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dtmdragon

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Everything posted by dtmdragon

  1. Post any feedback, fixes, problems, suggestions, help here please. This is NOT the finished mod just BETA testing of the campaigns and functioning as a stand alone install.
  2. For serious constructive BETA testing of the campaigns please guys as its not a finished product :) StrikeFighters2 KAW68.7z Objects.7z Aircraft.7z ***** You will need to delete my options.ini and version.ini files as i forgot to before I uploaded. ***** Notes. SAM sites: This terrain does not correctly set up Red or Blue SAM sites. As a work around there is a SA-2 launcher set up as ‘static AAA’ that has its own built in Fansong search/ tracking radar and 5x missiles. The same thing has also been done with a MIM-14 Nike Hercules 4x missile battery. Nuclear weapons: There are no offensive tactical nuclear weapons however the South Korean Nike Hercules missiles are equipped with 2kt nuclear warheads as they would have been at the time. Also the F-106A and F-102A utilise the nuclear 1.5kt AIR-2A and 250t AIM-26A missiles respectively by default on an ‘intercept’ mission. Falcon Missiles: 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. To simulate the difficulty of manually preparing and firing an AIM-4D Falcon missile by a F-4D I have included the 6 second release delay in a specific AIM-4D used only by the F-4D Phantom in the game. F-106A: The AIM-4G station is not internal it is external so the AI will still engage with the missile as the AI will not use an internal IRM. I have the weapon doors set to manual opening. I also have a unique versions of both the AIM-4F and AIM-4G that combines the statistics of two missiles so it has the same kill probability of ripple firing two missiles as one. This is because the F-106A could ONLY fire its AIM-4 missiles in similar pairs. I use these missiles for the AI aircraft since as the player you can manually ripple fire two of the standard missiles at a time etc you just have to change your loadout at the loadout screen. In short the F-106A could fire a salvo of 2x AIM-4F, a salvo of 2x AIM-4G and a single AIR-2A Genie. To simulate this with the AI aircraft there is a single missile (AIM-4F_2_1) that represents the salvo firing of 2x AIM-4F and another missile (AIM-4G_2_1) that represents the salvo firing of two AIM-4G. F-102A: Same story as above with the F-106A and its Falcon missiles except the F-102A carried and fired its missiles in three’s. E.g. 3x AIM-4D on the rear rails all fired at once and 3x AIM-4A on the front rails all fired at once. However when carrying an AIM-26A/B it replaced one of the AIM-4A Falcons on the front centre rail. This means the F-102A could fire a single AIM-26A/B, a salvo of three AIM-4D, a salvo of two AIM-4A and its unguided FFAR rockets. Once again to simulate this with the AI aircraft there is a single missile (AIM-4D_3_1) that represents the salvo firing of 3x AIM-4D and another missile (AIM-2A_2_1) that represents the salvo firing of two AIM-4A.
  3. Anyone with campaign modding experience want to beta test? Although I have adapted and edited one of the KAW campaigns it' still the first one I have ever done.
  4. I'm sticking with the units that were historically deployed to Korea as part of Operation Combat Fox and Formation Star. http://www.osan.af.mil/News/Article/406841/operation-combat-fox-the-usaf-response/ https://wikivisually.com/wiki/User:Marcd30319/Operation_Formation_Star
  5. It' a bit to early for Skyhawks and I don't think Vampires and Canberras would fair to well! Lol
  6. It is :) The Vietnam Air and Ground war expansion mod is also the main source of US Air and ground units as they have already done the hard yards for aircraft of that time period.
  7. Operation Combat Fox/ Operation Formation Star: On 23 January 1968 North Korean patrol boats supported by MiG-21 fighters captured the USS Pueblo northeast of the North Korean island of Ung-do. The seizure of the Pueblo led to President Lyndon Johnson ordering a show of force with a massive deployment of U.S. air and navy assets to Korea. The airlift and deployment of 200+ aircraft was code named Operation Combat Fox and the deployment of six aircraft carriers plus support vessels was code named Operation Formation Star. After further considering an appropriate response to the incident (including a nuclear strike), on Febuary 1, 1968, President Lyndon Johnson orders an aerial bombardment campaign against North Korean Military targets. The campaign has three objectives: 1) demonstrate U.S. resolve in the face of communist aggression; 2) weaken the Military infrastructure of North Korea and its future ability to threaten South Korea; 3) deliver a message to North Korea that the United States will respond to any aggression on the peninsula with massive force. In response to US air strikes North Korean forces have attacked across the DMZ, The Korean peninsula is once again actively at war.
