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TomiD

F117 Nighthawk by TomiD

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what airshow were you at? I went to An airshow base in North Carolina (if u are in the USA) at C more Johnson (S?) and there was a F117 in a hangar, we asked and they let us take pics rock.gif

Great addon TomiD

They let you? Isn't that a violation of regulations?

ive touched one @ an airshow, hence my comments about it being so small... it was roped off. no gaurds (visable anyway) and i took a pic or two i belive. doubt i could find the damn pics thou tounge_o.gif

Quote[/b] ]Yeah, Pappy mentioned everything I was thinking. It's like he read my mind.

And also the cockpit should be really tight. Very little space, and it should be a little harder to see out.

thats cuz im psyco! err psycic tounge_o.gif

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Ok sorry for DP but I had to show this. crazy_o.gifbiggrin_o.gif

How about a chute for those "on a dime" landings? I already know this has been done before so it should be too hard to incorporate.

F117LandingWithParachute7oClock.jpg

And also I noticed that the tail fins are really slanted...I would have to look more into it but it looks about right on the current one. wink_o.gif

F117TakingOffWithP47.jpg

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how aboot an option ot turn off the flashers

in combat you would turn those off unless they are IR flashers wich these aren't.

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Guest RKSL-Rock
Yeah It's invisible to radar but not your eyes and the things are waaaay to dang loud,say and heard one take off at an airshow,was standing 10 feet away...

They aren't 100% invisible...that’s just pure tabloid nonsense. Its true the RCS is so small that at extended range most radars will not detect them as a target. (Sometimes known as the law of diminishing returns.)

The closer the proximity to the radar emitter the higher the probability of detection.  Interestingly a study of faceted faces by a university post grad/researcher (Paper was release in '99/00 i think) hypothesized that the highest probability of detection would be from the rear.  This makes sense considering the mission profile the F-117.

As for IR detection, at low level (which i know isnt in the usual mission profile)  from the rear, just like nearly every other aircraft it can be detected.  I actually watched a Rapier FSC track an F117 on a low level (200ft) pass over Fairford a few years ago prior to an airshow.

The Rapier tracks using both RADAR and IR Optics.  I dont know which mode it was operating at the time but due to the proximity of the Launcher to the aircraft (about 400meters when i noticed it begin to track) i would guess it was on optical.

Going back on topic:

TomiD - great work but one thing that really needs sorting is the cockpit textures. The panel texture is stretched out of proportion. Nothing serious just mildly annoying I know.

Aslo i think some one else mentioned it but hte Vertical fins seem to be at the wrong angle and the airframe seems to be slightly 'squashed' in the Y dimension. Looking front on it seems to be slightly out of proportion.

Other than that Excellant - had a lot of fun with it.

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Hmm...it's pretty good on keyboard/mouse.

Gee that helps a lot - I said it has bad handling with the joystick, it's a problem with a lot of plane addons, joystick does not equal keyboard/mouse. I know you're trying to help, but that really doesn't help.

smile_o.gif

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I'm trying to figure out how this addon can be seriously used in a mission.

With no radar trace at all (try it), lockon missiles (and chopper cannons, too, I would think) do not work.

The leaves firing with just a fixed position gun or a missile hoping to hit a bullseye travelling at several 100 KPH and adjusting height to conform with the landscape (an OFP flight attribute).

Anyone have some creative mission ideas for the beast? rock.gif

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I don't really know what the problem with the joystick is but if it's to sensitive in turning, maybe turn down the dead zone/sensitivity. But like I said, I don't know how the handling is bad.

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no the F/A-117 doe snto have after burners it is an high subsonic jet.

as for the air show tracking. well that is actual because the F/A-117 when in none combat has this little thing that emittes and reflects radar so it cna be tracked by air traffic controlers and like when moving in for mid air refueling.

but yeah that is most likely the reason the rapier tracked it.

also the jet blast deflecter forces the hot gas high and away from the jet.

there are some high bad low wave radar that cna track it. as well as laser tracking.. but yeah the F/A-117 is nto suppost to work alone. it needs F-111, EC-135, and a few others.

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well there is almost no way to use this for AI in missions since the dumbass AI will always dive bomb. soem one needs ot make an script to keep the AI at 3000m and actually attack

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silent & Pappy this isn't your thread to spam and have a private conversation in, don't be so disrespectful to TomiD.

