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UllyB

HAT IN THE RING
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Everything posted by UllyB

  1. It seems that works for both SF1/SF2...I've run some numbers but something is wrong...at 350kts and 5200kg weight I get distance of 1,5 milion km which is impossible, plus the author said that in simulation is not taken into account the gravity, but in the simulator there is this parameter. I am confused....If you say that you used that tool and it works, could you write down an example , with numbers, to make me understand how it is done , please ? Thank you.
  2. thank you for your reply and link. Actually I had no clue that such a tool exists. If you noticed, though, I posted my message in the SF1 series forum. The link you sent seems to be for the SF2 series weapons, which I understand has new data type for missiles and such. My question for you friend is: can I use the simulator for SF1 weapons too or is it useless for anything but SF2 stuff ? Thanks
  3. I need some help to solve a ballistic issue for a weapon/rocket. Everyone here, understands, by now, how a weapon (missile) works in this game. What very few know is HOW to tweak and WHICH weapon's parameters exactly must be changed in order to get a weapon as realistic as possible. Also, not all new weapons (third party) are set to reflect the realism by their creators. This is where I come in. I want to make the AS-4 Kitchen missile (KH-22) to work in this game to have a 80-85 succes hit chance from 300km (in reality the weapon can hit a target at 600km). I cut in half the weight of the weapon (5820 to 2910 Kg); I cut in half the max range of the weapon from 600 to 300 km. I also changed the seeker range parameter making it 350 for the max range of 300km. I tweaked the booster and sustainer motor values (in reality the rocket can reach 4,5 times the speed of sound after all) but I can't make it hit a target which is longer than 150 km and I am out of ideas. Is there a way to make it be reliable from 300Km but without changing its weight any further ? Thank you
  4. Is anyone from Argentina or who knows WHEN this missiles (the radio commanded one) was introduced. I found some references that it was introduced in 2008 but the source is not official. Thank you.
  5. Happy New Year to you all! I have a dilemma regarding the way things work in SF1 series, more precisely, the objects in game. This is the situation: I play the game with WOI engine , which, everybody knows, it's the most advanced for SF1 series. I have in the OBJECTS folder custom objects and WOI's left objects (mostly with data.ini file and the ini file). What I wanna know...? I wanna know which of these phrase are true and which aren't and , of course, why: - If I add the new objects (the custom ones made by community) to the type.ini of the DESERT map (the first in the SF1 series), after that action , would they be chosen by game's engine , randomly, as targets, in single player mission on the map? (I am referring to the SEAD, CAS, ANTISHIP and STRIKE missions of course, AIr-to-AIR are different and they don't involve objects) - If I don't add them to the type.ini, would they be picked, randomly, by game's engine, BUT NOT as targets, in single player mission on the map ? (I am referring to the SEAD, CAS, ANTISHIP and STRIKE missions of course, AIr-to-AIR are different and they don't involve objects, too) - Does the game engine use the targets from the type.ini exclusively for the campaigns ? If you ask yourself why I didn't experimented for myself yet these situations, the answer is : I did, I added one custom mobile SAM radar in DESERT type.ini, it appeared on the map in the SP mission chosed, but I saw also the other custom objects (many of them , but not all, of course), in the same single player mission, on the DESERT map as well. So in other words, I want to be sure about what I am doing, cause it's a lot to do to set a game as you like it to play it and I don't want to work and feel stupid in the same time cause I didn't know for sure things. Thank you.
  6. thank you very much. I noticed that it has no texture. Does the game's CAT supply the texture ? I use WOI
  7. Hello I need, please, the sea wolf LOD and its texture if anyone has it and want to share it. Thank you!
  8. Hmmm... How can I help then ? Should I approach Veltro by myself ? An incentive , something would work ? :)
  9. Oh, I see. I was afraid of that. Thanks.
  10. so it is as I thought. Now it's clear. Thank you for help everyone!
  11. Is there a connection between sustainer motor (where it applies) parameter and the missile duration one ? I noticed that, when using missile view, they explode, in the air, ahead the enemy plane tens of meters, so that is why I ask, to determine if it is a relation bwteen them , in order to tweak a missile parameters to be as realistic as possible. Thank you.
