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Do335

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Everything posted by Do335

  1. pffft i'm just more observative on this matter. fire up the game and see for yerself. numbers are figures of speech only or do you have a hard time understanding that as well. i play on hard ofc. you might be using a different exe than mine tho
  2. bit hard to describe. i mean a random angle should be applied to every bullet. the way SF models it is 1 angle assigns to 50 bullets, and they all go out in a straight line. next 50 bullets, another angle slightly different from previous, another straight line goes out just in a slightly different direction. so while in rl with 100 bullets fired you get 100 different impact points, in sf you get only 2 impact point on the ground. no matter how much you edit the accuracy figure the RL effect won't be achieved.
  3. reminds me sabre pilots used to stick gum on the gunsight when the gyro stops working which is very often lol
  4. interesting dact thnx!;) i think prolly a good move to go vertical, hornets have good alpha, roll and turn at 90kts but always lack bit of a smash. the B and later tomcats it seems outclass old crusader in every aspect by numbers.... and ericJ i found side shots with winders are possible in july patch now since tk upgraded the missile warhead, just need to pull a lot of lead, missiles in sf seem to use direct lead intercept instead of proportional
  5. eh it does spread, just not the way we want it. keep trigger squeezed, bullets go some 1 deg left of the pipper for a while, next stream go 1 deg right of pipper. bah
  6. i find the computed gunsight a bit off. a little more lead than the pipper and bullets will hit. also pipper doesn't react to fast aircraft maneuvers f-4 vs mig-17 guns only is lucky shots, side or high shots, face shots.... never six clock classic firing pos shot lol
  7. wow looks nice! oh Dels does the wingtip launcher look like that on the F-2? i know on the f-16 that sort of launcher (named 16s210) can only carry aim-9. link for ref... http://www.f-16.net/index.php?name=PNphpBB2&file=viewtopic&p=20233
  8. did not upload... just some ini edits for entry level modding. should be able to send with pm tho
  9. Falcon 4: BMS 4.xx

