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Fubar512

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Everything posted by Fubar512

  1. Again, there are a lot of misconceptions in this thread. Mach numbers have nothing to do with altitude. There is no Mach level difference between sea level pressure and the air pressure at 50,000 feet. There is a difference in Mach level due to ambient temperature. From the wikiedia: The Mach number is commonly used both with objects traveling at high speed in a fluid, and with high-speed fluid flows inside channels such as nozzles, diffusers or wind tunnels. As it is defined as a ratio of two speeds, it is a dimensionless number. At Standard Sea Level conditions (corresponding to a temperature of 15 degrees Celsius), the speed of sound is 340.3 m/s[5] (1225 km/h, or 761.2 mph, or 661.5 knots, or 1116 ft/s) in the Earth's atmosphere. The speed represented by Mach 1 is not a constant; for example, it is mostly dependent on temperature and atmospheric composition and largely independent of pressure. Since the speed of sound increases as the temperature increases, the actual speed of an object traveling at Mach 1 will depend on the fluid temperature around it. Mach number is useful because the fluid behaves in a similar way at the same Mach number. So, an aircraft traveling at Mach 1 at 20°C or 68°F, at sea level, will experience shock waves in much the same manner as when it is traveling at Mach 1 at 11,000 m (36,000 ft) at -50°C or -58F, even though it is traveling at only 86% of its speed at higher temperature like 20°C or 68°F Ergo, the best tool is one that expresses terminal velocity in meters/sec, and then you adjust the value to an average based on the intended operating altitude of that weapon.
  2. I believe that gomwolf is asking how to remove the windscreen frame from the cockpit model. If that's the case, you cannot. Firstly, all the model files (.lod files) are hidden in SF2. Secondly, lod files are uneditable, with the exception of texture associations (.bmp, jpg, tga, or dds). Only the developer of that model can modify the model file's source file (max file), and then export it as a lod file.
  3. NOPE..... The game engine limits carrier decks (deck collison meshes) to a flat plane. And raising the end point of the cat simply causes the aircraft to "jump" up to the designated height at the onset of the cat shot, and then fall back to the deck a few meters futher on. Using the "LaunchDeckAngle" declaration does nothing at all, it is simply another placeholder. So, as it states in the Ulyanovsk's readme file (why do we even bother to write the damned things when no one seems to read them?) this is a known game limitation, and you'll just have to live with it.
  4. IAS is not only effected by altitude, but by temperature as well. That's why Mach level is used. An aerodynamic body will generally behave the same at a given Mach number, irregardless of altitude. That's why the aerodynamic tables are all expressed in Mach numbers.
  5. Anything I code is as accurate as the game engine allows it to be. You'll not find any amateurish physics models or any such nonsense in any of my work. .
  6. The only constant that the game engine recognizes for missile acceleration is Gs. And it has no way of "varying" that acceleration over time (as would happen in RL). I once presented TK once with a set of tables gleamed from a web site, that determined acceleration over time and distance, giving the end produect as a terminal velocity. TK's argument was "Well, that may be so in a vaccum..." Huh, where did you go to school, TK? Sustained G-rate over a measured distance will still arrive at the same terminal velocity (velocity at the end of that acceleration run) whether in a vacuum, in an atmosphere, or in an ocean. Surface drag from media in which one is accelerating will lessen the rate of acceleration (Gs), but the end result will still be the same. .
  7. Well, then the included FM is fine if you're into X-wing versus TIE-fighter. The fuel consumption values are wrong, tank capacities are off, aero values were obtained from God knows what, etc.
  8. Russ, I thought we were holding for the FM to be completed
  9. From the looks of things, I'd say it is well BUTTressed against just about any eventuality.
  10. And you And you never will in a simple SF2NA-only install. The Solomons terrain requires files from a other titles, not to mention the fact that it may not have been updated to SF2 standards.
