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Everything posted by Flanker562
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I strictly keep it to the dogfight as more often than not its a bit easy to lock an AMRAAM and shoot a plane down. I started the DACT because I've never really pursued dogfighting ever. I've got years of simulator strike proficiency but I've kept the a2a stuff on the backburner. Plus a few tests I ran for other people got me interested in doing this. Then again I'm Army (okay National Guard) like you so I'm sure the actual Air Force/Navy guys can say better but here's a Wiki definition: http://en.wikipedia.org/wiki/Dissimilar_air_combat_training So going by that I would keep it to the dogfight but then again it could be a more practical thing for air-to-air combat.
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I think the general impression is that me and Ceasar are doing most of the work but there is not a year limit on the reports. I'm obviously a modern aircraft flyer (though have gotten as early as the late 60's) so my reports are geared towards that. I would definitely like to see more of a variety and I need to fly the same.
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If my search results came up right then the original model was done by Thirdwire. Polaski's mod only changes the number of the stock model used in Wings over Vietnam.
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Me: Stock F/A-18E with 4 x 9X and 4 x AIM-120 Opposition: MIG-23MLD with gun. Unlike the previous engagements instead of going high I went low or rolled over and turned back into him. The MIG kept on and began a turning fight but I think I could have managed a shot but instead used some tactical patience this time and continued with him. He then turned inside me and passed me but did not have the angle for a gun shot. He continued high with me turning into him and I fired a high off boresight shot and killed him. Probably less than two minutes elapsed. It should be noted most of my Super Hornet (mainly the F model) engagements have been with the projected engine capabilities (EDE and EPE) and yes the stock Super Hornet is a lemon (the main reason I'm testing is there may be a real world buy of the EDE engines) and therefore felt it would be more "fair" if I use what everybody has been using. Suffice to say if the Navy officially buys the EDE engines then I'll update the engine values accrodingly. However in evaluation I felt I had the same level of energy (slightly less though) but throughout the fight I had perfect control of the aircraft. The caveat though is that with the EPE engines on the F model i maintain the same level of energy without afterburner in which as you can see in the shots I maintained throughout the fight until completion. Thankfully this time their in sequence.
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Aircraft disinagration in WOV
Flanker562 replied to Foxbat1966's topic in Mission/Campaign Building Discussion
The only way that happens if you're not making sure the "navy a/c" is checked and that the takeoff button isn't checked and your carrier isn't selected. And I always click on APPLY, SAVE ALL and then File/SAVE ALL is clicked. I know somebody will say "That's too much" but I always like to make sure and never been wrong either. -
Me: F-15C (10) with 4 x AIM-9M, 4 x AIM-7M and 1 center tank Opposition: F-4E (78) with gun. The F-4E isn't a bad dogfighter when you're flying similarly heavy aircraft so in a sense you're kinda matched even though realistically again I had the advantage. Ended up in an energy fight after the merge and it devolved into another missed shot with one 'winder and then he extended and set himself up which is starting to become quite common. Or its just they try and "retire" from the fight and accept the inevitable. Me: F-4E (78) with 4 x AIM-9J and 4 x AIM-7M Opposition: F-15A with gun Suffice to say this is another case that I really do not enjoy the heavy legacy fighters anymore (the only exception being the F/A-18A). Again inexperience and I remember that daddyairplanes mentioned that the E is not a great dogfighter. And this time it was agreed as I had the F-15 following my every move. The best way to not get in a dogfight with a more maneuverable aircraft is to shoot him down WAY before he gets anywhere near the merge. But again that's just my opinion based on inexperience with the aircraft rather than just a totally informed and experienced opinion. But if you are an F-4 driver I would like to see more DACT using this jet as well apparently I'm not doing it right OR I am doing it right and just need a more experienced view on the matter.
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Me: JAS-39C with 4 x IRIS-T and 2 x AIM-120C and 1 tank Opposition: Su-35 with gun First time with the JAS-39 and it's pretty good though I found out that puling on the stick too hard isn't going to get me what I want but in the end I got him. Less dramatic (though it was still a beautiful explosion) than the F-22 kill but anyways... Same setup made the merge and he nearly began a circle fight which it ended up being. For some reason which I gotta fix on my own the Su-35 disappears due to visible distance settings. Managed to finally get behind him as the Su-35 initially has a high energy state but after a bit gravity slows him down and all that massive energy goes away, which left me an opportunity (which I managed to unsucessfully gun him, bad focus on my part as I'm still going for the missile and not guns kill). Missed with my first IRIS-T (taking a shot when it seems good but its not) but once the Su-35 slowed down it was just a push of the fire button and he was exploded again. Again the sequence is bottom from top so not sure what the deelio is anymore with the filenames, I guess I gotta use the gallery as it would look much better...
