Jump to content
Sign in to follow this  
i90807065

Does anyone know how to change this?

Recommended Posts

[Fuselage]

ModelNodeName=Fuselage

ShowFromCockpit=FALSE

HasAeroCoefficients=TRUE

CLa=0.1857

CD0=0.0096

CDL=0.0010

Cmq=-0.2812

Cmad=0.0014

Cyb=-0.1457

CLaMachTableNumData=7

CLaMachTableDeltaX=0.40

CLaMachTableStartX=0.00

CLaMachTableData=1.000,1.000,1.000,0.432,0.646,0.899,1.087

CDLAlphaTableNumData=15

CDLAlphaTableDeltaX=4.00

CDLAlphaTableStartX=-28.00

CDLAlphaTableData=49.000,36.000,25.000,16.000,9.000,4.000,1.000,0.000,1.000,4.000,9.000,16.000,25.000,36.000,49.000

CD0MachTableNumData=7

CD0MachTableDeltaX=0.40

CD0MachTableStartX=0.00

CD0MachTableData=1.624,0.900,0.876,2.341,2.497,2.115,2.096

CmqMachTableNumData=7

CmqMachTableDeltaX=0.40

CmqMachTableStartX=0.00

CmqMachTableData=1.000,1.000,1.000,14.040,22.251,41.679,62.554

MinExtentPosition=-2.4111,1.7549,-0.8240

MaxExtentPosition=2.4845,-6.9660,0.3258

CollisionPoint[001]=2.4925,1.7549,0.9310

CollisionPoint[002]=2.4845,-6.9660,0.3258

CollisionPoint[003]=-2.4030,-6.9660,0.3258

CollisionPoint[004]=-2.4111,1.7549,0.9310

CollisionPoint[005]=-2.4111,1.7549,-0.8240

CollisionPoint[006]=2.4925,1.7549,-0.8240

CollisionPoint[007]=2.4845,-6.9660,-0.8240

CollisionPoint[007]=-2.4030,-6.9660,-0.8240

DamageRating=DESTROYED

SystemName[001]=FuselageFuelCell2

SystemName[002]=FuselageFuelCell3

SystemName[003]=Tailhook

SystemName[004]=AirIntakes

SystemName[005]=DecoyDispenser1

 

 

How could one change this to make the jet stronger?

Share this post


Link to post
Share on other sites

I cant remember who posted this - wont work online - and have had to remove the brackets to post it here btw!:

 

 

 

 

Assuming, you don't mind editing and are familiar with SPF1E Extractor, there are a few things you can do to make it more difficult to damage/destroy aircraft.

 

in the AIRCRAFTOBJECT.INI

 

GameObjectData

MinSystemHitChance=25

VolumeStructurePoint=5000<---INCREASE THIS (try 10,000)

Elasticity=0.2

 

In the individual aircraft data.ini file:

 

AircraftData

EmptyMass=10890.00

EmptyInertia=119163.54,46501.65,165665.19

ReferenceArea=37.27

ReferenceSpan=14.00

ReferenceChord=4.2855

ReferenceLength=16.71

OnGroundPitchAngle=2.31

CGPosition=0.00,-1.01,0.00

HasArmor=TRUE <------

DefaultArmorType=aluminum <------

DefaultArmorThickness=5 <------

Component001=Fuselage

Component002=Nose

Component003=LeftWing

Component004=RightWing

Component005=LeftStab

Component006RightStab

Component007=VertTail

Component008LeftOuterWing

Component009=RightOuterWing

Component010=RearFuselage

 

 

This armors the entire plane. Armor types can also be STEEL, WOOD,

GLASS, TITANIUM. There is no weight effect of the armor.

Also in the individual aircraft data.ini file, each COMPONENT listed

in the AircraftData can be individually armored, and can have the

number of "hit points" increased by using STRUCTURAL FACTOR.

 

Nose

ParentComponentName=Fuselage

ModelNodeName=Nose

ShowFromCockpit=FALSE

DetachWhenDestroyed=FALSE

DamageRating=DISABLED

MassFraction=0.00

HasAeroCoefficients=FALSE

StructuralFactor=10 <----------

MinExtentPosition=-0.25, 0.72, 0.65

MaxExtentPosition= 0.25, 8.0, 1.80

SystemName001=Pilot

SystemName002=NoseGear

 

Note with VolumeStructure and StructuralFactor there is a limit to

the effectiveness. For example, changing VolumeStructure to 900,000

doesn't make the plane invulnerable.

 

Note that "size does matter" - if the aircraft model has been

designed properly the "hit box" will match the critical aircraft

structure. A large plane like a B-52 will have very large hit

boxes, but the volume of those hit boxes is also much larger.

