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MigBuster

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Everything posted by MigBuster

  1. http://combatace.com/topic/56091-whats-new-in-the-sf2-series/ Not on there yet - The latest version (Expansion Pack 2)adds a Mission Editor now and optimises the game for multicore CPUs
  2. With 64 bit being pretty much the standard now it really has to work - and it does.
  3. Dutch defence cuts

    The man portable anti tank missiles must be something these days as well plus they were not that armoured underneath against IEDs as I understand. I assume they have made improvements in that area? - I also remember seeing a video of a defensive system on a tank that (I think) detected an incoming projectile and sent out an EM pulse that set off the warhead - so all that was left was the kinetic energy of the projectile - forget what it was called now.
  4. Possible map improvements

    For reference - anyone doing this in FE2 can also extract HUDDATA.ini - TK added some more options after I moaned about using the map. In FE1 I put a blank transparent ENEMYMAPICON.tga into the flight folder which also removed enemy planes from the map. various ways to get round this luckily.... [Debug] DisplayDebug=FALSE TextFontName=Arial TextSize=20 [smallLabelFont] TextFontName=Arial TextSize=12 [HUDLabels] EnableLabels=FALSE LabelFriendlyAir=TRUE LabelFriendlyGround=TRUE LabelEnemyAir=TRUE LabelEnemyGround=TRUE [MapLabels] EnableLabels=FALSE LabelFriendlyAir=TRUE LabelFriendlyGround=TRUE LabelEnemyAir=TRUE LabelEnemyGround=TRUE [infoDisplay] BackgroundImage=TextBackground.tga BottomLeftPosition=0.01,0.985 BottomRightPosition=0.99,0.985 DisplayWidth=0.20 VerticalBorder=0.0015 HorizontalBorder=0.008 EnemyTargetColor=1.0,0.0,0.0,1.0 FriendlyTargetColor=0.0,0.0,1.0,1.0 UnknownTargetColor=1.0,1.0,0.0,1.0 WaypointColor=1.0,1.0,1.0,1.0 TextFile=HUDText.str NormalColor=1.0,1.0,1.0,1.0 WarningColor1=1.0,1.0,0.0,1.0 WarningColor2=1.0,0.0,0.0,1.0 AGLAltStart=609.6 AGLAltWarning=152.4 EnglishUnitUseMPH=TRUE [Map] MapDisplayLabels=FALSE [Display001] DisplayType=DIRECTOR ObjectType=TARGET_ENEMY ConeSize=25 BoxSize=10 BoxType=SQUARE BoxColor=1.0,0.0,0.0,0.75 ConeModelName=redcone [Display002] DisplayType=DIRECTOR ObjectType=TARGET_FRIENDLY ConeSize=25 BoxSize=10 BoxType=SQUARE BoxColor=0.0,0.0,1.0,0.75 ConeModelName=bluecone [Display003] DisplayType=DIRECTOR ObjectType=NEXT_WAYPOINT ConeSize=25 BoxSize=10 BoxType=TRIANGLE BoxColor=1.0,1.0,1.0,0.75 ConeModelName=whitecone
  5. Dutch defence cuts

    An Army without Tanks? are you not buying some newer ones instead?
  6. Return of the Commodore 64

