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dtmdragon

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dtmdragon last won the day on July 18

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About dtmdragon

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  • Gender
    Male
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    Papamoa NEW ZEALAND
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    Flying
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  1. Shafrir 1 Note the diffrent orientation of front and rear fins and unique launch rail for the Mirage
  2. 1.1 - F-4K Phantom updated to latest UK Phantoms 2.1 pack standard (July 2024)
  3. 3.1: - F-4E Kurnass 'Super Phantom' Prototype added. - Rear ECM antenna correction (removed) on F-4E Kurnass 2000. - Intake sensor color corrected on F-4E Kurnass (78) F-4E Kurnass 2000 and F-4E Kurnass Super Phantom (Prototype)
  4. 2.1: - Light fix for F-4M (75), F-4M (80/85) and F-4J(UK) - Tail texture fix for F-4M (80) and F-4J(UK) with full color tails. - ARI 18228 RWR displays corrected on appropriate F-4K/M aircraft. TW incorrectly uses the ALR-66 display which was only used on the F-4J(UK). - Separate F-4J(UK) Phantom F.3 (85) added to include the AN/ALR-66(VE) TEWS RWR upgrade fitted from 1985. Replaces the AN/ALR-45 VECTOR RWR they were delivered with.
  5. Download works fine I just checked it, must be a problem at your end sorry.
  6. Operation Corporate Phantoms SF2 Falklands Mod HMS Ark Royal ‘what if’ campaign updated today
  7. UK Phantom ARI 18228 RWR display and F-4J(UK) AN/ALR-66(VE) RWR display. SF2 F-4K/M/J United Kingdom pack also updated today
  8. Pratt & Whitney PW1120 power!!! SF2 F-4E Kurnass Israeli Airforce pack updated today
  9. 3.1: - F-4E Kurnass 'Super Phantom' Prototype added. Pratt & Whitney PW1120 engines, she is quick and fast!!! - Rear ECM antenna correction (removed) on F-4E Kurnass 2000. - Intake sensor color corrected on F-4E Kurnass (78) F-4E Kurnass 2000 and F-4E Kurnass Super Phantom (Prototype)
  10. Coming soon to a Super Hornet Package near you....
  11. From a discussion over at F-16.net I have gone with this: "when launched from air, we can expect it to reach top speed of Mach 4.83 and max range of 420-465 km" You will need to be very high and very fast at launch to achieve it. "I think it would be easier if you make comparison with the version of standard missiles without the booster stage. First let have a look at these version of standard missile where there are significant change in term of kinematic RIM-66A (SM-1MR block I) with MK-27 dual thrust rocket motor has a top speed of Mach 1.8 and max range of 32 km RIM-66B (SM-1MR Block V) with MK-56 dual thrust rocket motor has a top speed is Mach 3.5 and max range of 46 km RIM-66C (SM-2MR Block I) with the same MK-56 rocket motor but with new INS guidance logic increased its range to 74 km but keep same top speed. RIM-66G (SM-2MR Block II) with the new Thiokol MK-104 rocket motor has a top speed of Mach 3.5 and double the max range to around 150 km (some source claimed the range is 184 km) RIM-156A (SM-2ER Block IV) still use the same MK-104 rocket motor but with the additional MK-72 booster, range got extended to 370 km RIM-174 (SM-6) same MK-104 rocket motor and MK-72 booster as RIM-156A but use an active radar seeker instead AGM-78 which is an air launched derivative of RIM-66A (SM-1MR block I) with the same airframe and the same MK-27 MoD 4 dual thrust rocket motor. The only thing changed is the AGM-45A-3Aa seeker. That missile has a top speed of Mach 2.5 and max range of 90 km. In short, compared to ground launched version, the air launched version of standard missile can increase top speed by 1.38 times and max range by 2.8 times. Air launched SM-6 doesn't have the MK-72 booster but it still got the MK-104 motor section, so the kinematic when launched from ground will be similar to RIM-66G (SM-2MR block II), when launched from air, we can expect it to reach top speed of Mach 4.83 and max range of 420-465 km."
  12. Just tweaking the weapon data now, SH AHM pylon stations need editing to take the weight , diameter and length of the AIM-174 as well. Ill send it all to you when I'm done with the missile.
  13. Having a go at repainting and tweeking WhiteBoySamurai's RIM-66MR as we speak
  14. @Viggen Check the AI performance figures in the data.ini and make sure they are the same as the stock TW lighting F1. I remember reading long ago that the AI uses the [StrafeAI] figures for air-to-air rockets so you want that to be the same as the Lightning. Pay attention to rocket/ gun boresight angles, aim pitch offset, the actual rocket attachment angles, and angles in the rocket pod if its a separate pod. Mimic what the lightning has and then see how the AI goes against bomber formations. I have done this with the Sabre dog and it does get kills. Check all the cockpit view/ aiming/ offset angles match the Lightning as well for when you are having a go yourself as a player controlled aircraft. Alot of the AI performance figures for these 3rd party rocket interceptors in SF2 were set up for when guns that had rocket effets were used to mimic air to air rockets, because TW hadn't implemented the Lightning and the air to air rocket feature yet.
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