You can also armor individual systems specifically by direction:

 

Pilot

SystemType=PILOT_COCKPIT

PilotModelName=FApilot

Position=0.0,3.80,0.38

SeatModelName=seat_f-100

SeatPosition=0.00,3.70,-0.05

MinExtentPosition=-0.25, 0.72, 0.65

MaxExtentPosition= 0.25, 1.66, 1.80

CanopyNodeName=CanopyFrame

HasArmor=TRUE

ArmorMateria=STEEL

ArmorFRONT.Thickness=10

ArmorRIGHT .Thickness=10

ArmorLEFT.Thickness=10

ArmorREARThickness=50

ArmorTOP.Thickness=0

ArmorBOTTOMThickness=20

 

This is very important to use with the fuel tanks, which are IMO too

easy too ignite. SelfHealing and FireSuppression are not the

answers, however, to this problem. SelfHealing has a limited

effect, but FireSuppression is complete in its effect. That is, if

you set FireSuppression to TRUE - that tank will never flame -

period.

 

One way of achieving fuel tanks which absorb some damage and then

eventually burn is to use armor:

 

FuselageFuelCell

SystemType=FUEL_TANK

FuelTankID=1

MaxFuelAmount=3285.00

SelfHealing=FALSE

FireSuppression=FALSE

MinExtentPosition=-0.55,-1.55,-0.26

MaxExtentPosition= 0.55, 1.95, 0.34

HasArmor=TRUE

ArmorMaterial=STEEL

ArmorFRONT.Thickness=20

ArmorRIGHT .Thickness=20

ArmorLEFT.Thickness=20

Thickness=20

ArmorTOP.Thickness=20

ArmorBOTTOM.Thickness=20

 

The complication with this is that armor vs mg bullets works

differently than armor vs HE cannon shells. So the armor thickness

for one is probably going to be too much or little for the other.

IMO 20-30mm of steel is an average that works for me. 40mm of steel

makes the plane near invulnerable to machine gun fire - you'll see

sparks flying off when you hit.

 

To help balance the difference out, I've decreased the HE weight of

all cannon shells by 80%. They are still quite destructive.

 

If you feel your planes are burning too easily with the above

modification, set all but one of the plane's fuel tanks to

FireSuppression TRUE. That will slow down the flaming but you still

get a flamer if you hit the plane hard enough.

 

Remember there is synergy between components and systems, and

adjacent components and systems. When one fails there is usually a

cascading effect. An example is aircraft with underwing engine

nacelles. Not increasing the StructuralFactor on those can result

in one hit destroying the nacelle, which then destroys the engine

and probably causes the wingtank to ignite which in turn damages the

wing structure.

 

By doing all of the above to all my planes I've decreased the one

hit kill a lot - but not totally. There are still critical hits

modeled, and they happen fairly frequently. 4-5 20mm hits was my

"target" number of hits required to down an average size plane, and

it seems to be fairly close. It's all a matter of preference.

 

If you're interested in testing damage modeling I recommend

creating a mission using KMD. Create friendly flights of various

aircraft flying in a straight line to a waypoint on the far side of

the map. This allows you to fire slowly and accurately to determine

the fewest number of hits required, since friendly planes will not

maneuver. Just turn off the volume so you don't have to listen to

them screaming at you as you kill them. Use the log, not the stats,

and count the number of hits before the target is destroyed.

Share this post


Link to post
Share on other sites

The DESTROYED tag tells the program how to handle the aircraft once that system or component total hit point value (calculated by the volume of the hit boxes determine by min/max extents & modified by StructuralFactor and VolumeStructurePoint). You can change it to DISABLED, HEAVY DAMAGE, or DAMAGE IIRC. These impact the effect of the loss of the component/system affects other nearby components/systems too.

 

With anything other than DESTROYED, the AI will continue to attempt to fly the aircraft. This is not always a good thing, especially with the engine, as the AI will attempt to climb and engage once it builds up speed. Of course this doesn't work so it dives again and repeats the process. Pretty silly looking IMO. Now only if they could attempt a belly-landing....

 

CoolHand29's post is a copy of a post I wrote over at SimHQ which outlines the many different ways you can toughen up aircraft. Using the mods I mention in that post, it took 5 30mm hits on an F-100 to bring it down. A couple hit the wing and one stabilizer with one shot. The next shot I took hit the fuselage 3 times and that KO'ed the Hun. It did not burn. It took 139 rounds in 4 bursts to achieve this - obviously I'm not the best shot. But without the damage modifications that Hun probably would have died with the first hit. I realize that not all will agree with this - thinking it too strong, but I have many cases still where one shot destroys a plane. It just doesn't happen as frequently.

Share this post


Link to post
Share on other sites

Thx it works much better now. Before it was literally 1 shot kills which was boring. (I like a little flash before boom)

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..