gregoryp
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Prop-Head Modding and 3d Discussion
gregoryp replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Here's the header from the AvHistory P-51D-30 // ================================================================== // ============= AvHistory.org Flight Model Program ================= // ================== (Strike Fighters Version) ===================== // ================================================================== // // Name: P-51D-30 Mustang // Mfg: North American // // Engine: Engine: Packard Merlin V-1650-7 engine // // HP vs Altitude: // 1656 HP, Speed 375(326) TAS mph(knts), Altitude 0 ft // 1750 HP, Speed 422(367) TAS mph(knts), Altitude 10000 ft // 1300 HP, Speed 408(355) TAS mph(knts), Altitude 16700 ft // 1218 HP, Speed 442(384) TAS mph(knts), Altitude 26000 ft // 828 HP, Speed 410(356) TAS mph(knts), Altitude 34500 ft // 719 HP, Speed 222(193) TAS mph(knts), Altitude 41900 ft // // // // // Stall Speeds: // 100 mph at 8441 lbs Empty Weight - Zero fuel, full ammo // 105 mph at 9545 lbs Combat Weight - Full fuel, full ammo // 132 mph at 15500 lbs Max Gross Weight // // Climb Rates (Sea Level): // // Power setting // Weight 0.85% MIL WEP // 8441 lbs 3317 4049 4203 fpm at 161 mph (IAS) // 9545 lbs 2783 3431 3567 fpm at 171 mph (IAS) // 15500 lbs 1128 1527 1611 fpm at 218 mph (IAS) // // Corner Speeds: // 284 mph Aerodynamic pulling 8g // 184 mph Pilot Strength // // Level Turn Performance (max aerodynamic) at Sea Level // // 13.9 dps 943 ft radius 2 g 60 deg Bank Angle 156 TAS mph // 17 dps 839 ft radius 2.5 g 66.42 deg Bank Angle 170 TAS mph // 19.5 dps 789 ft radius 3 g 70.53 deg Bank Angle 183 TAS mph // 23.5 dps 742 ft radius 4 g 75.52 deg Bank Angle 207 TAS mph // 26.9 dps 718 ft radius 5 g 78.46 deg Bank Angle 229 TAS mph // 29.8 dps 702 ft radius 6 g 80.41 deg Bank Angle 249 TAS mph // 32.6 dps 690 ft radius 7 g 81.79 deg Bank Angle 268 TAS mph // 35.1 dps 681 ft radius 8 g 82.82 deg Bank Angle 284 TAS mph // 37.5 dps 672 ft radius 9 g 83.62 deg Bank Angle 300 TAS mph // 39.8 dps 665 ft radius 10 g 84.26 deg Bank Angle 315 TAS mph // // Roll Rates: // 34 dps at 95 IAS mph // 64 dps at 189 IAS mph // 91 dps at 286 IAS mph // 61 dps at 365 IAS mph // 40 dps at 444 IAS mph // 24 dps at 525 IAS mph // // ================================================================== // Aerodynamic Coefficients // // Lift Slope = 5.3893 Wing // // CL = 0.0678 at zero deg // Max CL = 1.4626 at 16.56 deg // // CD_0 = 0.0145 // CD_I = 0.1401 at 16.56 deg // // ================================================================== // Stability derivatives normalized at Mach 0.2 and 2.0 deg AoA, CL at 2 deg = 0.2429 // // Cm_adot = -5.6538 // Cm_q = -11.1093 // Cm_ih = -2.3315 // // Cy_beta = -0.6009 // Cy_p = -0.0065 // Cy_r = 0.3629 // // Cl_beta = -0.0252 // Cl_p = -0.4313 // Cl_r = 0.1253 // // Cn_beta = 0.1579 // Cn_p = -0.0756 // Cn_r = -0.5068 // // Cm_de = -1.6581 // Cl_de = 0.3233 // // Cl_da = 0.1263 // Cn_da = -0.0008 // // Cy_dr = 0.1877 // Cl_dr = -0.0003 // Cn_dr = -0.0968 // // ================================================================== // V4.00.175 Created 6/27/2009 10:16:37 AM // ================================================================== -
Prop-Head Modding and 3d Discussion
gregoryp replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
When TK said the vs Mach was not supported for many of the stability derivatives it hurt us a bit. I've normalized the stability data to 0.2 Mach. Current (.175) aircraft available are through here and the other site are: A6M5a Bf-109G-10DC F4U-4 FW-190D-9 Ki-43IIb P-47M-1 P-51d-30 I think you'll find the latest (.175) are a step up from the others. Make sure you are in hard mode. Since there is no trim they are pre-trimmed to fly level at their corner speed. If the nose drops you’re going to slow in combat. If the nose rises you are going too fast. Open the AvH_US_P-51D-30a_FlightModel.ini file, I put lots of good data there for you pilots to memorize -
Prop-Head Modding and 3d Discussion
