Jump to content
Sign in to follow this  
nele

Abandoned Work In progress (AWIP)

Recommended Posts

Abandoned Work In progress (AWIP)

 

AWIP PART1:MIG-23

 

Because of ADSL issues at home I have a really hard time following the forum via modem link (and on the job I simply cannot find any time!), I cannot be of much "contribute" (unless contacted directly). Since I've been fiddling with WOE/SFP1 planes anyway, I will leave some of my "alpha" work on .ini files on combatace forum. Description as follows:

 

MiG-23 Flogger series (M, MS, ML, MLD):

 

MiG-23 Flogger series: if you remember, I released modded .ini file couple of months ago for a "ML". After conclusion that it basically needs a new wings (conclusion made both by Fubar and me), it regrettably stayed that way. In the meantime, I "equalized" entire series (MS,M,ML,MLD) so they could receive only a new "true" set of wings instead of my trial&error "hacked" ones. I also added a "F-16 style" integrated experimental AI (that is more hars on AB and less on brakes to keep it in the air!), small ECM to ML&MLD and that's about it.

 

Also, Fubar, I discovered out that aproblem is not that much in CG, but how the sim-engine "deals" with AoA limits on landings in relation to landing gear. These two coupled make a problem for third, and this would be less prominent if the main-gear ground-level angle was correct (zero, as it is not the case).

 

Again, many things (like surface deflections) are from true "Flogger" manual, so it behaves in class with Lightning, Super Etandard and Jaguar FM's and just turning after the enemy (especially at "hard FM level) will lead you to nowhere (i.e. into the ground). You will probably hate export "MS" model with a "small" R-27 engine, as Syrians and Egyptians did ;)

 

Ironically, "flogger" follows destiny of the true thing-it will probably get fixed when SFP1 will be at decline of the people's interest :( .

 

MIG-23M_DATA.ini

 

MiG-23ML_data.ini

MiG-23ML_LOADOUT.ini

 

MiG-23MLD_data.ini

MiG-23MLD_LOADOUT.ini

 

MiG-23MS_data.ini

 

(rename txt to ini)

*

 

AWIP PART2:MiG-29

 

Then, MiG-29A and C. I found the original FM "not quite on the level". Where are the slats, for example? I did this one simply out of amusement from F/A-18 FM with the same input like in Flogger-original manual. I selected F/A-18 because of the closest configuration. If You like it, great, if not, well... I did it for myself ;)

 

MIG-29_DATA.ini

MIG-29_LOADOUT.ini

 

You might find "C" model a little harder to install (and ECM has the wrong name!), but perf is close. Also, I tried to make MiG-29 aileron "flaw" more prominent (due to the lack of FBW on these two models). It uses F-15 cockpit.

 

MIG-29C.ini

MIG-29C_COCKPIT.ini

MIG-29c_DATA.ini

MIG-29C_LOADOUT.ini

*

 

AWIP PART4:Aphid missiles

 

I also made some work on the missiles-as you may remember, I nagged about non-existence of R-60TM in real life, so I got some true performance data on R-60 series and developed the new ones. Here are R-60MK mod62 and R-60MK mod62M (I named it non-existent "TMK" to make the difference!) that can be easily added for testing purposes without deleting existing. My AI's score 25-50% with those. I also have "detuned" AIM-9L and in lesser degree, R-73 in my sim here since I have found them "boringly" superior (as in the current WP). These two are for addition in weapondata.ini (put your sequential number instead "XXXY" in [WeaponDataXXXY])

 

[WeaponDataXXX1]

