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Seawolf

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Everything posted by Seawolf

  1. Well, It's not easy in hard mode. Keep trying bud, you will nail it .
  2. 2-3 nm is way to close. That is sidewinder range. Borsight locks at arounf 10 miles. Keep in mind to gain a good radar return on a contact with this radar system you must be in a pretty level attitude, nose level with the target. If you are below the target say cruising at 10k and your target is at 20k, its going to be hard to lock him up. Contact your FAC and get a vector and altitude of your target and match the same altitude then try to lock. Nose down will not work either, too much ground clutter. Nose high is difficult as well and most of my Sparrow misses come from a nose high attitude. Personally having real world experience with radar systems I think SF is very well down. Getting a good radar return and lock is not a automatic thing in the real world, and its not so either in SF. Use your FAC (AWAC) for info in conjunction with your radar. 9 times out of 10 you are better off using borsight anyway, but just keep in mind you dont have much time in borsight because of the closier rate. Your best bet for long range is 25nm setting and pointed dead at the contact.
  3. You guys wont be disappointed. Trust me. ;)
  4. Good Luck Dagger! The more Marine Squadrons the better. If you guys need any help with anything let me know, 531 has your back. ;) Semper Fi !!!!!!
  5. Well, I think everyone is in agreement that the flight models still need some work. Even the real pilots have said this so lets give TK a chance to do some touch up work and see what happens. I'm sure he is aware of the issues and will tweak them up a bit.
  6. Is that flack Kris? Because i have yet to see flack in SF.
  7. Very nice Kris, you doing some great work, keep it up. :)
  8. Just let me know Dagger. We don't have a lot of guys in SF yet, most are still hooked on F18, but as SF matures and becomes fixed up I'm sure our guys will migrate over. As of now there are 4 or 5 of us Heavy into SF, but we are planning on our other guys getting onboard soon.
  9. I have no problem locking except when trying to lock targets at over 25nm. I feel this is pretty realistic since the further out you scan the more interference you get. Try setting to 25nm then select a target and then Aquire. A lot of people forget to hit aquire once they have a target slaved. Borsight slaves and aquires automatically, thats why it seems easy, but borsight has a limited range.
  10. Flybum, in your joystick settings for the game, where is says mouse look or pan view something like that. Click it with your mouse and move your hat. This should assign the hat for you pan around view. Keep in mind it pans a bit slower than the mouse look, but Prolly what your looking for. :)
  11. We don't normally recruit, but anytime you guys wanna fly just give us a shout.
  12. Welcome aboard Flybum. :) When flying with the flight model on hard, attempt a hard roll and then try to snap the roll to a stop. At least for me the AF scooter will continue to roll almost a complete revolution before I can get it to stop. This makes rocket runs a nightmare for me.
  13. Yeah, but i want to see it done right. Something like what DI did with thier Super Hornet sim. Yellow shirts, traffic on the deck, etc.
  14. lol Hollywood, Well I just hope thats on TK's list to be fixed.
  15. Thanks Birddog, I cant wait for the Scooter to be fixed. It's one of my favorites from that era.
  16. Dagger, your repeating what's been taught to fighter pilots sence WWI, but the problem right now in SF is we dont know the full limitations of our aircraft in SF. The Phantom and Starfighter are not as far off as say the Skyhawk and F100. I should be able to out turn a Phantom in a A4, but in SF I cant. I should be able to roll fast and crisper than the F4, but i cant in SF. I should be able to bleed less energy than the phantom, but I cant in SF. My point is, some of the flight model quirks have to be fixed before some of us can actually spend a lot of time learning different limitations. Frankly the A4 and F100 are so limited right now you can barely have a chance of survival in them, much less winning a fight.
  17. Since we have a thread for the F100, I wanted to start one for the A4. I wanted to express some problems I see with the A4 flight model. 1- Crispness- It just doesn't feel tight and crisp in it's response. The A4 is supposed to be quick and nimble, but it just doesn't feel this way to me in SF. Roll rate seems a bit slow, and its hard to stop rolling once you start. 2- Roll Rate- As i said above roll rate feels slower than what it should be and hard to snap to a stop like I have seen in footage of the A4. If you start rolling and snap the stick back to center the aircraft will continue to roll almost a complete roll past where you went back to stick center. This cant be right can it?? I always thought the A4 was very precise, very lightweight, agile, etc. Now having flown other civilian aircraft myself I realize that in a roll when you sna the stick back to center you will get a little continued roll, but not a complete revolution like you do in SF. The A4 should snap to a stop when your rolling I would think. 3- Energy Bleed Off- Here is a big problem for me. The A4 in SF seems to bleed off energy as if everytime you barely pull back on the stick you extend speed brakes. I can fly at 400kts, bank to the right or left, pull back on the stick and only pull 3Gs and literally bleed off all my airspeed in a mater of 2 or 3 seconds. Keep in mind I'm not talking about a High G load turn here where you try to kick the rear end around, I'm talking just a steady turn. Maybe I'm way off here, but I should have no problem out turning the F4 in MP. Should I?? Is it just me or does everyone else see the same things I do in the Flight Model?? If I'm wrong then fine i will go practice some more, but my gut tells me it should feel different than it does. I do remember Hornit at simhq mentioning the A4 and how he thought the A4 needed more work, and I believe he flew the TA4J when going through initial training. I jus hope these are legit complaints I have posted and we can get them fixed, because I want the scooter to be as nimble and manuverable as I am used to seeing in the movies and footage.
  18. Correct me if I'm wrong, but shouldn't the A4 have a better chance at a turning fight with a Mig17?? Although currently in SF the A4 stalls if you sneeze or bleeds off so much energy you cant stay in the fight, but from what I have seen from actual A4 footage I would like the A4 should be a lot more nimble and quicker than what is currently in SF. I get ticked off because I like flying the scooter and in MP dogfighting I dont stand a chance because the A4 cant maintain corner speed at least not like I think it should, plus will the roll being so wacked out, it doesn't feel as crisp as I think an A4 should. Do we have any real A4 pilots out there that can give us some feedback??
  19. FSDS is not a format, its a group of plane builders if I'm not mistaken. They use 3dMax to do aircraft for FS2002 as well. I think they have thier hands full with FS2002 to be honest. They definantly have some talented guys in that group though.
  20. well it's just like politics. Stradegy First pushes SF out before its done because it wants money now instead of a quality product, but when it doesnt sell well because it's buggy or missing features they point the fingers at the Programmers, when its the publisher's fault all along. How come Quake fans don't have to deal with these types of issues???? Is it because they make so much money? or is it a different mindset? or is it that Sim fans are the basterd children of the gaming community??
  21. Seawolf

