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FastCargo

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Everything posted by FastCargo

  1. Updated to Version 2.3...fully compatible (and takes advantage of) the June 2010 patch. FC
  2. Actually, I would be happy with a real TF mode setup...but that would involve the AI not 'pogoing' so much when it gets low. FC
  3. Heh...not at 400 feet at 9 miles a minute in a 300000+ lb bomber... Nice stuff there Ed. FC
  4. I challenge you to fly through the ANW with these settings at TF altitudes. FC
  5. Well, what do you think the Classified Mission Mod is? I only spelled it out in the post-mission readme.... FC
  6. From the 'Classified Mission Mod'... FC
  7. The official embargo is lifted...feel free to post screenshots of what you found in the mod in the Screenshot forum... FC
  8. thrust

    1. Jets are subject to the same laws of physics as any other aircraft. The difference is that we are talking about a very specific case...jet fighters, where most of the time, the engine thrust vector passes straight through the CG. Jet airliners on the other hand, if you goose the throttle, you will get a pitch up moment (try doing a single engine go-around in a modern jetliner...it's Mr. Toad's wild ride right there) because the engine thrust vector is signifcantly displaced from the CG. For props, other issues creep up, including things like P-factor, etc. 3. and 4. Don't know what to tell you, you're adjusting the wrong parameter. Here's a test I just did while working on something else on the F-111...I adjusted the thrust angles on each engine by 10 degrees - Left engine 10 degrees pitch up, right engine 10 degree pitch down: It took me longer to post this than it took to do it. 5. If you really want to make an aircraft act more appropriately that requires trim, a better and more appropriate way to do it I believe is to mess with the Xac tables in the data.ini. Fubar512 is the person to ask about it. FC
  9. thrust

    1. Jet's will go out of trim because of SPEED, not because of thrust if the engines are close to or on centerline at high speed...like most modern fighters. I have plenty of real world experience in this regard. 2. See the answer to question #1. Most modern aircraft have an auto-trim mode. You can manual trim if you want...I don't find it interesting because it's natural like walking. 3. You are adjusting the wrong parameter, try again. I have done plenty of work in this regard when working on the F-22 and F-15 ACTIVE. Adjusting thrust angles will affect the aircraft and how it handles. Adjusting the thrust position will do the same thing. And yes, the flight model takes this into account. 4. See the answer to question #3. Also, adjusting the thrust angles does adjust the visual effect direction...so if you don't want a cocked off exhaust plume, best to add another engine. 5. The answer is, the AI will try to keep the aircraft in a flyable area of the envelope. The AI does not do post=stall manuvering other than to try to get out of the stall. If you're expecting the AI to do cobras, wingovers, etc, it won't happen...at least not to the point of trying to defeat an opponent. This is why I've found things like manual trim, manual thrust vectoring, manual wing sweep, backwards firing missiles to be worse than useless, because the AI will not take advantage of ANY of it. At that point, you're basically in Ace Combat mode, and unless you're doing multiplayer, quickly takes all the fun out of it...clubbing baby seals as it were. Experimenting is fine, that's what makes it interesting. But know why something works first. FC
  10. thrust

    First, why would you assume adding thrust automatically causes a nose to pitch? If the engines are located close to or on centerline, you won't get a pitching moment. Second, I'm pretty sure a lot of modern fighters have auto trim that would cancel out such effects. Third, are you sure you were adjusting the pitch and not the roll axis? Fourth, if you are dead intent on creating this effect, just add an invisible engine with no exhaust that has lots of pitch thrust. Fifth, realize that if you add this, any AI aircraft will have to deal with it too, which means you may actually hamper their abilities in flight. FC
  11. Nah...guess you tried too hard to make the turn? :) FC
  12. To my fellow US Citizens....

    Doesn't matter...I'm not in town actually. Ironically, I'm in Fresno at the moment. FC
  13. To my fellow US Citizens....

    Absentee ballot is always an option for Armed Forces members (though you're a bit late...). And you're in town and you didn't tell me...for shame! FC
  14. To my fellow US Citizens....

    Not at official voting stations! That's a big no no because it can be considered voter intimidation. FC
  15. leadership today

    I used to have to carry a CAC reader with me, otherwise everytime I went to work, I'd be saturated with emails...constantly getting the 'Mailbox is full' message... FC
  16. 99.9% of all mods for SF1 will work with SF2. Download and try it out. Also, consult the SF2 Knowledge Base. FC
  17. Thanks for the comments guys. When I first started making the mod, it took a while to realize just how much the sim helps you out in terms of views, devices, etc. I almost decided to eliminate the map view too, but realized that the aircraft's radar was so iffy and GCI was so imprecise that getting a proper solution might be unfairly tough. So I conceded that view for gameplay purposes...the idea is to make it JUST challenging enough to match the scenario it's based on. Next weekend I'll lift the embargo and folks can post screenshots of what they find around the mod in the screenshot thread. Obviously, for now folks who have played the mod, keep the details under wraps...more fun that way for everyone else. If anyone is having problems getting the mod to run properly, PM me. FC
  18. Honorable Discharge

    Congrats! FC
  19. The Convair Model 200A. http://combatace.com/topic/28855-convair-200a-vstol/ FC
  20. Republic XF-84H Thunderscreech

    I've got pictures from when it was at the USAF museum...ugly piece of FOD. It was said the sound made people physically ill...I believe it. FC
  21. I just saw he logged in last night, so he's still around...I think. FC
  22. And the link it references: Do the same for the Right side pylons. they MUST to listed EXACTLY as displayed in the OUT file!!! Then, below that, I add the 'removal statement' of the nudely displayed component name -they MUST MATCH EXACTLY the component listing from above !!! I'll just show a couple... In other words, find out what the name of the actual mesh is in the LOD file (should be listed in the OUT file, something imaginative like LeftDropTank, etc). Then, make an entry like this (doesn't have to be this exact name) in the data.ini Then make this entry in the data ini that cooresponds: Do that for each part you want to 'hide'. FC
  23. Only time I use the weps editor anymore is to figure out what some of the EO flags are...other than that, there are just to many weird things that happen when you use it in SF2... FC
  24. Your video card is very old in computer terms and simply doesn't have the horsepower to use the Mg MiG-29 without overheating and crashing. The MF MiG-29 was made to push the limits of video cards much newer than the one you are using. A possible way to help with this is to resize the textures to something smaller, losing some detail in the process. Also, topic moved to correct forum. FC
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