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  1. 11 points
  2. 5 points
    wrong trijet Russouk. Think McDonnel Douglas, not Lockheed (although Tristars would be nice in game too) meanwhile, about 60 percent done
  3. 4 points
    Now that I could "debug" Operation Modular, by SpudKnockers, I really enjoy it A short and fun campaign, with tough support missions Low altitude flight is important:
  4. 4 points
    A glimpse at the near future ???
  5. 4 points
    Been tinkering some more with the data inis, this time with the Lavochkin-11 since it flies similarly to the Extra-300 aerobatic plane from what I've noticed in SF2 and is fairly high performance. Will incorporate this into several of the late prop aircraft soon hopefully and will upload the data inis under the downloads section for SF2 if anyone's interested (SeaFury, SeaFury export version, F4U-4 and F4U-5 Corsairs, Yak-9P, LA-9 and LA-11, also "Sprint" upgrades for the Thunderbolt, and I'm tempted to look at the A-Team Superbolt what-if models and Spit Mark 14, also Paulo's Mark 19 - this is enough for an early Cold War install - the WW2 stuff I doubt I'll look at tweaking since I'm usually busy with WW1, but using the tweaks below people can cook up their own solutions to the WW2-era types). Below follow the latest modifications for the LA-11 data ini, and I think that WEP power is now modelled correctly from what I've been able to experience. SLPowerDry=2037317.5 ----------> this value had to be increased noticeably from stock, sometimes by values of half a million, sometimes more, to give the engines the necessary brute force ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,1.2,0.0 ----------> I've slightly reduced the middle thrust value on several of the types ThrottleRate=0.50 ----------> higher value for more acceleration, needed on these late prop, early Cold War aircraft IdleThrottle=0.12 CruiseThrottle=0.55 MilThrottle=0.80 WEPThrottle=0.95 ----------> important discovery, the WEP value should follow somewhere between military power and max throttle, not after the max throttle value (higher than max throttle) MaxThrottle=1.25 ----------> the "accordion" effect works when the wep value is lower than max throttle, then once we expand max throttle beyond a value of 1.00, the extra power kicks in (this I may tamper with further but wep values of 0.95 and max throttle of about 1.25 work well, giving a boost of about 15 kph once we go into the wep range at altitude, but not at sea level where it's disabled now) AltitudeTableNumData=61 ----------> this was incorrectly recorded as 64 initially, now fixed AltitudeTableDeltaX=350 ----------> smaller intervals in meters for more subtle changes AltitudeTableStartX=0.0 ----------> start at the zero interval for alt table data (sea level) AltitudeTableData=1.00,0.9999183,0.999698,0.999339,0.9988413,0.9982049,0.9974298,0.996516,0.9954635,0.9942724,0.9929425,0.991474,1.0297504,1.107311,1.224733,1.3020163,1.1291609,1.0261668,0.987311,0.984733,0.982016,0.980609,0.976166,0.963034,0.9597625,0.9563524,0.9528035,0.949116,0.9452898,0.9413249,0.9372213,0.932979,0.9285981,0.9240784,0.9194201,0.914623,0.9096873,0.9046129,0.8993998,0.894048,0.8885576,0.8829284,0.8771606,0.8712541,0.8652088,0.8590249,0.8527023,0.8462411,0.8396411,0.8329024,0.8260251,0.8190091,0.8118543,0.8045609,0.7971289,0.7895581,0.7818486,0.7740005,0.7660136,0.7578881,0.7496239 // ----------> wep values below are basically a reduplication of the non-wep alt. values included above (I've copied these from the Corsair files and then tweaked further as per aircraft type) WEPAltitudeTableNumData=61 ----------> fixed to 61, from 64 WEPAltitudeTableDeltaX=350 WEPAltitudeTableStartX=12.0 ----------> this took a while to figure out but is important since otherwise WEP does not work, the value corresponds to the value in the wep alt table data below, counting from zero, which is the sea level value (with a value of 12.0 for the startx value, the