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Dels

+MODDER
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Everything posted by Dels

  1. ...maybe because this was the first ever flight model I did and I may have made some values too optimistic in order to increase the the manoeuvrability. You're welcome to try your hand at a replacement flight model...
  2. A good model is only as good as its texture and I'm sure you'll all agree that ace888 did a fantastic job here! Dels
  3. In general aviation terms*, power is destabilising so idle would be a good choice with the application of rudder opposite to the direction of the turn and a centralised control column. If this doesn't work, then pushing the control column forward should help as it will put more airflow over the vertical tail making the rudder more effective. Finally, INTO spin aileron (aileron opposite to spin direction makes it worse!). *Disclaimer. Some aircraft have very specific spin recovery actions due to their aerodynamic features/handling which may not align with what I have written here. Dels
  4. Sorry there hasn't been any updates but the good news is we're almost there. It will be worth the wait, ace888's skins are f*%king amazing! Dels
  5. I'm not at my modding computer, but if you have a vertical landing gear arm with no scissor link so it just moves up and down with no other moving parts you just need the following in your landing gear section: ShockTravelAxis=Z-Axis (obviously the mesh pivot needs to be oriented correctly with the Z-axis up). The ShockStroke will determine how far it moves up and down and the SpringFactor/DampingFactor with determine the rate etc. Dels
  6. If you have a landing gear with a very simple compression (i.e. movement up the Z-axis), then there is no need to animate it at all. There are entries within the landing gear section to allow it. Dels
  7. I agree with the other responses that the bottom one looks better. However, aerodynamically, the bottom one would produce more parasite/form drag due to cross section and induced drag due to increased lift. While the top one would produce much less form drag its lift would be negligible so induced drag would be much less. As an added bonus, the interference drag at the wing root/fuselage interface would be much less delaying separation at high angles of attack possibly giving a higher Cl max and hence lower stall speed. Also, the top one would be easier from a plumbing perspective. So, practically: the top one. Aesthetically: the bottom. Dels
  8. Who?

    Yes. The external model is complete and I'm working on the cockpit at the moment. But it won't be ready by next week... Dels
  9. Yes, these days there seems to be more of a Capt. Picard approach rather than the Capt. Kirk "We come in peace, shoot to kill". Not that I want to spark up that argument... Dels
  10. Cool, this can be the new thread for razzing Thirdwire. All is well in the world again.
  11. Not likely, as LOD #2 probably wouldn't have the cannon barrels or fairings on the fuselage IMHO. Dels
  12. My AC-130U & J both have a side mounted gunsight but as mentioned in the readme its use is a bit of trial and error. Dels
  13. No, I'm afraid you're out of luck. The best thing you could do is hide the current mesh, then build a new 3d mesh and add it via the fake pilot method. Dels
  14. I thnk the only thing that moves in a direction (i.e. does't rotate) that is controlled via the _DATA.ini is the shock travel on the landing gear. So it's a lot more limiting than the cockpit.ini. Dels
  15. You could try giving it a bit more aft eject velocity to avoid it going through the ramp like that. This will have the downfall of producing an unrealistic deceleration but it might look better. From my airdrop publications: Given a platform of 27500 lb in weight (roughly the weight of the M113) the exit time is 4.4 seconds which includes the time taken to deploy the extraction chute. So basically the platform leaves the cargo compartment in less than a second! Dels
  16. No I didn't make one. As mentioned in the PM I will put it on the list after my current projects. Dels
  17. You could also build each individual 'feather' so that all you have to do is a small rotation at the base (see picture below from my F-2A). However, this will mean more polys depending on your nozzle design. Dels
  18. You need to align the pivot so that the Y axis is pointing up through the rotor. All engines need to spin around the Y-axis. Dels
  19. Without me looking into it, maybe you could use the UHF COMM in the top left of the panel? Dels
  20. I have to agree with FC on this. Working with someone else's model (especially one that's not already made for SF2) is usually twice (if not three times) as much work as starting from scratch. Dels
  21. Ahhh, I thought it had been a while since we last had a "What SF2 really needs is..." and "What on earth is TK doing?" thread. I know it never starts out that way but we always seem to end up on that road. Oh well, why break with tradition now? Dels
  22. Negative. As Crusader said, I built it from scratch one poly at a time. Dels
  23. Yes IIRC this was done for the original WOV A-6A cockpit which had no RWR. Dels
  24. Thanks for taking the time Russo. Dels
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