Previous Thread
Next Thread
Print Thread
Rate This Thread
Hop To
Page 4 of 8 1 2 3 4 5 6 7 8
#3056496 - 07/20/10 09:27 PM Re: F4AF Modification Available ***** [Re: Ed_1]  
Joined: Jul 2010
Posts: 95
Skunk1_Viking Offline
Skunkworks Developer & PR
Skunk1_Viking  Offline
Skunkworks Developer & PR
Junior Member

Joined: Jul 2010
Posts: 95
Anchorage, Alaska
Thanks for breaking it down Ed.

Inline advert (2nd and 3rd post)

#3056955 - 07/21/10 03:11 PM Re: F4AF Modification Available [Re: Skunk1_Viking]  
Joined: Feb 2010
Posts: 10
Zaphael Offline
Junior Member
Zaphael  Offline
Junior Member

Joined: Feb 2010
Posts: 10
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?

#3056969 - 07/21/10 03:22 PM Re: F4AF Modification Available [Re: Zaphael]  
Joined: Jul 2010
Posts: 95
Skunk1_Viking Offline
Skunkworks Developer & PR
Skunk1_Viking  Offline
Skunkworks Developer & PR
Junior Member

Joined: Jul 2010
Posts: 95
Anchorage, Alaska
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
#3056975 - 07/21/10 03:28 PM Re: F4AF Modification Available [Re: Zaphael]  
Joined: Jan 2003
Posts: 383
Ed_1 Offline
Member
Ed_1  Offline
Member

Joined: Jan 2003
Posts: 383
NYC, USA
Originally Posted By: Zaphael
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 .

#3057006 - 07/21/10 04:14 PM Re: F4AF Modification Available [Re: Ed_1]  
Joined: Jul 2005
Posts: 694
Schwalbe Offline
Member
Schwalbe  Offline
Member

Joined: Jul 2005
Posts: 694
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.
#3057030 - 07/21/10 04:35 PM Re: F4AF Modification Available [Re: Schwalbe]  
Joined: Jan 2003
Posts: 383
Ed_1 Offline
Member
Ed_1  Offline
Member

Joined: Jan 2003
Posts: 383
NYC, USA
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.
#3057065 - 07/21/10 05:14 PM Re: F4AF Modification Available [Re: Ed_1]  
Joined: Feb 2010
Posts: 10
Zaphael Offline
Junior Member
Zaphael  Offline
Junior Member

Joined: Feb 2010
Posts: 10
Ah, I see there is some miscommunication here.

I didn't fire the AIM-120C5 and the C7 during my test. Master Arm was on SIM, I swear. =D

The "drone" was a blue-force F-4 Phantom flying a long CAP steer point. I had like 60 miles between STP3 and STP4. All I did was bug the Phantom with an F-16 loaded with the B, C5 and C7 AMRAAMs. Then I basically compared the DLZ that was displayed on my HUD.

I was looking for any differences in the DLZ between the three models of the AIM-120 when I called it up while bugged on the F-4. There were differences between the B, and the C5. But no visible DLZ changes between C5 and C7. The Phantom was flying level with no evasive manuevering as no missiles were shot. =)

I was only looking at DLZ changes on the HUD.

#3057082 - 07/21/10 05:26 PM Re: F4AF Modification Available [Re: Zaphael]  
Joined: Jan 2003
Posts: 383
Ed_1 Offline
Member
Ed_1  Offline
Member

Joined: Jan 2003
Posts: 383
NYC, USA
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.
#3057307 - 07/21/10 10:13 PM Re: F4AF Modification Available [Re: Ed_1]  
Joined: Jul 2005
Posts: 694
Schwalbe Offline
Member
Schwalbe  Offline
Member

Joined: Jul 2005
Posts: 694
Originally Posted By: Ed_1
AF is fine .....

Ed


oooh snap!! ar15 biggrin

Last edited by Schwalbe; 07/21/10 10:14 PM.
#3057930 - 07/22/10 08:03 PM Re: F4AF Modification Available [Re: Schwalbe]  
Joined: Jun 2010
Posts: 49
ashoob Offline
Junior Member
ashoob  Offline
Junior Member

Joined: Jun 2010
Posts: 49
Maybe I'm missing something here, but how do you fly the new planes? I wanna bust out on my A-10!

#3058103 - 07/23/10 12:20 AM Re: F4AF Modification Available [Re: ashoob]  
Joined: Jul 2010
Posts: 95
Skunk1_Viking Offline
Skunkworks Developer & PR
Skunk1_Viking  Offline
Skunkworks Developer & PR
Junior Member

Joined: Jul 2010
Posts: 95
Anchorage, Alaska
Search your falcon directory for a file called "validAC.bin", rename it or remove it. Now you should be able to fly the A-10 in the campaign.

Note:
This file is each campaign dir. Rename or remove in each.

