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Everything posted by foxwxl
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Much lighter weight, Lower speed , make the same G limited R1 version much more maneuverable than the ER. Also it is said that ER's target is those maneuving under 5G guys
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well in the real life, R-27EM and R-27AE is a development from the R-27ER, which EM use a SARH guidence better against the sea-level missile target and the AE use a ARH guidence to improve the R-27 family. They are both said in service in 1990 , but actually no prove of that, I think they may be the abandon project. R-77 has take the place of R-27AE. And also in the real world we even not seen much pictures show R-27ERs are in combat service, usually R-27ER/ET are placed on ground at the AIR SHOW. Many pictures still show that the mostly used R-27 in current day is R-27R1 both in Russia and China......But if we put this into FC2, the consequence will be........:doh:
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How about the R-27EM? It is marked as a much longer range and improved anti low-altitude target missile in the FC1. But what we actually seen in FC1 is: R-27EM has a exectly same range as R-27ER ,not any improvement. And the EM is even much a chaff eater than the ER. The only better things is EM can pull 23G as ER could only do 18G, EM can engage a target between 10m~20m, that's all......... EM is always a A2A unguied rocket in FC1......even not having a great range than it suppose to be... From wiki, it says EM have an improved seeker.......no reason to have a even poorer anti chaff ablity...... I've noticed the screenshots that EM have a different texture with ER in the FC2, so, what do we have about EM in FC2?:D
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Yep,the AIM120 in FC1 is really an intersting missile. It has a much more reduce range and a much more powerful seeker.......... Another thing should be mentioned is ,the ANIT-JAMMING MODEL. To the SARHs the model is quite well, the Radar working status will greatlly affect the SARHs , looking down or looking up from the radar will bring a complete different thing to the SARHs. But the ARHs seemed not using this model, Seeker looking up and looking down seem not effect the PK. And some missile seemed never go for chaffs, like the AIM120 and AIM54 unless you are exactly making a 90 deg. turn heading into the Doppler Gap. Will this be fixed as well in FC2?
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Yeah, hope the FC2 give us a much more realistic BVR engagement~ And also hope we can have the FC2 soon :lol
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To a Mig or Eagle pliot,after throwing a dozen of ET/ R-77/ AIM-120 and then turn away , the WORST he got is : not scoring a kill. To a flanker pliot facing a "missile trucker", the BEST he got is :not getting killed. (Of course, the flanker is also mounted 2 ETs, but I'm rather glad ED fixed the “alien technology” ETs in FC2) That's the difference...... For a flanker pliot for over 8 years, I'm not fear to use R-27 against AIM-120s(R-27 even the EM model in FC1 is a powerful weapon if you use it wisely), we just getting annoyed by those damn "missile trucker"s , throwing ARHs everywhere and run away , and you have no way to deal with them , the best you can get is just suivived after wasting some chaffs and flares;)
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That sound's great~Cut down the scan cone of the ARH missile to a reasonable vaule is enough, that will make a lot of "WORNG USED" ARH missile kissing the ground~ When there are ARH missiles ,there are always the runners:D, we know... And another problem the ARHs get in the FC1 is the pulling G problem. If an ARH's seeker found someone , the missile will make a full G turn to the target even if the missile don't have such speed to do thus high G turn , like a 120 make a 22G turn @ 1200KM/H and this lead to some magic turns like the pic I post up there... But if the seeker has already lock up to the target, the missile often can't do enough high G turn even it has the speed....especially the aim120s.....make the missile passing 10 meters under a high G turned target...
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if you set 700 in the mission editor ,it's the ground speed ,and it is too low for the high alt. Go for full AB and accelerate your plane, until you got enough speed , then sightly go up...don't pitch too hard and it will cost you too much speed....
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I think I might understand what Forst1e is concerned about, there were too many “MISSILE TRUCK”s in the FC1, just sending out a dozen of 120, 77 or ET and just run away back to the Airfield, and the flanker have no way to deal with this kind of situation~:cry: And we always got a magic seeker of the ARHs......can make a Magic turn..:pilotfly:
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Happy New Year from China~ 2010 has coming, can't wait to see the FC2.0:thumbup:
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Mini Teaser for Flaming Cliffs 2.0
foxwxl replied to Glowing_Amraam's topic in Screenshots and Videos
Waiting for more to coming~ -
reactive your radar to make the IFF....... Or if you turn BVR mode(with radar on) into the VS mode, the radra will still on.....
