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  1. В связи с недавними волнениями по поводу ракеты AIM-120, вашему вниманию представляется видео.:smilewink: В видео показано, что не так все плохо с возможностями наших самолетов. Сюжет видео: -создание миссии в редакторе, в которой 2 х F-15 отличного уровня подготовки с вооружением по 8*AIM-120 у каждого, начнут воздушный бой с МиГ-29 с вооружением 2*Р-27Р и 4*Р-73; -воздушный бой. Вывод: несомненно, техническая оснащенность значительно повышает шансы на победу, но определяющим в воздушном бою является тактика. :) http://ifolder.ru/16976575 http://rapidshare.com/files/367980098/Mig29_aim120.mp4.html
    5 points
  2. The Fighter Collection и Eagle Dynamics рады объявить о начале продаж русской версии игры «LockOn: Горячие скалы 2». Обновленный симулятор продолжает традиции полюбившейся многим игры и включает в себя 7 управляемых боевых самолетов, более 35 миссий, 3 кампании, улучшенную графику и динамику летательных аппаратов, а так же обновленный AI, редактор миссий и многое другое. Возможность сетевой игры совместно с обновленной версией DCS: Ка-50 добавит новое измерение в жанр авиационных симуляторов. Вы можете приобрести скачиваемую версию «LockOn: Горячие скалы 2» в нашем интернет-магазине прямо сейчас. Дисковые версии симулятора появятся на прилавках магазинов в апреле 2010 года. Желаем удачи в виртуальных боях!
    4 points
  3. Ура! Поздравляю всех причастных!
    4 points
  4. Ну, за релиз! Спасибо всем причастным!
    4 points
  5. Всех поздравляю!!!!!!!!!:)
    4 points
  6. Una de las novedades de Flaming Cliffs 2.0 es el nuevo panel de navegación de corta distancia que equipa el Su-25. Podeis encontrar un pequeño artículo sobre este nuevo dispositivo en esta dirección: La noticia en portada: http://www.alasrojas.com/2.0/ El artículo: http://66.70.146.89/2.0/index.php?id=401&lang=1 Espero que lo disfruteis.
    3 points
  7. Хочу выразить огромное СПАСИБО коллективу ЕД за проделанную работу!!!!! Проект который планировалось лишь адаптировать к миру ЧА, получил ряд важнейших и очень существенных для игрового процесса усовершенствований!!! Особо хочу поблагодарить как заядлый ганзер Yo-Yo - за усовершенствование лётных моделей и максимального их приближения к реальным параметрам! Так же хочу поблагодарить Ulrich и USSR_Rik за плодотворную работу! И всю команду ЕД в целом! Спасибо Вам ребяты!!!
    3 points
  8. Как обычно для Русских не додумались сделать счёт (на яндекс деньги или вебмани).....плохо!
    2 points
  9. Wags has given me the ok to discuss this, so I'd like to bring you up to speed on what has been done with missiles and ECM. ECM: 15s start-up any time you power the ECM on Burn through moved out 25-28nm for fighters with older ECM 23-24nm for fighters with newer ECM 12nm for strategic and tactical bombers featuring powerful ECM sets Missiles: Fuzes have been given more realistic triggering distances - the most powerful are the AIM-120 and R-77. Speeds and ranges have been adjusted to create a good relative representation of these missiles with respect to each other based on real data and corroboration from people in the know. AIM-9 has specifically been significantly sped up, and is almost equal in range and speed to the R-73. This adjustment was done according to RL speed-time-altitude charts for the AIM-9L. For radar guided missiles, the basic range setup is: AIM-7/R-27R < R-77/AIM-120B < AIM-120C < R-27ER. ARH missiles will now track down to very low altitude. No more <10m safe zone. Very significant resistance of radar missiles to chaff unless you put them on your 3-9. Chaff resistance is AIM-120C > Other ARH > SARH Reduced seeker gimbal limits for radar missiles. Again, here ARH are better than SARH. Heat Seekers will not search for targets if launched without