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rynait

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Everything posted by rynait

  1. I would imagine "alien air combat rules" and "xeno air combat rules" would be tossed out right out of the aircraft window. R
  2. Hello, interesting line of thinking on weaponary or equipments. remember we were in cold war before 1979, until somewhere in 80's. Perhaps it is more of what their army was already equipped, rather than force upgrade entire division.. would be like this... New orders; 7th division dump those m-1941 johnson in this can. Grab those sparkley m-16. practice time squaddies now march to shotty range... 1 week later, 7th shipped to some battle place. that approach obviously would "paralyze the division" perhaps this line of thinking should be more like countries thought xeno is doing research (too secret to announce), then find out what the F***; those xenonauts did not do any research those g** d*** aliens are coming? Here use those weapon [from stockpile] and hope you s***ty catch up. oh yes i spent 20 year fortune for lazy a** wipes. my government decided drastic funding cut until they catch up researching (incrementing as game play is now doing). R
  3. Hello, not sure how to post it here... and i do not have an "dropbox account". is there a free account to upload? R I got it set up, here is the link... https://www.dropbox.com/s/pzkqaijr8zjm5wi/aircrafts.xml
  4. Hello, nice... commentary. did not realize that Xeno had 21 years (iceland to invasion). but makes up for "why" game play is designed... Xeno knew projectile weapons works, even grenades works. probably been able [for better choice of words], "force nations to give their weapon-armory", along with (probably with reluctance) hiring their soldiers out of their armed forces. with the point made here placed on 'modified equipment' [aircrafts]. same goes with missles, xenopedia indicated homing device must be changed. This base mothballing and reactivation would clash with the story (and game design), is only 20 years, I suspect is cheaper to upgrade right away, if if if... big IF... nations knew of changes needed to be made to bases. perhaps better way to say this, with respect of storyline; iceland incident, Xeno did not have "best" alien materials, just sparse materials to research. Thus sparse does not reveal needing special bases.... The "nations" that was not aware of Iceland incidents, are the one that might be... ahem saying "Who are you, egghead. What? xenonauts?? guards get rid of those crazies!!!". Then the invasion begin. probably already shitting in their pants, wishing they had contributed or built bases. Also by 1958, very few nations had space programs of their own. Hey, I just realized there is a possible "between the storyline".... The reason why there is only one xeno-base versus hundreds of normal [military] bases. This story would be establishing quantity of nation-aware (knowing iceland incident) versus large number of nation-suprised (xeno is crazies until invasion). Thus to xeno perception, is world leaders doing full-blown verbal accusation & fighting (with b--- kissing tossed in as well). thus the lone xenobase is "armory stockpile of modified weapons". R
  5. Hello, would like to point a few things in terms of balance-hardpoints. someone in v16 modded in 4 cannons for foxtrot... thats right, man, four vulcan autocannons. modder tested (in version 16) proves 4x cannons extremely unbalanced (favoring player). However v16 does not have quite good AI logistics until thier corvettes so going to be difficult to compare this with v19.5. Been thinking that 4x heavy missle is unfair. HOwever back then with v16 discussions, I looked up real life aircrafts and missles. I noted few things * Sidewinders [aim 9] are 86 kg [9.4 kg warhead]. * Sparrows [aim 7] and depending on mk is between 197 to 230 kg [39 kg warhead]. * Phoenix [aim 54] is over 400 kg [60 kg warhead]. sensible to add in mid weight missles... like sparrow, vympel R-23 "Nato codenamed Apex", or Magic Super 530. in v19, sidewinder is 100 and avalanche is 200 and list it ehh... [making up] 130 damage. and put midweights on foxtrots and newer aircrafts (that is 2 heavy and 2 midweight). bit of interesting fact, aim 4 [falcon] is lighter [54 kg] than aim 9 [sidewinder]. But aim 4 is faster, but had lowest kill rate, and carries piggly big warhead (Falcon's 1/3 weight is warhead, sidewinder had 1/10 and phoenix is 1/8). R
  6. Hello, Ishantil, look in mod thread, http://www.goldhawkinteractive.com/forums/showthread.php/6606-How-to-mod-Aircraft/page2 I figured out how to restoring foxtrot's hardpoints. enjoy. R
  7. Hello, figured out why modded foxtrots (changing to 4 hardpoints) was not working (in 19.5). well changing the aircraft.xml did work (change the two stat, the amount of hardpoint allowed, and what is default load ie av.avalanche) the clue: the "already" built foxtrots will have difficulties (crash/no selection) with added 2 hardpoints. you must build new foxtrots and it will handle 4 hardpoints with no problems. R
  8. Hello, OK ok... gizmo are referring to the 19.5 play, not hardcode. still I think 4 hardpoint is still there, in the aircraft.xml files.
  9. Hello Lorebot, I doubt the 4 hardpoints is removed in the UI, because it is the maximum. Those in 19.5 aircraft.xml file that was changed. If you could look for old thread, someone figured out several tricks with hard points. I do not know if those tricks are still viable or not. Regardless of tricks, there are three entries in xml involved with certain hardpoints. one is for what kind of hardpoint, one for where the hardpoint is located one for "default" installed hardpoint. R edited: condor has 3 hardpoint. evident that is not UI change.