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After trying this addon out, I must say that its really quite good. Really I don't mind that it divebombs as usually it doesn't blow itself up or anything. Also I really like how TomiD made the instrument panel where it shows the weapons selection on the panel and the way the bomb icons disappear as you drop each bomb. That's very cool.

I also LOVE the way the bombs are lowered from the bomb bay on their launchers. Very very nice!

As for missions, well I think basically missions in which there are targets defended by very heavy AA defenses (that would blow the hell out of regular OFP aircraft addons) would be good missions to use this addon on.

Following some "softening up" of the airdefenses, then other follow on strikes by conventional fighter bombers can be used or they can serve the purpose of "clearing the way" for an infantry airassault via helicopters.

At any rate, I think that this addon is FANTASTIC! I've been waiting for a LOOOONG time for a good F117 addon and this one is really good.

Thank you VERY much TomiD! Your hard work is very much appreciated!

Chris G.

aka-Miles Teg<GD>

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As for missions, well I think basically missions in which there are targets defended by very heavy AA defenses (that would blow the hell out of regular OFP aircraft addons) would be good missions to use this addon on.

Are you only talking about human players in an MP mission?

Because isn't the problem that the AI don't register the F117's presence, even right in front of their noses?

Or am I mistaken about that? rock.gif

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It is true about the Rapiers being able to track the F117. I had the oppertunity to have ago at tracking aircraft at an airshow for a bit, and I was lucky enough to do it while the F117 was leaving the airfields airspace, the officer pointed out to me the heat showing up at the back of the plane near the rear, telling me that it was supprising at what the rapier could detect of the F117, but then he could of been bull sh**ing me, but i suppose i will never know.

Any way, great aircraft. What about some sabotaging or having to avoid letting the plane get shot down or sumut avon? biggrin_o.gif

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I have not tested yet, but doesn't a trigger covering the area you want the AA defenses to detect the F117 with the " reveal " code for the AA defense commander should be able to help the shilkas/AA defenses to open fire against the F117 ?

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I know that alot about this aircraft is classified data, But I was wondering if the info about the types of armament is too? I like the paveways and all, but I thought it could carry other types of weapons too. Such as Laser Guided Bunker Busters and ATGM Missles. I would like to see more weapon variants or maybe some kind of Ammo truck that you could change weapons out at.

On the subject of possible missions for this aircraft. I have made one that is fun. Using 1 Human Spec Ops with a Laser Designator and 1 Human Pilot I made a mission that required the Spec Op to lase 2 camo'd SAM sights that endandgered a UH-60's(BAS BABY!!) mission to evacuate downed airmen in the hostile zone. Since the SAM could not track the F117, it proved to work very nicely.

Anyways, that kind of why I was wondering about more weapon variants, and what is the maxium loadout.

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F/A-117 Info

armorment

Two each of:

2 MK84 2000-pound

2 GBU-10 Paveway II

2 GBU-12 Paveway II

2 GBU-27 Paveway III

2 BLU 109

2 WCMD

2 Mark 61

those are the standernd weapon layouts

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It's been rated for AGM's: 65, 88, 130, 142, 154, 158, various up-coming systems which include LOCAAS.

B-61 TACNUKE

MK84

GBU's: 10, 12, 16, 24, 27, 29, 30, 31, 32.

BLU's: 109 HAVE VOID, 118 thermobaric.

CBU's: 103, 104, 105, 107.

Typical combat load, is 2 GBU-16 LGB's.

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OK, thanks for that info! Now can we get some of those weapon loadouts? I would do it myself..but I've no clue how, and its not my addon.

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I have not tested yet, but doesn't a trigger covering the area you want the AA defenses to detect the F117 with the " reveal " code for the AA defense commander should be able to help the shilkas/AA defenses to open fire against the F117 ?

Tested and unfortunately the " reveal " will not force shilkas to engage the F117 , it makes them aware of its location (as they "look" at it when the F117 is revealed to them) but they will not fire at this plane.

Ah, if only there was a

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">planename irTarget 1

possible to activate/deactivate the IR signature of a plane dynamically.

Disregarding that AI problem, this F117 should really be perfect on a player vs player environment as it would remain stealth on radar but the human can engage it "by instinct" without locking it.

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the problem is still there seeing as i landed this thing, taxi'd and parked next to a shilka and they never battered an eyelid.... now if that were to happen in oxford, i'd be rather bemused tounge_o.gif

great fun tho - loving it - especially the tyre skid noise as it touches down - great idea

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