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serverandenforcer

JAGDSTAFFEL 11
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Everything posted by serverandenforcer

  1. Actually, don't save to JPG. save to PNG... better quality.
  2. Found out what the problem is... The values for the integers for the ClbAlphaDataTable and the ClrAlphaDataTable for both vertical tails needed to be reversed (switching the negatives to be positives and visa versa) except for 1.000 - that has to remain as a positive integer, and everything after it has to be a postive integer The same issue for the rudders... reverse the value of the integers for CldcAlphaDataTable. However, there is another problem... The integers for those entries (and possibly others) are set to such a high value, that the aircraft will now roll immediately to whatever rudder input that you will apply, untill you go over 400 knots. Then it becomes a lot tighter and less crazy like. Since these are the same values for the other hornets, including the legacy hornet, fine tuning these integers will give us the solution that we've been looking for. I was able to figure this out by comparing with other aircraft that were similar to the hornet with a twin "V" vertical tail (I used the eagle and the tomcat as references). I will also note that both the tomcat and the eagle have values under the entries for their vertical tails at a significant lower value than whats in the hornets, but at the same time have values that are higher for the entries for the rudders. So I would say that the values for the Super Hornet should be less than those of the eagle and tomcat but not by a significant degree, and the legacy hornet should be less than the super hornet. However, this will take a lot of understanding on what those entries are supposed to be, and what would be the ideal setting for the aircraft - and I'm not the person that can do that... yet. EDIT: Ugh... this is going to take more work than I thought. A lot of entries throughout the entire data file have values that need to be reversed. There are even some entries that need to be added that were never entered in. Most of it is pretty similar to the legacy hornet, so once this is figured out, it can easily be used to replace the legacy hornet's data.ini file.
  3. Is it possible to have the left elevon pitch up for left rudder input to compensate for the right roll that would be made without it, and visa versa for the right elevon for right rudder? I don't think we experimented with that yet. EDIT: The idea works! With minor elevon compensation, it counter-balances the opposing roll when applying rudder input. Copy this and replace it for the entries for LeftStab and RightStab... [LeftStab] ParentComponentName=Fuselage ModelNodeName=LeftElevator DestroyedNodeName= ShowFromCockpit=TRUE DetachWhenDestroyed=TRUE DamageRating=DISABLED MassFraction=0.007 HasAeroCoefficients=TRUE LiftSurface=TRUE CL0=-0.0185 CLa=0.1809 CD0=0.0004 CDL=0.0001 Cmq=-2.4983 Cmad=-1.1778 Clp=-0.0038 CL0MachTableNumData=6 CL0MachTableDeltaX=0.40 CL0MachTableStartX=0.00 CL0MachTableData=1.007,1.000,0.379,0.200,0.179,0.136 CLaMachTableNumData=6 CLaMachTableDeltaX=0.40 CLaMachTableStartX=0.00 CLaMachTableData=0.903,1.000,0.831,0.772,1.000,0.932 CD0MachTableNumData=6 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.420,1.000,1.066,1.820,1.890,1.972 CDLAlphaTableNumData=15 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=27.547,19.958,13.589,8.441,4.512,1.804,0.316,0.048,1.000,3.172,6.564,11.177,17.009,24.062,32.335 CmqMachTableNumData=7 CmqMachTableDeltaX=0.40 CmqMachTableStartX=0.00 CmqMachTableData=0.971,1.000,1.110,1.244,0.866,0.689,0.571 ClpAlphaTableNumData=15 ClpAlphaTableDeltaX=4.00 ClpAlphaTableStartX=-28.00 ClpAlphaTableData=1.475,1.368,1.274,1.194,1.128,1.076,1.037,1.012,1.000,1.002,1.018,1.047,1.090,1.147,1.217 XacMachTableNumData=7 XacMachTableDeltaX=0.40 XacMachTableStartX=0.00 XacMachTableData=-7.160,-7.168,-7.188,-7.599,-7.766,-7.866,-7.955 