TypeName=R-60MK

FullName=R-60MK mod 62 Aphid-B

ModelName=aa-8

Mass=45.000000

Diameter=0.120000

Length=2.140000

AttachmentType=WP,SOVIET

NationName=SOVIET

StartYear=1976

EndYear=2020

Availability=3

BaseQuantity=24

Exported=TRUE

ExportStartYear=1978

ExportEndYear=2020

ExportAvailability=3

WeaponDataType=1

RailLaunched=TRUE

RocketPod=FALSE

Retarded=FALSE

Streamlined=TRUE

FinStabilized=TRUE

SpinStabilized=TRUE

HasGrowl=TRUE

EffectClassName=SmallMissileEffects

ReleaseDelay=0.000000

WarheadType=0

Explosives=3.500000

FusingDistance=1.500000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=10

Accuracy=83

MaxTurnRate=47.000000

MaxLaunchG=7.000000

LockonChance=95

LaunchReliability=85

ArmingTime=0.000000

SeekerFOV=5.000000

SeekerGimbleLimit=34.000000

SeekerTrackRate=35.000000

SeekerRange=4200.000000

MinLaunchRange=200.000000

MaxLaunchRange=9000.000000

Duration=23.000000

CounterCountermeasure=45.000000

NoiseRejection=32.000000

CapabilityFlags=0x100004c0

BoosterStart=0.000000

BoosterDuration=1.500000

BoosterAccel=67.970001

BoosterEffectName=MissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=

BoosterPosition=0.000000,-1.050000,0.000000

SustainerDuration=0.800000

SustainerAccel=0.100000

SustainerEffectName=MissileFireEffect

SustainerSoundName=Missile

SustainerPosition=0.000000,-1.050000,0.000000

InFlightEffectName=MissileInFlightEffect

InFlightSoundName=

ReleaseAnimationID=-1

EODisplayFlags=0

 

[WeaponDataXXX2]

TypeName=R-60TMK

FullName=R-60TMK mod 62M Aphid-C

ModelName=aa-8

Mass=45.000000

Diameter=0.120000

Length=2.140000

AttachmentType=WP,SOVIET

NationName=SOVIET

StartYear=1978

EndYear=2020

Availability=3

BaseQuantity=24

Exported=TRUE

ExportStartYear=1982

ExportEndYear=2020

ExportAvailability=3

WeaponDataType=1

RailLaunched=TRUE

RocketPod=FALSE

Retarded=FALSE

Streamlined=TRUE

FinStabilized=TRUE

SpinStabilized=TRUE

HasGrowl=TRUE

EffectClassName=SmallMissileEffects

ReleaseDelay=0.000000

WarheadType=0

Explosives=3.500000

FusingDistance=1.500000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=10

Accuracy=85

MaxTurnRate=47.000000

MaxLaunchG=7.000000

LockonChance=95

LaunchReliability=90

ArmingTime=0.000000

SeekerFOV=5.000000

SeekerGimbleLimit=34.000000

SeekerTrackRate=35.000000

SeekerRange=6000.000000

MinLaunchRange=200.000000

MaxLaunchRange=11000.000000

Duration=23.000000

CounterCountermeasure=55.000000

NoiseRejection=40.000000

CapabilityFlags=0x100004d0

BoosterStart=0.000000

BoosterDuration=1.500000

BoosterAccel=67.970001

BoosterEffectName=MissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=

BoosterPosition=0.000000,-1.050000,0.000000

SustainerDuration=4.400000

SustainerAccel=0.100000

SustainerEffectName=MissileFireEffect

SustainerSoundName=Missile

SustainerPosition=0.000000,-1.050000,0.000000

InFlightEffectName=MissileInFlightEffect

InFlightSoundName=

ReleaseAnimationID=-1

EODisplayFlags=0

 

 

In a brief description of a real life, R-60MK is comparable to AIM-9L. It has less range, but can be used at larger angle of deflection (if lock obtained). R-60MK-62M is closer to AIM-9M. Note that precision/ECM in data is not in too high numbers, but flying dynamics of the missile still makes it accurate!

 

*

 

AWIP PART5:Ilyushin Il-10 (mod of Il-2M3)

 

For Korea, I modded Il-2M3 into Il-10 used in that period. Original FM was too much "fighterish", Il-2/10 was a heavyweight attack airplane! It was maneuvreable, but within its class and weight! Il-10 was refined and much faster version of Il-2, developed in 1944, but got massively produced after the war. You can rename this _data.ini to Il2M3 or make a new folder in your "Objects/Aircraft" named Il-10, copy everything from Il-2M3 to that folder, put this Il-10_DATA.ini and rename files according to data in Il-10.ini.

 

IL-10.ini

IL-10_DATA.ini

IL-10_LOADOUT.ini

 

I also made a very simple "new" skin (basically, made existing one darker in Irfanview, anybody can do it :).

 

Vya-23mm "tank buster" cannon for Il-2/Il-10

 

Never much of a bomber, I clipped the bombolad to nominal value, but I added "tank-kiler" 23-mm VYa cannons that this sub-version used (alternative armament is NS-23, which was much less effective but much more common in other airplanes). In comparison to a "classic" 23mm cartridge it has the same size of the round but much larger shell. AP and HE rounds were available (this one is something in between, as they were mixed as the weapon load). I was not certain about tracer rounds, so I have left them be.

