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Showing most liked content on 11/25/2017 in Posts
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9 pointsNew screesnhot thread is tempting and it's been a while anyway....so here's a contribution...
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7 pointsHeck, VonS, and I have been discussing the possibility of a dual release of the Pfalz D3a and Nieuport 28. "Fighting The Flying Circus!"
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5 pointshad to reverse to generic tiles...PC was crashing with around 1000 tiles...still looks better than previous version
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5 pointsHeck and VonS are having a great time testing the Pfalz handling, and then comparing notes. Meanwhile, I took it for a quick spin above gterl's Vosges2.
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1 pointSo my other major addiction (besides Skyrim SE) is Dungeons & Dragons 5e table top gaming. I finally completed painting my somewhat expansive collection of miniatures and have started Dungeon Mastering (DMing) my own games. Everyone seems to really enjoy the immersive 3D gaming experience. Does anyone else play D&D? What edition? How often do you game?
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1 pointTrying to modify the F-106 cockpit to better represent the six shooter M61 gunpod gun sight.
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1 pointI'm going to try and put together a campaign for this project this winter as well as finish off the terrain so was wondering about what aircraft to include. Most of the research done so far has been on the ground war but I've put together a list of aircraft for the allied side, the list of Luftwaffe aircraft is still being researched. Any ideas on aircraft/skins for either side appreciated. Considering the small size of the terrain I'm just planning 7 squadrons per side, one squadron at each airport. British aircraft: Hawker Tempest: Based at B-80 [Volkel] and tasked with mainly air to air missions plus some strike, recon and armed recon. Spitfire14: ThirdWire's model based at B-78 [Eindhoven] and tasked with air to air and some recon missions. Hawker Typhoon: Based at B-77 [Gilze/Rijen] and tasked with mainly CAS missions and some strike missions. US aircraft: P-51D: ThirdWire's model based at Y-29 [Asch]. At the start of the battle it seems the only P-51's in the area were PR versions. The 352nd Fighter Group deployed aircraft from England to Y-29 on Dec. 22 but I'm going to include them from the Dec.16 start date. They will probably be tasked with mostly air to air missions with some CAS, strike, recon and armed recon included. P-47D [2]: One squadron at A-89 [Le Culot] and one squadron at Y-32 [Ophoven]. One of the squadrons will get mainly CAS and some strike missions, the other will get a blend of different missions. P-38: The 370th fighter group was active in the area and seems to have been a dedicated ground attack unit so they will get just CAS, strike and armed recon missions based from A-92 [Sint-Truiden]. Luftwaffe Aircraft: Still needs to be researched but one squadron of Bf-109G-10's for air to air, probably an earlier G version for air to air and air to ground, FW-190A-8, and FW-190D-9. That still leaves 3 squadrons open, any ideas?
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1 pointView File Aerodynamically Limited MiG-17s v1.1 Aerodynamically Limited MiG-17s v1.1 ================= Description: This is a mod which limits the maneuverability of the stock ThirdWire MiG-17, -17F and -17PF at high subsonic speeds, especially above .8M. It has long been published that the MiG-17's lack of hydraulically boosted controls prevented the pilot from turning much harder than 2-2.5g as the aircraft got beyond 400 knots (especially by 450). The stock TW MiG-17s, however, have in excess of 10g authority at the mid-to-high 400s of knots, and this is one of the reasons they are commonly called "UFOs" - they can out-turn almost any fighter anywhere in the envelope. This mod adjusts both the lift coefficient and the aerodynamic pitch dampening coefficient to reduce the MiG-17's ability to pull high-g turns at airspeeds exceeding .8 Mach. This provides the player with the ability to utilize real-world speed tactics employed by F-4, F-8 and other aircrews against the MiG-17. Keep the fight fast, and you can now out-turn the FRESCO. This mod does NOT adjust the lower-speed performance of the FRESCO. As such, if you try to get into the phonebooth and burn away your energy, expect the same results as before. If you choose to fly the MiG-17 with this FM modification, it adds a degree of challenge and realism in that just like the AI, you won't be able to load a 12g turn at 500knots anymore, and will have to pay attention to airspeed. The speedbreak is your friend! I personally had no problem dogfighting with the FM, but it did require better energy management in that it requires you to keep the aircraft neither too slow, nor too fast. V1.1 (23 Nov 17) has also changed the engine response time for the MiG-17's VK-1F engine. It is reported in Red Eagles that the engine took approximately 15 seconds (p.112) to go from idle to full military power. Most engines from the 50s and 60s had slow response times (e.g., the TF-30 taking approximately 8 seconds to go from idle to military and another 4 to stage up to Zone 5), and this required a bit of thinking and tactics to work around. "Jose" Oberle (Lt Col, Ret) explained that the engine worked well enough if kept above 80 percent power, but pulling back to idle, then pushing back towards military power "took forever" (Ibid.), and that the easiest way to handle decelerating was to keep the engine at 80 percent and deploy the speed brakes. The AI isn't harshly impacted by this limitation, but a player using this data.ini will have to consider this limitation. If, as a player, you do not want to deal with the slower engine response, the original entry is simply commented out, and can be restored by editing the .ini. ================= Whats in it: There are three data.inis contained in this mod. One for the baseline MiG-17, one for the MiG-17F and one for the MiG-17PF. This mod adjusts the ThirdWire MiG-17s and will work with any version of StrikeFighters 2, including merged and single installs. ================= Installation: 1. Unzip the contents of the "Aero_Limited_MiG-17sV11.7z" file into a folder 2. Open the folder. Copy the contents of the folder (MiG-17, -17F, and -17PF folders) into your SF2 mod folder's Objects\Aircraft folder, allowing all files to overwrite. 3. The Data.ini files should already be read only, but if not, set them to read only so the game does not re-write or over-write the data file with the game's original files upon booting up (this happens sometimes when a mod changes a core game file). 4. Go fly! ================= Credits: FM: ThirdWire Mod: Caesar ================= Some open-source examples of airspeed and engine limitations of the MiG-17: From "Scream of Eagles," "Tooter" Teague (who flew one of the captured MiG-17's) put it that: "We found out very quickly that the MiG ['17] goes out of control at 450 knots...He [the '17] locks up at about 425 and he goes absolutely left wing down...his wing warps...so if he goes 500 knots he's out of control He's in a left wing roll an can't do anything about it. So just do 500 knots and it becomes only a question of eyes. Keeping sight and keeping fast." (p. 138). From "Red Eagles": "We had to teach them that if they could - as a defender in an American airplane - get the MiG-17 into the 450-knot regime, and then start to turn, then the MiG pilot would have to overcome this huge aerodynamic load on the tail without any hydraulic assistance. He may have had the potential to pull 7Gs, but he could probably pull no more than 2Gs because he simply didn't have the physical strength to overcome the loads on the tail." (p.132) From "Duke" Cunningham (in "Dogfights): [the MiGs are travelling fast. Cunningham knows the MiG, lacking hydraulic controls like the F-4, is hard to turn.] "So I looked at him and said 'nope, can't do it,' so I broke into him and he overshot right down below me." [Engine] From "Red Eagles, New Edition": The VK-1F was slow to respond to movements of the throttle, and it took in the region of 15 seconds for it to go from idle thrust to "military" thrust power setting (the maximum non-afterburning thrust available). Oberle observed: "This slow engine response was a characteristic of the old engines. If you kept the power up above 80 percent you had pretty good engine response, but if you ever pulled it back to idle and then pushed the power up to accelerate, it would take forever for the engine to spool back up to the 80 percent rangewhere you finally started getting power." (p.112) Submitter Caesar Submitted 03/03/2017 Category ini File Edits
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1 pointGood deal BM I could just imagine the frame rate with all those turrets. All the best to the campaign!
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1 pointhttps://www.sas1946.com/main/index.php/topic,48609.0.html MiG-21F air.MIG_21F NOINFO r01 SUMMERMiG-21F13 air.MIG_21F13 NOINFO r01 SUMMERS-106 air.S_106 NOINFO r01 SUMMERF-7M air.F_7M NOINFO r01 SUMMERF-7MG air.F_7MG NOINFO r01 SUMMERMiG-21FL air.MIG21FL NOINFO r01 SUMMERMiG-21PF air.MIG21PF NOINFO r01 SUMMERMiG-21PFM air.MIG21PFM NOINFO r01 SUMMERMiG-21S air.MIG_21S NOINFO r01 SUMMERMiG-21R air.MIG_21R NOINFO r01 SUMMERMiG-21MF air.MIG_21MF NOINFO r01 SUMMERMiG-21bis air.MIG_21bis NOINFO r01 SUMMERMiG-21-93 air.MIG_21_93 NOINFO r01 SUMMERMiG-21U air.MIG_21U NOINFO r01 SUMMERMiG-21UM air.MIG_21UM NOINFO r01 SUMMER
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1 pointAs I near completion of the Pfalz, Heck is test flying the hell out of it to find the problems I always overlook. Also got started mapping the new Halberstadt CL.IV.
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1 pointMore Mirages besides the 3E MIRAGE-IIIC air.MIRAGEIIIC 1 NOINFO usa01 DESERTMIRAGE-IIICJ air.MIRAGEIIICJ 1 NOINFO usa01 DESERTIAI-Nesher air.IAI_Nesher NOINFO usa01 SUMMERIAI-Dagger air.IAI_Dagger NOINFO usa01 SUMMERIAI-Kfir-C2 air.IAI_Kfir_C2 NOINFO usa01 SUMMER https://www.sas1946.com/main/index.php/topic,56872.0.html
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