Jump to content

EricJ

+PREMIER MEMBER
  • Content count

    11,245
  • Joined

  • Last visited

  • Days Won

    60

Everything posted by EricJ

  1. Ahh okay, reason I ask it isn't as angled down as the normal one from SF1, I've been looking for a good version.
  2. @IanH755: Did you manually edit the Brimstone Tri-Rail or is that a custom one?
  3. I think it's the simple fact that the aircraft are spawning on the ground, and destroying themselves. I've only noticed that on missions I edit, leave it alone and you'll intercept them.
  4. Version

    4,454 downloads

    READ THE README requires 7z to open: http://www.7z.org Adobe PDF for the readme: http://www.adobe.com -Fixed Laser Target HUD Symbology It should be advised that this was designed for SFP1/WOV/WOI/WOE, not Strike Fighters 2 as issues from that game will affect gameplay to varying degrees. If you wish to use this in SF2 DO NOT use this version, go here: http://combatace.com/files/file/9401-super-hornet-package-for-sf2-v19/
  5. A lot of people have, particularly Kei Nagase, and some of the jets are already converted to SF2 standards. But not many people are into Ace Combat though...
  6. Try the Tools/Utilities in the SF1 Download section, I think there might be something there, or http://www.thirdwire.com for design notes.
  7. Try modifying the missile itself, open the missile's data.ini and see if this is there: RailLaunched=TRUE If it's false just copy and paste as it looks like there is a sub-pylon for it already.
  8. Me: Typhoon beta with 4 x AIM-132 ASRAAM and tank, gun Opposition: F/A-18C with 2 x AIM-9 and 2 AIM-7 Sparrow Started off neutral as I wanted to take a test drive with the new (but old) Typhoon beta. Turning into the Hornet wasn't too difficult and after one energy circle the Hornet decided to go vertical which allowed me to launch an AIM-132 and splash him. Takeways. Nothing new just a good indication that the beta is still as maneuverable as the older version. It looks great and now I need a dynamic campaign in Norway to finish it out. But if it was anything the Typhoon beta still delivers the same bang for the buck and allows you to take on those pesky light fighters (I honestly expected a more difficult fight with the Hornet, but that shot was too good to pass up).
  9. File Name: VX-9 Century Of Naval Aviation File Submitter: EricJ File Submitted: 30 April 2012 File Category: SF2 Series Add On Skins For the F/A-8F, this is one of the aircraft shown by VX-9 during the Century of Naval Aviation ceremony. Click here to download this file
  10. Yep, here are some steps if you have a Mission Editor: 1. Start a mission, any mission, Fighter Sweep is the most easiest to deal with. 2. Delete EVERY flight except your own, mainly the enemy flights as that's a reason for you to not get a mission success for no enemy aircraft around. Note that you'll have to tweak some missions as you have to destroy a specific flight, so set it to like Reconnaissance and you will be able do delete the targeted flight. 3. Enemy Air Defenses to NONE (up to you on that one, but if you want to just roam the countryside...) 4. Save it under whatever name 5. Exit the game, open the mission file in the Mission editor (Only if you want to remove the waypoints) so your waypoints look like this: Waypoint[01].Command=TAKEOFF Waypoint[01].Position=592783.114518,626169.345070,0.000000 Waypoint[01].Size=100.000000 Waypoint[01].Speed=244.800003 Waypoint[02].Command=DEPART Waypoint[02].Position=602008.805437,626965.727796,3048.000000 Waypoint[02].Size=1500.000000 Waypoint[02].Speed=244.800003 Waypoint[03].Command=APPROACH Waypoint[03].Position=587757.364197,601099.446080,1524.000000 Waypoint[03].Size=1500.000000 Waypoint[03].Speed=282.944183 Waypoint[04].Command=LAND_LINEUP Waypoint[04].Position=586164.592951,619550.827918,762.000000 Waypoint[04].Size=1500.000000 Waypoint[04].Speed=72.862740 Waypoint[05].Command=LAND_TOUCHDOWN Waypoint[05].Position=592677.048501,626063.279053,0.000000 Waypoint[05].Size=25.000000 Waypoint[05].Speed=54.020000 Or just leave your flightpath there, this is what I do for carrier free flight missions. Save and test. If you did things right it will A) work, B) Give you a mission complete message as soon as you start the mission. Then everything you do will be clocked and recorded until you get done with your flying. It just takes some time to work out and you'll get it.
  11. Me: F/A-18F EPE with 2 x AIM-9X and 8 x AIM-120D, gun Opposition: F-14D (06) with 4 x AIM-9M or X and 4 x AIM-7, gun Started off neutral and when I turned right I ensured he came off my left side and he flew past, I turned into his pass, blacking out and then I relaxed and got sight of him, turned into him and then almost overshot. Dropped throttle to idle and deployed my brakes and he flew on, again I'm thinking its more of a visual thing so he extended. I didn't risk a 9X shot (flares mainly) and instead shot him down with an AMRAAM. Takeaways. Reaction time is more important on this one rather than anything else, and the better turning capability of my aircraft. Sure the D had more powerful engines but sometimes you have to use your long reach. But that's becoming a point with most of the DACT sessions I posted today and also the ones I didn't post but did. Flares are becoming more effective in SF2:NA and shows something else, if you don't feel good making an IR shot, and you have a radar homer, shoot that instead. Then again the other point is just reaction time and aware of what you're about to walk into. Had I not paid attention this session wouldn't work out as it should, it would just mean I got shot down.
  12. Me: F-14D (06) with 4 x AIM-9M and 4 x AIM-7M (I think), tanks and gun Opposition: F-4E with 4 x Sidewinder and 4 x Sparrow, gun Strike Fighters 2: North Atlantic Started off neutral and one thing I learned was somehow the F-4 turns better than "normal" but then again an FM update may have happened so I'll leave this one alone. In previous DACT sessions if I turn in and hesitate I get fed a sidewinder (in a Tomcat) so when I turn into him on full burner I let him pass and then enter an energy circle. The F-4 does this for a couple times and I'm forced to drop flaps in order to maintain my turn (readers have to realize... well new readers have to realize I don't fly the Tomcat much, so still stuck in Super Hornet mode here) and keep my nose generally on him. After he ends up near the ground I retract my flaps and then get behind him, as he's out of energy and now I have him to myself. And after taking the second shot I almost managed to overshoot him and so I throttled down to idle and let him get some distance. The third shot I fire my first 9M and it explodes him. Takeaways. I honestly expected an easier fight as I've kinda wanted to try more Tomcat flying as opposed to Super Hornet flying (hell I've flown the s#$# out of it) and learn a new plane. But to the beginner pilot: Take it easy and sometimes just starting with the easier jets gets you more in tune with how the aircraft flew. Back on topic the F-4 isn't a bad plane to start with and fairly easy to get behind. Usually when it starts to run out of energy it'll start leveling off (or it just can't see you) and then jink to try and throw off whatever you may throw at it. But it's good to learn something different.
  13. Version

