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Do335

JAGDSTAFFEL 11
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Everything posted by Do335

  1. I got a weird thing. Started a corporate SA campaign and mission is to intercept Super etendards from carrier group. As soon as i destroys the primary target, I get a mission failure. Tried 3 more new campaigns with same thing.... Using full merged install sf2 base.
  2. Do335

    F-4K (75)

    It lives on my F-4K DLC now:)
  3. back to the boat, damn the ark's deck is small.... thanks to the modders and tk for making all this possible!
  4. AI doesn't want to line up on the angled flight deck? I added LandDeckAngle=-8.5 LandingAimPoint=3.9496,-100.5773 to data ini and AI seems trappable most times
  5. agreed you can't have it all. don't see another game that has such dedication to the big old rhino
  6. well it's a bit hard to describe by words. basically the nose is a short cylinder, and a rounded cone (the radar dome) attached together. both symmetrical when viewed from the side. the TW model nose is toooo long, and not symmetrical; MF both too long and too thin. a very rough mock up but then i'm just another phanatic
  7. ah destroyed node, clever and works like a charm. Thanks a lot!
  8. I'm trying to change the 600gal centerline tank on the F-4 to the 600gal HPC tank (F-15 style) downloaded from a Gen1 F-4F mod here. Apparently the Gen2 default model has the royal jet tank included in the aircraft LOD, and that seems to become a problem. Original data ini is like this FuelTankName=Tank600_F4 FuelTankNodeName=droptank_centerline and I changed it to FuelTankName=Tank600_F4_HPC FuelTankNodeName= after doing that, both the HPC and default model shows up on the aircraft. and if I don't load centerline store at all, the default 600gal still shows. I guess the reason is, once the fueltank node is not defined in the .ini, it's considered as a part of the default aircraft model and is always displayed....? So wondering is there any way I can prevent the default centerline tank from displaying via .ini edits. (I can't edit the .LOD obviously)
  9. victorious battle bloody stupid wingman!!
  10. dunno, the skins are all nice but the nose defect always puts me off immensely maybe the only correct model TW made is the F-4E...
  11. everything seemed meaningless.... but heck i'm going in for gunzzzz
  12. how hard is it to bring down a bear? first sparrow shot is a lucky hit! usually that is enough, its ecm and chaffs should have spoofed the missile most of the time. however... only 1 of 2 propellers on one of the engines stopped spinning. i watched in disbelief as the bear did a huge split S from angel 28 to 4 trying to evade and continued flying 2nd sparrow shot was spoofed by its chaffs, not surprised! 3rd sparrow shot, a hit right at the fuselage... NO effect whatsoevah except some bullet holes!!! finally brought it down with a long strafe of 20mm filled with rage, from wingtip to wingtip rather amazing damage modelling
  13. yep looks like low altitude is pretty much guns... sparrow is even worse
  14. same thing happens with HUD too. dunno if changing "seeker fov" has any effect?
  15. i can never hit anything with aim-9b...thank god there's no ground war in 'nam camps
  16. it's just populating the game with more and more planes.... all moot without some dynamic or interesting mission sets. i'd rather make some scale models. actually reminds me of "world of tanks" even SF campaign is half decent and has a good atmo for me
  17. it's still there been using it for a while now, the model could use an update to gen2 standard but nothing beats a good nose
  18. meh, TW is too lazy these days for model changes
  19. Source? Can't find it on facebook...
  20. Hmm looks like a common problem too. Since TK is moving on to mobile market I guess we're on our own, gotta keep honing df skills!
  21. Ye been searching the same... only found a K skin by Pfunk on the M LOD. http://combatace.com.../11784-f-4k-75/ It's a decent skin tho
  22. Finding dogfighting with the sidewinder rather frustrating. You pull off some hard maneuvers and got a good tone. Squeeze one off, winder tracks perfectly and detonates, BUT DOES ZERO DAMAGE to the target! The explosion wave tumbles the mig somewhat, but it kept on flying without a scratch. Thought OK, perhaps being the early AIM-9 models (D/G/H) they were somewhat inaccurate or the track was thrown off at the last second or summin, so tried it out with Limas and Mikes.... same thing happens. Unless it's a good tail or head on shot the zero damage hit happens a lot, especially if it's close to 90deg aspect angle. So of course I fired up weapons editor hoping to see what can be done. The explosive mass was about 10kg, yes much lighter compared to the heavier hitting sparrows (duh!) but fits well to public sources. The fuzing distance is 0.5m, halved it but no avail plus the horrible AIM-4 without proxity fuse was well heard of. Can't help but wonder what went wrong with the good ol' winder?
  23. New here but not at all in flight simming. Anything that lasts longer than 10 years in e-world especially in flight sims is truly unique I'd say. Congrats CA:)
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