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Showing most liked content on 08/02/2020 in Posts

  1. 9 points
  2. 9 points
    A VW-1 Warning Star departs NAS Barbers Point for the start of another 16 hour Barrier Patrol
  3. 6 points
  4. 5 points
  5. 4 points
  6. 4 points
    Testing a Uniform Metal Layer
  7. 4 points
  8. 3 points
    While my tips are probably more helpful for prop. aircraft, I recommend nonetheless tinkering with the following values outlined below (I've had success with this for my FE2 tweaks, also for prop. aircraft in SF2). Relevant section to tinker with is of course [Rudder] in the appropriate data.ini. ----- [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=25.0 -----> this is often the crudest but most effective value to tweak first (see info. for entry immediately below) MinDeflection=-25.0 -----> this is often the crudest but most effective value to tweak first (reduce the value in increments of about 2.0 and retest to satisfaction, higher values give more rudder response since greater arc of movement, lower values give smaller arc, etc.; for example, 20.0/-20.0 will give less rudder movement than 25.0/-25.0) CDdc=0.0073 -----> drag effect on rudder movement (higher value, more drag, lower value, less drag, usually doesn't require tinkering with) Cydc=0.0362 -----> side force when moving rudder left/right (decrease in increments of about 0.005 and retest to satisfaction, for less effect during rudder movement) Cldc=0.0010 -----> roll moment when moving rudder left/right (helps to pitch wings up/down during rudder movement, higher value for pitch up, lower for pitch down or neutral, usually avoid tweaking this unless you are flying a staircase as some of us do in FE2 - triplanes, etc., and tweak in increments of about 0.002) Cndc=-0.0307 -----> yaw moment/strength when moving rudder left/right (decrease towards value of zero in increments of about 0.005 and retest to satisfaction, for less yaw during rudder movement, and obviously increase in same increments for more yaw effect; for example, a value of -0.08 should give more yaw than -0.03, don't be confused by the fact that in math class a negative no. closer to zero is a "bigger" no., it's the other way around for the yaw moment entry in the data inis) CydcAlphaTableNumData=37 CydcAlphaTableDeltaX=10.00 CydcAlphaTableStartX=-180.00 CydcAlphaTableData=1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000 CldcAlphaTableNumData=37 CldcAlphaTableDeltaX=10.00 CldcAlphaTableStartX=-180.00 CldcAlphaTableData=-1.000,-0.985,-0.940,-0.866,-0.766,-0.643,-0.500,-0.342,-0.174,0.000,0.174,0.342,0.500,0.643,0.766,0.866,0.940,0.985,1.000,1.040,0.871,0.643,0.339,0.170,0.201,0.140,0.185,0.200,0.224,0.294,0.400,0.531,0.669,0.800,0.906,0.976,1.000 CndcAlphaTableNumData=37 CndcAlphaTableDeltaX=10.00 CndcAlphaTableStartX=-180.00 CndcAlphaTableData=-1.000,-0.985,-0.940,-0.866,-0.766,-0.643,-0.500,-0.342,-0.174,0.000,0.174,0.342,0.500,0.643,0.766,0.866,0.940,0.985,1.000,0.971,0.986,0.990,0.718,0.163,0.000,0.000,0.000,0.000,0.112,0.294,0.400,0.531,0.669,0.800,0.906,0.976,1.000 MaxControlSpeed=50.25 -----> in meters/sec (reducing this helps to give more rudder sloppiness at higher speeds, test in increments of about 10.0, also keep in mind that actual speed at which this effect kicks in in FE2/SF2 will usually be about 20.0 or 30.0 m/s higher than value specified for "MaxControlSpeed") ControlRate=4.0 -----> controls sluggishness/snappiness of control input (test in increments of about 0.5, up or down, for more or less snappiness of moveable control surface, in this case of rudder) ModelNodeName=Rudder ReverseModelOrientation=TRUE AnimationID=1 ----- NOTE 1: "Cydc" and "Cndc" values are in a relationship of sorts (proportional to one another) - usually test changes with only one of those values first, to satisfaction - if no success then change other value and retest - if again no success then tweak both, keeping in mind that more "cydc" will point the nose more quickly in the direction you want to go, and more "cndc" will give you more yaw but will keep you going more so in the same direction - try to visualize the relationship and the changes to get to something realistic - for example, too little "cydc" (flight path direction upon rudder movement) and too much "cndc" (yaw along the same path of flight) sometimes gives a strange "rudder reversal" effect at speeds above about 500 kph in SF2 where "cydc" will start functioning as an inversion of itself (giving opposite direction to rudder input). NOTE 2: entry above is for the tweaked, late Albatros D.II for FE2 (not to be used for jet aircraft - merely included for info.) Happy flying, Von S
  9. 2 points
    Would you believe o forgot to take them?
