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Guard

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Everything posted by Guard

  1. Just refine the mission that is used for gunzo by making the fighters spawn 1 mile or even closer to each other, then fuel dumping will be useless.
  2. I think this is a quite useful tool, because u can see who is talking on comms while u are in the game. The link: http://www.voice-overlay.info.ms/
  3. there u go. SU33 vs AI F-15 test.rar
  4. So releasing a lot of chaffs and flares very quickly is a cheat? I remember in the video "fighter pilot: operation red flag" those f-15s released 20+ flares in less than one second before they merged with those aggressors f-16s.
  5. Guidance from the launching aircraft after the launch is not indispensable, since the aircraft passes data to the missile just before launch, giving it information about the location of the target aircraft from the launch point and its direction and speed. The missile uses this information to fly on an interception course to the target using its built in inertial navigation system. So if the target aircraft doesnt change its direction and speed, there will be no difference for the aim-120 whether u keep tracking the target until "pitbull" or just unlocking after the launch. Keep tracking the target and giving the missile periodic updates about target's information is only necessary when the target changes its direction or speed.
  6. The extremely long one looks really cool.
  7. "NEZs being useless" doesnt equal to there is no NEZ in the game, since the definition of NEZ has nothing to do with how people can stay alive in NEZ with the help of countermeasures. And I find it hard to agree with "just pop a couple chaff and you're safe", IMHO it is harder than that. Maybe u have some special skills can be shared? About the whole point of staying the hell out of the enemy's NEZ, I dont know about other players, but I do try to keep some seperation between the threat and me. And from my online experience, very few targets get into the NEZ of my AIM-120, some of my enemy are dead before they get there, some of them turn and outrun my missiles after they fire theirs. The point is that online I havent seen many violation of the rule of staying out of NEZ, some players do not intend to break that rule, many players are dead before they can do it.
  8. Indeed in the game AIM-120 ( I dont have much experience with other missiles) has problems with dealing low flying and beaming targets, but it is nothing strange that the small on board radar doesnt do well, since quite often in the game the powerful APG-63 cant see targets like that. IMHO the low performance of missiles in the game is actually because of 3 things- very small NEZs, powerful countermeasures and very good virtual pilots. The first two of them can be changed, but there is nothing u can do about the last one. In all the online games that I've played, there allways are players who can do amazing things after a lot of practice. Some virtual pilots will always find unrealistic ways to defeat missiles no matter how they are modelled.
  9. The tail numbers are not shown on my computer.
  10. thx for reply. My computer is not very powerful, so I think 1024X1024 is the way to go.
  11. A 24bit 2048X2048 skin has a size of 12mb, I wonder whether using such huge files will hurt FPS?
  12. IMHO going vertical works great against any AI fighters. Here are two tracks.
  13. Very evenly balanced? First, the battlefield is in the mountains, and I believe we can all agree that F15s suck in those hills. How can u call it balanced when the terrain of the battlefield is one side's nightmare but the other side's dream? Second, the SAMs are very different for two sides. Near the frontline, the red side has Tors, while the blue side has Avengers. The range of Tor is nearly 3 times as long as the range of Avenger, that is why blue fighters get engaged by multi-SAMS, while those Avengers cant even cover the whole area, leaving holes in the blue air-defence system. Third, IMO, those Su27s are no way help for F15s. I'd rather hear the SAM launch warning for ten times than to hear the warning when a Su27 turns on his radar behind me. I dont know whether he is friendly or foe, but I do know there are bandits who can come from behind by flying low in the northern white mountains, which are covered only 2 Avengers. Having Su27s on blue side only makes F15s keep turning around to IFF, and things get much worse when quite a few Su27s flyers love to jamm.
  14. I was the one who made that comment, and my mind hasnt changed. When I play the campaigns in F4AF, I am trying to win a war and what I do does make a difference, but when I play Lock-on, it is all about fast paced aircombat against human players ( which I think is some kind of airquake ). But on this new mini-war map ( which I call SAM-town map ), things get really boring. Migs are huging the rock and the SAMs, while F15s stay back because they know they are goona get screwed if they go into those moutains. In half an hour, I barely have any chance to shoot someone, but in the same time, I have heard the SAM launch warning more than a dozen time. The formerly fighter-town was great, but this new one only gives me stomachache.
  15. Off, IMHO. The kneeboard mod is easy to get and not hard to make, if u have photoshop. I have my own kneeboard mod for flying on the 169th squad's server, and it took only minutes to make.
  16. I find beaming very unuseful, because I will lose the lock if I try to put the bandit on my 3 or 9, but the banidt will be able to lock me again if I am not doing a perfect beaming, or eve worse, he got me locked in the EOS. This tactic only works if my missiles can hit that bandit after I beam, which never happens. If I use this tactic online, I will be totally defensive, and have to run if I dont want to die.
  17. Hi, Black, it is really nice to see a member of the Warclouds community. Thx for the info on that french website, however I am not totally unfamiliar with the radar thing. I did spend some time in F4AF and I have read the long manual many times and I understand things like TWS and RWS. I even did an experiment about the princip of the radar in the college labor a few weeks ago. What I dont understand are weird things that happen online, which I havent seen in F4AF or read on any manuals. For example: Sometimes I have trouble with locking the bandits even they are only 20 nms away. I hit the "tab" key, the radar trys to lock and somehow shows the information of the target for like half a second, then it goes back to RWS. In other situations, I suddenly lose a lock even in a look up STT. I wonder is there anyway to deal with these problems. I need a solution badly because I am totaly in despair when flying on the vvs504 server. I dont have much problem with getting shot down many times but having huge difficulty in shooting back makes me feel terrible.
  18. Yeah, I am the Guard flying on Warclouds, and what is your callsign on warclouds?
  19. Good to know, however I am already using an A10/Su27/Su33 Weapon Mod v1.1 made by Shepski, it is allowed on your squad's server? If not, sorry for using it, I will uninstall it and not use any mod in the future.
  20. Thx for replys. 1. Ok, the T-speed on the MFD is infact indicated airspeed, got it. However I wonder are the Target TAS and Closure that being showed on VSD also indicated speeds or true airspeeds? 2. I know reducing the azimuth scan to 30` will provide faster target updates, but what happens to me a lot is that I lose the lock even in a STT, so I dont think to reduce the azimuth scan to 30` will help me. Maybe I should start flying on the deck in the future, hope it helps. 3. So there is no solution, then I have to live with it, just hope the friendly ACs keep their music off. 4. Sorry I should have explained more clearly. The thing is that I find the AIM-120 just doesnt work against the Su-25T. AIM-7s sometimes do hit, but I dont want to waste them on the frog, because I need them in WVR and I can only take 4 of them. 5. IMHO the only advantages that I've seen about the AIM-120 are 1) it has a longer range. 2) the bandit will receive no warning if the AIM-120 is fired in TWS, however these 2 advantages are not important, because 1) an AIM-120 that being fired beyond 15nm almost never hit the target, 2) the russian fighters will know where the AIM-120 is when it goes active so it is not hard to dodge it. So the AIM-7 is better. I hope I can take more of them, but it is a cheat if I change the files of the game to take more AIM-7s, right?
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