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harryleith

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Everything posted by harryleith

  1. Thanks Gunrunner. I added Imperial Japan to the Limited Nations list and changed the mission start limit to 1934 as well and it worked. I understand SF1(06) is the preferred WW2 platform, but I only have SF2. Most planes I have tried are OK - with the odd quirk. For example, my Mosquito FB VI becomes allergic to the ground when you put the flaps down. That thing almost hovers! It is just a silly passing phase, but fun. Thanks again for the help.
  2. I have been converting a few WW2 aircraft over to fly in SF2, just for fun. (Merged SF2) I am having a weird problem with the A6M2 Zero, which will now fly in SF2 on every map EXCEPT Vietnam. I am using the A6M Zero from the Japanese Aircraft Pack by Wrench et al. I have added Imperial Japan and Nazi Germany to my nations.ini file (I had to remove the spaces in the nation names for them to run in SF2. I updated all the aircraft references to the new nation names to reflect this). Is there a list of valid nations for Vietnam which doesn't include these new nations? Or is it that Vietnam can't handle 1943? My Martlet flies fine on Vietnam terrain in 1943, which would seem to indicate that isn't the issue. Any ideas, anyone?
  3. harryleith

    is this for real

    Talk about back seat driving! Still, I suppose you could push a lot of pilots through flight training fairly quickly.
  4. is checking out MiGs.

  5. I added the file and screenshot using Internet Exploder instead of Firefox, and it seems to have worked. Can you guys download it now?
  6. It looks like it didn't upload the file or the screenshot. I will see what I can do.
  7. View File UH-1H Bushranger Gunship UH-1H Bushranger Gunship for SF2 By Harry Leith This aircraft represents the Bushranger Gunship version of the UH-1H Huey helicopter operated by the Australian Defence Forces. It is fitted with 2x M134 Miniguns and 2x Rocket Launchers fixed forward. I haven't been able to model the mountings for the weapons, so the LAU/3 rocket pods just sort of hang in space alongside the aircraft, and the miniguns can't be seen at all. However they do work, which is the main thing! This mod has been tested in a merged install of SF2. Weapons are in SF2 format. I haven't modified the FM at all from the original release, so I make no guarantees about flight performance. Installation. This package is only a partial mod. It requires you to have the Australian Army UH-1H Huey by Richard "Gramps" Kaminski already installed. You can find it here: http://forum.combata...rmy-uh-1h-huey/ This mod contains replacement aircraft data files for that helo, adding the weapons and converting it to the Bushranger gunship variant. Copy the following files to the UH-1H folder located in the Aircraft directory inside the Objects folder in your game install, replacing the originals. UH-1H.ini UH-1H_DATA.INI UH-1H_Loadout.INI UH-1H_BUSHRANGER_LOADOUT.tga There is also a M134 folder for the M134 miniguns which should be placed in the Guns folder in the Objects folder. If the Guns folder doesn't already exist in the Objects folder, you can create it. This weapon is in SF2 format, so will not work for SF1 users. Credits I have left the original read-me file intact with this install. Bell UH-1B Iroquis "Huey" for Strike Fighters Project 1 ver 1.0 2005-4-18 by Capun (FM), MarcFighter (skin), Kesselbut (cockpit) and Pasko (model) UH-1H Mod by Richard "Gramps" Kaminski 23 April 2006. If I have missed anyone for credit, please contact me via Combat Ace. Submitter harryleith Submitted 04/01/2010 Category UH-1
  8. 926 downloads

