Jump to content

simonmiller416

+MODDER
  • Posts

    705
  • Joined

  • Last visited

  • Days Won

    63

Everything posted by simonmiller416

  1. OR, ensure you sir have installed/updated your graphics driver AND DirectX 10 components. I think the latter might be the key to solving the problem, if you have a brand new, clean system.
  2. My other current works is to improve the appearance of the external fuel tank, these adjustments and fixes will be carried out simultaneously.
  3. Copy that. WS10B_0 and WS10B_AB in Sounds folder are right files. Since the SFX worked fine in the game, I overlooked this point. Thank you.
  4. After all your discussion, I think it sounds like an oversight on the modder's part (I make similar mistakes too), maybe you can find the correct carriers in the download section.
  5. And the giant UFO on Independence Day
  6. Thanks for reporting. Will include in next update 23MM_Type23-3.7z
  7. I basically made some adjustments to the AIM-174B, such as drag cd, booster, and sustainer etc. This way it can reach a top speed of M3.5 when climbing to a glide altitude of about 24,000 meters (it may exceed this speed when starting a dive, but not by much) I also changed it to AHM, and it can be launched at a maximum range of about 340KM (according to the wiki data, the maximum working range of AIM-174 is between 240-400, so I took an intermediate value). Secondly,Seeker Range is change to 35km (I couldn't find precise data, so I made some extensions based on the common fact that AIM-120 seeker is usually 25km). Based on these adjustments, the AIM-174's workflow will be as follows: 1. Launch at the radar's maximum serch/track range and climb to glide altitude; 2. Utilize "midcourse correction" to simulate trajectory correction by an E-2 or other data link node before radar activation; 3. In the final 35km, terminal guidance will be provided by its own radar. I conducted multiple shooting tests. At 300km, it had a good interception rate against enemy troops with poor skills who hardly did any "dodge" and its performance was not too exaggerated. (I usually do similar work on all missiles with a range of beyond 200KM) What do you think? The attached file contains my first revised version,feel free to try it out if you'd like... AIM-174B_data.INI
  8. Thanks to Ravenclaw for his outstanding work!!! I've been really looking forward to his unparalleled detail in modeling. So I'm making some minor adjustments to AIM-174B. Therefore, I made some other adjustments to the testing environment. For example, I installed an Aegis system on Block3 FA18 that can lock targets at a distance of 400 nm. My targest is Su-35s flying 200km away. They will fly in relative or tangential directions to help me complete the test. I will launch the AIM-174 at an altitude of 10,000 meters and a speed of about Mach 1 to ensure that they are in excellent condition.
  9. won't be a problem, I almost immediately dropped my version after getting Ravenclaw one lol
  10. In SF2, I think it will most likely just be a bigger AIM-120 yeah... Even so, I think if I have time I will do several data simulations and shooting tests for it. While it has unparalleled range, it is large, and its drag and weight will affect the carrier's capabilities.
  11. In fact, we usually cannot tolerate any missing screws in Ravenclaw's work
  12. This topic coincides with a recent idea I've been thinking about. I'm planning to add Special Forces to my modding list soon. Basically, they'll be Green Berets ODA in 10s-20s style. I plan to equip them with MAAWS and other gadgets, as well as "launchable" smoke grenades to mark targets from the ground. (yeah,I am also a fan of US SOF) I made those basic models in the "American BlackHawk Pack", they are not super detailed, but I think they are good enough for a flight sim game.
  13. So, I finally chose to create an "invisible" YAW axis and set "ShowMissile=FALSE". Although this is not very rigorous, it ensures that the silo remains vertical and allows the missiles to be launched in all directions, which works well for me. I can say that I've achieved my initial goal, but since I personally feel it's not perfect yet, I think it warrants further discussion. For now, however, it's sufficient. Basically, this is an S-400 system (the HQ-9B missile is a placeholder), currently with 85TE2 launch vehicles and 96L6E acquisition radars. There is still a lot of work to do to complete this set of components.
  14. Yeah,VLS are all working good on my warships, it just not good on land based SAM for me. S-300,S-400,HQ-17A... they are all the same...
  15. I've once again been able to understand how the in-game SAMs work by making Patriot system, and they work fine. However, on systems like the S-300 and S-400 (which tend to be vertically launched), it doesn't seem to work as well. Because they usually have no "YAW axis movement" and launch missiles almost vertically upwards from the launch silo,at this point, Patriot's launcher is much more flexible(only represents performance in the game). Therefore, the specific problems I encountered are: 1.When I set: Silo is up in a right angle, but they can't launch missiles. 2.If I remove YAW and PITCH limitation,and set YawModelNodeName, then they can work just like Patriots (but that doesn't match real life). I want to know if this is just my problem or if the game design does not support it? I think it is more inclined to the former, because I remember that many people's descriptions and pictures confirmed that they were running normally.
  16. Ah,ASAT missile,I remember that. That aim is up, mine is down.
  17. No, it's too late now because I already created a new folder in UE5 to make SF3! Of course, you can make whatever you want, at any time.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..