  10. 2 points
    Stuck since i have no pics of the landing gear wells... and i have them so close to me... but the museum is closed...
  11. 2 points
  12. 2 points
    Using C117 cockpit for connie...removed the digital Displays, and the Sperry units...added new tachos and fuel gauges...need to adjust a few a tad more and we are away.
  13. 1 point
    This - it's the airspeed when climbing, in m/s as are most of the values in the TW data inis. Rough, general rule of thumb for climb speed is about 80% of top speed (full military power) when on the level (MaxSpeedSL). (I use such a rule for my FE2 tweaks.) Testing vertical climb speed on the other hand (rate of climb) requires tweaking of climb/alpha numbers for wing/tail sections - and then actual testing of climbs within the TK sims (yes the slow, hard way - as I've had to do with my FM update packs for FE2). Usually you can "guesstimate" a proper, vertical rate of climb after a few tweaks of the airfoil sections - and always test rate of climb first before tweaking any of the airfoil sections, just in case it's fine without tweaks. Will not give suggestions on ave. climb speeds or rate of climb for jets since I'm no specialist for that - more of a linen and wood type where we're happy to climb even at 2 m/s. Happy flying, Von S
  14. 1 point
    the colours are just max reference colours...not mapping. when you make a mesh its assigned a default colour.
  15. 1 point
    md450 modeling site with refs of ouragan too.. http://www.cybermodeler.com/aircraft/md450/md450_all.shtml
  16. 1 point
    for metal skins now...I do panels etc 1st then add real metal textures to panel areas like so....some great textures out there for free.. check modelling forums...If i need ref I usually look at them or eduard site for parts etc....
  17. 1 point
  18. 1 point
    Yes, the wrong designation came from Wikipedia were someone had posted a picture of G.91 with mounted LAU-51 rocket pods and thought it was a Matra Type 116 for some reason. I removed those pictures from the Wikipedia page a month ago.
  19. 1 point
    It is not the vertical speed, I guess it is the airspeed when climbing, and it is in m/s.
  20. 1 point
  21. 1 point
    "Anything you can do" ....USAF Sec Of State..... RC-121D
  22. 1 point
  23. 1 point
  24. 1 point
  25. 1 point
    good thing is it is also steerable by the same mesh as its in same co ords as the nosegear1 and if one is lost in accident other will follow lol... didnt realise so many crew in these connies...one crashed and it contained 32 people ...amazing...they all were ok btw...
  26. 1 point
    From Key.Aero: Full story: https://www.key.aero/article/boeing-partner-mhi-japanese-f-15j-upgrades?fbclid=IwAR2WYXBznWogLAxlxZihPYOr0PoZZNRePqTg2KTQVcr4CjTTlZiu4GIrV5w
  27. 1 point
  28. 1 point
    Doras from the Galland circus complete, does anyone know any more?
  29. 1 point
    Pointless having slow and fast prop meshes...only slow shows even at max rpm....looked at a few a\c and same... anyways...only odd thing is front right wheel slants to right not left and will not fking move lol...looks like need make new ones. is it just the fast and slow rpm settings that enable them ? so far...flies ok.
  30. 1 point
    Note to self: when testing damage tgas, try NOT to have the test aircraft get destroyed; you can't see the bullet holes in/on a destroyed fuselage!
  31. 1 point
  32. 1 point
    Spitfire Mk.I over dispersal area of RAF Exeter
  33. 1 point
    Same mission, same aircraft, different results: The Feet Air Arm showing the Royal Air Force how its done on an Anti Ship mission and what happens when you stick your ass in the air over the big blue sea. SQN Leader Pepperpots was the only surviving aircraft of XV SQN to make it back to base out of a 6 ship flight, CDR Goldenballs, LT Coffinails, LT Goosebumps brought their aircraft back to Ark Royal saftely out of a 6 ship flight.
  34. 1 point
  35. 1 point
  36. 1 point
    Heres others in pack. certified freeware btw .
