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Brit_Radar_Dude

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Everything posted by Brit_Radar_Dude

  1. Really nice skins Mate !!! What is that smiling bear saying?
  2. Actually it's Biatching Betty and Nagging Nadia :music_whistling:
  3. I've worked on command and control systems way back in the 1980's that would allow target position data from EW radars to be crosslinked to SAM systems to give them advance warning of targets. Furthermore, such information could be useful in planning a SAM engagement, i.e. the SAM site could stay silent until a target was within the no-escape envelope. Obviously not modelled in Lockon, but wouldn't it be nice.....
  4. Seems to be temporarily down for me too. I'm sure Thomas will be around with info soon...
  5. Sweet. Tried to Rep you for this update, but I gotta spead it around some before I can...
  6. http://forums.eagle.ru//showthread.php?t=27889 Check out this thread. I'm sure that a couple of MiG25 skins were included in all the stuff that Mizzy did......
  7. A util that many folks use to shut down un-needed stuff is fsautostart http://kensalter.com/downloads/fsautostart-v-11-build-11/ I like it because it allows you to launch your Flight Sim plus other stuff eg TrackIR from within it, and it restarts all the stuff that it shutdown after you exit the Sim.
  8. Another thing to consider is the number of units you have firing, whether they are individual units each in its own group or if they are all in one group, and how many targets they are firing at and whether those targets are individuals or all in a group. I was having problems with some Bereg naval artillery units firing at a ship. I could not make them do what I wanted, only one Bereg seemed to fire, so I decided to do some tests. I set up a GROUP of three SAU Beregs, targeted at a ship. Only one of them (1 of 3) fires on the ship. If I add a 2nd ship target (a smaller ship so it will sink faster), then 2 Beregs fire, one at each ship. As soon as the smaller ship sinks, the 2nd Bereg (2 of 3) stops firing. Similar with 3 ships. Then I changed it so that the Bereg's were each in their own GROUP (1 of 1), and of course it takes longer to target each of these on the single ship target. Now they will all open fire on the ship. With two ship targets, they all fire at the first ship till it sinks, then all swap their fire to the second ship. So to sum up all that I deduced, if you want some arty to bombard a town/airfield to add colour to a mission, 1) target a co-ordinate, so the arty keep firing until the ammo runs out. If you target a building, once it is destroyed, then the arty stops firing. 2) if your arty is all in one group, then have the same number of targets as arty units to ensure each arty in the group has a target to fire at. 3) if you mix the arty types (bereg, msta, nona, etc) then they fire at different rates and looks nicer.
  9. Most likely reasons for your GRAD not firing are:- 1) Not setting an ATTACK waypoint and a target using the TARGET button. 2) Too far away - beyond maximum range, too close - inside minimum range. 3) Not within angular limits, GRAD will only fire at a target within a certain angle from the way it is facing see details below. Occasionally I've had problems with rockets firing at a target directly in front, but that might have been range probs - I recall IronHand telling me GRAD and SMERCH will fire over the cab. So you need to experiment with the placement of your units both in distance and in regard to which way they are facing. Here is a bunch of info that I've deduced / collected from various forums including some stuff I got from a guy called JEFX. It may help you with artillery / rockets in the Mission Editor. OK, this is all stuff that I scribbled over the last 3 years in my Lockon notebook, hence some in km, some in Nm, so apologies for that. ROCKETS Smersh, Grad will fire a spill taking 40 secs / 20 secs respectively then will reload (about 15min?) before firing again. ARTILLERY Gvozdika - 6 rnds per min Akatsia - 4 