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gregoryp

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Everything posted by gregoryp

  1. Is it possible to have 2-3 different types of bombs in a single bomb bay? Or bombs plus a fuel tank? Some bomber bomb loads contained more than one bomb type. For example Wellington (12)250lb Bombs + 140gal Bomb bay tank (6)250lb Bombs + 140gal Bomb bay tank (2)1000lb Bombs + 146gal Bomb bay tank Lancaster (9)1000lbs + (1)4000lbs cookie Bombs (18)500lbs + (1)4000lbs cookie Bombs (6)500lbs + (1)8000lbs cookie Bombs (6)500lbs + (1)12000lbs cookie Bombs (8)250lbs + (6)2000lbs Bombs Halifax (6)2000lbs + (6) 500lbsBombs (2)4000lbs Cookie Bombs+ (2)1000lbs + (8)500lbs (1)8000lb Cookie Bomb + (6)500lbs Could you define 2-3 bomb bays using the same animation bomb bay number for different bomb bay configurations?
  2. Seems to have all the WoX aircraft. Enjoy
  3. Enjoy So nice to see it finally flying with the gear up and showing off.
  4. At www.AvHistory.org in our download section. These are about as far as I can push the Thirdwire Flight Model and Damage models. You'll just need to grab the visual models http://cplengineeringllc.com/SFP1/ WW2_GB_Tempest_MK_V WW2_GR_Bf-110G-2 WW2_GR_Bf-110G-2_R3 WW2_GR_Do-335A-1 WW2_GR_Fw-190D-9 http://forum.combatace.com/index.php?autoc...mp;showfile=744 WW2_JA_Ki-43II-b WW2_JN_A6M5-52a http://forum.combatace.com/index.php?autoc...p;showfile=4363 WW2_GR_Bf-109G-10DC < ------ Use the G2 WW2_UN_F4U-4 WW2_US_P-38J-25 WW2_US_P-47M-1 WW2_US_P-51d-30 There are 32 WW2 Engine sounds. And 79 WW2 A2A guns with colored tracers and differnt sounds. This should cover almost all the A2A guns used in WW2. All use a structured folder/filename format to make life easier Enjoy!
  5. https://www.galileoscope.org/gs/ If you ever wanted a telescope, can't beat this. Part of the International Year of Astronomy 2009 project. http://www.astronomy2009.org/
  6. You might want to expand slightly and include bomber bases in the Aleutian Islands. I think they were flying B-32 Dominators? Also by 1946 wouldn't the Russians would be flying raids over Japan too. Or at least the Kuril Islands (Falcon 3 forever! ).
  7. Not yet, but I wouldn't leave the AvHistory Hanger without it Kudos to John for going out of his way to make the extra additions to his tool to support Thirdwire sims.
  8. I think these could be added to a 1946 list F8F F2G-2 FR-1 P-80A P-82 <---- I know, a reach
  9. There is a new version of UMC in development. It reads the _data.ini to show the damage boxes too.
  10. It's a bug in the AI. When they switch to "Ground Avoidance" Mode (from the debug data) they stop moving the controls and fly into the ground. With SafeAltitude= set to 5,000ft I've seen them go into "Ground Avoidance" mode at 5,000ft and fly into the ground. A work around is set SafeAltitude= to 1 But then they fly lower too Another work around is since they sometimes use flaps in "Ground Avoidance" mode is to make sure your flaps in the FM are set to produce some pitch up. In the flap section of the FM make sure Cmdc= is a positive value.
  11. Thanks comrpnt!!!!!! That worked. Is there any way to get them to only fly the pattern and not do a full approach?
  12. Wrench I've run into an FM issue and need your help. I'm trying to think of a work around that does the least amount of damage to accuracy which requires a lot of inflight testing, which takes forever. I need a simple CAP takeoff and land mission (using the default SG desert terrain) with 4 aircraft. Just takeoff, fly the pattern 1000ft AGL and land. No bad guys. If you get a chance to work it into your schedule it would help a lot. What I'm watching is the AI's takeoff and landing, especially #3 and 4.
  13. Nuts! Now we'll never find out why Hot Dogs come in 8 paks and Hot Dog Buns come in 6.
  14. Actually, if we really wanted “accurate” we would fly the aircraft to the IP and then press CTL-SHT-B and hear “Bombardier you have the aircraft.” And then just sit there for 5 min and watch the AI Bombardier do the bomb run. Back to the subject. We need this functionality: ** Ability to level bomb from any speed or altitude The current marks on screen and you must be at xxxxx altitude at yyyyy speed was a good first step to solve the problem. For a second step the CCIP solves the functionality issue and we all know that someone would take the third step and evolve it to a proper era look and feel. Any gauge experts willing to make a try at this?
  15. Just brainstorming here Doesn't the F-16 HUD have a CCIP? If it does, could you add it to these level bomb sights and have a level bomb site that works at any altitude and speed?
  16. Got an email back from Greg Law who is willing to send his Ark Royal and Victorious. Just need a 3d Modeler to convert them to SF. Volenteers to Convert them?
  17. We need the Ranger CV-4 too http://en.wikipedia.org/wiki/USS_Ranger_(CV-4)
  18. Mathias passed these on to me and thought it might help fill in any blanks. Finn Neuik's video tutorials that he made back in early CFS2 days. http://www.sim-outhouse.com/sohforums/showthread.php?t=19204 Gerards low poli modelling tutorial: http://www.sim-outhouse.com/sohforums/showthread.php?t=16418
  19. Finally figured out how to get the tracers to light closer to the muzzle. Open BULLETOBJECT.INI In the [GunData] section find and change ArmingTime=7 to ArmingTime=1 This makes it a lot easier to aim the guns with the tracers.
  20. Nice story about flying the P-47B http://findarticles.com/p/articles/mi_qa38...ag=content;col1
  21. Is if possible to get the tracer to start right at the muzzle instead of the 200-400 ft out? Makes if hard to aim when the tracer lights after it'd gone by the target BTW, I have a new set of A2A guns (60+) for us to use almost done complete with colored tracers. The look pretty good once they light Also I thought I would start a naming convention to make life easier. WW2_A2A_GR_MG_151 WW2_A2A_JA_Type_94 WW2_A2A_RU_UBS WW2_A2A_US_50_Cal_M3 And then sort them. The idea is after working all night on a project to make it easy on you at 3am.
  22. Actually it was notes from I think an AIAA conferance. Been a long time. Does Myhra's "CloseUp" book have good tech stuff? BTW, can you edit the StallMoment=-0.50 stuff and make it a stickie in the new prophead forum?
  23. Stuff like this is what makes WW2 interesting! I did a DATCOM FM of this. As a bomber interceptor its ok, but as a dogfighter it is a deathtrap. I had some firsts in the FS series and this was the first true flying wing (no invisiable tail like everyone else uses). I poured over all the tech data on this. Did you know its wings used wash in (most aircraft use wash out) to add to the yaw stability? Wrench, any way to add a working yaw string to the forward windscreen? If you don't tap dance continously on the rudders and let the yaw exceed a certain angle, you will die. Last triva, the planned follow on looks very similiar to a tailess F-117 basic shape.
  24. 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 // ==================================================================
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