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Do335

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Everything posted by Do335

  1. North Korea Cooks Off a Nuke

    heck i'm born and bred chinese but hate the commie bastards. since the chinese trade gate's opened in the 80s big changes have happened in our lives. i'd love to get more democracy over here albeit perhaps a wet dream that one, but it's sad to see NK re-trace the chinese old tortured steps.
  2. the one for the 1950s. as I have no idea how to capture screenies in those crucial moments when i'm too busy maneuvering, i had to make it into a video basically yep using the vertical against the AI. i'm outnumbered 2:1 sometimes even more in campaign flights so i gotta exploit the energy advantage. altitude of IP is 10k ft and by the time of merge i'm at 19. i find 7k a good altitude separation for the split-S, otherwise you either run outta turning room or gets just too much smash to hit anything. this is just an average one tho. my ai teammates did exceptionally well, but my gunnery sucked, almost got shot in the face, and my missed pass at the last mig15 cost me a AI wingy. generally speaking, i guess tis the takeaways... is that energy is very important for the sabre. in a tactical situation if you're slow the migs start piling on you like locusts. yes you can out turn this one but what about the next, it's not a phantom to burn away with the j79 and turn around lobbing sparrows. so climb climb climb at first then use the vertical, loops, high yoyos that sorta stuff and leave the throttle at max. high speed pass makes gunnery less accurate, but it's good just to do some damage or force the mig into defense shredding speed and alt. it's much safer and pays off in the long run (10min long vs 2min short lol). once the situations gets a bit isolated tho, like 1vs1 or 2vs2, boards can be used. boards are brilliant. you can have 150kts overtake at 1nm and boards will slow you down just right at shooting range. what's more awesome about the sabre is the energy preserve in turns. when meeting a mig15 in similar energy state it can just turn with it. after 2 or 3 circles the mig will have bled dry and sabre still has some 100kts of extra smash. at first i thought it was the poor AI handling, but flying the mig myself... nope can't keep up with sabres in turns. lastly, the weak hitting power of the 50cal is very evident. nothing to add there it is what it is.... does have a lotta ammo to be an ace maker on a good day tho
  3. lol didn't realize that... i think my love on the F-15's look is ruined!! heck the Eagle is still very potent today. compared to cat it's just different. if it's featured in a similar top gun movie i'm sure it'll be just popular! btw the (apparently) go to vid of eagle for anyone who's yet seen. more of an ACT than dact tho. gotta love those brevity!
  4. my question was for the kaw F model sabre rather. there's a DL entry in the SF1 section http://combatace.com/files/file/6253-usaflate-model-sabres/ it includes a model with fence built in, and even better with less shadow issues i.e. on the wing. there's another one in nato fighters, 1/3 of model size with fence built in. so i wonder why the KAW pak used one with fake pilot fence which looks a bit odd and wonder if it's copyright problems. looked around current flight sims i still found SF the best platform to present korea era. i understand what we have available is already scarce so why not try to use the best there is. as for the F40 obviously the choice is slatted model... rgr that
  5. ?? If the slatted version is permitted for use but the 6-3 version is not, that's a damn shame
  6. i dunno if the extended wing on 40s are still called 6-3 anymore... speaking of which,, isn't there a 6-3 wing ala F30 model already available in the downloads, i don't understand using the fake pilot fence in the first place?... the 6-3 model even has less shadow probs
  7. like i said it's just me, and in any event personally i prefer the model size to stay "healthy" of course some fiddling is required when cross using mods
  8. same... in kaw camp i replaced it with the one from nato fighters as this one has very big lod size causing fps drops and weird crash time and then but that's just me
  9. eh... doesn't (obviously) F40 have extended wings without the fence?
  10. so in a campaign, a F-80 using set of skins in folder "A" for example, is upgrading to F-84 using skins in folder "B". here's what i (painfully) found: Unless... the F-80 also has set of skins in a folder called "B", the upgrade won't go thru? is this correct and why as it seems ridiculous to me....
  11. well thnx for the tips gents, at ease with upgrades now anyway. another tip by tk http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=11&t=3963 by my testing it doesn't affect the squadron the player's flying from i.e. player squadron will receive the upgrade specified in data.ini, but AI squadrons could be delayed
  12. well i tried everything i can think of... squadron entry in textureset.ini is the same, campaign unit data reference an entry in squadron list using "squadron=" and with/without "unitname=" but no avail. the skin folder name has to match. i suppose that's why in tk's and eburger's big release packs all the skin folders have generic names like "USAFSilverX" etc... but i can be wrong..
  13. hey guys. i seem to be missing a sound file for sabre's airbrake, HydPump.wav. anyone know where i can find it? searched everywhere within the kaw mods but no joy..
  14. trying to mess with one, digging kb and old threads, also found the old kaw mod for SF1 for reference, but having zero experience for such adv. modding and limited time i'm having doubts. it'd be great if campaign meisters can have a crack at it!
  15. the sea fury might be usable on a CVL bataan? http://combatace.com/files/file/13443-hawker-sea-fury-fb11-mk-50-reborn/
  16. rgr that wrench read the n suffix in your prev post. and will use alternatetype for banshee i suppose. updated usaf and red air oob, campaign is flyable, nice to see f-82g pawning nk yak-9s on the 1st hop. while a few mig squads stay at antung, most relo to NK bases after a few missions... but it's best i can do
  17. aaah frontlines! they were drawn in a circle. using a straight line the chinese abs no longer change hands. some migs still move to nk but not all... interesting didn't know they move closer to the flot before.
  18. edit: i deleted the nodes, and airbase ownership is fine for 1st mission. pattern is if an ab is location=3 (3 is china) and alignment=enemy they change sides. before i deleted the strategic nodes they change sides soon as i launch the 1st flight, now they do that on the 2nd. weird! wrench, do you mean the f-2h2? it was included entirely in kaw sfp1 and thought it belonged to CA?..
  19. woah... one of this guy got on my deep six... was doing 350kts at med-low alt. said phuck it and banked 90 left, yanked stick all the way back. the mig follows, next thing i know there was a loud bang. looking back a wing flew off from the mig! phantastic!
  20. I seem to be running into a wall... the Antung airbases and Qingqishan airbase in China show as friendly in the camp. they can be seen clearly after launching a campaign mission and press M to bring up the map. after the 1st mission, all the mig squadrons relocate to north korean airbases. just spent the day chasing ghosts feeling clueless what caused this. campaign files use F-2H2 and B-29 from the SFP1 kaw mod here but looks fine without (still with the bug ofc) http://combatace.com/files/file/1494-korean-air-war-complete-mod/ appreciate it if someone can take a look!...
  21. got a very basic version working by heavily editing the sfp1 camp. ground war nonexistent due to non connecting and too few strategic nodes but good to see it pan out so far!
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