Jump to content

nele

+MODDER
  • Posts

    79
  • Joined

  • Last visited

Everything posted by nele

  1. Yap, ditto :) There is a great R-35 engine chart, both altitude-thrust and Mach-thrust related. I have entered it for the Flogger(s) for 0-24 km altitudes in one km increments. It seems that it behaves just a little below norm, but Mach table (in my 1st post) is off by cca. 200% (rather that initially estimated 100%). This is from the sheet: WetMachTableNumData=7 (no.of entries) WetMachTableDeltaX=0.4 (M0.4 increments) WetMachTableStartX=0.0 (staring from M0) WetMachTableData=1.000,0.960,1.250,1.500,1.330,1.160,1.083 (thrust multiplier at M0, M0.4, M0.8, M1.2, M1.6, M2.0, M2.4). This gives 18-19000kgf thrust in real engine at ceiling (M.1.6). The last number for "stock" Phantoms is over 3! When "default" table is put, Floggers can do something over 10,000m. Else engines "die" in the air too poor but too thick. Maybe TK made Nytrogen atmosphere? ;) As in the Thirdwire-StreakEagle's mod for J79, "altitudetablenumdata" of R-35 in manual is a little "thinner" above 9-10,000m. I suppose StreakEagle took his from a manual, too (only he did cut it a bit fine, 91 300m-steps to cca 21,000m and I did it in 1000msteps to 24km)! In overall, I think that wetmachtable is the one that needs "corrective factor" starting from cca. M1. For values above M1 I entered "default" correction, and it behaves more-less ok, but it would good to know the real "offset behaviour".
  2. Uh, maybe I am discovering a "hot water", but I think QB needs a little update. I am just finishing a major tweak of data.ini for old flogger series and I have the engine chart. I think I decyphred DryMachTableNumData and WetMachTableNumData entries as Trust-to Mach dependency of engine(s). Like, DryMachTableNumData=4 DryMachTableDeltaX=0.4 DryMachTableStartX=0.0 DryMachTableData=1.000,0.980,1.172,0.000 can be decyphred like "dry thrust is equal static at M0, is of value 0.98 at M4 and 1.172 at M0.8, is none at M0 (as AB kicks in)". This in combination with AltitudeTableNumData gives engine thrust/Mach/Altitude "curve" Ditto for WetMach. If I am correct, this is very important! I changed this for a test (punched in real, chart engine values) and it works fine up to cca. 33,000ft where it gets too much drop in thrust. If I am right, would some give me a "correction factor" to fix this? I have currently roughly replaced (test) "1" with "2" for values over M1.2 for "Flogger" series (and it is lower that is in current use, cca. 70 over 90-100% increase in Lightning F.6). Could somebody help a perfectionist, so I could release those floggers as best as I can on schedule ;) Nele P.S. If I am right, say thanks to Tumansky and MiG bueraus for very nice engine chart in the manual :)))
  3. Abandoned Work In progress (AWIP) AWIP PART1:MIG-23 Because of ADSL issues at home I have a really hard time following the forum via modem link (and on the job I simply cannot find any time!), I cannot be of much "contribute" (unless contacted directly). Since I've been fiddling with WOE/SFP1 planes anyway, I will leave some of my "alpha" work on .ini files on combatace forum. Description as follows: MiG-23 Flogger series (M, MS, ML, MLD): MiG-23 Flogger series: if you remember, I released modded .ini file couple of months ago for a "ML". After conclusion that it basically needs a new wings (conclusion made both by Fubar and me), it regrettably stayed that way. In the meantime, I "equalized" entire series (MS,M,ML,MLD) so they could receive only a new "true" set of wings instead of my trial&error "hacked" ones. I also added a "F-16 style" integrated experimental AI (that is more hars on AB and less on brakes to keep it in the air!), small ECM to ML&MLD and that's about it. Also, Fubar, I discovered out that aproblem is not that much in CG, but how the sim-engine "deals" with AoA limits on landings in relation to landing gear. These two coupled make a problem for third, and this would be less prominent if the main-gear ground-level angle was correct (zero, as it is