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Tenom1

JAGDSTAFFEL 11
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Everything posted by Tenom1

  1. Given that S. Korea maintains a well drilled, trained, supplied, and equipped military, probably little to none. I'm unaware of the missiles used by the ROKAF but it undoubtedly possesses bvr capability, something I believe the MiG-23 is not capable of, at least in North Korean hands. Coupled with superior training and the F-16 and F-15 outclassing the MiG-23 in almost all areas: MiG-23 = lose
  2. The North's only bargaining chip is its constant teasing with its military. If tensions escalate then destroy their capacity to make war and be done with it. No occupation, no nation rebuilding, just destruction of the opposing force.
  3. You cannot reason with the irrational. You cannot forever appease those thirsty for power. You can not let the transgressions of aggressors go unpunished. You can not turn a blind eye. And if you let them get away with it all they will do it again and again and again. As they already have and will continue to do.
  4. Oh I was talking more about this: check out the alien ships flying close to the ground.
  5. Was that directed at my comment or does it have something to do with Footfall?
  6. Anyone else notice that the alien weapon effects look like flare bursts?
  7. Good job btw! Though I do feel cheap using cruise missiles
  8. No afterburner in SFP1. Is there a sound mod that should be used with it?
  9. "Did you install weapons pack 2.52 Tenom?" "Yes...wait...no." "Good job."
  10. Shouldn't the canards be movable or is that a limitation of the engine?
  11. Arghhh not showing up for lindr2's Su-35 (Su-27M) either. My install doesn't like Sukhois
  12. Hey all don't know if this is a repost but I figure it couldn't hurt. Fighter Pilot: Operation Red Flag in HD over at YouTube: http://www.youtube.c...h?v=BVXLY-u-SdA
  13. Thanks for all the answers so far. Along what ST0RM was saying though I'm also interested in how the two are deployed in real life and what the parameters are that dictate when they are deployed on missions. Besides the mention of the SHARP pod I'm still picturing a mission planner going "Alright let's see here, E, E, F, E, E, E, F, E, wait no F, E, E, F, E."
  14. Looked at the service dates and i'm testing in 1992. AA-11s showing up with Mig-29 but not for the Su-27 . I'll compare the data.ini's for the two tomorrow. The Marcfighter Su-27 is from 2007 so there's probably some things that need updating i'm guessing.
  15. Sorry: Using SFP1 Oct' 08 patch with Mirage Factor 1/25/09 weapons pack.
  16. I'm using marcfighters SU-27. Anyway despite confirming that the weapons are activated and double checking my loadout.ini against a Mig-29c Russian loadout.ini that I know works, the loadout for the SU-27 never shows up correctly. Whenever I start a single mission regardless of type all I get is 4 aphids and only have access to atolls and adders, no archers or alamos. This is my loadout.ini for the Su-27: // Station 01 = Left Outer Wing - IRM // Station 02 = Right Outer Wing - IRM // Station 03 = Left Wing - IRM // Station 04 = Right Wing - IRM // Station 05 = Left Inner Wing - IRM,AHM,SAHM // Station 06 = Right Inner Wing - IRM,AHM,SAHM // Station 07 = Centerline Front Station - IRM,AHM,SAHM // Station 08 = Centerline Rear Station - IRM,AHM,SAHM // Station 09 = Left engine Station - IRM,AHM,SAHM // Station 10 = Right engine Station - IRM,AHM,SAHM [AirToAir] Loadout[01].WeaponType=AA-11B Loadout[01].Quantity=1 Loadout[02].WeaponType=AA-11B Loadout[02].Quantity=1 Loadout[03].WeaponType=AA-11B Loadout[03].Quantity=1 Loadout[04].WeaponType=AA-11B Loadout[04].Quantity=1 Loadout[05].WeaponType=AA-10A Loadout[05].Quantity=1 Loadout[06].WeaponType=AA-10A Loadout[06].Quantity=1 Loadout[07].WeaponType=AA-10A Loadout[07].Quantity=1 Loadout[08].WeaponType=AA-10A Loadout[08].Quantity=1 Loadout[09].WeaponType=AA-10A Loadout[09].Quantity=1 Loadout[10].WeaponType=AA-10A Loadout[10].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=AA-11B Loadout[01].Quantity=1 Loadout[02].WeaponType=AA-11B Loadout[02].Quantity=1 Loadout[03].WeaponType=AA-11B Loadout[03].Quantity=1 Loadout[04].WeaponType=AA-11B Loadout[04].Quantity=1 Loadout[05].WeaponType=AA-10A Loadout[05].Quantity=1 Loadout[06].WeaponType=AA-10A Loadout[06].Quantity=1 Loadout[07].WeaponType=AA-10A Loadout[07].Quantity=1 Loadout[08].WeaponType=AA-10A Loadout[08].Quantity=1 Loadout[09].WeaponType=AA-10A Loadout[09].Quantity=1 Loadout[10].WeaponType=AA-10A Loadout[10].Quantity=1 And the weapon station details: // Weapon Stations --------------------------------------------------------- [LeftOuterStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= -7.064,-3.40,0.23 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=200 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 [RightOuterStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 7.064,-3.40,0.23 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=200 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET ModelNodeName= PylonMass=86.18 PylonDragArea=0.02 [LeftStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= -6.023,-3.80,0.11 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=200 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET ModelNodeName=Leftstation PylonMass=86.18 PylonDragArea=0.02 [RightStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=6.023,-3.80,0.11 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=200 AllowedWeaponClass=IRM AttachmentType=WP,SOVIET ModelNodeName=Rightstation PylonMass=86.18 PylonDragArea=0.02 [LeftInnerStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= -4.498,-2.65,-0.00 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=500 