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EricJ

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Everything posted by EricJ

  1. Go to the Controls folder, open up the Default.ini with Notepad and look for this: NEXT_HUD_MODE= And figure out what key you want there.
  2. Paul Doumer Strike Mission Me: F-4D with 2 x GBU-8, 1 x QRC-160A-1 pod, 2 x AGM-45, tank (halfway through the mission), 3 x AIM-7, 4 x AIM-9J This is the non-carrier mission and the approach is a bit longer to take but otherwise identical to the target. Came in from the Southwest and prior to hitting the IP I dropped the tank and climbed and a little too early as I got pasted by an SA-3. Takeaways: I went too high and got shot. However, my initial technique was to let the bomb glide to its target, just a SAM got me good before I can use the technique I learned from using the older model GBU-10s.
  3. Paul Doumer Strike Mission Me: F/A-18E with 2 x Mk. 84s, 2 x AGM-88D, 2 x "ITALD", 1 x AIM-9X, ATFLIR, tank, gun Again headed north for the strike on the bridge, this time I tried my first shot upon leaving the deck an ITALD to get an idea of the area near Hanoi, since I'm flying in 2013. That didn't go too well as for some reason it decided to hit the water, and after some contemplation I raised my altitude and fired my remaining ITALD. Upon getting feet dry either a) my ITALD crashed or B) was shot down by the SA-17 that picked it up and a minute later I fired an AGM-88, killing (I believe) and SA-6 site. After flying around Quang To I headed north and hit the IP, and then once reaching the city limits and did a power climb rolling over, and dropped both bombs on the target. Takeaways: Iron bombing with a pipper instead of manual guesstimatiion makes a big difference in your approach and munitions used. Instead of eight aircraft it took only one with two bombs.
  4. True but when it comes to planes with no real pipper to bomb with, I choose PGMs. And besides I need to tweak HomeFries's pack to get an early model A-6 to work. Though I've been planning on dropping the bridge with a modern jet with iron bombs though.
  5. Paul Doumer Strike Mission Me: F-4B with 3 x GBU-10, 4 x AIM7-E2, 4 x AIM-9H Decided to take out the F-4B for a go and again after the Bridge. Ingress was at low level and unlike previous missions the gun crews were awake and tried to shoot me down. After hitting the IP I kept on to the target and once near the city limits popped up and let go my first GBU-10... which went over the target and after keeping high (no SAM launches, though plenty of AAA) I came around, went vertical and tried an unsuccessful dive to the target, with my bomb overshooting the target, but "closer" (but not close enough) and flew past the target with the flak chasing me. Again I went into the vertical and this time put the pipper on the bridge, and let my last GBU-10 go, with it this time hitting the target. After that I egressed to the Southeast. Takeaways. Using the F-4B was different but in this case I liked how it flew as tar as mudmoving goes... And to make a general dive to the target and when releasing, let the bomb go.
  6. Range Paul Doumer Bridge Mission Me: F/A-18F with 2 x "ITALD", 2 x AGM-88E AARGM, 2 x AGM-65E, ATFLIR, 1 x AIM-9X, tank, gun This is to showcase how a decoy missile can work in highlighting enemy targets. Started off from Home Base and flew direct to the target which was the famous Paul Doumer Bridge. Since this is mainly a tutorial mission I obviously know where the enemy systems are located. Anyway I launch an "ITALD" (yes I know its a Delilah missile but that was the closest I could use) at the bridge, which is as far as I know a limitation based on guidance type and angled off a bit and let the missile do the work in weeding out any possible defenses. As it got closer it was able to highlight two Pantsyr systems which tried to unsuccessfully engage it. After that I used my two HARMs, which went Stoopid and so I had to close in and use my two Mavericks for the bridge, or with the AGM-65E, just one. Takeaways: Using the "ITALD" gave me some benefit in knowing what was exactly out there. Since my test only had two it's fair game to say that with a larger set of SAMs/AAA on most maps, it is a useful tool in weeding them out by type and location. NOTE: The "ITALD" needs to have the "ASM" as part of the AllowedWeaponType and so far its for US Navy jets. Feel free to mod it to your likes as it's not designed to be lofted, etc. ITALD.7z
  7. Version

    590 downloads

    These are only E and F specific cockpits that are on the Block II airframes: Key notes when installing: - Delete your existing Cockpit and Avionics files. However, if you have some custom mods you don't have to install the AVIONICS file as it's just to make sure an Avionics file is present - When selecting Air To Air Mode the RWR appears in the middle, just below the HUD. Selecting the NAV or "caged" mode will bring the keypad back. Changes: - new shape lower right panel with other adequate elements - "killed" the clock on the lower panel - removed backup RWR completely - all DDI's are now color screens - center screen has two modes, NAV which is basically the same as the early version and EW using simplified DDI function for which I'm sure newer versions can, screen is monochrome btw. Screenshot by Brain32 NOTE: There is NOT a EA-18G specific cockpit included.... All work (except file managin) done by Brain32
  8. From Brain32: - the archive has no avionics associated with it, since we all have some custom stuff this is I think better to avoid confusion - note that the RWR statement is: "F-18E_UFCD_RWR.bmp" as this is now the only RWR texture!!! - I also made a radar texture with white lines/text, I can make a higher res version if needed/requested That's pretty much it so just test it ou first as after 6 versions my Hornet work folder and max files are a living mess lol... Oh and EW page on UFCD is activated as soon as you enter either AA or AG mode... And give me some time to figure out what to do with the cockpits. I'll still add them to the pack but also want to upload separately as well so people shouldn't have to download the whole pack as well. Thoughts? And no, the wingfold issue isn't resolved, and I honestly not sure if it will on carriers...
