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Sheriff001

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Everything posted by Sheriff001

  1. My Australian take on TK's F-4K 1980: Thanks go to Sundowner for his F-4B templates, and Spinners. I repainted one of his F-4M skins. It will need a little work before it is ready for release
  2. I thought "external radar" meant a podded radar, like the F4U-5N Corsair. Oh well.
  3. For a rocket powered missile, this is usually correct. The engine fires for a short period after launch, in order to accelerate the missile to full speed. After this, the engine is burnt out. There are some exceptions, such as Exocet, and Blue Steel. It would help to know what type of weapons you're using. In a gas turbine powered missile, the engine will fire until impact. In the meantime, I'd suggest not editing these settings for now.
  4. Yes, of course. Though I am not sure of how to do that with the stock SCB-125. Some of the mod carriers have a single image for the flight deck (thus putting the pennant number on the flight deck is simple), while the SCB-125 appears to have a series of small images which are composited to form the flight deck we see in game.
  5. Here's a more definitive RAAF F-106, and two RAAF F-104Gs: That F-106 scheme is beginning to grow on me. Unlike the USAF ADC, we never went in for gaudy markings. Our bicentenary (1988) certainly have the absurd aircraft markings as the US bicentenary. I am trying to turn Longestpants' Israeli F-106AI into a sort-of SEA skin for the F-106.
  6. What's even more weird is that early-B-52 concepts looked quite like the Bear. This is especially so for the Model 464-35. So, Spinners, you really could have called this "B-52"
  7. For my RAN/RCN F-4K, I used the USN Stencil font, completely free: http://www.dafont.com/usn-stencil.font Not so good for pennant numbers, but excellent for aircraft markings.
  8. The Albany class is a Talos ship (double-ended), while the Baltimore class is a Terrier ship. Regarding US-style pennant numbers: AmarilloUSAF looks just like the US-style pennant number, provided the number doesn't contain 6,7 or, 9. The way to do it is to use a double-layered image, white number on black number, then save it as a PNG, and put that on to the ship skin as a new layer, saving that as a BMP or JPG as required.
  9. Definitely one of the Tall Ladies. Could someone tell me what font to use for USN Hull Numbers, and where to get it? The carrier: Midway?
  10. Excellent. It would look great in RAAF colours (Mirage 4000 O)
  11. Hi all, I have a problem in using the IR-guided AIM-4s. When I select them, they seem to lock on to nothing. As soon as I select them (even if far from any target), I get a lock on tone. Is this a common problem? If it's not just inherent to the missile itself, is there any parameter I can edit so that I only hear the lock on tone when it is actually locked on? Incidentally, it's hard to say how successful my AIM-4s are. I only fire when I am near a target, within the radar's parameters, and when the seeker is giving the lock on tone. However, since the lock on tone doesn't seem to relate to anything, I don't know if the missiles are locked on to a heat source or not. Here's my AIM-4G data.ini: [WeaponData001] TypeName=AIM-4G FullName=AIM-4G Falcon ModelName=aim-4G Mass=66.000000 Diameter=0.166000 Length=2.060000 SubsonicDragCoeff=0.364000 SupersonicDragCoeff=0.580000 AttachmentType=NATO,USAF SpecificStationCode=AIM4 NationName=USAF StartYear=1959 EndYear=1979 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=1961 ExportEndYear=1979 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=2.000000 WarheadType=0 Explosives=18.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=80 MaxTurnRate=14.000000 MaxLaunchG=2.000000 LockonChance=40 LaunchReliability=75 ArmingTime=2.300000 SeekerFOV=6.000000 SeekerGimbleLimit=30.000000 SeekerTrackRate=15.000000 SeekerRange=12000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=1500.000000 MaxLaunchRange=9600.000000 Duration=20.000000 CounterCountermeasure=40.000000 NoiseRejection=40.000000 CapabilityFlags=0x00000200 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=3.000000 BoosterAccel=55.000000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.456000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.456000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000
  12. That could be inherent in the design. I think the best advice is firm, but steady hand.
  13. I have a little technique that I've tried for the IR-guided AIM-4s. I fire from dead-astern (or as close as possible), I wait until I get constant tone (several seconds), I ensure that the sight is directly on a target (no lead), and I fire at close to maximum range (indicated on the radar scope). Lock on will occur several miles before maximum launch range. Before firing again, or on another target, I first switch from an IR-guided AIM-4 to another weapon, then I get the target in my sights, switch to IR-guided AIM-4, and fire after a long tone. Within three miles, I'll hold fire, and swing around for another firing pass, or return to base. I could also, possibly, play with the maximum range figure. Did the IR-guided AIM-4 have a seeker slaved to radar, or was it simply boresighted?
  14. Another question: what is "NoiseRejection". The AIM-9B has NoiseRejection=10, the AIM-4D has NoiseRejection=40
  15. It appears to be a regular cycle. 1 second not locked on, 1 second locked on, repeated. I wonder if I should start tweaking the ArmingTime, the LockonChance, or both?
  16. I have two distinct sounds. A low growl indicating IR missile selected, and a loud high-pitched buzz for lock.
  17. Your Darin_water.bmp worked. Thank you very much. It is especially good since I am Australian.
  18. Adding "Darwin_water.bmp", and adding the line WaterMap=Darwin_Water.bmp has no effect. Now, I have done everything except put "NavalMap=TRUE" into Darwin.ini. I discovered that if I did this, the terrain would not show up. One question: Should I put all these files into the <mods>\Terrains folder or into the <mods>\Terrains\Darwin folder?
  19. OK, so I found the pack with Darwin_water.bmp and added NavalMap-TRUE to the Darwin.ini. The result is that the Darwin (Modern) terrain no longer shows up. I am going to try to reinstall the terrain from scratch.
  20. No. I do have a "WATERNORMAL.BMP" in it, though.
  21. Hi Wrench. I love the map, and have been flying it a lot. I am having a couple of issues. In the mission editor, I can't drag ships around, and when I place a ship, and nominate it as a target or a home base, it disappears as soon as I save the mission. If I just fly without saving, the ships do not appear in game. I have SF2, SF2V, SF2E,SF2I merged, and patched to July 12. When I try to install this terrain, I do it in the following order: Modern Darwin/Timor http://combatace.com...rn-darwintimor/ SF2 Update, Modern Darwin terrain http://combatace.com...darwin-terrain/ Modern Darwin Terrain "CleanUp" Pak http://combatace.com...in-cleanup-pak/ When installing, I overwrite old with new.The only edit I have made is to the nations file (limiting it to RAAF, RAN, TNI-AU, and RNZAF) I am at a loss.
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