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simonmiller416

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Everything posted by simonmiller416

  1. Nvm, imma just running a quick test on EF-2000,it's nice, But stupidly I forgot that there is also a MFD between the legs which I plan to use as a moving map panel,maybe it would be a good idea to integrate HSI into it, Or adding a simplified HSI function to RWR's compass is also a good idea too, imo
  2. Haha, I originally planned to put the HSI where the EOTS is now, but I found that I can't seem to switch to other screens when I don't need the EOTS, so I have to reconsider moving it to other suitable locations now, maybe between the legs? Maybe replace the radar screen? Or integrated on ADI? (forget about it) Still need to think about it,but It'd be there for sure.
  3. Funny AI Behaviors

    Okay try to travel universe next time
  4. Version 1.0.0

    83 downloads

    The 65th Aggressor Squadron stationed at Naris Air Force Base operated F-15C fighter jets from 2005 to 2014, and used a variety of unique Schemes. This mod is one of the two types they have used. I will use it in the game Called "Blue" and "Tan" in Made this for my personal campaign "Red Flag", based on the F-15C, to share with you all. Special thanks to: Fast Cargo provides a great collection of F-15 packs for the community Viper63 added accurate machine number decals to his Aggressor pack usage: 1. Put the "65AGRS_Blue" and "65AGRS_Tan" folders into your F-15C module; 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and start your F-15C, the game will automatically inject data.
  5. Indeed, these super hornets have excellent combat capabilities, Even if it has nothing to do with AI, EricJ's project is a MUST HAVE for modern script players!
  6. Plan to release with J-20AS, I want to enhance it as much as possible at the AI level
  7. And they said 5-gen fighters run out weapons easily...
  8. Slow but making progress...The external model and texture processing has been completed. CockPit is the most hard part, I spent almost a whole weekend learning and researching how to make those colorful objects in the cockpit perform the correct feedback behavior, but it finally worked. I've bought a F-35 cockpit from the resource site, maybe will start working on it when the J-20 program is finished.
  9. The two-seat version of the fifth-generation fighter, J-20AS, IRL This branch version was discovered in early 2022, we are not sure what it is designed for, there are rumors that it will be a UCAV command platform, pretty cool
  10. Air Density in Game?

    "Testing with some Missiles", I think is not a good way,cuz the aerodynamics of the missiles in SF2 seem to be oversimplified, I think it's almost purely linear as a function of supersonic or subsonic drag, altitude doesn't count. The height seems to be more of an impact on the engine.
  11. Now I know why I still don't get his meaning, For what I seen,his post sometimes looks like he is in a deep remodeling of the core of the game, but the pictures shown are more just confusing textures and weapon loadouts, blinding my eyes
  12. It’s really a nice bird, I can tell
  13. (A picture with video link) This is another thing for test out the true TVC function lol A bit troublesome to modify the key settings
  14. Dammmmmmmmmmmmn yeah, I'm actually considering them, along with another version of the single-seater model (that big neck one), It just...the one in your second picture seems like a photoshop work, but it is a very convenient solution for modding.
  15. Just for a quick discussion, SF2NA does make air defense systems capable of countering cruise missiles, doesn't it? I didn't notice if a ground SAM system would work though, for a surface fleet SAM it's no problem. If it works, maybe in this case, we can change the nature of some rockets to "cruise missiles",might be able to see some crazy interception footage.
  16. More appearance detail upgrade , no problem today. I think basically only the cockpit needs to be improved, it can take off in CA
  17. I once discussed this with EricJ, I think this validates my guess, if we need a "night vision compatible" cockpit, then we first consider lowering the light sources in the cockpit during the modeling stage, so that in the renderer, they will become visible, without “Blooming”. But if the map and ADI with a bright background perform such an operation, I think it should not be suitable for daytime combat...
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