  11. http://www.dailymail.co.uk/news/article-2266794/Stricken-dolphin-asked-Hawaii-diver-help-Moment-mammal-stuck-fishing-line-pushed-scuba-instructor-waited-patiently-freed.html?ICO=most_read_module
  12. At any rate, yes we need a proper cockpit to represent the K-model (and other varients). I will contact Adrian (who built the original '29A pit) and see if he is interested. At the moment, we are carrier-qualifying the model on the Ulyanovsk and (Marcelo's) Kuznetsov
  13. A This is all being worked on. And you unforgivably fogot to mention the inertia values. And the wing area/span/folded span/chord/CLa/CL0 and assorted tables and mass fractions and engine thrust and altitude tables and thrust-specific fuel consumption (both static and at Mach 1, both dry and wet) and the mass locations (see mass fractions) and the repositioning and recalculation of the lift and drag tables, etc, etc, etc, etc, etc, etc, etc, etc, etc, etc (ad infinitum) AND There are two generations of the 29K, early and late (though the early was a prototype), meaning that a new cockpit is only needed for the later version (with the RD-33MK powerplants, etc, etc, etc, etc)
  14. Is both the install and your DirectX updated (patched) to the current standards?
  15. Yeah, that's a remnant of the previous FM, which was frankly, quite unrealistic, bordering on UFO-like. Update: Correction, they are hardcoded animations in the model's max file itself (associated with the landing gear), which is too bad, as short of redoing the model, they are there forever. You'll just have to live with them The eyes of the fleet, the Yak-44, NATO reporting name "Merlin"
  16. MiG-29K undergoing carquals on the Ulyanovsk, circa 1993:
  17. What ever are you talking about? While testing a new model, I was tasked with intercepting an inbound flight of A-6 TRAMs. They fired off their Harpoons well over the horizon from their target (the Ulyanovsk), and now I had to chase down 16 sea-skimming ASMs and shoot them down. If the AI can do, so can the player. Attached is the map to prove my point.
  18. Ask Wrench sometime about Tweety versus the Flying Claw.
  19. As Jedi Master stated above, the MiG-29K was to be the Soviet navy's main carrier-based fighter, until the Mikoyan OKB fell out of favor during the late 1970s and early 1980s. Keep in mind that 29K made it's first trap aboard the Tblisi (Kuznetsov), on the very same day that the Su-33 did (though the '33 was known as the 27K back then). The 29K has the distinction of being the very first Soviet conventional fighter to launch from a carrier, beating out the Su-33.
  20. Perhaps they should ask it "Whaddya have in there buddy, a dead cat?" and see if after it queries its new database, it answers F0<K YOU, A55HOLE!
  21. If you're selecting a different aircraft from the loadout screen menu, that is and always has been the default behavior in all flavors and versions of Strike Fighters. As far as I know, there is no workaround to that.
  22. After reading about IBM's "Watson", who seems to have developed a colorful vocabulary after digesting the contents of the Urban Dictionary. http://www.tomshardware.com/news/IBM-Watson-Urban-Dictionary-swearing,20409.html "Watson couldn't distinguish between polite language and profanity -- which the Urban Dictionary is full of. Watson picked up some bad habits from reading Wikipedia as well. In tests it even used the word "bulls**t" in an answer to a researcher's query."
  23. RussoUK is working on a MiG-29K, and another group may be working on the other models. They are all based on Flyingtoaster's (The Mirage Factory's) MiG-29A. The only prob is that we would now need a new cockpit for the later models.
  24. It's not a large (super) carrier to begin with. Compare the never-finished CVN Ulyanovsk's planned airwing 70 aircraft total 27 × Sukhoi Su-33 (or) 27 × Mikoyan MiG-29K 10 × Sukhoi Su-25 4 × Yak-44 radar picket aircraft 15–20 Kamov Ka-27 ASW to the Kuznetsov's airwing 41-52 aircraft total 14 × Su-33 fighters (current) or 28 × MiG-29K fighters (planned after refit) 4 × Sukhoi Su-25UTG/UBP aircraft 4 × Kamov Ka-27LD32 helicopters 11 × Kamov Ka-27PLO helicopters 2 × Kamov Ka-27S
  25. Both the Ulyanovsk and the Kuznetsov were originally planned around the MiG-29K. The reason that the Su-33 came to be accepted, was its greater payload and range. It was, at the time, seen as a multi-role alternative to the '29K.
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