Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 13 [14] 15   Go Down

Author Topic: F-4 Phantom II - Version 3.3 - 20181001  (Read 74071 times)

0 Members and 1 Guest are viewing this topic.

Reclo102

  • member
  • Offline Offline
  • Posts: 11
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #156 on: April 07, 2019, 08:55:39 PM »

I did it at about 1000 meters so ok

Thank you for your help.
Logged

steven197106

  • Observer
  • member
  • Offline Offline
  • Posts: 1626
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #157 on: June 08, 2019, 01:23:07 AM »

Could we get an update on weapons with the AIM-4 Falcon missile on the F-4D,F-4E.

Logged
i7-5820k CPU 3.30gHZ, 16 GB ram, RTX 2080 Graphic card, 49" CHG90 QLED Gaming Monitor, VKB- T-Rudders Mk.III pedals, VPC MongoosT-50 Flightstick with VPC Desk Mount, VPC Extensions Set with a thrustmaster warthog grip on the stick, saitek TPM System, thrustmaster warthog throttle,

epicgamer2010

  • member
  • Offline Offline
  • Posts: 23
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #158 on: December 22, 2019, 01:42:26 AM »

Excuse me Vega apologize for this silly question even though it was said when v2.0 or .1 of the F-4 came out that it had single, pair, salvo, and train bomb modes. But in v3.3 does the f-4 still retain all 4 bombing modes? If so why can't i get the option to use the train mode on the all f-4's with any bomb load from 4 to 24 bombs per plane even with/without cc f4oboe/oboe even with clean reinstall. If possible is there a way it enable the aircraft to have the train mode option if so what folder(s)/file(s) do i need to edit and on what lines. thankyou and awesome work on this jet its still one my favorite jets
Logged

bigans

  • member
  • Offline Offline
  • Posts: 220
    • Maw-Superaereo
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #159 on: April 06, 2020, 06:15:15 PM »

Thanks Guys for your efforts, the FM is for me Awesome, I am able to TO and LNG on a moving carrier, even with no wind.

A question about Sparrow. I shot 3 after that the WSO told me where was the enemy and told me SHOT...not one on 3 hit the target. Then I jump at his six and the last Sparrow was depleted after the launch, even if I was 3,6 km/2 miles far. While the Sidewinder worked fine.

What I missed? Did I have to lock enemy and what's the right procedure? Is there a working IFF?

During a multiplayer mission I manage to shot down a friendly plane, with Sparrow, even if the WSO told me SHOT.

I'm referring to mission created with BAT version 3.8.2.

Thanks for the answer.

epicgamer2010

  • member
  • Offline Offline
  • Posts: 23
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #160 on: April 07, 2020, 12:29:31 PM »

A question about Sparrow. I shot 3 after that the WSO told me where was the enemy and told me SHOT...not one on 3 hit the target. Then I jump at his six and the last Sparrow was depleted after the launch, even if I was 3,6 km/2 miles far. While the Sidewinder worked fine.

What I missed? Did I have to lock enemy and what's the right procedure? Is there a working IFF?

During a multiplayer mission I manage to shot down a friendly plane, with Sparrow, even if the WSO told me SHOT.

I'm referring to mission created with BAT version 3.8.2.

Thanks for the answer.
question. did the wso said above target, dead ahead, or below target; i.e. WSO: target 30,000m left 5* slightly above.
why because when i fly the f-4 even though the aim-7 are semi active radar guided it guides more like micopulse aim-7s but to me its same thing that when you fire these from what i've expereniced in game even though it isn't bat is when you are 40km to 20km you need to be below the target. When within 3-5km to 20km you need to be slightly below or dead ahead either on the 12 or 6 o clock of the target however this is only good if the target is bombers. with fighters i would just recommeded fire while below the target from 40km to 25km then switch to sidewinders and gun if using f-4e or you have a gunpod for the rest of the dogfight. hopes this helps bigans.
Logged

bigans

  • member
  • Offline Offline
  • Posts: 220
    • Maw-Superaereo
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #161 on: April 07, 2020, 02:05:21 PM »

Thanks for the answer.

Your way to use sparrows seems working as BORESIGHT mode in DCS Tomcat, when you can fire if the target is in the lobe between 8 degrees azimuth (4 right + 4 left) and 35° degrees altitude (5 down and 30 up) respect to the ADL (Armament Datum Line).

I'll check preparing a mission with these parameters and let you know.

bigans

  • member
  • Offline Offline
  • Posts: 220
    • Maw-Superaereo
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #162 on: April 10, 2020, 03:07:37 PM »

I find this movie on YT



It talks about AWG-10 that I know mounted on H and later versions of Phantom.

In the movie, the USNavy tested the use of Sparrow E ad M versions with AWG 10 in different situations.