    UH-1H Bushranger Gunship for SF2 By Harry Leith This aircraft represents the Bushranger Gunship version of the UH-1H Huey helicopter operated by the Australian Defence Forces. It is fitted with 2x M134 Miniguns and 2x Rocket Launchers fixed forward. I haven't been able to model the mountings for the weapons, so the LAU/3 rocket pods just sort of hang in space alongside the aircraft, and the miniguns can't be seen at all. However they do work, which is the main thing! This mod has been tested in a merged install of SF2. Weapons are in SF2 format. I haven't modified the FM at all from the original release, so I make no guarantees about flight performance. Installation. This package is only a partial mod. It requires you to have the Australian Army UH-1H Huey by Richard "Gramps" Kaminski already installed. You can find it here: http://forum.combata...rmy-uh-1h-huey/ This mod contains replacement aircraft data files for that helo, adding the weapons and converting it to the Bushranger gunship variant. Copy the following files to the UH-1H folder located in the Aircraft directory inside the Objects folder in your game install, replacing the originals. UH-1H.ini UH-1H_DATA.INI UH-1H_Loadout.INI UH-1H_BUSHRANGER_LOADOUT.tga There is also a M134 folder for the M134 miniguns which should be placed in the Guns folder in the Objects folder. If the Guns folder doesn't already exist in the Objects folder, you can create it. This weapon is in SF2 format, so will not work for SF1 users. Credits I have left the original read-me file intact with this install. Bell UH-1B Iroquis "Huey" for Strike Fighters Project 1 ver 1.0 2005-4-18 by Capun (FM), MarcFighter (skin), Kesselbut (cockpit) and Pasko (model) UH-1H Mod by Richard "Gramps" Kaminski 23 April 2006. If I have missed anyone for credit, please contact me via Combat Ace.
  9. ...and some days the bear gets you! My MiG-17PFU goes down in flames after I got greedy and went back in for another pass.
  10. Thanks Spinners. I am a recent convert, so it is useful to find out this v1 vs v2 stuff. The offer still stands if anyone needs any converting help.
  11. I have noticed in the various aircraft I have downloaded a white block around the aircraft thumbnail image on the loadout screen. This is caused when the image is a BMP file - Windows Bitmap format doesn't support transparency. However, you can use TGA image format and TARGA images do support transparency, allowing you to block out the white box using an alpha channel, just leaving the aircraft. Is there a particular reason some people are choosing BMP over TGA? They seem to be about the same size. If any modder wants their aircraft loadout thumbnail image transferred from BMP to TGA to take advantage of transparency I would be happy to do it. I am a web developer, and while I am a programmer, I can find my way around Photoshop enough to do this. Anyone interested? I am currently converting all my downloaded birds, so I may have already done your file!
  12. I figured out the no-weapon issue for the A-5A Vigilante eventually. The weapons .INI files didn't seem to have WEAPONDATA entries. I looked at a few other weapons .INI files until I noticed the difference. The original weapon .INI file said: [LOD001] Filename=A-5A_Mk43.lod Distance=200 [LOD002] Filename=A-5A_Mk43-001.lod Distance=2000 [LOD003] Filename=A-5A_Mk43-002.lod Distance=5000 [shadow] CastShadow=TRUE ShadowCastDist=2000 MaxVisibleDistance=100 But after I added the weapondata entry (see below) they showed up. [WeaponData] ObjectFullName=Mk.43 Nuclear Storetrain 1Mt ObjectDataFile=A-5A_Mk43_3_data.INI [LOD001] Filename=A-5A_Mk43.lod Distance=200 [LOD002] Filename=A-5A_Mk43-001.lod Distance=2000 [LOD003] Filename=A-5A_Mk43-002.lod Distance=5000 [shadow] CastShadow=TRUE ShadowCastDist=2000 MaxVisibleDistance=100
  13. I have been concentrating on flying my aircraft more steadily. Rather than yanking on the stick, I pull into the turn until the speed starts bleeding off, then just ease up a fraction. The aircraft then turns well but also maintains speed. This has helped me with almost every aircraft I have been flying in the game, not just the F-4s. When pulling up into the vertical, I lose sight of the aircraft I'm chasing even when rolling inverted. I need a three monitor rig or trackIR to keep my eye on them as I pull up and over. Has anyone used trackIR? Does it make a difference?
  14. I had this problem with the RAAF F-111C and you have to have a special pod like the PAVE TACK in your loadout. With the F-111C I was able to select it for the forward bomb bay in the loadout screen. Are you not getting an option for something like this? I understand the game will designate for aircraft without pods, but it will only designate a primary target, and this is meant to represent the target being illuminated by another aircraft or a special forces team on the ground.
  15. Here is a shot of my invisible nukes...
  16. I downloaded and installed the B-58A Hustler for SF2 from Column5 into my merged SF2 install. When I select Mk-43 70kt nukes, there is no visible weapons on the wing pylons when I start to fly. However, the Mk-43's can be selected by cycling through the A/G weapons and dropped as normal. They even give a satisfying KABOOM! (I learned to drop them from greater altitude after the first time...) I re-expanded the download in case the Mk-43 LOD files were corrupted, but to no avail. The texture files, ini files etc. all seem to be there. This isn't a major problem as I can still deploy the weapons, but does anyone have any ideas for a fix? Has anyone heard of this issue with this weapon/aircraft before? As a supplementary, I downloaded the A-5A Vigilante SF2 update v3.0 by NeverEnough to try and get an alternative Mk-43 to use. The Vigilante shows no weapons available in the loadout screen, even though I copied all the weapons to the weapons folder. I know this isn't much information to work on, but I was wondering if anyone had similar issues?
  17. Thanks for all the replies. I will try a separate SF2 install and see what happens. I will also check out the a/c already SF2 converted. As for the FM's for prop aircraft, I do know they fly very differently to jets. My Dad was in the RAAF when they were converting to Vampires and he said he saw experienced prop pilots ground loop their aircraft by applying the sorts of control impulses they were used to using on the Mosquito to pull it off the tarmac.
