#3053800 - 07/16/10 07:30 PM
F4AF Skunkworks
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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Hello fellow F4 Allied Force players. I am here to inform you all of the latest release of the F4AF Modification SkunkWorks. This is a massive database modification for Falcon 4.0 Allied Force. It includes new munitions, models, skins, campaigns, hires effects. The Skunkworks Mod. A full blown effort to unlock the full potential of AF by increasing landscape & object detail, adding new aircraft & weapons, upgrading payload capabilities, fixing a number of glitches regarding aircraft, correcting all aspects of realism & a whole slew of things that will do nothing but enhance the experience of what we love to do. To Fly. This project is not an attempt to rewrite the code or to make a new variant of Falcon like OF or FF, but to bring AF to the glory that it should be. The installer is really quite simple it installs just as would any aftermarket campaign. Download:http://downloads.ghost-works.orgThanks and I hope everyone enjoys, Demonlord
Last edited by Demonlord; 11/16/12 10:25 PM.
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#3053819 - 07/16/10 07:58 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: May 2010
Posts: 47
SoBad
Junior Member
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Junior Member
Joined: May 2010
Posts: 47
Georgia, USA
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Has it been tested for any possible compatibility issues with multi-player?
Last edited by SoBad; 07/16/10 07:59 PM.
Hardware: AMD Quad-core 2.8Gh w/ 4Gb RAM, ATI-4550 w/ 1Gb RAM, Dual-monitor (37" 16:10, 24" 16:9), Saitek X52Pro HOTAS, TrackIR5 Software: Windows 7/64-bit, Falcon 4/AF 1.0.13, HiTiles, Aeyes 3D pits, Gunny Soundpak, Skunkworks AF-2012 Mod User: Homo Sapien, version 3-score, bio-neural logic circuits with YAH (young-at-heart) overlay
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#3053832 - 07/16/10 08:14 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: May 2010
Posts: 47
SoBad
Junior Member
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Junior Member
Joined: May 2010
Posts: 47
Georgia, USA
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I didn't phrase my original question very well-- Is it multi-play compatible with others online players who are NOT using the mod???
Hardware: AMD Quad-core 2.8Gh w/ 4Gb RAM, ATI-4550 w/ 1Gb RAM, Dual-monitor (37" 16:10, 24" 16:9), Saitek X52Pro HOTAS, TrackIR5 Software: Windows 7/64-bit, Falcon 4/AF 1.0.13, HiTiles, Aeyes 3D pits, Gunny Soundpak, Skunkworks AF-2012 Mod User: Homo Sapien, version 3-score, bio-neural logic circuits with YAH (young-at-heart) overlay
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#3053836 - 07/16/10 08:16 PM
Re: F4AF Modification Available
[Re: SoBad]
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Joined: May 2010
Posts: 47
SoBad
Junior Member
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Junior Member
Joined: May 2010
Posts: 47
Georgia, USA
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Next question: If one has HiTiles installed, should it be UN-installed and the reinstalled after the mod???
Hardware: AMD Quad-core 2.8Gh w/ 4Gb RAM, ATI-4550 w/ 1Gb RAM, Dual-monitor (37" 16:10, 24" 16:9), Saitek X52Pro HOTAS, TrackIR5 Software: Windows 7/64-bit, Falcon 4/AF 1.0.13, HiTiles, Aeyes 3D pits, Gunny Soundpak, Skunkworks AF-2012 Mod User: Homo Sapien, version 3-score, bio-neural logic circuits with YAH (young-at-heart) overlay
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#3053839 - 07/16/10 08:17 PM
Re: F4AF Modification Available
[Re: SoBad]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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Ah copy that. No all players must have it installed. The way the mod works is by installing it as 2 theaters for Korea and Balkans. We did this so players can easily switch back to their default AF settings, by simply changing their battlefield selection. The Skunkworks Korea and Balkans have both been modified aswell so it extends just past the database.
Your Hi-Tiles will work without any modification. We have designed it for ease of use. =D
Last edited by Demonlord; 07/16/10 08:19 PM.
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#3053845 - 07/16/10 08:24 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Jun 2005
Posts: 16,082
- Ice
Veteran
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Veteran
Joined: Jun 2005
Posts: 16,082
Philippines / North East UK
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I've tried this mod and all I can say is that you all have to have it to work in multiplayer. It's not a pain to install (haven't uninstalled yet so no comment there) and does seem to look cool. I can't say more than that due to limited time with it, but so far it's been painless.
- Ice
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#3053852 - 07/16/10 08:31 PM
Re: F4AF Modification Available
[Re: - Ice]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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I've tried this mod and all I can say is that you all have to have it to work in multiplayer. It's not a pain to install (haven't uninstalled yet so no comment there) and does seem to look cool. I can't say more than that due to limited time with it, but so far it's been painless. Haha good to see your still around Ice. As far as uninstalling goes you just would simply delete the Skunkworks folder that is created in your Theaters folder. I have based the format and installer on the guys at PMC's work. Much thanks to them for breaking ground on the installer.
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#3053877 - 07/16/10 09:23 PM
Re: F4AF Modification Available
[Re: - Ice]
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Joined: Apr 2004
Posts: 123
Turkeydriver
Member
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Member
Joined: Apr 2004
Posts: 123
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#3053882 - 07/16/10 09:28 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Jul 2001
Posts: 605
Charlie901
Member
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Member
Joined: Jul 2001
Posts: 605
Ft. Lauderdale, Florida
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Hello fellow F4 Allied Force players. I am here to inform you all of the latest release of the F4AF Modification SkunkWorks. This is a massive database modification for Falcon 4.0 Allied Force. It includes new munitions, models, skins, campaigns, hires effects. The Skunk Works Mod. A full blown effort to unlock the full potential of AF by increasing landscape & object detail, adding new aircraft & weapons, upgrading payload capabilities, fixing a number of glitches regarding aircraft, correcting all aspects of realism & a whole slew of things that will do nothing but enhance the experience of what we love to do. To Fly. This project is not an attempt to rewrite the code or to make a new variant of Falcon like OF or FF, but to bring AF to the glory that it should be. The installer is really quite simple it installs just as would any aftermarket campaign. Download:Mirror 1Mirror 2Mirror 3Mirror 4If you have any questions or just want to test fly with us, you can visit our forum at: UK FalconeersThanks and I hope everyone enjoys, Demonlord Got any screenshots? and Can this mod be uninstalled without having to reinstall AF? Thanks!
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#3053904 - 07/16/10 09:59 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Jun 2007
Posts: 89
BLuDKLoT
VETERANS-GAMING
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VETERANS-GAMING
Junior Member
Joined: Jun 2007
Posts: 89
Hemet, CA
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Downloading it now.
UPDATED:
Porked install, my 3D pit is gone except the Hud and MFDs, they just floating on the screen, but no pit. Anyone else get this or know how to fix? Blud
Last edited by BLuDKLoT; 07/16/10 11:00 PM.
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#3053941 - 07/16/10 11:08 PM
Re: F4AF Modification Available
[Re: BLuDKLoT]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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Yeah Blud, you will need to emulate the install of your aftermarket pit within the structure of the theater.
Forgot about this quirk as it was designed with clean falcon installs in mind. I`ll see if I can get a write up for you on the solution. Most of the test team used the default pit in testing but I can see why most normal pilots use the better aftermarket products.
Will advise asap.
Cheers,
Demon
Last edited by Demonlord; 07/16/10 11:10 PM.
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#3053944 - 07/16/10 11:14 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Jun 2007
Posts: 89
BLuDKLoT
VETERANS-GAMING
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VETERANS-GAMING
Junior Member
Joined: Jun 2007
Posts: 89
Hemet, CA
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#3054044 - 07/17/10 01:59 AM
Re: F4AF Modification Available
[Re: ashoob]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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A new mod sounds awesome! Can anyone give a detailed list on what it adds and all that? Will it work for existing campaigns in progress? I can't seem to find anything about it besides that it exists.
Nonetheless, Awesome! Well unfortunately my development partner deleted the changelog but I can give you some general information. A lot of the changes are behind the scenes. Things like accurate aircraft Hit Points, realistic airframe data, & loadouts. Also several aircraft have been upgraded to the newest known real world aircraft variants. The Mod uses the existing UI and existing Korea 2010 map (Unit and squadron placement has been reworked from scratch).
Starting the custom SW Korea campaign works out different then what your use to. Load the SW battlefield and load the saved file "Use_This_One" (file name may be slightly different). Upon selecting the save file you will notice the map is filled with carriers. This is an odd glitch that appeared, but does not affect anything in the campaign itself.
The biggest difference that you will notice is that DPRK has a formidable force. Clearly not an "easy mode" campaign.
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#3054457 - 07/17/10 06:32 PM
Re: F4AF Modification Available
[Re: Pilgrim]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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I have Aeyes pits installed. If I change Setup/Graphics/Cockpit Selection to Default, will this work? I don't want to have to re-install. I have a bunch of skins, terrain and other stuff added. Copy that Pilgrim. It should work no problem with the default pit.
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#3054584 - 07/17/10 10:02 PM
Re: F4AF Modification Available
[Re: Wolfman]
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Joined: Jul 2010
Posts: 1
Cupra
Junior Member
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Junior Member
Joined: Jul 2010
Posts: 1
Switzerland (Europe)
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A really wonderful mod. Thanks a lot to the guys who did that job. But I have one question. If you read the Debrief-File, the country ist named XX . In Falcon 4.0 AF stands there U.S. or ROK. For example: Mission Type: Training Flight Callsign: Bronco1 1 Ship Flight Ac type: F-16C-50 CCIP Country: XX
FLIGHT EVENTS Event Testdummy joined as Bronco11 at 10:26:00 Event Testdummy exited from Bronco11 at 10:26:11
Why is that and would it be possibel to fix it? EDIT: I testet it on Balkans too. No problem. Only if you play on the blue party in Korea 2012... Would be great it this little mistake could be rfemoved, so that we can use the debriefing files for our online logbook too.
