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NOBODY expects the Spanish Inquisition!!! Our chief weapon is surprise... surprise and fear... fear and surprise... our two weapons are fear and surprise...and ruthless efficiency... our three weapons are fear, surprise, and ruthless efficiency... and an almost fanatical devotion to the Pope... Our four...no... amongst our weapons.... amongst our weaponry...are such elements as fear, surprise.... I'll come in again. /Owns a Wankel rotary engine-powered car
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Red Cockpits for NF4+
MiG Master replied to malibu43's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Let's try that again... http://forum.combata...-sf2-europe-12/ If the link breaks again, the MiG-21 cockpits will be on page 12 of the SF2 Add-On Aircraft Section -
Red Cockpits for NF4+
MiG Master replied to malibu43's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
I don't think anyone has pulled together a comprehensive SF2 cockpit pack yet. It seems like most of the Red planes missing cockpits are stock TW aircraft, since at least the modern MiGs and Sukhois have cockpits already. Ordway has made a bunch of cockpits for stock TW aircraft, so they are out there: SF1 & SF2 MiG-17 and MiG-19 pack (fixed by Wrench to work in SF2): http://forum.combata...repair-package/ SF2 MiG-21 pack: http://forum.combata...-sf2-europe-12/ If you look in the SF1 add-on jet cockpit section, you'll also see a bunch of MiG-23/-27 cockpits on the first and second page. I've tried the MiG-23MLD cockpit with the stock aircraft on a June 09B-patched SF2E/NF4+ install and it works fine. I haven't tried it on a Feb 10 patched install yet; some textures might go missing or have weird shapes in them if other add-ons are anything to go by. -
Back-arsewards Brimstones
MiG Master posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The plane is Craig's Eurofighter that was converted to SF2 by Bongodriver. The Brimstones are from 331Killerbee's SF2 Weapons Pack v1. The game is SF2/V/E merged install with Feb2010 patch. Maybe the RAF liked the idea of backwards-firing AAMs and thought, "Why not backwards-facing AGMs?" It only does this with the Brimstone triple-mounts. As you can see in the picture, single missiles are oriented normally. The backwards-facing missiles actually shoot forwards (yes, I've tried shooting at a target behind me. It doesn't work). -
The Viper Club of America is in the process of buying all the factory replacement parts for the Viper from Fiatsler. Chrysler is discontinuing the Viper soon, irregardless of their financial shape. Anyways, congrats on the Z06!
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Stock F-4E Phantom turning performance
MiG Master replied to harryleith's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In the Options screen you can choose to start "In Air" or "Runway" instead of "Near Target." Both will start you further away from the objective (aside from some premade and intercept missions), so you should be able to get the best out of your radar and Sparrows. -
Stock F-4E Phantom turning performance
MiG Master replied to harryleith's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You have to fly to the strengths of the Phantom, which are top speed, climb, acceleration, and BVR. Use the Phantom's radar to your advantage and try to get an idea of the enemy's whereabouts before going in hot. Snipe them from afar with Sparrows- most pre-1978 birds lack RWRs so they won't know you've locked onto them until they see a Sparrow flying at them. If you don't have any Sparrows, figure out the enemy's heading so you can sneak up on them for a Sidewinder/gun shot instead of charging in head-on. I try to sneak up on the enemy from their 6 o'clock low, which is a good blind spot. Otherwise, they will scatter once I get within 2-2.5 miles. When WVR, keep your speed up and try to avoid turning fights. The Phantom's power means that you have the luxury of engaging or disengaging on your terms. Use high-speed, one-pass slashing attacks. If you are in a turning battle, either use the Phantom's acceleration to disengage and get some breathing room, or trade horizontal flight for vertical flight. If I feel like turning, I like to use yo-yo maneuvers, since they trade horizontal flight for vertical flight. Practice flying below 400ft. AGL (the altitude info in the bottom-left info box will turn red). The AI will follow you, but it has a fear of flying below 1000ft. If you fly fast enough, many A2A missile shots will hit the earth instead of you. The AI won't even bother locking onto you for a radar-guided missile shot. Be careful, as this will leave you vulnerable to AAA and low-altitude SAMs. SF2 has a few pre-loaded missions where you can have a 1v1 or 2v2 dogfight between F-4Js and either MiG-17s, -19s, or -21s. There's also a 1v1 F-4E vs MiG-21MF mission. Use those for practice. You can also remove or add wingmen to your flight so you can change the odds. Practice, practice, practice until you find what works. Or, you could just merge SF2V with your SF2 install and switch to the F-8 instead... :whistle: -
Do you just plan to use either car as an occasional toy, or do you plan on doing some sort of motorsport with it (i.e. autocross, drags, track days, etc.)? Cruiser = Viper (or just get a regular Corvette) Sunday racer = Corvette Z06
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Black Sea Floggers?
