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KiwiBiggles

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About KiwiBiggles

  1. Customise your loadouts. For example F-4Ks (off Ark Royal) with TV Martels will do nicely against the Kiev battle group (or go with more realistic Buccaneers if your computer can handle the high-poly models). I"ve also upgraded my Martels with armor-piercing warheads (which are more realistic than HE). Go big with your roster. I take 12 birds in my strike flights, plus the computer-assigned SEAD and CAP flights etc (think Alpha Strike). For US missions my first 8 strike birds carry Standard ARMs, the last 4 carry Walleyes for the coup de grâce. Go low. Under 100 feet will do nicely. Your AI wingmen will do their own thing, but it will help you survive against the SAMS. My AI F-4s are customised with a lower-altitude flight model, which helps them a little. Go slow. I throttle my F-4 back to 50% so I can get all four Martels off the rails and keep them out in front. Then I hit the "burners. Stay out of the engagement zone of the rotary cannons, they're deadly! FWIW I use the 'classic' Iceland terrain, and my difficulty setting is normal. I actually have a cloned UK-only version of the terrain for Royal Navy missions, which gives me a "Commando Carrier' amphibious group, and prevents US Navy flights launching from Ark Royal--nice but not necessary. Hope it helps, happy hunting! KB
  2. Unidentified

    Interesting topic. Here's my take on it. When you take the 200 billion odd galaxies in the observable universe, with around 200 billion stars each, its inconceivable that there aren't billions of planets and moons with liquid water. From what we've observed on Earth, we know that everywhere there is liquid water there is biological life given enough time--in the order of billions of years. Score one for the aliens. Of all the millions upon millions of species that have existed on Earth, only one has evolved to develop technology of any kind, let alone interstellar space travel. The only other species that even came close in evolutionary terms was the Neanderthals. Score minus one for the aliens. People tend to underestimate the vast distances involved in interstellar travel. With known technology it would take in the order of 40,000 years to reach the nearest star beyond the solar system (and it doesn't have a habitable planet). It would take the resources of all humanity to mount such a mission, and economics argues that you'd never even try. Andromeda, our nearest major galaxy, is 2.5 million light years from Earth: so forgeddaboutit! Score minus one again for the aliens. What about exotic physics? There's nothing to suggest that ephemera of the quantum world like tunneling and entanglement can ever apply to the macro world of space ships and space travelers. Even in theory, wormholes require "negative energy" to remain stable--there's no evidence negative energy can exist, even in principle. To "warp" space-time by even 1G requires the mass (or equivalent energy) of our entire planet. The most plausible exotic propulsion system would be matter/anti-matter annihilation, which has an energy density around 100 times greater than nuclear fusion, and suggests interstellar voyages of perhaps hundreds of years. There's no evidence it would be feasible to produce anti-matter in such quantities because... economics. But not impossible in principle, so let's score this one even. On balance it's highly unlikely aliens have ever visited Earth given the vast distances involved, and the billions of years it takes for a species to evolve in any particular interstellar neighborhood. It's far from certain our own species will survive long enough to attempt interstellar travel, although I believe we should try; otherwise what exactly are we doing here? The most likely "aliens" to have visited Earth aren't little green men. They're machines. Google Von Neumann probes: https://futurism.com/von-neumann-probe Just my $0.02
  3. Wow, awesome Dan! A squadron of these bad boys (2 Sqn RNAZF?), 75 Sqn A-4Ks, C-130s and a couple of AAR Boeings for logistic support, plus some UH-1s and NZSAS troopers for laser designation and CSAR, all would have made for a hell of a Kiwi expeditionary air wing back in the 70s thru 90s...
