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dtmdragon

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Everything posted by dtmdragon

  1. One thing to be aware off with the chaff and flares set up as a weapon that you can load and unload is the AI wingman/ enemy will not use them. It is a game bug. The work around is to have two versions of the plane, one without them and another with them from a certain date. Like Third Wire does with its stock aircraft e.g. 'F-4E' and 'F-4E (75)
  2. From an Air Power Australia article: "The lead computing gunsight has been modified to accept inputs from the RHAW: the red reticle indicates the location of the designated emitter while the green cross is caged in elevation to radar boresight and in azimuth to aircraft ground track. Blind bombing is carried out by steering the cross onto the reticle, depressing the bomb button and initiating a pull up. The fire control system times the release of the ordnance."
  3. Agreed, the Desert Storm, Falklands, KAW and Vietnam expansion are where this game is at its best. Particularly with air to air aircraft.
  4. The 2048 x 2048 and 4096 x 4096 textures in some of the newer mods out seem to be crashing my game when flying custom campaigns with lots of these aircraft or even ships involved. I reduce all my textures of this size to 1536 x 1536. That seems to be the sweet spot between performance and keeping the high level of detail on the skins of fighter/ bomber sized aircraft. Bump and spectacular textures don't need to be any bigger than 1024 x 1024 even with 1536 size skin textures.
  5. Thanks mate, does this mean the TW F-4C/D/E cockpit missile light functions are wrong as well?
  6. They wouldn't fit in the conformal Falcon stations and the drag of adding wing pylons plus the missiles would be to detrimental to range and speed. As was the case with wing pylons and ECM pods on the RF-101 in Vietnam. Sparrows would require a completely new radar and fire control system. For those reasons I went with the (X)AIM-4H upgraded Falcon to keep its missile system relevant in the early 70's
  7. View File F-101 Voodoo Escort Fighter, as it was meant to be. F-101 Voodoo Escort Fighter, as it was meant to be. Before the F-101 Voodoo suffered from 'mission creep and bloat' turning it into a (failed) nuclear strike fighter it was meant to purely be an escort fighter to protect Strategic Air Command's bombers. Before the name change to F-101 it was designated the F-88K Voodoo. Those original F-88K specifications made no mention of any air-to-ground role ("not a pound for air-to-ground!") and included an armament of three AIM-4 Falcon air-to-air missiles employed by the MA-7 fire control system with APG-37 air-to air-radar, full 7.3 G capability and K-19 gunsight (as on the F-105). Features: F-101A Voodoo Escort Fighter: - Full 7.33 G. - Reduced the effect/ impact of the stall/ spin when you pull up suddenly in the FM. - MA-7 FCS with AN/APG-37 Radar, 30nm range. - LABS/ bombing control system removed from cockpit and replaced with MA-7/ Missile control system. - K-19 Gunsight system (as on F-105). - 3x Semi-recessed AIM-4 Falcon Missile stations. - “Not a pound for air-to-ground!” - 1957 Service entry. F-101C Voodoo Escort Fighter: - As above plus: - Upgraded Pratt & Whitney J57-P-413 engines delivering 11,628 lb dry and 17,100 lb afterburning. - Upgraded AN/APG-125 Radar, 60nm range - (X)AIM-4H Falcon missiles with proximity fuse and enhanced manoeuvrability (1971). - 1966 Service entry. The stock TW AIM-4D Falcon has had its performance data dumbed down in order (I presume) to represent its poor performance when used by the F-4D Phantom in the game. However the reason the Falcon missile performed so badly when used by the F-4D was more to do with it being used outside its engagement parameters and the complex/ lengthy manual firing process the F-4D could only used. When used as designed by the fire control computer (FCS) of the F-102A/ F-106A and fired within its parameters (the FCS assisted the pilot with this) the