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KJakker

JAGDSTAFFEL 11
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Everything posted by KJakker

  1. I could have sworn I saw a documentary where it was ask why this system is not computerized and the Navy's reply was if it is not broken don't fix it. I hope they at least keep the old system as a backup for the computerized system just like they do with the sextant.
  2. KJakker

    USS Zumwalt

    Good to see some actual photographs of her.
  3. I decided I should thorough this open to everyone. As such I am attaching a file with gun and ship data files plus some effects, sound files, and test missions I used. The test missions should be configured using only stock SF2 all merged ships and aircraft. Targets and test ships are named as such. Please run your own test however. In the North Carolina Class folder you will find two different data files. In "North Carolina Class_DATA - Modified - 7" the main guns are not data linked, in the second file "North Carolina Class_DATA - Modified - 8" the 16inch gunners are data linked into the same network. Would you please test both of them in the same missions and note if you see any difference in the behavior of the 16 inch gun turrets between them. I have found that in many cases it seems like muzzle velocities in the 1000 m/s range and a projectile caliber one tenth that of the real gun seem to work best for surface to surface gun fire. Maybe I we can determine what the actual ratios of difference are between game world and real world a formula could be created that would allow more accurate fine-tuning of guns. All of the guns I have included are experimental mods and variants and are open to modification and balancing adjustments. They are just what I have working at the moment. Note: Most of these guns are Time Fused for Dual Purpose work and so have adjusted warhead weights for flak effectiveness. If anyone want all gun configured for ground use only let me know I will provide them. To anyone who takes a look at this, please don't just grab the file. I would appreciate it if you would look over, test, and give me your feedback. Long Range Gun Test.7z
  4. Good to see a properly modeled Charle de Gaulle class carrier. However it needs its own custom data file and its proper weapons fit. I would be willing to work with you to improve the game play effectiveness of this ship. Edit: The OUT file is near useless for building a proper DATA file. All of the mesh names just have generic names like Box01 or Cylinder29. They should identify what part of the ship they are. For example, Island, radar_mast, starboard_elevator, Forward_ VLS, etc.
  5. Proximity fuses on air to air missile should be like a disk sticking out from the nose of the missile oriented perpendicular to the missile's long axis, the fusing distance being radius of the disk. If I recall a discussion thread from when SF2:NA came out correctly TK did not model them this way, instead he made the proximity fuses a rod sticking out from the nose of a missile in the same way a bomb fuse way as a bomb fuse extender sticks out from the nose of a bomb. I believe there is a variable that causes the sensitivity of the fusing distance to fluctuate creating a randomness in how close the missile is when it detonates and thus randomness in how much damage it will do. What this means is that missiles don't do the exacts same amount of damage every time and that in order to detonate they have to be on a near direct hit flight path anyway. For example an AIM-54A that passes 1.5m to the side of a Tu-95's fuselage will not detonate it no part of the aircraft gets within 2m of directly in front of the missile.
  6. How long has it been? If you don't have SF2: North Atlantic be sure to get it as it adds a number of features to the game.
  7. Colmack, I just added you to the conversation with WBS. Just download the attachment, It includes updated files for the NC.
  8. I will shoot it your way. It is still experimental right now. If I get it properly adjusted such that it could become a mod I was thinking about making it a separate add-on gun and data file pack that people could optionally install.
  9. I was inspired by the AGS on WhiteBoySamurai's Zumwalt class destroyer to see if I could get ships to hit other ships at range. As a result over the past few weeks I have put together a collection of modified ship and gun data files. I was wondering if anyone would be willing to test them and give me some objective feedback?
  10. Anyone know where I can find these sound files? AmbientSound LargeShellHit NukeExplosion - Note: I do have a file called "nuclear.wav" but not one called "NukeExplosion" which is referenced in a SOUNDLIST.INI file. ShellWaterHit
  11. Wrench, I would be happy to work on this ship's INI files. If you need references ask WhiteBoySamurai and Colmack. I have tested stuff for WBS and I did the INI work on Colmack's North Carolina.
  12. Used it on a 6 inch gun I am working on. It sounds good, you don't mix it up with the sound of a 5 inch.
  13. That you be helpful. Thank You!
  14. I was just reorganizing my SOUNDLIST.INI and noticed that there is a "SoundFileXXX=LargeNavalGun" but no corresponding data block for it below in the file. A search of my hard-drive for it came up empty, it is cited in multiple sound list files but with no other data. Any idea where I can find this file?
  15. Maybe it is just doing its job and evading detection.
  16. http://www.barnesandnoble.com/u/nook/379003208 I have the HD+ model.
  17. Julhelm, would Pacific Fleet run on a nook?
  18. Will these help? http://www.globalsecurity.org/space/systems/patriot-ac-3.htm
  19. I saw this on the news last night. Vary cool. My grandmother was a rivet inspector at the Willow Run bomber plant during WWII.
  20. I have to agree with Brain32. The last time I flew the F-22 in a WVR fight I was pushing an Su-27 around a turn circle with impunity. ArturR could you post your F-22 data ini file here so it can be compared with other?
  21. KJakker

    B-47E

    Is this the file you are looking for? Never mind. macelena link above should do it.
  22. My grandfather had a story from WWII. He and another GI saw a USAAF plane drop a bomb in their direction and they dived for cover. When the "bomb" hit the ground it bounced, at which point he realized that is the an external fuel tank.
  23. I have been playing about with trying to make a sci-fi kinetic kill SAM with high acceleration and turn rates. What I would like to achieve is a missile that will go from the launcher to the target so fast that it can not be evaded and has enough kinetic energy to destroy a heavy bomber in a single hit without a warhead. The version below is a reduced power version with only a couple of hundred G's of acceleration but I have tried acceleration and turn rates in the thousands of G's. The problem I am trying to solve at the moment is how to make the missile fly in a smooth lead pursuit profile. So far it is flying in a snake like bob and weave profile that appears to be ruining accuracy. Any idea's as to what would make it fly smoothly? I am using WhiteBoySamurai's ESSM LOD and texture as a temporary stand in while testing the weapon data file. [WeaponData001] TypeName=HVM FullName=Hyper Velocity Missile ModelName=ESSM Mass=280.000000 Diameter=0.254000 Length=3.660000 SubsonicDragCoeff=0.160000 SupersonicDragCoeff=0.320000 AttachmentType=NATO,USAF,USN,UK SpecificStationCode= NationName=USN StartYear=1950 EndYear=2050 Availability=3 BaseQuantity=1 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=MediumMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=13 Accuracy=400 MaxTurnRate=200.000000 MaxLaunchG=50.000000 LockonChance=100 LaunchReliability=100 ArmingTime=0.000000 SeekerFOV=30.000000 SeekerGimbleLimit=240.000000 SeekerTrackRate=180.000000 SeekerRange=250000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=250000.000000 Duration=250.000000 CounterCountermeasure=200.000000 NoiseRejection=200.000000 CapabilityFlags=0x10000038 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=0.500000 BoosterAccel=10.000000 BoosterEffectName=ShipMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.750000,0.000000 SustainerDuration=5.000000 SustainerAccel=200.000000 SustainerEffectName=InFlightMissileEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.750000,0.000000 InFlightEffectName=LargeSAMTrailEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000
  24. DaniloE31, I had this issue as well back when I played around with the F-106 after Expansion Pack 2 came out. Let me take a look at some of my backup files and see if I have a solution.
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