  9. Okay, I configured the SA-10 already, but yeah if the Tunguska can that would be appreciated...
  10. Okay some test results so far: Pantsyr has the ability to shoot down JSOWs with missiles and guns Tunguska can shoot down JSOWs with guns.
  11. The only one you can't open (for security's and designs sake) is ObjectCAT002, as that has all the LODs for all the TW planes.
  12. Just got this from Brain32: Changes: - new shape lower right panel with other adequate elements - "killed" the clock on the lower panel - removed backup RWR completely - all DDI's are now color screens - center screen has two modes, NAV which is basically the same as the early version and EW using simplified DDI function for which I'm sure newer versions can, screen is monochrome btw. Note that this is the later cockpit so as far as managing it goes... I'll have to develop a particular structure for those who want to use the older version or newer version, but an epiphany hit me: Remove the cockpit folders from each flyable aircraft and have separate folders for each. It should be known that (and if I'm not mistaken) the final G cockpit will be the late version so that will automatically have the later cockpit installed while the older one will be an option for the E/F.
  13. Okay so it does work, though it seems (through game logic) that guns work only for this (CIWS, etc.) but I setup four 2S6s that managed to shoot down my JSOWs. Funny enough the decoy gets through as it's powered but I think not powering the flight will allow them to shoot it down or at least attempt:
  14. Cool.. that was my intent anyway, though it would make the TALD a reality for loadouts now...
  15. Okay, as a test yielded a Tunguska shooting down a JSOW, and I'll do that too.
  16. And that's part of the DetectSystem correct?
  17. Paul Doumer Strike Mission Me: F/A-18D (03) with 1 x Litening pod, 2 x AIM-9M, 1 x AIM-7, 2 x GBU-31V1, tank, gun Finally managed to drop the bridge again... started off the deck and approached the coast. Once feet dry I turned on the jammer and proceeded northwest to avoid Quang To airbase but an SA-9 took a potshot and missed, defeated by flares (and hopefully maneuver). Once I hit the IP I fired off a HARM and let it find something, and eventually destroying an AA Bunker somewhere.... Then I proceeded to the target and tried to work the small basket that the JDAM worked in and the first bomb sailed over the target, missing. After dodging AAA and dropping flares I orbited the city figuring out a different plan of attack and had to do another pull up, came over the top and dove onto the bridge. Since a diamond or maker for the JDAM doesn't exist I had to improvise and use the lfightpath marker, which as it turns out that it worked, destroying the bridge and I managed to get out of there this time without getting hit. Takeaways: As of the July 2012 patch JDAM dropping has gotten tougher and so therefore it calls for an extreme angle, preferably a diving angle in order to work. Thankfully I did manage to pull the drop off and made it out of there alive.