Last edited by Cupra; 07/17/10 10:18 PM.
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#3054630 - 07/17/10 11:20 PM
Re: F4AF Modification Available
[Re: Cupra]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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Yeah thanks for that Cupra i'll make sure to get to it in the next release. Also Wolf thanks a million for your fix bud!
Last edited by Demonlord; 07/17/10 11:37 PM.
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#3054694 - 07/18/10 01:06 AM
Re: F4AF Modification Available
[Re: Ed_1]
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Joined: Dec 2008
Posts: 597
Boomer
(v) Viper Driver
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(v) Viper Driver
Member
Joined: Dec 2008
Posts: 597
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Is the 3d pit improved?
Or does my altimiter still say 12000 feet???
"Learning to fly the Falcon is just your ticket to the dance" - Pete 'Boomer' Bonanni.
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#3054870 - 07/18/10 01:25 PM
Re: F4AF Modification Available
[Re: Charlie901]
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Joined: Jul 2010
Posts: 95
Skunk1_Viking
Skunkworks Developer & PR
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Skunkworks Developer & PR
Junior Member
Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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After closed testing of this Mod, several things needed to be cleaned up. During the process the original change log got deleted and was not recoverable. Below is the basic change-log constructed from memory. Specific details and information are too vast to remember, but this covers most of it & should give you a good idea of what Skunkworks is. v1.2 Change-Log-2 new battlefields, "Korea 2012" & "Balkans 2012" -Recalculated all ACFT 'To hit' stats -New skins for most weapons and aircraft -New models for most weapons and aircraft -Improved air-defense, pilot skill, ground force AI -Upgraded several ACFT to newest known real world variant -Added new ACFT -Added new weapons -Updated ACFT loadouts to better reflect real world capabilities -Enabled nuclear weapons (blue & red side) (1 in 100 chance of resupplying nukes) -Recalculated weapon data to better reflect real world capabilities (range, speed, damage ect) -Added independent Submarine fleets with nuclear capability (no longer tied to carrier fleet) -Added AWACs to red side -Enabled FULL stealth to F-22 & other stealth based ACFT -Updated basic airframe data to reflect real world ACFT -Fixed B-2 flight characteristics; it is now flyable -Fixed A-10 & F-117 FCR & AGR; now completely usable -Added all of the FLT callsigns to be usable by all ACFT Note: These may not be ALL of the changes as I'm solely going off of memory. The Story: Korea 2012 follows the story of the DPRK sinking a ROK ship. This eventually led up to an all-out war. At the start of the campaign the DPRK and US are at war. Japan is allied with the blue and acts as support. China & Russia are also in the picture and have taken up a defensive stance. They will declare war on whoever poses a threat to them, this makes it dynamic. US: Being the worlds utmost authority in air superiority, they have the most air power. Because they rely on this, the US dropped the ball with ground power, ranking 3rd. DPRK: Years of stockpiling gives the DPRK a force to be reckoned with. 2nd in air power, 2nd in ground power Russia: Cold War paranoia brings Russia to being a leader in air defense. Russian skies are a death trap, but this leaves little room for their Air and Ground forces. China: Home of the million man army. Has the highest concentration of ground forces but little air power. Notes: The Skunkworks Mod is not a reworking of the source code. The code has not been manipulated or changed in any way. The Mod is contained within its own battlefields and will not affect the existing installation. The purpose of the project is to breath new life into Allied Force & to make it a viable option vs 'Open Falcon' and 'Free Falcon'. There are no new 2D or 3D pits because that data is encrypted and hasn't been Fully cracked as of yet (although the rumor is that Pegasus is close to working it out). Aeyes pits will initially glitch, but there is a known fix. The mod is compatible with HiTiles, re-installation is not needed. Do not take this mod like you would take OF or FF, it is not that. This mod is simply an Enhancement to AF. This Mod is still a work in progress. Things currently on the 'To-Do' list are items such as updating the TacRef, adding skins to models with no skins, & working out bugs. We appreciate the warm reception of the Mod and we at Skunk1 Industries look forward to your continued support. Special Thanks to Rebel, Coco, A-Hip, Bandit, Brutus & the rest of the crew at the 801st TFW for contributions, input, & testing. See you all at Angels 20. The Skunkworks Team, Demonlord, Viking, Mercury
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#3054873 - 07/18/10 01:33 PM
Re: F4AF Modification Available
[Re: Boomer]
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Joined: Jul 2010
Posts: 95
Skunk1_Viking
Skunkworks Developer & PR
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Skunkworks Developer & PR
Junior Member
Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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Is the 3d pit improved?
Or does my altimiter still say 12000 feet??? No change.
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#3055131 - 07/18/10 10:06 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Dec 2001
Posts: 2,557
jack72
Senior Member
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Senior Member
Joined: Dec 2001
Posts: 2,557
Toronto
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I would like to know more about who is putting this modification out. Is this an official upgrade from Lead Pursuit. I am only asking so that I know what I can expect. I am not opposed to addons and user made modificiations, but this can cause issues later if there is an offical upgrade or patch from the developers (i.e. lead pursuit). Is Skunkworks part of Lead Pursuit development team that is upgrading or are you guys just people that are trying to add nicer content without the official mandate from LP. Just curious....no intention of law suit.
- I know those voices in my head are not real, but man they have some good ideas.
- I never killed anyone, but I have read a large number of obituaries with great satisfaction.
- If I cannot make it to your funeral, I will certainly send a message indicating my approval.
- Most of my Friends are Imaginary
- Time is money, so I decided to sell my watch.
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#3055154 - 07/18/10 10:32 PM
Re: F4AF Modification Available
[Re: jack72]
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Joined: Jun 2005
Posts: 16,082
- Ice
Veteran
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Veteran
Joined: Jun 2005
Posts: 16,082
Philippines / North East UK
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No, this is a 3rd Party mod.
And with the dearth of LP updates (heck, they haven't even updated their WEBSITE, how hard could that be?), I don't think there's anything to worry about.
- Ice
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#3055167 - 07/18/10 11:03 PM
Re: F4AF Modification Available
[Re: - Ice]
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Joined: Jul 2010
Posts: 95
Skunk1_Viking
Skunkworks Developer & PR
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Skunkworks Developer & PR
Junior Member
Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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Jack, -Ice is right. Skunkworks is not affiliated with LP by any means. You also shouldn't worry about an update issue. Its more or less known that the 'latest' patch was the last patch. Might be good idea to show/list what you changed on realism (hitpoint stuff ) So others can see where you are coming from . Few examples with results against stock AF .
I am always curious how other mods/groups approach data to realism. Well we gathered as much info about an ACFT a we could via online sources, things like general performance data, airframe data, engine data, material thickness, & typical 'red side' equivalent. We also watched countless hours of videos that generally discussed ACFT comparisons and generally had long drawn out discussions about "who would win in a dog-fight" (assuming pilots were clones). A good example would be the A-10. There are not as many birds that can take abuse like an A-10. And how about that F-15 that landed with one wing? That has to say something about potential survivability. So you can see where we tried to approach it from. Also the return of the BFops.cfg file brought the 'realism factor' back up some. A few things included in that is the 3D sound, over-G will cause damage, some MFD 'bugging' change, etc.
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#3055187 - 07/18/10 11:39 PM
Re: F4AF Modification Available
[Re: Skunk1_Viking]
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Joined: Dec 2001
Posts: 2,557
jack72
Senior Member
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Senior Member
Joined: Dec 2001
Posts: 2,557
Toronto
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OK..thanks...just wanted to know...
I am going to install soon....just wondering as I am still confucused....confusced...confused...
Since the only modification I have made is the LP patch, added a sound modification and the HItiles...do I need to reinstall or can I just install over everything including Hitiles.
- I know those voices in my head are not real, but man they have some good ideas.
- I never killed anyone, but I have read a large number of obituaries with great satisfaction.
- If I cannot make it to your funeral, I will certainly send a message indicating my approval.
- Most of my Friends are Imaginary
- Time is money, so I decided to sell my watch.
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#3055314 - 07/19/10 07:03 AM
Re: F4AF Modification Available
[Re: Turkeydriver]
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Joined: Jul 2010
Posts: 95
Skunk1_Viking
Skunkworks Developer & PR
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Skunkworks Developer & PR
Junior Member
Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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...One incredibly annoying thing is the apparent disregard to aircraft skin realism. The F-16 Block 40 and Typhoon at least have unrealistic skins that seem to be somthing out of Ace Combat or something. You think those are bad? lol, check out the harrier, hahah No, seriously though. The resolution and quality of skins will improve as new patches are released. This is the first release to the public to get a general idea of how well it would do in a community dominated by OF and FF. Be patient my friend, skin improvements will come in time.
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#3055336 - 07/19/10 09:15 AM
Re: F4AF Modification Available
[Re: Zaphael]
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Joined: Jul 2010
Posts: 95
Skunk1_Viking
Skunkworks Developer & PR
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Skunkworks Developer & PR
Junior Member
Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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The modification looks interesting. Hope you guys can put up some youtube videos or screenshots of what you'all have done. Might consider getting your next release once the Aeyes pit issues and other stuff have been resolved! The Aeyes pit fix will take less than 3 mins of your time to do. Just read the instructions carefully. Pretty easy stuff. The pit bug is the exact same one found in the Israeli theater from PMC, and its the same work-around. As for screens and vidz..Well that would be kind of hard since most of the changes are behind the scenes and spans too many different areas. Wouldn't hurt to give it a try since it does not overwrite any files in your Falcon install and can be removed by simply pressing the delete key.