wep boost that gives me 125% throttle kicks in somewhere around 4700 meters alt. for the Lavochkin in the case of my tweaks, close to the "1.107311" value below, the power boost being most noticeable around "1.3020163" below, which places us around 5200 meters altitude where I can get to about 680 kph on full wep power) WEPAltitudeTableData=1.00,0.9999183,0.999698,0.999339,0.9988413,0.9982049,0.9974298,0.996516,0.9954635,0.9942724,0.9929425,0.991474,1.0297504,1.107311,1.224733,1.3020163,1.1291609,1.0261668,0.987311,0.984733,0.982016,0.980609,0.976166,0.963034,0.9597625,0.9563524,0.9528035,0.949116,0.9452898,0.9413249,0.9372213,0.932979,0.9285981,0.9240784,0.9194201,0.914623,0.9096873,0.9046129,0.8993998,0.894048,0.8885576,0.8829284,0.8771606,0.8712541,0.8652088,0.8590249,0.8527023,0.8462411,0.8396411,0.8329024,0.8260251,0.8190091,0.8118543,0.8045609,0.7971289,0.7895581,0.7818486,0.7740005,0.7660136,0.7578881,0.7496239 PropDiameter=3.375 ----------> this I increased slightly since it looked too small but such details are easy to modify PropPFactorCoefficient=0.0 PropTorqueFactor=0.02 PropRotationDirection=1 ReversePropOrientation=TRUE SpinnerNodeName=Spinner StaticPropNodeName=SlowProp SlowPropNodeName=SlowProp FastPropNodeName=FastProp // ----------> prop rpm values below are estimates but fairly close, most of these aircraft wouldn't/couldn't exceed about 3000-3100 rpm SlowPropRPM=1700 FastPropRPM=2500 MaxPropRPM=2900 IdlePropRPM=500 BSFC=0.01 ExhaustEmitterName=CleanExhaustEmitter ExhaustPosition=0.0,1.5,-0.3 FireSuppression=TRUE MinExtentPosition=-0.5,2.2,-0.5 MaxExtentPosition= 0.5,0.8, 0.5 MaxPowerAnimationTime=0.1 MinPowerAnimationTime=0.3 ConstantSpeed=TRUE // ----------> borrowed the more subtle prop efficiency numbers from the Corsair PropEfficiencyAdvanceRatioTableNumData=27 ----------> this was incorrectly recorded as 26, now fixed to 27 PropEfficiencyAdvanceRatioTableDeltaX=0.10 PropEfficiencyAdvanceRatioTableStartX=0.0 PropEfficiencyAdvanceRatioTableData=0.1039061,0.2017555,0.3307556,0.4630645,0.5773853,0.6674284,0.7350242,0.7854134,0.8242808,0.8561408,0.8837222,0.9080403,0.9388862,0.9455014,0.9572477,0.9641239,0.997018, 0.9976275,0.968019, 0.9698392,0.9732296,0.9955389,0.9699651,0.9443028,0.8800089,0.7018427,0.4483748 MomentOfInertia=4.0 ----------> this number was too powerful on some of the types, or too weak on others (lower number is more powerful)....the WWI types are usually in the 7.0 to 12.0 range, values of about 3.0 to 6.0 work better for these post-WW2 prop types Three other important things to be aware of: 1. leave the max sea level top speed commented out in the FlightControl section of the data inis since that entry is no good for late prop types (it will artificially cap top speeds at all altitudes, not just sea level) 2. for max realism, use only full military throttle near sea level...top speeds near sea level should be around 600-650 kph then....seems reasonable, less/more depending on what the top speed at alt. is anyway on the various aircraft types...the good thing now is that even if you go full throttle at sea level, you are not engaging wep boost that pushes beyond 100% throttle since you are not at the necessary alt. (determined by the startx value in the wep chart above) 3. I'm still thinking about whether or not it's a good idea to include the values for max time of wep power...since, technically, once a set time runs out, you can again lower throttle, go back up again, and you have wep power, unless there's some kind of timeout command that can be used to force an "interval" between wep on/off...I might not bother therefore with wep max time limits since wep already guzzles gas once you punch it up to max, so that's a good enough limiter itself Pics below of the LA-11 during tests and another Corsair that the AI lost control over during excessive maneuvers at high speeds - I'm thoroughly enjoying the increased realism now with these "brute force" machines. Von S
  6. 3 points

