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 Post subject: JKPFA 5.1 Beta Released
PostPosted: Tue Sep 30, 2008 21:32 pm 
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Almost two years ago I released a beta of my lib entitled "5.0 beta." I hoped to release more frequent updates, but didn't really get around to it. I have now uploaded a "5.1 beta" which is available here:

http://farc.3synergy.net/libs/JKPFA_51b.zip

It basically builds on the 5.0 beta, with some additions:

-anti-ballistic missile operations, with NCADE and air launched PAC-3 missiles are attempted to be modeled. There is a ballistic missile aircraft which can fly very fast and actually is difficult to shoot down with missiles.

-electronic attack is simulated by bringing back the AEMP-1 Pulse weapon, with some changes. This can make engagements between very advanced fighters very interesting.

Everything is very much a work in progress. Please let me know if you find any bugs or want any changes/additions, and I will consider them. I hope to release libs more frequently in the future.

The lib is importable, so feel free to play around with it in the TK. Just give me credit if you use anything as a basis for your own work. Also, I'd love to see anything you tweak. Let me know if you have trouble importing it, I didn't test this and my libs had problems importing in the past (with a sound file IIRC).

Zephyr


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 Post subject:
PostPosted: Wed Oct 01, 2008 12:39 pm 
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I'll check it out over the weekend Zephyr and post some data for you early next week.

Thanks for the continued work!


CAG out...

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 Post subject:
PostPosted: Wed Oct 01, 2008 18:06 pm 
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Zephyr:

Thanks for posting this new version -- I've been looking forward to it for a while.

I'll be digging in over the weekend. Are there any particular aspects of this new version that you're looking for feedback on?

Eric L. Howes


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PostPosted: Thu Apr 09, 2009 08:46 am 
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I've played this mod for a while now, and I think the ordnance needs some readjusting. When you release a weapon, there's a 20% chance that it hits your own aircraft upon release and ruins the mission for you. My own ordnance is becoming more dangerous to me than the enemy.

Anyone else have this problem?


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PostPosted: Thu Apr 09, 2009 23:57 pm 
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Hairysteed wrote:
I've played this mod for a while now, and I think the ordnance needs some readjusting. When you release a weapon, there's a 20% chance that it hits your own aircraft upon release and ruins the mission for you. My own ordnance is becoming more dangerous to me than the enemy.

Anyone else have this problem?


I agree, and I'm working on ways to mitigate this problem. Every hard point needs to be checked, and what some weapons do immediately after release needs to be tweaked.


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PostPosted: Fri Apr 10, 2009 00:18 am 
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Zephyr, can you elaborate on what you did the the pulse weapon? :mrgreen:

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PostPosted: Sat Apr 11, 2009 17:06 pm 
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CAG Hotshot wrote:
Zephyr, can you elaborate on what you did the the pulse weapon? :mrgreen:


I increased its speed to max allowed, increased range to about 70-80 miles IIRC, and made it silent and invisible (using STARS.SH I believe).

I didn't touch anything in the weapon damage section of the toolkit, because I found that would remove the special EMP effect. It may be possible to change some damage parameters by editing the PT file.

The weapon first appeared in ATF, using the AMRAAM shape and flight characteristics, I think. NATO Fighters advertised as a new feature the ability of the weapon to cause permanent damage. I've never encountered permanent affects in FA.


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PostPosted: Sun Apr 12, 2009 20:09 pm 
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Zephyr wrote:
CAG Hotshot wrote:
Zephyr, can you elaborate on what you did the the pulse weapon? :mrgreen:


I increased its speed to max allowed, increased range to about 70-80 miles IIRC, and made it silent and invisible (using STARS.SH I believe).

I didn't touch anything in the weapon damage section of the toolkit, because I found that would remove the special EMP effect. It may be possible to change some damage parameters by editing the PT file.

The weapon first appeared in ATF, using the AMRAAM shape and flight characteristics, I think. NATO Fighters advertised as a new feature the ability of the weapon to cause permanent damage. I've never encountered permanent affects in FA.


Have you tried using the NATO Fighters version in FA?

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PostPosted: Mon Apr 13, 2009 15:33 pm 
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lol we got some serious spam goin gon

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PostPosted: Tue Apr 14, 2009 21:50 pm 
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CAG Hotshot wrote:
Zephyr wrote:
CAG Hotshot wrote:
Zephyr, can you elaborate on what you did the the pulse weapon? :mrgreen:


I increased its speed to max allowed, increased range to about 70-80 miles IIRC, and made it silent and invisible (using STARS.SH I believe).

I didn't touch anything in the weapon damage section of the toolkit, because I found that would remove the special EMP effect. It may be possible to change some damage parameters by editing the PT file.

The weapon first appeared in ATF, using the AMRAAM shape and flight characteristics, I think. NATO Fighters advertised as a new feature the ability of the weapon to cause permanent damage. I've never encountered permanent affects in FA.


Have you tried using the NATO Fighters version in FA?


When I get a chance I'll try it out.


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PostPosted: Fri Apr 24, 2009 11:48 am 
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I like alot of the add-ons. The controllable Arleigh Burke was a nice touch. :wink: I noticed every ones in awhile my weapon would explode upon release. What happened to the Su-47? Also, can you use the A-6 shape from USNF 97' over the FA one?


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PostPosted: Tue Apr 28, 2009 02:18 am 
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Kai wrote:
I like alot of the add-ons. The controllable Arleigh Burke was a nice touch. :wink: I noticed every ones in awhile my weapon would explode upon release. What happened to the Su-47? Also, can you use the A-6 shape from USNF 97' over the FA one?


Sounds like you need to release an update Zephyr! :mrgreen:

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PostPosted: Tue Apr 28, 2009 04:10 am 
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CAG Hotshot wrote:
Sounds like you need to release an update Zephyr! :mrgreen:

Well, you're one to talk CAG! ;)


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PostPosted: Wed Apr 29, 2009 01:11 am 
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Hairysteed wrote:
CAG Hotshot wrote:
Sounds like you need to release an update Zephyr! :mrgreen:

Well, you're one to talk CAG! ;)


Wouldnt I be the expert on that topic? :mrgreen:

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PostPosted: Wed Jul 08, 2009 12:09 pm 
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I've released a new beta version, downloadable from here: http://farc.3synergy.net/libs/JKPFA_52b.zip

The issues listed below have been addressed somewhat: hardpoint locations have been tweaked so weapons don't collide with the aircraft on launch, the USNF 97 A-6 textures have been applied to the A-6A shape (but with some problems), and the Su-47 has been returned (it mysteriously wouldn't show up in the game).

There have been some other tweaks, additions, etc., and the lib is still very unpolished. Let me know what problems you find.

Zephyr


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