2019 Drive 05/31/2019Can you lend a hand? GET STARTED TODAY
Hello gents', Thought I'd post some speculations and observations on the FM aspects of some things in FE2 and SF2 that I've recently been tinkering with. This might be an interesting post for those who like to follow these technical threads. I was recently installing more aircraft into my small SF2 install - something I wanted to get to last year but had no time - and I decided to install a couple of the late prop aircraft too, particularly the SeaFury and F4U-5 variant of the Corsair. Overall pleased with the handling of the types, I tweaked a few things such as desensitizing the rudder on them, and also giving them slightly heavier aileron feel - since those late model prop aircraft were fairly heavy, about 4500 kg on average. Further testing involved flying and inspection of the [FlightControl] and [Engine] sections...couldn't get much beyond about 500 kph near sea level or at alt. in the types...so I commented out the MaxSpeedSL entry for the FlightControl, and tweaked prop speeds to close to historical, within the 2000 to 3000 rpm range, also pushed up the value for the SLPowerDry entry for the Engine, usually by a noticeable amount, and then tested further. Some of the things I've noticed, in terms of SF2 specifically (but this post is relevant to FE2 too): a) WEP power is not modelled realistically, since you can keep running it without engine damage b) WEP power doesn't give much of a boost, if at all (although I've only tinkered with the SeaFury and Corsair so far) c) a better way of simulating, however simplistic it is, the potential of WEP power, is to manipulate the AltitudeTableData numbers instead (for example, I plugged in values ranging from about 1.05 to 1.35 around the 6000 m alt. band, which should be where the Corsairs benefitted the most from max. throttle) d) after manipulation of the AltitudeTableData, it's best to get rid of the WEP entries entirely, and set up "throttle gradients" instead under the engine sections, such as: ThrottleRate=0.65
MaxThrottle=1.00 The numbers above I've plugged in, for example, for the Corsair. The space between Military throttle and Max throttle would be where "WEP power" would theoretically in this case be engaged, somewhere around the 0.85 mark for the band I've selected above. For this to work somewhat realistically, the player should restrict themselves to about 85% throttle max. except in extreme situations, depending of course on where military and max throttle are set. Also important for this to work is to make sure that the max SL speed under the FlightControl section is left uncapped (commented out) - otherwise artificial barriers are set up that cannot be bypassed by more than about 20-30 kph. Speed caps work beautifully in SF2 for the jet engines, but, at least from my experience, don't work that well with the late prop planes since you can then never hit top max. recorded historical speeds, not even at alt. - and not at SL either. Also noticeable in the example above is that I've increased the throttle rate from the default of about 0.25. Historically, late prop aircraft would have had better acceleration than early jet planes (not better top speeds, but faster acceleration to their own max speed). By the 1960s/70s, jet engines should surpass the props even in acceleration. I then re-tested by dumping the modified Corsair into my FE2 install. In SF2 it can get into the 760s kph, as historical, using the engine and throttle values I've included in my graded throttle settings above, while in FE2 the same tweaks push the top speed into the 880s kph - a difference of about 120 kph for top speeds, across FE2/SF2. This is why it's not a good idea simply to transfer data inis from one of the sims to the other. I'm assuming that the discrepancy in top speeds means that TK went with calculations to give less air resistance in FE2 (maybe FE as well?) - to fit better with the more fragile and maneuverable WWI aircraft types. One thing that remains constant between FE2 and SF2 is that, at least from my observations, the WEP modelling is not very realistic - there was no high alt. band where I could push the top speed beyond, for example, a reasonable top speed that may have been possible at near sea level (such as 500 or 600 kph). Some preliminary conclusions, to be tested further: a) speed caps at sea level should be kept in place in FE2, as done in the data inis in my FM packs, since they fit better with the lower top speeds of the early aircraft anyway, and mach limits should also be kept fairly low (I have them set at 120% of the "top speed" of the WW1 aircraft....this allows for realistic dive speeds that I haven't been able to push beyond about the 460 kph mark even on the late war types such as the SE5a) b) flying late WW2 and early Cold War prop aircraft in FE2 is not recommended, but FE2 may be good for "Golden Age" stuff, as Geezer speculated upon in another thread (can't remember the link for that now), in other words for aircraft that don't have a top speed higher than about 350 or 400 kph c) the difference between top speeds at alt and at sea level are modelled just fine for the jet engines in SF2, since caps on SL speeds, and Alt speeds, work fine for those (have seen this in some Flogger tweaks that I did for my mini-SF2 install); in other words, SF2 respects the wet/dry mach values and alt table entries beautifully for jet-age stuff d) I think that the MaxThrottle value in SF2, for the prop aircraft, could use some more tinkering/testing...I've set it at 1.00, but will try other values of 1.20, 1.50 etc., to see if this creates more realistic differences between regular power and WEP, or some kind of "accordion" effect e) as it stands, I'm enjoying the SeaFuries and Corsairs but only with SL speed uncapped and giving historical top speeds not at alt. but near sea level (this is a compromise of sorts since, at alt, they still make about 600 kph and sometimes a bit more - so I'm not terribly irritated by not attaining 740 kph at 7000 m alt or so, for example, in the SeaFury, as recorded for that plane) f) a couple of pics included below of the AI in SF2 now losing control of their F4U-5 Corsair during a scrap, and doing several back flips (too much throttle applied perhaps?); he then bails out of the otherwise undamaged plane; so, overall, I'm liking the realism of some of the haphazard maneuvers they now make, and also the increased speed at which these late prop fights now happen, even on the deck g) anything that I find of further use in the SF2 data inis, and if relevant to FE2, I will tinker with more to bring even more realism into FE2 (the lockout speed trick implemented for control surfaces in the alternative Morane-Saulnier type N data ini posted under the FM thread for FE2 is an example of things discovered while combing through the SF2 files) Happy flying,
View File Tweaked Flight Models and Realism Pack for FE2
Hello Gents & Fellow Flyers of First Eagles 2,
Included in the same folder with this ReadMe file are over 200 modified data files that I use for aircraft that are available on the CombatAce website for First Eagles 2. I’m very pleased that we have a larger selection of aircraft for the WWI period than WOFFue or ROF – well done modders and many thanks!
The installation process for the data ini modifications is now streamlined, with all versions up to 9.5 being included per theater in a large “consolidated” folder. Inside that folder you will find two “Read Me” files that list a version history up to ver. 8.9, also from ver. 9.0 to 9.5, and all of the incremental mods. done to the FMs up to that point.
The latest files are found per theater in a separate “DataFilesAdditionsVer97” folder. Also take note of other folders such as “ForFlightFolder,” “ForObjectsFolder,” etc., located in the latest ver. 9.7 update, and install items into the relevant folder hierarchy of your FE2 user directory. Always install older version files first before upgrading to the latest ver. FM pack (if you are missing ver. 9.5, for example, first install the files from the big consolidated folder before overwriting with the files from ver. 9.7).
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 the fantastic, high-quality models that are still being made 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:
(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
As always, please read the included "Read Me" file for more thorough installation info. and details regarding the FM tweaks. Enjoy and happy flying!
Submitter VonS Submitted 10/16/2015 Category Flight Models