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LawnDart

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Everything posted by LawnDart

  1. This may help too: http://users.skynet.be/bs999158/LomacDownload.htm Does anyone know if someone is working on airport diagrams for the newly added FC2 airbases?!
  2. Very cool! :) Just FYI, the in-game coordinates (LAT/LONG) are off compared to the mission editor in FC2 as well, roughly by an amount close to what your pictures show.
  3. Totally missed this. Nice shot! :) Now, wouldn't it be nice if the ME allowed you to place the "client" jets like this for startup and not just "static objects"!
  4. Oh, I never looked... (and I'm not on a FC2 puter ATM so I can't check), but it was the same as FC1 for me. I just had to make sure to press R-shift first. It wouldn't work if you press * first then R-shift...
  5. Who said "the end of the era of gimbals and potentiometers" meant the stick doesn't move. ;) The HW doesn't use a force sensor stick base.
  6. Bump. Anyone using the efA MoD successfully changed the default view angle of the (F1) cockpits of their aircraft?
  7. I've spent hours on end trying to figure out how to get client planes parked together on the ramp. I've done several tests swapping client slots and placing static objects in undesired parking areas, but the spawn order seems random somehow when the objects are first added in the ME (even if they retain their spawn points from then on, there's no way of choosing the initial ones when adding each air group). I tested a mission with as many client slots as the airbase would hold and figured out which air groups were together on a ramp, but after changing those air groups to the type of jets and paintschemes I wanted they'd spawn between a taxiway and runway (on the grass) and blow up when starting the mission (FC2 bug?!)... :wallbash: The only airbases I've managed to successfully spawn all jets in order on the ramp are Anapa, Guadata and Kobuleti and not because I did anything differently, just by the random spawn points set by default. There might be other airbases, but I haven't tried them. This along with transparent models and all the flaws in the ME has to be one of the most annoying things I've found in FC2. Has anyone else found a workaround for not spawning in the parking areas or bunkers, but instead together on the ramp?
  8. Works for me if I press and hold R-shift first, then * (however, it only works forward, not backwards).
  9. Since Ubisoft owns the publishing rights to LOMAC, any expansion unfortunately has to be called "un-official". FC is not Ubisoft's intellectual property. (Bottom line: ED developed all of it, so un-official or not... that's official)! ;)
  10. http://forums.eagle.ru/showthread.php?t=53339
  11. You need to simply place the .zip (or .rar) files in the "addon_fc2" folder and fire up ModMan to install them. ModMan will do the rest!
  12. Great news! Finally a perfect one stop shop solution for new comers! :thumbsup:
  13. Hehe... I'm sure it is, and I wouldn't know! :D Actually that's pretty much what I was trying to say in my previous post, except in the western world the transition altitude is FL180. I didn't know that Russia and the CIS use mainly QFE though, it's not very common here (except for some military and/or aerobatic use). With the risk of being too detailed (and giving MadTommy more abreviations that will make his head really hurt ;)), here's a quick summary of the Q codes: QNH (mnemonic "Nautical Height") = used below FL180 (in the US). Will cause altimeter to read airport elevation avobe MSL (mean sea level). QNE (or standard) = used above FL180. (Will cause altimeter to read altitude above the reference plane of 29.92 inHg, 760 mmHg or 1013.25 mbar, known as "standard"). QFE (mnemonic "Field Elevation") = rarely used in the US. Will cause altimeter to read zero at airport elevation.
