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EricJ

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Everything posted by EricJ

  1. Version

    592 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
  2. 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...
  3. Okay, I configured the SA-10 already, but yeah if the Tunguska can that would be appreciated...
  4. 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.
  5. 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.
  6. 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.
  7. 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:
  8. Cool.. that was my intent anyway, though it would make the TALD a reality for loadouts now...
  9. Okay, as a test yielded a Tunguska shooting down a JSOW, and I'll do that too.
  10. And that's part of the DetectSystem correct?
  11. 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.
  12. 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.
  13. 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.
  14. It's fairly simple though, and an easy quick mission as well. I could modify it easily for land based aircraft missions too
  15. 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.
  16. A more modern look at an old Vietnam era bomb...
  17. This is for LOMAC but still works (I guess I should make a dedicated SF series one... http://562.50megs.com/LOMAC/Tutorials/LST.zip
  18. Well I didn't use a standard Loadout I just used <NONE> through the mission editor and so I didn't have them loaded so it was my fault and not of the package and went from there and yeah.... it was! Just checked Caesar, everything was good to go when using a predefined loadout, gonna have to be careful when I talk to the ordies next time...
  19. Paul Doumer Bridge Mission (basically the past mission for the last attacks) Me: F-14D (06) with 2 x AIM-9M, 1 x AIM-7M, 1 x LANTIRN TGP, 2 x GBU-24Bs, gun Again started off the deck and before hitting Injun territory (Waypoint 3) I almost got picked off by an SA-17, thankfully I was a bit distant and threw on the jammer and it defeated it, along with hitting the deck as well and crusing in. After that nothing else happened. Oh yeah.. I found out that I didn't have any dispensers or basically 0 countermeasures for both chaff and flares, didn't setup the loadout correctly, which is fine since I survived. Anyway, I made it to the IP and once I hit the city's edge I pulled up and I think I'm used to the Super Hornet's speed so much that again I drop and the bomb goes somewhere in Hanoi. After that i again flew about north, northeast and came around for my second bomb run. This time the second I release my last bomb a Tunguska takes a couple shots and I wrench the jet down to the rooftops and they (I guess) go ballistic. And an SA-2 also launches on me but I'm too low for it to correct and it goes sailing to the sky. This time my bomb hits and I'm thumbing the dispenser button but again, no countermeasures to speak of as I finally realize where I'm going and adjust and get out of there. Takeaways: The more "classic" you get, the easier for a SAM to come at you. It's just common sense as most of the jets back then weren't designed for stealth, so it'll be easier for a SAM to take a shot at you. However, this doesn't mean you can't pull off a mission, just you will get shot at more. Again the issue I'm having is that I've put at least... 600 or so "flight" hours into the Super Hornet so kinda shows where things are leading up to. But the F-14 is a pretty good strike jet and therefore can get you there and get you out of there as well. And for some reason tonight the screenshots are out of sequence, uploader issue. Also included is the mission I have been flying, for you to try or to reference from. Note at the minimum you have to have SF2: Vietnam and SF2: North Atlantic to run this mission. Of course if needed you can edit the mission to your liking or particular install but after that the minimum is SF2: Vietnam for the map. A2G Mission.7z
  20. VFA-25 CAG WIP (Using some of SidDogg's textures from the C model)
  21. I think the issue is that the Phoenix rails are built into the model, and not a separate LOD like the other rails are. TMF would have to redo each model in order to fix the issue Spiff.
  22. Good points but as mentioned I'm a bit more spoiled with CCIPs than non actually. Matter of fact on some maps or targets I iron bomb (Desert map is a good example) instead of PGMs all of the time.
  23. Paul Doumer Bridge Mission Me: A-6E TRAM (SWIP) with 2 x AGM-45 Shrikes, 2 x GBU-24, tank I'll start flying the same mission (unless there is a specific map request) as the above, this time with the A-6E. Unfortunately that's the only flyable version of the A-6 I really bother with and have to say it was good. Anyway, flew the waypoints and prior to feet dry turned on the jammer, and so far it kept me from being locked up by everything prior to hitting Hanoi. Before i did hit the city I did fire my two Shrikes, which didn't hit anything so I pressed onto the target and began what I would hope would be my first and only killing blow. With the F-4E (ARN)s trying to do something I popped up, this time I was moving a bit too fast or pulled up too late and dropped an LGB, which overshot the target and ended up inside the city.... So I pressed north, with a nice view of Thud Ridge and turned back around. This time at the edge I popped up and dropped my second and last LGB. After a few seconds of dodging flak I got a mission success and scooted out of there. Takeaways: Other than the Super Hornet, this is about as old school I'll get with strike aircraft. The A-6E is a very nice plane and other than the old style cramped cockpit feel, it handles well and scoots along fine. Although navigation (no we're talking about the game here...) errors on my part, and the poor view when trapping (my opinion only) it's a nice plane to fly. I'll have to tweak some of the older ones but a real world note about the bridges in Vietnam. I'll never attack them with iron bombs unless there is some sort of CCIP as history showed that after numerous unsuccessful attempts with iron bombs to drop a bridge (I want to say this one, or another) it took two Paveways. So if I strike it'll be precision munitions. And the TRAM in reality is one of those planes that'll help you do it.
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