Falcon was as effective as any other missile system of the era. In fact the IR seeker of the AIM-4D/ AIM-4G was the best on any IR missile until the AIM-9L was developed. As such I have corrected the data for all the Falcon missiles. F-4E (75) SAC SIOP skin for ravenclaw_007’s USAF F-4E (75) Instillation: 1, Install the F-101 Mega Pack Version 2.0 https://combatace.com/files/file/12117-f-101-mega-pack-version-20/ 2, Install the F-4E USAF pack vers.1.2 https://combatace.com/files/file/13932-f-4e-usaf-pack/ 3, Unpack this mod and drop the objects folder into you SF2 mods folder. Credits: Ravenclaw_007 Dave Enrico "ErikGen" Gennari Spillone104 Column5 Submitter dtmdragon Submitted 03/30/2018 Category What If Hangar
  8. Version 1.0.0

    295 downloads

    F-101 Voodoo Escort Fighter, as it was meant to be. Before the F-101 Voodoo suffered from 'mission creep and bloat' turning it into a (failed) nuclear strike fighter it was meant to purely be an escort fighter to protect Strategic Air Command's bombers. Before the name change to F-101 it was designated the F-88K Voodoo. Those original F-88K specifications made no mention of any air-to-ground role ("not a pound for air-to-ground!") and included an armament of three AIM-4 Falcon air-to-air missiles employed by the MA-7 fire control system with APG-37 air-to air-radar, full 7.3 G capability and K-19 gunsight (as on the F-105). Features: F-101A Voodoo Escort Fighter: - Full 7.33 G. - Reduced the effect/ impact of the stall/ spin when you pull up suddenly in the FM. - MA-7 FCS with AN/APG-37 Radar, 30nm range. - LABS/ bombing control system removed from cockpit and replaced with MA-7/ Missile control system. - K-19 Gunsight system (as on F-105). - 3x Semi-recessed AIM-4 Falcon Missile stations. - “Not a pound for air-to-ground!” - 1957 Service entry. F-101C Voodoo Escort Fighter: - As above plus: - Upgraded Pratt & Whitney J57-P-413 engines delivering 11,628 lb dry and 17,100 lb afterburning. - Upgraded AN/APG-125 Radar, 60nm range - (X)AIM-4H Falcon missiles with proximity fuse and enhanced manoeuvrability (1971). - 1966 Service entry. The stock TW AIM-4D Falcon has had its performance data dumbed down in order (I presume) to represent its poor performance when used by the F-4D Phantom in the game. However the reason the Falcon missile performed so badly when used by the F-4D was more to do with it being used outside its engagement parameters and the complex/ lengthy manual firing process the F-4D could only used. When used as designed by the fire control computer (FCS) of the F-102A/ F-106A and fired within its parameters (the FCS assisted the pilot with this) the Falcon was as effective as any other missile system of the era. In fact the IR seeker of the AIM-4D/ AIM-4G was the best on any IR missile until the AIM-9L was developed. As such I have corrected the data for all the Falcon missiles. F-4E (75) SAC SIOP skin for ravenclaw_007’s USAF F-4E (75) Instillation: 1, Install the F-101 Mega Pack Version 2.0 https://combatace.com/files/file/12117-f-101-mega-pack-version-20/ 2, Install the F-4E USAF pack vers.1.2 https://combatace.com/files/file/13932-f-4e-usaf-pack/ 3, Unpack this mod and drop the objects folder into you SF2 mods folder. Credits: Ravenclaw_007 Dave Enrico "ErikGen" Gennari Spillone104 Column5
  9. Improved (X)AIM-4H Falcon missile with proximity fuse and enhanced maneuverability. A hand full of these were test fired in 1971ish and solved all the shortcomings of the AIM-4D but the USAF ultimately went with the AIM-9 as its IR missile system. Semi-recessed missile slots. Replacement had SAC continued with escort fighters?.....
  10. Can do, I'm still pondering a follow on F-101C model with upgraded radar and engines. I'm thinking around 1967 with a 7-10% increase in engine thrust which loosely follows the upgrades and timeline from the F-8C to the F-8H. 1971ish would see the operational use of the (X)AIM-4H which was developed but never put into production. It adds a proximity warhead and increased maneuverability to the AIM-4D.
