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Everything posted by Robin_Hood
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I understand MAX is max A/B setting (as opposed to MIL), but what is A/R ?
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Thanks, I'll try that, even though I would have liked it better if it could be adjusted text-wise. Does that texture only affect smoke pods ?
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I was wondering if it is possible to adjust the density of the smoke from the AIM-9S or R-73U. I tried to change the "alpha" value in DrawInfo.lua, where you set the color, but going from 0 to 255 didn't make a big difference. What I'd like to have is a very light black smoke, like the one coming from the engines of old aircrafts. If there is another way besides smoke pods, it could be great also. I'd rather not modify any missile smoke or such, so .tga files shoudn't be much of a solution. Any idea ?
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Yes, they do, except for the refueling part.By the way, even AIs won't refuel in a Tomcat or Hornet. And, sadly, refueling doesn't seem to work for playable F-16s (though it works for AIs).
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You will never have metric units on a US plane ;) Russian planes will be in metric, though. Also, US planes have autopilot during refueling, so once contact established, you shouldn't touch anything. Be careful, it doesn't work when there is wind
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From my understanding, he doesn't use an axis to slew TDC, but rather coolie hat buttons. I haven't tried if the patch makes any difference for me yet.
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Patch 1.2.1 for "LockOn: Flaming Cliffs 2"
Robin_Hood replied to Ulrich's topic in Lock On: Flaming Cliffs 1 & 2
Flaming Cliffs 1 was Lock On 1.1, so it sounds normal that Flaming Cliffs 2 would be Lock On 1.2 ;) simulator.exe version seems quite confused, though :megalol: -
Patch 1.2.1 for "LockOn: Flaming Cliffs 2"
Robin_Hood replied to Ulrich's topic in Lock On: Flaming Cliffs 1 & 2
It is quite possible to take 13 instantaneous Gs. Sustained Gs would be a problem, however. Great that the patch is out :thumbup: -
- Yeah, as far as I know, only the Su-25T cockpit will allow you to use ARMs. And I think it has to detect the presence of a Fantasmagoria pod - works on the Su-39 and the Su-24M, apparently - I took a look at the Harrier. The Weapon release key is simply not activated - must be a small overlook ;) BTW, there is also A/G mode missing on the F-4E (already pointed to little dog)
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Check out Config\Input\View\server.lua The original will have a section looking like that : --local old_aircrafts_6DOF = {x = {-2,2},y = {-2,2},z = {-2,2},roll = 90.0} -- {x = {0,0},y = {0,0},z = {0,0},roll = 0} local old_aircrafts_6DOF = {x = {-0.02,0.05},y = {-0.03,0.03},z = {-0.03,0.03},roll = 90.0} limits_6DOF = {} limits_6DOF[PlaneIndex.iSu_27] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iSu_33] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iSu_25] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iSu_39] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iMiG_29] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iMiG_29K] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iA_10] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iF_15] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iKA_50] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0} Change the values back to old_aircrafts_6DOF to revert any 6DOF mod ;)
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Questions on AWACS in FC 2.0 ?
Robin_Hood replied to Majesco's topic in Lock On: Flaming Cliffs 1 & 2
I think it gives datalink for equipped aircrafts, but I'm not sure if they come up on the radio -
It has been done. The mod is awaiting validation on LockOnFiles
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In FC1, there usually can be only one (1) flyable aircraft mod. This is because of the file MEinit.xml, which is a one-file-for-a-lot-of-thing, and every pair of mods that changed it have to be made compatible, or to be installed manually ;)
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Questions on AWACS in FC 2.0 ?
Robin_Hood replied to Majesco's topic in Lock On: Flaming Cliffs 1 & 2
Yeah, if you ask for nearest contact, cross-check the info with what you know about the bandit (bearing, estimated altitude and such). If you're flying a russian plane, just check the datalink. The one big advantage russian planes still have in FC2 ;) -
Be sure to try refueling F-15s, A-10s and Su-33 - others won't refuel. And, sadly, during beta, there seemed to be very strange issues with refueling. One day it worked, the other day nothing happened... I don't know how it is with the last version, but if the problem is still there, I would really like someone to find out what can possibly cause it. For the record, F-15s, A-10s and Su-33s all have been refueled successfully at one point or another (only one time that I know of for the Su-33 though)
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Please, report any bug or problem here ; patches will no doubt follow shortly to correct them ;)
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By the way, you can now choose which cockpit you assign to an airplane ;)
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Well, he's talking about a mod, you know;) Jack_Bauer: be patient, final version of "extra Flyable Airplanes mod" should be released in no time. Then you should be able to fly the MiG-25
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In fact, F-15 cockpit does support a limited Air to Ground weapon employment. Rockets work like a charm, and dumb bombs work with flaws (all bombs released at the same time). You just have to activate the key for A/G mode (Config\Input\Aircrafts\your_aircraft\keyboard\default.lua) ;) Or, you an change cockpit in Database\Aircrafts\_Common\CustomHuman.lua ;)
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Not sure if it's possible. Maybe the game needs to recognize presence of a Phantasmagoria pod (since it worked for me in a Su-39). I will give it a try ;)
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Hem... Sauf que l'AGM-114 est à guidage laser :music_whistling:
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The compatibility patch will be a Black Shark patch. So this patche would more likely be correcting issues like flaps drag coefficient, low-mach F-15 performance, maybe some sound issues due to the brand new sound-engine... ;) And my guess would be, yeah, 4 weeks fromthe moment the patch is ready. Which unfortunately still makes a little while to wait (I'm all FC2 already, but some people just won't buy download version)
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A-10 cockpit is fine and will be used for dedicated Air-to-ground NATO planes. The question arises for fighter/attack planes
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I definitely would love to see older AAAs and SAMs ;) I don't know if and how it can be done, though