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Vambrace

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Everything posted by Vambrace

  1. F-15N Sea Eagle

    From the album Pics

  2. The Su-47 was never built to be fast. The forward-swept wing design is what makes it extremely maneuverable while at the same time limiting its maximum speed. I heard that its known maximum speed is at mach 1.6, I think limiting the mach limit there and limiting its maximum knots to that of the ODS version F-16C would solve the problem. I too hope that the Su-47 will be released as a beta. I am eager to see this plane in action against an F-22 some time in the near future.
  3. while making a campaign for SFP1, I ran into a problem when trying to play a certain unit. It seems the game tend to only allow you to play a unit as long as it is in order. The problem is like this [MercUnit001] UnitName=1st Special Ops Wing ForceID=1 UnitID=1 StartDate=1995 DescFile=MercDesc.txt StartText=Campaign1Start3.txt AircraftType=F-16C_B30 [uSAFUnit001] UnitName=1st TFS ForceID=1 UnitID=2 StartDate=1995 DescFile=MercDesc.txt StartText=Campaign1Start3.txt AircraftType=F-15C [uSAFUnit002] UnitName=2nd TFS ForceID=1 UnitID=3 StartDate=1995 DescFile=MercDesc.txt StartText=Campaign1Start3.txt AircraftType=F-16C_B30 [uSAFUnit003] UnitName=3rd TFS ForceID=1 UnitID=4 StartDate=1995 DescFile=MercDesc.txt StartText=Campaign1Start3.txt AircraftType=F-15E [uSAFUnit004] UnitName=4th TFS ForceID=1 UnitID=5 StartDate=1995 DescFile=MercDesc.txt StartText=Campaign1Start3.txt AircraftType=A-10A [uSAFUnit005] <----- This is the problem i need help on UnitName=5th TFS ForceID=1 UnitID=55 StartDate=1995 DescFile=MercDesc.txt StartText=Campaign1Start3.txt AircraftType=F-16E bear in mind that the first 4 units in the USAF plays like normal. But the problem is playing as the 5th USAF unit. For some reason, when I try to play as that unit, I instead play as the merc fighter wing. This problem also apply when i try to play as the enemy side as well. can anyone help me with this problem.
  4. But aren't CAS missions appear only when ground forces are attacking or defending?
  5. As part of a campaign issue, is there a way to make the battle line static yet ground units will fire on each other? will that also trigger a CAS mission?
  6. so I to modify the .ini files in the terrain folder in order for them to appear?
  7. http://forum.combatace.com/topic/31586-using-stock-static-parked-aircraft-for-the-tw-series/ After reading comrpnt's guide on static aircraft and using the SFP1 statics into the game, I can't seem to see any static aircraft in the airbase. Is there a way to make it appear in campaign or is it just used for single missions? Either way, if i remember correctly back in WOE/NATO fighters, I recall seeing parked Mig-19s and Mig-21s.
  8. Thanks for the advince. This also applies when I try to set up the campaign that also play as Force 2 as well. Even when I put it in order, it still have the same problem like this. is there a way to fix that?
  9. I dont think that's the problem here. Here's the example in NATO Fighters [uSAFUnit004] UnitName=10th TFS ForceID=1 UnitID=4 StartDate=1979 DescFile=woe2Start.txt StartText=woe2Start1.txt AircraftType=F-4E [uSAFUnit005] UnitName=16th TFS 'Tomahawks' ForceID=1 UnitID=55 <----------------- it works for them, why not for me StartDate=1979 DescFile=woe2Start.txt StartText=woe2Start1.txt AircraftType=F-16A_Blk1 [uSAFUnit006] UnitName=22nd TFS 'Stingers' ForceID=1 UnitID=5 StartDate=1979 DescFile=woe2Start.txt StartText=woe2Start1.txt AircraftType=F-15A