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#3055666 - 07/19/10 08:31 PM
Re: F4AF Modification Available
[Re: Schwalbe]
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Joined: Jan 2003
Posts: 383
Ed_1
Member
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Member
Joined: Jan 2003
Posts: 383
NYC, USA
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There a reason that 40+ nm missiles were not included . The C7 was in beta form. i don't remember turning down its performance (AFAIK it can do 55+ miles with right launch alt/speed).
What was lowered a bit was range table a bit but that only affects WEZ and max range shown in hud .Even here there a vast performance difference between each missile version , you can't see speed change but each has its own performance profile .
Last edited by Ed_1; 07/19/10 10:54 PM.
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#3055764 - 07/19/10 11:14 PM
Re: F4AF Modification Available
[Re: Zaphael]
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Joined: Jul 2010
Posts: 95
Skunk1_Viking
Skunkworks Developer & PR
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Skunkworks Developer & PR
Junior Member
Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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I couldn't see any differences between the C5 and C7 version of the AMRAAM. They seem to fly out at the same speed while showing me the same WEZ and NEZ. Skunkworks comprehensive comparison -------------C-5 vs C-7 Weight: 355lbs vs 335lbsDamage: 80hp vs 80hp Blast Radius: 90ft vs 90ft MAX Range: 80nm vs 110nm (Divide by 2 for typical range) Drag: Factor 4 vs 4 Max Alt.: 100,000ft vs 100,000ft Below is radar dataRWR Gain: 0.85 vs 0.85 BeamWidth: 0.0785 vs 0.0785 Look Dwn Rng: 0.7 vs 0.7 Beam Dist: 0.8 vs 0.8 Azimuth: 0.959 vs 0.698SweepTime: 0.209 vs 0.209 LockTime: 3000ms vs 3000ms ECM Range: 1.1 vs 1.1 What does this data tell you? First, it is clear that the C-5 and C-7 have the same warhead and apparently the same guidance system with an azimuth tweak (C-7 band is more narrow). So whats different? I would say the C-7's propulsion system, & possibly the solid state fuel being used...& obviously the housing. Def a lighter housing made of a different materials. Both of these belong to the AIM-120 family so you cannot expect them to act wildly different. The differences are subtle, but do make a difference. The ALQ-184 doesn't seem to work well either. Maybe I'm using it wrong? It took the Su-27SM a longer to burnthru my 131 than my 184...
Maybe the Su-27SM got some special upgrades? Changes weren't only made to the F-16s, or blue side for that matter..but across the board. There is more at work then you know, and I am not going to explain every detail. You saw how long it took to explain ONE weapon. I regret we lost the original change log and we are doing our best to compensate for it.
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#3056112 - 07/20/10 02:08 PM
Re: F4AF Modification Available
[Re: Skunk1_Viking]
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Joined: Jan 2003
Posts: 383
Ed_1
Member
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Member
Joined: Jan 2003
Posts: 383
NYC, USA
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This is a good time to bring up some of changes that went into AF missiles since some question arise from time to time . first here a brief summary of aim120 family
"The major new feature of the basic AIM-120C (P3I Phase 1) are the clipped wings and fins. Although this feature was introduced to allow carriage in the internal weapons bays of the F/A-22 Raptor, the -120C can also be used from other AMRAAM-capable aircraft. The guidance unit of the AIM-120C is upgraded to WGU-44/B standard. The first P3I Phase 2 missile is the AIM-120C-4 (first delivered in 1999), which has an improved WDU-41/B warhead. The AIM-120C-5 is a C-4 with a slightly larger motor in the new WPU-16/B propulsion section and a new shorter WCU-28/B control section with compressed electronics and ECCM upgrades. Deliveries of the AIM-120C-5 began in July 2000. It was followed on the production line by the AIM-120C-6, which features an updated TDD (Target Detection Device). The AIM-120C-7 (P3I Phase 3), development of which has begun in 1998, incorporates improved ECCM with jamming detection, an upgraded seeker, and longer range. The AIM-120D (P3I Phase 4, formerly known as AIM-120C-8) is a development of the AIM-120C with a two-way data link, more accurate navigation using a GPS-enhanced IMU, an expanded no-escape envelope, improved HOBS (High-Angle Off-Boresight) capability, and a 50% increase in range."
So in AF we modeled most of the features and differences of each version . there are differences in weight (body/frame) fuel , thrust/aero table performance , jamming, and seeker data. Basically whatever we could do within the confines of the sim and available data .
This brings up another issue with weights and fuel . In past versions the weights , fuel weight, thrust to fuel weight were all off which was throwing off kinematics of missile flight . What this meant was the total weight of missile was off and weight of missile with fuel burned off was wrong and didn't match when thrust went to 0 !! .
This took a lot of debug logs to find this and why its hard to tell what missile performs from within the sim without debugging . Anyway this had to be corrected in 99% of all missiles in database and each needed reviewing after for any extra work needed . This took over course of 2 yrs to get done .
here some quick test run on aim120b, C4, C5 and C7 . all fired at same speed and alt , target 0 aspect . launch data , speed 0.95 mach , alt = 42k , target drone speed 0.95 ,alt 35k . max range for each Aim120 B and C4 (both came real close) 44nm . aim120C5 52nm aim120C7 63nm The C7 still had highest terminal speed at target .all were above 900 at target.
When it come to missile performance altitude means everything ,the above test run in that example if you fire from lower altitudes the range goes down pretty drastic , higher altitude better results as far as range goes and terminal speed .
Last edited by Ed_1; 07/20/10 02:14 PM.
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#3056222 - 07/20/10 04:25 PM
Re: F4AF Modification Available
[Re: Zaphael]
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Joined: Jan 2003
Posts: 383
Ed_1
Member
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Member
Joined: Jan 2003
Posts: 383
NYC, USA
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Hi SW_Viking and Ed_1,
Thanks for your replies. SW_Viking, I hope you don't mind my candid questions. I'm really not trying to criticize your modifications. In fact, I'm looking forward to the new releases as you guys continue.
I understand that the C5 and C7 differences can be subtle. As both of you have pointed out, there are range differences. I loaded the B, C5 and C7, and hard locked and looked at the WEZ of each of the weapons when called up. I saw differences between the B and the C5, but no detectable change in the shape of the WEZ or NEZ in the C5 and C7. So, could it be that the WEZ and NEZ shapes are not reflected in game(or HUD) though the sim-engine might still affect the missiles performance?
I'm very interested in this as I usually shoot my AMRAAMs based on the "confidence" as reflected by the WEZ and NEZ indications (as well as the ASE cue). If the C7's gonna perform better than the WEZ says its gonna, then I gonna try shooting the sucker in front of the WEZ. Vital when trading Fox 3s with Flankers. ;-)
You should see longer hud ranges in DLZ with C7 than C5 , it depends on altitude/aspect angles but across the board C7 is more than C5 . The largest ranges will be at higher altitude at 0 aspect (target hot) . The weapon range table is adjusted to give good no escape range too so there many aspects that come into play here, along with bubble issues with long range missiles but yes the missile will probably beat the DLZ . The hud ranges/DLZ is just a approximation of missile performance its not 100% all the time .the missile performance has no direct bearing on the weapon range table that makes up the DLZ data (meaning they are two separate things), the DLZ just is a approximate or the missile performance . Also my above range test results were on a non maneuvering aircraft (drone) . Don't expect this to work on AI with RWR that can detect active aim120 . One other thing i will mention just to be sure its known . The DLZ will change its range depending on target aspect/speed and altitude . You might have good DLZ on a target but after flight the target changed aspect to 180 (running), this makes DLZ show shorter ranges, thats why its "Dynamic" launch zone .
Last edited by Ed_1; 07/20/10 05:00 PM.
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#3056350 - 07/20/10 06:12 PM
Re: F4AF Modification Available
[Re: Zaphael]
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Joined: Jan 2003
Posts: 383
Ed_1
Member
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Member
Joined: Jan 2003
Posts: 383
NYC, USA
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Hmmm I couldn't load any drones. So I bugged a friendly F-4 flying a 60mile CAP pattern instead. I did both a beak to beak and a beak to tail comparison. Didn't see any differences between the C5 and C7 in both occasions.
There are no drones in retail AF (that was a test I did with debug ). Your not going to be able to tell like that , firing on friendly . Only way for you to test would be in dog fight module find a friend to be target and you fire a various ranges with each missile (him just flying straight an level) . The C7 has more terminal speed than all other aim120 missiles , its kinematic performance is best of all aim120 family .
Last edited by Ed_1; 07/20/10 06:24 PM.
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#3056969 - 07/21/10 03:22 PM
Re: F4AF Modification Available
[Re: Zaphael]
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Joined: Jul 2010
Posts: 95
Skunk1_Viking
Skunkworks Developer & PR
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Skunkworks Developer & PR
Junior Member
Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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A drone is an aircraft that will fly straight and narrow at a constant speed and altitude regardless of the situation. It does not react. You wont be able to achieve that in the retail version of AF unless that drone is your buddy.
Last edited by SW_Viking; 07/21/10 03:56 PM. Reason: clarifed
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#3056975 - 07/21/10 03:28 PM
Re: F4AF Modification Available
[Re: Zaphael]
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Joined: Jan 2003
Posts: 383
Ed_1
Member
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Member
Joined: Jan 2003
Posts: 383
NYC, USA
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Thanks for the advice Ed_1. Will arrange some time with the squadron to test that out. Need to convince someone to install the mod first. =D
I assume that another pilot in a block 52 CCIP should be sufficient to act as a drone? Yes, that will work , only issue you get with F16 is time/struggle for it to get up to that speed/altitude in my test . My test was not a in game performance test with respect to guidance/kill %. It was pure flight model performance . To give you idea, when we did online tests with F16, we tested if my memory is good around 30-35k alt (I don't recall exact speeds for shooter/target). but the results were around 35-36 for lower versions, the C5 was better than 120b and C4 . In max range the scale went like this from short to long aim120C4 , aim120B, aim120C5. we never officially tested with beta tester the C7 . So you can see my test might be slightly more than you can reproduce but that will be across all versions, so % wise should be there .
