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EricJ

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Everything posted by EricJ

  1. http://combatace.com/files/file/11822-fa-18e-vfa-122-co-aggressor-scheme-2009/
  2. Version

    281 downloads

    After finding a good resource I was able to skin this aircraft Able to be used in SF1 as well as the drop tank texture is not required. Simply drop in the FA-18E folder and go fly. Eric Johnson 2011.
  3. Even the CO has to do some work... Getting more finished (actually right now it's almost complete just an earlier WIP shot)
  4. I just need to touch it up and she'll be good to go
  5. Me: Su-30MKI with 4 x R-73, 4 x R-77, 2 x R-27R, 2 x R-27RE Opposition: F/A-18F EPE with 2 x AIM-9X, 8 x AIM-120 and gun. Decided to go role reversal and try the MKI out... Before merging the Super Hornet managed to get a 9X off and somehow or some other it missed, which is fine but didn't know he shot it at me. Got into the merge and I'll let the screenshots show but I will say that in reality the situational awareness is sorely lacking in the real MKI so if (and the EPE Super Hornet could) get in the kill slot and smoke you. The Su-30MKI is just heavier and for a good portion the Super Hornet was on my ass quite a long time before I managed to extend the brake forcing an overshoot and near mid air collision which was helped by the ability to see through the back, which if I hadn't I'd be shot down way long before I got my turn.. Once I had him I fired my first R-73 missing due to defeat by flares. Fired another one and was defeated. Fired the third one and that one I believe was the kill shot while the fourth one missed. Like the F-14 energy management is the key here when dealing with the Super Hornet EPE (which I doubt will be released pending reality) to get the kill rather than brute force because it'll dance around you and take you out. Other than that the MKI is a real good plane but since it also lacks TVC (in-game) you can only do so much.
  6. Me: F/A-18F EPE with 2 x AIM-9X, 8 x AIM-120, gun Opposition: Su-30MKI with 4 x R-73, 2 x R-77, 6 x R-27R, gun Well daddyairplanes good hint as I got a guns kill on the MKI. Started off prior to the merge ejecting flares as I knew he'd turn into me (visual blind arc disabled for AI purposes) and try and pick me off with an Archer. Well he did and the first one was defeated by both flares and maneuvering. The second one he tried to snapshoot me with missed by maneuvering. Then he flattened out and we began a convoluted horizontal scissors with me going to idle and popping the brakes. Once he realized I wasn't going to play he decided to go into the energy fight and take me out that way. It should be noted that I did try and gun him down earlier (damn Vulcan has tooo high of a rate of fire...) but kept on missing due to his maneuvering. Once I realized he was going for the energy fight I went vertical, came over the top and continued to try and gun him down. He managed to dodge and when I had my pipper just forward of him I let loose killing him. Overall comparison is that the EPE Super Hornet can match the MKI in the close fight with little difficulty. It's just I like to play with the opposing aircraft to evaluate its actions. Takeaway is that the MKI when properly weighted down (18,400 instead of 17,500 I think) it acted much as expected a plane that size should perform. But it is a highly maneuverable aircraft but once you get past it's arsenal it is possible to destroy it in the close fight. The other takeaway is that even the basic Archer is easy to defeat, and if you're aware he's got them then a steady ejecting of flares should get you into the knife fight and take the launching aircraft down.
  7. True but I think in some cases the MKI is overmodeled (i.e better than it probably is) so other than that scissors I had no real range on him anyways. And good point
  8. Been busy for a couple days so couldn't get anything done. Me: F-22A with 2 x AIM-9X and 6 x AIM-120, gun Opposition: Su-30MKI with 2 x R-73, 2 x R-77, 6 x R-27R, gun After shaking the rust off I decided to take on the MKI. Although I admit everytime I do a Flanker vs. Raptor engagement and I think of an image I saw at DeviantART that showed the F-22 being shot down by a Flanker. Seriously the later Flanker variants are advanced.... but it can't handle the Raptor. Anyway started the merge and began the fight. The visual arc I think is over modeled as I really don't think the 5 to 7 accurately models the visibility of the aircraft. We started the turning fight and he tried to shoot at me with one Archer but missed with no use of countermeasures. He tried again when I was high and he was low again with no countermeasures at the time. The missile simply couldn't make the intercept in order to engage. He had managed to get ahead of me and had I been focused on a gun kill I probably would have gotten a shot off or winged him. Forcing me into an impromptu horizontal scissors which he did force me to overshoot but as you can see from the relevant picture that he didn't have an angle. turning inside he headed west as he couldn't get a lock and he turned around to the east in which I lined up for the 9X shot, firing and killing him.
