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Spillone104

+MODDER
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Everything posted by Spillone104

  1. As said by FC the problem with limited engine time due to failure have this kind of issue, your plane catch fire and eventually explode. I had an idea too for the "extreme AB regime" for the MiG-21bis. Is basically a second engine wich is controlled by the player only, by the Thrust Vectoring control. There is a good reason why it should be used by player and not AI. The AI will drain all the fuel in a couple of minutes because it will use full AB on takeoff and in any other occasion. Since fuel consumption is extreme, they will go bingo in no time. In any case this additional engine can simulate the limited altitude of operation. Does it have a limit in speed too?
  2. This Mig is coming up very nice and detailed! Good job. This video maybe can help to understand how the complex gear move during retraction. From minute 15:00
  3. For a Red Star pilot there is nothing better than a beer with the Red Star And he is enjoying it so much that he forgot to close the canopy....
  4. KAW FM Updates

    Just tested. Nice improvement compared to the old FM. Maybe is just a bit too sensitive on the AOA limit. The plane have a tendency to stall very quickly in any range of speed and in combat manouvre it can't exceed 4 g.
  5. Remember that over the CD0 parameters of the aerodynamic surfaces there are others in the engine section. Particulary the DryMachTable and AltitudeTable. They work as modifier of the thrust value respectively by mach number and by altitude. No matter how much powerful the engine is even in dry thrust, if the value drastically drop around mach 1, the aircraft would not supercruise.
  6. Actually the added parts are "seats" while the pilot is invisible. There is no way to have a working animation.
  7. Continuing the egyptian saga, Angry Fresco
  8. Having fun with the excellent Desert4 Calling Comrad...
  9. Good to know. But a bit less practical when you have hundreds of sounds.
  10. I would like to express my gratitude to the Mirage F-1 Team.
  11. By a couple of years or maybe when SF2 came out there is a bug with engine sounds. The stock quality of wav files is 11,025 kHz 8 bit Mono. If this (low) quality is used the sample is played as it should be at idle. But if the quality is 22,050 kHz the sample is played at half the speed and even at 1/4 if the sample have 44,100 kHz. Before, in the first serie there was no such bug. Another thing that affect the change of pitch are the engine parameters. Basically at what % of RPM the engine idle and ho fast is the response of the throttle. You can see that in the aircraft Data.ini file. ThrottleRate=0.3 IdleRPM=0.35
  12. F-35C High Alpha testing

    High Alpha and spin recovery. The discovery of hot water... interesting.
  13. Swiss Air Force defending the WEF

    Really nice photos! And as in many other occasions... Too bad the "tube" set it to 4:3 proportions and forgot about the HD setting.
  14. Too much fuel... better lose some weight.
  15. Saluti della Calabria

    Buone vacanze Ettore!
  16. Problema visualizzazione pilota

    Benvenuto argonauta, Su quali velivoli hai riscontrato questi problemi? In genere questo problema si presenta con aerei che hanno delle parti aggiunte con il metodo del fake pilot e se appunto il finto pilota che è un'oggetto minuscolo e trasparente non è installato, il gioco ci mette di default un pilota.
  17. I had a similar issues with Marcelo Mi-8 back on SFP1 days. Most probably is a Min/MaxExtentPosition issue. If the "box" of the components is too small or shifted in another position, then the phisical component is actually transparent to gunfire or missiles. Couple it with a low accuracy missile and you have the picture.
  18. HELP

    E il povero Snoopy???!!! Anche lui soppresso con l'avvento della seconda serie. Niente più aerei e missioni F.A.C. E pensare che in una patch di WOI era pure diventato cattivo, attaccando i bersagli e non solo gironzolare sopra il campo di battaglia. Ovviamente patch prontamente corretta. Mannaggia a lui!
  19. At last, we did it...

    J35? Congratulations for choosing the Draken in place of that piece of plastic... Oh, damn! That 35...
  20. La battaglia mai combattuta

    Non so quanto sia compatibile uno scenario per FE col mondo di SF. FE è figlio dello stesso simulatore ma le differenze non sono poche. Per quanto riguarda i terreni, in SF dobbiamo scordarci le varie strutture cittadine in 3D per essere rimpiazzate dall'unica forma geometrica che SF supporta. Il parallelepipedo. Per il resto non saprei. A suo tempo avevo provato ad importare un terreno di FE1 in SFP1 e anche le forme del terreno non erano digerite. Ci si passava attraverso.
  21. They were good for their era. Too bad on a modern warfare theatre they are surpassed so much that their usefulness would be in doubt at best. Another mythological aircrat approach a well deserved rest.
  22. Triple A (AAA) stands for Anti Aircraft Artillery. Missile system are another thing ;-) During the post WWII period we had many other AAA like the 90mm guns of italian and american construction, some 88mm german ones, 75mm, 20mm and 37mm . Basically what was left from the conflict. They were used till the advent of mobile missile batteries like the HAWK. The SIDAM 25 is roughly comparable in performance to the ZSU-23-4 but the radar is mounted not on the same vehicle.
  23. It all depends on the timeframe. Modern ones like the SIDAM, none. But till recent time the italian army had the classic M-55 (quad 50s) and the Bofors L60 40mm autocannon.
  24. Besides inlet temperature that prevent the engine to explode there are 2 other factors that will permit your engine to go to Mach 5. Dry and WetMachTable. DryMachTableNumData=4 This is how many segment or curves we. DryMachTableDeltaX=0.4 Every 0.4 mach in this case DryMachTableStartX=0.0 Starts from 0.0 mach. DryMachTableData=1.000,0.980,1.172,0.000 At 0.0 mach the thrust is 100% of the value stated above in Newton. Then is 98% and so on... WetMachTableNumData=7 Same things as above but in afterburning regime. WetMachTableDeltaX=0.4 WetMachTableStartX=0.0 WetMachTableData=1.000,0.991,1.207,1.683,2.473,2.750,3.027
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