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baffmeister

Spitfire 1A [late] and BF-109E-3 FM's

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Here is a matched pair of FM's for the Spitfire 1a and BF-109E-3. I have tried to adjust the FM's to reflect the differences between the two types regarding roll rates and pitch response. New engine tables included for both types. The Spitfire 1a FM is for the recent TMF/Wrench upload and was developed from the FM supplied with the original. It's 95% ThirdWire with some tweaks to the rudder and aileron entries as well as a few other things. The engine table reflects a late version with 100 octane fuel and 12 lbs engine boost pressure. This gave a bit over 1300hp at 9000ft and made a huge difference during the Battle of Britain. The update programs were very rapid with all Spitfires and Hurricanes in the Battle of Britain theater having constant speed props and 12 lbs boost my mid August, 1940. If you want to make an early version you can just change the entry HasWep=TRUE to FALSE.

The BF-109E-3 FM is made for RussoUK's SF-1 model. Here's a link. http://combatace.com/files/file/1352-bf109e-3/ You are on your own making an SF-2 version, although the FM should work in SF-1 installs as well. I have done a little trick I picked up from Kulbit80 to make the fuselage invisible from the cockpit while keeping the propeller visible. This so you can re-position the cockpit to a more realistic position. At present the right hand wheel rotates backwards but so far that's the only way I've been able to get the shock stroke animation working in the correct direction.

 

Notes: The Spitfire 1A had a poor roll rate and is reflected in the FM. The BF-109E-3 had a decent roll rate at normal speeds but was almost as bad as the Spit at high speeds. The Spitfire had very light elevators and I think is done well by ThirdWire. The BF-109E-3 had an OK elevator feel at low speeds but the stick forces would build up rapidly as speed increased and became a major issue at high speeds. I have started trying to model that but more work to do. The Spitfire gave lot's of warning prior to departure during turns but the original ThirdWire FM is very departure resistant so I still have some things to do there. The BF-109E-3 was very spin resistant and the FM reflects that. Both FM's are beta 0.8 and holding as I want to get started on some other ones. Cheers.

 

Spitfire1A_DATA0.8.zip BF109E-3_DATA0.8.zip

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My 109E flies okj in sf2..

alter the FALSE below to TRUE for the wheel.in the data.ini

ReverseModelOrientation=FALSE

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Thanks Wrench and Kulbit80, I really appreciate the comments. :biggrin:

 

Will there be one for the Bf-109E-3B?

 

No plans for a fighter bomber version in the near term but I do plan on looking into it at some point. I think there may have been some subtle engine differences between the regular and FB version but I want to get the basic version finalized first before proceeding with other variants.

 

Russo, I had another look at the gear and I think I may have been trying to fix a problem that wasn't even there! :blink: Just to avoid any confusion, here are my current entries for the R/H landing gear. They seem to work fine and are the same as the original data with the exception of some adjustments to non model related entries.

 

[RightMainGear]

SystemType=LANDING_GEAR

Retractable=TRUE

DeployTime=5.0

AnimationID=1

DragArea=0.25//0.90

HideGearNode=FALSE

ModelNodeName=MainGearStrut_R

InsideNodeName=

ShockAnimationID=

ShockNodeName=AxleR

ShockTravelAxis=Z-AXIS

ReverseShockOrientation=FALSE

ShockStroke=0.2//0.40

SpringFactor=1.5//3.0

DampingFactor=2.0//2.5

WheelNodeName=HubR

RotationAxis=X-AXIS

ReverseModelOrientation=FALSE

RollingRadius=0.28//0.58

CastoringWheel=FALSE

HasBrakes=TRUE

BrakingCoefficient=0.50

RollingCoefficient=0.05

MaxDeploySpeed=101.0//73.6

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The component for the props - i use the same method but saved some lines cause I simply use the Spinner node which comes first in the hierachy :ninja:

I'll try the FMs in my BoB install ...

