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SupGen

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Everything posted by SupGen

  1. Wrench, you might want to take a look at the fuel weights for the tanks. 450 gals should weigh in at (450Gals X 6.5 Lbs per Gal = 2925 Lbs X .4545 1329.412...Kgs). That's more than the total mass given in the Data ini. For the 450Gal tanks I'm using Mass=1450.000000 and MaxFuelAmount=1330.000000; for the 650Gal tanks Mass=2050.000000 and MaxFuelAmount=1920.000000. This should be a little closer to real-world values, I know this isn't your mistake, these are in McGunny's Ordnance Pack with the same incorrect values, in a work of that size there are bound to be mistakes. Of course, any fuel gained here is lost if you use the ThirdWire F-105D values for internal fuel...
  2. File Name: Razbam F-102 Update NO.2 File Submitter: SupGen File Submitted: 03 January 2013 File Category: SF2 Series Add On Aircraft Well, this is my second update for the Razbam F-102, the first was pretty well recieved, to the point that Paulopanz is going to be releasing an update to his old skinpack for this aircraft, which by itself is beautiful and works very well with this release, (you just have to rename some stuff in the main ini.), gorgeous work, though. Anyway, I've been doing a little more research and it seems the F-102 was limited to the AIM-4A, AIM-4C and AIM-26A and B.* The other missles in the Razbam Weapons folder are part of the Super Falcon family and were not only physicaly larger but also looked like the ones in McGunny's Weapons Pack; I'm not sure if the stock ones differentiate between them or not. The sources I'm using also cover the Falcons employment in Vietnam in some depth, giving some insight on it's lack of sucess in combat; ie., this may have been due more to the fact that the F-4 did not have the specialized FCS of the aircraft it was designed for than the missle itself. The F-4 pilot had to manually perform a lot of functions that were completely automated when using the MG-10 or MA-1 Fire Control Systems, this and the fact that many of the missles were fired "outside of parameters" leads inescapably to the conclusion that "we" (both the SF1/2 community and TK) may have been entirely too hard on certain aspects of performance (low Accuracy, LockOnChance, Reliability, NoiseRejection, and CounterCounterMeasures values). Realistic modeling might be better realized by limiting TurnRate, SeekerFOV, SeekerGimbleLimit, and SeekerTrackRate; in other words they should probably have a much higher probability of intercept when used in their intended role against large, non-manuvering targets like Soviet bombers than against small nimble fighters. They did not have proximity fuses, being contact fused they would actually have to hit the target in order to pass their OpEvals and be accepted for use. This may sound naive, but I find it hard to believe the Air Force would have flown F-102s and F-106s as long as they did if they thought they couldn't hit the broad side of a barn. When used in their intended role, fired from aircraft equipped with the proper FCS I'm thinking these missles should really be much more potent in the SF universe than they are at present. Needless to say, any thoughts on this would be appreciated. The other thing I'm modeling here is the removal of that damn radar hood; it looks great, and it would be great if you weren't actually trying to fight from this cockpit.This is what I kinda think of as the curse of looking real; at first glance it does look real, however a real Deuce pilot, leaning forward to place his helmet visor against the Radar Hood would have seen an entirely different picture than we do even if we zoom in to the max. The game just does not give us the same view angles; no matter how close we get there is still a huge segment of the radar sacreen we can't see. This update removes the Radar Hood and lets you see the entire radar screen. So there it is. If you don't like being limited to the AIM-4A and C, with the Nuclear Falcon for those saturation attacks, if you like not being able to see squat on your radar screen even though the real pilots could, don't install this. On the the other hand, if you want a realistic loadout, and you want to be able to fight the aircraft to it's full potential (which seems to be much higher than anyone gave it credit for, if this thing had a gun you could OWN some Migs that gave the F-4, for example, a very hard time), then by all means install this and go out and KILL SOME MIGS. So drop the aim.4LOD and the parts01bmp. into the remaining AIM-4 missle folders, then just drop the Objects folder into your mod folder and allow to overwrite. Enjoy. *Edit: 1/05/13. Well wrong again. The AIM-4D is now cleared for use. Seriously, the documentation for this stuff is kinda thin, and what there is is sometimes contradictory. Doin' my best, if you know of any source material, please let me know. SupGen 1/3/13 Click here to download this file
  3. Let's All Give a Hand to Erik

    Erik this guy is a twit. Pure and simple. As far as I'm concerned, this place (you and everyone else here) does a superb job of providing a virtual world of Fighters, Fighter Pilots, and blowin' sh*t up. If this clown can't be happy here, I strongly suggest he won't be happy anywhere; or else none of the things I mentioned are what makes him happy and he should realize that and go elsewhere.