  9. Leave the propulsion data alone. Save it, load it, test it.
  10. It should work off of the data ini of the aircraft much like the Single Missions where planes like the Nighthawk fly at night, etc.
  11. So you using the wing leveler I take it? And you want to adjust the trim? Is that what you mean?
  12. Design philosophy back then and also not as advanced as today's missiles.
  13. No you can't.. however you can do that via the loadout.ini as one time I was able to put two GBU-38s on a 2BR rack one time.
  14. Monty CZ has been (as we all know) working on the Aero L-39 Albatross trainer/light attack aircraft. Install: It's easy as just putting the folders where they belong. Decals and the fuel tanks is per Strike Fighters 2 drag and drop configuration, and then fire the game up First Impressions. Overall when you sit in the cockpit of the aircraft, you'll see a well modeled and well textured cockpit. The lights for most of the functions are present, and correspond to what they're supposed to do (see attached technical manual). Major differences of course is that the L-39ZA and -Z0 configurations have a very basic gunsight modeled for basic gun and rocket use. Textures are simply beautiful, but are high resolution 2048 x 2048 so if you're using a slower machine, changing the files to a smaller resolution may work for you. This applies both externally and internally where Monty spent a good deal of time to work on it. It feels polished, and to some degree like a real plane should. Flying. Being a faster jet flyer, I admittedly have to re-adjust my mind to the fact that I will move slower. But in reality it doesn't detract from flying the aircraft, as if you read the attached technical manual by Monty himself, then you will have no problems. Handling is standard fare, and admittedly I don't have that much (none really) experience in a real life Albatross. But that's okay, because it feels like how the plane flies, and if you can get that, then I would guess that it's close enough. It's highly advised to read the flight manual, but towards finals I forgot the most important part, was to keep it at the minimum of 70% of throttle to stay aloft. I managed to nurse the jet in at 50% with two tanks and two Atolls. So I'd take some time and get to learn the aircraft and how it handles as it's nicely done and honestly nice to just fly rather than always shoot things up. However, once the aircraft gets some speed life is good and it handles well, despite its age. For the shooters though, it is a lightly armed aircraft and all versions can carry a modicum of rockets and bombs but remember it is a light attack plane, but since it's such lightly armed assymetric loads are possible. As per the mission I used I had various options available to me, but again, it's a light trainer and that's fine for me. It's just a plane you can fire up and fly just to have fun and more than likely I'll even fly it often on just to have some fun. And that's the whole thing in a nutshell. technical manual.pdf
  15. True getting a Sparrow kill is a matter of sneaking up on him and shooting him that's about it...
  16. Thanks but I didn't do the FMs for the birds... but you'd break it less if you use a stick as you'll gradually pull the aircraft even when rapidly pulling the nose up with a keyboard.
  17. which is weird since I have my wingnut use PGMs all the time for CAS missions and have no issues other than sometimes they take forever..
  18. Wow.... I've never broken it yet and I toss it around quite a bit.
  19. You should have it by next week as this weekend I'll be busy but able to get it done.
  20. Here's the same thing at Mach 1.89 pulling hard on the stick on Hard Flight mode. What it boils down to is that you pulled so quick that the bombs actually struck the plane. I'm sure I can do this all day (since the game doesn't have accumulated stress) and not break my wings off. However the best technique when dropping bombs of any kind is to pause for a few seconds before maneuvering as you need to let the bombs clear your aircraft. From both this done at Mach 1.89 and at Mach 1.02 you simply flew into your own bombs.
  21. Indeed but I was trying to recreate what happened to Profi and so far no luck...
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