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Su-33 Flanker-D


Hello and thank you for downloading my work.
https://gkabs.net
https://gulfknights.net

What's included:
Su-33 Flanker-D with 3 textures set

All my files should include the Strike Fighters 2 Series game file (.LOD) and the texture required. (tested and work only for SF2)

Installation:

Copy files to their proper folder

//Please add to Soundlist (If you don't have the WAV sound added) under the Flight directory and change the XXX with the correct number

[SoundList]
SoundFileXXX=Natasha
SoundFileXXX=OverAlpha
SoundFileXXX=SovComms

[Natasha]
Priority=NORMAL
3DSound=FALSE
FrequencyControl=TRUE
NumBuffers=1
Looped=TRUE

[OverAlpha]
Priority=NORMAL
3DSound=FALSE
NumBuffers=1
Looped=TRUE

[SoVComms]
Priority=NORMAL
3DSound=FALSE
NumBuffers=1
Looped=TRUE

If you need any further help, please read the Knowledge Base at:
 
https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/

Virgin 1.0

LICENSE:

You are allowed to use this model and everything included with it for personal non-profit use for Strike Fighters 1 and 2. For use outside of this scope, you need to contact me for permission.
gkabs@gkabs.net

Credit goes to the following:

Coupi for making all the data files and making HUD ILS Mod and testing the model

Compufat for working on the textures and testing the model.

WINGSOVERISRAEL for sharing the model with us to work on and share with the community and testing the model.

YEYEYE for the Cockpit

Third Wire for making this outstanding game.

I would like to thank Coupi and Compufat this is group work from 3d modeling, texture, data file, and testing it's too hard to say how to get credit for but I tell you that everyone had a hand in this project and without them all you wouldn't have it.

Finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game.

Software used:

3d Max 2009
UVLayout v2 Pro
Substance Painter
Adobe Photoshop
Mixamo


If you need any assistance please contact me at 
gkabs@gkabs.net
gulfknights.net


  • Submitter
  • Submitted
    07/08/2023
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3 things:

- If left alone the plane slowly rolls to the left. I initially thought it was my stick, but it has a definite roll at low speeds. At "cruising speed" of at least above 1000km/h. The roll only lasts at around 500km/h and below or so. I had the throttle up so I didn't get a definite speed, but that's approximately where it stops rolling.

- Any chance of a PSD template? Since you made it with Photoshop maybe you can release it?

- That Parani Naval skin is pretty cool, I like it a lot.

Otherwise it's a nice plane. I just flew it for a bit and liked it. Now to trap on a Russian carrier...

Edited by EricJ
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Hi this is perfect project, but I noticed something on the test flight airplane always leans to the left in free flight, I always have to fix the nose of the plane, please check the data file, there is a problem with the controls.

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Ok my friends very well I'll take a look ! :smile: P.

Edit : In the [Canard] section of the data.ini file of the plane you should delete the following line :

[Canard]
ParentComponentName=Fueslage
ModelNodeName=Fueslage_2
ShowFromCockpit=TRUE
DetachWhenDestroyed=TRUE
DamageRating=DISABLED
...

...

...
XacMachTableStartX=0.00
XacMachTableData=-5.756,-5.764,-5.785,-6.117,-6.236

Ymac=-1.21.............................. DELETE THIS LINE
MovingSurface=TRUE
ControlSystemID=1
DummyComponent=TRUE
SystemName[001]=CanardL
SystemName[002]=CanardR

Edited by Coupi
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Thanks Coupi, it fixed the problem :ok:

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Big time thank you to the team, it's great to have a good looking and legit Su-33 finally. Could be just in my install, but I think the control surfaces visually move opposite to the controller input. The plane itself is flying correctly, so it is just a visual issue with the control surfaces. I was able to fix it for my install, so in case someone else is observing the same, here is the solution that worked for me:

// Control surfaces:

[LeftStabilizer]
SystemType=CONTROL_SURFACE
InputName=PITCH_CONTROL
MovingSurface=TRUE
MaxDeflection=20
MinDeflection=-35
ControlRate=2.0
ModelNodeName=ElevatorL
ReverseModelOrientation=FALSE <--- Change that to TRUE
SecondaryInputName=ROLL_CONTROL
SecondaryInputFactor=0.41
MaxControlSpeed=416.0

