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3 points
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3 pointsFox on the Trot Fated Engagement The MiGs from Falkenberg High Speed Gun Solution Indomitable Eagle
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3 pointsFirst flight! VonS sent me a test FM last night, so I built a new folder this morning with the new model. Still lots of tweaking needed, but the damn thing works! Click shots for hi-res image.
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2 pointsHello fellow FE/FE2 flyers, As a continuation of my experiment to include over-compression tendencies in the 200hp Daimler engine for Geezer's Junkers J.1 model, I did some (successful) tweaking of the previously tweaked data inis for the the BMW-powered Fokk. D.7 and late, 200hp Alb. D.5a. Tinkering with the following values in the data inis is required to get things working well, under the Engine section: AltitudeTableNumData AltitudeTableDeltaX AltitudeTableData The NumData should reflect how many values are present under the AltitudeTableData section. The DeltaX number is finicky, the general rule being that a higher number gives more powerful engine results across wider alt. bands but is perhaps less historically realistic, while in some cases a lower number is required, for example to "unglue" the AI from the ground in case the AI has trouble handling a particular plane, and also to create more subtle and gradual performance drops across smaller/thinner alt. bands. [Edited this section to include more accurate info.] TheAltitudeTableData entry begins with a value of 1.000 - ground level number, and then gradually falls off to 0.000. Correct over-compression of an engine requires that a number higher than 1.0, usually a few entries that are higher than 1.0, are included at the start of the AltitudeTableData entry - to generate the correct effect if an over-compressed engine is at full throttle near sea level. Values under the FlightControl section, particularly top speed values, then become a reflection of top speed at altitudes between about 1000 and 1500m - typical heights at which Idflieg would have over-compressed engines tested. (This also depends on the DeltaX number and where the AltitudeTableData value of 1.000 begins: for example, values of 1.200, 1.050, 1.000, etc., with a DeltaX no. of 500, would mean that 100% performance is at 1000 m alt.) It's no wonder that there is some confusion therefore regarding top speeds of the BMW-powered Fokk. D.7, and if its numbers are reflections of what happens near sea level or at 1 km alt. approximately. [Added important info. here too.] Here is a snippet from TheAerodrome.com for the 180hp Mercedes (au) installed in many Fokk. D.7s: "Climb rate is 5 m/s at sea level, falling linearly to 0 m/s at 6 km, marked as the "theoretical ceiling". Climb rpm begins at 1400 rpm at sea level, falling to 1310 rpm at 5600m." "Level speed: 0 km: 190 km/h @ 1570 rpm 1 km: 188 km/h @ 1580 rpm 2 km: 182 km/h @ 1530 rpm 3 km: 177 km/h @ 1490 rpm 4 km: 167 km/h @ 1430 rpm 5 km: 152 km/h @ 1360 rpm 6 km: 124 km/h @ 1280 rpm" Here are the results for the newly tweaked BMW-powered Fokk. D.7: near sea level: 210-211 kph @ 100% throttle near sea level: 176-177 kph @ 70% throttle (cruise, not using high alt. throttle) 1000 m: 201 kph @ 100% throttle (this is the top speed usually cited for the BMW-powered D.7, but probably refers to at alt., not at sea level) 1500 m: 198 kph @ 100% throttle 3000 m: 187 kph @ 100% throttle 4000 m: 176 kph @ 100% throttle climb rate to about 1000 m, at 70% throttle, is around 3.5 m/s; climb rate remains fairly consistent beyond 1000 m, at 100% throttle, if speeds in 120s and 130s kph are maintained Results are a noticeable improvement over the Mercedes-powered D.7 (no wonder pilots wanted this type). Here are results for the newly tweaked 200hp Mercedes-powered Alb. D.5a: near sea level: 206 kph @ 100% throttle near sea level: 183 kph @ 70% throttle (cruise, not using high alt. throttle) 1000 m: 202-203 kph @ 100% throttle (Goering supposedly reported maintaining over 200 kph in level flight in an Alb. D.5a...perhaps the 200hp variant?) 1500 m: 198-199 kph @ 100% throttle (this is the top speed sometimes cited for the late variant Alb. D.5a, again perhaps referring to at alt. and not sea level) 3000 m: 187-188 kph @ 100% throttle 4000 m: 177 kph @ 100% throttle 5000 m: 165 kph @ 100% throttle 6000 m: 110-112 kph @ 100% throttle (noticeable drop, since exceeding its ceiling here of about 5900 meters) 6025 m: 90-95 kph @ 100% throttle (begins to shudder and stall) climb rate to about 1000 m, at 70% throttle, is around 4 m/s; climb rate is around 3 m/s at 100% throttle beyond 1000 m, in 120s and 130s kph (slamming the throttle to 100% below 1000 m would not have been recommended historically, but gives a climb rate of about 5-6 m/s, similar for the Fokk. D.7...probably used in emergency scenarios) Results for the late Alby. are a noticeable improvement over the 180 hp Mercedes (au) Albies, and similar to results for the Fokk. D.7 - watch the wings though in dives on the Alb., especially with the now excess power. Also interesting is the historical realism of how the speed advantage at alt. for the high-compression engines remains fairly consistent across the altitudes (dropping off in small steps of about 5-10 kph per 1000 m), and then severely drops off close to the ceiling for the type. A gradual, more "curved" drop of speed for high-alt. engines should be seen for WW2 types - but is usually, mistakenly assumed of WW1, over-compressed types too, which would remain fairly consistent in power until close to their ceiling (see relevant discussions on TheAerodrome.com for more info.). Attached are the two tweaked data inis (will roll this eventually into a ver. 9.0 of the FM update pack). I'm still debating if I will tinker with the 180hp (au) Mercedes-powered types...the benefit of over-compression on those types would be small, probably too small to make any noticeable difference in FE/FE2. Happy flying, Von S [Files included in ver. 9.0 and later of my FM updates pack.]
