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p10ppy
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Posts posted by p10ppy
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looking great :)
in my net wanderings on MoS n info i found some nice stuff on the E. series over at the Aerodrome
You guys have probably all ready seen it and its a bit late for the III
but just in case
ps you may have to sign up for the forums...not sure
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Hi everybody sorry I haven't replied for awhile, RL a bit hectic at the moment
Thanks again for all the nice words
From my perspective I think TK's planes are amazing, very inspirational.
They are much lighter on polygons and textures than mine (it's a bit of a hog really, but Lods help) and look wonderful for their in game performance.
Anyway it's not a competition, the more mods the better imho
The game wouldn't be half as fun with out all the great work of Laton, Peter, v. Deutschmark, gambit, Bortdafarm, the A team and all the others I've forgotten to mention
A lot of this stuff wouldn't be possible with out all the work done by Charles and the SF/WOV/WOE modders….
@ Froggy, Yayyyy, thanks very much for that, I'd forgotten all about doing the internalclipdistance, I did it months ago when I was struggling to bury the outside fuselage with the cockpit (think I got the parameter from a WOV plane) doesn't seem to be needed now tho, and who would have thought it would affect the target arrows…
@ Firecage, are you getting a lot of spins? I actually tried to keep abit of a spin in the FM (its supposed to be a nasty handler and it really isn't with this FM) I find I've got to try pretty hard to spin it (much harder than the Spad 13, but that maybe just over familiarity) but I agree the 3rd wire engine seems to make it very hard to recover from spins (I have recovered in the morane, just not very often)
@Tailspin, I like that pilot position better too, thanks
@ Southside Bucky, Have you added the streamer.lod thingy to your weapons folder (its actually a dummy, the streamer is a weapon pylon, long story
) and either:
Used the weapons editor to update the WEAPONDATA.dat and modded the WEAPONDATA.ini,
Or used my Weaponsdata.dat / ini?
If you have, is anyone else having this problem? (I may have forgotten a step somewhere?)
As for the FM Peter's PMed me about it (I haven't replied yet but will next)
I agree it is too easy to fly but we are back to that old conundrum of realistic vs relative / fun performance
---Long musings follow---
It was very fast for its day, and the speed at sea level is about right give or take a knot according to published data (probably with a hurricane up is bottom and a monkey for a pilot)
And bar the much superior armament of the E.III, was by all accounts a better performing aircraft than the E.III (the E.series fokkers were apparently related to the earlier G and H moranes, the N being a different beast)
It has lower wing and power loading then the E.III, and according to the Lofkin formulas lower total CD0 and a better lift/drag ratio
Given that it has a fixed vert stabilizer (I know its very tiny
) I guess it would have better directional stability too (pitch is another story)
I reversed engineered the Moi's off of TK's planes (any other formulas seemed to result in numbers miles out) and given the ridiculas empty weight, it gives a plane that quite snappy to manoeuvre, (I can post my moi formulas for discussion if anyone's interested)
Don't get me wrong, I'm not being defensive, I know it's much too easy to fly
And probably too good against the early German Bi's
I guess I'm just waiting for something concrete from you guys, because I've flown it 1000s of times and can no longer tell
Anyway it is released under the creative commons licence, so all should feel free to release any mods of it they like
---Long musings stop---
What am I'm going to do next… not sure… probably not that again for a while
I'm half way through a Mod of the N to a I / V (a bit tricky the nose is quite different)
And I thought I might have ago of some AI only targets (I've always like the Taube)
And I started this a while ago to have a break from the morane (damned ugly tho, and there's still a lot to do on it)
Any suggestions? (Don't hold your breath tho I'm pretty slow
)
Thanks
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Thank you everybody
I'm glad you are enjoying it
Thanks Tailspin for the soundlist.ini stuff
(I knew I'd forget something, should have included my file)
The little targeting arrows has got me stumped (I fly mostly padlocked so I never missed them)
I've just been testing and I can't find anything in particular that's aircraft specific that should affect the arrows…. (But something clearly is)
Anyone else know?
@ gambit168
I really like yours and v. Deutschmark skins a lot
And I know what you mean about weathering, they really only lasted a few months
But its fun to do
And strangely enough almost every MoS-N profile depicts them as really battered probably something to-do with their landing characteristics
Or Morane had really bad Dope
What do people thing of the FM? Too easy?
