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ianh755

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Everything posted by ianh755

  1. Exploding Engines - I edited the Altitude, Dry and Wet Mach Tables (now I've figured out what they do and how they work) and slightly increased the intake max temp. The handling is proving to be a tadge more difficult than I'd hoped (suddenly going 90' sideways after 10 secsonds etc ) so here's the current TSR2 FGR7 (still standard handling) until I can sort that out. You'll also have to to add these 3 weapons - AIM-54C, AIM-120C, GPU-5 (Grey) - from my pack below as I've edited the ini's for them so that they'll fit (but not effect anything else) By deleting the F14 specific line you will bugger up your F-14's loadouts, my weapon edits above won't have any negative effect so I'd put that F14 line back in. One thing to be aware of, at top speed your fuel will disappear rapidly (unless set to EASY in the options) and it's very easy to reach the edge of the map which will bugger up the game, just turn around and the game will continue with no problems. Here's all the ini's - http://www.ianhenshall.com/sf2/TSR2_FGR7.7z I'd recommend making a copy of both the original GR7_data.ini and the loadout.ini as my ini's will over-write the originals. PS highest height so far 112,500ft give or take, the game engine throws a wobble with the camera view when you go above 115,000ft!
  2. Ah, now I remember you - The canard TSR2 dude! I cracked the engine issue and have now got a super-cruise at Mach 1.3 and top speed of Mach 3.55 @ 35,000ft TSR2 FGR7 fighter/bomber Seen as I really like the idea of the canard TSR2 I'll knock-up a data.ini with much better handling (closer to the F22 as a guess) to go with the new top speed for you (a seriously daft "What-If"). I can't do any of the modelling I'm afraid so it'll just be a replacement ini file for the standard GR7 model. It should be ready tomorrow tea-time as a guess! GPU-5 Gunpod, Phoenix, AMRAAM & ASRAAM
  3. "Slight" problem The engines keep blowing up when descending through 25,000ft It'll be something in those tables needs a tweak but I'm still playing with stuff so the upload may not be tonight (and I thought I had it too!)
  4. Thanks but it was Sundowners work, I just did a few ini edits and bits. I'll stick my version here in a bit for you. It's a GR7 with Phoenix,AMRRAM and GPU-5. It super-cruises at Mach 1.3 and has a Mach 2.4 top speed at altitude (any more and the engines blow up).
  5. OK did some testing and here's what I've got. I took a Hawk T1A with a very weak engine and changed the Dry thrust to "SLThrustDry=9928809.9" - a ridiculous amount - and the max speed stayed the same so I changed the Mach Limit and Sea Level limit MaxSpeedSL=400.09 MachLimit=3.95 But still no increase in top speed (maybe 5% increase max). Then I took the 4 Dry figures and made them all 1.000, then changed the amount of figures to 12 sets of 1.000 like so - DryMachTableNumData=12 DryMachTableDeltaX=0.4 DryMachTableStartX=0.0 DryMachTableData=1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000 Now it hits mach 3.5 at 40,000ft+ and mach 1.35 at sea level. So now I know that, regardless of Thrust power or Mach limits, it's the dry/wet tables that really control your speed and I've got a better idea of how (although not 100% on the mechanics of it).
  6. From what I understand the Dry thrust speed limits are done via a very complicated table in the data.ini - DryMachTableNumData=4 DryMachTableDeltaX=0.4 DryMachTableStartX=0.0 DryMachTableData=1.000,0.980,1.172,0.000 WetMachTableNumData=7 WetMachTableDeltaX=0.4 WetMachTableStartX=0.0 WetMachTableData=1.000,0.991,1.207,1.683,2.473,2.750,3.027 This bit is really complex and I may have bits wrong but here's how I understand it - The 4 entries in the "DryMachTableData=1.000,0.980,1.172,0.000" part are "multipliers" of current thrust as the speed increases, i.e 1.000=100% of what ever thrust level you're using at low speed (so if you're at 50% thrust @ 200kts then you get all 50%). The 0.980=98% at a slightly faster speed so if you've got the game saying 50% thrust at 300kts you've actually only got 49% in reality (98% of the 50%) and so on. What I don't know is how the number of multipliers (4 in this case) relates to the speed? If you add more, say 8, does that do anything etc. It's something I'll have a look into as I find it interesting figuring all this stuff out. As to the Fire, thats because the air's so thick at low level that the engines can't cope so the game limits you to Mach 2.2 which is a lot more than anything can do in real life. I think it maybe a hard limit which you can't change via data.ini's.
