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tiopilotos

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Everything posted by tiopilotos

  1. This is quite strange... Stock Vietnam terrain seems to have more effective air defenses than other terrains. I had made a similar topic some years ago: https://combatace.com/forums/topic/87040-vietnam-terrain-improves-red-side-sam-performance/?tab=comments#comment-700997 In Vietnam the SA-2F Guideline performs much better than others terrains.
  2. Night Building Texture Beta

    A step closer to realism... many thanks!
  3. Avro Shackleton MR2

    That one was missing... thanks!
  4. IAI Kfir C.2Z - South African Air Force, 1985 Shortly after 1982 Lebanon War, Israeli Air Force decided to modernize its Kfir fleet. A modernization program starting in 1983 would bring the majority of Kfir C.2 to C.7 standard. 20 Kfir C.2 aircrafts were not included in this program and soon became available for export. In 1984 South African Air Force stated interest for these airframes and some months later delieveries begun. These aircrafts were designated Kfir C.2Z and were delievered along with Shafrir-2 missiles.
  5. Russian source about the missile: http://airwar.ru/weapon/avv/k40d1.html
  6. Hellenic Air Force F-5A Volume I

    This one really raises SF2 standars... Thanks Sophocles for this high quality model!
  7. Guys I think I'm a little confused with the missile parameteres seeker rate and seeker FOV. I want to edit some missile parameters by using the weapon editor. I actually want to edit the maximum effective range of the A-A missiles. Maximum launch range is the longest distance in which a missile can be launched from an aircraft, right? What is seeker range, what is FOV range and in which way these two affect the maximum effective range? Thanks!
  8. It would be if SF2 supported multiplayer.
  9. Formation of 4 Mirage IIIEZ fly low level to avoid early radar acquisition... Their target is a training camp in Cahama. They dropped bombs Anti-aircraft artillery was expected... ZU-23s were seen firing from two different directions... SA-7 gunners were also present... However even though almost all missiles tracked the targets, Mirages accelerated and missiles missed... During the last raid a single Mirage released its ordnance and started accelerating while climbing... Only seconds before impact an another pilot saw a small missile getting very close... Mirage IIIEZ suffered critical damage and was shot down... While the formation was returning back to base they realized that an another aircraft had been hit by 23mm guns at right wing... Damaged aircraft landed safely and grounded for the necessary repairs. After some days it became operational.
  10. The issue here is that game doesn't support rocket artillery. Does anyone know how to make it work? AFAIK Snailman had been working on this and he had found a way to make rocket artillery functional but It's long time since I read a post from him.
  11. Unfortunatelly 3d modelling is not my sector, my knowledge there is quite limited but I suppose that the issue with helos has to do with the way the LOD was built. What matters to me is the fact that almost all players who countered the system described a performance which is close to real one!
  12. View File SA-7 Grail / 9K32 Strela-2 MANPADS Pack SF2 SA-7 Grail / 9K32 Strela-2 MANPADS Pack 1.5 ----------------------------------------------------------------------------------------- This pack features the famous SA-7 "Grail". It is a man-portable, shoulder-fired, low-altitude, infrared guided surface-to-air missile system (MANPADS). It is widely exported and has been in use in nearly every regional conflict since 1969. Despite its operational limitations, it has been proved quite effective in the hands of tactical armies and rebel groups. During War of Attrition on 19 August 1969 Egyptian soldiers brought down an Israeli A-4H Skyhawk some miles west of the Suez Canal using Strela-2. According to some sources this might have been the first successful combat use of any MANPADS in history! Following variants are included: 9K32 Strela-2 (SA-7A, 1968) - First variant. 9K32M Strela-2M (SA-7B, 1970) - Improved variant. ------------------------------------------------------------------------------------------ New features: - Updated missiles data which offer more realistic performance - Fuze distances have been increased since the SA-7 had lethality limitations after hitting a target. Now a target can be hit but it may return back home safely - New launch effect and sound ------------------------------------------------------------------------------------------ Known issues: - Due to game engine limitations concering missile guidance, 9M32 (SA-7A) missile's target aspect has been set as Rear 180 despite the fact that in reality it could be fired only at the rear. After massive failed launches it became clear that it was extremely difficult to achieve a single hit by setting 9M32 as Rear 60 even when some other values such as FOV and track rate had been increased. - Helicopters have higher survival rate per hit because in some cases missiles hit the tail rotor without causing significant damage. I guess this is another game engine characteristic. - Low altitude (lower than 600-800m) performance is downgraded for current missile values. By increasing noise rejection the missile becomes capable of hitting targets in lower altitude but at the same time the single shot hit/kill probability is being increased to an unrealistic level. - Fuze distances are longer compared with the actual lethal and damage radius of the system. In SF2 world the real high explosive warhead quantity is big enough to destroy a fighter size target even in 10 meters! ------------------------------------------------------------------------------------------- As always open readme.txt first to see installation instructions and credits. Lot of research and hard work was made to make this SAM as realistic as possible. More than 2000 launches took place! Enjoy as much as you can this mod and leave comments with your in-game experience in the support topic! -------------------------------------------------------------------------------------------- License: This is a freeware; yet it can be redistributed only in other CombatACE mod packages. You are free to make further modifications for own use but if you plan to release a modified version of this package you must request permission first. In that case you must include original read me file. This mod may not in any way, shape or form be used in any payware additions. Submitter tiopilotos Submitted 03/10/2018 Category Ground Object Mods  