  37. 1 point
    landing at the paint barn
  38. 1 point
  39. 1 point
  40. 1 point
    I thought this info would fit with this thread. Below is a list of each individual capability flag. You can get any capability flag available by adding capability flags together with the Windows calculator in programmer mode with Hex selected. Now there are two group of number to be added. The first is the third digit to the right of the "0x" which I have highlighted in red, "CapabilityFlags=0x10000000". This digit relates to the Sea-skimming, Terminal Pop-up, and Lofted flags. The second group is composed of the three digits that are farthest to the right as you see here highlighted in blue, "CapabilityFlags=0x10000000", these are for all other capability flags. For example if you want to add the IFF Interrogator, Seeker Slave, and All Aspect flags to a missile you would add 020+180+400=5A0 that means "CapabilityFlags=0x100005A0". Another example is this flag "CapabilityFlags=0x107006FF" which is all capability flags checked on and "All Aspect" selected. Also below the Capability Flags section I have included a list of all EO Display Flags for both bombs and missiles. //--------------------(Capability Flags)--------------------\\ None CapabilityFlags=0x10000000 Terminal Guidance CapabilityFlags=0x10000001 Target Memory CapabilityFlags=0x10000004 Mid-course Correction CapabilityFlags=0x10000002 Home on Jam CapabilityFlags=0x10000008 Optical Backup CapabilityFlags=0x10000010 IFF Inerrogator CapabilityFlags=0x10000020 Seeker Uncage CapabilityFlags=0x10000140 Seeker Slave CapabilityFlags=0x10000180 Sea-skimming CapabilityFlags=0x10100000 Terminal Pop-up CapabilityFlags=0x10200000 Lofted CapabilityFlags=0x10400000 Rear 60 Aspect CapabilityFlags=0x10000100 Rear 180 Aspect CapabilityFlags=0x10000200 All Aspect CapabilityFlags=0x10000400 >--------------------(Bomb EO Display Flags)--------------------< None + None EODisplayFlags=0 Crosshair + None EODisplayFlags=1 Four Corners + None EODisplayFlags=2 Double Lines + None EODisplayFlags=4 /-----/ None + Ponting Cross EODisplayFlags=256 Crosshair + Ponting Cross EODisplayFlags=257 Four Corners + Ponting Cross EODisplayFlags=258 Double Lines + Ponting Cross EODisplayFlags=260 /-----/ None + Nose Index Marker EODisplayFlags=512 Crosshair + Nose Index Marker EODisplayFlags=513 Four Corners + Nose Index Marker EODisplayFlags=514 Double Lines + Nose Index Marker EODisplayFlags=516 <-----(Bomb EO Display Flags with Bypass TV Filter on)-----< None + None + Bypass TV Filter EODisplayFlags=131072 Crosshair + None + Bypass TV Filter EODisplayFlags=131073 Four Corners + None + Bypass TV Filter EODisplayFlags=131074 Double Lines + None + Bypass TV Filter EODisplayFlags=131076 /-----/ None + Ponting Cross + Bypass TV Filter EODisplayFlags=131328 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=131329 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=131330 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=131332 /-----/ None + Nose Index Marker + Bypass TV Filter EODisplayFlags=131584 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=131585 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=131586 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=131588 >--------------------(Missile EO Display Flags)--------------------> None + None EODisplayFlags=65536 None + Ponting Cross EODisplayFlags=65792 None + Nose Index Marker EODisplayFlags=66048 /-----/ Crosshair + None EODisplayFlags=65537 Crosshair + Ponting Cross EODisplayFlags=65793 Crosshair + Nose Index Marker EODisplayFlags=66049 /-----/ Four Corners + None EODisplayFlags=65538 Four Corners + Ponting Cross EODisplayFlags=65794 Four Corners + Nose Index Marker EODisplayFlags=66050 /-----/ Double Lines + None EODisplayFlags=65540 Double Lines + Ponting Cross EODisplayFlags=65796 Double Lines + Nose Index Marker EODisplayFlags=66052 >-----(Missile EO Display Flags with Bypass TV Filter on)-----< None + None + Bypass TV Filter EODisplayFlags=196608 None + Ponting Cross + Bypass TV Filter EODisplayFlags=196864 None + Nose Index Marker + Bypass TV Filter EODisplayFlags=197120 /-----/ Crosshair + None + Bypass TV Filter EODisplayFlags=196609 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=196865 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=197121 /-----/ Four Corners + None + Bypass TV Filter EODisplayFlags=196610 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=196866 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=197122 /-----/ Double Lines + None + Bypass TV Filter EODisplayFlags=196612 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=196868 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=197124
  41. 1 point
    as it turned out the guy who made the top 2 pictures just lives in a neighbouring town and he has a high res picture of the " Arming Instruction" label the picture is taken from a german air force BLU-1 made by VFW Fokker , Mr. Hartmut Bubenzer makes out of this bombs sidecars for motorcycles thanks to Mr. Hartmut Bubenzer the BLU-1 and BLU-27 are done new BLU-1 and BLU-27 for testing BLU-1_BLU-27.7z


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