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#3057006 - 07/21/10 04:14 PM
Re: F4AF Modification Available
[Re: Ed_1]
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Joined: Jul 2005
Posts: 694
Schwalbe
Member
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Member
Joined: Jul 2005
Posts: 694
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Hey Ed, I just looked, there's indeed a longer range C7 version in and pre 1.07. The range and missile motor data is different compared to the C7 after 1.08. actually i remember early AF campaign days where i used to load 12 or 14 of those on a F-16XL and shoot the wall of migs. (I was young and ignorant:D) Rmax2 is 20~23nm at 25k+ or something like that, DLZ is pretty accurate and that's a huge range advantage!!!
Last edited by Schwalbe; 07/21/10 04:15 PM.
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#3057030 - 07/21/10 04:35 PM
Re: F4AF Modification Available
[Re: Schwalbe]
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Joined: Jan 2003
Posts: 383
Ed_1
Member
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Member
Joined: Jan 2003
Posts: 383
NYC, USA
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Ok, If it is we modeled it that way, honestly I think it still might be to good (range wise) . The C8/aim120 is suppose to be better than C7 by 50% . The USAF generally test at very high altitudes with F22, F18 ,F15 . Lets say 50k version now I could see 70+ nm add 50% you got over 105nm .
I see now few small issues with C7 , some help it others would hinder a bit . I think with other .
Edit: probably before 1.06 the C7 had errors like all other missiles and when we fixed them, you have whats now .Remember this was still beta, not meant for prime time, but its probably close in respect to other versions .
Also the AI launch and no escape DLZ is from the range data of DLZ. you want to keep that on conservative side especially with such long range missile and bubble issues that can crop up .
Last edited by Ed_1; 07/21/10 04:46 PM.
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#3057082 - 07/21/10 05:26 PM
Re: F4AF Modification Available
[Re: Zaphael]
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Joined: Jan 2003
Posts: 383
Ed_1
Member
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Member
Joined: Jan 2003
Posts: 383
NYC, USA
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Thats going to be hard to test, with AI , but the DLZ is longer on C7, how much might depend on alt (lower altitudes and speed maybe be close that you can't tell ) The range DLZ is larger I am looking at it right now. the performance will probably show a lot better .Oh don't look at max number on top of DLZ, you need to match up range of Rmax1 , maybe that's throwing you off .
Edit , I see the problem , pointer error . AF is fine .
Ed
Last edited by Ed_1; 07/21/10 05:46 PM.
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#3059724 - 07/25/10 07:55 PM
Re: F4AF Modification Available
[Re: Wolfman]
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Joined: Dec 2009
Posts: 17
FunkyMan
Junior Member
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Junior Member
Joined: Dec 2009
Posts: 17
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How to get the Aeyes Pits to work with this mod:
Make a new folder on your desktop,call it Backups Go to C: /program/Lead Pursuit/Battlefield/Operations/terrdata/objects Copy the 3 files:KoreaObj.hdr KoreaObj.lod KoreaObj.tex Paste these 3 files into the Backups Folder on your Desktop. Then copy the same 3 Files from the folder C: /program/Lead Pursuit/Battlefield/Operations/Theatres/Skunkworks/Objects to the folder C: /program/Lead Pursuit/Battlefield/Operations/terrdata/objects overwrite all when asked.
Now install the Aeyes pits again,run the exe`s and select Uninstall (No Reinstall or Update! ) Then fully install them back again,update once installed. Now copy the 3 Koreaobj* Files from the Folder C: /program/Lead Pursuit/Battlefield/Operations/terrdata/objects again back into the directory C: /program/Lead Pursuit/Battlefield/Operations/Theatres/Skunkworks/Objects over write if asked Now take the original backups from the folder on your Desktop and place them back into C: /program/Lead Pursuit/Battlefield/Operations/terrdata/objects Now the Aeyes Pits will work! Make sure you click on the 2D Map and select a base before committing,if I didn`t do this my install would crash to Desktop. Thanks to SkunkWorks for a great Mod,my only suggestion would be a more detailed Document,but nice work guys! I did all this (followed your guide 100%) and got the "ghost" 3D pit! What I did was to copy the 3 files from my desktop "Backup" folder into the Skunkworks/Objects folder and voila! 3D pits once again! I think it will work if you just copy those files from the C: /program/Lead Pursuit/Battlefield/Operations/terrdata/objects into the Skunkworks/objects folder without uninstalling any pits etc. I just experimented and it works, so I don´t care why as long as it works. Skunkworks should fix the Aeyes pits problem with Aeyes himself and fix it so it installs correct without the need to copy files back and forth. I also tried it out and could not see any graphical changes except some better flames after destructions of armour? I also noticed the changes munitions. Would be great if you could change some of the textures like in FreeFalcon. Maybe better watertextures (moving water may be difficult to mod) and better skies etc. So if I understand this correct, you made AI better, introducing new weapons and some effects? Keep up the good work, I am sure this will be an awesome mod!
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#3059728 - 07/25/10 07:59 PM
Re: F4AF Modification Available
[Re: Skunk1_Viking]
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Joined: Dec 2009
Posts: 17
FunkyMan
Junior Member
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Junior Member
Joined: Dec 2009
Posts: 17
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The modification looks interesting. Hope you guys can put up some youtube videos or screenshots of what you'all have done. Might consider getting your next release once the Aeyes pit issues and other stuff have been resolved! The Aeyes pit fix will take less than 3 mins of your time to do. Just read the instructions carefully. Pretty easy stuff. The pit bug is the exact same one found in the Israeli theater from PMC, and its the same work-around. As for screens and vidz..Well that would be kind of hard since most of the changes are behind the scenes and spans too many different areas. Wouldn't hurt to give it a try since it does not overwrite any files in your Falcon install and can be removed by simply pressing the delete key. Well, the guide for me didn´t work, and if it´s such a quick fix, why not include it in the installer? Maybe get in touch with Aeyes, maybe he can work out a solution for this mod? I made the pit work in the end, I have experienced this with other theaters but for new guys the workaround can turn people away if they use Aeyes pits of course. Keep up the good work, I have just tried the mod a little and after vacation I will give it more time online.
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#3062258 - 07/28/10 10:24 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Mar 2009
Posts: 227
coolts
Member
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Member
Joined: Mar 2009
Posts: 227
Bristol, England
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Downloaded and installed fine. I chose the 2012 theatre but cant start a campaign. it just freezes. what are the saved games? i may be being dumb!
i7 6700k | 16gb DDR4|Geforce GTX980|M2 SSD |27” & 2 x 24” | TrackIR 5| HOTAS WARTHOG (SERIAL 0273)| CH PRO Pedals USB |2 x Cougar MFD’s and a partridge in a pear tree
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#3062601 - 07/29/10 09:57 AM
Re: F4AF Modification Available
[Re: Skunk1_Viking]
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Joined: Mar 2009
Posts: 227
coolts
Member
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Member
Joined: Mar 2009
Posts: 227
Bristol, England
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Hmmmm. Maybe I’m doing something out of sequence.
• installed (when asker for path ("AF / NOT THIS"), i chose AF • in game i go to "battlefield". The two Skunkworks theatres are there, but the graphic on the right for each is corrupted. • i chose skunkworks Korea • then "saved" • I chose "use this one" and receive a warning something like, (im at work so don’t have screenies at hand), "this saved campaign originates in the korea theatre. press ok to have this file moved to the appropriate folder and then switch to the korea theatre"
in the balkans 2012 skunkworks theatre there are no "use_this_one" saves
tried on works laptop too. same
Have i missed something? (Very likely)
Last edited by coolts; 07/29/10 08:47 PM.
i7 6700k | 16gb DDR4|Geforce GTX980|M2 SSD |27” & 2 x 24” | TrackIR 5| HOTAS WARTHOG (SERIAL 0273)| CH PRO Pedals USB |2 x Cougar MFD’s and a partridge in a pear tree
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#3063947 - 07/31/10 12:05 AM
Re: F4AF Modification Available
[Re: Skunk1_Viking]
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Joined: Mar 2009
Posts: 227
coolts
Member
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Member
Joined: Mar 2009
Posts: 227
Bristol, England
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Both machines x64 win7. Both got payware hitiles. That's the only common denominators as far as i know. Will try a reinstall
Cheers
i7 6700k | 16gb DDR4|Geforce GTX980|M2 SSD |27” & 2 x 24” | TrackIR 5| HOTAS WARTHOG (SERIAL 0273)| CH PRO Pedals USB |2 x Cougar MFD’s and a partridge in a pear tree
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#3064333 - 07/31/10 07:09 PM
Re: F4AF Modification Available
[Re: Skunk1_Viking]
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Joined: Mar 2009
Posts: 227
coolts
Member
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Member
Joined: Mar 2009
Posts: 227
Bristol, England
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It's not installed in default location,, (it's in D:\Games\falcon4 AF), and i have payware HI-Tiles installed.
Your installer found it okay though.
i7 6700k | 16gb DDR4|Geforce GTX980|M2 SSD |27” & 2 x 24” | TrackIR 5| HOTAS WARTHOG (SERIAL 0273)| CH PRO Pedals USB |2 x Cougar MFD’s and a partridge in a pear tree
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#3064705 - 08/01/10 01:23 PM
Re: F4AF Modification Available
[Re: Skunk1_Viking]
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Joined: Mar 2009
Posts: 227
coolts
Member
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Member
Joined: Mar 2009
Posts: 227
Bristol, England
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Thanks Viking. I uninstalled everything, cleaned my registry and reinstalled AF, updated, installed Hi-Tils and Ayes pits. Balkans / Korea 2012 campaigns are in there, but when i try and load the saved game for the balkans campaign, i get that same message.