[RightStabilizer]
SystemType=CONTROL_SURFACE
InputName=PITCH_CONTROL
MovingSurface=TRUE
MaxDeflection=20
MinDeflection=-35
ControlRate=2.0
ModelNodeName=ElevatorR
ReverseModelOrientation=FALSE <--- Change that to TRUE
SecondaryInputName=ROLL_CONTROL
SecondaryInputFactor=-0.41
MaxControlSpeed=416.0

[LeftAileron] 
SystemType=CONTROL_SURFACE
InputName=ROLL_CONTROL
RotationAxis=X-AXIS
MaxDeflection=25.0
MinDeflection=-17.5
CDdc=0.0191
Cldc=0.0495
Cndc=-0.0007
CldcAlphaTableNumData=8
CldcAlphaTableDeltaX=4.00
CldcAlphaTableStartX=-28.00
CldcAlphaTableData=0.120,0.877,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.877,0.120
CndcAlphaTableNumData=8
CndcAlphaTableDeltaX=4.00
CndcAlphaTableStartX=-28.00
CndcAlphaTableData=1.432,1.360,1.288,1.216,1.144,1.072,1.000,0.928,1.000,1.072,1.144,1.216,1.288,1.360,1.432
ControlRate=2.0
ModelNodeName=LeftAileron
ReverseModelOrientation=FALSE <--- Change that to TRUE
SecondaryInputName=ROLL_TRIM_CONTROL 
SecondaryInputFactor=0.4
MaxControlSpeed=205.8 

[RightAileron] 
SystemType=CONTROL_SURFACE 
InputName=ROLL_CONTROL 
RotationAxis=X-AXIS 
MaxDeflection=25.0
MinDeflection=-17.5
CDdc=0.0191 
Cldc=0.0495 
Cndc=-0.0007 
CldcAlphaTableNumData=8 
CldcAlphaTableDeltaX=4.00 
CldcAlphaTableStartX=-28.00 
CldcAlphaTableData=0.120,0.877,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.877,0.120 
CndcAlphaTableNumData=8 
CndcAlphaTableDeltaX=4.00 
CndcAlphaTableStartX=-28.00 
CndcAlphaTableData=1.432,1.360,1.288,1.216,1.144,1.072,1.000,0.928,1.000,1.072,1.144,1.216,1.288,1.360,1.432 
ControlRate=2.0 
ModelNodeName=RightAileron
ReverseModelOrientation=TRUE <--- Change that to FALSE
SecondaryInputName=ROLL_TRIM_CONTROL 
SecondaryInputFactor=-0.4
MaxControlSpeed=205.8

[CanardL]
SystemType=CONTROL_SURFACE
InputName=ROLL_CONTROL
MovingSurface=TRUE
MaxDeflection=35
MinDeflection=-35
ControlRate=2.0
ModelNodeName=LeftCanard
ReverseModelOrientation=FALSE <--- Change that to TRUE
SecondaryInputName=PITCH_CONTROL
SecondaryInputFactor=1.0 <--- Change that to -1.0
MaxControlSpeed=416.0

[CanardR]
SystemType=CONTROL_SURFACE
InputName=ROLL_CONTROL
MovingSurface=TRUE
MaxDeflection=35
MinDeflection=-35
ControlRate=2.0
ModelNodeName=RightCanard
ReverseModelOrientation=TRUE <--- Change that to FALSE
SecondaryInputName=PITCH_CONTROL
SecondaryInputFactor=-1.0 <--- Change that to 1.0
MaxControlSpeed=416.0

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I am probably getting over-obsessed with the visual movement of the control surfaces. Having watched several videos of the actual aircraft (not DCS videos that one can find plenty of), I am getting to a few conclusions about the way the canards work on the Su-33.

1. I did not come across any video proving, that the canards are actually used for roll control. In fact, a video of the Su-33 during a pre-flight check shows the rear horizontal stabilizers moving in different directions to provide roll control, but the canards remain in a fixed position. So, for me it is no roll control action of the canards.

2. A video of an actual Su-33 performing a high-angle of attack manoeuvre after an aborted landing aboard the Kuznetsov shows the canards moving downward as if to prevent the nose of the aircraft going any higher, while at the same time the rear horizontal stibilizers remain in a neutral position. I am not sure, but that may be an automatic movement of the canards, related to the angle of attack of the aircraft.

3. I do not have acess to an actual flight manual for the Su-33, but the DCS one indicates canard deflection from +3.5 degrees to -51.5 degrees. Videos of the actual aircraft support that information, though it is not possile to measure the exact angles of deflection. So, for me MaxDeflection=35 and MinDeflection=-35 are not correct.

