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UllyB

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Everything posted by UllyB

  1. Two more shots plus the YAK-130 used weapons.
  2. Have you seen my reply Sir ? I am axious to hear your opinion.
  3. I like to change some things to suit me better in my SF2 stuff. I would like to change THE COLOR of that dark blue color font for allies aircraft and ground objects that I see everytime I open my map , in game. I looked into all INIs in Flight and Menu folders but I couldn't figure it out where to look exactly and what line is the one I am looking for to modify (if any). Can that font color be modified or not ? I could use a little help here. Thank you
  4. At first seeing 4 coordinates for the color I thought is CYMK code, but trying I realized that is not and now I have trouble finding a suitable color. I finally found a RGB generator and I can design my wished color. Thank you for your precious inputs.
  5. More news for you from the project team! As you can see flight tests have commenced. Enjoy the pictures included and don't forget to let me know what do you think about it.
  6. Yeah, I forgot about the SF2 system. If you have a ship here , there is a name.ini file which can be filled with names for the same type/design of warship and it will be distributed along the game randomly. This is from Kiev_names_data.ini that I have in my groundobject folder: [Ship001] Name=Kiev Nation=Soviet Number=075 StartDate=12/28/1975 EndDate=6/30/1993 [Ship002] Name=Minsk Nation=Soviet Number=015 StartDate=9/27/1978 EndDate=6/30/1993 [Ship003] Name=Novorossiysk Nation=Soviet Number=137 StartDate=9/12/1982 EndDate=6/30/1993 So, in game randomly, three Soviet carriers, could appear on your ground radar (pressing E key) display , but they look identical, just the decals and names are different.
  7. I don't think that carrier is in the SF2. I never saw its name , trimming the game's file.
  8. Well, yes, even from your mission, one reaches the conclusion that , somewhere in SF2 A.I. game engine there is a broken cycle or an undefinite one at least, when it comes to commands for wingmen and dogfighting situation. Only TK knows what he has done there in those code lines. I really would like to have a chat with him on this theme.
  9. I see , thank you for clearing this one.
  10. I noticed that in some brought from SF1 or third party made patrol boats there is one more line added in the [Missiondata] section , in their dataini file, which won't appear in SF2 stock patrol boat's dataini files: GroundObjectRole=WARSHIP WarshipClass=Patrol_Boat In SF2 stock patrol boat's files it just this line only: GroundObjectRole=PATROL_BOAT So, I am a little confused here. Is the second line ignored in SF2 engine/series or does it still count ? If it does, what does that line exactly ? How does it affect that specific ground object ? Thank you in advance!
  11. More news and goodies for you from the team.
  12. Well in this case, in my opinion, it won't look relaistic at all. I prefer my simple method which it really looks realistic when you watch the sequence from outside the plane. However it's good to know of that "elusive" command and parameter. Thanks.
  13. I like how AIM-7s, realistically, fall first a little and then the rocket/missile motor starts. How can I do that in order to make AMRAAMs and other BVR to act the same ? Is the wing node type for AHM the culprit here ? I saw that nodename for most BVR missiles is named "RAIL something". I guess that is the way the LOD is made for the hardpoint in the plane's 3D model. How do I do it ? Thank you. PS - delaying the rocket booster won't work for BVR, I already tried that.
  14. I did some more tests and , finally, I figured it out how it is. So VisualRange=5000.0 (5Km) -> that is the max range when you will see it in front of you when you press E key, searching for ground target. If you want to fire, let's say a missile ship, which can be launched from tens of km away, you may want set this parameter to a higher value. This parameter is, in game, on majority ally radar displays in NM, not in km. MaxVisibleDistance=4800.0 (4.8Km)-> that is the max distance the ground target is seen on the MAP (it will simply pop up on map), when you are close to it and you pressed M for map. If in one ground object dataini file, in the [Detect System] section one or both of the parametera are missing, you must add it/them in order to see the effect of the setting you want.
  15. Is there a way , except easyradar, to be able to see a ship (basically a ground object) from afar as a ground target ? I looked into bomber detecting system , it says 24km but it never see a ground object from that distance.Maybe it's stupid what I ask but still I would like to know if there is a way around. I would like to use a weapon which has 100km or more to hit something, except STRIKE mission targets which are fixed and visible no matter the distance. I thought that if you can see a STRIKE target at 400km or more maybe there is a way to do that for every object you would like. Is it ?
  16. I'll take your advice into consideration, thanks.
  17. I found out how. It was simplier than I thought. One must unchecked in weapons editor "use missile rail" option.
  18. Mirage F-1CG

