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alexis99

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Everything posted by alexis99

  1. "The maximum range in meters at which the weapon will be allowed to lunch". I really love that. The missile gets a lunch break on the way to the target.
  2. Ha Ha, Caporetto works in FE1. Brilliant!
  3. Just been noticing how much new stuff is available for First Eagles, but rather concerned that the downloads are not split into FE1 and FE2 like they are for Strike Fighters 1 and Strike Fighters 2. I took a look at some of the downloads available, and they don't usually say which version they are for. So does this mean downloads work for both versions? I was thinking of giving FE1 a try again, but knowing what is going to be compatible seems quite daunting.
  4. That's brilliant, guys. Thank you so much for your advice. I shall start downloading. Hope that Caporetto Terrain works - that's what caught my eye.
  5. Thank you. My current problem is figuring which files work with FE1, when they don't carry information saying which version they are designed for.
  6. Most cockpits flicker a little because of the head bounce (which you can't switch off in SF1, dammit). When the cockpit is bouncing, very fine lines start to flicker. The trick is to get hold of the cockpit graphic and make the fine lines thicker by one pixel. I've done this to the Typhoon, and most of it is flickerless now. Mainly the buttons and lines in and around the MFDs. But what I noticed is that he has two sets of graphics for that cluster of little buttons at the top of the panel. If you adjust the ones on the main panel, the ones on the underlay give a ghost image, because they need to be adjusted exactly the same way. I don't know why two sets are needed, but it does make it difficult to thicken up the graphics.
  7. Can you get rid of the mirrors in the cockpit this way?
  8. I usually go to no cockpit view, tilt down and zoom in, and take a screenshot. The game gives you a mission accomplished just for flying over the target that has to be photographed.
  9. If so, how's it going? Crash much? The problem with the aircraft is that the RCS system does not aid you in using the STOVL feature. Go to 50 degree down nozzle, and the nose dips. Be full throttle and it dives for the ground. The RCS is supposed to stop that happening. I compared data entries between the F-35B and the AV-8B Harrier Plus (whose RCS works) and noted that the RCS_UP in the F-35 is back in the fuselage, whereas in the AV-8B It's in the nose. I thought that might have an effect on general stability, but decided to go for a quickfix test. I took the RCS entries in the AV-8B and pasted them directly over the RCS entries in the F-35B. Success: the F-35B now flies STOVL just as the AV-8B does, with excellent stability. You can now do the rolling take-off: Military Power to 125 Kts, snap nozzle down to 50 and you're jumping into the air. Raise gear, move nozzle slowly back to zero and then you can go to afterburner as required. I can't do full STOVL yet. Couldn't in theAV-8B. But in landing, you can airbrake to a decent speed, push the nozzles to 100 to slow down further. drop gear and do short roll. 50 degrees to slow descent and power off. Lovely. Presumably everyone else has fixed this, and done much more, so talk to me guys. Thanks.
  10. I adjusted the MaxThrottle on all four engines in the F-35B data file to =0.75. On my Thrustmaster this gives a Mil Power maximum of 66% before the afterburner stop. Aircraft flies stable with variable nozzle at this Mil Power. The C-551 Garibaldi, in the Sim, actually has catapults and arrestor hooks. I'm guessing the ski-jump is not a feasible feature.
  11. The RCS points in the F-35B are not as widely spread as in the AV-8B. In particular the F-35B forward RCS point, which coincides with the fan, is much further back than in the AV-8B. A wider spread gives more stability. This is why the AV-8B hovers better than the F-35B. I am therefore using the AV-8B RCS point positions in the F-35B. The original F-35B thrust figures are higher than the AV-8B, and I have gone back to using them. I don't believe you are supposed to go higher than Military power when using the variable nozzle. Full Mil on my system is 66%. I may have tweaked that so it coincided with the Afterburner stop on my Thrustmaster Throttle. I have test flown from the C-551 Giuseppe Garibaldi. It should have a ski-jump deck, but the model doesn't. I can take-off fine with the technique of Full Mil Power, nozzle to 50 at 125 kts. My wingmen do not use the variable nozzle, but they take-off just fine anyway. I just need to get my act together with landings now.
  12. Even with the AV-8B entries, you have to stay Mil Power for STOVL. But after the nozzles are full aft, you can fly afterburner as a normal aircraft would. Basically the forward fan is not as powerful as the rear nozzle and needs better RCS Up control. It might be possible to do the math and get the proportions the same as for the AV-8B. Incidentally, I believe the pod underneath the fuselage is the gun pod. If you use the following entries in the data file, it certainly becomes the gun pod.. This works for both F-35B and F-35C. The F-35A has a gun port on the port shoulder. I probably tweaked that too, but can't remember. [InternalGun] SystemType=FIXED_GUN GunPortAnimationID=4 GunPortAnimationTime=0.2 GunTypeName=20MM_M61A1 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.0,-0.1,-1.3 LightPosition=0.0,-0.1,-1.3 AimAngles=0.0,-1.875,0.0 MaxAmmo=182 EjectShells=FALSE MinExtentPosition= MaxExtentPosition=
  13. Yes, when I have had two flights, I have usually had an Air to Air flight and an Air to Ground flight. I think that's why I hadn't noticed this before. Thanks for confirming this is normal. However, we're flying Eurofighter Typhoons, with Helmet Mounted Displays. We can look down and see through the cockpit. We can off-boresight target. We're carrying AMRAAMs. The DASS system protects against incoming missiles. Once the enemy is within AMRAAM range, first flight should launch, do a gradual turn away and then the second flight launches. 8 AMRAAMS; 8 dead Fulcrums. Now first flight is turning back to mop-up. Then onwards to the Ground targets.
