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PostPosted: Sat Jun 25, 2005 00:46 am 
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is there any way to calculate how much fuel you'll need to reach a certian point and get back? any type of tool, or math formula? this is getting annoying


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PostPosted: Sat Jun 25, 2005 18:57 pm 
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F-104 Starfighter wrote:
is there any way to calculate how much fuel you'll need to reach a certian point and get back? any type of tool, or math formula? this is getting annoying


Don't use afterburner so much...

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PostPosted: Sat Jun 25, 2005 23:09 pm 
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its the AI planes im having problems with


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PostPosted: Sun Jun 26, 2005 00:03 am 
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F-104 Starfighter wrote:
its the AI planes im having problems with


Load them with fuel tanks, wait for them to take off. See if they have to catch up to you they're going to lose gas. Don't try to leave them in the dust, etc. Play good wingman. And don't make them fly so far...

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PostPosted: Mon Jun 27, 2005 03:30 am 
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but isnt there an exact method at calculating the range and fuel requirement of an aircraft?


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PostPosted: Mon Jun 27, 2005 10:49 am 
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F-104 Starfighter wrote:
but isnt there an exact method at calculating the range and fuel requirement of an aircraft?


At 100% military power the entire time yes or afterburner (the two values you enter for fuel consumption). But that doesn't take into account climbing to altitude, etc.

You're better off just trying to make due with it than trying to figure it out.

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PostPosted: Sat Dec 16, 2006 16:32 pm 
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Quote:
Load them with fuel tanks, wait for them to take off. See if they have to catch up to you they're going to lose gas. Don't try to leave them in the dust, etc. Play good wingman. And don't make them fly so far...



but how do you arm AI planes?? whenever i got to the arm plane screen, and i went to "next aircraft" it was always gray, and i couldnt select it


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PostPosted: Sat Dec 16, 2006 16:50 pm 
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You need to read the editing tips on the mian FARC site to show you how to edit hardpoints on the missions...


CAG out...

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PostPosted: Sun Dec 17, 2006 19:32 pm 
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I don't think it's in the tips :shock: so I'll add it.

Q. How do I change AI controlled aircrafts' and vehicles' weapon load outs in missions?

A. Make the mission using the Pro Mission Creator, or the Quick Mission Creator. Outside of the game browse to the Fighters Anthology directory and open up the mission's .M file with a text editor. To edit quick mission load outs, your last made quick mission is named quick.m. Near the top of the file you will mission object entries. They will appear as entries like this:

obj
type SU34.PT
pos 1319758 5000 1604430
angle -72 0 0
nationality2 0
flags $17
speed 500
name Player
controller $80
skill 1
react $c000 $0 $0
searchDist 0
wing 0 0
wng 1 1 2048 512
.

To change the aircraft's load out, add a line under the last line in the form of this:

hardpoint 5 4 AA9.JT

Hardpoint tells FA to change a hardpoint load. 5 is the number of hardpoint to be modified. Hardpoints begin number with 0. For many aircraft, hardpoints 0-2 are used for sensors and ecm, and the gun is hardpoint number 3. My JKPFA libraries follow this convention for all radar equipped aircraft, meaning hardpoint 3 is the first visible weapon, and for aircraft without radars, the first visible weapon hardpoint is hardpoint 1. The number 4 above is how many of the weapon will be loaded. And finally, AA9.JT is the filename for the weapon to be loaded, in this case 4 R-33 Amos missiles. Aircraft hardpoint weight limits or capacities, or takeoff weight limits are not taken into account, so this is a way to overload aircraft for when you just have to carry 20 AMRAAMs.

As you can see in the object entry, this is a way to also change some other normally off limits parameters, such as giving names to vehicles or ships, like the way aircraft can be named. Additionally, the skill line has a number from 0-3, corresponding to the object's skill. 0 is novice, and 3 is ace/expert. A value of 4 can be inserted here to make a "super ace," and the extra dot will actually show up on the Shift-4 target window in game. Any skill level higher than this doesn't seem to have an effect.


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PostPosted: Mon Dec 18, 2006 00:29 am 
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Goo job Zephyr! :D

I thought it was in the archives, cant believe it wasnt! :shock:

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