Last edited by coolts; 08/03/10 07:18 AM.
i7 6700k | 16gb DDR4|Geforce GTX980|M2 SSD |27” & 2 x 24” | TrackIR 5| HOTAS WARTHOG (SERIAL 0273)| CH PRO Pedals USB |2 x Cougar MFD’s and a partridge in a pear tree
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#3068038 - 08/06/10 07:17 AM
Re: F4AF Modification Available
[Re: coolts]
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Joined: Mar 2009
Posts: 227
coolts
Member
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Member
Joined: Mar 2009
Posts: 227
Bristol, England
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It doesnt like the saved games for some reason. I managed to post the pics on theh ED forums as I couldnt get the images up here. http://forums.eagle.ru/showthread.php?t=56148&page=4 (scroll down a bit to post #64) I have reinstalled AF a couple of times
Last edited by coolts; 08/06/10 07:18 AM.
i7 6700k | 16gb DDR4|Geforce GTX980|M2 SSD |27” & 2 x 24” | TrackIR 5| HOTAS WARTHOG (SERIAL 0273)| CH PRO Pedals USB |2 x Cougar MFD’s and a partridge in a pear tree
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#3068950 - 08/07/10 04:36 PM
Re: F4AF Modification Available
[Re: Skunk1_Viking]
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Joined: Mar 2009
Posts: 227
coolts
Member
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Member
Joined: Mar 2009
Posts: 227
Bristol, England
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SW - I have found out what was causing the trouble. My AF updater was broken. It was telling me that I had the most up to date version when actually I was running v1.0.6 instead of v1.0.13. Once I noticed that, I reinstalled and updated correctly and now skunkworks is running okay. I have carried out the Ayes fix and that is working correctly! Sorry to be such a doofus, I should have checked version numbers and not trusted the dumb installer! For next question if you are still with me! When I chose a squadron and commit, the frag is generated but all the missions I chose have all my wingmen as “unassigned”. Have I done something wrong again? You can use me as the willing test lab rat to see just how your users can buffoon the simplest things
i7 6700k | 16gb DDR4|Geforce GTX980|M2 SSD |27” & 2 x 24” | TrackIR 5| HOTAS WARTHOG (SERIAL 0273)| CH PRO Pedals USB |2 x Cougar MFD’s and a partridge in a pear tree
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#3069637 - 08/08/10 10:50 PM
Re: F4AF Modification Available
[Re: coolts]
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Joined: Jul 2010
Posts: 95
Skunk1_Viking
Skunkworks Developer & PR
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Skunkworks Developer & PR
Junior Member
Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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lol coolts. I'm glad to hear that you got it working properly Don't worry about your wingmen being unassigned. The seats will fill just prior to takeoff. Cheers and Enjoy.
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#3070005 - 08/09/10 04:50 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Sep 2008
Posts: 115
XenonS
Member
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Member
Joined: Sep 2008
Posts: 115
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Hi,
congrats for this very nice mod. Playing a very rocking Korea campaign. With all these modern planes added the music changes... 2 more deaths on my log...
Can you confirm me that only the "use this one" save has to be used for the mod? what are the 3 others? Seem also to work.
Thanks!!
XenonS
Last edited by XenonS; 08/09/10 10:05 PM.
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#3072712 - 08/13/10 10:27 AM
Re: F4AF Modification Available
[Re: Skunk1_Viking]
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Joined: Mar 2009
Posts: 227
coolts
Member
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Member
Joined: Mar 2009
Posts: 227
Bristol, England
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Blimey, the iron fortress campaign is a bit scary now. (or was it always that scary?) Anyways, enjoying it immensly and havent even started playing with JSOWS yet!
i7 6700k | 16gb DDR4|Geforce GTX980|M2 SSD |27” & 2 x 24” | TrackIR 5| HOTAS WARTHOG (SERIAL 0273)| CH PRO Pedals USB |2 x Cougar MFD’s and a partridge in a pear tree
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#3103458 - 09/29/10 06:45 AM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Sep 2004
Posts: 4,564
Eugene
Senior Member
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Senior Member
Joined: Sep 2004
Posts: 4,564
Oregon
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We tried that, running for a few hours game time at 64X. Gave up after quite a few minutes. Two of us tried starting new campaigns in different theaters and the same one as our troubled, stalled campaign. No missions at all and thus no more Falcon campaigns.
We deleted the Skunkworks folder and were able to start a new campaign with missions generated. Two different computers hosting, three different pilots in three parts of the country.
Eugene i9-9600K GeForce 2080ti Creative Z Win10 32 gig RAM Cougar
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#3138568 - 11/16/10 07:46 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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#3160993 - 12/20/10 07:22 AM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Jun 2005
Posts: 2,132
Reticuli
Member
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Member
Joined: Jun 2005
Posts: 2,132
Dayton, OH, USA
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My 3D pit doesn't show up either. I've tried the various advice in this thread and still no go in the new theaters. Not too bad. Synthetic supervision, anyone?
I’m not sure what is meant by:
“Now install the Aeyes pits again,run the exe`s and select Uninstall (No Reinstall or Update! ) Then fully install them back again,update once installed.”
Which exe and ‘them’ are you referring to for each point here?
The AI and even just mission prioritization seem less -- how do I put it -- stupid. The latter is set up automatically by the HQ/computer close to how I do it. Far less sending of flight after flight to their certain destruction. Nice.
Kinematics do indeed seem to be improved. I don't find the same altitude penalties as before, which is obviously a really unrealistic thing to have been happening.
Stealth definitely seems to be working now for Fly Any Aircraft, but seems to be all or nothing. Am I mistaken? Does each aircraft have a different signiture that depends on aspect... even if you are the pilot?
Speaking of Kinematics... F-22 flight dynamics are vastly improved. Thankfully no more supercruising at 70,000ft (fun in a superman kind of way in the old campaigns), but the optimum fuel efficiency is still showing up as FL200-FL300 @ m0.6 in the upfront display. If you are planning to supercruise, though, you do get your best speed per fuel consumption for that at around FL450 and can save a little more PPM per TAS if you drop down to the low 90s rpm and can always sprint for the climb & launch.
Any way to hack it to automatically turn off thrust vectoring on the Raptor and advanced Migs & Su when the gear are down?
Is there any way you could give us alpha in the HUD, or at least AoA in the upper right corner on all aircraft... not just the ones with manual flaps? Heck, I'd like to see what the flaps and leading edges are doing on all the aircraft up there, even the ones that control it automatically.
The other thing that'd be great would be to refuel/re-arm (at least the former) at any allied air fields. But at least landing at one will prevent you from losing an airframe already.
And of course, there's the need for IRST or airborne FLIR... but that's asking for some magic potion stuff, there. Hey, I can dream, can't I? Next best thing is labels and the spot scan.
Anyway, this is an outstanding advancement and add-on for Allied Force, even if on the surface it doesn't seem like much. It is. I look forward to v2.0... whatever it may entail!
Last edited by Reticuli; 12/20/10 07:23 AM.
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#3161731 - 12/21/10 12:27 AM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Jul 2010
Posts: 16
Wolfman
Junior Member
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Junior Member
Joined: Jul 2010
Posts: 16
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@ Reticuli, Follow the instructions carefully for the Aeyes Pits,I have done this many times with no problems.The .exe`s referred to are the Aeyes Cockpit Exe`s.
1) After installing the SkunkWorks Theater, first make backups of the files:
KoreaObj.hdr KoreaObj.lod KoreaObj.tex
found in: C:/Program Files/Lead Pursuit/Battlefield Operations/terrdata/objects
2) Then copy the three same files from the folder:
C:/Program Files/Lead Pursuit/Battlefield Operations/SkunkWorks/terrdata/objects
to
C:/Program Files/Lead Pursuit/Battlefield Operations/terrdata/objects
3) Now you completely uninstall Aeyes pit(s):
1. check box FULL UNINSTALL ....with exe-files 2. then FULLY install them back again.
4) Now copy the three KoreaObj* files from the folder:
C:/Program Files/Lead Pursuit/Battlefield/Operations/terrdata/objects
back to the directory
C:/Program Files/Lead Pursuit/Battlefield Operations/SkunkWorks/terrdata/objects
5) Finally, copy the backups of the three KoraObj .* files in step 1 back into:
C:/Program Files/Lead Pursuit/Battlefield Operations/terrdata/objects
Now you can use the 3D-Widescreen Aeyes pits SkunkWorks.
Last edited by Wolf72nd; 12/21/10 12:28 AM.
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#3169807 - 01/02/11 01:02 AM
Re: F4AF Modification Available
[Re: Reticuli]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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The AI and even just mission prioritization seem less -- how do I put it -- stupid. The latter is set up automatically by the HQ/computer close to how I do it. Far less sending of flight after flight to their certain destruction. Nice.
Kinematics do indeed seem to be improved. I don't find the same altitude penalties as before, which is obviously a really unrealistic thing to have been happening.
Speaking of Kinematics... F-22 flight dynamics are vastly improved. Thankfully no more supercruising at 70,000ft (fun in a superman kind of way in the old campaigns), but the optimum fuel efficiency is still showing up as FL200-FL300 @ m0.6 in the upfront display. If you are planning to supercruise, though, you do get your best speed per fuel consumption for that at around FL450 and can save a little more PPM per TAS if you drop down to the low 90s rpm and can always sprint for the climb & launch.
Everything you mentioned here is the same as the default Allied Force settings. We made no changes like that in version 1.2. We don't have the executable so lots of changes like that cannot be made. Stealth is simply a selection flag made through the database. Its exact specifications are hardcoded. Hope this answers some of your questions.
Last edited by Demonlord; 01/02/11 01:30 AM.
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#3169863 - 01/02/11 03:18 AM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Jun 2005
Posts: 2,132
Reticuli
Member
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Member
Joined: Jun 2005
Posts: 2,132
Dayton, OH, USA
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I'm talking about any version of this mod. I've just used it for the first time. v1, v1.1, v1.2. You made some of these changes at some point, didn't you?