    524 downloads

    A small file that updates the FA_18F Loadout.ini with a few historical loadouts that I found and setup from various reference pictures I have on my hard drive. Some are by squadron as it seemed they all had their own ideas as far as what was used in the referenced period of time. The PDF readme has a graphical representation of the loadouts for easy reference. If you have any other pictures PM me and I can add it, along with the time the photo was taken. Note an E version is in the works and will be included when I update this file. EricJ, 2011
  14. Intruder7011 has hit it on the head. There's no "free flight mode" for the games. However, it is possible with the mission editor and some creative editing to make a "free flight" mission.
  15. I would say no unless you had the 3D model of the carrier to work off of, which you can't because it's locked. The only other carrier is SkateZilla's carrier but it has more modern jets as opposed to the older ones.
  16. Don't worry, sometimes your wingmen will still make you scratch your head...
  17. It's been around since... March? or earlier patch, I just ran a quick fight and the same thing happened, I pegged my target in the front and had to get a rear shot to bring him down.
  18. Honestly I think I got lucky on that 'winder shot from the F-14 as opposed to flares, remembering the trail he tried to pop me as I was coming up vertical and I zoomed too fast for a good intercept. But I like that "kill group" as that's what they did, the first to were the bait and the second pair hung around like vultures waiting to get me.
  19. Me: F-16C Block 50 with 6 x AIM-9M, gun, centerline tank Opposition: Four F-14A(82)s with 4 x AIM-9L and 4 x AIM-7M (I think) each, guns Started off neutral and how I turn into the attackers (since I start "neutral", with their backs towards me all the time) and when I tried it to the left, I eventually got shot down. Did the normal turn to the right, heard the high growl (lock) of the missile, fired, and killed the first one. I think at that point I targeted a second one and eventually made a shot (don't remember it all) and killed the second one. Then the third one tried to spike me with a 9L and managed to miss along with some flare dumping, but the more I think about it was probably luck, my first bout had one fly right past my nose... I target him when I eventually come around on him and eventually we get nose on and I try and reflex fire and still miss, two more 'winders left... Eventually I maneuver onto him and fire my fourth 9M at him and kill him. Number four sorta just tried to get me into an energy circle and probably lost energy and I slowed down slightly as he tried to force an overshoot, and despite being on afterburner I managed to stay behind him and eventually killed him with a Mike 'winder in the tailpipe. Takeaways. As said before you have to be aware of what's going on with you. As you'll see below an overhead map showing the two remaining Tomcats. What I can think of when I was doing the engagement macelena was to just worry about reducing as many fighters as possible at the merge. Since I was at the "merge" I placed faith in the 9M and in the first few seconds I got a kill. Of course I get the benefit of a more nimbler jet but even the TW Turkey isn't something to just sit there and take lightly. As turkeydriver mentioned and demonstrated by Ceasar the Tom isn't a joke. But I digress, the key points is to worry about these things at one time: 1) Reducing numbers 2) Working for the shot on a closer bird Number 2 against multiple MF birds isn't recommended sometimes as they like to stay around the periphery and snipe at you, at least that's my read on the engagement from the previous to this one. Two will engage while two will circle like vultures. Blind fire... only when you know you have a shot, as there's a graphics bug at the beginning with the mode in AA mode. Know your weapon systems and you will be better at your game, because part of maneuvering is to simply give your weapon the best parameters for a good shot. Most of my kills with the 9X are HUD shots while in the rare cases I'll do a HOBS shot. The 9X is a great weapon but that's my thinking on the matter anyway. 3) Speed management The thing with the Viper is that it's a rocket with wings that's guided by you. It has a tendency to overshoot therefore setting you up for a kill by them. And also your turn radius will be higher due to that speed, don't "turn and burn" all the time, as said keep it fast but also "turnable" speed as well to keep you in the fight. Brakes, no burner, etc. help in getting your nose on target, hard turns due to SF2:NA's over-g problem is manageable with stick usage, etc. 4) Keep your eyes on the threats. If it seems like you got a second, take it by looking at the overhead map, it'll refocus your energies in planning the next move. By the way that's what was going on my head when I was doing the engagement. Unfortunately there isn't an ACMI program that works with Strike Fighters 2 for people to nitpick but sometimes if it works and doesn't get you killed, but kills the bad guy, works in my book. And maybe hit ALT+D to remove your bottom left information if you don't already. Even with it on I don't look there during ACM due to habit. And a good reason why multiple bird engagements make these DACT engagements "disjointed" when I get down and type, it's that much information going through your mind that causes you to not remember much.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..