In air to air intercept operation the AWG-10 Pulse Doppler Mode provide to Automatic acquisition of Head On aspect of 5 meters square object at a range 58 NM in Vector search and 39 NM in Indipendent search



Regardless to weather and target location requires up look, coaltitude or down look operation.



In addition to Pulse Doppler mode, the AWG-10 provides a Pulse mode using even conventional or expansion compression technics …for mapping ground.



First launch AIM-7E in dive angle 12° from 10.000 ft toward a closing target at 200 FT 0,62 mach destroying after 16 seconds



Second launch (Low coaltitude target) AIM-7E toward a closing target 22° off from Head on right aspect and hit the target in 24 seconds



The third launch AIM-7D toward a closing target from 7300 ft with a 30° AoA in 8.5 sec



The fourth launches of a couple of AIM-7M toward a closing target over 45000 in head on aspect from 12 and 11 NM



I tried a single mission in QMB against a Fishbed in BAT version 3.8.2, many times simulating all the four situations above mentionated, by 2NM to 6NM, not any Sparrow hit the target.

I hope this could help.

OFF TOPIC: Boresight mode of Tomcat as painted by HB simulation


Hans-Joachim Marseille

  • member
  • Offline Offline
  • Posts: 540
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #163 on: June 04, 2020, 11:47:39 PM »

At this point I have been able to get her flying in #WAW3 as well! Using the old version, combined with FM of the new does work very fine which is kinda awesome, but I do not have any additional weapons and infact no weapon at all (gun reports "empty") :(    I would be very thankful if someone pls could assist OR has the complete "weapons_ru"-entries for this plane - I think that is the key why weapons don't show up - I also tried adding Weaponspacks etc. - no success so far. And I cannot find entries for her - it seems it all goes via classfiles unless I miss my guess. Plane flies very nice though - but with no weapons it's kinda useless.  :-[

Edit: Now I have even the new version running in #WAW3 as well!  o_O  Wow. But also no weapons at all. Oh man - another step ahead but a lil piece seems to be wrong. PLS you experts! Gonna try adding weaponpacks again first. :)


Edit 2:  Bullseye! Added Weaponpacks needed and Western-Weaponspack all into #WAW3 and it works! Maybe others can try too but it seems to be OK. That's sth. ;D
Logged
"United we stand against Evil." #FCKPTN. #SlavaUkraini

FL2070

  • Modder
  • member
  • Offline Offline
  • Posts: 1248
  • FAC #87
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #164 on: June 05, 2020, 02:44:01 PM »

Note that weapons.properties entries have nothing to do with the weapons themselves: they are only cosmetic.
Logged
On average, the average average averages, averagely, the average average of all averages.

ZtheE

  • Skinner
  • member
  • Offline Offline
  • Posts: 470
  • William
    • Instagram
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #165 on: June 12, 2020, 09:09:05 PM »

I keep on seeing a TypeRadarWarningReceiver error in my log, this F-4 is the latest one

Code: [Select]
( com.maddox.il2.objects.air.F_4B ): com/maddox/il2/objects/air/TypeRadarWarningReceiver
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeRadarWarningReceiver
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1503)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeRadarWarningReceiver
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:218)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1503)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


also happens with the Marine Aviation Pack and the F-14 awell

What is it and how do i do i fix it

SAS modact 5.3 with newest Engine Mod, Jetwar and all related Weapon Packs and Jet Cockpit installed
Logged
I got my BAT license from a cereal box and I finally have a decent PC

FL2070

  • Modder
  • member
  • Offline Offline
  • Posts: 1248
  • FAC #87
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #166 on: June 14, 2020, 03:37:50 PM »

Newest engine mod means Engine Mod 2.8.17w, correct? NoClassDefFoundError for a Type(...) class sounds very much like missing or outdated engine mod.

Note also you require the F-16 mod.
Logged
On average, the average average averages, averagely, the average average of all averages.

ZtheE

  • Skinner
  • member
  • Offline Offline
  • Posts: 470
  • William
    • Instagram
Re: F-4 Phantom II - Version 3.3 - 20181001
« Reply #167 on: June 14, 2020, 06:07:00 PM »

Newest engine mod means Engine Mod 2.8.17w, correct? NoClassDefFoundError for a Type(...) class sounds very much like missing or outdated engine mod.

Note also you require the F-16 mod.

Will try a fresh install when I'm at home, I've installed the engine mod 2.7 and added the 2.8.17w update (I can't remember the correct name), I have installed the f-16 aswell but the issue does seem most likely something to do with engine mod or jetwar
Logged
I got my BAT license from a cereal box and I finally have a decent PC
Pages: 1 ... 11 12 13 [14] 15   Go Up
 

Page created in 0.03 seconds with 25 queries.