not the case). Again, many things (like surface deflections) are from true "Flogger" manual, so it behaves in class with Lightning, Super Etandard and Jaguar FM's and just turning after the enemy (especially at "hard FM level) will lead you to nowhere (i.e. into the ground). You will probably hate export "MS" model with a "small" R-27 engine, as Syrians and Egyptians did ;) Ironically, "flogger" follows destiny of the true thing-it will probably get fixed when SFP1 will be at decline of the people's interest :( . MIG-23M_DATA.ini MiG-23ML_data.ini MiG-23ML_LOADOUT.ini MiG-23MLD_data.ini MiG-23MLD_LOADOUT.ini MiG-23MS_data.ini (rename txt to ini) * AWIP PART2:MiG-29 Then, MiG-29A and C. I found the original FM "not quite on the level". Where are the slats, for example? I did this one simply out of amusement from F/A-18 FM with the same input like in Flogger-original manual. I selected F/A-18 because of the closest configuration. If You like it, great, if not, well... I did it for myself ;) MIG-29_DATA.ini MIG-29_LOADOUT.ini You might find "C" model a little harder to install (and ECM has the wrong name!), but perf is close. Also, I tried to make MiG-29 aileron "flaw" more prominent (due to the lack of FBW on these two models). It uses F-15 cockpit. MIG-29C.ini MIG-29C_COCKPIT.ini MIG-29c_DATA.ini MIG-29C_LOADOUT.ini * AWIP PART4:Aphid missiles I also made some work on the missiles-as you may remember, I nagged about non-existence of R-60TM in real life, so I got some true performance data on R-60 series and developed the new ones. Here are R-60MK mod62 and R-60MK mod62M (I named it non-existent "TMK" to make the difference!) that can be easily added for testing purposes without deleting existing. My AI's score 25-50% with those. I also have "detuned" AIM-9L and in lesser degree, R-73 in my sim here since I have found them "boringly" superior (as in the current WP). These two are for addition in weapondata.ini (put your sequential number instead "XXXY" in [WeaponDataXXXY]) [WeaponDataXXX1] TypeName=R-60MK FullName=R-60MK mod 62 Aphid-B ModelName=aa-8 Mass=45.000000 Diameter=0.120000 Length=2.140000 AttachmentType=WP,SOVIET NationName=SOVIET StartYear=1976 EndYear=2020 Availability=3 BaseQuantity=24 Exported=TRUE ExportStartYear=1978 ExportEndYear=2020 ExportAvailability=3 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=3.500000 FusingDistance=1.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=83 MaxTurnRate=47.000000 MaxLaunchG=7.000000 LockonChance=95 LaunchReliability=85 ArmingTime=0.000000 SeekerFOV=5.000000 SeekerGimbleLimit=34.000000 SeekerTrackRate=35.000000 SeekerRange=4200.000000 MinLaunchRange=200.000000 MaxLaunchRange=9000.000000 Duration=23.000000 CounterCountermeasure=45.000000 NoiseRejection=32.000000 CapabilityFlags=0x100004c0 BoosterStart=0.000000 BoosterDuration=1.500000 BoosterAccel=67.970001 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.050000,0.000000 SustainerDuration=0.800000 SustainerAccel=0.100000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.050000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 [WeaponDataXXX2] TypeName=R-60TMK FullName=R-60TMK mod 62M Aphid-C ModelName=aa-8 Mass=45.000000 Diameter=0.120000 Length=2.140000 AttachmentType=WP,SOVIET NationName=SOVIET StartYear=1978 EndYear=2020 Availability=3 BaseQuantity=24 Exported=TRUE ExportStartYear=1982 ExportEndYear=2020 ExportAvailability=3 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=3.500000 FusingDistance=1.