    nice cockpit and very nice skins bro!
  19. I still have a 3Dfx Voodoo 4 original board and a powerful system from that era. I kept it for F-22ADF and Carnivores 1 and 2. The only update they made except missions etc is just a weak facelifting, but comparing with the original , it is a step forward. I encourage, who can of course, to play it. Its A.I. is far superior even today than many other flight sims with royal pedigree. The plane's dynamic is also superior, it moves realistic and it has vector controll of the afterburning ! The sound of the engine when an wingman come near you is realistic credible. I remember a mission , in the debut of a campaign where you are scrambling from the runway and four flights come from all main directions trying to waste the president limo which is parked near the runway. It's a mission I manage just two times to make it from 100 tries I think. It's tough but challenging.
  20. As you all know MIG-21F had three guns only for air to air missions. MIG-21F-13 had just one. I searched the files, TK didn't bother to make two distinct models, his MIG-21F, in SF1 and SF2 looks identical with MIG-21F-13 and has just one gun and that forward antenna (MIG-21F had no antenna). Question: Is anyone of you who, for historical reasons, somehow build the other two guns into a MIG-21F model or improvised with some very thin models of gun to match them ? If so I'd be happy to have them. If not can they be done or made from something existent as material. I ask that because all the guns LODs available are big and one can't do much with them. I am open to suggestions, I really want a MIG-21F model with 3 guns one way or another.Thank you
  21. Nope. I can make him attack my target even if I have a lock or I already fired at him. And, again NO, is not that. Even when he is beside me and the enemy is in front in missile's range he still sometimes, hell knows why, that he can't comply or unable or whatever. It's not quite as you put it, let me clue you in, if the leader says BREAK and on his radar are enemy targets (which obvious the wingman sees them too) the wingman knows what it will happen when he hears the command (I'm talking about real situation here , alright?) BREAK, he doesn't wait for ANOTHER command to attack as you imply, he just answers COPY, to acknowledge the leader that he is there aware of the situation and not thinking to his girlfriend or something, and then after the leader says COMPLETE (meaning he turned with his face to the enemy) he turns too and he already launched a missile. In real life BOTH leader and wingman make BREAK, one turn to right , the other to left and then , when he says "COMPLET"E boht turn forward, in this game just the wingmen breaks while you go forward. There was a game, the best ever simulator, it's beter even today but its graphic is old F-22 ADF&TAW) made by Digital Image Design, where you could see what I am talking about. That sim had a complex communication and A.I. engagement routine. For instance, if you were with 3 wingmen , just making a routine CAP, if one of them spotted on its radar a plane , but couldn't indentify it yet , you could have heard him saying : BOGEYS , two o'clock. If he already indentified them he would say: BANDITS, two o'clock. And in that game the friendly wingman A.I. was tough, you could see him , there was an action camera, what he's doing. I remember I made a flight and there were tens of flights at one time not just 8 to 10 like in SF2 and you could hear ALL the chatting all those hundreds of A.I. from diferent flights with the AWACS. yes there were there a real AWACS, you even could do missions from it and give orders to all of them from that theater of war! In that mission I noticed that an AWACS (sometimes there were even 2 AWACS in the sky at one time) which had just 2 F-22 escort planes was attacked by 8 MIG-31. one wingman was shotdown after he fighted heroic killing two enemy planes , the AWACS was shot down in the end after it managed to dodge 10 missiles, but the second A.I. wingman shot down all the MIG-31 left, all of them! And I saw the battle on that camera , it looked fantastic and realistic, he was 4 to 1 at one time and he managed to shot them down and dodged all their missiles. Those were the time...
  22. I know what you're saying. My guess is TK made avionics simple for planes, no "memory" to keep the lock for the time you switch back video/TV camera back. The same when you have aTV lock and you pass by the target, the lock is also lost if I remember correctly. Someone with better connection with TK could tell you more if there is any more info here on this subject.
  23. MiG-21PFL (1966; Izdeliye 76A)L = Lokator ("Radar") Version of MiG-21PF tailored to a Vietnamese requirement. The "L" designation may be short for lokator to reflect the different sensor suite in this version as compared to the standard PF. Source: https://en.wikipedia.org/wiki/List_of_Mikoyan-Gurevich_MiG-21_variants
  24. Well as I promised , here are the first news about the project:
  25. Are you hitting on me ? :)))
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