  10. none that I notice. I put the unit ID in both campaign.INI files in the numbering order. I've copied this idea from NATO fighters, but i dunno how to get it done right. here is the unit in the campaign data [AirUnit055] AircraftType=F-16E UnitName=5th TFS ForceID=1 Nation=USAF DefaultTexture= BaseArea=D3 Airfield CarrierBased=FALSE CarrierNumber= BaseMoveChance=0 RandomChance=100 MissionRate=1.0 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=80 Intelligence=100 UpgradeType=Never MissionChance[sWEEP]=10 MissionChance[CAP]=10 MissionChance[iNTERCEPT]=10 MissionChance[ESCORT]=10 MissionChance=90 MissionChance[CAS]=90 MissionChance[sEAD]=90 MissionChance[ARMED_RECON]=90 MissionChance[ANTI_SHIP]=90 MissionChance[RECON]=0 and as for the F-16E, it is not the Block-60 but the F-16XL if it won the enhanced tactical fighter program back in the 1980s . I may plan on putting F-15E's on the USAF and F-16XL for Dhimar.
  11. On the weapon editor on missile types. there are 11 tabs which add more features to the weapon. Terminal Guidance target memory mid-course correction home on jam optical back-up IFF interrogator seeker uncage seeker slave sea skimming terminal pop-up lofted can anyone give me some advice on what they do. thanks
  12. so the higher the gimble, the higher the off-angle shot you can pull off? and if so, can i pull off an off-boresight shot just by looking at the target I want to lock on to?
  13. hmm. does the gimble limit somehow affect off boresight ability?
  14. just to clear things up. seeker uncage- the missile (mostly IRM) will lock on to the enemy on its own seeker slave- gives the missile (IRM again) off boresight capability
  15. NumSquadrons= So the higher the number, the more squadrons one airfield can hold and increasing the chance of parked aircraft appearing? I don't necessarily want fill all the airfield with aircraft since my comp cant handle that much stuff in the game all at once.
  16. srry for the double post, erwin. But will there be any plans to release a beta in the near future?
  17. aside from the obvious that armor add protection levels, I'm a bit curious about a few things. HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=100 Armor[REAR].Thickness=100 Armor .Thickness=100 Armor .Thickness=100 Armor[TOP].Thickness=100 Armor[bOTTOM].Thickness=100 1. what is the maximum limit for armor? 2. for the armor material, what other kinds are there? and is there a way to find the .INI files on the armor?
  18. Does the random chance determine the number of aircraft or the chance that they will appear on the airfield?
  19. Is that the parking chance in each airfield.ini? and if so, is the parking % affect the number of aircraft in the runway or it affect whether or not they even appear? And i tried the ground object detail too, and it work nicely.
  20. is there a way to change the frequency of when they appear? most of the time, the Airfields are always empty.
  21. Thanks for the help. I'm happy to say that KIA rates have reduced significantly. Although there will be the occasional MIA or POW, those are more than acceptable.
  22. Thanks for the advice. I'm just adding armor so it at least increase some sort of resistance to missiles. Gets really annoying when I die each time i get hit by an R-77 from the rear and die without even a chance to bail out. and especially in campaign, pilots who became aces last mission will always die the next one. Just adding armor to increase survival rates.
  23. Sorry for the extra post, but I thought this could add TVC in some way. http://forum.combatace.com/index.php?app=gallery&module=images&section=viewimage&img=10824 While experimenting with the Su-35BM, I tried to add TVC function by using the TVC used in the F-15 Active by: fastcargo and i was able to give it thrust vectoring. apply this to both engines to allow thrust vectoring ThrustVectoring=TRUE ThrustVectorInputName=THRUST_VECTOR_CONTROL //ThrustVectorInputName=PITCH_CONTROL ThrustVectorAnimationID= MaxVectoredPitchAngle=-22.0 ThrustVectorControlRate=30.0 Note- This only allows thrust vectoring through manual input of the thrust vector command. I'm currently experimenting on how to make it work together with pitch and roll, but I can't seem to get it to work properly. anyone who wish to contribute should also help in trying to figure out how to make it work with pitch and/or roll.
  24. img00006.jpg

    From the album Pics

  25. Bombs Away

    From the album Pics

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