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saisran

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Everything posted by saisran

  1. I tried searching the threads but so far the only info i have is on landing the harrier and that's a bit missing too... I had the SF series for a while now and i enjoyed every minute of play time i get. especially with all those wonderful mods that you guys put up. Its been a blast blowing everything up. however, since SF2NA came out. somehow i decided to try the harder flight model(normal) in an attempt to enhance my skill.... im ok with the most of it... but i almost threw my laptop after a series of crashes on the carrier. For three nights ive spent a couple of hours trying to land on the damn thing and im either too short and hitting the water most of the time or im flying past the carrier. i mannaged to get the back wheels on the deck a couple of times but im probably too far out and missed the traps. basically im no good at landing. You see im short tempered and headstrong(stupid). i can't seem to get the patience to figure out the speed, glide slope angle of desent or whatever in which i have to go by. you cant really see the carrier when your landing keeping the nose at an angle like the A.I. does. So if you kind people have time. I wish to be guided When should i start to slow the plane down? what speed? what height? (im using the left panel as reference seen my eye sight is bad and i cant really work out the instruments) When should i engage the flaps, airbrake, landing gear and hook? how much throttle do i use? Btw, how do you judge your distance from the carrier since there no target square on it with distance reference like ACs does? How do you keep it straight on the carrier when the freakin rudders does only seem to take you pointing at direction while the entire plane is going on the direction it wants? Im not sure if the difficulty is because im just using my keyboard instead of a proper flight stick but the since its a laptop i feel that's a bit off. I really love the game and i think i will love it even more when im able to land that stupid boat. Oh yeah. i mostly fly the F-14s, both TW and Mirage Factory. F-8's, then the F-4's and the rest. Much appreciation. Thanks.
  2. i think you should post it in the SF2 Threads s most modders have jumped from SF1 to SF2
  3. well done, I never thought shooting down a reaper would be quite a challenge. Soviet missiles on the flankers dont work I do wish we have a tail hook on them flankers. otherwise great job i just imagine the nightmares of putting all that stuff together.
  4. your right there really isn't much of a need. just an exercise and well it's kinda fun. going full burners and reaching high mach speed. You should give it a try on the Hornet as well. Thanks Eric. Oh yeah, i just found out that Launchers or maybe the bombs themselves (dag vs structure values?)can't take going past mach 2.5. Went to a strike mission going mach 2.5+ and ended up loosing all my bombs. Not a problem, but i do think that its" really cool" damage simulation.
  5. you've been very busy. thank you for your hard work.
  6. hi eric i already gave it a mach limit of mach 3.98 even a sea level limit of 1354.35m/s(m 3.89) in the screenie should i double the values? Also to my understanding in one of the forum threads the [flightcontrol] entries govern AI and i think this true as my AIs now intercepts enemies at mach 2+ speeds. kinda cool as they are now hitting bandits moments after them enemies took off.
  7. So got the Thunderwarrior and finally got around trying to make an F-14 Super Awesome although i'm still a bit short. the thunder warrior gets to Mach 3.42 @ 60K ft and i only managed mach 3.06 @ 26K ft. So referencing the Thunder Warrior and this two Thread http://combatace.com/topic/21867-definitions-of-aero-coefficients/page__p__96438 http://combatace.com/topic/12100-basic-ini-editing-enginex/ I was able to achieve the following Super Cruising at mach 1.37 Maintaining mach 1 at 23% throttle with nose slightly down ( this is a bit too much have to find a way to prevent this) And reaching mach 3.06 for 5 secs before catching fire... Will have to check going if mach 3 at higher alt prevents the plane from catching fire. I tried to copy the Coefficient and mach data from the Thunderwarrior directly but the game CTD when i do this. infact each time i give too high a limit on the lines governing Temperature the game CTD's, Anyway putting the flames out are rather easy (Ctrl+I to cut the engine and throttle down a bit of rolling or AoA can also help) and most of the time the tomcat flies away unharmed. Although there are instances when this happens.. Ctrl+I left engine ignites Ctrl+I again and right engine ignites and vice versa) I had better luck landing a tomcat with the stabs or bits of the wing missing than having asymmetric thrust. Tried the same with the TW tomcats got supercruise and up to mach 2.6 but that's all heres the Data.ini if anyone is interested in helping :) F14.rar
  8. Nah, he decided to drop the PC and stay with the mobile (Runs away..)
  9. Hi Eric, what's a thunderwarrior? (im 12 at heart and i'm intrigued! "Thunder Warrior!") Yup, Definitely a blown engine. (Note the asymmetric bar) you can keep the tomcat at mach speeds at 70-80% power at altitudes around 30K i think. If all six bar are on full chances are you're about to blow your engine. Im not sure what they are for exactly probably RPM and engine/oil pressure and temp. Caesar most probably know what they are.
