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Everything posted by ojcar
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Some planes are more spin-prone than others. It's difficult to fine tuning it. You can start here: STALL FACTORS IN SF The Stall parameters for the wings [LeftWing, RightWing, LeftOuterWing and RightOuterWing] are as follows: CLMax is the maximum Lift Factor Alpha is the Angle of Attack AlphaStall is the angle (in degrees) at which the aircraft stalls AlphaMax is the maximum angle of attack (in degrees) the aircraft becomes uncontrollable or enters a spin AlphaDepart is the maximum angle of attack (in degrees) before the aircraft will definitely spin All of these Alpha terms are in degrees from horizontal The lift "curve" is modeled as 4 connected straight line segments - first part with slope of CLa to AlphaStall, then at reduced slope to AlphaMax, then flat top segment to AlphaDepart, and it drops off from there. Also, past AlphaStall, there is some randomness subtracted, so none of the wing panels have exactly the same amount of lift. (this randomness increases in magnitude as Alpha increase). StallMoment is the additional pitching moment you get when the wing section starts to stall. positive pitch (+) makes it so it pitches up as you stall (making it more unstable), negative pitch (-) makes it so it pitches down when you stall (making it more stable). The default value, if you don't specify a value, I think, is -0.02, which I think would make for gentle mushing forward type stall I was looking for... There are a couple of other stall/depart variables added, all of them have default values so if you don't specify, you just get the default behaviour you see... PostStallCma= determinesthe Cma (pitching moment due to Angle-of-Attack (Alpha)) past stall. Pre-stall, the engine uses lift value and xac value to calculate the pitching moment. Once the wing stalls and departs, additional pitching moment of StallMoment + the PostStallCma * (AoA - AlphaDepart) is added. I think this defaults to -0.2 or something. StallHysteresis= (should be from 0.0 to 1.0) determines how far the AoA has to be reduced in order for the airflow to reattach itself. I think 0.0 means the wing section will be unstalled as soon as AoA goes back under the stall angle, 1.0 means wing will unstall only when AoA goes back to 0 deg. I think the default is 0.4 or something. PostStallZeroLiftAlpha = this is the angle at which the lift goes down to zero. Post AlphaDepart, the lift is linearly reduced down to zero at this angle. I think this defaults to 90-deg... Good luck.
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Hello, Buddy! I'm happy you are enjoying the game and understand my English-with-mixed-Spanish-gramatics-instructions 1- Aces are really good shooters, but can be defeated (with a lot of practice). This game doesn't have such effect (another bug), but i have finished some missions and when I have read the debrieffing, I have found myself injured. My advise is: never go head to head against an enemy (specially against two guns fighters) and don't be "target fixated". When you see tracers coming at you fron your tail, break!!!! and use the strong points of your plane 2- All these (excellent) objects must be installed by hand in each terrain (a true pain, believe me). You will need to moddify each targets.ini and types.ini. It's a hugue lot of work. In the Eastern Front (and I think in Palestine), Stephen did all this work. Now I'm working for the next update!
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I don't know. I suppose it's also a question of control sensibility. WWI aircraf had very primitive ailerons, rudders, etc so I think that more modern aircraft gives you faster response, hence more Gs. (or something like that) Nevetheless, the important think is you can change BlackoutStartG and RedoutStartG to your taste. And don't worry about your English. I'm from Spain and you are from Ukraine. It's a miracle I'm talking with you and we are understanding something...
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It's simply because the WWI planes can't reach such accelerations (G's) under normal maneouvres. You are flying at about the same speed of a car. Bulldogs or I-15 fly at about 280-370 km/h. If you dive with one of these in game, you can reach 450 km/h easily and pull a lot of Gs in the recover. And they have 440-750 Hp engines. Youl'' have much more power (and surely acceleration) than a SPAD or SE5a The typical WWI aircraft flies at about 160-190 Km/h. The typhical SPAD XIII had 220Hp. So they don't reach a lot of Gs (and if you try too hard you'll probably break your plane, because their poor tolerance)
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Well, I'll give you some clues: -Extract the file -Put the file in your Objects folder. -Start the game. -Go to Single mission. -Fly a powerful airplane (I have tested it in a Fokker VIIF) -When you are in the air (better in 1000m or more height), make a power dive. -When you reach a lot of speed, do a looping or a inverted looping (very unrealistic maneouver in this plane, but it serves as a test) -Tell me what happens in your screen . -If you don't like it in this way go to the file (open it with wordpad) an play with these lines: [PilotGLimits] BlackoutStartG=4.0 BlackoutAmount=1.01 RedoutStartG=-2.5 RedoutAmount=0.05 RestoreRate=0.05
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Put this in your objects folder and test it AIRCRAFTOBJECT.zip
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Yes, as said before, it's an old game and it has some bugs, but I still love it!
