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tiopilotos

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Everything posted by tiopilotos

  1. Interesting... I didn't know that Yugoslavia had two underground air bases!
  2. Since Balkans terrain is WIP it would be a great addition if we could have the legendary Yugoslav underground air base of Željava!
  3. Interview with an Su-15 pilot

    Great interview! I'm quite impressed by the fact that Flagon was a maneuverable aircraft. However I expected some more info about the capablities of Taifun radar and R-98 missiles.
  4. View File Hi-Res Desert Plus Tileset SF2 High Resolution Desert Plus Tileset -------------------------------------------------------------------------------------------------------- This is the Hi Res Desert tileset (1024x1024) made by JSF_Aggie modified with a more realistic sea color. I didn't like the stock sea tiles which JSF_Aggie used to make the tileset so I decided to work on it and replace them with a new sea color. New ground and water effects are also included. Original Hi Res Desert tileset can be found here: https://combatace.com/files/file/12368-hi-res-desert-tiles/ -------------------------------------------------------------------------------------------------------- INSTALLATION: As usual, copy the Terrains folder to ...Saved Games\ThirdWire\StrikeFighters2 Mod. -------------------------------------------------------------------------------------------------------- As always open readme.txt first to see installation instructions and credits. 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 04/28/2019 Category Tilesets for Terrains  
  5. Version 1.0.0

    300 downloads

    SF2 High Resolution Desert Plus Tileset -------------------------------------------------------------------------------------------------------- This is the Hi Res Desert tileset (1024x1024) made by JSF_Aggie modified with a more realistic sea color. I didn't like the stock sea tiles which JSF_Aggie used to make the tileset so I decided to work on it and replace them with a new sea color. New ground and water effects are also included. Original Hi Res Desert tileset can be found here: https://combatace.com/files/file/12368-hi-res-desert-tiles/ -------------------------------------------------------------------------------------------------------- INSTALLATION: As usual, copy the Terrains folder to ...Saved Games\ThirdWire\StrikeFighters2 Mod. -------------------------------------------------------------------------------------------------------- As always open readme.txt first to see installation instructions and credits. 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.
  6. Using the simulator you make the appropriate adjustments so that missile will perform as you desire. Then you use the weapons editor and you just copy parameter values from the simulator.
  7. March 27, 1999 - A group of 4 F-117A stealth aircrafts are ready for take off from Aviano to strike targets near Belgrade Usually F-117As were escorted by EA-6B Prowlers but that night wasn't the case... Due to bad weather Prowlers were grounded and F-117As were finally ordered to strike their targets without escort because their structure made enemy air defense radars very difficult to detect them Yugoslav spies acquired this critical information and transmitted it to Yugoslav Army Formation of F-117As followed the usual flight path and dropped paveways at its targets However the 3rd Battalion of the 250th Air Defense Missile Brigade of the Yugoslav Army commanded by Lt. Colonel Zoltan Dani operated S-125M Neva-M (SA-3B Goa) SAM system had relocated and had been waiting for enemy aircrafts to reach the area. Zoltan's unit successfully acquired one of the targets After some seconds the 82-0806 callsign "Vega 31" was tracked by unit's fire control radar. Missiles were ready on their launchers PUCK !!! (Launch) V-601P missile getting close... F-117A was hit and crushed shortly after. The rest is history... 20th Anniversary !!!
  8. Shadow Recon

    Probably something between F-4K, F-4M and F-4J. Externally all these airframes were identical.
  9. Impala en route to target While flying very low to avoid radar detection, a FAPLA mechanized infantry saw them passing very close and transmitted the information to all friendly units operating in the area Impala formation realized that enemy unit detected them and changed route Rocket attack But SA-7 gunners were already informed about possible air raid and they were ready... when Impala made its attack a SA-7 gunner fired a missile... Missile tracking and getting closer to Impala... Impala was hit and crashed shortly after!
  10. That happens with every single aircraft when flying in the map border (the wall as Menrva said). It has to do with the game engine not the Flogger-A.
  11. I set IAS/TAS 0.488 because I made simulations for 22 km altitude because that's the max alt the missile reaches before diving to target. In SF1 the ASM function is not present so I'm not quite sure how you will simulate the missile. As far as I remember cruise missiles in SF1 use radio command or semi auto command. These types of guidance don't use loft, so you just fire the missile from high altitude and you hope that there will not be mountains between missile and target. Send me your copy of Kh-22 missile and I will make some tests using both ASM and semi auto command.
  12. I think these values are quite unrealistic. Let me explain some things taking into account the russian wikipedia: https://ru.wikipedia.org/wiki/Х-22 1. IAS/TAS Ratio has to do with the flight altitude, 0.86 is 10,000 feet (3000m). Maximum range for initial Kh-22 was 300 km when fired from 10-12 km altitude. Shortly after launch the missile climbs to 22 km (75000 ft) and at that altitude accelerates to 3700 km/h (3.5 Mach). So, reaching 585 km at 3000m level flight is even unrealistic for later variants Kh-22M/MA. 2. Maximum speed in your graph is 1447 m/s which is 5200 km/h at 3000m alt. Maximum speed for Kh-22M/MA was 4000 km/h at 22000m. I guess we all know that a missile can fly faster at higher altitudes due to thinner air. So according to this graph the Kh-22 should fly at about 5500-6000 km/h at high altitude! 3. Sonic speed must be set 343 m/s when the missile flies at surface level. The higher the altitude the lower the sonic speed. This changes at 18 km altitude. Higher than 18 km sonic speed starts increasing. This is my effort on how to tweak this missile: However keep in mind that the missile simulator tool calculates speed, range and time for level flight. So at this graph you have a missile reaching 300 km at 0.488 IAS/TAS (22.5 km) altitude. Practically game range should be shorter because Kh-22 is being launched at 10 km alt, climbs at 22 km alt and then at a certain distance from target starts diving. In general, determing the correct values for ASM missiles is more difficult and you need to test missile's performance in game again and again because flight profile of ASM missiles is more complicated. Personally when using this tool to determine values for surface to air missiles I test missile's performance in game again and again. Then according to what I have seen in game I keep working using the range tool until I have achieved the best combination between real values and realistic performance. Unfortunately it's an extremely time consuming process.
  13. Any modder who deals with ballistics should use the missile range simulator which can be found here: https://combatace.com/files/file/10592-missile-range-simulator/ I have spent much time testing and trying to determine the best values to ensure that missiles will perform as realistic as possible (always taking into account game's egnine limitations). As for Kh-22, I suggest to use the real values in terms of diameter, weight, booster acceleration/time, sustainer acceleration/time etc and then after many simulations you can determine the combination of which subsonic and supersonic drag values best fit with weapon's profile. As far as I remember stock Kh-22 is capable of destroying ships at 400 km when fired from high altitude. The improved Kh-22M/MA had 600 km range according to wikipedia. As for the hit chance I'm not quite sure what values must be changed for ASM missiles.
  14. Mig-21SM Cockpit view... can you spot the other aircraft?
  15. Obviously you're turning from terrain modder to general modder
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