gregoryp replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Hi Guys, just want to say LoD's are not the enemy, they are your friend Mathias, who is a god at visual models tied to teach me this. The package we did for FSX has far more detail than other FSX visual but because of the intellegent use of LoD's has a much higher frame rate than other FSX visual. The physics are pretty simple. A low poly with say 4000 will always have 4000 no matter what the viewing distance. With intellegent LoD's the far visuals could have as low as 8. With a 100 aircraft formation that's 400,000 vs 8,000. That makes a big difference in frame rates. The MAW's special "Mother of all Missions" had 8 each of MAW's LoD aircraft (about 250 planes) all heading towards the same point. Now that was an insane dogfight! With MAW I've flow over the harbor and have a 100+ flak bursts and aircraft around me. It's pretty amazing. The guys that did MAW made maximum use of LoD's. They LoD's everything from planes to ships to houses to tanks to terrain features. I think there is also some kind of compression on the textures that TK doesn't use (way outside my area of expertise here). Anyway, in theory a good 12,000 poly fighter with LoD's will have much better framerates than a low poly version of the same aircraft. It's 2009, we really need to modernise things. Every visual you create should have Lod's. I've been told that the latest versions of max will do most of the work for you. Just my 2 cents. -
Prop-Head Modding and 3d Discussion
gregoryp replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Unfortunately because of the petty infighting, the CA version and A-Team versions are different. So if they were posted they may not work for half the aircraft. If everyone standardized on a naming convention it would work. For node and model names I've seen RightWing, WingRight and TheOtherLeft. I swear one of these times I'll see Chinese characters in there! -
Prop-Head Modding and 3d Discussion
gregoryp replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Wrench I really think CA needs a prophead forum. The are a lot of issues that need to be solved. A lot of people still do not think SF2E can do WW2 on XP. We really need to work through the problems associated with a WW1/WW2/Korea prophead install and save them to stickies. Just sent updated FMs for A6M5a Bf-109G-10 F4U-4 Fw-190D-9 Ki-43II-a P-47M-1 P-51D-30 Found this line BrakingCoefficient=0 in the tailwheel section will cause some visual models to go in circles on the ground. We need a place to document stuff like this. Next up are Bf-110G P-38J-25 Do-335A-1 -
SF2E does WW2 Carrier Ops too
gregoryp posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Just a simple drag and drop to get the ships in, impressive -
The SF Editing info doc needs to be updated
gregoryp posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
http://bbs.thirdwire.com/phpBB/viewtopic.p...p;sk=t&sd=a This can cause a large error in the MOI data if you don't convert to the metric units SF uses. To convert from slug ft^2 to the metric multiply by 1.35579 -
The SF Editing info doc needs to be updated
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Bump, want to make sure this is seen so others don't make the same mistake. -
Why not do something you enjoy? Combat sims? For example: How would changing the wing area of the Eurofighter change its ability to fly Air Combat? You’d need to get the help of one of the 3rd party devs who could make a couple edits to the flight model. Then get say 6 sim pilots to fly against each other online and a set number of missions against the AI. You record their opinions and the 3rd party dev could provide how changing the area effected drag and stability of the Eurofighter. And last you can write how flight sims are one giant physics equation.
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WW2 Gun colored tracers and effects?
gregoryp posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Is there anything yet to add colored tracers to the WW2 guns? Also a bullet impact effect mod to make smaller impact effects instead of the much larger default impact effect. -
WW2 Gun colored tracers and effects?
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Took a look at the gundata.ini and it looks like a simple change to the tracer.tga would do it? Maybe create tracer_yellow.tga, tacer_red.tga, tracer_green.tga.....? The other thing is possibly the smoke could be limited to high altitude like the contrails. Anyway got to finish the FM program first, just didn't want to re-invent the wheel. -
WW2 Gun colored tracers and effects?
