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Flanker562

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Everything posted by Flanker562

  1. And this is what happens when you attack it with munitions. One thing of note, I don't know how far away you can lock onto the radar, but it allowed me to lock onto it with my Mavericks from a far distance, about where the video starts (at least that's what figure for now), so it is able to be destroyed with regular weapons, just anti-radar missiles have the issue with it.
  2. Here's a quick video showing what happens when you fire two AGM-88Es at the SA-10A:
  3. Also updated the ALQ-99WG (The German Super Hornet pack) with the new values. Here it is if you don't want to go through the trouble of downloading the whole pack for the jammer: ALQ99WG.7z
  4. Also tweaked the ALQ-99G Jammers to work in-line with the EA-6B Superpack. I figure that HomeFries and Co. did some good research on the jammers and figured that I can use that. What I did was make the jammers more powerful and tweaked the maximum frequency for the -L jammer pod as well. It will be in the next update but decided to upload them here now:
  5. Also tweaked the ALQ-99G Jammers to work in-line with the EA-6B Superpack. I figure that HomeFries and Co. did some good research on the jammers and figured that I can use that. What I did was make the jammers more powerful and tweaked the maximum frequency for the -L jammer pod as well. It will be in the next update but decided to upload them here now:
  6. Hahaha I wish. If the warhead is the size of a tactical nuke you may kill it, but the G won't kill it either :(
  7. Thanks for the SAMs as I replaced some of them with your stuff given the amount of SAMs I do have in my folder.
  8. Was doing some testing and just want to note that shooting the system is hard (much like Fubar512's version) given the radar isn't able to be hit with a HARM (or any other missile for that matter). I can jam it with a Growler (3 x ALQ-99) up to about 17 - 20 miles, then it has you. I haven't bombed it yet, but I figure that the radar point is over the ground so you can't destroy it. I haven't flown a mission where it randomly spawns but thought I'd let you all know.
  9. Not sure how that's a What If, but looks nice at least :) Caturday flying, taking it easy in the Black Sea
  10. Well from what I understand is that the code was taken out or something for SF2, so there's no chance, except for SF1
  11. Yeah I never did MP in SF1 because I had some aversion to it back then. Now I don't and it would require the assets and a programmer to do it, unfortunately.
  12. Set it in the clouds but managed to get close, though i need to work on my formation flying.
  13. Decided to make the A-7E FLIR a more tactical color than just white. This is for the TMF A-7s. A-7_Flir.7z
  14. It's too bad there isn't multiplayer. Stuff like this could be done in-game and such. Oh well, it was a cool video at least.
  15. An old screenshot, but taken over the Anatolia terrain back in the day...
  16. I don't understand, there should be more folders in there than that. And as a test I checked the download, and all the files are there, so I think you deleted the folders by accident. The VFA-2 (Late) skin is in the FA-18F_BlkII folder. The decals are in the FA-18F folder, which is missing. Did you delete them by accident?
  17. You mean the modex numbers? EDIT: I checked the files and they're all there. There are no decals other than the modex number (1xx, 2xx, etc.), so after checking it checks out.
  18. Well, so far I'm not going to add that capability to the USN Growlers. If as a user you want to, then fine by me. But overall as a virgin download, I'm going off of what I see operationally, not so much What If. Besides, when the Aussies lost one in Nellis the notation said that the replacement USN Growler had to be modified to suit Australian needs. Maybe it was the carriage of more AIM-120s I don't know, but I'm leaving that up to people who want it since they can learn how to mod or something to add that capability. Personally, I don't see why a SEAD bird needs more AIM-120s for its role (I see the AIM-9X as a good self-defense weapon, but that limits HARM missiles of course, or however they do things down under), so I don't see the USN doing the same thing. The Aussies have their needs, the USN has theirs. And what they do operationally affects how I make the mod.
  19. I'm not sure about USN Growlers. They might but so far I've seen it on Aussie ones, not USN, so I'm going on that.
  20. Yeah but I also have this pic (I already have most of that already, thanks though), so I'm going off of that.
  21. 5.5 - Added an RAAF version of the Growler. It pretty much is the same as the USN version, but can carry more AAMs due to Australian Air Force requirements Uploaded and awaiting approval
  22. No I haven't, thanks for that EDIT: Found it, and it only has twelve listed. I guess not, so 12 aircraft so far.
  23. Well it's not like decalling is hard, it's just time consuming to me that's all. A lot of repetition like you mention and so on. I mean I finished it for now but seriously need a break from looking at it until tomorrow when I can do some research on how many planes the Aussies have (I want to say 24 as I think they bought some more after 2017 or so. But who knows and I'll find out tomorrow.
  24. Well, I'm too dumb I guess to do that, though I will look into it maybe. Completed as far as it can be done now. I'll hunt down the extra numbers tomorrow, but it looks fairly complete regardless. Incidentally, I took my EPE Growler for some tests and it seems to be an effective plane for jamming SAM sites. The only thing that kills EW planes is that there isn't a multiplayer system to make these planes shine. I mean the possibilities are endless but as such (not to drag into a dead horse conversation) it would be awesome to have some sort of multiplayer to use these planes rather than just whacking SAM sites and that's it.
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