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KJakker

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Everything posted by KJakker

  1. In the data.ini file for each aircraft under [MissionData] is the entry called "PrimaryRoles=" just add the word "INTERCEPT" to the roles listed and you should be fly intercept missions.
  2. Is it just me or does the launch of that J-15 in the video just look wrong due to the lack of sudden catapult acceleration?
  3. What aircraft are you trying to get this to work for? Also take a look at the stock TW Lightning's rocket packs.
  4. The what-if Screenshot thread is located here. http://combatace.com.../page__st__1140
  5. I just did a test and found that if I gave the time fused guns 1000 times the busting charge of their contact fused counterparts they became effective. I am going to do some more testing and then put together a new ships gun pack.
  6. Eric, that is interesting. In testing I have had flights of A-4's fly over formations of up to 12 of the General Belgrano for a total of 288 40MM_L60's, 96 5inch 5IN_MK12, and for test purposes, 180 6inch guns all set up as though they were the 6in Mk16's like the Worcester Class used, all time fused. Despite all that I found that after flying through a veritable wall of flak burst not one of the A-4's had even a scratch visible on it let alone got shot down. Would you be interested in helping me in figuring out what went wrong?
  7. I would recommend that you try and use only contact fused guns as the shell burst from the time fused guns as far as I am aware do not model fragmentation from the shell burst.
  8. Try these guns, just place in the Objects/Guns folder. You will then need to change the name of the guns in the data ini file for each ship to start using them. Ship Guns.7z
  9. I decided to start this thread as a result of some testing thatI did after reading a post by combatace member colmac (Click here to read) aboutthe ineffectiveness of gun based CIWS on a community made ship, in this case WhiteBoySamurai’s resent Kirovpack. In my testing I noticed something odd. On a number of thirdparty ships the CIWS often fire’s just one or two burst at the first inboundASM missile and/or salvo and then refused to engage any coming in following it.In comparison on TW ships like the “OHPerry_82” and the “Spruance_82” this didnot happen. On those ships their CIWS guns continued to engage missile until theyhad no more targets or were overwhelmed. I have done some further testing and have managed to get theCIWS well on some ships. On others it is still only partly effective, engagingand then stopping and doing nothing as more missile are inbound. I think theburst length of the CIWS in relation to the rate of fire of the gun its mounts mightbe an important part of the solution but there is more to it than that. I have attached a test mission and DATA ini’s for variousships I have been experimenting on. Please take a look at how the stock TW Spruance_82handles the missile attack and then look at some of the other ships for comparisonand contrast. SF2 CIWS.7z
  10. Hello everyone. Here are some Data file updates for Soviet ships. They consist of an update to the Slava that gives it missile capability similar to what is seen in WBS's ships in much the same way as the earlier files for the Udaloy did. Secondly an update to the Udaloy I & II that makes the missile capability more realistic than in the previous updates. Finally are three files for the Ulyanovsk. One that disables the guns and makes it a pure missile ship, one that disables the SA-N-11's making all of the the Kashtan's pure gun CIWS mounts. The third is mixed, making half the Kashtan's gun only, and half missile only. All of these files use the "KashtanRadar" nodes on each gun sponson as a node for the SA-N-9 missile allowing for a around simulated VLS missile coverage without interfering with the rest of the CIWS system. USSR Ship Update.7z
  11. I like your little piece of fiction. Given the accurate long range gunfire and the shape of the ship behind that Tactucal Tomahawk I am thinking what your mystery project could be. Does your shipyard have a DD-21 Zumwalt class destroyer on the ways?
  12. Chris Roberts, the creator of games like Wing Commander, Strike Commander, and Freelancer, after a ten year hiatus from making games, is back with a new project. The project is called “Star Citizen” and is planned to have both an online persistent world trading, exploration, and combat component in the pattern of games like Freelancer and Privateer and a single player with optional co-op play component in a military setting in the pattern of Wing Commander called “Squadron 42”. Both are set in the same Star Citizen universe. Chris Roberts is not relying on big name publishers to support his project but instead is using a combination of crowd funding and private investors. Below is the "Squadron 42" trailer and three links to where you can learn more about the project. The first link is to the home page of "Roberts Space Industries" website . The second link is to the "Star-Citizen" page of that site detailing what the project is. The third link is to the RSI YouTube channel for some videos on the project. Link to the RSI website. Link to the Star Citizen page at RSI. Link to the RSI YouTube Channel.
  13. If you did a fresh download of the full version of each of the SF2 games that you own then you should automatically be up to date. No patching required.
  14. DETROIT TIGERS!