    AI's lack of aggressiveness is well known since bms2.0 or summin'. i also get mig29s sitting on my dead six and they just sit there doing nothing. Perhaps after 5 minutes of idling they finally send an adder in. if it were F4AF I'd be long dead. At ranges beyond 10nm they're sorta good, but after that they generally don't know what to do with themselves. dogfights ain't very fun in any falcon for sure. there's no physics or damage modeling, the sim is so old you get only 2 states for damage. 1 = there's a jet, 0 = there's no jet. and there's no missiles shooting missiles, so epic naval battles in sf2na is impossible. actually falcon always lacked the naval aspect. aannd there's no real focus on phantoms.... but.. rest is great which i don't even know where to begin. was in a VFW and you really feel like becoming a pilot, the wealth of aviation and combat tactics knowledge just pours in, my mouth is still mentally wide open now... i'd never know anything like that anywhere else. actually bms focus so much on the real f-16 it's leaving things falcon related behind, like campaign, database, AI (like they're bad in dogfights)..... it's becoming BMS' shortfall. a military simulator is dead realistic but there's no fun in it. do quite appreciate SF... solid, fun, good honest lite sim, not lacking some shining points as well. my true abomination is DCS, the sims with no heart!
  10. doing some cas for friendly grunts, bogeys all over the place. quickly unloaded bombs, asked flight to attack ground, switch to A2A myself. downed 2 mig21s headon with sparrows, 2 floggers with winders. one flogger remain, after some heavy jousting, managed a high deflection gun shot for a 5th. friendly escort took care of the rest but they suffer heavy losses too. long breath, check map, enemy tanks remain. with only 20mm left i went for the strafe runs. some aaa in the area as usual but didn't pay 'em much attention. after pulling out of the 3rd run i heard a few heavy thumps and plane starts to roll right. apparently golden BBs got lucky this time! bullet holes in the fuselage and right wing, and the right inner flaperon is no more. luckily nothing's on fire and plane still reacts to controls, with a very sluggish roll rate. fuel gauge steady looks like nothing's leaking. 2's in hot wingman says and took care of the zpu seconds later. just about to rtb when seeing green tracers past canopy, wtf.... fishbed on six! another one glued to 3's tail who's already winchester. target no.4 on my guy while i go save 3, attempt to break left but the roll takes forever. thank god there's rudder. with no roll authority a one circle turning fight ensues, the phantom light on fuel gradually catches up and sends the mig into ground after a few painful overshoots.... meanwhile 4 took care of his mig with a winder. way home is uneventful, but heck this time it's really good to be back! not exactly a dact but a good mission with some pete mitchel's old man's moment too:)
  11. flying the stock F-15 and some of the 3rd party jets, can't help but notice there's a huge roll momentum in the flight model? the roll rate stoppage is so slow i'm over banking all the time despite the decent turning ability. realism aside (although pretty sure if the eagle flew like that the air force shouldn't bought it first place....) what line in the _data.ini should I look at?
  12. flew the F-15 in falcon4. it's a f-16 sim so no way realistic eagle wise but the FM got a re-make in bms by topolo and does feel pretty good according to pilot accounts i read. high altitude performance is amazing, the viper struggles above a25 but the eagle roams free at 30!... it has good nose authority but easily gets into high alpha and bleeds a lot. flying tennis court?.... SF is sim lite so not looking for good flight model with it (but the phantom!!)... but sometimes it's a bit ridiculous heheh. at least phantom handles ok-ish, gonna mess with those tables when moving to other jets...
  13. hey ericJ i've been having an idea. current implementation of the radar is actually apg-73 with a mechanical scan. perhaps an apg-79 aesa radar can be modelled by using a very fast scan rate? tried on my own avionics mod and it works rather good. (scanrate=4800, got rid of the azimuth/elevation carets, YOffsetElevation=FALSE for target altitude)
  14. ok i'm new but i've searched and like brit phantoms....best skin surely is TMF one (with model)? http://combatace.com/files/file/10640-mirage-factory-f-4km-rafrn-sf2-series-pack-1/ not much skin for default brit f-4s http://combatace.com/files/file/11784-f-4k-75/
  15. didn't help much spinners.... pretty sure it'd be one/a few of those data tables? guess just stick to phantoms for now
  16. increase supersonic drag? since in high altitude the missile spends more time at high mach but dunno.... double the range for a high alt shot seems quite reasonable a fm guru will have better answer for sure, just thought to get the ball rolling
  17. after doing some research I realized the outer wing stations on the F-4 can only carry 500lb class ordnance on MERs, like MK81s, 82s, Rockeyes, and similar british bombs. Meanwhile the center line station do have the ability to carry larger stuff on MER like m117 or CBU24, though only 4 of them. have been thinking about ways to do this. I could reduce the MER's load limit, then create another MER with only 4 points and a higher loadlimit, but that won't stop the newly created MER showing up on outer wing station providing option to load for example...8 CBU24s. I guess the only way to prevent MERs loading larger ordnance on outside wing is, create a seperate station, and limit that station to use one specific rack (6 slot MER) only. But is there a way to do this? similar problem for the TER. only 2 mk83 or BLU-1 goes on a TER under the wings, but on the centerline it can carry 3....hmmm
  18. sorry to insert here, flying the F-4 i can deal with fishbeds pretty ok, but mig-17s i can never get on its tail, except when it's running, outta fuel or AI having a dumb moment. what's left to do is me and wingman "delouse" each other... or high deflection shots and head shots do 17s really fly like that or did TK turn them into UFOs?
  19. realize that. just didn't work for my purpose..ie [leftouterwingstation] .. allowedweaponclass=lgb, bomb, ter.... then [leftouterwingstationMER] ... allowedweaponclass=bomb, mer rackspecificstatioincode=MER_500lb ended up being able to load 2 mk84 per station without ter/mer. dunno exactly why tho
  20. ok I tried rackspecificstationcode but didn't work. double defined "bomb" weapon class causes funky stuff. now on making a big weight limit TER and MER, increase their length to huge proportion and use lengthlimit in the station data so they won't get loaded on the wings. feels pretty cheap but works atm. weapon length doesn't cause more drag in the flight model does it?!..
  21. a persisting problem of mine. I've edited the viewlist.ini and individual cockpit.ini for the aircraft, so when panning around with the mouse, i can pretty much go for any angle even directly stare back at the seat. however when using trackir, the view angle is still restricted as if it's still default values? I couldn't find any relevant entry in the data files. Am I missing something?
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