I have not figured out yet how to replicate point 2 above, but for points 1 and 3 these entries work:

[CanardL]
SystemType=CONTROL_SURFACE
InputName=PITCH_CONTROL
MovingSurface=TRUE
MaxDeflection=-5.5
MinDeflection=51.5
ControlRate=2.0
ModelNodeName=LeftCanard
ReverseModelOrientation=FALSE
SecondaryInputName=
SecondaryInputFactor=-1.0
MaxControlSpeed=416.0

[CanardR]
SystemType=CONTROL_SURFACE
InputName=PITCH_CONTROL
MovingSurface=TRUE
MaxDeflection=-5.5
MinDeflection=51.5
ControlRate=2.0
ModelNodeName=RightCanard
ReverseModelOrientation=FALSE
SecondaryInputName=
SecondaryInputFactor=1.0
MaxControlSpeed=416.0

I have deliberately entered MaxDeflection=-5.5 instead of -3.5 (as the DCS manual suggest). With MaxDeflection=-3.5 the movement of the canard is nearly invisible and MaxDeflection=-5.5 results in better visual replication of the actual aircraft.

If anyone knows how to implement point 2 above, I would greatly appreciate sharing the required entries.

Edited by Svetlin
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Just a public service announcement, that I didn't do the skin of the plane (it's mentioned above that compufat did the texture work). Please stop coming to me asking how to find the Parani Navy skin. You simply select it with the drop-down menu. Thank you.

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27 minutes ago, Svetlin said:

If anyone knows how to implement point 2 above, I would greatly appreciate sharing the required entries.

It's doable but it requires first some additional 3D meshes.

Currently the hierarchy is :

Fueslage_2 / LeftCanard
Fueslage_2 / RightCanard

If you would had :

Fueslage_2 / "LeftPivotCanard" / LeftCanard
Fueslage_2 / "RightPivotCanard" / RightCanard

you could use the "LeftPivotCanard" & "RightPivotCanard" (whatever the names) as control surfaces, and use them as leading edge flaps "DeploymentMethod=AUTOMATIC_ANGLE_OF_ATTACK".

I think it would bring some issues when on ground, with the canards moving without reason when the plane is stopped. (or maybe not, depending on the settings)

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22 hours ago, Cliff7600 said:

It's doable but it requires first some additional 3D meshes.

Oh, I see, thanks. I can live without the automatic canard then. It is not worth having it at the cost of another issue.

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Nice edits Svetlin, hopefully they'll include them sometime.

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  • Similar Content

    • By GKABS
      Hello and thank you for downloading my work.
      https://gkabs.net
      https://gulfknights.net
      What's included:
      Su-33 Flanker-D with 3 textures set
      All my files should include the Strike Fighters 2 Series game file (.LOD) and the texture required. (tested and work only for SF2)
      Installation:
      Copy files to their proper folder
      //Please add to Soundlist (If you don't have the WAV sound added) under the Flight directory and change the XXX with the correct number
      [SoundList]
      SoundFileXXX=Natasha
      SoundFileXXX=OverAlpha
      SoundFileXXX=SovComms
      [Natasha]
      Priority=NORMAL
      3DSound=FALSE
      FrequencyControl=TRUE
      NumBuffers=1
      Looped=TRUE
      [OverAlpha]
      Priority=NORMAL
      3DSound=FALSE
      NumBuffers=1
      Looped=TRUE
      [SoVComms]
      Priority=NORMAL
      3DSound=FALSE
      NumBuffers=1
      Looped=TRUE
      If you need any further help, please read the Knowledge Base at:
       
      https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/
      Virgin 1.0
      LICENSE:
      You are allowed to use this model and everything included with it for personal non-profit use for Strike Fighters 1 and 2. For use outside of this scope, you need to contact me for permission.
      gkabs@gkabs.net
      Credit goes to the following:
      Coupi for making all the data files and making HUD ILS Mod and testing the model
      Compufat for working on the textures and testing the model.
      WINGSOVERISRAEL for sharing the model with us to work on and share with the community and testing the model.
      YEYEYE for the Cockpit
      Third Wire for making this outstanding game.
      I would like to thank Coupi and Compufat this is group work from 3d modeling, texture, data file, and testing it's too hard to say how to get credit for but I tell you that everyone had a hand in this project and without them all you wouldn't have it.
      Finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game.
      Software used:
      3d Max 2009
      UVLayout v2 Pro
      Substance Painter
      Adobe Photoshop
      Mixamo

      If you need any assistance please contact me at 
      gkabs@gkabs.net
      gulfknights.net
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