  14. That looks like an F-15C TAC demo... if so, he'd be roughly at 380-400 KCAS entering the turn.
  15. Normally you'd get an approach vector such as: "Enfield 11, Batumi Approach, 9 miles from (insert fix/waypoint name), fly heading 290, maintain 2,000 until established, cleared ILS runway 13". This then means you'd fly that heading until intercepting the localizer. You'd maintain 2,000 feet until intercepting the glideslope (from below). Now, if the game vectors you directly at the IAF (which isn't common practice in the real world), you'd have to be at glideslope intercept altitude which typically is 1,500 AGL (~5 miles from the runway). Similar to pattern altitude, but not the same. A typical ILS glideslope is 3 degrees, which is about 318 feet/nm, hence ~1,500/5nm for most IAF's. Also, runways are named by their magnetic headings. For example, runway 04/22 at Anapa has a heading of 041/221. Runway 08/26 at Kutaisi has a heading of 074/254. You can look up the exact headings in the F10 view by clicking on the airport symbol. Sorry for all the babbeling, but phraseology in FC2 insn't its strong suite, although I'm sure the ILS itself works as expected.
  16. That phraseology is somewhat poorly written. I'd guess they mean the airport is on a bearing of 298 degrees and 9 miles (or possibly the IAF - Initial Approach Fix)?! QFE also isn't used to set your altimeter below FL180, QNH is (at least in the states). Don't feel too bad for not quite understanding, there's a bit of guess work involved in understanding that sentance (even for someone who flies airplanes for a living). ;) Normally you'd get a vector clearance: "Enfield 11, Batumi Tower, fly heading 290, airport 2 o'clock 9 miles"..."Enfield 11, Batumi Tower, make right traffic runway 13, altimeter 2986" etc. Pattern altitude for jets is typically 1,500 AGL (above airport elev).
  17. Maybe if you hadn't dug up a thread almost three years old the image link would still work! :music_whistling:
  18. Aside from the AFM's (Ka-50, Su-25T) a curve of 30-50% is most commonly recommended by most pilots for your joy-y and joy-x. This flattens the curve near center and makes it steeper near the edges of the pull (in other words, more precise near the middle and more aggressive near the full deflection area). The most critical spot is the "elbow" on the curve, where it changes from flat to steep. Too much one way or the other will be difficult to fly.
  19. It's a well orchestrated symphony of control inputs in ALL axes! Basically the longer your "arm" is from the Leader, the more pull (or float) you need, in addition to more rudder and greater power changes too. You bank angle is merely used to match the same angle as the Leader's while you FLY your plane around him in a larger circle (while in formation of course). :thumbup: :pilotfly:
  20. You're welcome! ;)
  21. Skete, Are you using any curve for your joy-y and joy-x in the options? (It's found under "axis tune" for each axis/aircraft). With the AFM's (Ka-50, Su-25T) it's recommended to use a linear curve (i.e. no curve), but for the SFM's (incl. the A-10A) you ought to add a curvature of 30-50% for your x-, y-, and rudder inputs. Could that be why your jet feels so twitchy?
  22. Has anyone managed to get all aircraft to spawn lined up on a parking ramp at any of the new airports in FC2? Placing static objects to occupy spawn points won't work since you cannot place them inside bunkers, which means your client controlled airplanes can still end up inside of one. I've unsuccessfully tried adding the same number of clients planes as the airbase will hold (total # of parking areas) only to find that when I change the aircraft that spawns where I want it to be to the correct type and tail #, it sometimes spawns in a "non-spawnable" area on the base (such as the grass between a taxiway and the runway) and explodes upon mission start (bug!). This is incredibly annoying. I've successfully parked the jets only at Anapa and Kobuleti so far (by virtue of the parking ramp being used by default at those locations). While building a mission for Kutaisi or Tshakaya for example, I've yet to be able to place the jets on a ramp together anywhere. Maybe I'm missing something simple here, but has anyone else figured this out yet? @ED, please add a feature in the ME that let's you choose which spawn point for each jet to use on each airbase!!! This is just ridiculous...
  23. Not sustained... Most combat birds of this era have sustained roll rates in the 200's (dps). The A-4 and T-38 are two planes known for fast roll rates, but you'd have to factor in whether it was instantaneous rates, roll coupling or a sustained (and controlled) roll rate.
  24. Thanks! +1
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