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Tzareff

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File Comments posted by Tzareff


  1. Actualy it looks very balanced to me thank you!

    The main problem with 3rd party AAA or SAMs in SF 2 is that they very often have "strange" values and parameters wich gave them a potential to ruin campagn game completly. The problem comes from the fact that they are used most ot he time against the AI and the AI dont have the abilities to respond corectliy against such a threat (we all know his limitations) and entire AI flights get anihilated by superpowerful static AAA or SAMs. The result is that campaign is finished after few misions cause there is not enough planes in the AI squadrons to fly the misions.

    Few examples from data i found in my mods folder:

     

    FullName=FIM-92A Stinger

     

    SubsonicDragCoeff=0.120000
    SupersonicDragCoeff=0.222000<--this thing have no drag!

    Accuracy=95 <--ok maybe its real!
    MaxTurnRate=30.000000 <--its more agile than "Lima" ???
    MaxLaunchG=22.000000 <-- Ihave no idea why?

     

    SeekerFOV=30.000000
    SeekerGimbleLimit=45.000000
    SeekerTrackRate=35.000000 <--- no escape posible!
    SeekerRange=4500.000000

    SustainerDuration=30.000000
    SustainerAccel=60.000000 <--it comes realy fast :)

     

    Duration=35.000000 <--fly long enogh to hit anyting with only few kg of fuel!
    CounterCountermeasure=80.000000 <--AI flares dont have a chance against such value...

     

    From SF2_AAA_Pack :

     

    Bofors_DATA

    NationName=USMC
    ServiceStartYear=1939
    ServiceEndYear=1983
    GroundObjectRole=STATIC_AAA

     

    [DetectSystem]                  <---this section lacks "VisualSearchTime=" ???
    TargetType=AIR
    DataLink=FALSE
    OpticalSight=TRUE
    NightSight=FALSE
    VisualRange=8000.0
    VisualMinimumAlt=100.0
    ViewportPosition=0.0,0.0,2.30
    MaxVisibleDistance=4800.0
    RadarCrossSection=2

    [WeaponSystem]
    TargetType=AIR
    GunRange=5067.0
    PitchAngleRate=30
    MaxPitch=85.0
    MinPitch=0.0
    DefaultPitchAngle=30
    YawLimited=FALSE
    YawAngleRate=30
    DefaultYawAngle=0
    ReloadGunAtAngle=FALSE
    GunRecoil=20
    GunMinAltitude=100.0
    GunMaxAltitude=3800.0
    GunStabilization=FALSE
    GunRadarTracking=FALSE
    RangeFinder=3
    BallisticComputer=3                             <--- start year 1939 ???
    YawModelNodeName=Bofors-Base
    PitchModelNodeName=Cañon-Bofors

     

    This SAMs and AAA are more deadly but the AI cant react properly and this ruins the campaign game overal. I think we need SAMs and AAA pack that is not too deadly for the AI and keeps game in balance the stock TK values for AAA and SAMs are good example and starting point.

     

    PS: I learned my english in the internet so if there is any (or too many) gramar or typo mistakes keep in mind that Im not a "native speaker".


  2. An excelent pack with all major models on both sides "red" and "blue" included...but I have a problem with it , this AAA is so deadly that on escort missions they simply "whipe off" the entire flight i must protect with the result of endless mission...

    and "Red Clown " says : your mission is still in progres... when the bombers are shot down long time ago

     

    I agree that the real life AAA have much better performance than the Third Wire models but the AI pilots simply dont have any chance against this AAA pack

     

    ServiceStartYear=1938

    ....

    RangeFinder=3
    BallisticComputer=3    ???

    maybe you should think about another "downguarded" version of this pack ... I did it for myself but people with less time for modding will be dissapointed

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