 

VYa-23 was an "excluzive" weapon of Il-2/10. Great and compact gun for its power. Here is also the VYa-23 data based on data from Tony Williams ("Rapid Fire"), so you can put it into gundata.ini:

 

[GunDataXX1]

TypeName=23MM_VYa

FullName=23mm VYa Cannon

Caliber=23.000000

ROF=540.000000

MuzzleVel=880.000000

AmmoWt=0.200000

WarheadWt=0.015000

Reliability=95.000000

Accuracy=66.000000

AddLight=TRUE

MaxLightRange=1000.000000

FireColor=0.250000,0.225000,0.160000

GunFireEffect=23mmFireEffect

GunFireSound=Cannon

EffectClassName=23mmEffects

EffectTime=0.100000

TracerTexture=Tracer2.tga

TracerSize=0.150000

TracerDistFactor=0.002000

TracerLength=0.015000

MaxVisibleDist=4000.000000

MaxStreakVisibleDist=1000.000000

TimeFuzed=FALSE

 

AWIP PART6: MiG-15bis/MiG-15 (baseline)

 

I also "detuned" MiG-15bis for use in Korea scenery. The existing FM of MiG-15bis makes it a "flawless" aircraft, and "closer-simulated" Sabres stand a little chance. Interestingly, it is harder to find the spec data for MiG-15 than for MiG-29 on the Net :)

 

When a truth is taken out from the myth, MiG-15's main flaw were qute heavy controls,ineffective ailerons at high speeds and "refusing" of the design to go over Mach 1. Over M0.9 going close to M1, drag would build up, ailerons would go solid and aircraft would start a slow roll because of engine centrifugal force and small wing inaccuracies (time to hit the brakes and pull up, else-bail out! :) Lack of "flying tail" was NOT a disadvantage, and testing of such stabilizers on a MiG-17 gave a little turning advantage and a big disadvantage-the "+" mouted tail would get in a airflow "shadow" of the wing (like the "T" tail).

 

Non-movable MiG-15/17 stabilizer was providing just enough built-in stability for a mitigation and "rideout" from a deep stall, which did not exist in "all-flying tail" MiG-17 test-prototype. Would go "Starfighter-wise" or "Phantom-wise" in high-AoA (both have variants of "+" or "T" tail). All-flying tail was of a big help to F-86 because "classic" stabilizer controls would go stiff when approaching M1 and would inconveniently -reverse- stick input.

 

MiG-15 was also not "prone to shed a tail". Only one small batch had a such, factory-made flaw in reality, and any airplane will loose a tail if pulled abruptly to 12-13g, like some Korean/Chinese pilots did :)

 

Also, MiG-15 would "snap-roll" if driven over AoA limits, counterable but unpleasant, but a panicky pilot would most probably make a spin out of it, this way or another ;) It is really blown out of proportions, as MiG-15 became a trainer aircraft because it was quite docile.

 

MiG-15bis.ini

MiG-15bis_DATA.ini

*

 

Anyway, as a "spinoff" of this modded MiG-15bis is an early MiG-15 (without "bis" :). It was not such a rare bird in Korea and that timeframe. It has a RD-45F (direct RR "Nene" copy) instead of more powerful VK-1 engine, much less effective ailerons, worse control dumping and a little less efective brakes (as a real one). I also used some tricks to simulate "runnig out of ailerons" which was much more prominent on this version (added a engine torque moment to simulate centrifugal force). I have also added a >non-symmetrical< wing AoA instability to simulate factory innacuracies, prominent on wings of this early model. It has slower NS-23 cannons instead of NR-23 on "bis" which Soviet pilots found frustrating (depending of the side you have picked, yo will find a frustration or a blessing when a "Sabre" remains unscratched in the midst of tracers :)

 

You will find a little difference flying these two above 3,000-4,000m and medium speed, but control harmony is poor below that altitude, where the air is more dense (which ultimatively led to appearance of "bis" in the real life). Both MiGs are excellent turners and climbers, and "ace" MiG-15 AI pilots make a lot of trouble even to those AI mates of mine that fly F-86F's :)

 

MiG-15.ini

MiG-15_DATA.ini

 

*

 

AWIP PART7: Tu-22 "Blinder B"/Tu-22K "Blinder C", KURS-N, Kh-22, Kh-22PSI

 

I also punched some "real-life" data for stock WOE Tu-22 "Blinder B". You can now also simply convert it to Tu-22P "jammer" radar-burn-trough aircraft using this ECM set (named KURS-N, but that was only a part of the real system). Unfortunately, Western "strategic" radars SAMs (even common "Hawks"!) are practically non-existent in WOE and rest of the series, but it also works against aircraft radars. Effective if you put one of such aircraft in your "bomber-wolfpack" and for recce. (A tip: don't use "warp" speed, 8X but acceleration to dumbfound fighter radars, after "warp" they get too close and their AI&radars cannot be fulled anymore). It uses skyshadow model, but it really isn't important.

 

I have to admit that I have cheated a little; when a data from real Tupolev is punched in, landings are very hard for a human (i.e, ME! :) and AI starts thrust-vectoring (probably by unbolting engine-nacelles ;))) because it finds it "unlandable". You can blame Tupolev, "Blinder" was notorious for this, and I don't want to make AI-widows on landings ;))) Same goes for ailerons, that do "half-deflection" on the real thing which dumbfounds AI-pilots.

 

Tu-22.ini

TU-22_cockpit.ini

TU-22_DATA.ini

TU-22_LOADOUT.ini

 

 

[WeaponDataXXX3]

TypeName=KURS-N

FullName=KURS-N Tu-22P ECM set

ModelName=SkyShadow_rsaf

Mass=9000.000000

Diameter=0.482000

Length=4.900000

AttachmentType=WP,SOVIET

NationName=SOVIET

StartYear=1967

EndYear=2020

Availability=0

BaseQuantity=3

Exported=FALSE

ExportStartYear=0

ExportEndYear=0

ExportAvailability=0

WeaponDataType=4

StoreType=1

JammerStrength=75.000000

 

 

This also resulted in a "spinoff" of Tu-22K missile carrier simple mod. This is a gunless sub-version, "armed" only with ECM (sorry for the crude location of those!) . Installation is simillar to that of Il-10.

 

It carries a single semi-recessed "basic" model of Kh-22 high-speed cruise missile (here is that missile, but any "weapon pack" as-4 variant can be carried). I also made a "PSI", nuclear version of this missile that uses Incindiary explosives to better simulate nuclear effects-be careful with that one! :)

 

Tu-22K.ini

TU-22K_cockpit.ini

TU-22K_DATA.ini

TU-22K_LOADOUT.ini

 

[WeaponDataXXX4]

TypeName=Kh-22

FullName=Kh-22 Burya Cruise Missile

ModelName=as-4

Mass=5780.000000

Diameter=0.930000

Length=11.300000

AttachmentType=SOVIET

NationName=SOVIET

StartYear=1967

EndYear=2020

Availability=2

BaseQuantity=24

Exported=FALSE

ExportStartYear=0

ExportEndYear=0

ExportAvailability=0

WeaponDataType=1

RailLaunched=FALSE

RocketPod=FALSE

Retarded=FALSE

Streamlined=TRUE

FinStabilized=TRUE

SpinStabilized=FALSE

HasGrowl=FALSE

EffectClassName=LargeMissileEffects

ReleaseDelay=2.000000

WarheadType=2

Explosives=630.000000

FusingDistance=0.100000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=3

Accuracy=76

MaxTurnRate=3.000000

MaxLaunchG=2.000000

LockonChance=85

LaunchReliability=80

ArmingTime=2.000000

SeekerFOV=15.000000

SeekerGimbleLimit=25.000000

SeekerTrackRate=11.000000

SeekerRange=200000.000000

MinLaunchRange=9000.000000

MaxLaunchRange=140000.000000

Duration=400.000000

CounterCountermeasure=0.000000

NoiseRejection=0.000000

CapabilityFlags=0x100000c2

BoosterStart=0.500000

BoosterDuration=4.000000

BoosterAccel=29.490000

BoosterEffectName=MissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=

BoosterPosition=0.000000,-3.700000,0.000000

SustainerDuration=900.000000

SustainerAccel=6.000000

SustainerEffectName=MissileFireEffect

SustainerSoundName=Missile

SustainerPosition=0.000000,-3.700000,0.000000

InFlightEffectName=MissileInFlightEffect

InFlightSoundName=

ReleaseAnimationID=-1

EODisplayFlags=0

 

