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Canadair

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Posts posted by Canadair


  1. On 10/4/2019 at 2:30 AM, Pensy101 said:

    I think I found out what the problem is:

    The flyovers always happened with A-6s, never with A-7s or F/A-18s. I checked the A-6E_79_LOADOUT.ini, and to cut a long story short, I learned that the MK82 Snakeye BaseQuantity is set to 12, and the Strike loadout equips 20 of them! Thus, the A-6s' inboard racks (which should have been loaded with 8 Snakeyes) are instead loaded with 8 CBU-100 AT cluster bombs. The AI does not drop these on buildings or other targets of Strike missions, and thus the A-6 flights do not expend all their ordnance, and somehow the AI reads this as "target not destroyed, keep flying." I went into Objects/Weapons/MK82SE/MK82SE_DATA.ini and adjusted the "BaseQuantity" value from 12 to 20 (BaseQuantity=20) I started a new campaign today and I haven't had a single problem. To anyone reading this, go into your Objects/Weapons folder and check your BaseQuantity values if you're having the problems I described.

    What you noticed is interesting but has nothing to do with what we are talking about : the AI flights WILL drop un guided bombs, but will not drop guided bombs


  2. On 9/4/2019 at 11:38 PM, Menrva said:

    Wow, that's very informative, actually. What I do not understand is that it happens on stock SF2 with stock planes and weapons! It's an annoying bug TK never fixed. Actually, I doubt it existed in SF1. I don't recall it happening to me in my WOE days.

    But, I don't think it has to do with FIGHTER or ATTACK profiles; planes assigned to the strike mission sometimes do not engage, they just fly over the given target area and keep flying forward, not even following waypoints.

    it did happen in sf1:  AI flight would not drop guided bombs


  3. I have to reinstall the main folder of SF2: mods folder are already packed fortunately

    Which patch level should I choose?

    I would like various opinions, and possibly with motivations, in order to prepare a new install: I will use eburger packages so I should be minimum at march 2012

    I understand that it is a matter of compromises: I would like to understand the better possible one

    Thank you in advance


  4. 6 hours ago, Carter28 said:

    Ok, I started three placeholder campaigns and ran first missions and then double checked everything before placing every folder in place. The campaigns and aircraft came up and so it's all good. Later on today i'll get a joystick set up and give it some testing. Bit disappointed that the B-26K isn't in Steel Tiger anymore but there's plenty other planes to fly. As i never once did WOI it's more than likely where i will begin flying combat. With all the gee whiz jets, i'm partial taking the P-51D into battle. Thanks for the assistance in getting things going.

    I f you hae vietnam mod in multiple packs by eburger , the b-26K should be in Steel Tiger and flyable


  5. Actually in series 1 in the GOING downtown missions, for example, with eburgers fantastic pack, I have sometimes up to 8-9 sam in the air.

    Series 2 (last patch) , with the same eburger package has as much as 2-3 sam in the air.

    Everything on hard settings, and even added a few SEPARATE arease for sam site in hanoi

    Series 2 has much less SAM activity then series 1.

     

     


  6. On 28/7/2020 at 7:22 PM, baffmeister said:

    The timed fuse flak is more or less useless in it's stock form. If you placed 1000 flak guns around Berlin or where ever it might be useful but that's not really practical so about the only option is to use an unrealistic warhead weight, as demonstrated. That's the approach used in the SF-2V expansion.

    At one time there was a way to increase the flak effectiveness my networking the guns and it did work for me in SF-1 but doesn't seem to help much, if at all, in SF-2.

    Which is still not enough. Even the insane rating of the SF2V flak is not enough to be really scary

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