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MigBuster

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Everything posted by MigBuster

  1. US Spitfire over Berlin - fantastic short film posted recently! http://www.youtube.com/watch?feature=player_embedded&v=ie3SrjLlcUY
  2. er - I assume Herbie was all that was left of the program
  3. Expect it provides more lift and lowers the wing loading a little - and as far as I know the F-104 is the only design that benefits from this
  4. You could guess that a global change has been made to variables affecting the environment or flight models.
  5. Freeze problem - have you deleted in stock jets from the mod folders? If you cut and paste out the mod folder for SF2NA only and run the game to create a new folder does it run okay? Keys problem - one patch had a keys problem like that that TK had to patch (check the TW forums or patch readmes) - suggest patching to the newest patch maybe
  6. Could try adjusting: ShockStroke=0.25 SpringFactor=2.5 DampingFactor=1.8
  7. The Navy had no problems declaring all the other ships that were sunk/hit - and Invincible wasn't even the flagship (that was HMS Hermes) - so all the available evidence suggests conspiracy theory only I'm afraid - and wishful thinking from the fog of war.
  8. When you say "agile" - it probably had a good roll rate with those small wings and small body - and in the vertical was probably comparable top other jets of the era like the F-4 Mirage 3 or MiG-21. As far as horizontal turns go - Andy Bush tells us that it could turn okay at high speed with maneuver flaps - but at other speeds out of that high speed range then maybe not as good. I would expect the MiG-21F-13 to be better in the Horizontal at lower speeds (proved to be very good in Constant Peg) based on a bigger wing area and lower wing loading. It was very fast on the deck as well as up high No Buffet at max turns (any buffet means back off) Moves Andy performed at Top Gun consisted of keeping a high energy state with lots of burner and probably G. A 1975 EM diagram for the F-104C I have suggests a 15 deg max turn rate at ~480KCAS (Alt = 5,000ft, 2 x AIM-9E, weight =18,457LBS). Another pilot (walt BJ) claims the corner speed was on par with the F-4 with takeoff flaps. When Andy describes the turns it seems a lot of effort needs to be put in to fly it to get the best out of it - now when I last flew the AI only TW F-104G it was easy to take off (almost by itself), fly and I seemed to be able to turn in the horizontal with the MiG-17 at lower speeds - so if its anything like that then I would say the old Modded F-104s are far more accurate.
  9. This happens with every engagement - or just AI only ones? Are the AI flyers at a high level? are they bingo fuel? tbh the AI almost always detect a missile launch at their six and break up when I fly
  10. Yes you can use the same decals - the locations are defined in the decals.ini in the skin folder so you can just change where it looks for them [Decal002] MeshName=Fuselage DecalLevel=2 DecalFacing=LEFT FilenameFormat=MiG-25PD/decalexample <---------------------- Position=-6.715,0.05 Rotation=0 Scale=0.5 DecalMaxLOD=3
  11. These could have been selling points in other Expansion packs you could think - like a Vietnam expansion pack - hope its not a case of everything must go. Wonder if the F-5A/E and MiG-25 will be along next
  12. Interesting and useful for all manned aircraft
  13. http://combatace.com/topic/44026-converting-older-planes-to-work-in-sf2-%E2%80%93-a-basic-guide-by-migbuster/
  14. Good luck with that: http://www.bbc.co.uk/news/uk-22726671
  15. so pretty much what was predicted http://www.bbc.co.uk/news/technology-22714048
  16. Ha ha - Sharkey Ward (801 commander in 82) would have put the blame on the RAF by now!
  17. If there ever was another patch the only thing I could think would be to improve multi core performance because not sure it fully made it over - nothing else should be changed IMO to preserve the stable
  18. I would just go for SF2V - with either SF2I or SF2I that come with the default ground war campaigns V doesnt have. I wouldn't overwhelm yourself with loads of games and mods to start - get used to flying for a bit - the cold war era is probably a bit different to Falcon/IL - the tactics change all the way through it as the missiles/radar/ airframes change.
  19. I would be careful with the range comparison of the F-15E over the F-35A based on these figures: Internal fuel F-35A 2,723 US Gal F-15E with CFTs = 2,868 US Gal Engine Mil power thrust F-35A = 1 x 25,000 lbs F-15E = 2 x 17,800 lbs The F-35A is a single engine jet that can fly with a pretty good load with no extra drag penalty - so willing to bet the F-35A either has equal or better endurance in that config - and even without the avionics its as fast/faster and wont be picked up half as easily.
  20. The other reason for not putting on guns is given that pilots may have been reluctant to get close enough to gun down nuclear armed bombers. I'm not aware of the USN using the F-4E - the pods like the MK4 look to have been tried on the F-4B/J but were rarely carried in Nam from what I've read.
  21. Some of the effects packs out there might already cover the large and prolonged explosions - but they will affect FPS rate. Not so sure on the runway - would need damage textures at least you would think - suspect its been looked at
  22. Nothing wrong - it doesn't add static jets - its a set of textures only The screenshot is from SF2 North Atlantic - In that stationary jets appear on carriers automatically as part of the game - anything before Mar 2012 wont have that feature
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