  4. Operation Desert Storm Skinpack and Updates for B-52G_89

    Thank you so much for this awesome update Kevin! This is my first flyable 'heavy' in the game, and I never imagined heavies could be such fun. Using 'auto pilot' and 'wing leveler' it's a snap to simulate a radar controlled approach for STRIKE missions. I'm using a simplified gunsight edit and playing around with the 'DefaultDepression' setting (unguided bombs): 645 'mils' seems to be working well for me (I've chosen a default STRIKE loadout of 45x M117A3, at 20,000ft & 370 knots/max power/water injection). [GunsightFront] HasGunsight=TRUE GunsightMilSize=100 GunsightName=F-15E_sight.tga MaxDepression=250 DefaultDepression=645 Having just watched the movie 12 Strong here on SkyTV NZ, it's easy to imagine a special forces detachment on the beach guiding me in, and easy to appreciate why the USAF has kept the BUFFs around for 65 years and counting! "SHACK!" Many thanks, Kevin. Kiwi
  5. 'Tough Day at the Office', Kuwaiti Theater of Operations, 1991. Big thanx to all the modders here at Combat Ace this holiday season. KB
  6. What Menrva said. My rig is so old I can't even remember (my kids were preschoolers when I built it, and my oldest is finishing high school next year!) and even then it was very much a budget machine. Even so it will run stock SF2 on unlimited acceptably well, most of the time. I recently added the latest Combat Ace version of Operation Desert Storm to my SF2 collection, and very cool it is too. As downloaded, it was unplayable on my machine (like three seconds per frame!!) so I'm currently optimising it to my own machine, and to my own personal taste as well (menus and sounds for example). I have to reduce skins to 2048 x 2048 wherever they are higher, and use the stock TW environment system (stock sky with just a very basic cloud mod for a nice fps-friendly boost in appearance) and stock TW effects too. After a holiday weekend of tweaking it's already very playable. Fortunately I enjoy this "optimisation" process (I know it's not exactly what Menrva meant) as much as playing the game -- to me modded SF2 is like the best 1950's to 1990's jet combat puzzle-game ever invented! I also enjoy customising mods (within my modest ability) and Iearning the potential (and limits) of the game engine. I have a very nice customised version of the F/A-18A mod flying over Kuwait and Iraq these holidays. 2019 is the year I finally get a new rig. It will be home-built and still somewhat budget, but should be able to play titles like FSX, Falcon 4.0 BMS, DCS World and IL-2 Bodenplatte on high or ultra at 1080p at 60fps. It will be interesting to see how it copes with SF2, but I imagine I'll be keeping my old dual boot XP/Win7 machine around for many years yet to play all my favorite old titles. All the best Kiwi
  7. Here's another fun custom mod inspired by Dan's A-4Ks. This one is an early A-4K 'Euro' mod for the stock TW Red Lightning '79 campaign. It has the Euro 1 paint scheme from Dan's mod which I managed to edit with chaff and flare dispensers (I didn't make the prettiest job, but good enough ) and ALQ126A electronic counter measures from the A-4M. It's armed with AIM-9Ls, Mavs and GBUs, but with the pre-Kahu steam-gauge cockpit. It has proper LAU-7 and LAU-117 camouflaged missile rails. Mod also has Pave Spike, and NZSAS and NATO ground laser designation teams. This thing is great fun to fly in Red Lightning, and doesn't disappoint as a WVR dogfighter with 4 AIM-9s on recce missions (although it doesn't have the legs for true Intercepts, CAPS and Sweeps); it's also a real can-opener with 4 AGM-65Bs! It has an .ini edit for low-level flying (AI pilots) and is almost invisible with the wraparound Euro 1 paint-scheme--the Kiwi Stealth Fighter! Backstory is that 75 Squadron RNZAF traveled to Europe on the deck of a US Navy LHA in mid- '79 as NATO reinforced Germany. An NZSAS detachment traveled with them, and may, or may not, have had anything to do with the acquisition of ECM, laser pods, GBUs, Mavs and Lima-model 'winders... the Kiwis aren't talking, and the Marines aren't either! Mod is properly .ini edited into Red Lightning (rather than using the stock TW campaign editor) and flies beautifully in the campaign. Cheers to Dan, Ravenclaw and Nyghtfall for their awesome mods, on which this little mod is heavily based! KB
  8. ... and this is what the code looks like for a weapon pylon as a fake EP: [WeaponData001] TypeName=TER_A4K FullName=A/A37B-5 TER ModelName=TER Mass=43.090000 Diameter=0.000000 Length=0.500000 SubsonicDragCoeff=0.020000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,USN SpecificStationCode=A4RNZAF_TER NationName=USN StartYear=1956 EndYear=2050 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=1956 ExportEndYear=2050 ExportAvailability=2 WeaponDataType=4 StoreType=2 NumChaff=0 NumFlare=0 EjectPosition=0.000000,0.000000,0.000000 EjectVelocity=0.000000,0.000000,0.000000 Asymmetrical=FALSE HideStationPylon=FALSE Cheers