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1 pointhttps://www.facebook.com/dekaironworksims/posts/330639224065881 Deka Ironwork Simulations added 15 new photos. September 29 at 7:36pm · This weekend, Deka Ironwork Simulation (DIS) in collaboration with Eagle Dynamics (ED) will be delighted to introduce the China Asset Pack (CAP). This project targets at bringing the modern Chinese assets/weapons into DCS world as AI units. Currently, the following units are confirmed: Aircrafts: J-11A (AI) [Completed] JF-17 "Thunder" (AI) [WIP] Ships: 052B Destoryer DDG-168 "Guangzhou" [Completed] 052C Destoryer DDG-171 "Haikou" [Almost Completed] 054A Frigate FFG-538 "Yantai" [Completed] Weapons: YJ-83 Anti-ship Missile [Completed] YJ-62 Anti-ship Missile [WIP] 9M317 Surface to Air Missile [Completed] HQ-16 Surface to Air Missile [Completed] HHQ-9 Surface to Air Missile [Completed] PL-5EII Air to Air Missile* [Completed] PL-8 Air to Air Missile [Completed] PL-12 Air to Air Missile* [Completed] WMD Multi-function Targeting Pod* [Completed] RKL609 ECM Pod [Completed] Pylons: AKU-170 Adapter for R-77 missile on J-11A [Completed] PF-12 Adapter for PL-12 missile* [WIP] *Launch platform JF-17 might not be included in initial release. CAP will be added to DCS World free of charge. Our future goal is to add more AI units into the package, although details and dates are still uncertain. During the development, we have received help from some players as they have provided the initial 3D model of three warships. With assistance from ED, the LOD, damage model, animations and model corrections are almost finished. We have also completed ships' weapon systems. Since it's a fan package for free, and the JF-17 developement needs to be focused on later, we may slow down the progress of adding other Chinese asset as AI. But if any of you are willing to help or contribute, that would be awesome and absolutely welcomed!
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1 pointThis is one of the latest and recently released books in Osprey Publishing’s “Duel” series focusing primarily on two of the major aircraft types in the South Atlantic conflict of 1982. There is already quite a lot of very good information written by the people who were there on this subject, however what I really like about the Osprey series is they are short & very concise and this book brings a lot of previous information together in one place, as well as telling us a few new things. The two main authors are: Doug Dildy – A retired USAF colonel and former F-15 pilot who worked with SHARs operationally and in air-to-air training during his first NATO tour of duty. Dildy lives in Albuquerque, NM. Pablo Calcaterra - A Canadian citizen from Argentina. He is an avid and award winning aircraft modeller, with direct access to the Argentine Air Force archives and contact with many veterans of the conflict. Calcaterra lives in London, Ontario. Other notable contributions to the book include from the Argentine FAA: Brigadier Mayor Guillermo Donadille, Brigadiers Gustavo Piuma Justo, Carlos Perona, and Comodoros Raúl Díaz, Jorge Senn and Luis Puga. And from the British FAA SHAR Pilots: Cdr Nigel ‘Sharkey’ Ward, Lt Cdrs Mike ‘Soapy’ Watson and David Smith. The book covers in more detail: · The design and development of the Sea Harrier, Mirage IIIEA and the Dagger (Mirage V); · The exact weapons that were used by both in the conflict; · Looks at pilot training and some tactics from both sides; · A look at the overall Strategic situation of the conflict. The main section “Combat” looks at the engagements from both points of view but also includes the other aircraft and ships involved giving a good overview of the conflict. Lastly statistics and analysis of the conflict are looked at with some of the major points highlighted. We get a fairly balanced book from many view points, which is essential because looking at something from only a single point of view can never show us the big picture. Overall one of my favourites so far and recommended to anyone who wants a good overview of the sometimes-ferocious air war in the South Atlantic, because make no mistake, despite the short period the loss of life was sometimes horrific and I hope this only sheds more light on their bravery and sacrifice.
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1 pointThanks for posting this. Parts of the data.ini have always been something of a mystery to me. This helps.
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1 pointGeezer's medium Industrial objects: [TargetTypexxx] Name=Factory4 FullName=Factory4 ModelName=Factory4.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory13 FullName=Factory13 ModelName=Factory13.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory14 FullName=Factory14 ModelName=Factory14.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory15 FullName=Factory15 ModelName=Factory15.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory16 FullName=Factory16 ModelName=Factory16.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory17 FullName=Factory17 ModelName=Factory17.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Truck Yard FullName=Truck Yard ModelName=Truck Yard.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Wrhse4 FullName=Wrhse4 ModelName=Wrhse4.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Wrhse5 FullName=Wrhse5 ModelName=Wrhse5.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire Large objects next...
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1 pointJungle Scooters - Almost done. I will also upload the D-704 refueling pod tomorrow.
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