Link to My soundlist.ini(copy it into your ThirdwireWWIFlight folder)
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Morane-Saulnier N “Bullet”
Morane-Saulnier N Monoplane version 1.3
18 May 2007
By Vernon "p10ppy" Bowden
Please read the Installation.txt for other notes and installation instructions
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Submitter
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Submitted05/18/2007
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Category
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Finally its sorta kinda of finished
Thanks to all those who have helped with advice
And Thanks especially to TK for such a wonderful game and
open design
Caveats
Its a polygon / texture heavy model, my rather ancient PC
copes ok, but I'd suggest disabling the shadow (the shadow model screws up the
damage textures as well)
The Cockpit is especially over modelled but you learn from
your mistakes
There's a lot of outer skin colour used in the cockpit
(which does not swap with the skin, see the above about mistakes and learning)
I've included a black version of the cockpit as well, just copy over the
required files if you love flying the black aircraft and copy back the red when
you want to chance back (optional)
Cockpit is almost certainly over equipped with instruments
for the era (I was having fun)
The RFC Skin should go with an aircraft with a Lewis gun
rather than the Hotchkiss
(I'm slowly getting around to making the Lewis gun) so this
is just a stand-in
FM is not very accurate; I went down the whole Loftin / Eberhardt
route of estimating performance based on published figures, and
got a FM that probably was reasonably representational, However (big however)
That FM was slaughtered by existing FM’s and the AI really couldn't do much with it at
all. (All was not lost though; I did learn a whole lot about aerodynamics quickly)
With the current flight model the aircraft is much easier to
fly and the AI can "cope"with it (The AI still seems to hit less than other
with other aircraft)
In all probability I"ve made the FM to good trying to help
the AI
Note: I've only used the FM on hard flight settings
Constructive criticism appreciated
Morane-Saulnier N "Bullet"
Specifications
Prototype: June 1914
Service Start: April 1915
Service End: Late 1916
Numbers Built: ~49
Engine: Le Rhône 9C 80 HP Rotary
Length: 5.83m
Height: 2.5m
Wingspan: 8.242m
Wing area: 11m2
Empty Weight: 188 Kg
Loaded Weight: 444 Kg
Speed Sea-level: 144 to 152 Kph
Flight Endurance: 1h 30min
Ceiling: 4000m
Armament: 1 x 8mm Hotchkiss Mle 1909 144 rounds total
Cockpit Instruments
RPM Gauge
Pressure Altimetre
Gimballed Magnetic Compass
Waypoint needle
Pulsometre
Fuel Glass
Clock
Loadouts
Flight leader streamers
Units
Escadrille 159
Escadrille 390
Escadrille 394
60 Squadron RFC
Installation
Unrar the MOS-N.rar to a temp folder
Copy the moraneN folder and its contents to your ThirdwireWWIObjectsAircraft (your path may differ)
Copy all the files under the Sounds folder to the ThirdwireWWISounds folder
Open your SOUNDLIST.INI (ThirdwireWWIFlight folder) in a text editor and add at the bottom
[hotchkiss]
Priority=NORMAL
Looped=TRUE
NumBuffers=4
3DSound=TRUE
DopplerEffect=FALSE
MaxDist=1000.000000
MinDist=50.000000
InsideConeAngle=360
OutsideConeAngle=360
ConeOutsideVolume=0
[lerhone]
Priority=LOW
3DSound=TRUE
DopplerEffect=TRUE
Looped=TRUE
NumBuffers=4
FrequencyControl=TRUE
MaxDist=1500.000000
MinDist=100.000000
InsideConeAngle=360
OutsideConeAngle=360
ConeOutsideVolume=0
Copy all files under the Weapons folder to the ThirdwireWWIObjectsWeapons
folder.
IMPORTANT NOTE, I've included my weapondata.ini and my
weapondata.dat for ease, It should contain all the available munitions to date
+ the streamer for the Morane, If you
have added your own things to your weapons folder do not copy my weapondata files to your weapons folder,
rather add the streamer_red.LOD info to your files in the established way.