a seeker lock. This means launching any heat-seeker without seeker lock will cause that missile to be wasted You must now hold the trigger for a short time in order for a missile to launch The missile proximity fuze is inhibited for a very short time when the missile launches. AI changes: AI will now notch with an accuracy corresponding to their skill. This means that while an excellent AI can lose most of your missiles, an average AI will most likely be hit. While the note on this may be short, the change in gameplay is big. Basic Aircraft changes: F-15C now has an IFF HUD cue for the PDT/STT target The MiG-29C will now have a default payload of 6xR-77 Aircraft flight models adjusted to conform as much as possible to their realistic climb and acceleration capabilities, as well as turning ability. MiG-29C should turn better than in FC1 F-15C now has an energy model based on the -220 engines. All flyable fighter aircraft will now be able to go supersonic with their full payload. The exact top speed depends on what you hang on your wings. Realistic G-Loc model returned to be more realistic. You can sustain a medium to high-g battle for a long time, but if you abuse it and try to hold 8+ for long you're in trouble. Doing a 'g-warm up exercise' for 15-20 sec at 5g or so will better prepare you for a high-g fight, increasing your tolerance to high-g for a few minutes. What is the effect effect of these changes on game play? In general, the idea was to encourage a player to turn away from a missile in order to defeat it. You will notice changes in how missiles behave with respect to chaff especially. For SARH, I would recommend to launch salvoes of two missiles; chaff is not likely to decoy both of them. The best defense is a notch and orthogonal roll, but this means the defender gives up the fight and the attacker has complete advantage - as it should be. Aircraft using SARH vs. ARH equipped aircraft will naturally be at disadvantage, however the notch and otherwise beaming ARH missiles and using decoys at an appropriate distance will work. The longer fuzes mean that maneuvering to dodge the missiles kinematically is now riskier. The best chances of survival are a combination of beaming, maneuvering and countermeasures. Note that I am not talking about long-ranged shots, as those tend to be easier to defeat. I'd like to add that Wags, Yoda and myself campaigned to get much more robust counter-measure rejection (chaff resistance, performance, pk, anything else you'd like to call it ;) ) for SARH missiles in order to not make things both more realistic and not so horribly lopsided. There may have been others but I don't hear and know everything. :) You will find that SARH chaff-resistance is such that someone who could before easily chaff away all your missiles, will have to try extremely hard to decoy just half of them. Note that this is for head-on or near-head-on engagements. Overall, all these changes, including visibility as well, will mean that the BVR engagements will now be moved further out. In addition, most BVR kills will now be beyond visual range in terms of simple head to head engagements, especially at medium and high altitude.
    2 points
  10. Поздравляю Иглов, всех причастных и ожидающих!
    2 points
  11. Поддерживаю Михаила,и со своей стороны Поздравляю коллектив Игл Дайнемикс и Файтер Коллекшн с выходом еще одного замечательного долгожданного продукта Локон 2.Это еще один шаг в симуляторостроении. Спасибо Вам за терпение и хладнокровность в принятии наиважнейших взвешенных решений по внедрению новых технологий.Трудным был путь ,впереди еще более трудный .Сколько еще надо сделать ... По возможности я ,и мои друзья будем рядом, чем можем - поможем. Спасибо Вам огромное за Ваш очень нужный и интересный труд. С Уважением к Вам ,Эдуард.
