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Everything posted by Flanker562
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Well right now it's still WIP...
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How have you modified your HUDDATA.ini?
Flanker562 replied to malibu43's topic in General Discussion
I tend to use padlock more (Targeting and Radar on Hard) often than not when dealing with moving targets, the only thing I have is ShowDebug=TRUE. -
Could be in the Particlesystem.ini
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Thank Brain32 for everything... But yeah very nice...
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Might as well post something... Been working with Brain32 on a Super Hornet cockpit and this is the latest that I posted on my Facebook. The SMS (Stores Management System) Page is more accurate since it's designed for the Super Hornet rather than using the old MF cockpit. Most of the pit is done but right now the loggerhead is that since it doesn't have an actual RWR (though the old one is shown here) we're at odds as far as where to place it, but back on topic, here's the SMS panel and the corresponding load:
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Me: F-16AM Denmark with 4 x AIM-2000 IRST, centerline tank, gun Opposition: Flogger-K with 4 x AA-8, gun Started neutral and ended up on it's tail. After a short try on an energy circle, I locked the Flogger up and fired my first IRST, hitting the Flogger. I continued to let it fly and then it started to level out, firing a second IRST, with it going stoopid with the flares that were dropped (clean miss). Then I waited a few more seconds and fired my third IRST, downing the Mig. Takeaways. The newer Viper is pretty darn nice to fly and a lot better than earlier versions and the IRST is a dream to shoot. Of course maybe the warhead or aspect made the difference but it's a nice ride so far
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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.
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@IanH755: Did you manually edit the Brimstone Tri-Rail or is that a custom one?
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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.
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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...
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Try the Tools/Utilities in the SF1 Download section, I think there might be something there, or http://www.thirdwire.com for design notes.
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need som help with pylon launchers
Flanker562 replied to DarthRevan's topic in Mods & Skinning Discussion
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. -
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).
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View File VX-9 Centennial Of Naval Aviation For the F/A-18F, this is one of the aircraft shown by VX-9 during the Century of Naval Aviation ceremony. Submitter Flanker562 Submitted 04/30/2012 Category F-18
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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.
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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.
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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.
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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.
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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.
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Don't worry, sometimes your wingmen will still make you scratch your head...