  14. I was leading 8 Typhoons on a strike mission into Libya from Sicily. We were carrying Mavericks and a mix of Amraams and Asraams, and I had a couple of Paveways for the Main Target. On the way there, we encountered quite a large force of enemy aircraft. I selected a target for my wingman. locked one up myself, and ordered the rest to engage air. We whittled them down to nothing, and then continued to the Libyan coast. I started to clear a path with my Mavericks, gave my wingman a ground target, and ordered everyone to "engage ground". By the time I had got to the target and dropped the Paveways, there were only three of us left. Absolute disaster. What happened? I did a refly to see where we went wrong. And I am still shocked, because I have never seen the AI aircraft do this before. When I ordered them to "engage air", they dumped the tanks and all the mavericks. So after we had sorted the air attack, they had no ground weapons, but blithely followed my "engage ground" order by attacking Sam sites with bullets. In my experience, this is not normal behaviour. I have never noticed this before in any other aircraft. What am I missing?
  15. I notice the Typhoon Data.file has a Left ECM and Right ECM entry. The former is a noise Jammer, and the latter a Deceptive Jammer. The Noise Jammer is attached to the Left Wing, but the Deceptive Jammer is not attached to anything. Does it need to be attached to the Right Wing to work, or has it been detached because only one jammer system is allowed in an aircraft? I also noticed that one of the Canards has a StructuralFactor=1.5 entry, but the other does not. Is this intentional? I came across these problems because the aircraft doesn't fly smoothly level when the wing leveller is on - it rolls a bit, and without wing leveller, it tends to want to drift to port; so I was studying the data file to see if there was any asymmetry in the entries. Just wondering if anyone is still flying this aircraft and can offer advice.
  16. It's okay, I have now spotted the leading edge slats sticking. That may explain why at high speed the aircraft wants to nose down. So the response from Cliff7600 IS for this aircraft. But he accidentally mis-typed the Mirage2000C_Data.ini as Mirage2000C1_Data.ini. Thank you
  17. Thank you. And thanks for explaining that it may occur in aircraft not updated after the 2008 patch. That's interesting to know.
  18. What is the correct way to prevent the AI from flying around with the cockpit open?
  19. So are these corrections for the Mirage 2000C_SFP1_France by Kaiser1, whose Data file is Mirage2000C_Data.ini; or are they for the Mirage 2000C1 by Gepard, whose data file is Mirage2000C1_Data.ini? These corrections refer to the C1 data.ini, despite appearing in the C support page
  20. This is a feature that automates your flaps. The F/A-18 has it, and you mostly notice its effect when you come in to land on the carrier, and as your speed decreases, suddenly your flight-path pipper shoots up the screen, and your nose punches up. I was rather concerned about how fierce this effect is - I cannot imagine the flaps operate that quickly in the real plane? Anyway, I went into the Data file and found that the ControlRate is what determines the speed of flaps operation. The current setting was 2.0, so after a little experimentation, I found that if you lower the figure to around 0.5, it's a lot smoother transition. The entry looks like this, and you fix it for all Flaps [LeftFlap] SystemType=HIGHLIFT_DEVICE CLiftdc=0.215 CDdc=0.0123 Cmdc=0.01 DeltaStallAlpha=-2.83 AreaRatio=1.000 DeploymentMethod=AUTOMATIC_AERODYNAMIC_LOAD Setting[1].Angle=10.0 Setting[1].DeployValue=144.0 Setting[1].RetractValue=154.3 Setting[2].Angle=45.0 Setting[2].DeployValue=128 Setting[2].RetractValue=128 MaxDeflection=45.0 MinDeflection=0.0 ControlRate=2.0 .........................................................CHANGE TO 0.5 AnimationID=6 ModelNodeName=LeftFrontFlap I did the same for the F-35C, which had very similar entries, although I have no idea if the real F-35C has this feature Surprisingly these entries are also in the F-117. I Used to think the sudden pitch-up was the "Wobblin Goblin" effect, but it's actually auto-flaps kicking in. I was going to adjust these, but I read that the split full-span trailing-edge-flaps in the real F-117 do not act as flaps in landing, which is why the landing speed is often quite high at around 180 Kts. So to make things more realistic, I took out all four of the auto-aerodynamic-load entries completely. Now I land the F-117 at as low as 160Kts with an AOA of near enough to the specified 9.5, without flaps. It feels really good. Anyone has further knowledge about this stuff, or where to find it, please let me know.
