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Sixgun

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Posts posted by Sixgun


  1. Well, we might be able to convince TK to do a newer version of SF for us with slightly more complexity and better multiplayer capability...especially if he knew there was a definite market...pre-orders would help.

     

    After all, this is what we want isn't it? Just a few more features, better multiplay (maybe not based on directplay)...the current graphics capability is pretty much good enough.

     

    I would be a definite customer.


  2. I'd like to get in on this, but I don't know what to do to get a multiplay setup. Any pointers?

     

     

    Requirements, Software:

     

    WOV, either by itself or merged with WOE (stop laughing, Streaky) CLEAN (no addons) and patched up to current standards

     

    Hamachi (freeware peer to peer networking program)

     

    TeamSpeak (also freeware) tuned to the CombatAce frequency.

     

    Requirements, Hardware:

     

    Headset or PC microphone for Teamspeak

     

    Other Requirements:

     

    Patience and a sense of humor. Readiness for challenging squinty-eyed virtual neck swivelling G-pulling fun, and willingness to get killed your fair share. Willingness to laugh about the myriad ways there are to bust your ass.


  3. It's true, a properly forged and sharpened European blade will cut really well.

     

    I enjoyed the vids of Hank Reinhardt cutting shipping tubes. I have a couple of his blades...

     

    The hardest cut I have made to date was a cardboard carpet roll tube that they use to hold large spools of area carpet. They are about 6" diameter and have walls of approximate 3/8" thickness. If your blade angle isn't just right, you're not going to get through.

     

    My bias towards the Japanese blade comes from its combination of strength, quick handling, and cutting ability. Sure a Grosse Messer will cut targets as easily if not more so, but when it comes to multiple cuts, a katana is faster and it's edge will last longer. There are few other sword designs that compare...a relatively short blade (under 30") with a two handed grip.

     

    Aesthetics are another area where the katana shines. Plus, there's something to be said for a design that has basically remained the same for over 600 years.

     

    I guess we will have to agree to disagree.


  4. I am a student of the Japanese sword (shinkendo), and I have several katanas. I also have several European swords, including rapiers and broadswords.

     

    I have to say that the Japanese sword is probably the best cutting sword in the world. The main reason for this is that the curvature of the blade is such that it always presents a cutting angle (not square on) to the target. The other reason is that the forging and shaping methods leave the cutting edge very hard, while letting the body of the blade be softer and thus more able to withstand shock and return to true. European blades are historically mono-tempered to a somewhat lower hardness in order to remain flexible.

     

    Most well made katanas exhibit a superb balance at about 4.5"-5.5" from the "tsuba" or hilt.

     

    At far as the armor piercing ability of the Katana, it is quite impressive.The fact that the spine of the blade remains the same thickness until the last 1-2 inches of the blade allows for great tip strength. Thrusts against plate-mail, however, are generally ill advised due to the curved plates' ability to deflect a thrust that is not right angles to the plate.

     

    http://www.chenessinc.com/videos/steelchair.wmv


  5. OK all you SF, WOV, and WOE people...lets get together and fly one night per week. We can take a vote and decide which night and time is do-able for the largest number of us.

     

    There is even "talk" of establishing a unified library of mods to play with, since I know all of us here love the addons.

     

    Read the thread here: Sandstorm


  6. "Sandstorm" was a "noodle" name. Just threw it up there to see if it would stick. I'm open to suggestions. Needs to be something clever on the desert theme.

     

    "Era" oriented mod packages are not necessary. The game dictates the era (the server does anyway), so I am looking at establishing just one whole set of mods based only on the merit of the mods themselves. Besides, later we'll do a WOV and a WOE list too.

     

    SF is my first choice for this because of the fictitious arena, it allows for anyone to pretty much fly anything they want.

     

    I'd like very much to see what the MF guys' suggested mod package includes, but my aim was for a community vote or consensus.

     

    Metal, maybe this thread should be moved to the Virtual squadron area...I might not have been wise to start it here. Sorry.

     

    On the other hand, it may just draw cricket noises there too.


  7. As I am returning to somewhat "regular" online play, I have been thinking about ways to re-invigorate our community's interest in online flying. Okay, maybe the community was never "vigorated" in the first place.

     

    What I am proposing is the creation of a list of mods that can be compiled into a library that the multiplayer community can use to spice up our online play. This library would consist of not only addon aircraft, but the latest Weps Pack, and other useful and pleasing enhancements that have been offered here at CA.