    2 points
  12. Groovie :thumbup:! Pitty that I "nie panimayu pa ruski yazyk". :P
    2 points
  13. Всех категорически поздравляю!:) ЗЫ: вот и всем повод на пятницу, хотя пятница в поводе не нуждается:D
    2 points
  14. You will get Doppler shift, Mach cone, sound propagation delay, attenuation of high frequencies (and volume) by distance, low-pass filtering of world sounds in the cockpit. And no old bugs, only brand new ones ;)
    2 points
  15. Fox News....:no_sad: This is the original story, much better that that propaganda agency :) http://www.michaelyon-online.com/warthog.htm
    2 points
  16. What is LEAVU2? Lockon External Avionics Upgrade 2.0 is a mod being developed for Fc2 LEAVU2 is a software package written in JAVA designed to be used for displaying interactive cockpit flight instruments and ingame data on external screens. OpenGL is used to render LEAVU2 2D and 3D instruments, and keyboard and mouse input is captured to allow for interactive user input. Touch screens are also fully supported, as is running the software on multiple separate computers connecting to the same game computer. ( Thank you Schizwiz for making the video! ) LEAVU2 aims to provide a high performance and low cpu usage solution for displaying these instruments realtime, at high enough framerates such that they will be performance wise indistinguishable from ingame instruments when playing. Data is sent from lockon to LEAVU2 over maintained tcp connections at high update rates, and there is support for multiple display computers connecting to the same game computer. If a connection is lost at any time, LEAVU2 will automatically try to repair that connection. One example is for example when restarting missions. There are also thoughts for supporting data input into the sim from LEAVU2 through lua commands directly to lockon, but that is currently not implemented. LEAVU2 has support for any touch screen or normal screens. Cockpit instruments can be drawn both with a GUI ( buttons etc ) and window frame, or if preferred, as a pure OpenGL display. Each display and instrument can also optionally support mouse and/or keyboard input directly, which can allow you to build a physical cockpit setup around them. Development Development of LEAVU is open source and source code is available at: http://kenai.com/projects/leavu2 Right now I'm looking for help in drawing 3d models for cockpit gauges and texturing these models. If you want to contribute to the leavu project we would appreciate all help, remember this project is fully open for anyone to view or contribute to, and it doesnt cost anything. Installation and download links Current version Leavu 2.2010.03.25 available at http://yoda.reservoirselite.com/YoPack/ Currently only manual installation available. An installer program might be created later if there is a lot of interest. Operating systems supported I have confirmed full functionality on these OSes : WinXp32 Win7 pro 32 Win7 pro 64 currently keyboard input is not supported under linux. Current projects * LEAVU steam gauges and other analogue instruments ( on pause ). At this point only has one working instrument, one half finished ADI and waiting to find people who want to model more. * LEAVU F-1x MFD project. By Yoda, GrayGhost, Moa and Hannibal This project aims to provide a mix of F-16/F-15 style MFD for the lockon F-15. Given the F-15 MPCD being very classified, and we only have a few pictures of its navigation, weapons and datalink pages, we use the F-16 MLU as a reference. This means we will get a little less powerful MFD/datalink, but this is sufficient for our purposes. We currently have the following interactive MFD pages : HSD, SMS, FCR and RWR * LEAVU datalink, provides data for the MFD project above * LEAVU threat specific TEWS/RWR sounds. Think Falcon4 how it has specific threat sounds depending on what threat type it sees. Leavu2 has this same capability, to replace the ingame RWR sounds with a much wider and realistic variety of threat sounds. You will need to provide the audio files yourself however. If you want to contribute with your own LEAVU module. Then please do so! make it happen :) .
    1 point
  17. Fast forward to 1:30 That's our Su-33 ;)
    1 point
  18. get divorced now, otherwise she'll get half your activations :D
    1 point
  19. CONGRATS to all at team ED! Thank you! I will buy the English version the second it is released. I don't care if my wife says we don't have the money. I am willing to get divorced over this. :)
    1 point
  20. Ну-с. Поздравляю коллектив ЕД и всех причастных что наконец-то домучили до релиза. :) Уря!
    1 point
  21. :thumbup: excellent, thanks to all the team. Fresh life for LockOn!
    1 point
  22. Oh my god, now you are making me excited. Please consider accurate modeling of range vs weather & visibility and such things.
    1 point
  23. Well, anyone has tried changing folder name "Ru", we have the English menu?.
    1 point
  24. hehe, people often forget...A2G may completely change. Remember ground units in FC2 share ai behaviour and capabilities with DCS ;) They wont sit there without shooting back at you, not only dedicated AD units!
    1 point
  25. Наверняка вторую копию придется приобрести.
    1 point
  26. 1 point
  27. Congratulations, thank you, and well done ED! Out
    1 point
  28. This an announcement of the RUSSIAN version. Please wait a few days more for the English version, which is under final test tonight!