  8. It's so you can have an empty weapons pylon in game. If you load nothing on a weapons station then the pylon will not appear in game.
  9. If you take a step back to consider the advance in technology required to visit another solar system relative to what we have today, should another life form have the ability to do this I doubt by their standards we would even be considered intelligent life. So I think UFO visits, crop circles and abductions etc are nothing more than fantasy. Thier technological ability and intelligence would have to be on a scale unimaginable to mankind of today. Any visit would likely be undetectable and thier interest in us would be comparable to ours in a new species of insect when discovering a new continent.
  10. Imitation is the best form of flattery as they say! I'm not bothered one bit
  11. This Facebook group poped up on a F-106 FB group I was looking at, the image they use seems a bit familiar?!.... .....Hmmm.... My F-4E Rivet Haste upload here at CA seems to spring to mind!!! Lol
  12. I presume your talking about AI aircraft made flyable? If so make their main aircraft.ini file read only. It's the .ini with the aircraft name etc. Alternatively rename your aircraft folder aircraftx then install the dlc and run the game. Now rename your aircraftx folder back to aircraft and let it merge with the newly generated aircraft folder. Let everything in your old aircraft folder override the new.
  13. Existing F-106 Cockpit. - The optical sight is in the extended position. This sight was only used for manual ranging for the AIR-2A Genie missile if the radar/ fire control system (FCS) malfunctioned or in a heavy jamming environment. Alternative F-106 cockpit. - The optical sight is in the retracted position. This is how it would be for normal flight and normal engagement of the enemy with AIM-4F/G and AIR-2A Genie missiles. - Unfortunately this cockpit only works in the normal F1 view, zoomed F4 view and target padlocked F3 view. In the zoomed out F2 cockpit view the front canopy frame disappears at the base. The Six Shooter cockpit below works fine in all views. - Canopy frames are fine if you move view around in the F1 view. Project Six Shooter cockpit. - With instillation of the M61 bombay gunpod a gunsight was added to the cockpit. In real life the gunsight projected the display from the radar scope. So the radar scope actually displayed the gunpiper and it was mirrored onto the gunsight. This was because the FCS used the AIR-2A Genie firing logic to compute a real time bullet path for the M61 cannon. It was infact more accurate than the lead computing gunsight the F-15A entered service with until the same computer logic was duplicated for the F-15A. - Because the M61 gunpod replaced the AIR-2A Genie the optical sight was removed from the cockpit. (All Six Shooter modified aircraft could be quickly converted back to carry the AIR-2A). - This cockpit has KJakker's Six Shooter (no frame) canopy mod as the clear canopy modification was also part of Project Six Shooter. Air-to-air gunsight. Air-to-ground gunsight. No gunsight or symbology displayed when employing the AIM-4F/G Thoughts???
  14. Trying to modify the F-106 cockpit to better represent the six shooter M61 gunpod gun sight.
  15. I have cheers, that's what led my to find this written account. His witten one has a few more details in it including the tactics they would have used on the day had they engaged.
  16. Close call with 20 MIGS as F-106's fly EC-121 escort during USS Puablo incident 94th FIS deployed to Osan AB, Korea. By Bruce Gordon F-106 pilot 94th FIS. The tactics they would have used with the F-106 in the last page are fascinating. I've always thought of the F-106 in its context as a bomber interceptor not as a fighter on CAP engaging other fighters! Remember this is pre project 'Six shooter' so these F-106 have no gun and only two shots of missiles each as the F-106 fired two of its four Falcon missiles with each shot- it could not fire missiles singularly excpt for the nuclear AIR-2 Genie rocket.
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