  21. Thank you, Caesar. Mille Grazie. This works a treat. The FlightControl entry in the Data File shows MaxG=7.5 for the AI, so I put in 7.5 and 7.4. I did push the envelope a bit in my test and got a MaxG of 10.5 showing. But I was pulling back wildly and trying to force it. I believe that if I just tried to fly normally, I wouldn't reach that figure. Before, the slightest accidental pull too hard and I was at 23G. But yes, plenty to play with. So thank you, it will now be a pleasure putting this aircraft through its paces. And if Fubar came up with this originally, thanks to him too.
  22. I've been trying out the FA-18 and CF-18 aircraft - same thing actually as all the main files are identical - and I'm horrified to find that when I roll though 90 and pull hard away from the target, I can reach 23G without blinking. Which means I just died. Is there an adjustment to avionics, cockpit, data files etc that will enable me to put a max G of 9 for the aircraft?
  23. Just noticed a slight flaw: If your wingmen have the TVEOGB by default, they'll try and fire it. In the mission debrief, I got all three wingmen firing the TVEOGB once each... and naturally not hitting anything. Meaning they were not firing a real weapon and doing some damage. Best to make loadout read: Loadout[06].WeaponType=LGB Loadout[06].Quantity=1 Then you just have to add the TVEOGB for yourself for each mission.
  24. When you have a TV weapon selected like a Bullpup, you have a TV display on the Radar, and when you fire the weapon, you see it heading for the target on the display. However when you fire your last Bullpup, the TV screen switches off. Is there a fix to keep the TV screen on, until the weapon hits? I noted that in the F-117, with EO type GBUs, the Screen stays on, even after you have fired your last GBU. But I cannot find anything in the data.ini of the aircraft that makes this so.
  25. I abandoned the multi-FOV concept. But this is how you get a TV screen that you can call up after your last Bullpup has gone, based on the advice given above. I write all this stuff down so that if I need to do it again later, I have a script for it, and I figured that I might as well share it in case anyone else wants to do it. Any suggestions gratefully received. TVEOGB for A-6A INTRUDER 1. Make Fake Weapon and put in WeaponData.ini Activate with WeaponEditor in usual way. Data Stolen from LA-313 Optical Viewfinder [WeaponData253] TypeName=TVEOGB FullName=TVEOGB Optical Viewfinder ModelName= Mass=1.000000 Diameter=0.010000 Length=0.010000 SubsonicDragCoeff=0.000000 SupersonicDragCoeff=0.000000 AttachmentType=NATO,USAF,USN SpecificStationCode= NationName=USAF StartYear=1957 EndYear=1985 Availability=2 BaseQuantity=12 Exported=TRUE ExportStartYear=1957 ExportEndYear=1985 ExportAvailability=2 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE EffectClassName= DragAreaMultiplier=1.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=4 Accuracy=80 MaxTurnRate=3.000000 MaxLaunchG=4.000000 LockonChance=80 LaunchReliability=90 ArmingTime=4.000000 SeekerFOV=60.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=20.000000 SeekerRange=12000.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=6.000000 2. Add New TVEOGB weapon bay to A-6 Data.ini Data stolen from F-117A internal bay [TVEOGBStation] SystemType=WEAPON_STATION StationID=6 (Next number along) StationGroupID=4 (Next number along) StationType=INTERNAL AttachmentPosition=0.0,-1.2091,0.1200 (centralised) AttachmentAngles=0.0,0.0,0.0 LoadLimit=10 AllowedWeaponClass=LGB AttachmentType=NATO,USN,USAF NumWeapons=1 3. Add FLIR and DLIR to A-6 data.ini Data stolen from F-117A //Sensors--------------------------------------------------------- [DLIR] SystemType=LASER_DESIGNATOR CameraFOV=2.500000 SightTexture=AVQ26_lock.tga CameraPosition=0.700000,3.500000,-0.245 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 EODisplayFlags=268763136 MaxSeekerRange=27.000000 SeekerGimbleLimit=180.000000 DualFOV=TRUE SearchFOV=10.000000 SearchTexture=AVQ26_track.tga [FLIR] SystemType=EO_CAMERA ModelNodeName=TV CameraFOV=40.0 SightTexture=FLIR.tga CameraPosition=0.0,4.0,0.5 CameraYaw=0.000000 CameraPitch=-15.0 CameraRoll=0.000000 EODisplayFlags=268697600 MinExtentPosition=-0.124,7.331,-1.007 MaxExtentPosition=0.124,8.683,-0.721 4. Attach FLIR, DLIR and TVEOGB Weapon Bay to Fuselage in A-6 Data.ini [Fuselage] ....... SystemName[011]=FLIR SystemName[012]=DLIR SystemName[013]=TVEOGBStation 5. Make Weapon Bay active in A-6 loadout.ini ....... // Station 6 = TVEOGB Station ...... Loadout[06].WeaponType=TVEOGB Loadout[06].Quantity=1
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