  9. Hiya all, I've been loving playing around with Dan's A-4Ks, so here are some .ini edits for custom rocket loadouts that people might enjoy: These custom 'rocket' TERs are fake electronic pods. I've used fake fuel tanks in the past, but read in a thread recently that the fake tanks may increase the vulnerability of the model to enemy ordnance, so to be on the safe side, I've converted to fake EPs (which work just as well): Triple centre station RPs and mixed-twin wing station RPs all selectable from the loadout menu: These were all authentic RNZAF loadouts back in the day - at least for public displays and firepower demonstrations. With these custom weapon stations, all nine RPs are filled with a full complement of munitions, and are selectable all-at-once from the cockpit (unlike 'left-and-right' multi-pods). This setup sacrifices LAU-7 rails for the 'winders (which some of my other custom stations include) due to the game limit of 6 StationGroupIDs; I don't mind so much since this is the A-4K (70) and the RNZAF didn't get AIM-9s until July 1975 (Don Simms) so I don't normally use them with this model -- AIM 9s are still selectable for the outboard wing stations of course, just minus the LAU-7s which is the same as stock TW, so no harm, no foul. This Mixed RP and Fuel loadout is a bit more practical(!); selectable from the loadout menu for any mission, but a really nice loadout for SEAD missions with a mix of artillery and armoured targets: Here's the code for anyone who is interested: // --------------------------------------------------------- [LeftPylonRack] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.91,0.10,-1.00 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=200 AllowedWeaponClass=EP AttachmentType=NATO,USN ModelNodeName= PylonMass=31.75 PylonDragArea=0.03 SpecificStationCode=A4RNZAF_TER [RightPylonRack] SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.91,0.10,-1.00 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=200 AllowedWeaponClass=EP AttachmentType=NATO,USN ModelNodeName= PylonMass=31.75 PylonDragArea=0.03 SpecificStationCode=A4RNZAF_TER [LeftWingStationTwin1] SystemType=WEAPON_STATION StationID=8 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-1.91,0.10,-1.24 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [LeftWingStationTwin2] SystemType=WEAPON_STATION StationID=9 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.05,0.10,-1.01 AttachmentAngles=0.0,0.0,45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [RightWingStationTwin1] SystemType=WEAPON_STATION StationID=10 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=1.91,0.10,-1.24 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [RightWingStationTwin2] SystemType=WEAPON_STATION StationID=11 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.05,0.10,-1.01 AttachmentAngles=0.0,0.0,-45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [CentrePylonRack] SystemType=WEAPON_STATION StationID=13 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.00,0.27,-1.04 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=200 AllowedWeaponClass=EP AttachmentType=NATO,USN ModelNodeName= PylonMass=31.75 PylonDragArea=0.03 SpecificStationCode=A4RNZAF_TER [CentreStationTriple1] SystemType=WEAPON_STATION StationID=14 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.13,0.10,-1.04 AttachmentAngles=0.0,0.0,-45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [CentreStationTriple2] SystemType=WEAPON_STATION StationID=15 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-0.13,0.10,-1.04 AttachmentAngles=0.0,0.0,45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [CentreStationTriple3] SystemType=WEAPON_STATION StationID=16 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.0,0.27,-1.28 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 All the best, KB
  10. Ravenclaw's RNZAF MER and TER fully integrated on the 'Kahu', selectable from the in-game loading menu and working beautifully as exact replacements for the stock ThirdWire ejector racks. I could not be happier, thank you Ravenclaw and Nyghtfall! So sweet! Steve
  11. Wow! Thank you so much Nyghtfall - the LAU-7 repaint is perfect! I'm a huge fan of your Scooter mods, I've been massively enjoying them in the sim, and also studying how you made them. I am so, so happy with how the A-4K 'Kahu' racks look, and just need to finish off integrating the weapons fit into Dan's mod. I'll make some posts into Dan's A-4K thread for anyone else who wants to add their own custom updates, or maybe Dan will be able to use some ideas for a later "official" update, if he wants. I also have the twin MFD cockpit from the 'A-4N Improved Ahit (Sibat)' mod integrated, which I think works wonderfully well for the 'Kahu'. Thank you again, this is such a generous community, I love being a part of it! LoL, I just adore how the 'Kahu' looks! When I was a kid in Palmerston North, these guys were based up the road at Ohakea airbase. When they (and the Strikemasters!) practiced touch-and-goes at Palmerston North Airport, I would watch them from my bedroom window. I've had the FSX 'Kahu' on my 'puter too, but I do not believe there is a better A-4K 'Kahu' sim ANYWHERE than Dan's. Absolutely love it! Kindest Regards to all, Steve
  12. Thanks again, very much appreciated Ravenclaw, you're an absolute champ!
  13. Ravenclaw, I was so excited I missed your offer for the MER in the same color. If it isn't too much trouble, yes please, that would be very cool thank you!
  14. Awesome!! Thank you so much Ravenclaw, you're an absolute wizard! The RNZAF launchers look GREAT! Wishing you a wonderful weekend from New Zealand, Ravenclaw! Warmest Regards, Steve
  15. A couple more picks of RNZAF rack detail: From the available images, in regards to RNZAF service, it looks like the olive green color was typical for the LAU-117, the camoflage green was typical for LAU-7, TER and MER. Kind Regards, Steve
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