rnds per min Msta - 8 rnds per min Bereg - 10 rnds per min Nona - 8 rnds per min Max ranges Smersh 70km Grad 20km MLRS 31km M109 15nm SAU Berg 18.5nm SAU Gvozdika 15nm SAU Akatsia 15nm SAU Msta 15nm SAU Nona 5.5nm Naval Ticonderoga 14.5km Perry 14.5km Moscow 20km Neustrashimy 21.5km Rezky 21.5km Albatros 6km Molniya 15km Tanks - all 2400m APC cannon - all 1000m APC missiles M2 3000m (7 shots) BMP3 4000m (9 shots) BMP2 4000m (5 shots) BMP1 3000m (6 shots) BMD1 3000m (3 shots) AA against ground targets Shilka 1800m Gepard 2900m Vulcan 2800m Avenger 1300m Tunguska 1400m JEFX extra info Some units have a minimum distance (under which they wont shoot): MLRS has a 5 km. min. (30 km max) and a reload time of 9 minutes GRAD a 10 km min. and a reload time of 8 minutes SMERCH has 20 km minimum dist. and a reload time of 15 minutes I am not sure but I think that the BEREG has a 10 km min too? (still need to try?) Then, some units have angles limitations: MLRS (I think some limitation but I havent experimented with it??) SAU Nona : only 35° Left and right are possible GRAD : only 120° Left and 60° right BEREG : only 120° left and 120° right SMERCH : only 30° left or right Artillery supplementary data (experiments made June 11, 2007) by JEFX GROUND ARTILLERY -All ground artillery units shoot their maximum number of rounds in 2 bursts (one big one and one small one), separated by approx 1’30’’ of waiting time. -All of them take approx. 40 minutes to reload, ad infinitum.-All of the SAU family shoot approx. 8 rounds/min. while the M109 is roughly only one round/min. -All three multiple launchers have been discussed before.Here is the number of rounds for each artillery unit between reloads : SAU-Msta : 50 rounds SAU-Akatsia : 46 rounds SAU-Nona : 25 rounds SAU-Gvodzika : 70 rounds SAU-Bereg : 48 rounds M109 : 56 rounds SHIP ARTILLERY -All ship-based artillery units have the same behavior : they shoot a 41 rounds burst, wait for a variable number of seconds, (see below) and shoot 41 rounds again, this pattern repeated a total of 5 times (except for the Perry, 4 times). For some of them, the last time is a smaller number of rounds (about 10). Then they all stop to shoot forever… -All of them shoot at an approximate rate of 1 round/second (some faster, Molnya and Albatros, most of them a bit slower than 1 round/sec)Here are the peculiarities of each of them and the number of seconds between 41 rounds bursts: Oliver Perry : 30 sec. wait Ticonderoga : 30 sec. wait, 2 cannons simultaneously (one at the bow, one at the stern) Molniya : 30 sec. wait (shoots faster) Albatros : 13 sec. wait Neustrahimy : 45 sec. wait Rezky : 45 sec. wait, 2 cannons simultaneously (side by side at the stern)Moscow : 45 sec. wait, twin barrel cannon
  10. Finally got around to trying out the fire effect..... A couple of points - I now seem to get a orangey brown smoke whenever I hit a ground target. Looks kinda nice, is this part of the Mod? When ships are burning the flames look just awesome!! I also get the same effect momentarily when I hit a vehicle, then it explodes and I get the standard (rubbish) flames. Is there a way these flames could be replaced also?
  11. Lighten up, it's just a movie! Its purpose is to big-up the AdA Mod (which to be honest is a superb piece of work and needs little promotion)......
  12. No, it cannot be done. The code that makes it possible to work was only added by the Dev's in Flaming Cliffs. Get FC, it is real cheap nowadays....
  13. Umm, Mizzy is actually a girl :music_whistling: Can't wait to check out this stuff. Hope it has those cool fire effects she posted screenies of a while ago.....
  14. Yep, that's what happens when you use the humancockpit=yes Mod. Any AI jet that you fly using this Mod will have the power of the default Su-27, thus big jets fly like bricks and small jets (like F-5) fly like a rocket sled. The Devs added the code in FC to allow this Mod to work at all (it wont work in v1.02). The reason that the Mod was introduced was to allow movie makers to have more control over "AI" jets in the air when making movies.