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's good news. Do you know if anyone has done a set for WW2 installs? -
WW2 Gun colored tracers and effects?
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks Storm!!! Saved me a lot of time so I can finish up the FM program. I think only the last one is needed and replaces the other 3? I still miss the colored tracers unique to each country we had in modded CFS3 though. -
WW2 Aircraft
gregoryp replied to Wildfowler's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Solved the downwash issue. Wrench, still would like to know what issues patching to the latest causes. -
WW2 Aircraft
gregoryp replied to Wildfowler's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wrench Can you tell me what the FM's do when you patch it? It might help me out so we can get WW2 FM's rolling out. I'm using WoI fully patched for development and it's working fine except for a downwash issue I'm trying to resolve. -
http://www.youtube.com/watch?v=kZGpDiK-atw...ature=rec-HM-r2 Every once in a while you find one of these hidden in youtube. Kind of like a CGI, model, live action.
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Fake – 1968 PBS did the research and interviewed the original authors. They have on film the author admitting he made it up and distorted things. Basiclly, he wrote a book, made some bucks. Other guys said hey I want some of that dough, and wrote more books taking more real events and adding a scary/mysterious spin to it. Rinse and repeat gives you a scarey area. Most of these books are just by guys leveraging off peoples fears to make a quick buck. Wikpedia has a decent article on the 5 missing avengers. http://en.wikipedia.org/wiki/Flight_19 Here's a bit more detail http://www.historynet.com/five-tbm-avenger-bombers-lost-in-the-bermuda-triangle.htm Note the lack of UFO's and methane gas.
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Never knew they let Tu-16's get this close to a carrier.
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Terrains after the patch
gregoryp replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I don't think I've seen an Air Combat Ladder that has come close to the quality of players and admin's. The format could be used with WoX, wouldn't that be fun? When TK removed the auto-trim thingy it made the WoX family a sims something I could work with. As I'm finding out, its FM is the best of the retail sims. Oleg's is still a simple force model, Shockwave/A2A is arcade. My interests are what BFM issues did the pilots face(d). I want to know how the planes flew, not what someones impression of how they flew. What is really cool is DATCOM removes the bias we see in the current retail stuff (WW2 aircraft). And even better is the unique qualities and feel are there. You don't have to fudge anything to get them to show. I've done over 200 DATCOM FM's using CFS3 as the sim and it is amazing. Fighters have a nimble feel and fully loaded bombers feel like you are flying a large building. But, the most common thread is they are all easy to fly (within the normal flight envelope). Also, in my research I've figured out how to get a 6-DoF FM to spin. We no longer need a canned spin routine (which brings in someones opinnion again). My focus will be WW2 for the time being. Wrench, I've tried to get access to the A-Team site but never get the email password back. I want to do a Fw190D-9 to play with the Mustang and check on the AI. -
Terrains after the patch
gregoryp replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
If I say yes will I be kicked off the board? Whatever Cannon and Birdman said is not true. Those pictures were photoshopped. I was young and needed the money. I sure miss that group, that was some quality/fun times. -
Terrains after the patch
gregoryp replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The attached is an AvHistory.org FM for Wolf257's P-51D-30, WOI with the latest patch. It's just a cut and paste test to see "what is there" using coarse data. The focus is stability and control, so torque is turned down for testing. Lift, drag and thrust are next. But, it does give you an idea of what the WoI engine can do from a stability and control point of view. What is impressive, even with the coarse data and my low quality cut and paste skills, is it shows the WoI engine has better stability and control simulation than any other retail sim out there. Just need good data. The latest patch updated the debug HUD values to more human readable numbers. Find the Angular Vel: line, the middle number is roll rate in dps. Compare to the known data. It's very close to the real world data near peak roll rate. The data is pure DATCOM with Roskam and Phillips enhancements. No fudges added. There are still some tables I'd like added for completeness, but if you have the right data, WoI can sim it pretty closely. And it does sim things the other retail sims do not, which is impressive for what TK calls a simple survey sim. And very important for WW2 combat aircraft. So I'd recommend to keep working on the WW2 stuff and sharing how to get it to work. gregoryp AvHistory.org P_51D30_DATA.zip