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That dude is a retard fo sho
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Single Mission add on aircraft availability years
Flanker562 replied to mosherec's topic in General Discussion
Check the specific terrain ini then "ISRAELME.ini" and so on. If that stuff is there then do what FrankD suggested. Or just delete it altogether it's just set by the game that's all and won't affect anything. -
Me: F-22 w/2 x 9X, 4 x AIM-120 Opposition: Su-35 with gun I would say that this one was pretty interesting in that most of the time I flew in circles and he flew circles around me. The Saturn-Layulka (should be right) engines put out a lot of thrust and he even managed to get a gun pass on me. So after a little bit more of floundering he extended and I shot him with a 9X. And one thing about planes with a lot of fuel? They blow up easily. LIterally no plane left just one explosion.
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Me: F/A-18F EPE w/ 2 x 9X, 6 x AIM-120 and 1 tank Opposition: MiG-23MLD with gun Started off the same we merged and I turned to the left (port) and saw him go near vertical as he tried to reacquire me. As soon as he did he kept in an energy circle for a little bit and I went vertical and came over the top. He climbed up to meet me and started the circle again and I fired my first 9X, missing him. He slowed down a bit (pics below) and banked right and the geometry was better for a kill and I took the shot killing him. Total time may be less than two minutes as I wasn't in the mood to toy with the opposition today and as mentioned before the light fighters exhibit the same behavior so there was no point in drawing it out.
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Fixed an issue with the RAAF skin and the ATFLIR. It seems that the Jan 2011 patch is getting more stringent (anal retentive was the real phrase I want to use but hey...) on nation assignments and the like, at least with SF2E. This file updates the ATFLIR ONLY that is mounted on the Super Hornet. Simply drop in and overwrite. ATFLIRSH.7z
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Looking nice
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It's allright as long as they're your creations but you can't upload the aircraft itself. Merely mention its for the A-Team model and you'll be fine.
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I prefer Kreelin's Mission Designer over Le Missioneur due to just KMD isn't too difficult to use and reads better IMHO. As for the series yes but you have to patch them at the same level in order to make sure your mods work as they should.
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Nope, it was the "TEWS" line that also makes the difference since TEWS isn't modeled in Strike Fighters 1 series.
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Thanks man!
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If you're going from SF2 to SF1 try this: [RWR] Type=3_RING AirSearchTexture=cockpit\RWR\RWR_airSearch.tga AirTrackTexture=cockpit\RWR\RWR_airTrack.tga AirLockTexture=cockpit\RWR\RWR_airLock.tga GroundSearchTexture=cockpit\RWR\RWR_groundSearch.tga GroundTrackTexture=cockpit\RWR\RWR_groundTrack.tga GroundLockTexture=cockpit\RWR\RWR_groundLock.tga SearchPosition=0.90 TrackPosition=0.55 LockPosition=0.15 SearchSize=0.075 TrackSize=0.075 LockSize=0.075 SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.2 LockFlash=TRUE LockFlashRate=0.1 TrackSound=RWRTrackSound.wav LockSound=RWRLockSound.wav
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The reason you don't give them gun ammo is that they tend to want to do gun runs in say Afghanistan or ANW. Plus they keep on engaging targets that you tell them not to but they do anyways. So when they're completely winchester save for any self-defense missiles they start to want to link up with you.
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I'd say Hessco barriers
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I see SEAD flights get in the same way exactly on the last issue... Then again I hate waiting on them which is something to be expected when forming up but they could move a bit faster.... Ahh! Lt. James Cater can help you with the care and feeding of your wingman as he seems to have a good system down. Though you'll find him in the SF1 section
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The only mission I fly with wingmen are CAS missions so while this post is useless it shows how much I really use wingmen in SF2... which obviously not much. However during CAS flights I have good success with them if not sometimes they take forever to take a shot any nugget could make. And they usually hit because I give them accurate weapons to begin with.