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The MiGs carrys 60 countermeasures in total and they are showing together, and in LO,the FLARE and CHAFF 's rate is 1:2, so you have 20 flares and 40 chaffs. If you still have flares the countermeasure number indicator will decrease by 3(2flares+1chaff), after you spending all the flare the number will decrease by 1. Flares are droping by pair in FLANKER and LOCKON. And I hope ED can making them drop one by one, so we can have more complex programming for flare droping...
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:megalol::megalol:
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I like the new EW settings , and I'm curious the new burn through range is decided by the target RCS or My radar's power or both are effected?
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Yeah, great news ,ED!:thumbup: And some questions: Q1:What kind of Anti-cheat method will be used for the MP? Is the new anti-cheat unit able to check the playload by pylon ? Q2:Will the new mission edit have a fuction to force the player use a set playload by the map? We know in FC, even the mission is locked the MP players can still change the playload and the fuel load, if we have a playload control function ,we can make some special maps~:megalol: THANKS ;)
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Allright , if you're annoying with the SF discussing, then skip it. Back to the main subject, I didn't update the system for a very long time, remain on XP SP2. Just install the MS hotfix ,which I consider will not trouble the SF. And is it available to retrieve the hardware list by those hardware codec? If we can see clearly which hardware has been change, mybe we can prevent this next time
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No detailed informations......all the info is not clickable........Can't find out what's really influence the starforce..........It's very strange the DCS asked for actvation and the LOFC didn't. As a user for using the ED's product for so long time(LOMAC,LOFC,BS), certainly I know ED's worry for those illegal copys of their product and the use of STARFORCE. But I have to say the limations for LOFC and DCS are really too high and cost a lot of problems. Players pay for the products and still have to worry about the times that we can still use the game, that's very annoying... I have bought some other games also using the STARFOCE, but they have better solutions. They just limite the numbers of activations for every year. Like 8 times per year. This is enough to prevent those illegal copys and not trouble the customers too much. Wish ED could have a change on starforce.
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Serial Number: XXXXXXXXXXXXXXXX Product: Black Shark Company: The Fighter collection Activated: Yes Number of activations has been exceeded: No Blacklisted: No Expired: No Type: Release Number of activations used/total: 2 /8 Time parameters Serial Number parameter Value Serial Number lifetime: Unlimited Time between activations: Unlimited First activation date: Unlimited Serial Number expiration date: Unlimited Activation key lifetime: Unlimited Total operation time of the application: Unlimited Advanced parameters Serial Number parameter Value Level of binding to computer: Medium Number of machines: Unlimited Functionality restrictions Right1 Disabled Right2 Disabled Right3 Disabled Right4 Disabled Right5 Disabled Number of runs: Unlimited Regions allowed for activation: All regions User-defined parameter: Unlimited Parameters marked out with italic are not available for the version of this protection project. In order to be able to use them, the project has to be updated to more recent version of the protection. Hardware Code PNU2X-MU8VT-9B6GU-Q59LY-HF5G6-JEK2M-5MEB License state Activated Activation Date May 05 2009 13:01 Region China IP 58.39.171.XXX Activated by SMS No Hardware Code 7W2JP-Z82NR-GGU8Z-JHJYP-EGA9A-YVWCK-GEEL License state Activated Activation Date Oct 26 2009 12:18 Region China IP 221.239.230.XXX Activated by SMS No Number of the serial number's activations used: 2
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No...I haven't brought my cell phone connected with my computer at that time.... But as you remind , I just remember that I have my PSP newly connected to the PC serval days before the activation , but it is not connected to the computer at that time either...... Does the DCS's starforce recgnized the PSP as a NEW HARDWARE?! :shocking:
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In additional, for the same time and the same computer, my LOCKON FLAMING CLIFFS 1.12A(WEB) does not asking for another activation. That's really a strange thing....Does anybody knows it?
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Hello.. I'm a user of the ENG version DCS. I have install 1.01a and everything is OK, but after some time not playing ,and I saw the 1.01b patch, then I install it and try to run the game.....and the DCS call me to active the game again for the hardware has been changed. I'm using a notebook, and I'm very sure that none of the hardware has ever been change seen I brought the notebook.Also I've active the game again with lost another time of activation, I am very confused why that happen? As we all know the DCS don't have many times for activations, I don't want to lose the activation times again without any reason... So why did that happened? NO changing hardware; NO reinstall the system; NO reinstall the DCS, I'm very confused...:doh: