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Showing most liked content on 03/20/2019 in Posts
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12 pointsImpala en route to target While flying very low to avoid radar detection, a FAPLA mechanized infantry saw them passing very close and transmitted the information to all friendly units operating in the area Impala formation realized that enemy unit detected them and changed route Rocket attack But SA-7 gunners were already informed about possible air raid and they were ready... when Impala made its attack a SA-7 gunner fired a missile... Missile tracking and getting closer to Impala... Impala was hit and crashed shortly after!
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10 pointsAnother Skyraider (Sorry guys, I just love Skyraiders)...this one an A-1E of the SVAF, 602 FS(C) Bein Hoa, 1964.
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3 pointsthe AT-26 Xavante will have it's template included, so other skinners can (fix any of my screw ups) and do other skins too! It'll come with the 1/4 GAV, the "base" Paraguay skin, and a blank 3-tone camo.
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3 pointsSupport forums are designed for support and allow people to search the same question someone else might have asked because they are indexed. Comments sections are none of those things. That is the intended design to help modders keep things organized and lessen their work load.
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2 pointsI reopened the original post, and issued the needed warnings. This will be the last time I permit this behaviour, will ban anyone that completely ignores original post and start your small, ridiculous flame war carried from simHq. This has been my home for the last years, enjoyed it a lot, made good friends, and will not tolerate anyone that want to broke the way it works. Everyone understood?
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2 pointsFrom 1986...a T-2C Buckeye in 75th Anniversary of Naval Aviation colors....
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2 pointspaulopanz's new Canberra B(I).8 bomber with a few tweaks to make it the RNZAF specific variant (ejection seat, pilot, no cannon pack, early style camo skin with white serials, Microcell rocket pods):
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1 pointView File SF2 Atlas Impala Mk.II by Marcfighters V2 = For SF2, Any/All (Full 5 Merged RECCOMENDED!) = This is the release of Marcfighters Atlas Impala Mk.2, single seat COIN/Attack jet as used by the South African Air Force. This aircraft has/had languished for a considerable amount of time in that "hangar of forgotten & unfinished mods". I hope that this will correct that. This mod represents the Atlas Impala MK2, single seat attack jets. The mod uses all stock 3W weapons (which may need further research/adjustments). 25 all new historically correct SAAF serial number decals are included, and Randomization is TRUE These decals are used for both included skins. This is the SAAF -ONLY-, non exported version. No user list was created; the aircraft is single nation only. There are 2 skins, and "Early" and "Late"; the late uses the SF2-date switch and starts in 1982 When in-game, you'll see Atlas Impala MK.II (MB-326K SAAF) on the aircraft drop down selection panel. As is always reccomended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. The Uploader takes NO credit for the aircraft itself, only for those edits and adjustment to get it more in compliance with the SF2 Environment (tm). See "Notes" section for full change log and other VERy important statements. = Please Note: is models is released "AS IS". Anything that cannot be corrected/adjusted via ini edits will remain so for all time = Happy Landings! Wrench Kevin Stein ** Important Note: if you install this to the Angola Mod, be advised that there exists an aircraft named Impala Mk.II. This should NOT conflict with it, but you may have some editing to do, as theirs is labeled "Stand In". It is not advised to just drop this one into that mod without further editing. ** UPDATED: 3/7/2019 "Early" skin has been repainted to remove national markings. All have now been replaced with decals. sf2_atlas_impala-mk2_v2_pack.7z Submitter Wrench Submitted 03/04/2019 Category Other Origin
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1 pointHello 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 IdleThrottle=0.12 CruiseThrottle=0.45 MilThrottle=0.70 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, Von S
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1 pointI happen to see various users post questions and ask for troubleshooting in the comments section of a mod download, instead of properly using the associated thread aka Get Support. Just a suggestion for future site updates; wouldn't it be better to remove the comments section so that users ask questions where they should? It seems there's this sort of ambiguity as to what purpose both the comments section and the thread have; to me it's actually clear, but for newcomers it isn't.
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1 pointI took some time to have a better version. Use it as you like ! [See next page for Data.ini file] (updated) - Cl0, Cla and Cd0 Mach table datas from another plane. It's not climbing all the time. It depends on the load and the throttle applied. - Collision points checked - Landing gear shocks working <- this part worths the try ------------------------------------- In the cockpit file : [G_AirBrake] Type=EXTERNAL_ANIMATION_LINK NodeName=AIRBRAKE_Aguja MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-192.68 Set[02].Value=1 ItemNumber=2 - - - DELETE this part (it's the ball at the end of the landing gear lever) : [L_Gear02] Type=LANDING_GEAR_INDICATOR NodeName=L_Gear_02 MovementType=LIGHT - - - The weapon panel would require some care as well...