  7. All the figures are metric so Newton Meters (nm) for power, Meters per Second (m/s) for speed & Meters for distance etc so you'll need to convert your lbs/kts/Mach/ft figures for them to be read in SF2 properly. As to supercruise etc the huge engine power was only available with afterburner, even at max dry it was designed to only fly at 550-600kts followed by a short supersonic low level run at mach 1.5 in AB. At altitude the speed was limited to around mach 2.2-2.5 due to melting (as you said) but the great thing about it being a "What-If" is that you can pretty much do what-ever you like. For example in our version by the time the GR3-GR5 version came around they should have sorted out that melting issue and got it to Mach 3+ but we never added that, however anyone else could quite easily, in fact you're only really limited by your imagination.
  8. We took as much info as we could find from various website (all slightly different) and took an average but the game model isn't that accurate with RL figures so we ended up with the GR1a having 62000lb's dry thrust per engine and gave them a slow upgrade through the years (following the real-life tornado engine mod program) to end with 68000lbs dry in the GR7 which kept them at 550-600kts at max dry (accurate figure). While the dry thrust stayed reasonable enough the afterburner figures were more "fun" with the GR1a having 100,000lbs of thrust and the GR7 a massive 140,000lbs getting them upto mach 2.5+ easily.
  9. Which TSR2 download are you using? If it's this one - http://combatace.com/topic/70072-tsr2-for-sf2-series/page__p__549964__hl__tsr2__fromsearch__1#entry549964 - then only the GR1a doesn't have guns and as it's User dates are 1968-77 it won't be able to fit AMRAAM's or GAU-5 pod etc. Those pics of mine are of a GR7 (2006-2020) which allows you to have those missiles and it comes with 2x 30mm ADEN's built-in (my tweaked version also used 2x 20mm Vulcans instead) Guns - If you wanted to change them to GAU-8 just change the TSR2 data.ini from GunTypeName=30MM_ADEN4 to GunTypeName=30MM_GAU8 and make sure you have a GAU8 in the Gun's folder (or have SF2:E as it has the A-10) Hope that helps.
  10. Taking Sundowners TSR2 down the Tornado F3 route - With the RAF needing to replace it's ageing ADV fleet in the late 90's the UK government decided that an agile dogfighter wasn't required in todays missile age. Instead, an Interceptor based on a stable platform for launching massed missile attacks was needed and, with the extra fuel and weapons carrying ability of the TRS2 airframe allowing it to carry the newly acquired AIM-54 and stay aloft longer before tanking, the decision was made and the TSR2 F3 was born. Designed as a missile carrier to stop Russian hordes swarming through the GIUK gap after the start of WWIII the TRS2 F3 carried a tremendous war load, either 6x AIM-54, 10X AIM-120 & 2x AIM-132 or a massive 24x AIM-120 for attacking larger bomber formations. Even when carrying an extra 7000l of fuel in under-wing tanks for maximum flying duration it could still carry 14x AIM-120 with 2x AIM-132, truly earning itself the nickname "The Airborne Battleship!"