    Version 1.5

    143 downloads

    10 refurbished B(I).6 bombers sold to India in 1957. During the Indo-Pakistani Wars of the 1960s and 1970s, the Canberra was used by both sides The entire Indian Air Force Canberra fleet was grounded and then retired following the crash of an IAF Canberra in December 2005. After 50 years of service, the Canberra was finally retired by the IAF on 11 May 2007. WHAT's IN: - A new plane - 4 new skins - Screens, decals, weapons CREDITS: - Tk/TW for basic Canberra mk.6 - Ahmed Junaid Raza for SF.1 old model weapons, pit, loads - Ghostrider883 for references and help - Soulfreak for extra pylons and seat (Camberra 62) - Ludo for Templates - Yakarov79 for bump maps - paulopanz for skins, decals, screens, Sf-2 edits etc. INSTALL: - Exp 2 needed - put all in main mod folder and overwrite if needed NOTE: - recon flares work like rockets - a better gunpack should be needed Enjoy @paulopanz "pigs on the wind" 1.5
  7. 3 points
  8. 3 points
  9. 3 points
  10. 2 points
    A good question...I think that only TK really knows how those formulas add up and work in FE2/SF2...my impression is that much of the number crunching that we tweak into the data inis are manipulations and changes to "already established" formula averages that were directly programmed into the TW series of sims. The trick is to figure out what units TK was using...most of the data inis are in metric (m/s, etc.), but some of the ratio numbers took a bit of guesswork to figure out, and actual testing in the sims. Perhaps Baffmeister knows more about thrust formulas, etc. - might be a good idea to ask him. Most of the mods I've done for FE2 are all hand-edited and then tested, over and over again, within FE2 - an approach that, while slow, works well for WW1, but I haven't really touched any of the jet-age stuff where thrust is handled in more complicated ways. Here are a few links I've managed to find on CombatAce that might be of some help: https://combatace.com/forums/topic/61789-calculating-a-boosters-acceleration/ https://combatace.com/forums/topic/93066-used-fm-units-of-measure/ https://combatace.com/forums/topic/89652-aircraft-acceleration-values/ Von S
  11. 2 points
    also, if it's a very early work (early and mid-2000s), check that the DecalMaxLOD= line is present in each statement. Many don't have them and in the "2" series games, need them. The usual number is 3, even if the aircraft only has one lod. This tutorial might also be of some help, albeit more SF2-ish, but still pertinent!
  12. 2 points
    STOL Airfield Mindanao Philippines
  13. 2 points
    Nice one ! I hope you'll do the same with the navy version when released ^^
  14. 2 points
  15. 1 point
    I finally made some progress fiddling. Folks can use the downloads on Combat ACE provided they have the modernized enterprise LOD from YAP to have it functional in SF2. I went ahead and made a similar replacement for myself, but using the pre-refit CVAN type load from YAP set 7. If anyone owns that YAP set and wants to use the CVAN version of enterprise I found the following catapault and arrestor settings work well enough. Figured out the launch time setting slowed the cat shot and solved my landing gear snapping issue. For the DATA.INI: [Cat1] SystemType=CATAPULT CatapultID=1 StartPosition=-8.5,63.5533,20.34 EndPosition=-8.75,164.9685,20.34 //StartPosition=-42.3,-18.0,20.3490 //EndPosition=-42.8,-15.0,20.3490 LaunchTime=3.0 LaunchEffect=CatLaunchEffect CatapultEffect=CatSteamEffect ReadyAnimationID=2 ReadyAnimationTime=5.0 [Cat2] SystemType=CATAPULT CatapultID=2 StartPosition=-34.7,-50.5698,20.34 EndPosition=-33.4,40.2373,20.34 LaunchTime=3.0 LaunchEffect=CatLaunchEffect CatapultEffect=CatSteamEffect ReadyAnimationID=4 ReadyAnimationTime=5.0 [Deck] //SystemType=FLIGHT_DECK //FlightDeckHeight=19.8 //FlightDeckLenght=335.64 //FlightDeckWidth=75.6 //LandDeckAngle=0.0 //LandingAimPoint=-0.7321,-117.3780,20.5 //CollisionMesh=Flight_Deck SystemType=FLIGHT_DECK FlightDeckHeight=20.3490 FlightDeckLenght=396.0 FlightDeckWidth=84.0 LandDeckAngle=-10.0 LandingAimPoint=-0.35,-57.95 CollisionMesh=Flight_Deck [Cable1] SystemType=ARRESTER_CABLE CableID=1 //StartPosition=-18.4067,-141.9669,20.5 //EndPosition=17.1727,-135.7128,20.5 StartPosition=-22.6840,-76.1430,20.5 EndPosition=6.1749,-71.2360,20.5820 [Cable2] SystemType=ARRESTER_CABLE CableID=2 //StartPosition=-19.7809,-123.7607,20.5 //EndPosition=14.8773,-116.9072,20.5 StartPosition=-27.1980,-82.9660,20.5 EndPosition=13.5210,-75.6720,20.5820 [Cable3] SystemType=ARRESTER_CABLE CableID=3 //StartPosition=-22.0425,-102.0573,20.5 //EndPosition=12.8479,-96.5473,20.5 StartPosition=-20.7090,-87.2180,20.5 EndPosition=8.1498,-82.2360,20.5 [Cable4] SystemType=ARRESTER_CABLE CableID=4 //StartPosition=-23.8094,-80.8448,20.5 //EndPosition=11.2513,-74.6241,20.5 StartPosition=-18.6380,-99.0240,20.5 EndPosition=10.2200,-94.1920,20.5
  16. 1 point
    Just make it night by default constant
  17. 1 point
    Hello VonS, Very interested in your SF2 FM stuff which is high level experience ! After my job time... I go to test your WEP data. Flying your FM work is the opportunity to learn more about the aerodynamics possibilities of FE/SF2 games. Thanks a lot, Best regards, Coupi.
  18. 1 point
    Straight savage
  19. 1 point
    Im busy ,but doing as much as I can....hopefully not too long
  20. 1 point
    Wow! We could build Monument Valley. All we'd need is John Wayne & cavalry figures!!
  21. 1 point
    No offense intended mate,that was a famous one liner about said battle station....
  22. 1 point
    Be patient, it's coming to SF-2 faster than it is to the Russian Air Force !
  23. 1 point
    Arizona Utah mountains coming soon to add to my mountains models
  24. 1 point