Earlier in the discussion someone was saying the missile kinematics were improved, with better altitude/range advantage as the missile runs out of fuel and its weight reduces.
Maybe I'm thinking about Free Falcon, but I could have sworn the Raptor was some kind of super jet in Allied Force in the other theaters. I could fly at (maybe it was closer to) FL600 roaming around untouched by anyone. No?
And that's what gave the illusion of being LO without actually having it with the fly any aircraft mod. Take an F-117 for SEAD and you're a goner in the other theaters. No one could hit you in the Raptor because you were so high, but they could detect you.
Sooooooooooo... the stealth flags have been turned on for when you fly them or not? They definitely weren't active with a human player inside before.
From the term "flag" it sounds like stealth will be the same detectability reduction for everything in Allied Force with it, correct?
There's one thing I'm certain you fixed: landing gear damage with overspeed. You now have a ton of drag and the overspeed isn't until like 300kts. Right? It better, otherwise I think I've gone nuts.
Damn. Talk about placebo effects.
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#3171382 - 01/04/11 12:59 PM
Re: F4AF Modification Available
[Re: cjcrank]
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Joined: Apr 2006
Posts: 278
Wombat1940
Member
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Member
Joined: Apr 2006
Posts: 278
Melbourne, Australia
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Gees ...... you don't ask for much .... Minimum: Patch to 1.0.13. Buy HiTiles. Which stick? Read the threads and make up your own mind, depending on cash, what your read and what level of involvement you intend to have: casual shoot-em-up .... buy a Sidewinder; realistic, multiplay ...... I have a Cougar and an X52. Its all about level of involvement and money ....but 24" nice with TrackIR. Then of course their's your hardware .................. but that's another story. This might help: http://www.72ndvfw.org/forums/showthread.php?p=67018#post67018
Gigabyte Ultra Durable 3 GA-EX58-UD4P motherboard, Intel i7 920 2.66Ghz/8Gb RAM chip set (only 3.5Gb available with XP & 32bit system), NVIDIA GeForce GTX275 video card, Realtek ALC850 sound circuitry, OS XP Home SP3, Samsung 21"(4x3)Flat LCD, TM Cougar joystick, TrackIR 3Pro, Logitech G330 Headset, ConnectAccess621 ADSL2/2 Router. XP Home SP3, Running Falcon 4AF, 1.013 Patch, High Tiles (winter).
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#3171426 - 01/04/11 02:33 PM
Re: F4AF Modification Available
[Re: cjcrank]
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Joined: Jan 2006
Posts: 186
LoD_Viper
Member
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Member
Joined: Jan 2006
Posts: 186
Southern Arizona in the good o...
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@cjcrank: Just a few things to add to the previous post... 1. Download the latest patch from www.lead-pursuit.com ( http://www.lead-pursuit.com/downloads.htm ). It's the 1.0.13 patch in either .exe or .zip format. The latest patch includes all previous patches. If you are going to run a widescreen monitor then I highly recommend you get Aeyes widescreen pits for high resolution monitors at http://cockpits.nl/newvisitor.html . There are three of them for the F16CG, F16CJ and the F16AM (Block 40/42, 50/52 and MLU). 2. Cougars are not being made anymore by Thrustmaster. You might still be able to find one in retail stores or on ebay but they are getting more and more scarce since the new A-10 HOTAS came out from Thrustmaster. I use an X52 Saitek for now but have a Cougar to part out for a Viper pit I am building. Both are fine HOTAS setups. But as the previous poster said it really has a lot to do with personal preference. 3. I run a 1920x1200 Samsung 26" monitor using Aeyes widescreen pits (described above). I run a second 20" monitor for Teamspeak and other things besides it. You don't say whether you've flown Falcon 4 before or not so I am assuming you are just starting out. If so, then I highly recommend you get online with a multiplayer group because you'll learn a whole lot faster and have a lot more fun while doing it. That being said you need to first learn the basic training missions (usually the first 10 is good enough to get you started). Once you have those done and know the things involved in them to seek out a virtual fighter wing or go to www.Multiviper.com. PM me here if you need more info about flying online. I'd be glad to discuss things with you.
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#3171733 - 01/04/11 09:10 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Jul 2005
Posts: 4,328
Panther
Senior Member
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Senior Member
Joined: Jul 2005
Posts: 4,328
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If you have a Fry's nearby check their shelves (I have no idea where you live, you may not have a Fry's), other sources would be on Ebay. The Cougar is no longer in production so what is out there is it, there will be no more. If money isn't any issue the new Thrustmaster Warthog HOTAS is a replica of the A-10C HOTAS. If you're on a tight budget then the T.16000M, it has the same HEART technology as the Warthog HOTAS.
Virtual Thunderbirds, LLC | Sponsored by ThrustmasterASUS ROG MAXIMUS VIII HERO, i7 6700k, G.SKILL Ripjaws V Series 32GB, 980TI 6GB G1 OC, Obutto oZone, Thrustmaster HOTAS Warthog, CH Pro Pedals, NP TrackIR5, ***Soon*** Oculus Rift
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#3171780 - 01/04/11 10:03 PM
Re: F4AF Modification Available
[Re: cjcrank]
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Joined: Jan 2006
Posts: 186
LoD_Viper
Member
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Member
Joined: Jan 2006
Posts: 186
Southern Arizona in the good o...
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I have looked everywhere for a Cougar but so far to no avail...there's gotta be one somewhere. Any forums or sites regarding Vipers that might be a good place to possibly pick one up? This is the store that Panther is talking about I think. http://www.frys.com/search?search_type=regular&sqxts=1&query_string=thrustmaster+cougar&cat=0 Unfortunately, they probably won't ship a Cougar (according to their webpage). However, you might try calling a store and trying to work out a deal (if they even have one left in stock). You never know until you ask! I had a friend pick mine up in Phoenix at the listed price (plus tax). Sweet deal! P.S. To PM me just click on my username to the left and select "Send a PM".
Last edited by LoD_Viper; 01/04/11 10:07 PM.
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#3172628 - 01/06/11 12:04 AM
Re: F4AF Modification Available
[Re: Reticuli]
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Joined: Mar 2001
Posts: 509
Aeyes
Member
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Member
Joined: Mar 2001
Posts: 509
The netherlands
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Reticuli, the F-16CJ widescreen for F4:AF is at v1.4, send me a mail with your transaction ID if possible and will send you the updated version.
Last edited by Aeyes; 01/06/11 12:05 AM.
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#3182983 - 01/19/11 05:34 AM
Re: F4AF Modification Available
[Re: wolfstone]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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Great looking forward to it whats new in version 2? Wolfstone, I do not want to give away all the secrets yet of Skunkworks v2, but here is a small bit of the change-log that I have copied over for you. Cheers, Demonlord. General Gameplay: -More 'Realistic' viewing distance/draw distance of ground units. -Naval forces are now more effective -Trees are now hi-res. -Explosions are now 2048 hi-res (resolution increased by x32) -Dozens of new skins across the board (ACFT, Weapons, Canopy Ref.) -Improved payload capabilities for all usable aircraft (Far too vast for details) -Radar data has been tweaked for most common aircraft; Blue & Red common fighters [Thank you A.S. for the research] -Completely revamped UI -2D map now features campaign map from OF (Korea & Balkans only) -Rebuilt TacRef to include unlisted munitions -New soundpack built by Dutch. -New custom UI music -Tweaked AF shortcut parameters to include higher texture and object definitions -100% HiTiles compatible -Includes a custom BFops.cfg file (optional install) -Includes 3 completely new and action packed Korea & Balkans Campaigns. -Aeyes pit fix. Aircraft: -Removed FCR/AGR on A-10. Given 'state-of-the-art' RWR. (CCIP only capability) -Custom GAU-8/A Cannon sounds when flying the A-10. -A-10s hitpoints increased. -Su-25 Hitpoints increased. -Su-39 Hitpoints increased. -F-22 hit stats now reflect a highly stealth air-to-air fighter. -F-22 now has modeled RWR and Radar to reflect the current AESA radar system as best possible in AF. -Mig-21 loadout is now accurate. -Mig-31 loadout is now accurate. -Mig-25 loadout is now accurate. GRND/NAV Vehicles: -ZIL-135 HP reduced. (Truck) -KrAz T 255B HP reduced. (Truck, tow for D30s) -KrAz F 255B HP reduced. (Truck, fuel) (destruction of this unit will cause massive splash damage to surrounding units) -BM21 & BM24 HP reduced. (Zil-135, rocket launch) -Draw distance increased for all ground movable units. Weapons: -A-10's 30mm GAU tweaked; improved damage, improved 'blast radius', now HE instead of AP (highly affective) -AGM-84 Harpoon damage tweak for more effective carrier strikes -JP-223 runway bomblets have been added to the Tornado. Tweaks made to Hit Chances & damage reduced. -WCMD CBU-103 & CBU-105 now work. Hit chance improved. More damage. -Stinger missile blast radius & hit chance improved slightly -AT-16 Vickr damage reduced. -AGM-154A & AGM-154C Fire Controls have been corrected and the JSOW is now usable. -AGM-158 JASSM Fire Controls have been corrected and the JASSM is now usable. -AGM-114L/K Hellfire has been increased in to hit stats for moving threats and also damaged has been lowered. -AA-9 now completely fixed and changes reflects the actual missile. -AA-11 drag changes and seeker data changes made. Installer: A new and much easier to use installer based on Installshield technology.
Last edited by Demonlord; 01/19/11 05:40 AM.
