 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=7.400000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=95 MaxTurnRate=42.000000 MaxLaunchG=8.000000 LockonChance=90 LaunchReliability=90 ArmingTime=0.500000 SeekerFOV=4.000000 SeekerGimbleLimit=50.000000 SeekerTrackRate=60.000000 SeekerRange=20000.000000 MinLaunchRange=300.000000 MaxLaunchRange=30000.000000 Duration=30.000000 CounterCountermeasure=85.000000 NoiseRejection=90.000000 CapabilityFlags=0x100004c0 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=1.800000 BoosterAccel=55.529999 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.300000,0.000000 SustainerDuration=60.000000 SustainerAccel=0.375000 SustainerEffectName=RocketFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.300000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData1212] TypeName=R-73M1 FullName=R-73M1 Archer ModelName=R73 Mass=105.000000 Diameter=0.170000 Length=2.900000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=WP,SOVIET,CHINA,W_GERMANY,YUGOSLAVIA SpecificStationCode= NationName=SOVIET StartYear=1987 EndYear=2020 Availability=3 BaseQuantity=40 Exported=TRUE ExportStartYear=1991 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=7.400000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=95 MaxTurnRate=48.000000 MaxLaunchG=9.000000 LockonChance=90 LaunchReliability=90 ArmingTime=0.500000 SeekerFOV=4.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=60.000000 SeekerRange=15000.000000 MinLaunchRange=300.000000 MaxLaunchRange=30000.000000 Duration=72.000000 CounterCountermeasure=90.000000 NoiseRejection=90.000000 CapabilityFlags=0x100004c0 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=1.800000 BoosterAccel=46.810001 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.456000,0.000000 SustainerDuration=60.000000 SustainerAccel=0.375000 SustainerEffectName=RocketFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.456000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData1213] TypeName=R-73M2 FullName=R-73M2 Archer ModelName=R73 Mass=105.000000 Diameter=0.170000 Length=2.900000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=WP,SOVIET,CHINA,W_GERMANY,YUGOSLAVIA SpecificStationCode= NationName=SOVIET StartYear=1996 EndYear=2020 Availability=3 BaseQuantity=40 Exported=TRUE ExportStartYear=1996 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=7.400000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=90 MaxTurnRate=48.000000 MaxLaunchG=9.000000 LockonChance=90 LaunchReliability=90 ArmingTime=0.500000 SeekerFOV=4.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=60.000000 SeekerRange=15000.000000 MinLaunchRange=300.000000 MaxLaunchRange=40000.000000 Duration=72.000000 CounterCountermeasure=90.000000 NoiseRejection=90.000000 CapabilityFlags=0x100004c0 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=1.800000 BoosterAccel=46.810001 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.456000,0.000000 SustainerDuration=60.000000 SustainerAccel=0.375000 SustainerEffectName=RocketFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.456000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Note: I'm note sure how accurate this is to the real thing, but as far as game mechanics it really evens things out and should make Red missions and Red encounters much more interesting. Now that Vlad isn't carrying a water pistol.
  17. I think it has that elegant look to it that makes aircraft like the F-5 so attractive. Its small, simple and effective. I think it would be a great addition.
  18. All of the talk about underpowered Red missiles led me to look at the weapon data. Turns out, whoever made the R-60 for the community weapons pack made it 180 rear aspect. The R-60 is an all aspect missile. I checked the Archer against the Nike 'winder and found it to be much less capable. I copied over the stats that were superior for the Mike adn the ones that the Archer had higher I kept the same, this makes my Archer slightly better than the community pack Mike. The Archer also had CCM capabilities lower than 1970's era winders, which is way off. Also, can anyone tell me what seeker FOV means? And are larger or smaller numbers preferred?
  19. I have to agree, I think the Red aircraft are in general less capable in the later years than the western ones. I jumped a flight of A-7s with the new Mig-29 fired 4 archers, they dodged em all. For a missile that scared the DoD when it went public it was not delivering. I can always smoke the Reds in later years with large odds against me no problem. Its the 15's 17's and 19's that are fun to fly against. There, the missiles don't make any difference and its all about the pilot skill and the quality of the aircraft.
  20. I think the biggest improvement can be made in avionics. They work fine for the intended aircraft, but the games have been modded to included aircraft form such different regions and times that a more comprehensive avionics package would be welcome. Things I would like to see in particular: a polished and fully working level bombing sight. This wouldn't be very difficult to add. Computer assist deliver for the more modern aircraft A working LABs (or comparable) system. A more realistic and comprehensive radar. On a side note I think the allied SAMs are woefully under represented in stock SF. The community has done tons to try and fix this, but nothing beats having them working no fuss out of the box.
  21. I like the shoulder view as is. A lot of camera shots IRL are taken there so it gives a bit of realism to it.
  22. Those are beautiful models. EDIT: Just went against some badgers and the results were great. Much more accurate and deadly than the ones they replaced. These are a welcome addition. Now I can fire AIM-26As without blowing up everything on the map!
  23. The check 6 will come in handy. the current viewlist mod I have is good for looking the aircraft over and scanning the skies, but its not as helpful in combat.
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