  10. Yeah i should have used the F-8's speed. but you know there are times you just ended up doing something dumb because it's exciting. :)
  11. Yeah it can't but its quite an experience going mach 2.++ watching the counters slowly go up as you loose fuel and go higher trimming the nose down or up looking for that magic profile to get that extra speed until you run out of fuel or map or Kaboom! P.S. i once did an unrealistic version of the tomcat by reducing 50% of the tomcats weight and multiplying the Slthrust by 2 and increasing the stress limit on the engine. went mach 3+ then Boom.
  12. yeah, accumulated damage does work in SF2 even in the earlier series i think. Try overloading your plane with Gs and see what happens. though in your case i think you just overheated your engine by going on Mach 2.3 for a long long time. Ive blown a lot of tomcats trying to hit mach 3
  13. It's been a while since i've flown The F-8C much less engage in turning and churning adrenalin driven air battle since i've been busy naval-izing my stock campaign ever since my HDD crashed. The mission was actually a CAS mission and i was hoping to post a successful ground report on the very first campaign of my pilot. Burning sand Naval. 6X F-8C AI carrying Rocket Launchers and im carrying 2 dopey winders. Enemy squads of Mig-19s, Mig-17Fs and Hunter F-4s with 2 aces a Maj and a Capt flying the Mig-19s Since the rocket launcher model on the F-8C can fire only a couple of rockets i opted for the -9Bs on my sader. I intended to fly sweep for my squad as i designate targets to the AI planes. As the friendlies usually sent in to help always get their asses kicked. We reached the Killing Field and i sent my unit to work as i go after the nearest Farmer chasing my mates. Farming was going well i already harvested a couple of them. RC gave the mission complete and i ordered my mates to resume formation so we can skadadele out of the warzone. however the soviet maj didn't like to go home without a kill so he went in pursuit of one of my mates. A call for help and i was on his case. I tried for a head on pass but it didn't work. He turned the plane into me trying to force a left circle. I plugged on the burners and extended my dive hoping to draw him away from my fleeing squad. but he reversed turn and continued pursuit. I chased and i got him on my sight. piper on trigger hot and my first set of guns was out. select the other set and he made another turn. I tried turning with the mig thinking i have the energy advantage. but it didnt work the Farmer can turn tighter than the F-8C. i went high for a vertical but it was too late hes already on my 3-9 line We went through several maneuvers which ended up in a scissor. Soon enough i was gaining an advantage. I was ready for a kill then i saw tracers on my wind shield. The Maj is now joined by a capt and i found my self between two Soviet ace in a three way scissors. Somehow i managed to get behind both Farmers by virtue of Flaps down and rudder. Slowing down to near stall to push the farmers ahead so i can try for shot or an escape. Suddenly a thud and a flash. I was being shot at. A third bandit was on me real close. My bird is near stall and i don't know if my plane will respond. hard rudder and stick right. the sader rolled and pulled. hoping to put enough angle and force the new enemy to overshoot. but the fighter turned inside me and set cannon rounds directly into the center of my fuselage. Takeaways: The Farmer is really a nice fighter. turns well and two engines gave it a lot of grunt. but the F-8C can still out burn it though i don't think i'll be able to out turn the Farmer. Being able to shoot down several fighters consistently made me overconfident. I should have asked my wing men for support instead of flying solo. Hopefully the Mig-17 pilot that shot me down will be considered an ace by our next mission so i can have my revenge.
  14. Who?

    That's a cute looking plane you got there.
  15. Its been done already years ago.
  16. I really don't wanna do this but i'm feeling very frustrated at the moment.... So does any one have a working StartPosition/ObjectivePosition/HomePortPosition for a friendly carrier group in IsraelME? I've done everything i think i should. I have the water.bmp and all the INI entries needed. The carrier group and the squadron shows up where i put then when viewing the MAP. But! they way points have my plane starting from a far of distance on the air an inland. ofcourse i set the option to start mission from the ground. I've tried several positions taken from the debug but it keeps doing the same thing.
  17. Yeah I also like having a kicking escort group. to give the enemy a taste of what i go through each time i ventured in their territory.
  18. Thank's Arthur. ill use them coordinates for a second carrier group. or when i decide to use the orignal water.bmp. I actually got them working by something so silly i cant begin to think why i didnt just did it in the first place. Make the green water much, much bigger. :)
  19. Ive been doing that for a while but the magic coordinates are damn illusive. I'll appreciate your coordinates when you can.
  20. oh man doesn't work. I think its the position. the water map maybe placement for the friendly naval units may be behind enemy lines. dunno.
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