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TU-160 Blackjack - Cold War version for SF2

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TU-160 Blackjack - Cold War version for SF2


TU_160 Blackjack - Cold War version for SF2 series project by AngelP & UllyB

 

 


    The Tupolev Tu-160, NATO reporting name: Blackjack) is a supersonic, variable-sweep wing heavy strategic bomber designed by the Tupolev Design Bureau in the Soviet Union in the 1970s. It is the largest and heaviest Mach 2+ supersonic military aircraft ever built and second only to the XB-70 Valkyrie in overall length.It is the largest and heaviest combat aircraft, the fastest bomber now in use and the largest and heaviest variable-sweep wing airplane ever flown.
    Entering service in 1987, the Tu-160 was the last strategic bomber designed for the Soviet Union. As of 2016, the Russian Air Force's Long Range Aviation branch has at least 16 aircraft in service.The Tu-160 active fleet has been undergoing upgrades to electronics systems since the early 2000s. The Tu-160M modernization programme has begun with the first updated aircraft delivered in December 2014.

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TU-160[ColdWar] test package readme (Baffmeister observations & conclusions)

This test package requires the addition of the Cockpit folder, Skin folder, and Aircraft Lods to work properly.

MODEL ISSUES:

No model animation ID for the leading edge flaps. They are presently set up on a rotation axis but they don't look very good so it is probably better to just disable them for the release version.

The real TU-160 probably used a combination of ailerons, spoilers and differential H-stab deflections for roll control but only ailerons are available at present. The H-stab is built as one piece so no way to get the differential H-stab deflections functioning.

WEAPON ISSUES:

Slightly modified KH-15 nuclear tipped missle included. The base quantity was increased from 4 to 6 to match the present capacity of AGM missle bay. The maximum capacity is 12 on the real Tu-160 but considering the effect on frame rates with so many nukes going off 6 might even be to many. Maybe 2 per plane would be enough. The maximum of 12 would be a good option for later versions with conventional warheads.

When carrying conventional bombs the accuracy is very poor which is typical for Bombers in game. Maybe someone could put together a "semi smart" bomb that the AI can use that would improve accuracy.

BOMB BAY ISSUES:

The original was set up with both manual doors and automatic doors to operate the rotary launcher. I don't think that can be made to work so just using manual doors.

DATE RANGE:

For testing the start date is set to 1986 so you can fly F-14 intercepts on the TW Iceland NA terrain. The actual service entry date for the first TU-160 version was April, 1987.

AVAILABILITY:

Probably should be RARE or VERY_RARE for a release version but set to VERY_COMMON for test version. Should only take a few trys to get an F-14 intercept against the TU-160 on the Iceland NA terrain.

ANTI-SHIP ISSUES:

When doing player flown ANTI-SHIP missions I haven't been able to get the AI to successfully "Attack My Target". They can't seem to get within the firing parameters for the KH-15 Missile and end up flying around in circles. It's possible to get them to do an attack if you lead them around first and line them up outside 10KM before giving the "Attack My Target" command.

FLIGHT MODEL AND DATA INI ISSUES:

The flight model still needs work as do the min/max extents, damage modeling and collision points.

 

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*The model has Triple dragchute as in the real aircraft and has one historical skin made . Also the model has proper crew windows and proper crew positions inside the plane.

 

 

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 TO INSTALL:

- unzip all in main mod folder

 


CREDITS:


project manager - UllyB

design, 3D modelling, skin, swing wing & other animations, decals, hangar & loadout pics - AngelP

FM tweaking & other corrections- Baffmeister

cockpit - the model uses a B-1B bomber cockpit (unknown designer)

weapons tweaking & tester - Baffmeister

project supervising - Baffmeister & Yakarov79

Special thanks to Stratos, 76IAP-Blackbird and Logan4 for support, help and ideas

Special thanks to this wonderful community who gave me ...wings and courage in all these long years.

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I pledge that I will continue the work to this plane bringing, from time to time, upgrades but it will take a while so please be patient.

 


  • Submitter
  • Submitted
    06/06/2020
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For such a large bird, it is better to specify the shadow visibility distance MaxVisibleDistance=4000 or even 5000 instead of 800.

By the way, this beautiful model has one subtle, but annoying problem with one of the animations. When landing or taking off, the nose gear does not move up/down, but forth, shifting from its proper place. Of course, this is not visible in flight, but nonetheless ... Perhaps if the work on the model is continued, will this bug be fixed?

