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Everything posted by Flanker562
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The 'Bone' and CAS situation
Flanker562 replied to B52STRATO's topic in Military and General Aviation
I've honestly never had much faith in Shows of Force especially since the Taliban wasn't always afraid of airstrikes in general. Cool to watch but... I felt time and fuel could be better spent working up a grid and dropping a bomb. -
No problem!
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With some massive help from dtmdragon , and some help from FC and Brain32 the Super Hornet pack is going to consist of this: F/A-18E Block I (without ECS stacks) F/A-18E Block II F/A-18F Block I (without ECS stacks) F/A-18F Block II F/A-18F RAAF EA-18G (with a modded texture for the proposed RAAF modifications)
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View File Super Hornet Skin Template -Updated panel lines -Updated riveting -Block I ECS markings now added. Submitter Flanker562 Submitted 02/19/2013 Category Skin Templates
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Hey guys, can you help a fellow flyer out? :)
Flanker562 replied to GodsLt's topic in General Discussion
Making an EPE was fairly easy, but not to be construed as factual data (It said a 20% increase so i just took the normal values and well, increased it by 20%: Open your data ini, scroll down to the Engine1 and Engine2 and copy and paste these values: SLThrustDry=74730.12 SLThrustWet=117433.05 TSFCM0=0.494 TSFCM1=0.802 Like I said it's only based on estimation, the more hard data I get the more the numbers will change. -
And a request regarding this topic, can anybody whip up a 3D model of the ITALD? http://en.wikipedia.org/wiki/ADM-141_TALD
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Evil Comm Building Strike Me: F/A-18F with 3 x AIM-120D, 4 x AIM-9X, 2 x GBU-16, ATFLIR, tank, gun Opposition: Mig-23MLD with 2 x SARH , 4 x R-60 This was on the way to a strike mission, well the Mig was right above where I needed to drop my bombs so I at first had him for an AMRAAM shot, but since my radar was zoomed at longer range it got a little confusing at first where he was, so I padlocked him, fed him a 9X, which either went stoopid or was defeated by flares and maneuver. A few seconds later I entered a knife fight with the Mig zooming across my HUD and we entered a somewhat scissors maneuver and I managed to keep him in front of me, and I got tired of playing around (more like I wanted to get it over with, there were more of his buddies on the way) and shot him with a 9X, and moved on to finish the mission. Takeaways: Not much other than maneuvering more efficiently, and the Mig to me seemed pretty tame for once, so that was another reason I shot him down.
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SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
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. -
SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
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. -
SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
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. -
SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
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. -
SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
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 -
Updated with Early and Late cockpits...
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View File Super Hornet Late Cockpits 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 Submitter Flanker562 Submitted 02/15/2013 Category Jet Cockpits
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602 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 -
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...
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Okay, I configured the SA-10 already, but yeah if the Tunguska can that would be appreciated...