  15. Sorry to contradict you, but they do exist as noted above by GreyStork - the AN/ALQ-144 he mentioned has been around forever! (Its predecessor was the ALQ-132 and that's even older - it was used in Vietnam in the 1960's) ALQ-144 was developed while I was still at school in the 1970's. If you bother to google a bit I'm sure you can find a description of how it works (hint - it is all about how you can fool IR missiles that use rotating reticle techniques for their guidance). The ALQ-212 is more advanced and uses a high powered laser (2000+ watts) to blind the seeker of the IR missile.
  16. Running lights and deck lights, I think will switch off at 7am?? ie once it is daytime, the same as the lights in buildings such as apartment blocks. The exact timing might dependent on the seasons....
  17. Yes, it is for my v1.02 installation. Thanks TekaTeka, I kinda remembered that it might have been a tweak from you! But I wasn't 100% sure.....
  18. Really nice video Lothamroth!! I liked the part with the binoculars - nicely done. One problem, the text was very difficult for me to read, so I could not read the credits of which Mods were used, etc.
  19. A long time ago I remember reading a thread about changing the level of detail on the ME map, so that you could see roads, rivers, villages etc much sooner as you zoomed in on the map. Had to reinstall and have lost that tweak. I don't seem to have made a note of that tweak in my Lockon notebook. Can anyone recall what that tweak was?
  20. Yes, that's the article! I just wish I could find where I put the magazine in the house....
  21. Really nice skins MiGgressor. I have a copy of Air Forces Monthly magazine (somewhere in the house, I just cant find it!) that had an article on Peruvian Air Force and I am sure I recall some Su-17 photos with the same Tiger paint.
  22. I'd be wary of thinking BS is almost out. A video interview with Jim Mc of the Fighter Collection talked about Summer 2008. As for availability of Lockon, you can get it now for a few dollars, why not get it now? Yes, FC is an expansion pack. Yes, you need Lockon as a base to install FC on top of it. No, FC does not come with LO basic in it. However a publishing company called Evolved Games did a GOLD pack called (imaginatively) Lockon GOLD. It has 2 CD's - 1st CD is Basic Lockon and 2nd CD is FC. Initial manufacturing run by Evolved had a borked 2nd CD and folks had to order a replacement from Evolved. There may well be some of the borked GOLD packs still out there on the shelves, so buyer beware. One unfortuanate issue was that the problem with the borked CD appeared as if it was a StarForce problem (it asked you to input a keycode that of course you didnt have). But it wasnt a StarForce problem at all, it was a disk manufacturing issue. Nor was it the fault of Eagle Dynamics (the Developers of LO and FC), it was all down to Evolved. But from what I've read on the Forums, Evolved were not too bad at getting replacement CD's sent out, depending on where you lived in the World of course....
  23. I think Konkussion is correct about the automatic change to radar alt. Don't forget that if you are banking at a large angle you will lose the radar alt (in both US and Russian I think) since its antenna isnt pointing directly enough at the ground and it'll swap back to baro. That can lead you to fly into the ground if you are not careful....
  24. Sorry I can't help Rich. I do recall reading posts about this issue in the past but no idea where. Don't expect too much sympathy from me though, I'm still green with envy after seeing your awesome widescreen setup :cry: Hope you're keeping well, B_R_D
  25. Admiral K is different from land airbases, if you choose "start in parking area"" it will still start you on the ramp. Annoying I know. I would like to start at the back of the ship and taxi to the takpff point, that woul dbe more fun. I guess there must have been a reason why they did it the way they did. You might try setting different times for your aircraft, a big enough time gap to allow you to take off before your mate spawns? As for AI B-52 attacks - have you placed the Attack waypoint a good distance from the Target? The bigger the aircraft, the further away I find the Attack Waypoint needs to be to allow the jet to get into its attack profile. If the AI are firing a missile rather then a bomb, then even further away! I am not saying this has happened to you, but the main reason I find for no weapon release is because the AI has no weapons. I always double check that the AI have weapons loaded, changing the AI TASK can zap the loadout to EMPTY again, I am doing this all the time. With most AI you can run the mission, and F2 to each AI jey and check they have weapons on the pylons, but for some AI with internal bomb bays that isn't possible.
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