  10. Hello, in addition to above, a little tip. which aircraft you select in interception (aircraft list), creates combat targeting sequence. AI (alien ship) tend to target one aircraft; higher dangerous aircraft, (I noticed this in 19.5 after first foxtrot did first "historical sortie", then AI becomes aware... becomes 'dangerous' priority) then first sequenced aircraft that you selected in the list. example; you picked 'second condor' first in the selection, then first alien ship will target that... 2nd pick is paired with 2nd ship, rinse and repeat with 3rd, 4th, etc. Only thing that is different here, ships will attack any aircraft when it is in their red 'attack' cone. but does not shift the inital target. R
  11. Henri5, in version 19.5 foxtrots was reduced to carry 2 heavy hardpoints. My gut feeling that the 19.5 air combat will be very revealing with pre 19.5 aircraft.xml file. anyone got the pre 19.5 aircraft.xml files. R
  12. Hello, noticed a pecularity, first time healing with medi-kit works (any soliders you choose to) then second time use medikit (any soldier) to heal, Medic will not be able to heal. Tried with different soldiers, same results. (even rotated medic to face bleeder) alas, poor sgt 2bleeder is dying. hey "medic what wrong.... heal me now" R
  13. Hello, the hidden movement screen is not doing the right thing. a) does not show or is difficult to see alien's shots or reaction fire shot directional. b) even see alien, hidden movement window "blocks" seeing alien moving (regardless of moving out into visible zone or moving out, into zone of fog). seems like this hidden movement window is smaller, does shift to area of movement (very close to zone of fog), as if soldiers could spot or is aware (sound, smell, etc). (still show window, blocking view anyway.) I was not sure if this feature was implemented in 19.5 or earlier. R
  14. Hello, after reading alot of criticism on LQ, WkSh, Lab... what if I suggest this, WkSh and Lab have "built in living space ie 10", but LQ is smaller (1 by 1), and gives perhaps 12 additional worker (whether it be scientist or tech/engineer). but cap base to only 2 possible LQ per base (thus can not exceed 34 scientist or 34 tech/engineer at minimum with 2 LQ and 1 Lab or 1 WkSh, thereafter expansion would rely on the 10 add ons thus in my mind if a base had 4 Labs, would be mainteance drain because of burden placed by the higher cost of LQ (versus imagined fraction of the lab.) on the radar issue, i would suspect the capability of "exotic" equipment, would be limited to detection. however like all statement, is correct, size of radar dish, power draw, and "signal" refinements extrapolates to range. quantity of the "like" radars extrapolate to detection and signal "verification". perhaps limit expandable to low power radar (avoid alien detecting xcom's base), high (perhaps 2 by 2) power radar... twice range but is also twice likely be attacked by aliens. thus forcing player to choose low power and avoid alien attacks, or go big then hear alot of expletives "sheeit - alien's coming now". So I would favor-support two radar building choices... then leave exotic equipment as expansion or upgrade from research results (if any). Workshop/Lab have built in 10 support, and LQ reduced to 1x1 with support for 12 wth higher mainteance cost... (hey plumbing is not cheap neither is laundering bedsheets, but only got it over there in the LQ.) R
  15. Hello, But tacobandit, per Cholloriem, only one missle, and one cannon. cant reload. thus cant really glass the area. favor that idea. at least can hold back reserve in case for a cussing commander... R edit: {face palms} not cholloriem, Hobored
  16. Hello, cant get the Creeper.7z file, says file is deleted on the rghost. I got the queen file. R
  17. Hello, found in v16 xenopedia, should have looked in xenopedia earlier for additional reference information Avalanche is 58 kg shape charge explosive, derived from AIM 54 Phoenix. BTW phoenix is 61 kg Blast Fragmentation/ Sidewinder is AIM 9, however is not using IR, is using primitive special Radiation detection. there are at least this many types of explosive.. warheads... 1st kind, most common blast fragmentation [shrapnel] is simply tear up weaponary into shrapnel and fling it (supposedly hit target), creating "shotgun holes"... 2nd kind, is fragmentation, is adding more particles, which hit target... again shotgun holes... 1st kind rod fragmentation, is similar to 2nd kind, throwing out rods, approximately 6 to 10 mm long, creating longer tears in hull, and the speed of target will cause tear or rod to keep on tearing... 2nd kind rod fragmentation, several is welded together, but breaks at certain points, creating "bigger or longer" rod, for bigger tear and "small shear-off". drawback is to explode at right timing to make effective. 