    Rudel is here!

    "Holy *hit!, it's Rudel" "Yeah he is probably saying, Holy *hit it's Maverik and Goose" ;)
  22. I believe TK has said they are working on a mission Editor, just not sure how big of an editor they are working on. I hope its something like whats in F18, but anything is better than nothing.
  23. Exodus, i wont lie to ya here. SF is buggy, lacks features, and multiplayer some more work, BUT even so I still enjoy it and know it can only get better. The scenery is desert terrain (default) but it does have some mountains, populated ares, and a pretty big ocean. More terrain Im sure will be added in upcomming 3rd party addons. As far as realism, well if your trying to compare realism to the amount of systems you get to operate then no it is not as involved as Falcon4, but for obvious reasons. This is the 60s where aircraft are still analog and avionics was simple. The radar I fell represents what the radar back then looked like , so i fell in that respect it is realistic. The flight models are pretty good although some still need tweaking, they feel very believable and you get a since of flying a real fighter in the 60s. There are no training missions as of yet, but TK has already said they are working on a mission builder soon so you will be able to create your own training missions or download other user missions Im sure after the mission builder is released. Whether you should buy it or not is totally up to you. Personally I would (and have) for the simple fact that the sim has tons of potential and TK is providing support. If you want to wait until its patched up a bit then do that as well, but whether you do it now or later, you definantly should pick this one up at some point.
  24. should be: C:Program FilesStrategy FirstStrike FightersFlightSim.exe
  25. I have the beta and if Madjeff wants to host it for download I would be glad to send it to him.
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