    1 point
  29. im rolling on the floor crying wuaaaaaaaaaaaa
    1 point
  30. Надеюсь, не зря мумукались! Всех, можно сказать, с праздником!
    1 point
  31. Типа - финиш... Или начало продаж... :)
    1 point
  32. I don't. There are mp3's floating about on the web with recordings of me on Ventrilo... >.<
    1 point
  33. Не пойму, в чём проблема? Камрад, нарисуй "правильные" миссии/кампании...
    1 point
  34. Renato71, one of the main responsible of the group in which I reported (lockonhr.com , = CVFS = (1st Croatian Virtual Fighter Squadron)) warned me that my issue could be wrongly interpreted, and it sounds like I'm interested in cheating ... which is easily possible with the data about which I was talking. So I just wanted to state that really want to study more about LUA Export in order to involve some new functions in LockON and to make hang on with my group (on our server) even more interesting. We are currently trying out something with LOATC, but in this case, two members can not fly if the are controllers, or if they have an extra monitor and control the fly, then can't be given to any one detailed. By the way, I would ask how can I know the number of mine aircraft or anyone from the group? I mean on the number that is selected when arming the aircraft, when the skin is selected, it is possible to define the number of aircraft. Can I get it with LUA Export? Is it perhaps contained in the object ID? Regards!
    1 point
  35. My RME Multiface (sold) could not do anything besides I/O fancy routing (As all RME devices). Soon to be mine Apogee Duet can't do anything besides I/O (as all Apogee devices).
    1 point
  36. Doesn't sound like my onboard-chip at all, which is my point. Onboard sound isn't a singular set of two five-watt satellites anymore. My specific audio chip gives me 7.1 surround, filtering and so on. Basically, considering that I currently use two satellites and a sub, even my onboard chip is overkill as far as "surround" goes. Onboard graphics though... well, it doesn't even have that at all, so that's a moot point, but even there you have to remember that it depends a whole lot on which onboard chip it is. Some will actually play DCS:BS on low texture settings, some will not even boot it up. My netbook (running Intel) doesn't even have Dx10 support - though it is true that it can run more than one would expect after I overclocked it's GPU. :P Tsk tsk, you're not only generalizing the hardware up there, now you are generalizing the people. My own purchases were $200 monitor, $200 dollar graphics card, $100 dollar headset and $100 dollar speaker set. The sound is awesome. ...though when I plug either speaker or headset into my netbook, the sound sucks. Fact of the matter is this: there are many onboard soundcards that are actually overkill for a non-professional. You just need to get lucky with your motherboard selection. If my stationary computer had the same onboard sound as my netbook, you bet your behind I'd get an addin sound card. But it didn't have that. It has a very crisp 7.1 "onboard". ;) I mean come on, soon you'll tell me it's "onboard graphics" with no comment when comparing an Intel GMA950 with a chip that has an integrated gForce 9600, labeling both as just "onboard graphics"? No? Then realize that it's the same thing with onboard audio.
    1 point
  37. My first thought too, lol.
    1 point
  38. Pardon the english. AIM-9M was particularly under-powered (half range, 2/3 of RL top speed, less than 1/2 rocket burn time) compared to RL missile and was given the biggest speed adjustment. All other missile adjustments in speed are very small or none. Biggest difference is in seekers - you will find that missiles are a lot more difficult to evade when you are approaching head-on. The result is that no matter which radar missile you are using, if you have positional advantage when shooting (simple example: you are at 2 o'clock of enemy, enemy does not have you on radar), for the enemy to turn into you to attack is almost suicidal now, if you are close enough. The philosophy is that if you get into the fight with advantage and do things right, you deserve to keep your advantage - and win.