3rd kind rod fragmentation, is completely welded, but expands like a ring, known to "shear off frames/hull. etc, if close enough". shape charge, engineered melt the weaponary body (slugs) and flings outward, theoretically melt target hull, and continue causing internal damage from heat or stress deformation. (this method is not preferred in dogfight style, due to possible slugs hitting friendly and cause damages. see below about AIM 47.) nuclear charge, well obviously heat and stress deformation by energy spread. the AIM 54 is added on fragmentation (#2), sidewinder is thought as both #1 and #2, with internal body "cut-engineered" to maximize shrapnels (this also makes missle lighter by weight anyway). in early AIM experiments with shape charge, reveals slugs still holding heat after being flung and does depended on flinging force to 'splat' penetrate the hull. and determined blast fragmentation is more effective. now it is alot easier to plug in and balance the damage of the missles that SoloA incorporated into his mod. I would derive something as approximation; of course with game balancing.... 1 lb blast frag (both #1 or #2) for 9 point damage (from game), AIM 9, and many various missles. 1st stage rod 1 lb for 11 point damage, (AIM-7 sparrow, Firestreak, Redtop) 2nd stage rod 1 lb for 12, (only one; AIM 26B) 3rd stage rod same with 2nd stage... 12 (only 5 missle has that Skyflash, Vympel r73, r27, r23 and Molniya r60) I assume alien alloy hull is "tough to shear" shape charge (human's alloys) would be 3.45 for each pound of explosive (from game) (warhead size fits heavy missle anyway) only Rafael Python 3 and AIM 47 has that. alien alloy is supposed to withstand atmospheric burn, thus limiiting to do melt-damage. with alien alloys and shape charge, thus definitely will melt alien hull, I would make this twice damage... at 6.9. This one has to be xeno-engineered and mfg'd. what do you guys and gal think of this suggestion? R
  18. Hello, ah another avro arrow fan. some technolgies in Avro arrow are ahead by 30 years, thus they averaged to 20. you know that Canadian Avro has another military jet aircraft on design board (looked like moveable wing aircraft of the 70's). If not stopped by their government, this might be another "ahead of time" aircraft. R
  19. would like to get my grubby hand on that "4 cannon mod".... R
  20. Hello, have created a spreadsheet spanning from 1948 to roughly 1980 to study various abilities of fighter aircrafts my choice of aircrafts would be on the CF-105 Avro Arrow (1958), J35 Draken (1965), S-27 'Flanker' (1984). sad part is the first two aircrafts is not in his mod. R
  21. Interesting, I took look at RL military fighters. 1958 is last year to carry more than 2 cannons. Lansen, Crusader, Vautour, Gloster Javelin, Super Sabre, Mig 19 'Farmer'. is close to 1958, and is not in Soloa's mod. I also noticed those aircraft has low "top speed" rating compared to same age aircrafts with 1 or 2 cannons. to make balance, this murdering F14 'cannons' should suffer "speed loss". R
  22. Hello, to compare and figure out the "game" stats. RL sidewinder [nearest/best to 1979] 9.4 kg explosive, speed = mach 2.5, range = 19km, weighs 86 kg game sidewinder {from xml} damage = 85, speed = 12000, range = 8000, (no weight specified) expolating this.. speed: mach 2.5 = 3062.61 km/h = 850.73 meter/hr = 2791.092 ft/s = 1903.017 mph {what is game's 12000??} damage: 1 lb explosive = 9.04 damage range: (19*1000)/8000 = 2.375 m recalculate speed... 12000/2.375 m = 5052.6 {not matching... must be formula} nothing matches... lets take above numbers to the 'Avalanche' xxxxxx RL AIM-54 'Phoenix' [nearest to 1979] 60 kg explosive, speed = mach 5, range =150km, weighs 462 kg RL AIM-7 'Sparrow' [nearest to 1979], 39 kg explosive, speed = mach 4, range = 70 km, weighs 230 kg. game "Avalanche" {from xml} damage = 200, speed = 5000, range = 15000. extrapolating 'Avalanche' damage = 60 * 9.04 = 542.4 {not match}, instead taking 200/9.04 = 22.2 kg explosive... range = 15000 * 2.375 = 35,625 m speed = clearly in rl heavy missles are faster, due to larger body to carry warhead, thus increases proprellant load. clearly aircraft weapons has some sort of formula also. R
  23. oops... YF-12 has four. Tricky..YF-12 do not have AIM-54 'Phoenix' electronics instead one of the hardpoint is designated for support electronics, thus only 3 hardpoints available for heavy. Personally i wondered if this craft could pack AIM-9 [this is light missle, 'sidewinder'] without electonics
  24. Hello, I looked at the RL stats of aircrafts that you had added, few questions... well not really questions more like inquiry-issues. A) I puzzled over the range specs numbers, there any formula? B) I compared relative benefits of RL aircrafts, ignoring hard numbers, I noticed few flaws, IE f15 has longer range than f14, f16 is in between 14/15, yet in your 'stats' this is reversed. are there a game balancing intentions? C) I assume this is game limitation, what is the maximum hardpoint; is it 1 cannon and 4 of combination light & heavy?; D) I note several aircrafts that is either non-existant or non-production aircrafts as of September 1979; I assume you are following the game designer's implication to use aircrafts that has been tested/but not on production? [maybe idle engineer at xeno bases building aircraft before september 1979.] R
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