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EricJ

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Everything posted by EricJ

  1. Yeah just download and install The only huge thing that needs to be done is to add "EOGB" to the AllowedWeaponClass for the pylon.
  2. Maybe but I think it's fine where it's at as other than the attempt above I don't actively try to snap them off. Maybe I just fly it too correctly like you say and don't worry about breaking my ride
  3. I start in the air just behind and to the left of my opponent as well as he.
  4. Me: M2000C S4 with 4 x Matra Magic II, tank and gun Opposition: MiG-29A East German with 4 x R-73 and 2 x R-27R, gun In a nutshell the M2000C and A MiG-29 seem pretty well matched iin terms of maneuverability as we both spent a few times passing each in different angles and altitudes. We both simply outmaneuvered each other, though the MiG-29's radar did set off the RWR when he managed to turn inside of me. Sensing a possible R-73 shot I ejected flares, which may or may not have been needed but why take the chance when you don't have to? In any case he did not fire on me and I took the opportunity during one pass to try and shoot him as the main reason was just to see how the Magic IIs worked out. He drew me into a circle fight in which I went vertical but then again he eventually turned into me and passed me again. He started to lose energy so I tried for a gun pass but no luck and settled tor the missile kill. He came around again this time coming low and then from my perch took my second Magic shot and nailed him. Takeaways. The Fulcrum-A is a tough airplane and small, allowing you to easily lose him in the background if you're not using the padlock function, and even then for the "killscreenshot". Eventually I had to use F6 in order to get a good picture as the canopy rail got in the way of when the Magic blew the Fulcrum's wing off.
  5. Despite many attempts I still can't snap my wings off
  6. Sure its a recce but just in case...
  7. No problem! And to confirm this is the one you want as well?
  8. Me: F/A-18E Stock with 2 x AIM-9X and 8 x AIM-120 and gun. Opposition: Su-30MKI with 4 x R-73, 4 x R-77, 2 x R-27R, 2 x R-27RE Decided to go with the "low end" or the current download of the Super Hornet and still came out on top. Entered the merge with the MKI turning and launching flares at me. I have done a reality edit on the F/A-18F and apparently I get more separation with the Archer than without so my E is going to be fixed. Anyways after his shot he stayed low and flew past me. Before this I had adjusted the visibility settings of the fuselage (so now it actually blocks your view rather than allows it) which produced a different result than yesterday. Today the MKI was less aware of its blind spot, which shows maybe how good the AI can actually "see" or maybe it's just me. In any case once I turned into him he automatically entered into a horizontal scissors trying to force me to overshoot. I did try and gun him but he managed to dodge that shot as well. Having realized that I throttled down to idle and deployed my speedbrakes trying to stay behind him. The MKI continued to try and work me into one nearly getting me but having such a low speed I managed to turn into it and staying "behind" him. I let him extend and after getting bored for him to do something I shot him with an AIM-9X. The most important to realize is that the MKI at the loads listed above is 15,000 lbs roughly heavier than the E Super Hornet. And the consistent part is that whether he "sees" you at two to four miles he can turn into you, lock you and get a missile off fairly quick so if you're not paying attention or not Archer aware he can shoot you down.
  9. File Name: F/A-18E VFA-122 CO "Aggressor" scheme 2009 File Submitter: EricJ File Submitted: 07 March 2011 File Category: SF2 Series Add On Skins 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. Click here to download this file
  10. It should be noted that the "conversion" process doesn't affect mapping, as it's mainl ini adjustments, not always model adjustments unless the person specifically improves the model.
  11. File Name: "Taliban Grouse" File Submitter: EricJ File Submitted: 07 March 2011 File Category: SF2 Series Add On Objects This is a "What If" nation missile system based off of the real SA-18 Grouse (or what I could find though internets sources). It is set for the "Taliban" nation for my Afghanistan install but can be adapted of course for any map or nation: [Nationxxx] Name=Taliban DisplayName=Taliban Alignment=ENEMY Mercenary=TRUE PilotNameList=NamesMercs.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=EXCELLENT GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str StartDate=1994 It uses Pasko's "SAM Gunner" since I have no modeling skills and is setup for SF2. It can be of course adapted for SF1 but that requires a bit of work that can be found in the SF2 Knowledge Base and is a drag and drop as all files and folders are already organized. Afghanistan rules of thumb: Kandahar-Shindand-Herat-Qala I Naw "ring" stay above 24,000ft MSL + for traveling. When you break that (usually 23,000 ft) you may get shot at. Other areas roughly 22,000 ft MSL + is a good altitude to stay above but again use flares conservatively. It's not very accurate but if enough are fired you will get shot down. I've seen earlier versions of this shred SEAD flights. This is strictly for What If scenarios or installs rather than real world setups as so far there is no heavy use of SAMs in-country. Click here to download this file
  12. "Taliban Grouse"

    Version

    100 downloads

    This is a "What If" nation missile system based off of the real SA-18 Grouse (or what I could find though internets sources). It is set for the "Taliban" nation for my Afghanistan install but can be adapted of course for any map or nation: [Nationxxx] Name=Taliban DisplayName=Taliban Alignment=ENEMY Mercenary=TRUE PilotNameList=NamesMercs.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=EXCELLENT GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str StartDate=1994 It uses Pasko's "SAM Gunner" since I have no modeling skills and is setup for SF2. It can be of course adapted for SF1 but that requires a bit of work that can be found in the SF2 Knowledge Base and is a drag and drop as all files and folders are already organized. Afghanistan rules of thumb: Kandahar-Shindand-Herat-Qala I Naw "ring" stay above 24,000ft MSL + for traveling. When you break that (usually 23,000 ft) you may get shot at. Other areas roughly 22,000 ft MSL + is a good altitude to stay above but again use flares conservatively. It's not very accurate but if enough are fired you will get shot down. I've seen earlier versions of this shred SEAD flights. This is strictly for What If scenarios or installs rather than real world setups as so far there is no heavy use of SAMs in-country.
  13. I asked sony tuckson as I'm doing a small mini-mod as I thought he belonged to MF, but not... so who made him? Pasko? Kesslebrut? Reason I'm asking is for proper credit.
  14. Okay yeah he's been used quite a bit (I have a "w" word for that but it wouldn't be appropriate that comes to mind). so again thanks all!
  15. More than likely you painted over the strip where the tire texture is therefore causing that problem. I just checked my own personal skin that I haven't worked on (just not happy with it) and there was no issue. The culprit file is "F-4E_3.psd" in the black area to the upper left of the wheel textures.
  16. http://combatace.com/forum/268-thirdwire-sf2-series-knowledge-base/ And welcome!! Most of the stuff is in there and feel free to ask if there isn't something as we try and cover as much as possible but sometimes things fall through the cracks...
  17. http://combatace.com/files/file/11822-fa-18e-vfa-122-co-aggressor-scheme-2009/
  18. 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.
  19. Even the CO has to do some work... Getting more finished (actually right now it's almost complete just an earlier WIP shot)
  20. I just need to touch it up and she'll be good to go
  21. 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.
  22. 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.
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