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1 pointAfter trying a few more things it seems the issue is very similar to one I had with the Hawker Typhoon. The Typhoon also had some issues with bounding box differences between the left and right sides. With the Typhoon, the wing heaviness varied when using racks to carry bombs or not using racks. I have absolutely no idea how this happens but it is a model issue and there is a "quick fix" for the Impala. Just disable all six racks like so and the issue is much improved: [LeftWingStation01] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.40,-0.52,-0.24 AttachmentAngles=0.0,0.0,0.0 LoadLimit=800 AllowedWeaponClass=BOMB,RP,GP AttachmentType=USAF,NATO,UK,FRANCE ModelNodeName=//LeftWingPylon2...................................................DO THIS FOR ALL SIX RACKS PylonMass=25 PylonDragArea=0.03 After the edit the wing heaviness almost totally disappears. I still notice some slight right wing heaviness on departure but it goes away as the speed increases. With the rack edit, the racks are part of the model and will always be visible. I've been doing some flight model edits to this plane over the last 5 days or so and have made some adjustments to the rudder behavior. Also, I found an online flight manual for the Australian MK-1 version so have adjusted fuel weights as well as gear and flap speeds, among other things. Might have a beta test FM ready in a week or so.
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1 pointThanks for the vote of confidence but nothing has worked so far. Some discrepancies noticeable in the bounding boxes when using Mue's lod viewer. The Left vs Right wing racks have some differences that may be an indication of the "offset" model center. From past experience I know it doesn't take much of a difference in weight or distance of external stores to cause a noticeable wing heaviness. In this case the position of the external stores and the rack weights are all symmetrical in the aircraft data.ini so it may be a case of making the weapon positions slightly unsymmetrical to accommodate the model issue. The model error seems to be very small, only about 2-3cm but it's enough to notice.
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1 pointI tested it on "Normal", and didn't notice any really adverse effects. I did move the CG slightly forward to counter a nose up drift. Like 0.10 or 0.25 -can't remember which! If Baff is looking into it, I know he'll find a fix!!!
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1 pointJeanba, is the issue more noticeable when carrying external stores? I've been testing it out and think there may be a model issue, probably an offset center point on the model.
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1 pointComments: I really like this mod the skin is very accurate. Get Support: The package won't install as intended. I don't want to remove either. If people post support in comments ignore them or direct them to use the support link. I know it's a pain but I think removing functionality because people don't understand the difference between comments and support is not our best option. With a global membership lots of decisions like these are hard to make. I'll see what I can do. Thank you.
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1 pointjust something else I messing round with....it's the Fox Monter model. Also a generic-style "euro" skin. Very much still WIP, some decal placements aren't quite right. The Argentine skin could use some updating as well, as I've discovered 3 different color schemes for them!! no time set for release (need to finish the AT-26 first)
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1 pointAfter the recent St. Patrick's Day, I added the Irish Air Corps to the nations.ini. New decals have been created, with the former roundel being used in-game before 1955, as historically accurate.
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1 pointNice-looking Skyhawk! But I can't resist the Crocodile Dundee response: "that's not a Draken, .... this is a Draken":
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1 pointsoooo, whats your sign sorry, you gotta excuse my friend. hes not right when he doesnt eat, the big ole chow hound
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1 pointThis has been stuck in my head for 2 days... Badger... Badger... Mushroom Mushroom Ahhh... a Snake (Viper)
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1 pointTornado F.3s launch for their turn in the Mach Loop... The object of the exercise is to prove that they are just at home at low level as at high altitude... It; It's a real treat for the plane spotters picnicking on the hills.... For the student out of RAF Valley who happened to be flying the wrong way down a valley, not so much... Oh sh... He climbs to altitude and heads back to base for a stiff drink and a change of underwear! And the Tornadoes are back on the deck and heading for their next waypoint...
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1 pointDear friends, One week has passed since our previous Dev Diary and we have something new to show you once again. The rate of development is truly fantastic. Today we won't have so much text but will compensate it with WIP screenshots of two 'stars' of our Bodenplatte project. The first star of today's Blog is the British fighter Hawker Tempest Mk.V series 2. These planes played a significant role in the events of January 1st, 1945 - the units managed to take off in time when Luftwaffe attacked the Allied airfields during Bodenplatte operation. Tempests were equipped with some serious firepower - four 20mm Hispano guns - and achieved good speeds at lower altitudes, which was handy for a dogfight near the ground. The second aircraft we want to show you today is USAAF North American P-51D-15 Mustang, the most famous American fighter of WWII that was widely used in different theatres of war. To a degree, its exceptional range and altitude capabilities made the deep bombing raids over Germany possible. Mustangs had good overall maneuverability and climb rate, while their six .50 cal M2 Browning machineguns allowed them to engage any air targets. A Mustang could also carry bombs and rockets, making it a fighter/bomber. It should be noted that while many Mustangs still exist around the world, including airworthy ones, most of them are combinations of different modifications, including post-WWII ones. Therefore we're spending a lot of time researching tech schematics, spare parts catalogs, and similar documents to make sure the final result will be as authentic as possible. And to finish today's blog, here are WIP screenshots of the next Flying Circus plane - Fokker D.VIIF. This Deutsche Luftstreitkräfte late WWI fighter has been equipped with a great engine for its time, BMW D.IIIa, that gave it an advantage over Allied fighters at high altitudes. Coupled with good maneuverability, it made Fokker D.VIIF a very dangerous adversary. You can discuss the news in this thread
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