NoseGear.thumb.jpg.4e2db90fd32e042d9bc43e70f4f4f20f.jpg

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Well @baffmeister I am simply copy-pasting what is in @UllyB's Tu-160_DATA.ini with no edits:
 

Quote

[NoseGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=10.0
AnimationID=1
DragArea=0.35
HideGearNode=TRUE
ModelNodeName=gear_frnt
ShockNodeName=Front_Shock
ShockTravelAxis=Z-AXIS

ShockStroke=0.2
SpringFactor=1.5
DampingFactor=4.0
WheelNodeName=tire_front
RotationAxis=X-Axis
ReverseWheelRotation=FALSE
RollingRadius=0.425
CastoringWheel=TRUE
CastoringNodeName=Castor_Front
Steerable=TRUE
MaxSteeringSpeed=41.15
Locking=FALSE
MaxSteeringAngle=50.0
InputName=YAW_CONTROL
ControlRate=1.0
HasBrakes=FALSE
RollingCoefficient=0.01
MaxDeploySpeed=129.48

Hope this helps.

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You cannot use both entries at the same time (that's the oddness)

You use :

ShockNodeName=Front_Shock
ShockTravelAxis=Z-AXIS

OR you use :

ShockAnimationID=

NOT BOTH

So if the animation if not correct it doesn't bother using the entry with a "shock mesh" (ShockNodeName) as written in the data.ini file.
The animation is just not active. There's not even the ShockAnimationID number.

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I think I understand. Crawford, you noticed the issue when checking over the TU-160 in Mue's Lod viewer, correct? All 3 gear shocks are set on Animation ID-7 but as you noticed, the nose shock travel is incorrect. The TU-160 in game doesn't have that problem because the animation ID-7 is not being used. The shocks are set independently using the node name and travel axis approach.

After some testing "in game" I noticed issues with the main gear shock travel axis so will try and fix that by adjusting the ShockTravelAxis=XXX. Will pass along the changes.

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Here's an updated landing gear section for the TU-160. I got the main gear oleo's working in the proper direction and also got the main wheels rotating as well as some other edit's. Don't forget, this plane was posted as a beta/wip so you will probably find all kinds of issues and the FM is VERY undeveloped.

// Landing Gears ---------------------------------------------------------

[NoseGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=10.0
AnimationID=1
DragArea=2.5
HideGearNode=TRUE
ModelNodeName=gear_frnt
ShockNodeName=Front_Shock
ShockTravelAxis=Z-AXIS
ShockStroke=0.6
SpringFactor=4.5
DampingFactor=4.0
WheelNodeName=tire_front
RotationAxis=X-Axis
ReverseWheelRotation=FALSE
RollingRadius=0.425
CastoringWheel=TRUE
CastoringNodeName=Castor_Front
Steerable=TRUE
MaxSteeringSpeed=41.15
Locking=FALSE
MaxSteeringAngle=50.0
InputName=YAW_CONTROL
ControlRate=1.0
HasBrakes=FALSE
RollingCoefficient=0.01
MaxDeploySpeed=129.48

[LeftMainGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=13.0
DragArea=5.0
AnimationID=1
HideGearNode=TRUE
ModelNodeName=Gear_left
ShockNodeName=shock_l
ShockTravelAxis=Y-AXIS
ShockStroke=0.8
SpringFactor=7.5
DampingFactor=6.0
WheelNodeName001=Wheel_L1
WheelNodeName002=Wheel_L2
WheelNodeName003=Wheel_L3
WheelNodeName004=Wheel_L4
RotationAxis=X-Axis
RollingRadius=0.608
CastoringWheel=FALSE
HasBrakes=TRUE
BrakingCoefficient=0.75
RollingCoefficient=0.01
MaxDeploySpeed=129.48

[RightMainGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=13.0
DragArea=5.0
AnimationID=1
HideGearNode=FALSE
ModelNodeName=Gear_Right
ShockNodeName=Shock_r
ShockTravelAxis=Y-AXIS
ShockStroke=0.8
SpringFactor=7.5
DampingFactor=6.0
WheelNodeName001=Wheel_R1
WheelNodeName002=Wheel_R2
WheelNodeName003=Wheel_R3
WheelNodeName004=Wheel_R4
RotationAxis=X-Axis
RollingRadius=0.608
CastoringWheel=FALSE
HasBrakes=TRUE
BrakingCoefficient=0.75
RollingCoefficient=0.01
MaxDeploySpeed=129.48

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