Ymac=-1.20 MovingSurface=TRUE ControlSystemID=1 StructuralFactor=1.2 MinExtentPosition=-3.613,-8.422,-0.02 MaxExtentPosition=-1.002,-4.399,0.097 CollisionPoint[001]=-3.613,-8.422,-0.02 CollisionPoint[002]=-1.002,-4.399,0.097 DummyComponent=TRUE SystemName[001]=LeftStabilizer SystemName[002]=LeftStabilizer_Aileron SystemName[003]=LeftStabilizer_Rudder HasArmor=TRUE ArmorMaterial=ALUMINUM Armor[FRONT].Thickness=4 Armor[RIGHT].Thickness=4 Armor[LEFT].Thickness=4 Armor[REAR].Thickness=4 Armor[TOP].Thickness=4 Armor[BOTTOM].Thickness=4 [RightStab] ParentComponentName=Fuselage ModelNodeName=RightElevator DestroyedNodeName= ShowFromCockpit=TRUE DetachWhenDestroyed=TRUE DamageRating=DISABLED MassFraction=0.007 HasAeroCoefficients=TRUE LiftSurface=TRUE CL0=-0.0185 CLa=0.1809 CD0=0.0004 CDL=0.0001 Cmq=-2.4983 Cmad=-1.1778 Clp=-0.0038 CL0MachTableNumData=6 CL0MachTableDeltaX=0.40 CL0MachTableStartX=0.00 CL0MachTableData=1.007,1.000,0.379,0.200,0.179,0.136 CLaMachTableNumData=6 CLaMachTableDeltaX=0.40 CLaMachTableStartX=0.00 CLaMachTableData=0.903,1.000,0.831,0.772,1.000,0.932 CD0MachTableNumData=6 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.420,1.000,1.066,1.820,1.890,1.972 CDLAlphaTableNumData=15 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=27.547,19.958,13.589,8.441,4.512,1.804,0.316,0.048,1.000,3.172,6.564,11.177,17.009,24.062,32.335 CmqMachTableNumData=7 CmqMachTableDeltaX=0.40 CmqMachTableStartX=0.00 CmqMachTableData=0.971,1.000,1.110,1.244,0.866,0.689,0.571 ClpAlphaTableNumData=15 ClpAlphaTableDeltaX=4.00 ClpAlphaTableStartX=-28.00 ClpAlphaTableData=1.475,1.368,1.274,1.194,1.128,1.076,1.037,1.012,1.000,1.002,1.018,1.047,1.090,1.147,1.217 XacMachTableNumData=7 XacMachTableDeltaX=0.40 XacMachTableStartX=0.00 XacMachTableData=-7.160,-7.168,-7.188,-7.599,-7.766,-7.866,-7.955 Ymac=1.20 MovingSurface=TRUE ControlSystemID=1 StructuralFactor=1.2 MinExtentPosition=1.001,-8.422,-0.02 MaxExtentPosition=3.612,-4.399,0.097 CollisionPoint[001]=1.001,-8.422,-0.02 CollisionPoint[002]=3.612,-4.399,0.097 DummyComponent=TRUE SystemName[001]=RightStabilizer SystemName[002]=RightStabilizer_Aileron SystemName[003]=RightStabilizer_Rudder HasArmor=TRUE ArmorMaterial=ALUMINUM Armor[FRONT].Thickness=4 Armor[RIGHT].Thickness=4 Armor[LEFT].Thickness=4 Armor[REAR].Thickness=4 Armor[TOP].Thickness=4 Armor[BOTTOM].Thickness=4 Copy this and paste it under the Control Surface section (I place it as the next entry under RightStabilizer_Aileron). [LeftStabilizer_Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL MovingSurface=TRUE MaxDeflection=1.0 MinDeflection=-1.0 HasGearDownSetting=TRUE GearDownMaxDeflection=10.0 GearDownMinDeflection=-10.0 CDdc=0.0191 Cldc=0.0249 Cndc=-0.0011 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.433,0.685,0.913,0.999,1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.999,0.913,0.685,0.433 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=1.076,1.532,1.817,1.741,1.495,1.247,1.000,0.753,1.000,1.247,1.495,1.741,1.817,1.532,1.076 ControlRate=5.0 //MaxControlSpeed=205.8 ModelNodeName=LeftElevator ReverseModelOrientation=TRUE MinExtentPosition=-3.613,-8.422,-0.02 MaxExtentPosition=-1.002,-4.399,0.097 [RightStabilizer_Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL MaxDeflection=1.0 MinDeflection=-1.0 HasGearDownSetting=TRUE GearDownMaxDeflection=10.0 GearDownMinDeflection=-10.0 CDdc=0.0191 Cldc=0.0249 Cndc=-0.0011 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.433,0.685,0.913,0.999,1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.999,0.913,0.685,0.433 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=1.076,1.532,1.817,1.741,1.495,1.247,1.000,0.753,1.000,1.247,1.495,1.741,1.817,1.532,1.076 ControlRate=5.0 //MaxControlSpeed=205.8 ModelNodeName=RightElevator ReverseModelOrientation=FALSE MinExtentPosition=3.613,-8.422,-0.02 MaxExtentPosition=1.002,-4.399,0.097 Disregard, I forgot I was flying in a normal flight model difficulty level.