    I wholeheartedly agree! Longtime Tigers fans in my family. My Uncle even got to see the 1984 World Series finally in person. It will be wonderful if they do it again.
  15. Star Citizen/Squadron 42 a new Chris Roberts game.

    Electronic Arts owns the right to the Wing Commander IP so no there will not be another Terran/Kilrathi war. The enemy ship in the trailer belongs to the Vanduul who are supposed to be the United Empire of Earth's biggest adversary. However the developers say that it will not be so much a total war like Wing Commander but a setting more like the late Roman Empire where, at least in the Squadron 42 military service component, you are staving off the alien barbarian hordes. I would recommend reading all of the Time Capsule entries from oldest to newest as it fleshes out much of what is so far known about the universe the game will be set in. Also of note is that they have passed the $1,000,000 mark today and so are over halfway to the minimum funding for the project. They also have in response to community request open a Star Citizen page on Kickstarter as an alternate method of pledging.
  16. Incredible Video!

    Cool video. One thing I miss about the late 80's and early 90's was that it seemed like we had A-7's, F-4's, and F-16 visibly flying overhead at a regular basis. Now it's only A-10's much less often.
  17. I have not checked in with you in awhile but I must say that the new Leahy and Bainbridge are beautiful. I might just be me but they also feel more deadly in testing as well. A also agree with Julhelm and colmack on the updated Ticonderoga look. The rigging is really improves the look of the ship. I also wanted the comment on the Essex. I think that you should build it with all of the guns 5in, 40mm, and 20mm on the model. However, provide it with two or three different DATA.ini files so, that for example, one has no active 20mm, a second has some, and a third has all the 20mm. By doing that you would cater to both those who want historical accuracy and players with different system capabilities.
  18. Something that annoyed me was that the local media where I live thought that this was the first time ever that this had been done and did not even acknowledge Joseph Kittinger's earlier jumps.
  19. Hello everyone. I would like to ask for some help in finding some online videos. I am trying to find good videos that show the positive aspects of having a 3D cockpit and TrackIR working together. I am not looking for a simple TrackIR demonstration video. I am seeking instead videos showing the advantages of using a 3D cockpit in conjunction with TrackIR in a sim for combat flying. I would like, if possible, videos that stay with the pilot's eye view throughout the ACM/BFM portion of the videos. Also I would like the videos to be from as wide a range of simulations as possible, for example Strike Fighters 1&2, First Eagles1&2, Rise of Flight, DCS/LOMAC, IL-2:1946, Mig Alley, Falcon 4, Falcon BMS, JANE's F/A-18, and so on. My reason for asking is that there is a bit of a debate on another forum I have been reading about the issue of cockpit Vs. no-cockpit view, first person perspective (classic sim view) Vs third person perspective(FreeLancer, AceCombat style). However it seems to me like a lot of the people talking are not up on what the latest in flight sims are capable of providing in immersion and situational awareness. All I would like are some good examples of what is now possible so that I can present them for educational purposes, as in this case I think a picture(or video) is worth a thousand words. Thank you.
  20. Did you change your MaxPitch? I seem to recall that can interfere with checking six o'clock high in my testing. [CockpitSeat001] ModelName=f-4e_cockpit OpenCockpit=TRUE Position=0.0000,6.300,0.800 ViewAngles=0.0,-2.0,0.0 MaxYaw=160 MinYaw=-160 MaxPitch=90 <-----degrees
  21. I am not sure if the attached file is what you are looking for or not but test it and see how it does. FAEBombEffect.7z
  22. Diaspora: Shattered Armistice

    Glad to see this. I will have to head over to Hard Light Productions and get the download.
  23. It's in "MissionData001.CAT" in the Flight folder.
  24. I found a small error in the "Cavalier_DATA.ini" file. Both 5-inch guns are identified as [Gunbarrel1]. [Gunbarrel1] SystemType=GUN GunTypeName=5IN_MK12 MuzzlePosition=0.0000,41.7196,7.3789 MaxAmmo=1000 TracerLoading=5 BurstAmount=5 EjectShells=FALSE [Gunbarrel1] SystemType=GUN GunTypeName=5IN_MK12 MuzzlePosition=0.0000,-350.7196,7.3789 MaxAmmo=1000 TracerLoading=5 BurstAmount=5 EjectShells=FALSE
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