  4. Also, for those that like to fly the 'Cat, download and install this: http://combatace.com/files/file/12327-tmf-f-14-tomcat-superpack/ . Believe me, TK's looks weak by comparision.
  5. Roger, it's not the size; add this right after (under) AttachmentType=USN in the missles Data ini.: (next line) SpecificStationCode=AIM54. That'll do it.
  6. Wow. A lot more here than Detail & Scale. I'm sure I'll find something in all this. Thanks, Wrench!
  7. My F-102 has an AIM-26 too-just not this AIM-26. Roger, read up here: http://search.yahoo.com/r/_ylt=A0oG7h5dzOFQMTEAsQJXNyoA;_ylu=X3oDMTEyZnYyZGI0BHNlYwNzcgRwb3MDMgRjb2xvA2FjMgR2dGlkA0RGRDVfODg-/SIG=124q3r40v/EXP=1357003997/**http%3a//www.ausairpower.net/Falcon-Evolution.html . Turns out they weren't blast weapons meant to kill entire formations,but instead optimized for neutron production to kill the enemies payload-his nuclear weapons. Pretty interesting stuff.
  8. Those AIM-26s are gonna come in real handy on a certain F-102. Magnificent work.
  9. File Name: Fix Pack for Razbam F-102 Delta Dagger File Submitter: SupGen File Submitted: 28 December 2012 File Category: SF2 Series Add On Aircraft These are just some changes I came up with to fix some problems with Razbam's F-102A Delta Dagger. 1)Fuel guage-Corrected SystemName[021] to read FuselageFuelCell-gauge will now read the fuselage tank. Also changed tank amounts to more closely reflect actual amount of fuel carried internally; most sources give this as 1,085 Gals or 7,335 Lbs. 2)HydraulicPressureGauge-Changed this to an OIL_PRESSURE_INDICATOR as there is no provision in-game for hydraulic pressure. Obviously not a true reading, but better than a dead gauge. 3)Drop tanks-Changed these as all references were to 230 Gallon tanks; F-106 had 360's. 4)Fixed Fuel Low Left, Fuel Low Right lights, they now come on with 20Lbs fuel left. 5)Set emer fuel on light to come on at 600Lbs. 6)Changed missle names and added SpecificStationCodes to missles and aircraft to prevent mix-ups with stock or weapons pack missles as these are larger and protrude thru the fuselage if used in the side bays. Also two AIM-26's with the correct StationCode. After all, if you can't nuke it, fook it, no? Copy and paste the aim-4 lod.s and parts01 bmp.s from the weapons that came with the plane into their respective folders in this mod. Install these into your weapons folder in the game. The AIM-26's have their lod.s; they are from McGunny's Ordnance Pack. 7)Fire control system-Changed this to Hughes MG-10; again F-106 was equipped with the MA-1. Adjusted Avionics ini. Search/Track Distance/Strength entries to match those in the Data ini. 8)Changed the names of the Avionics, Cockpit, and Data ini.'s to be model specific to prevent mix-ups. 9)Added ReverseInput=TRUE and ReverseModelOrientation=TRUE to the rudder statement in the Data ini. to fix incorrect yaw. After you've placed the aim-4 lod.s etc. in the missle folders just copy and paste the Objects folder either into your Razbam folder or into the game after you've installed the aircraft. Credits: Cliff11 for the rudder fix; you can blame me for the rest. This has been tested in a July 2012 full merged install, it should work in earlier patches but it's untested. (SupGen) 12/28/12 Click here to download this file
  10. Hey, any of you guys read the second part of post #6 above? That part's new and I'd really like some feedback from people. Has the Falcon been unfairly maligned for all these years?If it has, something may have to be done about it. On another note, I've managed to remove that evil hood from the radar display, would anyone be interested? Before I get jumped on, yes I think it looks good. Hell, I think it looks great! For a static cockpit. It doesn't have any relation to what a real 102 pilot would have seen once he leaned forward and placed his helmet/visor against it. He would have been able to see the whole radar screen; we can't unless we remove the hood. The next update will feature that, as well as limiting the loadout to AIM-4As, 4Cs, and 26As and Bs. The missles will also be upgraded somrwhat to reflect the issues discussed above. Paulo, while we're here, would it be O.K. to package your old Skin Pack with this? Still looks Schweet, just needs minor edits in the main ini.