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=85 MaxTurnRate=47.000000 MaxLaunchG=7.000000 LockonChance=95 LaunchReliability=90 ArmingTime=0.000000 SeekerFOV=5.000000 SeekerGimbleLimit=34.000000 SeekerTrackRate=35.000000 SeekerRange=6000.000000 MinLaunchRange=200.000000 MaxLaunchRange=11000.000000 Duration=23.000000 CounterCountermeasure=55.000000 NoiseRejection=40.000000 CapabilityFlags=0x100004d0 BoosterStart=0.000000 BoosterDuration=1.500000 BoosterAccel=67.970001 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.050000,0.000000 SustainerDuration=4.400000 SustainerAccel=0.100000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.050000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 In a brief description of a real life, R-60MK is comparable to AIM-9L. It has less range, but can be used at larger angle of deflection (if lock obtained). R-60MK-62M is closer to AIM-9M. Note that precision/ECM in data is not in too high numbers, but flying dynamics of the missile still makes it accurate! * AWIP PART5:Ilyushin Il-10 (mod of Il-2M3) For Korea, I modded Il-2M3 into Il-10 used in that period. Original FM was too much "fighterish", Il-2/10 was a heavyweight attack airplane! It was maneuvreable, but within its class and weight! Il-10 was refined and much faster version of Il-2, developed in 1944, but got massively produced after the war. You can rename this _data.ini to Il2M3 or make a new folder in your "Objects/Aircraft" named Il-10, copy everything from Il-2M3 to that folder, put this Il-10_DATA.ini and rename files according to data in Il-10.ini. IL-10.ini IL-10_DATA.ini IL-10_LOADOUT.ini I also made a very simple "new" skin (basically, made existing one darker in Irfanview, anybody can do it :). Vya-23mm "tank buster" cannon for Il-2/Il-10 Never much of a bomber, I clipped the bombolad to nominal value, but I added "tank-kiler" 23-mm VYa cannons that this sub-version used (alternative armament is NS-23, which was much less effective but much more common in other airplanes). In comparison to a "classic" 23mm cartridge it has the same size of the round but much larger shell. AP and HE rounds were available (this one is something in between, as they were mixed as the weapon load). I was not certain about tracer rounds, so I have left them be. VYa-23 was an "excluzive" weapon of Il-2/10. Great and compact gun for its power. Here is also the VYa-23 data based on data from Tony Williams ("Rapid Fire"), so you can put it into gundata.ini: [GunDataXX1] TypeName=23MM_VYa FullName=23mm VYa Cannon Caliber=23.000000 ROF=540.000000 MuzzleVel=880.000000 AmmoWt=0.200000 WarheadWt=0.015000 Reliability=95.000000 Accuracy=66.000000 AddLight=TRUE MaxLightRange=1000.000000 FireColor=0.250000,0.225000,0.160000 GunFireEffect=23mmFireEffect GunFireSound=Cannon EffectClassName=23mmEffects EffectTime=0.100000 TracerTexture=Tracer2.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE AWIP PART6: MiG-15bis/MiG-15 (baseline) I also "detuned" MiG-15bis for use in Korea scenery. The existing FM of MiG-15bis makes it a "flawless" aircraft, and "closer-simulated" Sabres stand a little chance. Interestingly, it is harder to find the spec data for MiG-15 than for MiG-29 on the Net :) When a truth is taken out from the myth, MiG-15's main flaw were qute heavy controls,ineffective ailerons at high speeds and "refusing" of the design to go over Mach 1. Over M0.9 going close to M1, drag would build up, ailerons would go solid and aircraft would start a slow roll because of engine centrifugal force and small wing inaccuracies (time to hit the brakes and pull up, else-bail out! :) Lack of "flying tail" was NOT a disadvantage, and testing of such stabilizers on a MiG-17 gave a little turning advantage and a big disadvantage-the "+" mouted tail would get in a airflow "shadow" of the wing (like the "T" tail). Non-movable MiG-15/17 stabilizer was providing just enough built-in stability for a mitigation and "rideout" from a deep stall, which did not exist in "all-flying tail" MiG-17 test-prototype. Would go "Starfighter-wise" or "Phantom-wise" in high-AoA (both have variants of "+" or "T" tail). All-flying tail was of a big help to F-86 because "classic" stabilizer controls would go stiff when approaching M1 and would inconveniently -reverse- stick input. MiG-15 was also not "prone to shed a tail". Only one small batch had a such, factory-made flaw in reality, and any airplane will loose a tail if pulled abruptly to 12-13g, like some Korean/Chinese pilots did :) Also, MiG-15 would "snap-roll" if driven over AoA limits, counterable but unpleasant, but a panicky pilot would most probably make a spin out