  12. Nope, for getting rid of mirrors and their supports you use that trick, I forgot who invented but is here somewhere, in the forum. If you don't find ti, let me know and I will send you the files. Problem is , you have to know to work with them, in order to make the wanted changes.
  13. I just erased the [ai] section from inside the plane's data.ini file. The reason the [AI] section was there in the file , in the beginning, has to do with with the way those MIG-29 behave in flight and when they are in formation. My guess is that they were old, as changes, when the TK game's engine was a litlle different (did things in a different way. See the big change, in WOI in 2008, with the AI planes when they are attacked, they start to dodge the missile, flying low etc). For those times they probably worked fine in formation, but with actual engine (WOI) they won't. So the logical correction was to reset them to the "today's" default, a sort of speak.
  14. Just a quick question if you please... What is exactly the role of an soviet datalink pod in the game ? Is it some kind of a laser pod (in which case why was it not named laser pod?) or is it anything else, and if so, how does it work ? Thank you.
  15. I decided to try again my luck and currently I search for skilled people who could design, let's say...a Tu-160 ? There might be a small team, if I am lucky enough which will take the job and let's hope I won't fail you again , like in the last summer. More about the subject after the new year main holiday. Let me know what you think folks.
  16. Solved it. Took a while but I discovered where the problem laid. There was an [AI] section very, very down in the data.ini file and those values influenced their behavior. I deleted them and now the planes fly into formation as they should have. Thread closed.
  17. Some MIG-29 , for SF1, act weird when they are in formation. They look like they have a higher speed than the leader so they can't align and they are zigging left and right ? How can I correct that ? Does anyone know how please ? I suspect it's something in the [FlightControl] section. Thank you.
  18. ok, I didn't know. Now it's clear. Subject close!
  19. I saw , in the skin download section, for SF1, a skin for PAK FA plane. Where is the model ? I don't see it in the correspondent SF1 section. Does anyone have it ? And if so could you, please let me have it, too ? Thank you. PS - I hope it's not , again, about of someone who got upset and decided to retire the files from the site. Is it ?
  20. I see. Thanks for the insight and correction Gepard.
  21. UPDATE for Germany: I found this: https://en.wikipedia.org/wiki/Taktisches_Luftwaffengeschwader_31 " The first four Eurofighters arrived at Nörvenich on 16 December 2009 and with the departure of the last Tornados on 25 June 2010 JaBoG 31 became the Luftwaffes first operational Eurofighter wing. A total of 31 Eurofighters will be based at Nörvenich ". They say here that JG 31 was the first operational and that in 2010. So which one is it ? 2004 or 2010 ?
  22. about Germany I found this: " In March 2000 the 2nd Squadron (F-4F Phantom II) was decommissioned and after a short break it was then re-activated as a training squadron for the Eurofighter. JG 73 received its first six (twin-seat) Eurofighter Typhoons on 30 April 2004 ". And the info about JG 73 and Typhoons stops here. ( https://en.wikipedia.org/wiki/Taktisches_Luftwaffengeschwader_73 )
  23. Thank you friends for your help, I appreciate it. So for Spain they already have , at Moron, a squadron in 2006 ? I found this ( http://www.defense-aerospace.com/articles-view/release/3/180482/spanish-air-force-finally-resumes-eurofighter-deliveries.html and https://www.natotigers.org/tiger-units/142-escuadrón ) saying that the first operational sq was made in 2013 because of lack of money (they said that the aircraft war not paid for at that time because of budget cuts): " The History of the 142 Squadron of Ala (Wing) 14 starts back in 1980, when the Spanish Air Force received the first Mirage F.1 fighters. Stationed at Los Llanos AFB, near Albacete, they share their role with 141 Sqn. In 1986 142 Esc became a member of the NATO Tiger Community, and participated in the Tiger Meet for the first time. In 2011 the squadron started it's transittion to the Europhighter Typhoon, on which they became fully operational in 2013. " " In the closing days of 2016, the Spanish Air Force finally put into service a dozen Eurofighter combat aircraft that it had stored on Albacete air base immediately after they were delivered because it lacked the funds to pay for them. "
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