    Version 0.1

    78 downloads

    SF2 Short Take off and Landing Airfield v0.1 This is my attempt to create a small 830m STOL Airfield for SF2. It was built using Blender. I have tested O-1's and OV-10's and the runway is long enough for them to get airborne. The drones MQ-1, MQ-1C and MQ-9 work well from this field as well. Installation: Take items from "Drop into terrain folder" and place them into your terrain folder. Add the following entry into your terrain TYPES.ini [TargetTypexxx] <---- Change to the next number at the Name=RunwaySTOL bottom of you types listing FullName=Runway ModelName=RunwaySTOL.LOD TargetType=SMALL_RUNWAY ActiveYear=0 TargetValue=1000 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=10000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 Add the following entry into your terrain TARGETS.ini [TargetAreaxxx] Name=San Roque Airstrip Position=x.00,x.00 Alignment=FRIENDLY Location=2 AirfieldDataFile=RunwaySTOL_DATA.ini ActiveYear=0 Radius=4313.708984 Target[001].Type=RunwaySTOL Target[001].Offset=-195.00,-1.00 Target[001].Heading=0 Target[002].Type=CIVIL_TOWER Target[002].Offset=-245.00,180.00 Target[002].Heading=0 Target[003].Type=STR_HAN6 Target[003].Offset=-344.00,221.00 Target[003].Heading=-90 Target[004].Type=FLOODLIGHT12M Target[004].Offset=-363.00,149.00 Target[004].Heading=-135 Target[005].Type=FLOODLIGHT12M Target[005].Offset=-276.00,148.00 Target[005].Heading=135 Target[006].Type=BLASTSHIELD Target[006].Offset=-289.00,156.00 Target[006].Heading=0 Target[007].Type=TRACTOR Target[007].Offset=-301.00,151.00 Target[007].Heading=0 Target[008].Type=FLOODLIGHT12M Target[008].Offset=-363.00,294.00 Target[008].Heading=-45 Target[009].Type=FLOODLIGHT12M Target[009].Offset=-276.00,295.00 Target[009].Heading=40 Target[010].Type=PIT1 Target[010].Offset=-298.00,283.00 Target[010].Heading=180 Target[011].Type=CRATE Target[011].Offset=-330.00,293.00 Target[011].Heading=0 Target[012].Type=SUPPLIES Target[012].Offset=-333.00,293.00 Target[012].Heading=0 Target[013].Type=PALLET Target[013].Offset=-334.00,288.00 Target[013].Heading=0 Target[014].Type=PALLET03 Target[014].Offset=-348.00,287.00 Target[014].Heading=35 Target[015].Type=FORKLIFT Target[015].Offset=-346.00,281.00 Target[015].Heading=-120 Target[016].Type=UNIMOG Target[016].Offset=-340.00,280.00 Target[016].Heading=120 Target[017].Type=MAINT SHED Target[017].Offset=-349.00,194.00 Target[017].Heading=-180 Target[018].Type=PIT1 Target[018].Offset=-350.00,162.00 Target[018].Heading=90 Target[019].Type=MAINT CART Target[019].Offset=-342.00,195.00 Target[019].Heading=-55 Target[020].Type=MSTAND1 Target[020].Offset=-338.00,232.00 Target[020].Heading=0 Target[021].Type=AIRSTARTUNITC Target[021].Offset=-329.00,213.00 Target[021].Heading=-90 Target[022].Type=COMMTRAILER1 Target[022].Offset=-313.00,152.00 Target[022].Heading=85 --NOT FOR USE IN ANY PAYWARE-- Please credit me if you modify. Any issues, contact me here at Combat Ace. Krfrge 23 March 2019
  25. 1 point