     

    The library would be decided on by popular vote by CA members who play online, on a mod per mod basis.

     

    For starters, I'd like to promote the idea of a library for Strike Fighters, and call it something like "Sandstorm".

     

    My first nominations for inclusion might be some things like all of the current Mirage Factory aircraft (universally liked), my own "formations" mod, and that great "Comm" mod.

     

    If this takes off, we can do a WOV/WOE Library and a FE lib.

     

    Feel free to burn me down if you think this is a stupid idear... :unsure:


  8. It's these two. Notice retract value is larger than deploy? That's backwards. Swap those 2 numbers.

     

    I'm not so sure that this is right, guys. What does this value represent? If it is a drag or angle of attack coefficient then it seems right like it is.


  9. There is one thing can change. If you look in the _data.ini and check the 4 entries for the leading edge flaps, they have the lift coeficent values swapped for extended vs. retracted. They should create more lift when extended.

     

    If you fix this, it'll turn a little better, but don't loose your speed.

     

    The YAP F-100F has the same typo.

     

    Aggie, can you clarify this? I don't know what I'm looking at when I see it. What needs to be changed? Is this it?

     

    [LeftOuterSlat]

    SystemType=HIGHLIFT_DEVICE

    CLiftdc=-0.0102

    CDdc=0.0027

    Cmdc=-0.0002

    DeltaStallAlpha=2.34

    AreaRatio=1.022

    DeploymentMethod=AUTOMATIC_AERODYNAMIC_LOAD

    Setting[1].Angle=30.0

    Setting[1].DeployValue=123.5

    Setting[1].RetractValue=133.8

    MaxDeflection=30.0

    MinDeflection=0.0

    ControlRate=2.0

    AnimationID=3


  10. I guess I'll weigh in on this one.

     

    I am a civilian pilot with a little bit of dogfighting, formation work, and aerobatics in my logbook.

     

    My opinion is that the flight models on "Hard" settings are probably as realistic as they need to be. What I mean is that with these sims, you are simulating being a real pilot in a real plane, not just the plane itself. In other words, the edges of the envelope are not perfectly realistic, but are more representative of where a trained pilot, combined with a fairly realistic flight model could or would put himself.

     

    In other words, the "virtual" you isn't going to overstress your "virtual" airframe to the point of breaking something by pulling too hard on the stick, or get into a departure situation by pulling through the buffet in an accelerated stall, because your virtual you limits the real you...hopefully.

     

    In a real fighter turn in a real fighter, you have many more cues to what your airframe is doing than in a sim. The accelerated stall, for instance, starts out with a nibble (slight buffet and no noise) and rapidly progresses (as you continue to apply back stick) though a pronounced rumble and shake to a point of heavy buffet where it sounds and feels like there are twenty guys out on the wings beating them with their fists. Continued pull results in a nice excursion from controlled flight, often including un-commanded rolls, sometimes somersaults, and many times ending with a nice (hopefully upright and conventional) spin. Obviously these symptoms and behaviors vary aircraft to aircraft.

     

    IL-2 captures this fairly well in hard mode, and it's a pain in the butt with the lack of real life feedback.

     

    Trust me when I say you don't want this too well modeled on the sim, because you get no seat of the pants feel to keep you from going too far. Sure there's some rumble and some screen shake, but it's not enough. Heck, its not always enough in real life, either. A very experienced U.S. Navy A-4 pilot did an unscripted snap roll trying to regain some angles on me after I laid a big lead turn on him. It's fun to watch on video. :biggrin:

     

    Actually the hard settings with all the Heads up info turned off is maybe harder that the real thing because of the lack of S.O.P. feel, and unless you use a headtracker, you can't reference the airspeed too well. Believe me when I say it is hard work just pulling 5-6g and looking up through the top of the canopy at the other guy across from you in that one circle fight with the sweat rolling down into your eyes. Better have your helmet on good.

     

    Something that is definitely easier in real life is formation flight, once again, because of the lack of feel in the sim. On the balance, though, your situational awareness is always better with the sim because of padlock view. It's all about tradeoffs.

     

    The real issue with flight sim realism is getting the relative performances of these virtual airframes in the right order.

     

    Just my two cents. FastCargo can relate much better than I.

     

    A flight sim buddy of mine who is a corporate pilot said one day: "If these sims get any better, I will never want to fly a real plane ever again."

     

    I'm not sure I agree, but the sims are getting really good.

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