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Flapsfull

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About Flapsfull

  1. @Wrench, read your comment in the other topic regarding incomplete / out of date non-offical , illegal game versions missing key components. Just for info , this is not the case here, it's a full buy and download from the official 3rd Wire Website. Kind regards, Snappy
  2. Hey Everyone, thank you for your answers. Its strange. I tested it some more . There seems to be some variation. I flew a few missions where I at least got locked up by radar a couple of times and even got the occasional SAM fired at me and even hit me once or twice, then again, I didn't really maneuver for evasion. Maybe my expectattions were simply off a bit , as I was somehow anticipating lots of SAMS in the air and curtains of AAA tracers lower down during SEAD missions. So far I did not encounter that intensity.But its not a huge problem for me, I like the sim for what it is enough already. @ MigBuster: Thanks a lot for the link to the expansion Pack! I might give that try once I have better understanding of the modding folder process , with various installs of the different titles. It still a bit unclear to me, but I found a sticky topic on it and even a Ytube tutorial , so sooner or later will likely dive into it. Thanks again all & Kind regards, Flapsfull
  3. Hi everyone, am flying a stock vanilla install of SF2:Vietnam and enjoying it a lot. However one issue I noticed is, when I fly single missions and select SEAD as mission type, hardly anyone is ever really shooting at me.That goes for SAMs as well as AAA. Even though general enemy skill level is set to hard and the enemy ground activity within the mission parameters set to heavy, I can still leisurely coast in between 5000-8000ft fly straight over the target area and no one seems to be really making an effort to shoot me down. I'm very very rarely if at all locked up by ground radar, despite my efforts to make to it easier for them by flying at medium altitude. Very very seldom do I ever see a SAM coming up and then its usually targeted at another aircraft and some times even flying at low altittude straight at the AAA batteries results in no tracers coming up . Am I doing something wrong , or is there another setting to tweak? I also tried a later date in the 70s , to see if more heavy defense is now built up, but no. Kind regards, Snappy
  4. hi TGH, thanks a lot for your input . I have SF:NA too, I'll check whether AI behaves differently in there. With the EXP packs, do you mean the paid addon content from the official 3rd Wire store page or something else? I probably have to do some searching for AI.ini info. Kind regards, Flapsfull
  5. Hi everyone, been recently flying SF2 again, mainly WOE and WOV. Usually I hop in just for some quick high aspect BFM action in some self-created scenarios. Something I noticed (when using visual targeting plus medium HUD option, therefore getting a display of target speed) is that very often the AI will fly / fight right away after merging at very low speeds, around 130-180 kts range and continuously so , groveling around in that speed zone. While its not completely unthinkable that a matured fights ends up in a slow speed scenario , the A.I. seems to use it a bit too much for my liking and also sometimes the maneuvering at those speed that they pull off seems somewhat unrealistic (i.e. going into the vertical at sub-100kts), I get that SF2 is a rather old simulation and that the AI uses simplified flight models and maybe in isn't general isnt that good, but still I wondered, is there something I could manually change or tune to make them fly primarily in a least a bit higher speed range ? Kind regards, Flapsfull
  6. Hi everyone, thank you all for your replies.Ok seems the editor is maybe a bit more limited than I thought.Guuruu thanks for the video ,that gave some insight into its workings. @Stick: Sorry I'm not understanding that completely.What do you by switching sides after designating the airfield? Kind regards, Flapsfull
  7. Hi everyone, been thinking about buying the official Third wire SF2 mission editor,either as standalone or within the expansion pack. However I haven't found that much information about the editor itself, so I wanted to ask around here. How good is it, or better put, how much ability to design does it give you? In a practical example, can it be used to design a simple aggressor mission, where both Player and Adversary start on the ground, the adversary then taxis past Player's aircraft to the runway ,takes off at a specific time and then flies to a perform CAP at a training area at specific altitude , where the player can meet up with him again? Is there an option to set triggers, i.e. when Event x happens start behavior y? Thank you, Regards, Flapsfull
  8. Yes, I wasn‘t talking about fiddling with the weapons themselves , I meant trying other employment parameters. As annoying as it is sometimes, its nice that Third wire tried to decently simulate the limitations and reliability issues of the avionics and technology of that cold war 50s-70s era, which is otherwise seldom represented in pc flight simulators, which seem to focus primarily on either modern air combat or warbirds. Regards, Flapsfull.
  9. Mig Buster, Crusader, thank you both for your quick replies. Seems it is either the simulated weapon (un-) reliability and/or the chaff that might be causing this.I tend to the reliability issue , since the issue mostly happens straight of the bat and I 'm not sure whether the effect of chaff would be noticable right after the missile leaves the rails, unless it somehow messes with its fuse which I don't think likely. I'll try again and work out if I can reduce this by changing various parameters of the weapons employment. Thanks your help! Kind regards, Flapsfull
  10. Hi everyone, I'm encountering a strange issue in SF2:NA. I have a basic install, unmodded,only addon is the F-4S from the 3rd Wire store. In both the F-4 and the F-14 I'm experiencing strange weapon failures with the Sparrow and Phoenix Missiles irregularly , but often enough to be annoying. I have a target locked in STT , am in solid weapons range and in a realistic position for a successful shot (no high aspect or extreme closure). Upon pressing the trigger the weapon releases and now the issue. The missiles either fall straight down and explode , or they fly forward after release, but only for a very short distance (nowhere near actual target) and explode. I'm not getting what is going on. Are there random weapon failures modelled in the sim? But it seems to happen often ( like 1 or 2 out of 4 shots) .Maybe ok for a vietnam era Sparrow , ok , but for the Aim-54? Is there any additional parameter that needs to be monitored for successful weapon employement? If anyone has idea or tips , that would be great. Thank you in Advance, Flapsfull
  11. Hi everyone, sorry its a been a while since my last login. I simply wanted to say thank you to you all for your many detailed replies and your advice regarding the SF series in general , as well as for installing non-stock addons. It seems, especially regarding the phantoms, SF:WOV is the reference. Good to know and helpful for a buying decision. Its very nice so see such a helpful and quite active community here brought together by a common simulation interest That s something special. Thank you all once again, Kind regards, Oliver
  12. Hello, thank you both for your very quick replies . I'm glad to hear that I can free and legally use the phantom from the download section! Yes trotski I 've been on the TW website and am considering purchasing another one of the SF2 series titles as well. Thank you very much again. most helpful! Kind regards, Oliver
  13. Hello everyone, I have a question. I bought/own SF:NA . My question is, is there a F-4 phantom model (USN or USAF model preferably) that I can legally download from the file library and use in SF:NA? Don't get me wrong, I know that if I search SF2 Files->Cold war era> US origin there a lots of phantoms. My question is, am I allowed to use one of those in SF:NA since the only two original aircraft included are the F-14 and A-7. I would like to honour TW copyright and I don't know whether the F-4 models in the download section are completely newly designed or whether they use the Third Wire f-4 external model / cockpit or parts there of that were only originally included in the earlier Wings Titles. Hope this sounds not too complicated. I simply would like to do things correct regarding copyrights.If someone who is knowledgeable regarding the models/mods in the library could provide some information it would be great Thanks a lot in advance, Kind regards, Oliver
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