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#3183748 - 01/20/11 02:37 AM
Re: F4AF Modification Available
[Re: Wolfman]
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Joined: Jan 2008
Posts: 366
BirdDogICT
Member
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Member
Joined: Jan 2008
Posts: 366
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After several tries at swapping Korea*.* files around, I still get ghost Aeyes' pits. I'm running a plain vanilla install patched to 1.0.13 in default directory with Windows 7 64 bit. Apparently I'm not the only one.
There are no accidents and no fatal flaws in the machines; there are only pilots with the wrong stuff.
— Tom Wolfe, The Right Stuff,1979.
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#3183930 - 01/20/11 11:08 AM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Sep 2010
Posts: 34
ShadowVonChadwick
Junior Member
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Junior Member
Joined: Sep 2010
Posts: 34
NSW, Australia
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Just had a read through the topic,,,,interesting.
So hows development going ?
Longtime voyeur, but dont post much.
Last edited by ShadowVonChadwick; 01/20/11 11:22 AM.
The Shadows http://www.youtube.com/watch?v=EzgbcyfJgfQ Win7HomePrem, i5 3570k, Z77X-D3H, Ati 7850 & 4850, 8Gig G.Skill @ 1600, Antec 650w, Samsung 128Gig 840 Pro SSD, WD 1 terabyte HD, TR5, Hog stick, 3x24" Samsung 2443BW, 1 Asus 20", Eyefinity @ 6000x1200 (sometimes), filtered case & a crappy chair. Win7Pro, PII 955be @ 3.6GHz, GA-MA790X, Ati 4850, 4 Gig Kingston @ 1066, CoolMaster 550w, WD HDs & filtered case.
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#3183970 - 01/20/11 01:07 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Nov 2006
Posts: 574
RAF74_Raptor
Jurrasic
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Jurrasic
Member
Joined: Nov 2006
Posts: 574
TN
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Question does it fix Multi Monitor Support
Ahh CLOD never in the history of Simming has so much been promised and so little given.
However I want to thank Team Fusion for keeping the Dream Alive.
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#3185889 - 01/22/11 05:08 PM
Re: F4AF Modification Available
[Re: FunkyMan]
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Joined: Jan 2008
Posts: 366
BirdDogICT
Member
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Member
Joined: Jan 2008
Posts: 366
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Funkyman's aproach worked for me. Will the ghost pits problem problem be fixed in the new release?
[EDIT] Sorry, didn't see Demonlord's post #3182983. Can't wait...nice work, guys.
Last edited by BirdDogICT; 01/23/11 04:32 PM.
There are no accidents and no fatal flaws in the machines; there are only pilots with the wrong stuff.
— Tom Wolfe, The Right Stuff,1979.
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#3186356 - 01/23/11 04:40 AM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Apr 2006
Posts: 278
Wombat1940
Member
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Member
Joined: Apr 2006
Posts: 278
Melbourne, Australia
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... General Gameplay: -More 'Realistic' viewing distance/draw distance of ground units. -Naval forces are now more effective -Trees are now hi-res. -Explosions are now 2048 hi-res (resolution increased by x32) -Dozens of new skins across the board (ACFT, Weapons, Canopy Ref.) -Improved payload capabilities for all usable aircraft (Far too vast for details) -Radar data has been tweaked for most common aircraft; Blue & Red common fighters [Thank you A.S. for the research] -Completely revamped UI -2D map now features campaign map from OF (Korea & Balkans only) -Rebuilt TacRef to include unlisted munitions -New soundpack built by Dutch. -New custom UI music -Tweaked AF shortcut parameters to include higher texture and object definitions -100% HiTiles compatible -Includes a custom BFops.cfg file (optional install) -Includes 3 completely new and action packed Korea & Balkans Campaigns. -Aeyes pit fix. ... ? Or is this post just bumped?
Last edited by Wombat1940; 01/23/11 04:43 AM.
Gigabyte Ultra Durable 3 GA-EX58-UD4P motherboard, Intel i7 920 2.66Ghz/8Gb RAM chip set (only 3.5Gb available with XP & 32bit system), NVIDIA GeForce GTX275 video card, Realtek ALC850 sound circuitry, OS XP Home SP3, Samsung 21"(4x3)Flat LCD, TM Cougar joystick, TrackIR 3Pro, Logitech G330 Headset, ConnectAccess621 ADSL2/2 Router. XP Home SP3, Running Falcon 4AF, 1.013 Patch, High Tiles (winter).
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#3186453 - 01/23/11 11:11 AM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Apr 2006
Posts: 278
Wombat1940
Member
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Member
Joined: Apr 2006
Posts: 278
Melbourne, Australia
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I was simply quoting my previous post so he knows that it has been fixed. Sorry. I was hoping you were going to add: STOP PRESS! Skunkworks V2.0 now available. Something nice.
Last edited by Wombat1940; 01/23/11 12:44 PM.
Gigabyte Ultra Durable 3 GA-EX58-UD4P motherboard, Intel i7 920 2.66Ghz/8Gb RAM chip set (only 3.5Gb available with XP & 32bit system), NVIDIA GeForce GTX275 video card, Realtek ALC850 sound circuitry, OS XP Home SP3, Samsung 21"(4x3)Flat LCD, TM Cougar joystick, TrackIR 3Pro, Logitech G330 Headset, ConnectAccess621 ADSL2/2 Router. XP Home SP3, Running Falcon 4AF, 1.013 Patch, High Tiles (winter).
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#3186471 - 01/23/11 12:12 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Oct 2008
Posts: 226
Dragonclaw
Member
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Member
Joined: Oct 2008
Posts: 226
Denmark
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Uhm?? Where is the download, can not find it. Even tried to open my eyes but no luck. Help please.
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#3186483 - 01/23/11 12:38 PM
Re: F4AF Modification Available
[Re: Wombat1940]
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Joined: Apr 2006
Posts: 278
Wombat1940
Member
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Member
Joined: Apr 2006
Posts: 278
Melbourne, Australia
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Originally Posted By: Demonlord ... General Gameplay: -More 'Realistic' viewing distance/draw distance of ground units. -Naval forces are now more effective -Trees are now hi-res. -Explosions are now 2048 hi-res (resolution increased by x32) -Dozens of new skins across the board (ACFT, Weapons, Canopy Ref.) -Improved payload capabilities for all usable aircraft (Far too vast for details) -Radar data has been tweaked for most common aircraft; Blue & Red common fighters [Thank you A.S. for the research] -Completely revamped UI -2D map now features campaign map from OF (Korea & Balkans only) -Rebuilt TacRef to include unlisted munitions -New soundpack built by Dutch. -New custom UI music -Tweaked AF shortcut parameters to include higher texture and object definitions -100% HiTiles compatible -Includes a custom BFops.cfg file (optional install) -Includes 3 completely new and action packed Korea & Balkans Campaigns. -Aeyes pit fix. ... I was just hoping, following Demonlord "blank" post (reproduced above) he forgotten to tell us why he reproduced it. Hence the " " I have edited to save any more confusion.
Last edited by Wombat1940; 01/23/11 12:42 PM.
Gigabyte Ultra Durable 3 GA-EX58-UD4P motherboard, Intel i7 920 2.66Ghz/8Gb RAM chip set (only 3.5Gb available with XP & 32bit system), NVIDIA GeForce GTX275 video card, Realtek ALC850 sound circuitry, OS XP Home SP3, Samsung 21"(4x3)Flat LCD, TM Cougar joystick, TrackIR 3Pro, Logitech G330 Headset, ConnectAccess621 ADSL2/2 Router. XP Home SP3, Running Falcon 4AF, 1.013 Patch, High Tiles (winter).
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#3198275 - 02/04/11 12:15 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Dec 2005
Posts: 28
Chrisreb
Junior Member
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Junior Member
Joined: Dec 2005
Posts: 28
Southampton UK
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Installed and now as soon as intro screen done is crashes to desktop.
Can anyone reiterate the steps please as I cannot find a readme.
Running latest patch, Hi tiles and Aeyes pits on Win7 64bit
Post above mentions removing theatres. Not sure which folder is meant but tried by removing all other theatre folders from Theatres folder. Is that what poster meant or something else?
Last edited by Chrisreb; 02/04/11 12:26 PM.
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#3198558 - 02/04/11 05:24 PM
Re: F4AF Modification Available
[Re: Demonlord]
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Joined: Dec 2005
Posts: 28
Chrisreb
Junior Member
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Junior Member
Joined: Dec 2005
Posts: 28
Southampton UK
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Ok
Re installed Falcon from a backup and re installed Skunkworks. Now goes into UI OK (phew) Entered campaign ok so later will try to fly.
Fingers crossed
Later.... great news starting all over I have now been able to play one of the new campaign missions. Just getting used to new sounds and performance etc.
Brilliant work guys - brings new freshness to this game.
Assume as campaign progresses more squadrons come on line. Question - is there any way to choose paintschemes for aircraft being flown?
Thanks for all your hard work
Last edited by Chrisreb; 02/04/11 10:18 PM.
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#3198949 - 02/04/11 11:11 PM
Re: F4AF Modification Available
[Re: Chrisreb]
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Joined: Feb 2010
Posts: 79
Pilgrim
Junior Member
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Junior Member
Joined: Feb 2010
Posts: 79
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Post above mentions removing theatres. Not sure which folder is meant but tried by removing all other theatre folders from Theatres folder. Is that what poster meant or something else? Yeah. In my install (and this was the case on two different machines) if there are more than five third party theaters in the theaters folder, AF won't start. What I did was install as many third party theaters as I wanted and then move the folders somewhere outside of the Battlefield Operations folder so there is a max of five in the C:\Program Files\Lead Persuit\Battlefield Operations\Theaters folder. You can then swap the theater folders a needed when you want to run a different one.
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#3198960 - 02/04/11 11:19 PM
Re: F4AF Modification Available
[Re: Pilgrim]
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Joined: Jan 2008
Posts: 366
BirdDogICT
Member
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Member
Joined: Jan 2008
Posts: 366
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I also had a porked install, with ghost Aeyes pits in the new campaigns.
