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Hi!

I have a strange problem in campaign (Chinese intervention, December 1950, 335th, F-86A) - it is always dark! Even if the mission starts at, say, 11:00 in the morning, it is still dark outside and no sun in the sky. If it is 7:00 it is pitch-black, only the moonlight sometimes. Single missions on the same map show normal dawn and sunrise in appropriate times. Where do I look to fix this?

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Dinasour_zpsahucffhj.jpg
 

i got nothing!

 

Is it black all day round? What happens if you use Alt-C to advance in-game time?

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It had something to do with ENVIRONMENTSYSTEM.ini - I forgot to delete that from Flight folder before installing the new version of your WoK. Now without it the sun is back:) Although I cannot use the effect mods until I find our which parameter caused this.

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I think there's a "CLOUD1.tga" in the Flight folder. tis the only environment mod contained. If it's causing a conflict just delete him.

It had something to do with ENVIRONMENTSYSTEM.ini - I forgot to delete that from Flight folder before installing the new version of your WoK. Now without it the sun is back:) Although I cannot use the effect mods until I find our which parameter caused this.

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/rant on/

YAP RS 4

3Mb of a Fletcher LOD. no low rez ones. How many poly is that:X Sigh...

TK's default Sumner DD, LOD1 387Kb, LOD5 33kb and looks great.

Sigh...

 

A 4Mb carrier is bearable since it's only one flag ship and looking good with detail, sure very well.

got 4 DDs per carrier group, so task force 77 got 12. TF95 has atm 8. How many poly is that!!! bzzzzzt.

 

was looking forward for a DD revamp, oh well time saved....

 

/rant off/

Edited by Do335

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Anyway other than the parked below deck hellcats that's impossible to be rid of... the big guy's good enough i guess.
th_StrikeFighters2%20Korea%202016-10-24%
th_Capture_491_zpslv27yqdo.jpg

 

Attached are gun sounds of all ground objects (ships, AAA and tanks). Think i'm satisfied with them so far. "TankGun.wav" is also used for big cal AAAs like KS-12, -19 etc.

 

Naval_AA Gun Sounds.7z

 

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why aren't you using WBS's Essex/Tico class?? He built them specially for use in WW2 and Korea

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why aren't you using WBS's Essex/Tico class?? He built them specially for use in WW2 and Korea

iirc there's a bug with LOD2 and 3. I could do with LOD1 only but that's a 10MB LOD :blink:

 

edit: Checked and only on the 1950 version so ya ww2 types should be golden:)

But if you get enough pull with WBS for a proper SCB-27 I'll be on all 4s!.. My part is nothing up there but eh, my email addy

 

me262a-1a@163.com

 

maybe we can setup something.

Edited by Do335

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Now I'm trying to put MiG-17 in Korean skies (since they already have Seahawk and Hunter there:)). But I want it to be consistent with the other KAW aircraft in terms of FM, DM and gunnery. As a template I naturally use KAW MiG-15bis. Could you please advise where am I wrong and what else should I look at?

 

DM

Just added StructuralFactor and armor values to everything as in 15's data.ini. Will it do it?

 

Gunnery

Copied [Dogfight] lines. What should I do about Internal Guns? Namely about Min/Max ExtentPosition and  AimAngles?

 

FM

Now the hardest part:(

1) What are the speed units of measurement in [FlightControl] section? The numbers don't look like anything in reference data.

2) MaxSpeedSL is a sea level, right? What about the high-altitude max speeds? Where do I change those?

3) EmptyInertia - should I change that?

4) Aerodynamic values in separate AC parts - this REALLY looks complicated! MiG-17 has different wings, stabs and longer rear fuselage. What parameters should I change excactly?

5) Should I add the RightWarp?

 

3D

1) Where do I get the OUT file for MiG-17 do to the CanopyHide thing?

2)  Is there a better external 3D model anyway? I searched everywhere, but failed so far. Strange - such a widely used aircraft in SF, yet such a dated 3d...

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uhmmmm.. you can do a MS Word compare of the modded Mig15 Data ini vs stock ini.

header data stuff:

Normal/MaxMissionRadius: i calculated with a beefy messy excel sheet. a few km difference between -15 and 17 so basically same
CruiseSpeed = MaxSpeedSL * 0.65
Landingspeed is trial-error tested on AI, default too slow (tis takes a lotta time so if don't care for it there's no need)

CanopyHide: use LODviewer from Mue's Toolbox



DM: default hitboxes look good so Word compare should show everthing. except rear tank, it is smaller than 0.4m^3 so enlarged to .4. otherwise it catches fire too easy.

all components have default 8mm(iirc?) aluminum armor. the collision points are deleted except fuselage and nose to prevent frequent AI ramming. Pilot is made tough as they're easily killed otherwise.
 
 
 
FM:
1) meters per second
2) max speed is mostly defined with aero coefficients in component sections. up high it is limited by MachLimit=, together with maxspeedSL down low it sets a hard limit on speed, irrespective of the aero coefs. With TW planes, usually at MachLimit/MaxSpeedSL you still have a bit excess thrust left but not much.
3) negative unless not minding risk of some bugs or looking to redo big part of FM:X

4) no need if ya like TK's aerodynamic work he's pretty pro. also lots of these are interconnected so if you change one, you need to change everything. but... things are usually safe to play with: CD0 and CDL... affects performance a lot but doesn't affect handling so you could tune it to the way you like coupled with speed limits mentioned in 2).

