Jump to content

Recommended Posts

Hello FE/FE2 flyers,

 

Thought I'd start a new post for this topic since it's something I was thinking of for several months in FE2 - how to make dives and recovery from dives more dangerous/realistic (reminiscent of RB3D). The tweak is a fairly simple one but requires patience. A MaxG value should be included for upperright, upperleft, bottomright, and bottomleft wing values in the data ini files. I stumbled on this while tweaking the Nieu 12 today - there is a general MaxG value under FlightControl in the data inis that I've modified for previous updates of the FM packs - but the trick is to include such values for the wings as well, and to modify those values further - I am assuming that this would work for wing tip entries as well but I have so far tested only with main wing panels - the results are very good. (I will roll these modifications into a future version of the FM updates, once I am happy with the results.) In the meantime, here are a couple of pics of quick (unsuccessful) recovery from power dives.

 

Happy flying,

Von S

 

post-86760-0-17281800-1481963223_thumb.jpg

 

post-86760-0-37809200-1481963241_thumb.jpg

  • Like 4

Share this post


Link to post
Share on other sites

Hello,

 

Great!

 

Is it linked with the structural factor parameter found in the data.ini files?

 

The SF2 TW MiG-15 used it in the [Fuselage] section: StructuralFactor=2

 

Coupi.

  • Like 1

Share this post


Link to post
Share on other sites

very interesting! didn't know MaxG works for individual liftsurface as well, will see if it applies to SF2..

 

coupi: structuralfactor is damage modeling param aka how tough is the [fuselage] against gunfire.

  • Like 2

Share this post


Link to post
Share on other sites

More updates:

 

Values for MaxG, for wing components, can be set to the same value as MaxG listed under FlightControl in the data ini, providing that that value is realistic/low enough (most of my MaxG values for the FE2 data ini tweaks are fairly low whenever possible).

 

Other things that are important: setting the top wing panels to a lower MaxG value than the bottom wings will guarantee that all wings break off in a quick attempt to get out of a power dive. Leaving the bottom wing values low, and the top wings high, for MaxG - should result in the bottom wings breaking off while the top wing remains intact. A simpler solution is to set all panels to the same MaxG - and to match up with the MaxG under FlightControl.

 

Also, if you include a MaxG value for the LeftStab and RightStab entries - you will be able to rip your elevators/tail assembly off in a dive too - very fun.

 

The slow part will be testing how much breakage is realistic - eventually this will be rolled out into one of my FM update packs (since I have to go back and tweak more than 170 data inis).

 

Edit: I might roll this "flimsiness" into the Nieuport line for ver. 8.6 of the FM pack, as a start.

 

Happy flying,

Von S

  • Like 3

Share this post


Link to post
Share on other sites

Have done that time ago in the Aviatik DI FM. I had to tune it down a little, because people complaints...

  • Like 1

Share this post


Link to post
Share on other sites

Hi Ojcar,

 

Thank you for the feedback. You are right that it might make flying more difficult in FE2 - from further observations, I have noticed that these tweaks don't seem to affect the AI. The AI, being "smart," will never fly above the MaxG limits set in the data inis - so that only the player seems to be at risk for these structural disasters to the plane. I did spot in one of my tests the wings coming off of a MS-N but that was after they were shot down and accelerating - while being flown by the AI, no structural problems occurred to the aircraft, even when I set MaxG values very low to about 0.5, 1.0, 1.5.

 

I tried a few more experiments: considering that the MaxG value under FlightControl is the one that the AI "listens" to - I increased that value to something like 6.0, 7.0, etc., but left the MaxG values for the wing and tail surfaces quite low, around 2.0, to see if the AI would be more reckless and would cause structural failure to AI-flown aircraft. Again I had the same results, with the AI always being careful not to break anything.

 

This means that the player will be at a "disadvantage" to AI-flown planes if MaxG values are set too low, resulting in aircraft that are too fragile. Unless there is a way to implement structural failure risk across player and AI-flown aircraft, like in RB3D - it is best to use caution with the MaxG values for lifting surfaces.

 

I think that a "safe" solution is to copy the MaxG number located under FlightControl into the left/right wing panels attached to the fuselage, also into the tail surfaces (left/right stab). This way there is sometimes a risk of structural failure, making it more challenging for the player to maneuver in the game (and making the AI appear more difficult) - but too much flimsiness should be avoided.