of it, this way or another ;) It is really blown out of proportions, as MiG-15 became a trainer aircraft because it was quite docile. MiG-15bis.ini MiG-15bis_DATA.ini * Anyway, as a "spinoff" of this modded MiG-15bis is an early MiG-15 (without "bis" :). It was not such a rare bird in Korea and that timeframe. It has a RD-45F (direct RR "Nene" copy) instead of more powerful VK-1 engine, much less effective ailerons, worse control dumping and a little less efective brakes (as a real one). I also used some tricks to simulate "runnig out of ailerons" which was much more prominent on this version (added a engine torque moment to simulate centrifugal force). I have also added a >non-symmetrical< wing AoA instability to simulate factory innacuracies, prominent on wings of this early model. It has slower NS-23 cannons instead of NR-23 on "bis" which Soviet pilots found frustrating (depending of the side you have picked, yo will find a frustration or a blessing when a "Sabre" remains unscratched in the midst of tracers :) You will find a little difference flying these two above 3,000-4,000m and medium speed, but control harmony is poor below that altitude, where the air is more dense (which ultimatively led to appearance of "bis" in the real life). Both MiGs are excellent turners and climbers, and "ace" MiG-15 AI pilots make a lot of trouble even to those AI mates of mine that fly F-86F's :) MiG-15.ini MiG-15_DATA.ini * AWIP PART7: Tu-22 "Blinder B"/Tu-22K "Blinder C", KURS-N, Kh-22, Kh-22PSI I also punched some "real-life" data for stock WOE Tu-22 "Blinder B". You can now also simply convert it to Tu-22P "jammer" radar-burn-trough aircraft using this ECM set (named KURS-N, but that was only a part of the real system). Unfortunately, Western "strategic" radars SAMs (even common "Hawks"!) are practically non-existent in WOE and rest of the series, but it also works against aircraft radars. Effective if you put one of such aircraft in your "bomber-wolfpack" and for recce. (A tip: don't use "warp" speed, 8X but acceleration to dumbfound fighter radars, after "warp" they get too close and their AI&radars cannot be fulled anymore). It uses skyshadow model, but it really isn't important. I have to admit that I have cheated a little; when a data from real Tupolev is punched in, landings are very hard for a human (i.e, ME! :) and AI starts thrust-vectoring (probably by unbolting engine-nacelles ;))) because it finds it "unlandable". You can blame Tupolev, "Blinder" was notorious for this, and I don't want to make AI-widows on landings ;))) Same goes for ailerons, that do "half-deflection" on the real thing which dumbfounds AI-pilots. Tu-22.ini TU-22_cockpit.ini TU-22_DATA.ini TU-22_LOADOUT.ini [WeaponDataXXX3] TypeName=KURS-N FullName=KURS-N Tu-22P ECM set ModelName=SkyShadow_rsaf Mass=9000.000000 Diameter=0.482000 Length=4.900000 AttachmentType=WP,SOVIET NationName=SOVIET StartYear=1967 EndYear=2020 Availability=0 BaseQuantity=3 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=1 JammerStrength=75.000000 This also resulted in a "spinoff" of Tu-22K missile carrier simple mod. This is a gunless sub-version, "armed" only with ECM (sorry for the crude location of those!) . Installation is simillar to that of Il-10. It carries a single semi-recessed "basic" model of Kh-22 high-speed cruise missile (here is that missile, but any "weapon pack" as-4 variant can be carried). I also made a "PSI", nuclear version of this missile that uses Incindiary explosives to better simulate nuclear effects-be careful with that one! :) Tu-22K.ini TU-22K_cockpit.ini TU-22K_DATA.ini TU-22K_LOADOUT.ini [WeaponDataXXX4] TypeName=Kh-22 FullName=Kh-22 Burya Cruise Missile ModelName=as-4 Mass=5780.000000 Diameter=0.930000 Length=11.300000 AttachmentType=SOVIET NationName=SOVIET StartYear=1967 EndYear=2020 Availability=2 BaseQuantity=24 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=2.000000 WarheadType=2 Explosives=630.000000 FusingDistance=0.100000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=3 Accuracy=76 MaxTurnRate=3.000000 MaxLaunchG=2.000000 LockonChance=85 LaunchReliability=80 ArmingTime=2.000000 SeekerFOV=15.000000 SeekerGimbleLimit=25.000000 SeekerTrackRate=11.000000 SeekerRange=200000.000000 MinLaunchRange=9000.000000 MaxLaunchRange=140000.000000 Duration=400.