    Version 1.0.1

    124 downloads

    Refurbished B(I).8 bomber sold to Fuerza Aérea del Perú (FAP). Peruvian Air Force (FAP) Canberras flew combat sorties against Ecuadorian positions during the Cenepa War in 1995. On 6 February 1995, a Canberra Mk 68 disappeared over the operations zone; the aircraft had apparently struck a hill in poor weather conditions. Peru retired its Canberras in June 2008 WHAT'S IN: - a new plane, 4 skins, decals - screens, pilot, weapons etc CREDITS: - Bobrock: plane - Soulfreak: templates & tweakings - Paulopanz: skins, decals, screens NOTES: - the first 3 skins are about FAP Canberra B(I).8 as Canberra B(I).68 were refurbished in 1974 I add them to the pack so You have a whole FAP line up. When B(I).8 will be ready You could use them as skins and edit data and userilist inis if you like. - this little job is dedicated to a friend of mine who collects all FAP planes - maybe someone else could use to build up the Cenepa war against Ecuador.... INSTALL: - all in your mod folder Enjoy @paulopanz
  26. 1 point
  27. 1 point
  28. 1 point
  29. 1 point
  30. 1 point
    Go unlimited options and then choose the option to customize and in the option EffectsDetail set high and the game works fine. Latest drivers March 5 Nvidia version 419.35 with a GeForce RTX 2070. The conflict is only the EffectsDetail option set to unlimited.
  31. 1 point
    Can you imagine engaged in dogfight with a few tons of bombs ? It makes you less maneuverable, it makes it risky because you're taking the risk of the attach point/pylon/wing breaking under the stress, and if you're not breaking anything and survive the engagement, you have a high risk that the release or detonation mechanism will not work as intended. It's normal behaviour for the period covered by the sim. As the mission leader, it's up to you to give relevant orders, you order them to attack, only their guns qualify for ground attack, therefore they resort to suicidal strafing. Of course that creates problems when you are flying modern swing-role aircrafts with modern ordnance.
  32. 1 point
    you're going to make me go back to work on the Baltic map, aren't you? Those will come in REAL handy!!!
  33. 1 point
  34. 1 point
    I was on my way to bomb a warehouse in Libya. It's a nice day, no SAMs are out, no Migs in the area, the jazz was bumping, and I was eating a Turkey sandwich on rye..... My escorts had the situation in hand below the cloud cover...... Until I heard "Sam Launch", and approximately 5 seconds later, an SA-11 blew me, my jazz, and my sandwich, all to flinders..........
  35. 1 point
    Yes MLD - but similar to some of Syria / Bulgarias MLDs - never had the external changes (e.g. second dog tooth against the fuselage).
  36. 1 point
    Make sure, that the sequenz number is correct. ==> [TargetArea166] Then make sure, that you fly in a year where the SAM is active. Then the game engine accept only 16 Flaks or SAMs per target area.
  37. 1 point
  38. 1 point
  39. 1 point


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