  11. In the TSR2 data.ini add AHM,GP to the "AllowedWeaponClass=" and add USAF,USN to the "Attachmenttype=" for the pylons you want to add them to. The TSR2 has no Air to Air radar so the Phoenix will only work with Weapons set to Easy in the Options In-Game menu. Here's one I did in the What-If thread along with other people variants - http://combatace.com/topic/70197-tsr2-f3-adv-the-airborne-battleship/page__p__548475__hl__battleship__fromsearch__1#entry548475
  12. If you are using the Mar '12 patch then it screws up the key-bindings if you use the in-game controls page. You can either edit the Default.ini in the Controls folder or install the HotFix from TW which fixes the controls page in-game. Hotfix Here - http://www.thirdwire.net/files/dl/SF2_update_Mar2012_Hotfix.exe
  13. Hi all, I'm just trying to clear up whether this is something in my own install or something the new Mar '12 patch level brought in. Previously when using either a Laser Pod or the EO display of a weapon (GBU-15, AGM-65 etc) the display had a level of Zoom which could be set via the weapons data.ini and with DualFOV pods you could have two separate levels of zoom, a 'search' display and a higher zoom level 'lock' display which happened at 8nm from the target. Here's what I mean - 'Search' Display showing 1 level of zoom at 10nm (distance in bottom right) 'Lock' display with higher zoom level which shows at <8nm (4.3nm is bottom right) Yet after the Mar '12 Patch (or SF2:NA) in my install the zoom levels are set at no zoom regardless of what's in the weapons data.ini and the DualFOV zoom has changed to 3nm with no zoom level. 'Search' Display showing no zoom at 10nm (distance in bottom right) 'Search' Display showing no zoom at 4.3nm (same distance as old 'lock' display above) 'Lock' display still with no zoom finally shows at 3nm (distance in bottom right) ************************************************************************************ Can you fine people here at CA please confirm that I'm not going bat-sh*t crazy and that this is something that effects everyone? Many Thanks..........................IanH
  14. PB/Stary - Cheers Lads, I don't really use the TW forums much (twice in 2 years I think) but at least I know I'm not going mad. I forgot to add the almost obligatory "Is this another thing the new patch breaks?" to my original post How about this for a conspiracy theory - TK deliberately 'breaks' something in every new patch so you have to upgrade to the new patch when it comes out, which then breaks some thing else so you have to patch up again etc etc etc
  15. cadeteBRA - My screenshots are hosted on my own site (hosted by Yahoo.co.uk) rather than on CA but why you can't see them is a mystery Do you get a little red "X" or is there nothing there at all for you to click on? Here's an older pic done via the CA attachment -
  16. Back to SF2:E for awhile (NA bugs finally did my fecking head in). F-16C Blk 52 on a Strike sortie against an Oil Facility. Only 1x GBU-24 expended but it was worth it to annoy some eco-hippies! PS does anyone know who made the 3D model of the Chin mounted Lightning/Sniper pods? Both are much better than the existing standard pylon mount versions and I was wondering if they could make a Pod only version? ***Edit*** - Well no surprise there, those awesome pods are by Ravenclaw!
  17. Saw this in a newspaper article and thought, lets give it a go -
  18. Hi there, Stary's PM box is full so I thought I'd post this here. I D/L'd his modded Viewlist.ini from the screenshots thread as I love the shallow depth of field shots that it can create (shown by pic below) but I can't seem to find the right view to recreate it. I thought it would be using F6 but that looks stock as do all the other views apart from the start view where the camera is on the cockpit floor looking down. Comparing the Stock and his modded viewlist I can see that his has lots of extra entries but I just can't seem to get it to work. Any idea's what I'm doing wrong? This is the type of shot I'm after recreating, with the background terrain "zoomed in" as well as the A/C -
  19. The A-5A Vigilante on Carrier Ops.
  20. After a few busy days finally got back to NA! Night-time raid on the Kiev - Low and fast in a Marineflieger Tornado My Kormoran ASM's didn't fair so well, that Kiev is a really tough bugger!
  21. Wrench - Cheers dude, did it manually and everythings groovy! Although the Kiev's 30mm CIWS manages to knock 90% of the missiles out of the sky if launched simultaneously but that drops to 50% if ripple fired with about a 1-2 second gap between missiles.
  22. Hmm, made an AGM-84 into the new WeaponDataType=7 Cruise Missile/ASM and edited/saved it via the weapon editor but the damn thing won't guide, just becomes a huge straight line bullet, no sea skimming etc????? Any idea's? PAS It's awesome watching the Kiev etc shooting them down!
  23. Same as Shotgun 27 for me, Carrier only, waypoints still point to carrier if Land target selected and enemy CAG becomes multiple carriers only if the mission editor is used.
  24. As someone else mentioned in another thread the "Start in Air - Near Base" option has also gone.
  25. On a Tornado (same control config as F-14) the spoilers stay in when the wings are swept full back as they have a minimal effect in that position. In that way the F-14 model is spot on but the tornados tailerons are given greater authority in roll to compensate to keep the roll-rate the same which is what the F-14 model isn't doing.
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