Wrench Posted June 9, 2013 Posted June 9, 2013 man, I gotta say, that has one of the, if not THE best cockpit's I've seen in like, forever!! (sorry stary!) but, I'm (well, was) having problems with the AI controlled wingmen mushing into the ground on take offs. So, I located a 'like sized' aircraft, and used those aerodynamic parameters. it seems to have helped greatly. mind you, it may be 'better' than real life. this is just a quick and dirty fix (engine power is also upped - maybe too much) so, here's a attached zip with the "newish" data ini, a destroyed model, and the new sf2 'box art' hangar screen. Also the AvHistory Allison 1710 engine sound. canopy was switched to the Shift/0 animation key (sorry brother R!) BACKUP THE ORIGINAL DATA INI FIRST BEFORE INSTALLING THIS!!! PLEASE test and report. there is still some bounce and the 'tire touch' sound at mission start... I just don't know what's up with that. frakking 5/13 patch no doubt Quote
Wrench Posted June 9, 2013 Author Posted June 9, 2013 (edited) forgot the mention this is JUST for the USAAF version. I haven't installed the MTO RAF one yet! Edited June 9, 2013 by Wrench Quote
+RAVEN Posted June 9, 2013 Posted June 9, 2013 Thanks ,the pit is what took so long. I'm getting the 'tire touch sound' with the 06 patch also so I'll look at it, I think it's in the tailgear animation. I'll give your new data a try, I had issues with the wingman also. (I might update the pit with wiring). Quote
+Cliff7600 Posted June 9, 2013 Posted June 9, 2013 (edited) I do a FM fix on my own (WOE 08), I don't think I will release it. But here's some parts : For the landing gears, in the data.ini file [TailGear]SystemType=LANDING_GEARRetractable=TRUEDeployTime=8.0AnimationID=1DragArea=0.25HideGearNode=TRUEModelNodeName=GearTInsideNodeName=TWWellShockAnimationID=4ShockNodeName=TG_Pivot//ShockTravelAxis=Z-AXISShockStroke=0.08SpringFactor=0.9DampingFactor=0.8WheelNodeName=Tail_Wheel//RotationAxis=X-AXISRollingRadius=0.142CastoringWheel=TRUECastoringNodeName=TW_YokeSteerable=TRUEMaxSteeringSpeed=50.15Locking=TRUEMaxSteeringAngle=45.0InputName=YAW_CONTROLControlRate=3.0HasBrakes=FALSERollingCoefficient=0.05MaxDeploySpeed=78.71 [LeftMainGear]SystemType=LANDING_GEARRetractable=TRUEDeployTime=8.0AnimationID=1DragArea=0.85HideGearNode=FALSEModelNodeName=PivStrutMain_LInsideNodeName=ShockAnimationID=3ShockNodeName=LM_Shock//ShockTravelAxis=Z-AXISShockStroke=0.15SpringFactor=1.0DampingFactor=0.75WheelNodeName=L_Tire//RotationAxis=X-AXISRollingRadius=0.380CastoringWheel=FALSEHasBrakes=TRUEBrakingCoefficient=0.75RollingCoefficient=0.05MaxDeploySpeed=78.7 [RightMainGear]SystemType=LANDING_GEARRetractable=TRUEDeployTime=8.0AnimationID=1DragArea=0.85HideGearNode=FALSEModelNodeName=PivStrutMain_RInsideNodeName=ShockAnimationID=2ShockNodeName=RM_Shock//ShockTravelAxis=Z-AXISReverseShockOrientation=FALSEShockStroke=0.15SpringFactor=1.0DampingFactor=0.75WheelNodeName=R_Tire//RotationAxis=X-AXISReverseModelOrientation=FALSERollingRadius=0.380CastoringWheel=FALSEHasBrakes=TRUEBrakingCoefficient=0.75RollingCoefficient=0.05MaxDeploySpeed=78.7 For the canopy, if the animation key 10 is used, in the cockpit.ini file : [Canopy]Type=EXTERNAL_ANIMATION_LINKNodeName=CanFrm_InMovementType=POSITION_YSet[01].Position=0.0Set[01].Value=0.0Set[02].Position=-0.7Set[02].Value=1.0ItemNumber=5 [CrankCanopy]Type=EXTERNAL_ANIMATION_LINKNodeName=CrankPlMovementType=ROTATION_xSet[01].Position=230.0Set[01].Value=0Set[02].Position=590.0Set[02].Value=1.0ItemNumber=5 This model is a beauty, AWESOME!!! Thank you a billion times ; ) Edited June 9, 2013 by Cliff11 Quote
Wilches Posted June 10, 2013 Posted June 10, 2013 The plane and cockpit are simply brilliant. The problem is to make it fly without the horrible bouncing and explosion. The plane itself starts as close as 1.5m from the ground floating like a baloon and then falls like a rock!!!!! What a shame TW... Quote
Wrench Posted June 10, 2013 Author Posted June 10, 2013 (edited) wilches: have you TRIED the data ini I posted above??? give it a shot, and see what you think (after all, you are one of the ex-EAW dudes) Edited June 10, 2013 by Wrench spelling correction Quote
+RAVEN Posted June 10, 2013 Posted June 10, 2013 (edited) Tire touch sound fix , Needed for all of my hurricanes also: [AIData]//TakeOffRotationAngle=20.0 <----Coment out. Didn't fix it 100% but better, Darn thought I had it nailed. Edited June 10, 2013 by RAVEN Quote
+RAVEN Posted June 10, 2013 Posted June 10, 2013 Ok, the game is spawning the wingman tail high, then it drops (touch sound) I tried to export with the PP moved, no joy. ??? Quote
Wilches Posted June 10, 2013 Posted June 10, 2013 Guys, with all the tips given above and the following lines the result is very good. Not the final fix but much better indeed. [AircraftData] CGPosition=0.00,-1.10,0.00CockpitCGOffset=FALSEOnGroundPitchAngle=20.0 [Engine] PropDiameter=1.352 As I stated before, the CG is the main cause of this mess. Have a try and describe your results please. Quote