    It really needs a cassette drive to get the real experience of that era - waiting 20 mins for a game to load - ah those were the days.......
  7. Fantastic........555th Triple Nickel
  8. Pretty sure they just stay at the same base - unless the base is taken over by the enemy.
  9. Kind of going into Falcon 4.0 territory here - there is one way to do this I know of. In the Jets _data.ini go to the weapons stations section and rearrange the order of the stations that carry A-A missiles - for example here are two weapons stations that carry IRMs (Infra Red Missiles - AIM-9,AA-2 etc): [LeftWingTipStation] SystemType=WEAPON_STATION StationID=10 <------------- StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.79,-1.31,-0.08 AttachmentAngles=0.0,-2.5,90.0 LoadLimit=125.0 AllowedWeaponClass=IRM AttachmentType=NATO,USN,ISRAEL ... [RightWingTipStation] SystemType=WEAPON_STATION StationID=11 <------------------ StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 4.79,-1.31,-0.08 AttachmentAngles=0.0,-2.5,-90.0 LoadLimit=125.0 AllowedWeaponClass=IRM AttachmentType=NATO,USN,ISRAEL ..... Now swap the values [LeftWingTipStation] SystemType=WEAPON_STATION StationID=11 <------------- StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.79,-1.31,-0.08 AttachmentAngles=0.0,-2.5,90.0 LoadLimit=125.0 AllowedWeaponClass=IRM AttachmentType=NATO,USN,ISRAEL ... [RightWingTipStation] SystemType=WEAPON_STATION StationID=10 <------------------ StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 4.79,-1.31,-0.08 AttachmentAngles=0.0,-2.5,-90.0 LoadLimit=125.0 AllowedWeaponClass=IRM AttachmentType=NATO,USN,ISRAEL ..... this will change the firing order - you will need to test it out with your pylons - change things slowly and test each time to see the results. There may be a variable that specifies the firing order - but you will need to ask TK about that
  10. Yes as said above NEVER touch system files like dll/exe etc - the game wont work - although that stands for any Windows program!. Now one thing you can try - go into the Aircaft folder and find the MiG-23 that keeps appearing. Go into the folder, open up the MiG-23_data.ini in Notepad. find this line: [MissionData] ..... Availability=RARE <----set it to RARE ..... do that for any other jets that turn up all the time. then find the MiG-21 but set that to Availability=COMMON or Availability=VERY_COMMON Its also possible that the MiG-21 cannot be loaded into the game because there is a problem with it - so you may need to check its okay - one way to do that is make it flyable
  11. small movie help

    Not aware of anything modern - there might have been a Tornado in Independence Day for about 1 second Hollywood type feature films: Battle of Britain 633 Squadron Reach for the Sky The Dambusters Malta Story
  12. These unclassified docs give an idea of use and Kill probability AIM-9B AIM-4D AIM-26B Maybe also useful to note the warhead sizes!
  13. Cant really judge it - TK has to trade off performance against accounts, game play and take into account that the AIM-4D is easy to employ in the game. Of course we can just tweak the parameters to make it a bit better - the AIM-26B in game is an add on so is bound to be set up for game play. Ive used the AIM-4A/B/C/D/E and F in game so have changed some of the params - just to get them to be consistent with each other and sometimes hit bombers flying high and straight! - its still painful using them though !
  14. The SF2 games are running better than ever on my i7 now with the latest versions - almost definitely the multi core changes!
  15. The AIM-4D was only meant for high flying big bombers thats for sure if what Ive read is anything to go by Wasn't as easy to use as the AIM-9 (even the AIM-7 was preferred)- its said it was the most complex missile to operate anywhere - and this is the real issue! Its firing sequence (not modelled in this game) was a nightmare, a long lock on time (4.2 seconds to cool) and once you had set off the coolant you had a limited time (~3 mins) to fire it before the coolant ran out and it was useless. No way to set up a quick lock on and fire - F-4D pilots had to decide 90 seconds before the missile would leave the jet they were going to commit. It says unbelievably that the AIM-4 had better flight dynamics than the AIM-9 The lack of proximity fuse though was just the icing on the cake. Those 5 kills were a miracle - the missile was no use in a Dogfight - they should have wasted them all on the Ho Chi Minh Trail. I think the statistic you need is the amount of times the bandit had moved out of the engagement zone after going through the AIM-4 setup!
  16. Yes the ask for help command now works in later SF2 versions
  17. windows 7

    Pass - have installed all 5 games on Win 7 and havent seen any such messages. Make sure you are on with an account that can install programs.
  18. Spot on Vampyre - the F-16 got larger tail Elevons/stabilizers from Block 15 on. The Netz were bought as Block 1/5/10 type and thus had the smaller Elevons The F-16E looks to have an island more bulbous and probably larger then the F-16C - whereas the F-16D originally had a tail similar to the C but later blocks seem to have eradicated the island and used a full length dorsal spine (F-16I/F/D+).
  19. Does that include both the Block 50 Big mouth for the GE engine and Block 52 small mouth for the PW engine?
  20. Just FYI

    So its always going to be summer now in sunny Russia? - thats a selling point at least
  21. Mirage Factory did show an F-16C but no word on whether it was GE or PW powered. There might be an old model with the big mouth in the SF1 section - Block 30/40/50/60 are GE birds - but Mirage Factory/thirdwire models are F-16A only.
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