 

One other factor to consider here is the sensitivity of the elevators - stiff ones allow a plane to stay safe even with relatively low MaxG limits. Sensitive elevators can easily rip things apart if the MaxG is too low.

 

I will implement some subtle MaxG limits for the Nieu. types as an experiment (for the 8.6 FM update) - but will avoid too much of these changes for now.

 

Edit: I remember the Aviatik D.I breaking sometimes in steep dives, but didn't make the connection with MaxG values for lifting surfaces until I started tweaking the Nieu. 12 (I always found that impressive on the Aviatik).

 

Happy flying,

Von S

Edited by VonS
  • Like 1

Share this post


Link to post
Share on other sites

Further thinking on this topic leads me to the following conclusions:

 

(a) MaxG under FlightControl of equal value to MaxG values for lift surfaces = you and the same plane-type AI follow the same "rules" of gforces

 

(b) MaxG under FlightControl set less than MaxG values for lift surfaces = you can be more reckless than the AI in the same plane type

 

(c ) MaxG under FlightControl set greater than MaxG values for lift surfaces = you are at a disadvantage to AI flying the same type

 

Von S

Edited by VonS
  • Like 1

Share this post


Link to post
Share on other sites

Hi Coupi (and others following this thread),

 

After more testing, it appears that the StructuralFactor value for lift surfaces is related to MaxG forces for those same lift surfaces, to the extent that the values can be made to work together. In other words, lower StructuralFactor numbers, together with a MaxG force limit, can increase the risk of structural failure (even with absence of bullet damage). I did an experiment on the Nieu 17/23 types by lowering the typical StructuralFactor numbers of 2 and 4, for lift surfaces, to something like 1.5 and 3, or sometimes to 2, from 4 - and when implemented with MaxG limits - this further increases the chance of planes falling apart.

 

In my opinion, they then become too flimsy. For the Nieup. types it seems a good option to leave the StructuralFactor values as they are, and to include MaxG limits for lift surfaces. Also I spotted that some of the lift surfaces have a strange DamageRating value of "Disabled" - I am currently going through the Nieu data inis and changing DamageRating to "Destroyed" for lift surfaces - this results in more realistic physics post-damage (from reckless flying).

 

The Morane Saulnier N also had this problem - with both wings broken off it would still fly - changing all damage ratings to "Destroyed" solved the problem - will roll these important changes into ver. 8.6 of the FM updates.

 

Happy flying,

Von S

  • Like 2

Share this post


Link to post
Share on other sites

More observations on the maxg and structuralfactor tweaks, for those following this thread:

 

The "magic number" seems to be about 4.4, for the MaxG entry - numbers lower than this increase the chance of breaks in power dives noticeably, while numbers higher than this noticeably increase the strength of lift surfaces. MaxG numbers are of course somewhat relative too, depending on the top speed/weight of the aircraft, also of the sensitivity of the elevators. Can't remember now where I read the info., but I think that the Germans tested aircraft in WWI, in the first couple of years of the war, to about 4.2/4.3 G - so FE2 seems accurate in this regard too.

 

Eventually I would like to incorporate maxg ratings for lift surfaces across all of the data inis, but will "upgrade" this in packages - next up are the Albatros v-strutters and early Pfalz and Fokker types, also the Parasols.

 

Also noticed in a flight recently (I was in a Fokk. E.Ia, attacking an MS-N) - the MS-N was hit several times but then I ran out of ammo. I thought I was out of luck but the MS-N went into a shallow dive to avoid another Fokk., and its wing tips broke off - it then crashed. Perhaps the result of some of the hits it took previously, increasing the chance of wing-breakage, even while still flown by the AI pilot. I'm very pleased to see this greater variety of post-damage results in FE2.

 

Happy flying,

Von S

  • Like 3

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  

  • Similar Content

    • By VonS
      Hi All,
      Have been doing a bit of tinkering lately with my FlightGear install (see this thread for more info.) - and results are pleasing enough in what is a free, open-source flight sim. Managed eventually to get accurate photo-scenery working in FG, which is a noticeable improvement over the stock (dated) scenery that has been available in that sim for years on end (see pic. below for photo-scenery at work in FG, in this case in the Mesopotamian/s. Iraqi area; the Alb. D.I is a re-skin and FM-overhaul of a model done by Lester Boffo).