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Oh dear...could you simply enjoy the plane? It must be very hard to Stephen to spent his free time building an aircraft and reading a neverending give me-give me-give me... At least this plane is much better than the WOFF or the ROF versions...Oh, wait!
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Well, It's difficult, because I'm not the owner of these files. Some planes are from The A-Team Skunkworks site and they have their rules (that I respect). Some other files are from people that aren't here from ages (Peter01 for example) and I cant have their permission. The most difficult is to make your first install. My advise is to install plane-by plane, skin-by-skin and test it. Im sure when you'll install your tenth plane you'll be an expert. My advise if you want to have the whole Armchair Aces series. -Make an install to each theater (Palestine, Galicia, North Sea, Western Front) -I'd try the North Sea first (Forgothen heroes mod). It has very few planes to install. -Then I'd install Palestine. It has some more planes, ground objects, etc -Then go for Galicia. Some more planes and stuff. If you have installed correctly these three, you can go to: -Armchair Aces Redux (aka Western Front). And be ready to install a ton of different stuff. I now it can be tedious, but once you have the basic install, updated are usually a matter of install a couple of new planes. Piece of cake. By the way, a new medals pack with Russian, Austro-Hungarian, Ottoman and Italian medals is badly needed. Capitaine Vengeur, I'm looking at you!
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What the title says. Get it while is hot! - In 1.1: -Farman F.30 instead the F.40 one. -Anatra D "Anade". -LFG Roland D.II. -LFG Roland D.IIa.
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Well man, you made me to buy the game!
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New Red Baron sim in 2016? I honestly doubt it.
ojcar replied to Hellshade's topic in WOFF UE/PE - General Discussion
Well, itt's not fair to compare a very old picture of a very old sim (this is a Red Baron picture, not even a Red Baron 3D picture) that worked in my old 386 machine (With MS-DOS, not Windows at all), with any modern game. It's like saying: "I'm not very impressed with the Ford-T, I like much more my Ford Mustang 2015". I'm sure the man will do a modern sim (if the project is finished anytime) -
The D.IIa had somewhat lenghtened nose, axle moved forward and revised louvred access panels....but it looks nearly the same. I have no problem to making a D.IIa FM if you don't mind some little inaccuracies in the model. But have in mind pilots liked the D.II more, because the Mercedes engine didn't lose so much power than the Argus one in great heights.
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What's happened with the file? I can't download it.
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I don't know.....I'm running the game in Windows 7 and it works OK.
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You should have a key to select weapon. Select the bombs and after that you can release them with the proper key.
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Hello, friends! Armchair Aces Redux has been updated once again! New stuff in 1.4: -Schneider CA1 tank -Halberstadt D.V -Albatros D.I (Stephen1918) -Fokker D.III (Stephen1918)
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Great!!!
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Lybian MiG-23 in a very low pass
ojcar replied to 2skicomrade's topic in Military and General Aviation
Wov, that's flying! -
Help - I am sure I got this right once
ojcar replied to NMcDonald's topic in Thirdwire - First Eagles 1&2
I'd like to help, but I don't know how Windows 8.1 works. -
French early tanks. https://en.wikipedia.org/wiki/Saint-Chamond_(tank) https://en.wikipedia.org/wiki/Schneider_CA1 Any plane do you like.
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Armchair Aces over Galicia View File Welcome WWI buffs! This new series is a compilation covering 15 months of air war in Galicia Front in WWI. The entire war is divided in mini-campaigns of a month-10 missions. I'm using the brand new Galicia 2 terrain by Stephen1918. You'll have about 15 mini-campaigns and 150 missions per pilot! The beauty of this approach is that you can follow your fav unit throught the war, or you can simulate unit transfers for your pilot. You can start as a two seater pilot (as most Germans did), and then be "transferred" to a fighter unit. This mod is intended for FE2, but I think it works fine in FE with a little text edit (change all SPAD7_150 references for SPAD7 ones). Submitter ojcar Submitted 06/11/2015 Category First Eagles - WWI and Early Years - Missions and Campaigns
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Hello, friends! My new campaign series is finished and waiting admin approval! 15 month by month campaigns covering the air war over Galicia. From the end of Brussilov offensive to the end of war in the Eastern Front. You can fly as a German, Austro-Hungarian, Russian and (briefly) as a member of the Mission Aeronautique Francaise! Get it while is hot!!!!!
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Version 1.2
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Welcome WWI buffs! This new series is a compilation covering 15 months of air war in Galicia Front in WWI. The entire war is divided in mini-campaigns of a month-10 missions. I'm using the brand new Galicia 2 terrain by Stephen1918. You'll have about 15 mini-campaigns and 150 missions per pilot! The beauty of this approach is that you can follow your fav unit throught the war, or you can simulate unit transfers for your pilot. You can start as a two seater pilot (as most Germans did), and then be "transferred" to a fighter unit. This mod is intended for FE2, but I think it works fine in FE with a little text edit (change all SPAD7_150 references for SPAD7 ones).