 

you can add Synchronized=True to the MG17 ( thats reducing ROF by 10 % or so)

and 109 fuel capacity is 304 kg ( 400 liter x 0.76 kg/Liter for B4 87 Octan fuel)

 

 

Spitfire, ammo capacity was 300 rounds each for all 8 guns

 

found a loadout imgage I made

Spitfire1A_Loadout.7z

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New Revi 12C , usable for all Luftwaffe fighters from '39 to '43

 

for Kesselbruts 109 pits, use :

 

GunsightMilSize=150

GunsightName=Revi12C256fd.tga

 

 

post-2042-0-17533100-1354750919_thumb.jpg

Revi12C256fd.7z

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np

 

I got one or two flights with the 109 and the Spit yesterday

Cant say much yet, but they flew both stable and what I saw of the AI was good too .... the 109 has a landing problem, they make a touch and go and then fly on ... from my flight of 5 wingos only 2 landed

very late, near the rwy end

the other 3 kept going, gear and flaps down .. heading straight down the rwy axis for many miles at ~ 600 ft

 

 

In the Spitfire cockpit ini, replace the PitchSolid section with the data below for a proper VSI

 

[PitchSolid]

Type=VERTICAL_VELOCITY_INDICATOR

NodeName=needleVASI

MovementType=ROTATION_Z

ValueUnit=FPM

Set[01].Position=-163.0

Set[01].Value=-4000.0

Set[02].Position=-113.0

Set[02].Value=-3000.0

Set[03].Position=-72.0

Set[03].Value=-2000.0

Set[04].Position=-33.50

Set[04].Value=-1000.0

Set[05].Position=00.00

Set[05].Value=0.0

Set[06].Position=33.50

Set[06].Value=1000.0

Set[07].Position=72.0

Set[07].Value=2000.0

Set[08].Position=113.0

Set[08].Value=3000.0

Set[09].Position=152.0

Set[09].Value=4000.0

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and the FuelIndicator section :

 

// Spit fuel

// top tank 48 gal (not indicated!)

// lower tank 37 gal

[FuelIndicator]

Type=TOTAL_FUEL_QUANTITY_INDICATOR

NodeName=NeedleFuel

MovementType=ROTATION_Z

ValueUnit=LB

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=-15.0

Set[02].Value=39.09

Set[03].Position=-29.0

Set[03].Value=78.18

Set[04].Position=-39.0

Set[04].Value=156.36

Set[05].Position=-59.0

Set[05].Value=234.54

Set[06].Position=-78.0

Set[06].Value=293.0

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Kesselbrut Bf 109 cockpit

 

new calibrated airspeed indicator and tachometer

 

 

[AirspeedIndicator]

Type=AIRSPEED_INDICATOR

NodeName=Needle_Speed

MovementType=ROTATION_Z

ValueUnit=KMPH

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=11.90

Set[02].Value=100.0

Set[03].Position=63.70

Set[03].Value=200

Set[04].Position=115.50

Set[04].Value=300

Set[05].Position=167.20

Set[05].Value=400

Set[06].Position=218.0

Set[06].Value=500

Set[07].Position=270.0

Set[07].Value=600

Set[08].Position=320.20

Set[08].Value=700

Set[09].Position=346.10

Set[09].Value=750

 

[Tachometer]

Type=TACHOMETER

NodeName=needle_RPM

MovementType=ROTATION_Z

Set[01].Position=24.1

Set[01].Value=0.0

Set[02].Position=218.5

Set[02].Value=1.0

Set[03].Position=266.5

Set[03].Value=1.25

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and more updated 109 intruments

 

[TurnIndicator]

Type=TURN_INDICATOR

NodeName=Needle_Turn

MovementType=ROTATION_Z

ValueUnit=DEG

Set[01].Position=-40.0

Set[01].Value=-12.0

Set[02].Position=0.0

Set[02].Value=0.0

Set[03].Position=40.0

Set[03].Value=12.0

 

 

[stbyCompass]

Type=Gyro_Compass

NodeName=Compasssphere

MovementType=ROTATION_z

ValueUnit=DEG

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=-360.0

Set[02].Value=360.0

 

[FuelIndicator]

Type=TOTAL_FUEL_QUANTITY_INDICATOR

NodeName=Needle_Fuel

MovementType=ROTATION_Z

ValueUnit=LB

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=30

Set[02].Value=335.0

Set[03].Position=60

Set[03].Value=670.0

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Heres a fully updated 109 E-3 pit ini which makes use of all the things posted above and has a new magnetos lever function ,

new calibrated manifold pressure indicator

 