[WeaponDataXXX5]

TypeName=Kh-22PSI

FullName=Kh-22PSI Burya Cruise Missile

ModelName=as-4

Mass=5780.000000

Diameter=0.930000

Length=11.300000

AttachmentType=SOVIET

NationName=SOVIET

StartYear=1971

EndYear=2020

Availability=0

BaseQuantity=3

Exported=FALSE

ExportStartYear=0

ExportEndYear=0

ExportAvailability=0

WeaponDataType=1

RailLaunched=FALSE

RocketPod=FALSE

Retarded=FALSE

Streamlined=TRUE

FinStabilized=TRUE

SpinStabilized=FALSE

HasGrowl=FALSE

EffectClassName=NukeExplosionEffect

ReleaseDelay=2.000000

WarheadType=11

Explosives=1000000000.000000

FusingDistance=0.100000

ClusterBomblets=1

ClusterDispersion=0.000000

GuidanceType=3

Accuracy=70

MaxTurnRate=3.000000

MaxLaunchG=2.000000

LockonChance=85

LaunchReliability=80

ArmingTime=2.000000

SeekerFOV=15.000000

SeekerGimbleLimit=25.000000

SeekerTrackRate=11.000000

SeekerRange=200000.000000

MinLaunchRange=9000.000000

MaxLaunchRange=140000.000000

Duration=400.000000

CounterCountermeasure=0.000000

NoiseRejection=0.000000

CapabilityFlags=0x100000c6

BoosterStart=0.500000

BoosterDuration=4.000000

BoosterAccel=29.490000

BoosterEffectName=MissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=

BoosterPosition=0.000000,-3.700000,0.000000

SustainerDuration=900.000000

SustainerAccel=6.000000

SustainerEffectName=MissileFireEffect

SustainerSoundName=Missile

SustainerPosition=0.000000,-3.700000,0.000000

InFlightEffectName=MissileInFlightEffect

InFlightSoundName=

ReleaseAnimationID=-1

EODisplayFlags=0

 

AWIP PART 8: Hi-alt Missioncontrol.ini, slow g-card viewlist.ini and aircraftobject.ini (WOE)

 

These are purely experimental ini files. Hi-alt missioncontrol puts fighter aircraft waay higher, makes life of some types (like "Foxbat") more easier and sensible.

 

Slow g-card viewlist.ini

 

I have onboard Gforce 6150, that is probably "the fastest of the slowest", and have to run WOE in 640x480 on 17in CRT monitor. Antialiasing and anisotropy do the job, and picture is quite smooth, but field of view is very narrow. Here, field of view is increased, and I hope it will be of help to people with slower GC or smaller monitors.

 

These two go into Wings over Europe/Flight submenu, backup your files first, this is experimental!!!

 

Aircraftobject.ini is modded to work together with viewlist.ini, and has less details (i.e. clouds) that "kill" my GC. It also contains heavily modded, VERY experimental AI-if you like it, fine, if not, it is experimental, I hope you made a backup of original ones!

 

 

That is about it... I hope I didn't insult anyone or violated anyone's author rights. Forum admin, please act appropriately.

 

There are other "mods", I hope I will be able to send them here with an feedback input in the (near?) future.

 

 

All the best,

 

NeleAWIP.zip

Share this post


Link to post
Share on other sites

That is about it... I hope I didn't insult anyone or violated anyone's author rights. Forum admin, please act appropriately.

 

That's it! You're banned buddy :biggrin: Just kidding. Sucks about your ADSL situation, but we hope it sorts itself out for you soon! Your .ini work is some good stuff and I'm sure it'll get snapped up in a second!

Share this post


Link to post
Share on other sites

Thanks a lot Doc, very good job anyway,

See you around when you've sorted out your internet troubles,

 

Aju,

 

Derk :victory:

Share this post


Link to post
Share on other sites

Hi, thx for this mod. I am having probs with the il-10 as i added in the data but the cannons dont show. just shvak mg's. I know i used the editor right. Also, the mig-15 early version. the external part of plane wont show up. How do i fix it so the exterior is seen? thx.

Share this post


Link to post
Share on other sites

do have a question, the 23mm cannon dont fire even though i copied the data file and added to gundata. just the machine guns fire. How i fix? does the 23 mm have to be ddwlded somewhere?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..