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KJakker

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Everything posted by KJakker

  1. I was the one who did it with the F-22 and AIM-120C's. All I changed was the Avionics70 to the AvionicsF14A.dll. Like you I had no shootlist on the radar. I also have not seen an entry for the shootlist in any of the F-14 INI files.
  2. Twin arm missile launchers have septate missile entries linked to a single gunner. [Missile1] SystemType=MISSILE GunnerID=1 MissileID=1 WeaponTypeName=RIM-2F WeaponPosition=-24.67,-98.69,17.16 ShowMissile=TRUE IndependentPitchMovement=FALSE ReloadCount=19 ReloadTime=4.0 [Missile2] SystemType=MISSILE GunnerID=1 MissileID=2 WeaponTypeName=RIM-2F WeaponPosition=-21.44,-98.69,17.16 ShowMissile=TRUE IndependentPitchMovement=FALSE ReloadCount=19 ReloadTime=4.0
  3. With the new missile setup you should be able to get the Kashtan's SA-N-11's working as well.
  4. More than 2. From what I can see, depending on how you wanted too set up the launchers in the Data.ini file the VLS Tico could be made to engage a lot more targets than that.
  5. How ship's missile system are now set up. Looks like [WeaponSystem] is now obsolete. [WeaponSystem] [Gunner1] SystemType=GUNNER GunnerID=1 TargetType=AIR MissileRange=20000.0 MinMissileRange=1500.0 MinMissileAltitude=50.0 PitchAngleRate=50 MaxPitch=50.0 MinPitch=0.0 DefaultPitchAngle=10 YawLimited=TRUE YawAngleRate=50 MinYaw=0 MaxYaw=90 DefaultYawAngle=45 YawModelNodeName=mk25_base_01 PitchModelNodeName=mk25_boxes_01 MissileLaunchTime=2.0 VisualSearchTime=2.0 ViewportPosition= 21.15,119.10,21.54 IndependentSearchChance=100 LookAroundChance=40 GunnerFireChance=100 GunnerFireTime=0.5 [Missile1] SystemType=MISSILE GunnerID=1 MissileID=1 WeaponTypeName=RIM-7E WeaponPosition= 21.15,118.63,21.54 ShowMissile=FALSE IndependentPitchMovement=FALSE ReloadCount=7 ReloadTime=1.0
  6. I spotted a historical error. It looks like TK gave us a localized "Final Countdown" event that only effects specific shipboard equipment. Phalanx Block 1B, twenty years too early.
  7. For mod ideas what about the F-111B with AIM-54's under the wings. Also how about a North Amarican air defence campaign flying Canadian Avro Arrow intercepters? I like everyone else am also wating for the Cat Extractor as well. I want to see if I can arm the exsisting community made ships with multipule missile launchers with just .ini editting.
  8. Everyone, I just ran an exparment. I took the latest F-22A and changed the AvionicsDLL from "Avionics70.dll" to "AvionicsDLL=AvionicsF14A.dll" in the F-22A.INI file. I then flew an intercept mission. I set the radar to TWS mode and selected the AIM-120C. I then followed the procedure outlined for F-14 in the manual, no shootlist number apeared on the display, however I ripple fired 4 AMRAAMS anyway. Each of the 4 hit a separate target!
  9. The fan made game Wing Commander Saga:The Darkest Dawn is undergoing final testing of its Master Candidate before release. Please see the original post in the Wing Commander Saga thead of the Sci-Fi Simulations forum for details about release dates and trailer. I am just placing this heads up here because the general forums are a lot more active than the Sci-Fi Simulations forum.
  10. I can confirm that USS Tarawa and USS Blue Ridge are stock SF2:NA assets.
  11. I noticed the Kiev picture as well but disregareded it. In that image the ship is underway and the diferance in the diamiter/density of the two smoke trails mean that it it could be two differant shots from the same launcher at differant targets. The Pictuers of the Californa and South Carolina actule launchers and directors on differaint barrings. On a side note I liked the "Virtual Breakers" and "Virtual Museums" joke. Seriously, I do hope a number of refits will be possable however as some of the ships community made ships have beautiful models but only have half or less of there missile armerment.