#3059724 - 07/25/10 07:55 PM Re: F4AF Modification Available [Re: Wolfman]  
Joined: Dec 2009
Posts: 17
FunkyMan Offline
Junior Member
FunkyMan  Offline
Junior Member

Joined: Dec 2009
Posts: 17
Originally Posted By: Wolf72nd
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!


________________________________________
My YouTube channel:
http://www.youtube.com/user/RobertDamli
________________________________________
#3059728 - 07/25/10 07:59 PM Re: F4AF Modification Available [Re: Skunk1_Viking]  
Joined: Dec 2009
Posts: 17
FunkyMan Offline
Junior Member
FunkyMan  Offline
Junior Member

Joined: Dec 2009
Posts: 17
Originally Posted By: SW_Viking
Originally Posted By: Zaphael
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.


________________________________________
My YouTube channel:
http://www.youtube.com/user/RobertDamli
________________________________________
#3060463 - 07/26/10 08:18 PM Re: F4AF Modification Available [Re: FunkyMan]  
Joined: Jul 2010
Posts: 27
Demonlord Offline
Skunkworks Developer
Demonlord  Offline
Skunkworks Developer
Junior Member

Joined: Jul 2010
Posts: 27
I would like to thank everyone for their input and continued support. We are working hard on v1.3 right now.

Cheers,

Demonlord.

#3062258 - 07/28/10 10:24 PM Re: F4AF Modification Available [Re: Demonlord]  
Joined: Mar 2009
Posts: 227
coolts Offline
Member
coolts  Offline
Member

Joined: Mar 2009
Posts: 227
Bristol, England
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
#3062453 - 07/29/10 02:53 AM Re: F4AF Modification Available [Re: coolts]  
Joined: Jul 2010
Posts: 95
Skunk1_Viking Offline
Skunkworks Developer & PR
Skunk1_Viking  Offline
Skunkworks Developer & PR
Junior Member

Joined: Jul 2010
Posts: 95
Anchorage, Alaska
Yea, your not able to start a "new" campaign.
Load the campaign saved filed entitled "Use_This_One". Do not overwrite it.

#3062601 - 07/29/10 09:57 AM Re: F4AF Modification Available [Re: Skunk1_Viking]  
Joined: Mar 2009
Posts: 227
coolts Offline
Member
coolts  Offline
Member

Joined: Mar 2009
Posts: 227
Bristol, England
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
#3062792 - 07/29/10 03:14 PM Re: F4AF Modification Available [Re: coolts]  
Joined: Feb 2010
Posts: 10
Zaphael Offline
Junior Member
Zaphael  Offline
Junior Member

Joined: Feb 2010
Posts: 10
Is it possible to set default CAP altitudes to about 30,000ft and above as well? 25,000 in AF seems a little low to make use of BVR strategies.

Would there be any ability to command CAP flights to divert and intercept from the AWACs screen as well?

#3063761 - 07/30/10 07:12 PM Re: F4AF Modification Available [Re: Zaphael]  
Joined: Jul 2010
Posts: 95
Skunk1_Viking Offline
Skunkworks Developer & PR
Skunk1_Viking  Offline
Skunkworks Developer & PR
Junior Member

Joined: Jul 2010
Posts: 95
Anchorage, Alaska
coolts, This sounds like something on your end, we haven't encountered such a problem in the past. I recommend you delete the mod and attempt to reinstall it again.
Question though, how close to 'default' is your falcon dir? Reason I ask is because the mod is intended for a vanilla copy of AF. Addons and file changes may result in unintended results.
We are looking into your problem though.

Zaphael, if you can do it in regular AF then you can do it SW.

#3063947 - 07/31/10 12:05 AM Re: F4AF Modification Available [Re: Skunk1_Viking]  
Joined: Mar 2009
Posts: 227
coolts Offline
Member
coolts  Offline
Member

Joined: Mar 2009
Posts: 227
Bristol, England
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
Page 4 of 8 1 2 3 4 5 6 7 8

Moderated by  RacerGT 

Quick Search
Recent Articles
Support SimHQ

If you shop on Amazon use this Amazon link to support SimHQ
.
Social


Recent Topics
Carnival Cruise Ship Fire....... Again
by F4UDash4. 03/26/24 05:58 PM
Baltimore Bridge Collapse
by F4UDash4. 03/26/24 05:51 PM
The Oldest WWII Veterans
by F4UDash4. 03/24/24 09:21 PM
They got fired after this.
by Wigean. 03/20/24 08:19 PM
Grown ups joke time
by NoFlyBoy. 03/18/24 10:34 PM
Anyone Heard from Nimits?
by F4UDash4. 03/18/24 10:01 PM
RIP Gemini/Apollo astronaut Tom Stafford
by semmern. 03/18/24 02:14 PM
10 years after 3/8/2014
by NoFlyBoy. 03/17/24 10:25 AM
Copyright 1997-2016, SimHQ Inc. All Rights Reserved.

Powered by UBB.threads™ PHP Forum Software 7.6.0