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dtmdragon

+MODDER
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Everything posted by dtmdragon

  1. Just wondering what the story is with the third under wing MICA missile station on the F4 in the download? None of the other variants in the download have it. From what I can tell from searching on line is French operational Rafale don't seem to use it (or can't?) but some test/ demonstration aircraft and the F3 variants for India do?
  2. British had the SRAAM/ Taildog in the 70's that was a small missile housed in launch tubes. Never made it into production but was the starting point for the future ASRAAM https://en.wikipedia.org/wiki/SRAAM
  3. Just remember for every round you can see there are 3-4 hitting that you can't as tracer are every 3rd or 5th round (can't remember the default game setting). A 14.5mm HEI round leaves the barrel at 3,300 ft per second and imparts 29,850 Joules (22,020 ft⋅lbf) of energy. That's just the kinetic energy and doesn't include the explosive or incendiary effect of the warhead. Sounds like plenty enough to knock off a flap or a couple of AIM-9 missile, lucky it didn't set the rocket motor or missile warhead off! 😁 just remember the A-10 survivability is about being able to take damage to core systems with multiple redundancy. It's not a flying tank with armored flaps etc. Killing a T-72 from any angle is probably more of a game engine/ damage modeling issue. A T-72 could be completely destroyed from a 45 degree angle onto the top of the turret. However an attack from any other angle would still likely result in a mobility/ mission/ communication/ sensor/ Weapon kill. The game cannot model that so the tank is simply destroyed completely in the game.
  4. I think given the size of 30mm rounds, the kinetic energy they have when fired, plus the explosive armour piercing warheads, they are pretty accurate in the game.
  5. Disabling the EffectShaderName=fltHUD.fx as per the instructions on each aircraft does not seem to have any affect unfortunately. Also aircraft with out a HUD and just a gunsight eg F-4E etc still have the problem even though they don't use the fltHUD.fx shader.
  6. Anyone figure out away to get this to work with Effects set on unlimited?
  7. Early AIM-9L (think F-15A USAFE) and AIM-7F should be white not light grey- my 2 cents 😁 'mid' service USAF/ USN AIM-9L seem to still have the white rear fins but a light grey body.
  8. The RAF Harriers GR.3 that operated in the Falklands conflict had major issues with getting thier Inertial Navigation Systems to align and as a result their navigation and attack systems would not function correctly. More often than not they had to fly their missions by compass, stopwatch and a map. And just the back up manual aiming system displayed on the HUD. They called it the revisionary sight and it is fixed but the horizontal arm of the cross could be manually depressed. This information can be found in books written by RAF GR.3 pilots about the conflict. I have recreated that here from my research on what it looked like. It makes using the GR.3 in the game much more challenging as without the CCIP on the HUD you have to manually dive bomb with the fixed revisionary sight. I have set it up so the horizontal arm of the cross will depress automatically based on the selected weapon. The position is based on the tactical dive bomb profile that needs to be used. There is also no moving map without the Nav/ Attack system. HUD Nav mode: Basic flight data and no navigation/ waypoint/ heading information. HUD Air-to-Air mode: De-cluttered with fixed revisionary sight only. HUD Air-to-Ground mode: Basic flight data and fixed revisionary sight only with horizontal arm adjusted based on selected weapon. No moving map at all.
  9. " Fox two!... Splash one Mirage F1!... Where the f*#k is the CAP?!!!"
  10. "Guns! Guns! Guns!.. Splash one MiG-29!"
  11. One of them (can't remember which) is linked to the air-to-ground gunsight. Why, I have no idea but it does.
  12. Try this: GunBoresightAngle=-3.5 In the [FlightControl] section of the data_XXX.ini And if you have a HUD: GunBoresightAngle=-3.5 In the [HUD] section of the avionics_XXX.ini
  13. My understanding is IRST systems don't necessarily display an IR image but show azimuth and altitude (no range) of a detected target on the Radar scope. Can be used to cue the radar range gate to sweep out in a narrow beam towards it from range 0 until lock on.
  14. Third Wire F-8 Crusader Upgrade & Enhancement

    Sure is: Flight model was first tweaked by FANATIC MODDER, I have continued on where he left off, biggest change is the simulation of the cruise droops.
  15. I haven't touched it since it was released and I'm sure it could benefit with some updating from the recent amazing Phantom releases we have seen lately: https://combatace.com/files/file/13512-israeli-aerospace-industries-iai-f-4e-kurnass-super-phantom-2000-for-strike-fighters-2/
  16. Third Wire F-8 Crusader Upgrade & Enhancement

    Not deleted just not activated for player control. They will be folded as part of the 'carrier park' animation/ feature.
  17. I have an "air to air template" single mission saved that puts 2 groups of aircraft into a neutral merge at 15,000 feet. All AI ability settings are equal etc and there are no SAM/ AAA. The AI group has 10 aircraft and the player controlled group had 12. This allowes you to order your single wingman to return to base (after you time compress to the merge), then order the squadron to engage air targets and eject yourself before the merge. I then speed up time until all the fighting is over and then end the mission. The kill to loss ratio (minus the loss of yourself from ejecting) gives a good DACT simulation of one aircraft type against another. You have to remove your wingman as his AI doesn't behave like the rest of the AI aircraft after you eject. And aircraft without an internal gun need a 'gun pod only' loadout. I have a variation with a greater distance after the time compression to the merge to run simulations of BVR engagements as well. I use the same steps as above to ensure it is an even AI v AI match with only the aircraft/ weapon systems being different.
  18. I agree and find I fight with the D more successfully for the same reasons. Sometimes I think the slatted E seems to dump a ton of airspeed/ energy when you pull sharply into the vertical and the slats deploy. Same during the initial higher speed turns during a turning fight.
  19. Try "LookAroundChance=0.0" and see if that helps? Currently it is 10.0 It is under: [Mortar] SystemType=GUNNER .......
  20. Ahh just noticed the fin flash on the No. 14 Squadron 'Middle East Airforce' starboard vertical stabilizer is back to front 🤦‍♂️ lol
  21. Vampire FB.9 No. 14 Squadron 'Middle East Airforce' 1952-55 Vampire FB.5/ 52 No. 75 Squadron 1952-59 (RAF Roundel) Vampire FB.5/ 52 No. 75 Squadron 1959-70 (Fern Leaf Roundel) Venom FB Mk.1 (54) No. 14 Squadron 1955-58
  22. First Israeli 'Franken' Spitfire: D-130
  23. Avi Lanir's Shahak #60 covered in soot after flying through an exploding Syrian MiG-21 courtesy of his 30mm cannons, 7 April 1967.
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