  12. This is the only Pak-Fa I know of. Follow this link for a Pak-Fa.
  13. Maybe I was mistaken about the present version of SF2. When I asked about it last year I was told that Ground Objects could only have one missile system which meant that no ship could have more than missile one launcher and could only controle one missile at a time. That is why I was the launcher behavoy stood out to me in the pictuers.
  14. I might have missed it being discussed among all of the pages of SF2:NA talk but has anyone else noticed that both the forward and aft missile launchers and fire controle radars on the Californa Class cruisers can be seen pointing in different directions, one pic even has both Mk13's ponted to port? Although I have not seen any picture that shows two missile launchers firing at the same time the fact that all of the Californa Class's missile launchers seem to be able to track different targets is the strongest indication I have seen that TK may finally be giving us the ability to have ships and/or Ground Objects that can actully use multiple missile launchers. If my observation it right I get the feeling once SF2:NA is out that there might just be a flurry of activity in the updating of various ship mods to give them the capability that a lot of us have been hopeing for. I know I am hoping to see what the capabilitys I have observed in the released screenshots will mead for an update of the Falklands/Malvinas mod.
  15. Wing Commander Saga

    I thought I should give everyone a heads up. The Wing Commander:SAGA team has relesed a final trailer for "Wing Commander Saga: The Darkest Dawn" which includes the game's release date. You can read more on the site at the WC:SAGA website. Recent articles of interest are the "You are cleared to launch, Wing Commander" about the trailer, "Campaign With a Twist" giving a breif commentary about what to exspect from the campaign, and "'Let's Play' - Khan's Darkest Dawn" about a lets play video of "The Darkest Dawn" campaign's first mission. As one of the Beta Testers for Wing Commander Saga I will say that Wing Commander fans are in for a treat. If you are not a WC fan or have never played Wing Commander but like the Space Firghter Combat games like FreeSpace, X-wing, TIE Firghter, and Starlancer I highly recomend that you give it a try once it is relesed. If you don't want to wait till the end of the trailer for the release date then click below.
  16. In a video I watched on you tube titled "Meet the B-52", a number of still shots and film footage of the B-52 set to music, I came across an interesting clip of HUD video in the middle of it. In the video from 2:09 to 2:59 the music stops and there is a clip of HUD footage from a fighter trying to intercept a B-52 in a training mission with the voices of the pilots cursing in frustration as they attempt to engage it. I was wondering if anyone knew anything about this HUD clip? Meet the B-52 HUD Clip Link
  17. According to what could find the B-52 has "Six AN/ALE-20 flare dispensers, with a total of 96 flares" and "eight AN/ALE-24 chaff dispensers, with a total of 1,125 bundles of chaff."
  18. Well at least some people got a kick out of the clip. When I saw this clip it reminded me of an article in what I think was a newer Air and Space Magazine issue written by a former B-52 crew member. He talked about how in a training exercise, in Alaska I think, during the early 1980's his unit was acting as an attacking force verses Alaska based air defense units. Due to the rules of the exercise they had to use flight profiles that put the bombers at a significant disadvantage and did not allow them to use the full capability of the aircraft. As a result the fighter pilots intercepting them were getting rather smug about it and B-52 crews PO at them for it. Eventually they brought the situation to the attention I think the Group/Wing commander who sort of looked the other way and told them something like "I expected you to fly to the best of your ability" or words to that effect. They B-52 crews in the unit took that as permission to toss the exercise artificially imposed rules out the bomb bay. They instead planned to fly the mission to the full capability of their aircraft and their training and realistically did not bother telling anyone what they were going to do. As a result they came in from a surprise ingress route following the terrain at something like 200 feet AGL at high speed with their EW equipment making a hash of the defenders tactical communications. Most of the defending fighters were unable to find locate the B-52s. One got shot down by friendly fire when he lost situational awareness wile trying to intercept and crossed out of his air defense zone into a neighboring one and an F-4 Phantom got shot down by one of the B-52's 20mm tail gun when the bomber he was following popped the speed breaks and forced him into cannon range. By the end of the mission all of the B-52 hit their targets and only one defending fighter managed to get off a shot at one bomber, which I think was a miss if I remember the article correctly, and that was as it was coming off of the target after its bomb run. It has been awhile since I read the article but I think what I described is more or less correct. I wish I could remember the article title or issue number so I could look it up again. That voices on that clip make me think that that must have been the kind of frustration the defending fighter pilots in that training exercise must have felt.