    1 point
  39. If ED has a Conscience ( :P ), which by now is pretty much a given, then One would Hope that they would at least contemplate Integration of the new DCS:A-10C Model into FC2......Hopin' that Contemplation gives rise to actual Implementation much sooner than later I hasten to Add :D To be brutally Honest, at present the Default Model for the Hog will do well likened to a Dog's Breakfast (Truth being an Absolute Defence) and I cannot help but think that Inclusion of the Default Model as standard into 2.0 can and will only detract from an otherwise Outstanding Product. Would be a Shame if this is the Case..........:cry: Maybe I should start a Poll :music_whistling: :)
    1 point
  40. I don't have r77 myself, that doesn't mean the devs dont have. There is definite info on R-27(ER) and Aim-120 yep.
    1 point
  41. Alright the game doesn't model real ECM system capabilities like jamming missile fuses, we're living with it. But why the burn-through ranges are extended? It could well be the opposite case. So, for what reasons exactly it happened?
    1 point
  42. Can someone please provide, an explanation as to why a SARH would be more vulnerable to CM vs ARH? (not based on P-27 vs AIM-120/P-77 due to the obvious age difference of the missiles, just purely theoretically) I thought with the host's radar pinpointing the target, the SARH has to be less worried about hitting chaff rather than the actual target. Thanks in advance.
    1 point
  43. I'd just like to point out the GG and Yoda were instrumental in many of the A2A improvements. They were invaluable testers.
    1 point
  44. Missile range When talking about missile max range it is important to understand what this actually means. If we keep it really simple now and skip all discussions of Rmax/Raero etc. An a2a missile that is stated to have a maximum range of 70 km can actually never fly 70 km over land and hit a stationary target. What is meant by 70 km maximum range is that if you have a target locked 70 km in front of you and fire a missile, the missile might hit if you have absolutely optimal conditions, those are: Both you and your target are flying straight towards each other at reasonably high speeds. Both you and your target are flying very high (think 10.000 m or above) Your target keeps flying straight towards you during entire missile flight. These numbers such as 70km may be given with some marigin of error, so 70 km could likely also include some small room for target maneuvering, but nothing like turning more than a few degrees. (probably<10º). The more your target diverts from the straight nose-to-nose flight path the longer path your missile has to fly. The lower closure the target has to you, the slower the closure between the missile and the target. Radar vs EOS range I don't know the range of the real systems, so I can only speak for the game's implementation. Take the Su27 for example which has both a powerful radar and EOS. Aspect and engine setting (AB flames are huge targets for EOS) play key roles. Head on you can detect targets a2a with radar up to about 120 km. (HI prf) Head on you can detect targets a2a with EOS up to about (Im guessing) 15-30 km (depending on targets throttle setting) Tail on you can detect targets a2a with radar up to about 40 km. (MED prf) Tail on you can detect targets a2a with EOS up to 30-80 km (depending on targets throttle setting) Numbers above are for standard MP fighter type targets. Bigger targets can vary by a lot!
    1 point
  45. WOW - If you're carrying this out in the rain - you're a hardcore simmer - I bow to you my friend. :pilotfly: .
    1 point
  46. Missile seeker logic can do it as easily as you can, and it has been doing it since AAMs went into mass use :) Proportional navigation is a very simple concept, though perhaps not so simple to implement in practice. Imagine you are driving down the road towards a T-intersection. From the right a car is moving towards the intersection as well. Now, you're a crazy bumper-car driver, so you want to hit him. What do you do? You make sure he remains motionless, fixed in your FOV. The angle at hiwch you turn your head towards him (We ignore the eyes) must remain steady. If the engle changes, someone has either sped up or slowed down - you adjust accordingly to freeze the LOS again. This is a very simplistic explanation of PN, but all AAMs and most SAMs use it. There are limitations like the angle to which the seeker can deflect (which may force the missile into a tail-chase eventually and it is the reason for which you should absolutely put missiles on your 3-9 line to defeat them, among other things) but ignoring all that, there's nothing stopping a missile from running a collision course on you. The technology isn't even new or new-ish. It's some of the oldest stuff in the book. If you read the stinger manual, that requires the shooter to set the launcher with initial lead and elevation to give the missile maximum range (ie. it is already launched on a collision range) because it will not have to correct on its own. The missile lead dot on the F-15 serves the same purpose, helping to conserve missile energy.
    1 point
  47. 1 point
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