Also included is baffmeisters 109E-3_data0.8 ini with following changes:

 

- added to Engine section :

 

MinManifoldPressure=17.95276

MaxManifoldPressure=40.3937

 

- Internal Guns, 2 gungroups defined, MG17 and MGFF to get the ammo counters to work right and the gun rdy lights which are off if out of ammo

- MGFF set to EjectShells=FALSE

Bf109E-3.7z

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Love these new fms. Put the Spit into a high speed dive and was delighted with the lack of aileron control at high speed. Even with any AI landing problems ("They can teach Monkeys to fly better than that!), these fms are awesome. The only thing I might mention is that the Spit 1 had only two flap positions from what I've read; none, and maximum. I always retract my flaps for takeoff, they were only used for landing.

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try this, see if it work:

 

FlapSettingForLanding=2

FlapSettingForTakeOff=0

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try this, see if it work:

 

FlapSettingForLanding=2

FlapSettingForTakeOff=0

 

Okay, so here's what I changed:

 

[LeftFlap]

SystemType=HIGHLIFT_DEVICE

CLiftdc=0.2488

CDdc=0.0320

Cmdc=-0.0050

DeltaStallAlpha=-8.48

AreaRatio=1.000

DeploymentMethod=MANUAL

FlapSettingForLanding=2

FlapSettingForTakeOff=1

Setting[1].Angle=0.0

Setting[1].DeployValue=71.53

Setting[2].Angle=85.0

Setting[2].DeployValue=71.53

MaxDeflection=85.0

MinDeflection=0.0

ControlRate=0.2

ModelNodeName=LeftFlap

//ReverseModelOrientation=TRUE

AnimationID=4

 

[RightFlap]

SystemType=HIGHLIFT_DEVICE

CLiftdc=0.2488

CDdc=0.0320

Cmdc=-0.0050

DeltaStallAlpha=-8.48

AreaRatio=1.000

DeploymentMethod=MANUAL

FlapSettingForLanding=2

FlapSettingForTakeOff=1

Setting[1].Angle=0.0

Setting[1].DeployValue=71.53

Setting[2].Angle=85.0

Setting[2].DeployValue=71.53

MaxDeflection=85.0

MinDeflection=0.0

ControlRate=0.2

ModelNodeName=RightFlap

//ReverseModelOrientation=TRUE

AnimationID=4

 

I have to see if the AI can even land with this, but it makes my bird take off with no flaps set. The only glitch is I have to hit the deploy flaps button twice to get the flaps to full extension for landing, but that's okay with me. I just gave it a quick spin, so I don't know if the AI can stomach it. I'll test. Thanks, Wrench. And thanks, Baffmeister, for these great fms. Any chance of a Hurricane 1 in the wings? And nobody be trash talkin' my Hurri. She won the Battle of Britain. The Spits were there for polish...

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the section I posted, goes in the FlightControl section, at the top of the data ini, NOT in the controls section with the flaps themselves. Thusly:

 

[FlightControl]

StallSpeed=33.440

CruiseSpeed=93.88

ClimbSpeed=84.49

CornerSpeed=140.500

MaxG=5.00

MaxSpeedSL=150.07

MachLimit=0.80

PitchDamper=0.5

RollDamper=0.125

YawDamper=0.1

GunBoresightAngle=0

RocketBoresightAngle=0

FlapSettingForLanding=2

FlapSettingForTakeOff=0

 

====================================

 

(cough) Raven's Hurri's (Cough)

even though built for 1stGens, work EXCELLENTLY in SF2 -- chk the WW2 download section for some stuff I've done, and the WW2 1stGEn section too (for some of the originals. I've ported a few, but they really need VERY litle work to bring them SF2 -just some cockpit/and data ini tweeks to had the external framing)

Edited by Wrench

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Oh, I already downloaded Raven's beautiful Hurri with your skin pack, Wrench. Love the aircraft and the skins (especially the decal system). And I've already modded the engine data ala Baffmeister to give me early 80 Octane and late 100 Octane versions. Been flying, flight testing, and dogfighting over the Channel coast all evening. Sorry I misunderstood your instructions, but what I cooked up works for now. I'll flight test your version tomorrow. Two more days of vacation left. Ah, well. All good things got to come to an end...

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