MiG Master replied to Stratos's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
All single-engined fighters were stored or scrapped by the Russians by 1997, so any MiG-23s/-27s/Su-17s deployed afterward would have to be "taken out of mothballs." The MiG-23-98 was only a prototype for export customers to upgrade their MiG-23s- it never entered service with anyone. As far as I know, it was the only MiG-23 that could launch R-27 (AA-10) or R-77 (AA-12) missiles. However, MiG-23MLDs did carry R-73 (AA-11) missiles- I enhanced the MiG-23MLDs in my NF4+ campaign by adding two AA-11s in place of the 4 AA-8s. They are much deadlier in a dogfight as a result. As for Ukraine, it looks like they scrapped or stored all of their single-engined fighters by the late 90s as well. According to Wikipedia the Ukrainians also had Tu-16s, Tu-22s, Tu-22Ms, Tu-95s, and Tu-160s that were either scrapped, returned to Russia, or donated to museums around the same timeframe. I can't find any exact dates, unfortunately, but this site gives a tally of how many of each type of plane the Ukrainian Air Force had in 5-year increments: http://www.globalsec...s-equipment.htm -
So how many seperate installs have you got?
MiG Master replied to allenjb42's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
1x SF2E with NF4+. This is my "main" install 1x SF2/V/E. I use this for testing stuff before I add it to my SF2E/NF4+ game. -
Play spot the plane at AMARC
MiG Master replied to MigBuster's topic in Military and General Aviation
I read somewhere that AMARG used to give guided tours on a tram, but they stopped after 9/11. I have no idea if they started doing them again, but I would love to take that tour. -
I was having trouble getting Jane's F/A-18 to work on my new laptop so I started searching all sorts of forums for help. While I did find the answer elsewhere, this was one of the sites I visited and the first place I heard about the Strike Fighters series. I bought SF2 shortly after arriving here, and I haven't looked back since!
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I can't see the picture, so I don't know what F-16 variant it is, but an Iranian F-16A/B might make a good "what-if" plane. Venezuela threatened to sell their F-16A/Bs off to Iran after Chavez took over, but they never did (as far as we know).
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AI Issue that needs a fix.
MiG Master replied to Spectre_USA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Which SF series/patch, and is it level or dive bombing? I'd be interested to see if there's a series or patch level difference where your AI wingmen follow the ReleaseCount value while my AI wingmen ignore it. -
AI Issue that needs a fix.
MiG Master replied to Spectre_USA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
SF2E, Jun2009B patch, with the CF-18A Hornet that comes with NF4+. I've done a little more testing and it seems the AI ignores the DiveBombAI ReleaseCount no matter what type or how many bombs I load up, whether it be 2 LGBs or 24 Mk.81 Firecrackers. I think I've scabbed together a fix: [DiveBombAI] AimPitchOffset=2 ReleaseCount=1 ReleaseInterval=8 The AI usually pulls out of the dive way before 8 seconds after the first bomb release so it compensates for the AI ignoring the ReleaseCount. The bomb started to hit before the target after I tweaked this so I had to adjust the AimPitchOffset to compensate. I may bring it up to 3 or 4 depending on how much more testing I do.