  18. Managed to tweak the JSOWs so they'd work: [WeaponData001] TypeName=AGM-154A JSOW FullName=AGM-154A JSOW (Cluster) ModelName=JSOW Mass=484.100006 Diameter=0.488000 Length=4.000000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.462000 AttachmentType=NATO,USAF,USN SpecificStationCode= NationName=USAF StartYear=1999 EndYear=2040 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=1999 ExportEndYear=2040 ExportAvailability=-1 WeaponDataType=7 FinStabilized=TRUE EffectClassName=ClusterBombEffects ReleaseDelay=0.000000 WarheadType=10 Explosives=58.509998 FusingDistance=50.000000 ClusterBomblets=145 ClusterDispersion=20.000000 GuidanceType=7 Accuracy=95 MaxTurnRate=10.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=20.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=20.000000 SeekerRange=75000.000000 CLmax=14.000000 MinLaunchRange=1000.000000 MaxLaunchRange=112000.000000 Duration=600.000000 CapabilityFlags=0x00000002 LoftAngle=0.000000 MaxLoftAltitude=0.000000 StartDecentRange=0.000000 DescentAngle=0.000000 MinimumAltitude=25.000000 BoosterStart=2.000000 BoosterDuration=0.000000 BoosterAccel=10.000000 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,0.000000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,0.000000,0.000000 InFlightEffectName= InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=2.000000 ReleaseAnimationDelay=0.500000 CEP=0.000000 IsDecoy=FALSE JammerStrength=0.000000 [WeaponData001] TypeName=AGM-154B JSOW FullName=AGM-154B JSOW (SFW) ModelName=JSOW Mass=484.100006 Diameter=0.488000 Length=4.000000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.462000 AttachmentType=NATO,USAF,USN SpecificStationCode= NationName=USAF StartYear=1999 EndYear=2040 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=1999 ExportEndYear=2040 ExportAvailability=-1 WeaponDataType=7 FinStabilized=TRUE EffectClassName=ClusterBombEffects ReleaseDelay=0.000000 WarheadType=9 Explosives=75.000000 FusingDistance=75.000000 ClusterBomblets=40 ClusterDispersion=0.750000 GuidanceType=7 Accuracy=95 MaxTurnRate=10.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=2.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=20.000000 SeekerRange=75000.000000 CLmax=14.000000 MinLaunchRange=1000.000000 MaxLaunchRange=112000.000000 Duration=600.000000 CapabilityFlags=0x00000002 LoftAngle=0.000000 MaxLoftAltitude=0.000000 StartDecentRange=0.000000 DescentAngle=0.000000 MinimumAltitude=0.000000 BoosterStart=2.000000 BoosterDuration=0.000000 BoosterAccel=0.000000 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,0.000000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,0.000000,0.000000 InFlightEffectName= InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=2.000000 ReleaseAnimationDelay=0.500000 CEP=0.000000 IsDecoy=FALSE JammerStrength=0.000000 [WeaponData001] TypeName=AGM-154C JSOW FullName=AGM-154C JSOW (Unitary) ModelName=JSOW Mass=484.100006 Diameter=0.488000 Length=4.000000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.462000 AttachmentType=NATO,USAF,USN SpecificStationCode= NationName=USAF StartYear=1999 EndYear=2040 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=1999 ExportEndYear=2040 ExportAvailability=-1 WeaponDataType=7 FinStabilized=TRUE EffectClassName=LargeBombEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=87.089996 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=7 Accuracy=95 MaxTurnRate=10.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=2.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=20.000000 SeekerRange=100000.000000 CLmax=14.000000 MinLaunchRange=1000.000000 MaxLaunchRange=112000.000000 Duration=600.000000 CapabilityFlags=0x00000002 LoftAngle=0.000000 MaxLoftAltitude=0.000000 StartDecentRange=0.000000 DescentAngle=0.000000 MinimumAltitude=0.000000 BoosterStart=2.000000 BoosterDuration=0.000000 BoosterAccel=10.000000 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,0.000000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,0.000000,0.000000 InFlightEffectName= InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=2.000000 ReleaseAnimationDelay=0.500000 CEP=0.000000 IsDecoy=FALSE JammerStrength=0.000000 NOTE: In order for aircraft to load them, "ASM" must be added to the AllowedWeaponTypes in order for it to work.
  19. Paul Doumer Strike Mission Me: F/A-18D (03) with 1 x Litening pod, 2 x AIM-9M, 1 x AIM-7, 2 x GBU-10 (TW), tank, gun Started off as normal and once I threw on the jammer nothing radar-wise bothered me. As I got closer and past the IP I did launch a HARM but I think the amount of radars confused it so basically it went stoopid (though I did aim at the first one on the RWR. Approached the city, got a faceful of flak and popped up and dropped my first bomb. Again my timing was off and it sailed too far into the city. I reoriented after heading north, popped up again, and as I dropped my second GBU-10, which also missed, I lost my right stabilizer from an SA-9 and again more flak. I managed to limp the jet to sea and eventually I notionally ejected near the deck. Takeaways. My timing is a bit off with other jets but still I think I could have done better, so while I may have killed some enemy on the ground, both bombs didn't make it so a mission fail. However, when your stabilizer gets shot off the plane was manageable (I remember in Op Darius I had the same problem but the Super was a bit more manageable) enough for me to limp out of there. Plus the type of ordnance needs to be adjusted as well and I'll give it another shot.
  20. It's fairly simple though, and an easy quick mission as well. I could modify it easily for land based aircraft missions too
  21. Well you can make your own as you know me... I'd knock it out and then PDF it... But in all honesty I do have the time and can, just being lazy about it really.
  22. A more modern look at an old Vietnam era bomb...
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