  4. I think he is talking about the carrier and the ship on it's starboard side, how the wake is visible from the first pic, then becomes slightly visible on the 2nd pic, and then basically disappears on the last pic and wants to know what keeps it from being constantly visible and if there is a way to make it constantly visible.
  5. This is a common issue with ALL the hornets (inlcuding the legacy hornets) here at CA. I did some serious experimenting on them when the other F/A-18F was released last year to see if I could find a solution to the problem but wasn't able to come up with one.
  6. Considering the design of the main wings of the rapier and the wing's overall surface area, I would think it would be able to be a bit more manueverable at higher altitudes than the foxbat.
  7. I agree, but considering the fact that it's a $745.00 program, before taxes, it's not a smart way on spending my money.
  8. Well, here's a pick of a group of them, making a better looking cloud seen from below at a distance. I changed the setup with how I'm making them. It's almost like the original setup, excep the smaller ball doesn't have it's faces inverted, and it's about 10% transparent.
  9. Well, I'm thinking of setting up several groups of bubbles, each group an individual LOD varing in quantity of bubbles to form basic cloud shapes of various sizes. With these groups collected together through a mission editor (or maybe some other way), you can setup large cumulous cloud families. However, it might be very demanding on system resources, maybe almost on the verge of a CTD. I'm hoping that with the lack of textures being used, it will hopefully not be much of a concern. But never you know until you try.
  10. I tried that and it's actually a lot harder to do than it sounds. I mean, how do you free build an object that has no stable form? The thing that I like about using the "bubble" method (which is basically three cylinders shaped into a simple sphere like shape, one sphere, with it's faces flipped (inverted) is smaller than the other two and is centered inside of them; the larger ones are slightly transparent but one has it's faces inverted) is that you can have a whole bunch of them grouped together (via mission editor) to form a more cloudish shape and they can be setup to move independantly from each other, making the overall cloud very dynamic. Also, I can build more than just one size bubble. Smaller or larger ones, with slightly different shapes can be made to form additonal variety of clouds. Infact, I can make a very large bubble as the main "head" for a cumulous cloud,and then have smaller bubbles grouped around them to enhance the detail figure of the cloud, yet at the same time to reduce poly count levels. No idea bro. If it is possible, it's way beyond my skill level.
  11. Well, obviously, for creating a nice looking cumulous cloud, you'll need more "bubbles" than what I had shown. Each bubble that I'm using has a diameter of 15 meters. So that last pic I have would probably be just a little puff floating by. The thing is though, it increases the poly count very quickly as you add in more bubbles. But without needing any textures for them, I don't know if it would be much of an issue to consider. I'll continue experimenting with poly reduction though
  12. Experimenting with creating a storm cloud...
  13. Nope, here's a hint. It'll be very easy to texture (if not needing any texturs at all). Roger that... 3D clouds
  14. I missed that!?!?!? I better re-read it before I start posting anything else. I really must've been tired last night. :whistling:
  15. Security guards, barbers, and bankers just to name a few require permits in order to work in California. For security gurards though, they need an extra permit to carry a firearm.
  16. Just noticed something, nothing big, but when I fold the wings, the AIM-9s don't line up/move correctly with the animations. Don't know if it was ever noticed or not. No bigge though. It's an awesome mod! Here's a pic on what I'm talking about...
  17. Sorry bro, but still nothing happening here. Like I said, it works for all the other terrains except for this one for some odd reason. So I think it has to do with something in the terrain it self. I was just only wondering if anybody else experienced this problem with your mod in the Black Sea terrain, and if not then I guess I just happen to be the lucky guy to have it happening to him.