  18. I bought SF2 in the combo pack in December. After reading these forums, it seems that SF2 is a bad choice for WWII aircraft as the flight models are not compatible. Fair enough. Lots of fun jets to fly! My question is this - If I was to buy the current download of SF1 from the Third Wire store, would many, most, some or none of the WWII aircraft work with it? I am assuming the currently available download is patched to 08 levels, and my understanding is that most of the WWII aircraft are designed for and fly best in the 06 patched version of the game. At least this is my understanding from working through the forums. I was wondering if anyone cared to offer an opinion on whether it would be worth buying SF1 to have as a WWII install. Is SF1, WOE, or WOV best for this purpose. (WOE seems the favourite) It would allow me to scratch my Corsair and Hellcat itch.
  19. Thought I would turn it around and fly the MiG for a change. This F-4C crew was about to walk home...
  20. Thanks everyone for your great feedback and advice. It is really very much appreciated. I was aware of the strengths of the F-4 vs MiGs in a general sense, but you all gave me a lot of really great practical advice and information in how to use the aircraft more effectively. I look forward to (attempting) to put it into practice. Possibly I need to change the game settings because I am starting in the air close to the target and are usually just a few seconds away from a merge. No time to do anything strategic - it all goes a bit tactical! I was particularly tickled by Slartibartfast's description of the turning circle, and I have just really discovered the F-8 Crusader while watching DOGFIGHT recently, so I am looking forward to giving them a go, MiG Master. Did anyone have any comment about the sharper turn with a gentler pull on the controls? It seems like I need to cultivate a gentler hand on the stick... Thanks again.
  21. I have had trouble in SF2 when flying Phantoms. While I know not to get into a low speed turning fight with a MiG, one has to do some maneuvering to avoid being shot and try to get an angle on an attacker. It has been my experience in SF2 that the F-4 handles like a barge and as soon as I stick it in a turn, the speed drops away at an alarming rate but the turn rate is grindingly slow. The MiGs are all over me and there doesn't seem to be anything I can do about it. I will be the first to admit I am better air-to-mud than air-to-air, but I just kept getting reamed a new one every time I fly a Phantom. I am a sitting duck! Determined to sort this out I did some test flying of a stock F-4E(78) today and found if I keep the turn modest rather than bury the stick into my gut, it doesn't drop speed and in fact the aircraft turns faster than when I put more pressure onto the controls trying to crank around. Has anyone else had any similar experiences or want to share any comments about this? I have seen there are some veteran F-4 drivers on the Forum and would really like to know what they think. Is the stock FM OK or would you suggest I look at downloading one of the community-built F-4s? Will it make a big difference to performance? I would really appreciate any feedback. Thanks!
  22. While aimlessly following links in YouTube I came across a series of comedy sketches parodying BW war films and the RAF in particular by Armstrong and Miller. Anyone seen these before?
  23. JohnathanRL: I saw that MiG-17 vs Skyraider engagement on the DOGFIGHT TV series as part of their Gun Kills of Vietnam episode. (http://www.youtube.com/watch?v=ZORulFLikzo). They double-teamed one of the MiGs in a head-on pass if I recall correctly. Jomni: I was flying the A-1H Skyraider, not an A-4 Skyhawk. The Skyraider is a piston engined aircraft designed at the end of WWII and used in Vietnam as a ground attack aircraft. )http://en.wikipedia.org/wiki/A-1_Skyraider). No AAMs for me!
  24. I just flew a strike mission with 4 A-1H Skyraiders against a railway bridge in Vietnam which resulted in two MiG-21 kills. Our flight was bounced by a flight of MiG-21MFs on the run in to the target. I downed two MiG-21s who were chasing other members of the flight with high-deflection cannon shots until I ran dry, then chased off a third MiG by firing LAU-3A rockets at him. There was no chance of a kill, but the sight of the unguided rockets whizzing past his cockpit convinced him to break off and dive for home. We then rejoined and destroyed the bridge with rockets and snakeyes before turning for home. I was pretty stunned because I was sure we were goners! I don't think this was a likely outcome in real life, but the Spad could out-turn the MiGs and force an overshoot, especially down in the weeds. We all made it home, but I think I will have to shovel out my cockpit!
  25. I took a break from mud moving last night and took an unarmed RF-111 on a recon mission over Libya in SF2. It was a very different and hair-raising experience and I was hoping someone on the forums could give me some advice on developing appropriate mission tactics. Coming up onto the recon target, my 2-ship flight was intercepted by MiG-23's. Being unarmed, the only thing I could think of was to light up the afterburners and go like heck! I used chaff and flares and some jinking to avoid several AAMs, and once I had reconned the target I dove for the deck and stayed there. I evaded another couple of AAM's from the trailing Floggers and a couple of SAM's. My wingman wouldn't fly as low as I was and he got picked off by a SAM. Apart from slight course corrections to skirt Shilka AA positions I just stayed low during the egress and ran for it. The MiGs lost interest after expending their missiles, and for some reason didn't close for a guns pass. While the mission succeeded, I wasn't happy with the tactics I used. It seemed more like good luck than good management. My RWR screamed at me the entire flight and it felt strange to have someone in my 6 and not be doing anything about it. Should I have maneuvered hard against the MiGs to break their lock, or would that have just slowed me down? Should recon flights be escorted? That would seem to be impractical. I don't fly unarmed often and it was an interesting experience to be in a combat situation and not be able to defend myself. Anyway, thinking about it kept me up all night and I would love to hear any suggestions to improve my tactics for this type of mission.
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