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 Post subject: Re: JKPFA 5.3
PostPosted: Thu Nov 11, 2010 14:14 pm 
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Posts: 7
[quote="CAG Hotshot"]I bet you hit the file limits for FA... That happens when you have either to many files in the sim or to many libs in...

Try removing the additional 3 libs and leave JKPFA 5.3 in and then boot up...
JKPFA 5.3 works, only question now is, what happened to the Jammers on the F-22A Raptor?


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 Post subject: Re: JKPFA 5.3
PostPosted: Thu Nov 11, 2010 19:27 pm 
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You will have to ask Zephyr about that...


BTW you edited off the [/quote] command at the end of my post that you quoted above...

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 Post subject: Re: JKPFA 5.3
PostPosted: Fri Nov 12, 2010 08:55 am 
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Joined: Fri Nov 05, 2010 14:22 pm
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CAG Hotshot wrote:
You will have to ask Zephyr about that...


BTW you edited off the
command at the end of my post that you quoted above...[/quote]
mistake, but i got it to work, thank you for the assisstance. This game is too awesome to give up on.


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 Post subject: Re: JKPFA 5.3
PostPosted: Fri Jun 03, 2011 16:47 pm 
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Joined: Tue Mar 10, 2009 17:42 pm
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Location: PA
I'm just curious. Are there any plans for another version of JKPFA?


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 Post subject: Re: JKPFA 5.3
PostPosted: Sun Jun 05, 2011 21:56 pm 
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Joined: Fri Feb 07, 2003 19:00 pm
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Kai wrote:
I'm just curious. Are there any plans for another version of JKPFA?


Yes, I recently have been busy with other things, and re-vamped my computer, so all of the editing software isn't set up yet. But I will continue working on the lib as soon as that is set. And hopefully it will have some modified shapes.


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 Post subject: Re: JKPFA 5.3
PostPosted: Tue Apr 10, 2012 16:01 pm 
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Location: PA
Zephyr wrote:
Kai wrote:
I'm just curious. Are there any plans for another version of JKPFA?


Yes, I recently have been busy with other things, and re-vamped my computer, so all of the editing software isn't set up yet. But I will continue working on the lib as soon as that is set. And hopefully it will have some modified shapes.



:bump:

That's cool.

I recently reinstalled your lib just to check it out again. I have some additional input on items that could be included in a future release, if you don't mind. Just some new and more contemporary aircraft and missiles for an even more dynamic experience.

Aircraft:

F-14B Tomcat
F-16E Falcon (Block 60)
F-15K Slam Eagle
Su-25TM Frogfoot (Su-39)
Mig-29S Fulcrum-C
AC-130U Spooky
F-20A Tigershark

Missiles:

Python 5
AIM-120A & B AMRAAM
AIM-7M & P Sparrow
AIM-9M Sidewinder
Skyflash
RIM-161 SM-3, RIM-174 ERAM and RGM-84 Harpoon on Arleigh Burke Destroyers.

Helicopters:
AH-1Z Viper

Hope you don't mind.

Also noticed that the F-14A takes alot longer for its engines to spool up. Was this a real issue with the TF30 engines in the A model Cats?


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 Post subject: Re: JKPFA 5.3
PostPosted: Mon Apr 16, 2012 23:25 pm 
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Joined: Fri Feb 07, 2003 19:00 pm
Posts: 763
Thanks for the feedback, I'll take your suggestions into consideration.

The problem with adding weapons is that there is a limit in FA, and if the number of weapons exceeds that limit then ECM devices and fuel tanks start disappearing from the load ordnance screen. As my lib is maxed out to that limit (or so I think), to add a new weapon I have to remove something else.

I'll look into the F-14A TF30 engine question. The main issue the TF30 had was a chance of compressor stalls when given fast throttle inputs at high angles of attack. FA can't really model that I think.

Zephyr


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