  13. Any comments from your experience flying against SA-14 gentlemen?
  14. View File SA-14 Gremlin / 9K34 Strela-3 MANPADS Pack SF2 SA-14 Gremlin / 9K34 Strela-3 MANPADS Pack 1.0 ------------------------------------------------------------------------------------------------------- This pack features the SA-14 Gremlin. It is a man-portable, shoulder-fired, low-altitude, infrared guided surface-to-air missile system (MANPADS) developed as a response to the limited performance of the earlier SA-7 Grail. The missile was largely based on the earlier Strela-2 and thus development proceeded rapidly. The most significant change over the Strela-2 was the introduction of an all-new infra-red homing seeker head. The new seeker worked on FM modulation (con-scan) principle, which is less vulnerable to jamming and decoy flares than the earlier AM (spin-scan) seekers, which were easily fooled by flares and even the most primitive infrared jammers. The new seeker also introduced detector element cooling in the form of a pressurized nitrogen bottle attached to the launcher. The effect of cooling was to expand the seeker's lead sulphide detector element's sensitivity range to longer wavelengths (slightly over 4 µm as opposed to 2.8 µm of uncooled PbS elements). In practice this made possible the tracking of cooler targets over longer ranges, and enabled forward-hemisphere engagement of jets under favourable circumstances. The seeker also had better tracking rate, enabling the missile to track maneuvering of fast and approaching targets. A negative side effect from the aforementioned improvements was increased missile weight, which caused a slight decrease in the kinematic performance compared with Strela-2M (SA-7B). Against relatively slow, low-altitude battlefield air threats the overall effectiveness was much improved. The new system was accepted into service in 1974. Strela-3 missiles have been exported to over 30 countries. ------------------------------------------------------------------------------------------ Known issues: - System has limited all aspect capability mostly against slow, low-altitude targets. - Helicopters have higher survival rate per hit because in some cases missiles hit the tail rotor without causing significant damage. I guess this is another game engine characteristic. - Low altitude (lower than 500 meters) performance is downgraded for current missile values. By increasing noise rejection the missile becomes capable of hitting targets in lower altitude but at the same time the single shot hit/kill probability is being increased to an unrealistic level. - Fuze distances are longer compared with the actual lethal and damage radius of the system. In SF2 world the real high explosive warhead quantity is big enough to destroy a fighter size target even in 10 meters! ---------------------------------------------------------------------------------------------- As always open readme.txt first to see installation instructions and credits. Lot of research and hard work was made to make this SAM as realistic as possible. More than 2000 launches took place during testing! Enjoy as much as you can this mod and leave comments with your in-game experience in the support topic! ----------------------------------------------------------------------------------------------- License: This is a freeware; yet it can be redistributed only in other CombatACE mod packages. You are free to make further modifications for own use but if you plan to release a modified version of this package you must request permission first. In that case you must include original read me file. This mod may not in any way, shape or form be used in any payware additions. Submitter tiopilotos Submitted 01/06/2020 Category Ground Object Mods  
  15. Glad to see some feedback posted. From your comments I feel that you enjoy that mod. @yakarov79 This is a well known issue... Unfortunately gunner can not distinguish between various types of targets. They only fire against every target the missile can track when in range... I wanted to make the system able to launch at longer ranges as there are verified Strela-2 kills against low speed aircrafts flying at 10,000 ft (3000 meters). But increasing the maximum launch range, the target can avoid the missile easier and hit probability decreases dramatically. So we need a good balance between launch range and hit probability. For the time being you can reduce max launch range to 2 km. I think this value is the best we can use. @Nightshade/PR Strela-2 is very effective against Skyhawk. IDF actually lost some Skyhawks from SA-7 missiles between 1969-73. @Stratos As in real life, this system (as every MANPADS) is a nightmare for choppers. Deploy flares as long as you operate within the engagement range. However during testing I have experienced a weird issue... Choppers had higher survival ratio (when hit) compared with aircrafts. For some reason many missiles were hitting the tail rotor without causing significant damage. There were cases when choppers had been hit 2 or 3 times and they were still flyable. Have you experienced something similar? @Gepard Yes... flying very fast and dropping flares are the safest ways to deal with SA-7 since its IR seeker was not designed to counter flares.
  16. Ok guys it's almost 2 years since Strela-2 mod was released. I just wanted to know if there is some feedback out there from players who flew missions in which this mod saw some action. I'm looking forward to receive your feedback.
  17. @strahi New Galeb and Jastreb models planning?
  18. You can always combine different mods as long as the contents of each mod do not conflict each other. Take a look on both mods and read carefully the read me files. Stary's HR tiles can replace only stock tiles if I remember correct. That means that if Wrench has put additional tiles then these tiles will be displayed along with Stary's HR tiles (resulting in two different tilesets being displayed in game). Also terrain_data.ini is of critical importance. If every mod has its own, then you must be able to choose which one must be used according to how you want to combine these two mods.
  19. Can't see visual difference between bmp and jpeg with maximum settings. If you want to decrease the total size then jpeg is the choice.
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