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Tzareff

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Everything posted by Tzareff

  1. Syrian AF camo

  2. G91-R4 GINA

  3. Parani Su-17

  4. F-15A Dark Camouflage

    Looks nice thank you!
  5. you may also look at the [strafeAI] section in the aircraft data INI ( for the practicular aircraft) and check the line "AimPitchOffset=" incraesing the number make the AI shoot higher and decreasing means lower for the stock aircrafts with TW flight models its usualy OK but for some 3rd party aircrafts its somthimes hard to find the corect aim point many of them are released for SF1 diferent patch levels and so on. If you dont have [strafeAI] section in your aircraft data ini and the AI dont hit anything you need to add this section (from another aircraft) and starting with "AimPitchOffset=0.0" and then adjusting it to value that makes the IA to shoot corectly.
  6. MiG-23K

    Thank you this plane looks very good even in 2016
  7. RSS SA-2 Guideline Pack Public Test Beta

    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".
  8. Missile Range Simulator

    Very helpful thak you!
  9. This section is for the AI strafing: [strafeAI] RollInRange=6000.0 RollInAlt=1500.0 PullOutRange=800.0 PullOutAlt=200.0 ReleaseRange=1300.0 SecondPassRange=4500.0, SecondPassAlt=1100.0<---- this and uper values afect AI ranges for "roll in" and "pull out" ranges in ground atttack mode i dont know exactly how tehy work so i dont tuch them! ReleaseInterval=1.0 <----this statment control the AI brust lenght ! and 1.0 is ok for F-15 with lot of ammo... 0.5 make them fire shorter brust AimPitchOffset=-0.3 <---- this is the AI aim offset for guns incrising the number to 1.0 and above makes them shoot higher and decrising the number makes them shoot low. so if they shoot too short of the target you need to increase this number probably to 0.03... The best way i found for adjusting this is to look where the AI shoots in ground attack mode against static targets if the target is at the center of the brust then the "AimPitchOffset" is ok
  10. ATR rack is for WGR,LGR missiles only, if HOT-3 is EOGR you will need TLR rack type AllowedWeaponClass=RP,LGR,EOGR,GP,IRM,WGR,ATR,TLR <--- add this
  11. F-7B MB Series

    Man this is one of the best 3D models in the game, Realy high quality !
  12. I think third wire use kilograms for fuel capacity measure. So if you have max internal fuel for the aircraft in galons you must convert them in liters then mulyiply by 0.8 to get the exact fuel weight in kilograms ... or simply use that tble: http://www.streamline-ops.com/en/info/fuel_weight_conversion_tables/ Its definetly kilograms because in the MiG-21MF original data ini is stated that internal fuel tnks have capcity of 2198?? wich is the max fuel of MiG-21MF in kg 2200kg acoring to this site: http://www.airwar.ru/enc/fighter/mig21mf.html
  13. Dassault Rafale M

    Works like charm thank you Frtn !
  14. Can this be used to corect the AI "AimPitchOffset=" for rockets ? and is it posible to add View for corecting AI "AimPitchOffset=" for guns?
  15. Su-35BM - Skin

    perfect ! thank you
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