  18. OK, I reset the target.ini file and picked one target area for the cirrus target. Still not getting the cirrus clouds to show... [TargetArea002] Name=Kherson Position=200000.000000,732000.000000 Radius=14142.135742 ActiveYear=0 Location=1 Alignment=FRIENDLY Target[001].Type=HQBuilding1 Target[001].Offset=-1502,-64 Target[001].Heading=90 Target[002].Type=SAMRadar Target[002].Offset=3497,-2423 Target[002].Heading=180 Target[003].Type=SAMLauncher Target[003].Offset=3800,-2973 Target[003].Heading=300 Target[004].Type=SAMLauncher Target[004].Offset=3200,-2973 Target[004].Heading=230 Target[005].Type=SAMLauncher Target[005].Offset=3500,-3300 Target[005].Heading=180 Target[006].Type=SAMLauncher Target[006].Offset=3200,-2172 Target[006].Heading=120 Target[007].Type=SAMLauncher Target[007].Offset=3800,-2152 Target[007].Heading=60 Target[008].Type=AAA Target[008].Offset=-5270,-25 Target[008].Heading=270 Target[009].Type=AAA Target[009].Offset=-4210,-25 Target[009].Heading=180 Target[010].Type=AAA Target[010].Offset=-1550,-25 Target[010].Heading=220 Target[011].Type=SAMRadar Target[011].Offset=-12668,-9121 Target[011].Heading=180 Target[012].Type=SAMLauncher Target[012].Offset=-12400,-9473 Target[012].Heading=20 Target[013].Type=SAMLauncher Target[013].Offset=-13100,-9473 Target[013].Heading=120 Target[014].Type=SAMLauncher Target[014].Offset=-13100,-8567 Target[014].Heading=180 Target[015].Type=SAMLauncher Target[015].Offset=-12400,-8567 Target[015].Heading=90 Target[016].Type=AAA Target[016].Offset=-465,-25 Target[016].Heading=270 Target[017].Type=AAA Target[017].Offset=-1755,-2000 Target[017].Heading=210 Target[018].Type=AAA Target[018].Offset=4040,-4775 Target[018].Heading=30 Target[019].Type=AAA Target[019].Offset=2070,-4835 Target[019].Heading=270 Target[020].Type=AAA Target[020].Offset=4620,-6500 Target[020].Heading=70 Target[021].Type=AAA Target[021].Offset=5100,-8000 Target[021].Heading=90 Target[022].Type=AAA Target[022].Offset=3175,-9745 Target[022].Heading=170 Target[023].Type=AAA Target[023].Offset=2740,-8570 Target[023].Heading=300 Target[024].Type=ZSU-23 Target[024].Offset=535,-8570 Target[024].Heading=120 Target[025].Type=AAA Target[025].Offset=-1900,-8570 Target[025].Heading=270 Target[026].Type=AAA Target[026].Offset=-3660,-8570 Target[026].Heading=170 Target[027].Type=AAA Target[027].Offset=-6680,-8570 Target[027].Heading=90 Target[028].Type=Crane Target[028].Offset=832,-5050 Target[028].Heading=270 Target[029].Type=Crane Target[029].Offset=-2974,-1172 Target[029].Heading=180 Target[030].Type=Crane Target[030].Offset=-3047,1153 Target[030].Heading=0 Target[031].Type=CargoShip Target[031].Offset=-3080,-1449 Target[031].Heading=0 Target[032].Type=CargoShip Target[032].Offset=-2920,1459 Target[032].Heading=180 Target[033].Type=GeneratorBuilding1 Target[033].Offset=1907,-10797 Target[033].Heading=90 Target[034].Type=church Target[034].Offset=2568,-6085 Target[034].Heading=90 Target[035].Type=church Target[035].Offset=-1592,-8072 Target[035].Heading=90 Target[036].Type=church Target[036].Offset=-470,78 Target[036].Heading=90 Target[037].Type=CargoShip Target[037].Offset=555,-4907 Target[037].Heading=90 Target[038].Type=Radio_twr Target[038].Offset=-3945,-13219 Target[038].Heading=0 Target[039].Type=Radio_twr Target[039].Offset=-11773,-6512 Target[039].Heading=315 Target[040].Type=Radio_twr Target[040].Offset=5505,-10814 Target[040].Heading=225 Target[041].Type=GeneratorBuilding1 Target[041].Offset=5873,-8935 Target[041].Heading=90 Target[042].Type=GeneratorBuilding1 Target[042].Offset=-8051,-10853 Target[042].Heading=90 Target[043].Type=CommBuilding1 Target[043].Offset=-1330,-8564 Target[043].Heading=0 Target[044].Type=CirrusTarget Target[044].Offset=100,100 Target[044].Heading=0
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