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Do335

JAGDSTAFFEL 11
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Everything posted by Do335

  1. hehe... for a moment i thought i hit the jackpot or summin:)
  2. 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....
  3. 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..
  4. thnx for the info gents, i'll use bulwark from the 9 carrier pack.
  5. the sea fury might be usable on a CVL bataan? http://combatace.com/files/file/13443-hawker-sea-fury-fb11-mk-50-reborn/
  6. 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
  7. 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.
  8. 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?..
  9. 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!
  10. 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!...
  11. 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!
  12. 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!
  13. mine jump forward too, stock phantom jul12 otoh, trying it on the imported F-4S from gen1 lod they don't jump. the gen1 lod doesn't have pylon integrated as part of fuel tank, as in when jetting the 370s the pylon remains on the wing. dunno if that's relevant.
  14. thnx for the suggestion in thread i finally got enough time to integrate sabre pack to nf5. campaign is fun but hard, AIs have very low survivability... 16 AI squad members started, now down to only 3. got 4 new replacement pilot, they don't last long either. now the biggest i can manage is a 7 ship. it's not we're doing bad either, scoring 8 to 12 kills per sortie. the harsh facts of war it seems!
  15. hell that was it, tried it in single mission, ai thunderjet lead popped canopy when pressing shift 0. i remember pressed it after landing in that mission. thnx for the replies gents. TK is weird
  16. still can't believe this... AI opens canopy itself by the odd chance!? other members in same flight has it closed too. or is it a setting in .ini somewhere....
  17. hmmm ain't realism freak either. did find this link with E pit that says -1 is source tho http://www.cybermodeler.com/aircraft/f-86/f-86_pit.shtml it's good enough for myself i guess...
  18. made an attempt to get the F-pit ADI's pitch partially functional. "partially" coz obviously there's some texture bleed thru when at large pitch angles, guess it's why the team didn't include(?) but finding it still useful when diving through clouds mach 1 at the fagots feeling disoriented etc... F-86F-10_Cockpit.ini, add Instrument[048]=Attitude_Pitch and [Attitude_Pitch] Type=PITCH_INDICATOR NodeName=ADI MovementType=TEXTURE_V ValueUnit=DEG Set[01].Position=0.16 Set[01].Value=-90 Set[02].Position=0 Set[02].Value=0 Set[03].Position=-0.16 Set[03].Value=90.0
  19. rgr... apparently lod conflict, will leave as is. thnx for the help gents!
  20. got a small issue, when looking back in pit the fuselage doesn't show up. can see the wing/elev/vert stab etc. but not fuselage. is there something i can do or...?
  21. tried it myself... i suck. 1st mission got owned by a yak-9p; 2nd mission entered a spin, couldn't recover and ejected; 3rd mission outnumbered 3 to 1, dived down to the weeds and blown to bits proper by the fagots cannonballs. after that i had to watch 2, 3 and 4 shot down by the migs one by one. hell.... the 50cals lack a punch. scores many hits but just wouldn't down the mig. atm thanks again kaw team! quite a immersive theater and new challenge
  22. ummm... perhaps a classical f-86 vs mig15 is in order? i.e. 86e vs mig15 and 86f vs mig15bis
  23. well love to be proven wrong. otoh i can live with it. you cat drivers must have less of an issue with that big radar on the nose
  24. you need to drag the missile out i.e. put it on your tail and outrun it. real bvr tactics work that way notching worked pretty good in the old days against fox1 shots but for AHMs not so much this article should help, especially section 5 (the last one about Minimum Abort Range) http://www.benchmarksims.org/forum/content.php?150-AMRAAM-Pilot-Guide
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