      On a hunch, I then converted a bunch of the photo-tiles from FG (stock format is DDS) to BMP format - so that they become visible in the FE2 terrains folder - and it does indeed work - but would require careful, aesthetic choices regarding what tiles to replace in the terrains folder, such as farms, cities, deserts, etc. - for best cohesion and not too many jarring disconnects between tiles.
      Nice to see that stock trees and buildings are populating over the satellite/ortho-terrains too, in FE2. Photo-scenery is simply an improved "satellite" carpet that covers the stock scenery and terrain framework in FlightGear - and by extension works the same way in the ThirdWire sims but requires manual conversion to BMP format and manual placement in the terrains folder (perhaps the DDS format would work too, but I didn't bother tinkering with the various settings/text files this time around in the terrains folder).
      The other good thing about FlightGear is that it is fully under the GNU GPL (General Public License; i.e., "copy-left" license) - so there are no copyright problems that I know of if one borrows such ortho-scenery for FE2 too (haven't bothered to test with SF2). And if working on such a terrain swap as a personal project - that is of course even simpler.
      A few representative pics. below with just a few ortho-scenery tiles placed over Stephen1918's upgrade of the Mesopotamian theater for FE2. Results look pretty good, particularly when flying higher up, and I haven't noticed any FPS drop with the photo-scenery tiles loaded. Some old tiles are still in place in the pics., for comparative purposes. Any empty areas are where I didn't bother to load tiles.




      Anyway - I hope you find this post interesting - it's perhaps the "cheapest" way of upgrading tiles across the various theaters available for FE2.
      If I find enough free time I might tinker further with this side-project; will post comments if the results prove particularly successful.
      Cheers & good flying,

    • By JamesWilson
      Hi,
      after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?
       And is it or it's not possible to do?
      Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:


      And 2 from the TMF F-14 (the inaccurate one):


       
      Thanks for helping.
    • By VonS


      View File Tweaked Flight Models and Realism Pack for FE2
      Hello Fellow Fliers of First Eagles 2,
      Version 11.0 of the FM/Realism Package for FE2 contains approximately 220 WWI aircraft types and sub-types, for your (virtual) flying enjoyment. For detailed installation instructions, please check over the main "Read Me First" file that is included, as well as several older (pdf) files and that cover aircraft performance info., tips, etc., across all previous versions of the FM update package.
      A great many thanks go out to Peter01 and Ojcar, also TexMurphy, for making most of those flight model files to begin with. Also a great thanks goes out to Stephen1918, MontyCZ and Laton for providing lots of beautiful planes and skins that go with those great flight models, to NBell for the many hitbox improvements provided for the planes, also to VonOben, Mike Dora and Crawford for many helpful suggestions, and to the A-Team by SkunkWorks for allowing me to tweak a few of the FMs for their models too. And of course a very big thanks goes out to Geezer for several fantastic, high-quality models that were produced for FE2.
      What I've done is tinkered with the data files further. Modifications in all cases, to a greater or lesser extent, include data under the following sections:

      (a) MissionData
      (b) FlightControl
      (c) AIData
      (d) Sound
      (e) AircraftData
      (f) Engine
      (g) Crew
      (h) Internal Guns
      (i) Control Surfaces
      (j) Landing Gears
      (k) Fuselage, Nose, Tail, Vertical Tail, LeftStab, RightStab, Rudder, Left/Right/Inner/Middle/Outer/Tip Wing components
       
      Enjoy and happy flying!,
      Von S
      NOTES: For several of Geezer's latest aircraft and my FMs for those aircraft (Nieuports, Pfalzes, etc.), which are not included in this package, please see the relevant post located towards the bottom of page 25 of the "New Aircraft" thread for FE2, on CombatAce. Also see relevant posts on pages 26, 27, and 28 of that same thread for Geezer's "early beta" collection that contains the Breguet XIV, Junkers J.I, and other updates, including performance info. for some of those aircraft types.
      DISCLAIMER: All Von S mods., for FE2, SF2, also WOFFue/pe/bh&h2, as well as for RoF (United Ed.), are subject to the CombatAce "freeware" terms of agreement. Mods. may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods. remain free to use. Von S mods. shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor.
       
      Submitter VonS Submitted 10/16/2015 Category Flight Models  
×

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..