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gregoryp

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About gregoryp

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    http://www.AvHistory.org
  1. Sorry I missed this. Daughter went into the hospital and I put my 2d world on hold to deal with the 3d world (she's fine now). This is a major update I was working on. Still getting back up to speed. Last I remember I'd discovered a major prop thrust issue in the SF prop FM (looks like it had been there since day one) and was trying to work around it. Maybe TK has fixed it with the latest release/patch? AvH_US_P-38J-25_FlightModel.zip
  2. My old slow system running SF2 I had to pause it right when I started a mission. Go to external view, move around the aircraft, do the same with any enemy aircraft. If I didn't when the aircraft got in visual range my system would stop and the HD light would be solid. I think it loads on the fly as needed. I hear you on the poly renderings. CFS4 went to cities with one giant poly. When we did the same in MAW we greatly inproved frame rates. The MAW dev's LOD'd everything. Which explains how we could have 250 aircraft in a dogfight with reasonable frame rates.
  3. I'd sure like to post over there, I've done the Forgot Password and resend auth and nothing comes back to my email Hope I wasn't banned
  4. One neat feature of CFS3 was we could preload files/textures so they didn't need to load during the game. I have Stary's HiRes GermanyCE enhancement and it's fantastic at 1920x1200 with all the sliders maxed, and I'm staying at 59fps. The only problem I've run into was as I approach a city (around 200ft) for the first time I get a micro stutter for about 5-10 seconds and the framerates drop down to the 20's. It appears to be loading the city graphics from the HD, CFS3 would do the same thing. Since I have 2gig on the graphics card it does have room to load stuff before flight. Anyway, the question is, does SF2 have a similiar feature to pre-load stuff?
  5. Hi Wrench There are 3 pitch setting I've found in my AI research [AIData] MaxPitchForAltitude=22.98 MaxPitchCombat=27.13 TakeOffRotationAngle=11.49 On the ground, during takeoff, the AI rotates to this angle. It only works in SF2. In SF1 my Lancasters drive to the target TakeOffRotationAngle=11.49 Once off the ground at around 100ft the AI will then rotate to this angle. MaxPitchForAltitude=22.98 A rough calc to use is (=atan(ClimbRate/ClimbSpeed) ClimbRate = Max power rate of Climb at Max Weight in FPM ClimbSpeed = ClimbSpeedMph*5280/60 And finally, the AI will switch to cruise climb and reduce power to 85% and climb at this airspeed. [FlightControl] ClimbSpeed=63.9 And use what ever pitch angle needed to maintain this speed. In this mode the AI can have a low pitch angle fully loaded and a steeper angle at light weights. ** Note, I discovered a bug in the prop thrust which makes it lower than it should at climb speeds. I posted it over at the Thirdwire forum. Gregory
  6. Thats a neat solution! I'm using the Combo pak which has the Dec patch. I wonder if it's the exe? TK said they are all the same but they do have different sizes. For my WW2 mods I'm using the base SF2 exe.
  7. Are you running SF2 or SF1? There are a few AI fixes in SF2 which made me abandon SF1. With the SBD the problem was gettig all 3 to drop Here's the last iteration of the SBD's data [LevelBombAI] PullOutRange=0 PullOutAlt=0 ReleaseAlt=0 SecondPassRange=0 SecondPassAlt=0 ReleaseCount=0 ReleaseInterval=0 [DiveBombAI] RollInRange=2268 RollInAlt=4267.2 PullOutRange=13.4112 PullOutAlt=213.36 ReleaseAlt=731.52 SecondPassRange=914.4 SecondPassAlt=914.4 ReleaseCount=3 ReleaseInterval=0.14 AimPitchOffset=0.1 [RocketAttackAI] RollInRange=8999.8296 RollInAlt=1499.9208 PullOutRange=1499.9208 PullOutAlt=249.936 ReleaseRange=1999.7928 SecondPassRange=5999.988 SecondPassAlt=999.744 ReleaseCount=16 ReleaseInterval=0.2 AimPitchOffset=0 [strafeAI] RollInRange=5999.988 RollInAlt=304.8 PullOutRange=30.48 PullOutAlt=27.432 ReleaseRange=914.4 SecondPassRange=1524 SecondPassAlt=304.8 ReleaseInterval=1 AimPitchOffset=0
  8. If you can, bring up the HUD in Debug mode. Tell your wingmen to attack and then use F6 to jump to fly with your wing man. Watch the HUD data and see which mode the AI is using to drop the bomb. You can then use AimPitchOffset=1 To help them get the bomb/shoot on target depending on the AI mode. If they always bomb past the target, use a negative number -1, -2, -3 ..... and a positive number 1, 2, 3 if the bomb hits in front of the target. [DiveBombAI] AimPitchOffset=1 [RocketAttackAI] AimPitchOffset=0 [strafeAI] AimPitchOffset=1 You can also set the angle the AI bombs at and the altitude they climb to for their second pass shown here http://forum.combatace.com/topic/51538-sf2-finally-got-the-ai-to-dive-bomb-properly/
  9. Add this to the aircraft's _data.ini and adjust as needed to set how your AI bombs things on the ground. [LevelBombAI] ReleaseCount=12 ReleaseInterval=0.14 [DiveBombAI] ReleaseCount=4 ReleaseInterval=0.14 [RocketAttackAI] ReleaseCount=16 ReleaseInterval=0.2 [strafeAI] ReleaseInterval=1
  10. The other thing I noticed is the numbers appear to be feet, not meters. When set to 300 for the MG-17 the Bf109 literally climbs up the fanny of the Lancaster before firing.
  11. Can go in each aircraft's data.ini and custom tuned specifically for the aircraft or the main AIRCRAFTAIDATA.INI file for all.
  12. Tk posted this to my question. I just tested it. It does work! [DogfightAce] MaxCannonRange=914.4 <<<<<<< range for Primary Guns OptimalCannonRange=914.0952 <<<<<<< range for Secondary Guns MinCannonRange=18.288 here's the default from the AIRCRAFTAIDATA.INI MaxCannonRange=3500 OptimalCannonRange=1000 MinCannonRange=500 That's why the default MiG 17's don't fire the secondary gun. Now you just need to figue what ranges you want. Now to convert all my FM's back to Primary/Secondary since each aircraft has it's own ranges
  13. http://outerra.com/ It's a planetary engine, so you'd have the entire Earth before you. They just got JSBSim's flight engine to work with it so it might be easy for TK to adapt the SF engine over.
  14. If you have excell, it makes life for stuff like this real simple.
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