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Fubar512

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Everything posted by Fubar512

  1. img00020.jpg

  2. The Forger wasn't supersonic. It was in fact, slower than most Harriers, and could not even safely operate in VTOL mode with an external loadout. The Freestyle, by contrast, met its design goals, though at a hideously expensive price point (probably due to it's advanced fly-by-wire TVC system), so it wasn't placed in service.
  3. Awwwww.....you've missed the point!!! You see, a MAC tool truck could use it's own tools to help it transform. Don't you realize that?
  4. Paul, did you mean "MACK" truck, or, "MAC" truck, as in "MAC" tools. It would make a difference, ya know......
  5. As Arnie said in T2, "No Problemo!" Video Showing Rudder Workie, No Crashie
  6. Rudder.wmv

  7. In my experience, almost all of the declarations and values in the singlemission.dll, are either variables that one sets in the mission difficulty screen (time of day, mission weather, the opposition's anti-air and aircraft defense levels, etc.), or, only pertain to scripted missions.
  8. img00014.jpg

  9. JSF_Aggie's rather detailed reply (on the other thread you started), should have given you an idea. To keep it short and sweet, the answer is processing power. That's why flight sims on game consoles are somewhat of a joke, given the current state of technology, even though they may look "pretty".
  10. Just tried it in a strike mission, and experienced no issues. What do you mean by "TVC"? To me, 'TVC" means "Thrust Vector Control", something which no Tonado variant that I'm aware of has ever had.
  11. Could it have been this story?: A British navy flyer, LT. Bruce Mackfarlane had an engine failure on takeoff, leading to an immediate ditching off the carrier HMS Albion. Surprisingly, he survived the water impact and was coherent enough to clearly recall seeing the water close over the canopy, and begin to darken as the aircraft began to decend into the depths. His training instincts took over and he yanked the canopy jetison handle with his left hand, and immediatly fired the seat with his right. At this point, his memory becomes understandibly blurred, but he recalls tumbling free of the seat, still underwater. He had the presence of mind to release his chute and activate his life vest. (He surfaced aft of the carrier, almost directly under the 'Angel' rescue helo, which had moved into a hover over the disturbance in the water from his aircraft splash. The helo crew reported seeing his aircraft pass in two pieces along either side of the hull of the carrier. This indicates that if the pilot had delayed his attempt to escape a few seconds, he would likely have been killed when the bow of the ship sliced his bird in half. Source: http://www.ejectionsite.com/ejecttriv.htm
  12. If anything, that model's flight characteristics are somewhat overmodeled, as I was able to sustain turn rates (with no external loadout, and the flight model on "hard" setting), that were probably impossible for an aircraft from that time period. Also, it's quite easy to overload an aircraft that doesn't have a sizable reserve of power, to begin with. So you should not expect F-16 performance with any sort of a decent bomb load hanging from the wings.
  13. Try the tables, keeping in mind that doubling the velocity increases the force required, x4.
  14. Now, I have not personally tried it, but as long as you declare the surface as having aerodynamic coefficiants, why wouldn't it work?
  15. You're experiencing this because the game engine requires you to define a CD Mach table (expressed as "CD0machtable", CD at zero lift), where applicable. My suspicion is that it would otherwise impose a simplified (and as you've seen, incorrect) drag calculation on said object., as it does on missiles, bombs, bullets, (etc.). You can try adding the declaration "HasAeroCoefficients=TRUE" under the pylon's entry, add the necessary coefficients, and then create a Mach table for it.
  16. Is this what you wanted? http://forum.combatace.com/uploads/1190519..._43_1816668.wmv
  17. Sam Trails

  18. An aircraft that's missing its enlarged dorsal spine
  19. Flat spins have been possible to model in SF since at least the second patch. That limiting factors are post-departure drag values and the location of a model's CG vs the real aircraft's. You see, once a model departs from controlled flight in this sim, it seems to rotate around the 3D model's center of gravity, irregardless of what's defined in the data.ini.
  20. The first issue may have to do with how the sim defines a "shore" (as opposed to land or water), for effects purposes. The second is easily resovable by using the proper skins and data.ini files:
  21. 21.jpg

  22. Under the engine entries for each aircraft (in that aircraft's data.ini), you'll find the following declarations for an afterburner-equipped model: FullABThrottle=XXX FullABRPM=XXX I normally set the values, like so: FullABThrottle=1.12 ; equates to 112% normal travel, or, "around the horn" FullABRPM=1.00 ; equates to 100% RPMs On multiple-engined craft, don't forget to set the same values for each engine Now, on some aircraft, afterburner engagement is controlled through an outboard detent on the throttle quadrant. Due to the limitations of hardware (lack of support for this on available flight controllers), this feature isn't implemented in Strike Fighters, or, any other sim that I'm aware of.
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