  11. Sorry for quoting myself but, if anyone would care to weigh in on the issue of Falcon effectiveness go here: http://combatace.com/topic/76358-fix-pack-for-razbam-f-102-delta-dagger/?do=findComment&comment=606687 Take a look at the article in the link and post in either thread, I'd be very interested in what everyone else thinks. Thanks for the feedback.
  12. Aaack! Paulo, I just saw your review, I cannot take credit for fixing any shadow issues. Razbam must have fixed those. Glad you like the rest of it, though.
  13. Paulo, not sure if you mean converting them to AIMs or not, take a look here: http://combatace.com...2k/page__st__40 (post 51) Wrench refers to tweaking the Mighty Mouse rockets used on Veltro's F-102 to make them fly "longer and straighter"...looks like mostly upping the booster thrust and adding a sustainer. Elsewhere in that thread the possibilty of making them AIMs is discussed, I think the AI won't salvo them or something. While I'm here, (time for the bad news) I think the Avionics ini. entries for HOJ and TARGET_MEMORY should be deleted as those cabablities were introduced with the F-106's MA-1 Fire Control System. Not only that, the Air Force's Standard Aircraft Characteristics (Aug 62) states that the F-102's loadout consisted of GAR-1D (AIM-4A SARH), GAR-2A (AIM-4C IR) and the GAR-11 (AIM-26A SARH) Nuclear Falcon. Obviously, the two later versions of the aircraft probably use the missles as given (AIM-4D and AIM-4F), but for the two early versions a date sensitive Loadout ini. is really necessary. I suppose you could just rename the missles the early versions now use (or not), rename them and adjust the Data ini.s to reflect the lesser capabilities of the earlier missles (or not), or just figure that, at the end of the day (did I really just say that?) it is just a game and not worry about it, but if anyone wants me to do it, I will and post an update. Obviously my foot. Just did some more reading here: http://search.yahoo.com/r/_ylt=A0oG7h5dzOFQMTEAsQJXNyoA;_ylu=X3oDMTEyZnYyZGI0BHNlYwNzcgRwb3MDMgRjb2xvA2FjMgR2dGlkA0RGRDVfODg-/SIG=124q3r40v/EXP=1357003997/**http%3a//www.ausairpower.net/Falcon-Evolution.html and it seems the F-102 was limited to the AIM-4A, AIM-4C and AIM-26A and B. The other missles in the Razbam Weapons folder are part of the Super Falcon family and were not only physicaly larger but also looked like the ones in McGunny's Weapons Pack: I'm not sure if the stock ones differentiate between them or not. The article also covers the Falcons employment in Vietnam in some depth, that and the section on manual employment give some insight on it's lack of sucess in combat; ie., this may have been due more to the fact that the F-4 did not have the specialized FCS of the aircraft it was designed for than the missle itself. The F-4 pilot had to manually perform a lot of functions that were completely automated when using the MG-10 or MA-1 Fire Control Systems, this and the fact that many of the missles were fired "outside of parameters" leads inescapably to the conclusion that "we" (both the SF1/2 community and TK) may have been entirely too hard on certain aspects of performance (low Accuracy, LockOnChance, Reliability, NoiseRejection, and CounterCounterMeasures values). Realistic modeling might be better realized by limiting TurnRate, SeekerFOV, SeekerGimbleLimit, and SeekerTrackRate; in other words they should probably have a much higher probability of intercept when used in their intended role against large, non-manuvering targets like Soviet bombers than against small nimble fighters. They did not have proximity fuses, being contact fused they would actually have to hit the target in order to pass their OpEvals and be accepted for use. This may sound naive, but I find it hard to believe the Air Force would have flown F-102s and F-106s as long as they did if they thought they couldn't hit the broad side of a barn. When used in their intended role, fired from aircraft equipped with the proper FCS I'm thinking these missles should really be much more potent in the SF universe than they are at present. Needless to say, any thoughts on this would be appreciated.