  11. Yes and reduced the effect/ impact of the stall/ spin when you pull up suddenly as from what I have read about the high alpha issues with the real aircraft it is not as dramatic and constant as it was in game. It makes one hell of a dog fighter now! With the D model AIM-4 it kind of makes for a USAF version of the F-8 Crusader's role in Vietnam. Radar is the same as used on the F-86D (but with a diffent fire control system) and can pick up a target at 30 miles.
  12. Before the F-101 Voodoo suffered from 'mission creep and bloat' turning it into a (failed) nuclear strike fighter it was meant to purely be an escort fighter to protect Strategic Air Command's bombers. Before the name change to F-101 it was designated the F-88K Voodoo. Those original F-88K specifications made no mention of any air-to-ground role ("not a pound for air-to-ground!") and included an armament of three AIM-4 Falcon air-to-air missiles employed by the MA-7 fire control system with APG-37 air-to air-radar, full 7.3 G capability and K-19 gunsight (as on the F-105). 522nd Fighter-Escort (Strategic) Squadron, 27th Fighter-Escort (Strategic) Wing, Strategic Air Command, USAF 1957 SEA camouflage Vietnam 1968 SAC SIOP camouflage 1970
  13. Honestly I can't remember just a generic pylon I think.
  14. Hay guys I vaguely recall a Vietnam era ECM pod (ALQ-71 etc) that had a weapons pylon built in to the 3d model. I can't for the life of me find it or even remember exactly what type of pod it is, does anyone know where it is? Cheers, Dan.
  15. I am trying to learn some more about how the FM works etc. Can some one tell me what data.ini entries/ figures in the F-101 data.ini create the sudden stall and spin when you suddenly put the aircraft into a high angle of attack (pull up suddenly)? As compared to the stock data.ini of say the F-8?
  16. Hell yes!
  17. Updated A-4KU F-4E updated to ravenclaw_007 and co's F-4E Phantom II - ARN (86) plus modifications to allow the unique inner left wing pylon arrangement the 3rd TFW F-4E's used to allow the carriage of Sidewinders and laser guided bombs. (In ODS they only used CBU-87 as thier Pave Track pods were late arriving in theater). The last screen shot is a LGB/ AIM-9 loadout from Exercise Gunsmoke 1989. ShowAnyWeapon=TRUE Avionics mod to allow A/G CCIP gun piper for bombs and retain all other normal F-4E Avionics60.dll functions. F/A-18D Hornet 'Fast FAC' using latest LOD and textures at combatace F-16A Blk 10 Fighting Falcon avionics, FM, cockpit and textures updated to the latest Team Viper standards. Loadout includes the use the GPU-5A 30mm gunpod for the first few days of ODS. CF-18 Updated to latest LOD and textures etc plus new pilot.
  18. 1950's USN Carrier Air Wing 'Sunday Punch' v USN Carrier fleet (war gaming) 12 x AD-4 Skyraider - (Ship) Strike 12 x F4U-4 Corsair - (Ship) Strike 12 x F4U-4B Corsair - (Ship) SEAD 12 x F9F-2 Panther - (Ship) SEAD 12 x F9F-2 Panther - Escort Verse 1 x Essex (1950) class Aircraft Carrier (Long hull) 1 x Atlanta Class Cruiser 4 x Fletcher Class Destroyer 4 x Allen M. Sumner class Destroyer 12 x F9F-2 Panther - Intercept 12 x F9F-2 Panther - CAP
  19. I second Vikings! I got really hooked on Manhatton but it was cancelled after season 2 . It' a dramatized show on Netflix about two science teams at Los Amos in the 1940's racing to prove their a-bomb designs. Shameless is so bad it's good. Me and the wife started watching that one way before it was 'cool' lol Narcos is another really good Netflix show especially season one.
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