A good reference on TW foras (there are many others)

http://bbs.thirdwire.com/phpBB/viewtopic.php?f=3&t=508

5) i think it's fixed on the RL mig-17 so no need
 
Gunnery:
AimAngles is set using this excel sheet.wing guns converge.rar Most have convergence @ 1200ft but due to low muzzle velocity the mig is at 800ft. To be accurate, gotta set the cockpit position first via testing in game.
 
3D:
I think Cocas has done one with better def. i'm sure others have better suggestions.

Edited by Do335

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Thank you very much for your recommendations! I did some minor adjustments and this should suffice for now. 

Although I didn't really understand how to use the gun convergence table, it doesn't seem to be necessary anyway - cannons fire straight enough.

 

Is there a particular reason for cutting MiG's combat radius that much (almost twice)? Mission/campaign issues?

 

Now about 3D: I didn't find a better model (just a what-if naval version), so will have to bear with the stock one. But I also cannot locate that MiG-17.lod ! None of the .cat seems to contain it, so I can't analyse it with LODviewer:(((

Are there at least any high-res skins for 17? Everything I stumble upon is standard 512x512.

 

And one campaign related issue: B-29 intercepts. Gunners are cutting down MiGs way too easily, while MiGs require numerous passes to bring down even single fortress. Moreover when there is a lot of 29's, their guns are quickly turning everything into slideshow. Anything I can do about it?

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Thank you very much for your recommendations! I did some minor adjustments and this should suffice for now. 

Although I didn't really understand how to use the gun convergence table, it doesn't seem to be necessary anyway - cannons fire straight enough.

 

Is there a particular reason for cutting MiG's combat radius that much (almost twice)? Mission/campaign issues?

 

Now about 3D: I didn't find a better model (just a what-if naval version), so will have to bear with the stock one. But I also cannot locate that MiG-17.lod ! None of the .cat seems to contain it, so I can't analyse it with LODviewer:(((

Are there at least any high-res skins for 17? Everything I stumble upon is standard 512x512.

 

And one campaign related issue: B-29 intercepts. Gunners are cutting down MiGs way too easily, while MiGs require numerous passes to bring down even single fortress. Moreover when there is a lot of 29's, their guns are quickly turning everything into slideshow. Anything I can do about it?

The frame rates: only make sure you got enough to begin with... fps in campaign mode is tight and ac gun turret perhaps the heaviest fps eater. so, graphics settings, mods, if you can turn them down do it.

my own setup for example, when the b29 turrets are firing i can't use time accel without stuttering. but normal time no accel the frames are smooth, so that is good enough - i don't have everything set to max tho.

 

b-29 toughness: yeap looks like it's too tough. reduce the structuralfactor= in the data.ini. i already set it pretty low but seems not enough... Also the hitbox are a bit too big. will redo the whole thing later...

 

combat radius: it is radius with high mach cruise @15000ft + 10 min of combat, so 200 something is fitting. the default numbers are on the extreme generous side, it's like a 30,000ft no combat Fam flight..... if the campaign engine give it a low alt escort mission from antung to like Pusan, and the AI goes empty over target area - wouldn't be good. It's based on take off flight without using Alt-N though, so if Alt-N or spawn near target i think it doesn't matter.

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I have another trouble with MiG-17 FM - can't get if faster than 0.91 mach at sea level (~500m). Although MaxSpeedSL and MachLimit are higher, CD0/CDL are considerable lower (for wings and h-stab) or same (for fuse & v-stab) than on 15bis, the actual maximum speed is still same:( Engine parameters is also the same as 15bis. Am I missing something?

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I have redone ALL the hit boxes for the post-war Superforts. I've just never gotten around to posting them.

Several other small changes, too. (like adding a figure in the tail gunner position)

 

Try this.

The tail gunner uses the rear facing figure from the (A)B-26 Invader

 

Reminder: this is for POST WAR B-29s ONLY (haven't done the WW2 version yet, but it'll be pretty much the same)

B-29_DATA.7z

superfort hit boxes.jpg

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Dornil: knock down CD0 around mach .9 considerably!! iirc the default FM has the drag "wall" at 0.9+ so not just value of CD0= but also in the curve table CD0MachTableData=

 

Wrench: thanks! will see what i can use. my data.ini is updated considerably to the point of redone, but i think some hitbox is still leftover from the old bounding box data so a bit excessive..

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Is there a FAQ for mach tables? I don't understand what all these numbers mean: CD0MachTableData=2.095,1.235,1.091,1.030,1.000,0.980,0.974,1.000,1.020,1.020,12.692,12.753,12.843

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^the data is multiplier of CD0= base value, at given mach number (Mach number given with CD0MachTableDeltaX= and CD0MachTableStartX=)

 

made into a graph tis like this

th_Capture_492_zpsv4zagtvg.jpg

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b-29 intercept:

1) with the inverse yaw in the FM the AI is having bit hard time aiming. the trick seems to be bring the flight below bombers and then target them. AI's apparently happier shooting up.

2) reduced hitbox sizes on b-29 and reduced structuralfactor. usually structuralfactor is 2.0 but here set it as 0.25... (before was 0.45). will see.. Also wing tanks separated into 2, and rearranged gunner hitboxes per flight manual.

3) gun turret fps hits: AircraftAIDATA.ini set GunnerFireChance=40. Default is 80 so halved, but can be whatever low setting deemed fit.

 

Video test:

1st test is attacking from above. i shot myself but no.2 can be seen firing and missing, and overshooting just before i opened fire

2nd test is attacking from below. no.2 firing and hitting very nicely.

3rd test is just me shooting 37mm only to test toughness.

lastly ss of debrief screen rounds per kill.

 

B-29_DATA.rar

Edited by Do335
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