  19. I read that there was and XF8U-3 Crusader III project in development but I have not seen any recent info. I was wondering if anyone knew what the status of the project is.
  20. Since getting the F-86D/L rocket pack to fire like that of the Lightning I have been working on getting the weapons bays of a number of add-on aircraft animating properly. The following aircraft were not working properly on an external visual level on my system. Julhelm's A/F-24 Shadowcat, Dels F-23A Black Widow II, F-22A Raptor by Dave, and FastCargo's F-35A/B/C Lightning II. The F-102 and F-106 from the Mirage Factory are a bit of a different story. I have managed to get most of these aircraft weapons bay animation working correctly as it seems that some of them simply had the wrong AnimationID= entry in their AircraftData.ini. I am still having a few minor problems however. In the case of the F-22A and F-23, and to a lesser extent the A/F-24, the AIM-120's are going straight out through the front of the aircraft like they are being rail launched instead of being ejected ventrally. I put EjectVelocity=0.0,0.0,-40.0 in the weapon stations concerned as according to the knowledge base... ...that setting should make the missiles eject with the 40G's of force that I have read the LAU-142/A AVEL produces however I am not seeing this behavior. Secondly I was wondering if there is a way to have two animations occur at the same time. The reason I am asking is that when I drop bombs from the F-35's weapons bays the weapons bay animation works fine but the other door for the associated sides missile bay does not open in conjunction with it and so visually interferes with the released bomb, they look perfect when launching AMRAAM's however. If I could make duplicate weapons bay entries that occupied the same StationGroupID= slot but activate both of there respective sides animations together it would solve the visual appearance problem. The MF F-102 I have working perfectly, including the rockets in the bay-doors, using the same method as I did on the F-86D/L. The new F-102 included in the NATO Fighters 4+ Update pack in another story however. Finally I can't seem to get all of the stations in the F-106's bay working automatically unless I make all four AIM-4 stations into a single group. I saw someone else's post that has lead me to believe that it is impossible to leave the group as they are while keep an automatic doors with the existing model. Is this so? Thank you.
  21. I don't think their is an existing "Bofors 57mm L70 Mk3" AKA "57 mm/70 (2.25") Mark 110 Mod 0" in the game. The attached file is the one I created for myself from this data source http://www.navweaps.com/Weapons/WNSweden_57-70_mk123.htm combined with some existing similar guns as temples. I hope it is useful to you.
  22. The picture is not the silhouette of a Mig-23 but a nose on view of an AIM-7 Sparrow. Compare and Contrast This. http://cdn.theatlant...f22_003_200.jpg With This. http://gigapan.org/g...apshots/204942/
  23. I at one point had problems with the F-22's Bay's as well. Take a look at the "Modified Missiles" 7zip file I attached to this post. It contains an AIM-120A, AIM-120B, and AIM-120C, meant for use in the F-22's missile bays. I also included the slightly modified version of the "Weapon Stations" entry in the F-22A_DATA.ini that I use in conjunction with them. Just remember to back up the F-22A_DATA.INI before you change it. See how my modified version does for you.
  24. I have an issue that has been nagging me for awhile and I was just reminded of it a little while ago while playing a mission. A number of times I have been in a situation where I have an enemy aircraft in a perfect firing solution, my radar locked on with the targets wing tips touching the edges of the gun sight. However when I pull the trigger the stream of shells from my cannon, instead of passing through the center of my sight and the target in it, it passes to the side of the my piper. As such I find myself having to fire longer burst and drag my sight across the target instead of holding a lead pursuit or 6'oclock level position to get hits. This is only on some aircraft and I have not done an analysis of which aircraft specifically seem to be having this issue (I think that all stock aircraft issue free) but it is something that has felt off to me at times. If there is and issue could this be the result of some aircraft have problems with the ranging calculations or alignment of their gun sights relative to the line of fire of the aircraft's gun? Alternately could SF2 gun sights being 2D and not actually focused to infinity like on a real aircraft be distorting the sight picture? Or could it be a different reason all together? If it is an alignment/ranging issue what INI entry's would I need to change to adjust it? It is possible it is nothing but I thought it can't hurt to ask.
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