  14. Version v1.0

    235 downloads

    These are just some changes I came up with to fix some problems with Razbam's F-102A Delta Dagger. 1)Fuel guage-Corrected SystemName[021] to read FuselageFuelCell-gauge will now read the fuselage tank. Also changed tank amounts to more closely reflect actual amount of fuel carried internally; most sources give this as 1,085 Gals or 7,335 Lbs. 2)HydraulicPressureGauge-Changed this to an OIL_PRESSURE_INDICATOR as there is no provision in-game for hydraulic pressure. Obviously not a true reading, but better than a dead gauge. 3)Drop tanks-Changed these as all references were to 230 Gallon tanks; F-106 had 360's. 4)Fixed Fuel Low Left, Fuel Low Right lights, they now come on with 20Lbs fuel left. 5)Set emer fuel on light to come on at 600Lbs. 6)Changed missle names and added SpecificStationCodes to missles and aircraft to prevent mix-ups with stock or weapons pack missles as these are larger and protrude thru the fuselage if used in the side bays. Also two AIM-26's with the correct StationCode. After all, if you can't nuke it, fook it, no? Copy and paste the aim-4 lod.s and parts01 bmp.s from the weapons that came with the plane into their respective folders in this mod. Install these into your weapons folder in the game. The AIM-26's have their lod.s; they are from McGunny's Ordnance Pack. 7)Fire control system-Changed this to Hughes MG-10; again F-106 was equipped with the MA-1. Adjusted Avionics ini. Search/Track Distance/Strength entries to match those in the Data ini. 8)Changed the names of the Avionics, Cockpit, and Data ini.'s to be model specific to prevent mix-ups. 9)Added ReverseInput=TRUE and ReverseModelOrientation=TRUE to the rudder statement in the Data ini. to fix incorrect yaw. After you've placed the aim-4 lod.s etc. in the missle folders just copy and paste the Objects folder either into your Razbam folder or into the game after you've installed the aircraft. Credits: Cliff11 for the rudder fix; you can blame me for the rest. This has been tested in a July 2012 full merged install, it should work in earlier patches but it's untested. (SupGen) 12/28/12
  15. MAKO69, I don't know how, but you sent that PM to me!
  16. Well, I heard from Ron and he said have at it- I'll probably upload this tomorrow. Only thing is, this will be the first upload on my own, anything else I was working with someone else so I may take a while to get it right. On another note, tested the rudder fix in the thread I referred to at the top of the page and it fixes the reverse yaw in the air without affecting the ground handling adversely. Fast Cargo credited this to Cliff11, so Cliff, take a bow.
  17. Glad to hear that from the legal eagle himself-thanks Wrench! Gonna wait a couple of days, though-I asked, may as well give Ron a little time to answer.
  18. The rudder "issue" is exactly the same in both aircraft. In the Rudder statement, change ReverseInput=FALSE to TRUE and add ReverseModelOrientation=TRUE. Visually the rudder acts the same but the aircraft yaws in the right direction. Had to go on a beer run, without that I might never have figured this out.