Thanks for your patience
PS get it here (CombatAce
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Sorry B Bandy RFC missed your post,
I've been struggling with RL
That and the fact that aircraft modeling takes forever (don't know how the others do it)
But I think I'm finally beginning to see the light at the end of the tunnel
The LODs are pretty done
Cockpit is done (there's a colour issue but you learn from these things)
The textures I'm going to stop playing with (you could spend a lifetime)
Animations are working "ok"
Damage modeling is done (I think, it still seems a little weird to me)
FM has all the right collisions points and Min-max/Positions, hierarchy etc
Sounds are done (but I'm not sure that they are good sounds)
Loadouts are done
Hanger/load screens just finished
That just leaves the little thingy of the actual FM
It flies, has the right engine / weight yadda yadda
But I haven't touched any of the actual drag/lift thingies since I copied them in there from someone else's FM (sorry someone, so long ago I cant remember whose)
Anyway I was thinking about packaging it up in the next few days and emailing it to a few expert volunteers to test it as is …?
Or maybe I should just stick it up on combatAce and worry about the FM later?
(Aways seems messy to me though, separate patches and stuff)
Thanks for your patience
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Try adding or altering this line in the *data.ini file (you will need to play unless you have the MAX files)
---Snip------
[AircraftData]
EmptyMass=288.6
EmptyInertia=569.11,672.07,1144.94
ReferenceArea=15.55
ReferenceSpan=9.20
ReferenceChord=1.68
CGPosition=0.00,0.0,0.00
OnGroundPitchAngle=10.4 <--------------------------this line
UseMetricUnit=TRUE
DefaultArmorType=WOOD
DefaultArmorThickness=25
Component[001]=fuselage
Component[002]=TopWingLeft
Component[003]=TopWingRight
Component[004]=TopWingMidLeft
Component[005]=TopWingMidRight
Component[006]=TopWingTipLeft
Component[007]=TopWingTipRight
Component[008]=tail
Component[009]=Nose
Component[010]=Verttail
Component[011]=RightStab
Component[012]=LeftStab
---Snip------
It sets the initial pitch angle on the ground between the gear contact points
Fixes on runway "falling" in first eagles so it should work in WOV
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yeah sounds like a good idea
i always wondered why it hadn't been already done with so few differing guns etc
maybe start a list to see whats around and how much interest (type, polycount, texture/maping)?
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great looking skin
Miller is very inspirational
If this is of any use, feel free
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thanks for the pics the cockpit ones are really useful!
i dont know about the wing warping i presume that FE engine only allows the animating of full meshs, not a row of vertexs
i read somewhere that the wings only deformed a 100mm or so at the tips away
anyways more wips (slowly progressing)
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Hello, first post but a fair while lurking
hope this is the right place?
I've been struggling through putting together a plane (long learning process)
thought i should post incase someone else is/has done one already
WIP
I will probably need some help finishing it (FM etc)
Also I wonder if anyone has any details (photos) on the cockpit for this kite?
oops nearly forgot its surposed to be a MORANE-SAULNIER N
:D
A little FM tool
in Thirdwire - First Eagles 1&2
Posted
Here's a little toy/tool I did up a little while ago when I got sick of big excel spreadsheets
Run it (from any where) and feed it FM data.ini's and it crunches them up into a simplified form for analysis (only, no editing, no saving, no pain)
Up to 5 AC at a time
I found it useful for comparing FM's and finding any big mistakes
Mostly it just works with the info in the ini, but you will need to provide a aircraft length and wing configuration (mono,bi etc) for some of the Loftin/moi calculations
It totals things like CD0 for the aircraft and gives an overall coefficient and supplies the equivalent Loftin based estimate. (Simplified to full power at sealevel,dry weight)
Moi estimates are based on a combination of existing 3rd wire aircraft and the formulas from Charles's SF notes (thank you Charles and Abacus)
The Moi's get wildly wrong with the BIG aircraft, and all the existing stock FE craft are watercooled biplanes so it is really are only indicative ballpark stuff
In fact all the Loftin based estimates are very rough but good enough for government work imho![:wink:](https://combatace.com/uploads/emoticons/default_wink2.gif)
Note: I'm using Cdi (induced drag) from the Loftin calcs for CDL in the ini, and I don't know that they are really equivalent
It's the one major difference in value between the stock aircraft data and the derived Loftins
At the bottom there is some derived info on wing/power loading etc that might be useful for gauging performance
I'm not the greatest coder so it's a bit slow when it comes to the data crunch
And I have not done much error trapping so I'm sure its easy to break(wont hurt the ini files tho)![:blush:](https://combatace.com/uploads/emoticons/default_blush2.gif)
It will output to a default printer but only as a bitmap so its not real sharp
Hope someone finds some use in it
Suggestions are welcome
Get it from combatace once its been approved
For more info on how Loftin estimate's
http://www.hq.nasa.gov/office/pao/History/...68/contents.htm
Appendix C