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x100000c2 BoosterStart=0.500000 BoosterDuration=4.000000 BoosterAccel=29.490000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-3.700000,0.000000 SustainerDuration=900.000000 SustainerAccel=6.000000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-3.700000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 [WeaponDataXXX5] TypeName=Kh-22PSI FullName=Kh-22PSI Burya Cruise Missile ModelName=as-4 Mass=5780.000000 Diameter=0.930000 Length=11.300000 AttachmentType=SOVIET NationName=SOVIET StartYear=1971 EndYear=2020 Availability=0 BaseQuantity=3 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=NukeExplosionEffect ReleaseDelay=2.000000 WarheadType=11 Explosives=1000000000.000000 FusingDistance=0.100000 ClusterBomblets=1 ClusterDispersion=0.000000 GuidanceType=3 Accuracy=70 MaxTurnRate=3.000000 MaxLaunchG=2.000000 LockonChance=85 LaunchReliability=80 ArmingTime=2.000000 SeekerFOV=15.000000 SeekerGimbleLimit=25.000000 SeekerTrackRate=11.000000 SeekerRange=200000.000000 MinLaunchRange=9000.000000 MaxLaunchRange=140000.000000 Duration=400.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x100000c6 BoosterStart=0.500000 BoosterDuration=4.000000 BoosterAccel=29.490000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-3.700000,0.000000 SustainerDuration=900.000000 SustainerAccel=6.000000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-3.700000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 AWIP PART 8: Hi-alt Missioncontrol.ini, slow g-card viewlist.ini and aircraftobject.ini (WOE) These are purely experimental ini files. Hi-alt missioncontrol puts fighter aircraft waay higher, makes life of some types (like "Foxbat") more easier and sensible. Slow g-card viewlist.ini I have onboard Gforce 6150, that is probably "the fastest of the slowest", and have to run WOE in 640x480 on 17in CRT monitor. Antialiasing and anisotropy do the job, and picture is quite smooth, but field of view is very narrow. Here, field of view is increased, and I hope it will be of help to people with slower GC or smaller monitors. These two go into Wings over Europe/Flight submenu, backup your files first, this is experimental!!! Aircraftobject.ini is modded to work together with viewlist.ini, and has less details (i.e. clouds) that "kill" my GC. It also contains heavily modded, VERY experimental AI-if you like it, fine, if not, it is experimental, I hope you made a backup of original ones! That is about it... I hope I didn't insult anyone or violated anyone's author rights. Forum admin, please act appropriately. There are other "mods", I hope I will be able to send them here with an feedback input in the (near?) future. All the best, NeleAWIP.zip
  4. Ok... on SimHQ I announced reworked flight model of MiG-23, that is closer to the "real stuff". I have the manuals for the bird and, also, I have quite a lot material regarding fmr Soviet aviation. I have been advised to post it here... so here it is. Enjoy! Please note that this is pure "amateur" work done to make the flight model closer to the original. If some values I have changed contradict each other, please advise and correct. The original model is done by Rafael and downloaded from Coulumn5 site. The -only- thing I have done is that I have put some values (like deflections, masses etc) to correspond behavior of a true bird (as in the manual) as much as possible with a mere "tweaks". I hope that the author of the original model (or somebody else) will find these changes worthy. If anything, read the notes in INI files since they contain references to the material and values from the MiG-23ML Aerodynamics manual and MiG-23UB Pilot manual and make better changes. Nele MiG_23ML_data.ini.txt MiG_23ML_LOADOUT.INI.txt
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..