  19. arthur, check page 12 of this thread: http://combatace.com/topic/30798-f-102-delta-dagger-by-veltro2k/ This aircraft is still available in SF2 downloads, contrary to popular belief. Search "delta dagger". I've got it, I don't know if this is the same rudder "issue", gotta go out I'll check it when I get back. Just posted at the Razbam site asking permission to post the update.
  20. When I read this I wondered how you got the doors to open as Control+O did not work. I actualy added an animation key to toggle the sight at which time I saw that the sight toggles the doors. LOL, this was before I found out that my keyboard is biting the dust...no control or alt functions. Luckily I have a spare. Blackbird, I want to upload everything I've found but I'm wondering if I should clear it with Razbam first, it is payware, after all. I actualy changed the names of the AIM-4's and added SpecificStationCodes to everything because the missles that came with the bird are smaller than stock. If you use stock or from a weapons pack the missle fins stick thru the fuselage. I also converted some AIM-26's from them because if you can't nuke it, fook it. Almost forget, Paulopanz has a skinpack in the downloads section for the F-102A (60).
  21. While flying the fuel guage down to zero (just testing, the nanomorphs again,) I noticed that it...didn't. Try this; [FuelIndicator] Type=INETERNAL_FUEL_QUANTITY_INDICATOR NodeName=VSI Needle04 MovementType=ROTATION_Y ValueUnit=LB Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=44.46 Set[02].Value=1100.25 Set[03].Position=88.74 Set[03].Value=2200.5 Set[04].Position=134.56 Set[04].Value=3301.75 Set[05].Position=180.00 Set[05].Value=4401.0 Set[06].Position=225.00 Set[06].Value=5501.25 Set[07].Position=272.00 Set[07].Value=7335.0 Also, if you're tired of seeing the Fuel Low Left, Fuel Low Right lights on from the minute you take off, try this: [ExtFuelEmptyLightleft] Type=EXTERNAL_FUEL_QUANTITY_INDICATOR NodeName=fuel low l MovementType=Light ValueUnit=LB Set[01].Position=1.0 Set[01].Value=20.0 Set[02].Position=0.0 Set[02].Value=21.0 ItemNumber=7 [ExtFuelEmptyright] Type=EXTERNAL_FUEL_QUANTITY_INDICATOR NodeName=fuel low r MovementType=Light ValueUnit=LB Set[01].Position=1.0 Set[01].Value=20.0 Set[02].Position=0.0 Set[02].Value=21.0 ItemNumber=8 When the light comes on now, you can punch the tanks off, they come on with 20 Lbs remaining in each tank. This will light the Low Internal Fuel light at 600 Lbs remaining: [internalFuelLight] Type=INETERNAL_FUEL_QUANTITY_INDICATOR NodeName=emer fuel on MovementType=Light ValueUnit=LB Set[01].Position=1.0 Set[01].Value=600.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=0.0 Set[03].Value=7335.0 Well, I haven't actualy gotten to shoot anything with this yet, (these instrument tests take time ), but I've noticed that the SPL WPN ARMED light is constantly on, don't know what's up with that, though. arthur, some feedback on that, maybe? Last thing, if you look at panel02.bmp you'll see that item number 15 on the Warning Light panel is MG-10 Reduced Power, so I guess that is the FCS in question. Again, information on this system is almost non-existant so it's kinda every man for himself here. arthur, meant to ask you (what a memory) the radar reticle shown on the gunsight_t.bmp in the pit folder; does that actualy show when you lock something up?
  22. Merry Christmas everyone

    Merry Christmas, Feliz Navidad, Buon Natale, umm, umm,wait I think I know a couple more...maybe not...MERRY CHRISTMAS EVERYBODY (am I allowed to shout that?) Happy New Year!
  23. If you want the CFTs on the C model, change the loadout ini. to match the D models' loadout ini. The game won't read [Air-to-Air_CFT].
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