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Do335

JAGDSTAFFEL 11
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Everything posted by Do335

  1. hmmm interesting... actually i don't think awacs detects anything using his own radar. he just reports whatever's detected by myself's (and possibly AI teammates'? not sure) radar contacts. i tested by flying radar off in the phantom. awacs says nothing and the map's empty. soon as i turn on radar, red ac labels appear and awacs call out contacts; i extend the radar range from 25 to 50, awacs immediately call out more contacts appearing on the map. tis why i think there's a serious SA disadvantage when flying a radarless fighter. awacs don't actually do anything except audible warning...
  2. just thinking... but what happens when only 50% fuel is loaded? i know the real av-8 can only do stovl in a combat loadout. or it can do vertical takeoff with reduced fuel and aar
  3. otoh i did try the pack as well as some addon theaters that include the mod, but the fps whenever the guns open up are abysmal... i already selected the lowest setting for the guns and effects to low. i just dunno what to tweak to make it more bearable on frames, tried reducing the texture size of the effects, but not much help...
  4. notice similar on F-4 AIs too... not a biggie i reckon
  5. Thanks Sundowner! P.S. is there a campaign to go with this terrain of beauty?
  6. Only DLC after April that worth my money is navy phantom skins lol.... I just copy the skins from july and paste them onto april. Dunno if same can be done with full ac DLC.
  7. well all my base setup files are September 2011. F-4K DLC is November 2011. So install the base, apply the November2011 update, then install the F-4K DLC. After that install NA, and apply the April patch. Basically just gotta make sure the DLC date and date of install you're applying the DLC onto matches. At least that's what i remember
  8. did revert to april 12 once... i could install DLC. just gotta make sure to use correct install sequence
  9. Thanks a lot russouk2004! falklands theater can be completed now....
  10. patiently awaiting updated models of the british variant sir
  11. 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
  12. 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.
  13. reminds me sabre pilots used to stick gum on the gunsight when the gyro stops working which is very often lol
  14. 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
  15. 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
  16. 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
  17. 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
  18. did not upload... just some ini edits for entry level modding. should be able to send with pm tho
  19. satisfied with this HUD i think..
  20. 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!
  21. 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:)
  22. 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...
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