Wrench Posted June 10, 2013 Author Posted June 10, 2013 doesn't changing the prop diameter change the engine performance curves? or is that only for "collision" calculating? Quote
+Cliff7600 Posted June 10, 2013 Posted June 10, 2013 (edited) Well... I doubt that all of us are using the same install, with the same patch, with the same set up. "The CGPosition= data under [AircraftData] in data.ini relates the cg position relative to the pivot axis position of the 3d model, and this shouldn't directly affect the flight model. The only place CGPosition= affect flight is when determining moment due to force (say from gunfire, bomb release, etc)" and I think it's true. And think that the engine dry weight value is 1645lb (746kg) ...do you think the tail weight has the same value? Original FM gives the nose : 660kg Wrench's temporary fix : 500kg And the nose is engine + propeller screw + nose + oil (at least) Edited June 10, 2013 by Cliff11 Quote
Wilches Posted June 10, 2013 Posted June 10, 2013 Concerning the CG, is right to say that it changes the plane flight behavior BUT TW, for an unknown reason, mess with the CG somewhere forward (my guess is around 50cm - half a meter) so when you place the CG to 50cm backwards you´re actually correcting the CG to it´s original position. What we must know is the correct value. I´ve tried this on other props and the result was the same - no falling and explosion. Quote
Wrench Posted June 10, 2013 Author Posted June 10, 2013 well, I used your values, Wilches, and it got WORSE! Of course, this on my data ini posted above, 5/13 patch. Mains and tail wheel were above ground, in fact the aircraft was level with respect to the ground, then dropped. Went back to my originals, and all I get is slight chrip. left the prop at YOUR values, however (just in case! ) maybe moving the CG to -0.50, and keep experimentating? Usually what I do, is .25m increments in (whatever) direction. Time consuming? Hell yes!! Raven, is the aircraft's world center 0,0,0?? Wish we had something TK-ish to compare with, like his Spits or mustangs Quote
amariani Posted June 10, 2013 Posted June 10, 2013 Is this thing coming to SF2 or do I need to download the SF1 version and mod it? Quote
+RAVEN Posted June 10, 2013 Posted June 10, 2013 (edited) I set the CG to 0.00,-1.00,0.00 and made no other changes, the wingman is now spawned on the ground, still a little bouncy. World center is at the Center of lift (6% of MAC) Edited June 10, 2013 by RAVEN Quote
+RAVEN Posted June 10, 2013 Posted June 10, 2013 Wrench can you get me a screenshot of the TW P-51 With a decal at 0.00,0.00 on the fuselage? I've been compairing the Max Extents of the P-40 with the TW P-51D (have Data.ini) and I'm 98% sure that it's exported in the correct place. I'm off to work, back at midnight. Quote
Wrench Posted June 10, 2013 Author Posted June 10, 2013 here ya go! Elvira is at the 0/0 position Quote
+RAVEN Posted June 11, 2013 Posted June 11, 2013 That matches the offset when I compared the Max Extents . I'll try an idea I have and get back to ya. Quote
+Cliff7600 Posted June 11, 2013 Posted June 11, 2013 I have questions : Raven, where does the original FM come from? Wrench, what 'like sized' aircraft did you use for your quick fix? Thanks Quote
Wrench Posted June 11, 2013 Author Posted June 11, 2013 TKs Mustang. BUT ONLY the aerodynamic descriptions ABOVE the crew section (the usual stuff, left wing, inner and outer, nose, tail, etc) I left the weight and empty inertia statemets alone. the wing area, chord, etc were "close enough". left the control statements alone. after all, its NOT a mustang!! like I said, NOT a perfect fix, but workable, or a starting point. I DID boost engine power as a cheat --and I hate doing that!! look at mine and compare to the Raven's original ( you DID backup the original, right??? ) Quote
+Cliff7600 Posted June 12, 2013 Posted June 12, 2013 (edited) Yes I will compare both FM values, and that's the "workable, starting point" I was asking. I'll try to keep the engine power as it is and I'm doing the test flight take-offs with flaps 0. Or am I wrong and P-40 were taking off with flaps extended? Edit : edit deleted xD, sorry, still searching... Edited June 12, 2013 by Cliff11 Quote
+RAVEN Posted June 12, 2013 Posted June 12, 2013 (edited) I checked all my collected data and found nothing on flaps at takeoff. Just found: " Take-off ( weight 8100lb) (using Military Power and Flaps 30')" Speed - 93 MPH. Tested ingame , 112,34 MPH Edited June 12, 2013 by RAVEN Quote
+Cliff7600 Posted June 12, 2013 Posted June 12, 2013 (edited) Great! I'll try that For landing, is that close to correct? Full flaps : 45° Gears : extended (...it's better ) IAS : 110 MPH RPM : 2000 (had to push to 3000 in short final sometimes) Elevator trim up : 4 or 5 Edited June 12, 2013 by Cliff11 Quote
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