But I was able to easily fix the problem. I had F4AF installed in the default "C:\Program Files(x86)\Lead Pursuit\" directory in Windows 7 64 bit, so I uninstalled F4AF and re-installed in "C:\Lead Pursuit\Battlefield Operations". I then patched to 1.0.13, installed HiTiles, installed all three Aeyes pits, started F4AF and setup graphics, controllers, etc, and closed F4AF. I then installed the Skunkworks v2 mod, restarted F4AF, and everything worked perfectly.
Hope this helps...your mileage may vary.
There are no accidents and no fatal flaws in the machines; there are only pilots with the wrong stuff.
— Tom Wolfe, The Right Stuff,1979.
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#3208687 - 02/15/11 10:15 PM
Re: F4AF Modification Available
[Re: Chrisreb]
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Joined: Mar 2009
Posts: 156
PrivateNoob
Member
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Member
Joined: Mar 2009
Posts: 156
Sweden
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Playing Korea - end of day 1 and there is such a tidal wave of enemy aircraft, all airbases shutdown so no missions at all on day 2. Does this mean the campaign is over? yea this is whats happening to me too, the north is just over the top in the campaign!
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#3333050 - 07/01/11 09:46 PM
Re: F4AF Skunkworks
[Re: Demonlord]
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Joined: Mar 2011
Posts: 371
Stuffy7634
'Stuffy' - Dowding!
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'Stuffy' - Dowding!
Member
Joined: Mar 2011
Posts: 371
UK
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Hello fellow F4 Allied Force players. I am here to inform you all of the latest release of the F4AF Modification SkunkWorks. This is a massive database modification for Falcon 4.0 Allied Force. It includes new munitions, models, skins, campaigns, hires effects. The Skunkworks Mod. A full blown effort to unlock the full potential of AF by increasing landscape & object detail, adding new aircraft & weapons, upgrading payload capabilities, fixing a number of glitches regarding aircraft, correcting all aspects of realism & a whole slew of things that will do nothing but enhance the experience of what we love to do. To Fly. This project is not an attempt to rewrite the code or to make a new variant of Falcon like OF or FF, but to bring AF to the glory that it should be. The installer is really quite simple it installs just as would any aftermarket campaign. Download:http://ukfalconeers.com/viewtopic.php?f=12&t=368Thanks and I hope everyone enjoys, Demonlord So does this basically update the game's sounds, graphics (landscape and object textures) and most importantly, the explosions (what's the point of flying all that way to drop a bomb on something if you don't get a nice KABOOM?) If so, I might buy the game again - how does it work on Win 7 64bit? There isn't a game out there like Falcon Allied Force. What about Track IR, does it play nice with that?
Last edited by Stuffy7634; 07/01/11 09:46 PM.
Mobo: GA-P35-S3 CPU: Intel Core 2 Quad Q8400 2.66Ghz GPU: ATI EAH4850 512mb DDR3 RAM: 4.Gb 240pin DDR2 PC667Mhz PC5300 Sound: Audigy 4 O/S: Windows 7 64bit Home Premium
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#3357069 - 08/02/11 12:19 AM
Re: F4AF Skunkworks
[Re: Demonlord]
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Joined: May 2000
Posts: 2,536
AV8R
Senior Member
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Senior Member
Joined: May 2000
Posts: 2,536
Southern California USA
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Is anyone going to do a SimHQ review on this SkunkWorks aftermarket update? Seems an appropriate way to honor both the effort and FalconAF. update: download link didnt work Skunkworks 2.0 Looks like V2 was removed due to some bugs. So its back to v1.2 and working with the aeyes workaround for now.
Last edited by AV8R; 08/02/11 04:46 PM.
AV8R
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#3607598 - 07/15/12 11:30 PM
Re: F4AF Skunkworks
[Re: Demonlord]
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Joined: Jul 2012
Posts: 1
bandit484
Junior Member
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Junior Member
Joined: Jul 2012
Posts: 1
Oklahoma,USA
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This mod ROCKS !!! It has made this simulation at least 100 percent better in my humble opinion. Skunkworks I thank you!
Be Aggressive Always !!!
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#3630359 - 08/21/12 03:28 PM
Re: F4AF Skunkworks
[Re: Demonlord]
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Joined: Aug 2012
Posts: 378
FrontierProject
low-spec system simmer
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low-spec system simmer
Member
Joined: Aug 2012
Posts: 378
Smalltown Minnesota
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Ukfalconeers is a dead link, where do I obtain the mod?
"Burn them all." -------------- Intel Core2 Duo E8200 @ 2.66GHz 4GB RAM Sparkle Geforce GTX460
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#3630386 - 08/21/12 04:11 PM
Re: F4AF Skunkworks
[Re: Comet]
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Joined: Aug 2012
Posts: 378
FrontierProject
low-spec system simmer
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low-spec system simmer
Member
Joined: Aug 2012
Posts: 378
Smalltown Minnesota
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If you ask me, it isn't that good a mod. But de gustibus non disputandum est, so here's a link for you:
http://www.moddb.com/downloads/skunkworks-mod ya i'm going to try BMS for now, might come back to this in a few weeks
"Burn them all." -------------- Intel Core2 Duo E8200 @ 2.66GHz 4GB RAM Sparkle Geforce GTX460
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#3648903 - 09/22/12 09:55 AM
Re: F4AF Skunkworks
[Re: FrontierProject]
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Joined: Jul 2010
Posts: 95
Skunk1_Viking
Skunkworks Developer & PR
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Skunkworks Developer & PR
Junior Member
Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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Ukfalconeers is a dead link, where do I obtain the mod? We apologize for this. Real life struggles forced the founders to walk away. It is unfortunate that it was never carried on by those it was left with. Although not officially announced, Skunk1 Industries is currently in the process of getting its machine back in working shape. We are in the process of hunting down the v2 installer as I believe certain UKF / 801st members may still have it. I thank Comet for atleast having a link to the original v1.2. You can also find it at www.veterans-gaming.comAlthough only a place holder for the current mission of Skunk1 Industries, you may find us at http://www.ghost-works.org/Expect full website operations within a month. Thank you all for your past support and we do apologize for allowing the loss of SWv2 & the UKF forums. Regardless, AF will not be our focus this time, nor will it be development based.
Last edited by Skunk1_Viking; 09/22/12 10:36 AM.
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#3649783 - 09/24/12 07:45 AM
Re: F4AF Skunkworks
[Re: Skunk1_Viking]
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Joined: Jan 2004
Posts: 400
Comet
Member
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Member
Joined: Jan 2004
Posts: 400
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Thank you all for your past support and we do apologize for allowing the loss of SWv2 & the UKF forums. Regardless, AF will not be our focus this time, nor will it be development based. Any chance that version 2 entered the torrent circuit? Maybe you can find it there. Alternatively, if you remember the exact filename of the package you can attempt to google for it. You can fetch very sneaky stuff off the web with such aimed searches, and if your mod is still around it'll be found.
I never finish anyth
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#3683463 - 11/16/12 10:14 PM
Re: F4AF Skunkworks
[Re: Comet]
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Joined: Jul 2010
Posts: 27
Demonlord
Skunkworks Developer
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Skunkworks Developer
Junior Member
Joined: Jul 2010
Posts: 27
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Thank you all for your past support and we do apologize for allowing the loss of SWv2 & the UKF forums. Regardless, AF will not be our focus this time, nor will it be development based. Any chance that version 2 entered the torrent circuit? Maybe you can find it there. Alternatively, if you remember the exact filename of the package you can attempt to google for it. You can fetch very sneaky stuff off the web with such aimed searches, and if your mod is still around it'll be found. Sorry the link hasn't been updated for V2. It can be found here.
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#3729301 - 02/02/13 06:14 AM
Re: F4AF Skunkworks
[Re: Skunk1_Viking]
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Joined: Aug 2008
Posts: 35
Cantoo
Junior Member
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Junior Member
Joined: Aug 2008
Posts: 35
USA , EST
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As Viking stated, due to RL circumstances, the founders all left the group. Control of the group was left up to me. Our forum due to lack of activity, 3 posts in 12 months, was allowed to go dead when a renewal was required to keep it active. Forums and domain names require funding. So the decision was made to let it go due to the lack of activity. The forum was active for 11 months after the release of the new Falcon BMS 4.32. As most of the falcon community migrated to the new release, our group did as well. We are still a very active group, but have adopted the title," The Falconeers", dropping the UK from our groups name, since our members come from a variety of countries around the globe. You can now find info on our group at the Benchmarksims Forum under the " Base Operations" thread "801st/UKFalconeers" I would like to extend an open invitation to any and all who wish to join us, and as always, regardless of one abilities as we maintain our "open to all policy" as I and many others are willing to help anyone who has a serious desire to learn this wonderful simulation.
Cantoo
Last edited by Cantoo; 02/02/13 06:16 AM.
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#3729303 - 02/02/13 06:18 AM
Re: F4AF Skunkworks
[Re: Demonlord]
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Joined: Sep 2010
Posts: 34
ShadowVonChadwick
Junior Member
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Junior Member
Joined: Sep 2010
Posts: 34
NSW, Australia
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The Shadows http://www.youtube.com/watch?v=EzgbcyfJgfQ Win7HomePrem, i5 3570k, Z77X-D3H, Ati 7850 & 4850, 8Gig G.Skill @ 1600, Antec 650w, Samsung 128Gig 840 Pro SSD, WD 1 terabyte HD, TR5, Hog stick, 3x24" Samsung 2443BW, 1 Asus 20", Eyefinity @ 6000x1200 (sometimes), filtered case & a crappy chair. Win7Pro, PII 955be @ 3.6GHz, GA-MA790X, Ati 4850, 4 Gig Kingston @ 1066, CoolMaster 550w, WD HDs & filtered case.
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