AllowedWeaponClass=AHM,IRM,SAHM AttachmentType=WP,SOVIET ModelNodeName=LeftInnerStation PylonMass=86.18 PylonDragArea=0.02 [RightInnerStation] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 4.498,-2.65,-0.0 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=500 AllowedWeaponClass=AHM,IRM,SAHM AttachmentType=WP,SOVIET ModelNodeName=RightinnerStation PylonMass=86.18 PylonDragArea=0.02 // Centerline ---------------------- [station1] SystemType=WEAPON_STATION StationID=7 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,-0.67,-0.209 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=700 AllowedWeaponClass=SAHM,AHM AttachmentType=WP,SOVIET ModelNodeName=Station1 PylonMass=86.18 PylonDragArea=0.02 [station2] SystemType=WEAPON_STATION StationID=8 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,-5.45,-0.240 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-1.0 LoadLimit=700 AllowedWeaponClass=SAHM,AHM AttachmentType=WP,SOVIET ModelNodeName=Station2 PylonMass=86.18 PylonDragArea=0.02 [station3] SystemType=WEAPON_STATION StationID=9 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-1.195,-1.8,-1.05 AttachmentAngles=0.0,-1.0,0.0 EjectVelocity=0.0,0.0,-5.0 LoadLimit=520 AllowedWeaponClass=SAHM,AHM AttachmentType=WP,SOVIET ModelNodeName=Station3 PylonMass=86.18 PylonDragArea=0.02 [station4] SystemType=WEAPON_STATION StationID=10 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=1.195,-1.8,-1.05 AttachmentAngles=0.0,-1.0,0.0 EjectVelocity=0.0,0.0,-5.0 LoadLimit=520 AllowedWeaponClass=SAHM,AHM AttachmentType=WP,SOVIET ModelNodeName=Station4 PylonMass=86.18 PylonDragArea=0.02
  17. Hello all, I've been doing some research on the Super Hornet as it's the next jet I plan to campaign with. Anyway to no avail I haven't really found a definitive answer on what the roles are for the one-seater and two-seater variants. The closest I've gotten is reading that the two-seater is used in more "sensitive" situations requiring division of labor. Could someone clarify this for me?
  18. Also when going in with guns do note that the rear gunner pit is armored. I have the best luck taking out an engine or wing. Face full of 23mm is
  19. The results you are getting are poor beyond belief because the reliability of the AIM-9B in real life was poor beyond belief. You're already doing pretty much everything you can do. Make sure you're level and that you have your sights dead on with the other plane's exhaust. Other than that just keep firing them until one hits.
  20. Is this data accurate? USAF explosives are less than half their USN counterparts and have worse maneuverability and G launch load. It seems it isn't until the introduction AIM-9N (fairly late in my campaign) that the USAF gets a IRM that can match even the USN's early AIM-D. Was this the case in real life as well? I'm using SFP1 patched to Oct 08' with January 09 Mirage Factory weapon pack. [WeaponData055] TypeName=AIM-9D FullName=AIM-9D Sidewinder ModelName=aim-9d Mass=89.360001 Diameter=0.127000 Length=2.830000 SubsonicDragCoeff=0.699000 SupersonicDragCoeff=2.113000 AttachmentType=USN SpecificStationCode= NationName=USN StartYear=1968 EndYear=1975 Availability=3 BaseQuantity=4 Exported=TRUE ExportStartYear=1969 ExportEndYear=1975 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=10.200000 FusingDistance=0.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=70 MaxTurnRate=24.000000 MaxLaunchG=4.000000 LockonChance=70 LaunchReliability=75 ArmingTime=0.500000 SeekerFOV=2.500000 SeekerGimbleLimit=30.000000 SeekerTrackRate=12.000000 SeekerRange=14000.000000 MinLaunchRange=400.000000 MaxLaunchRange=14000.000000 Duration=45.000000 CounterCountermeasure=60.000000 NoiseRejection=40.000000 CapabilityFlags=0x00000200 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=25.379999 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=4.700000 BoosterAccel=13.900000 [WeaponData056] TypeName=AIM-9E FullName=AIM-9E Sidewinder ModelName=aim-9e Mass=74.480003 Diameter=0.127000 Length=2.830000 SubsonicDragCoeff=0.663000 SupersonicDragCoeff=2.080000 AttachmentType=USAF SpecificStationCode= NationName=USAF StartYear=1967 EndYear=1976 Availability=0 BaseQuantity=4 Exported=TRUE ExportStartYear=1967 ExportEndYear=1976 ExportAvailability=0 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=4.500000 FusingDistance=0.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=75 MaxTurnRate=18.000000 MaxLaunchG=2.500000 LockonChance=75 LaunchReliability=75 ArmingTime=0.500000 SeekerFOV=4.000000 SeekerGimbleLimit=40.000000 SeekerTrackRate=16.500000 SeekerRange=8000.000000 MinLaunchRange=400.000000 MaxLaunchRange=8000.000000 Duration=25.000000 CounterCountermeasure=60.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000200 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=22.509001 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=2.300000 BoosterAccel=24.400000
  21. What .cat and file are you looking at?
  22. So I've searched and gone through the tutorials but I still can't find where to change the frequency of tracers being used. Like for every 5 rounds 1 tracer round etc. All I can find is this: TracerTexture=<-- get this TracerSize=<-- get this TracerDistFactor=<-- don't get what this is TracerLength=<-- get this Anyone help?
  23. Got it working by placing it on the desktop. Now trying to add the F-111A's gun pod to the campaign.
  24. Hi, could someone help me with making the gun pod available in the campaign? Playing SFP1 patch 08, latest MF weapon pack. I can add then in single missions but they won't show up in campaign.
  25. I get the process I just can't get it to work on win 7. I'm now able to open the editor but none of the buttons do anything as such i can't open my weapondata.ini
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