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Czech6

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Everything posted by Czech6

  1. Malibu, Try this link: http://www.checksix-fr.com/bibliotheque/in...hp?Fichier=4432
  2. I got the F-84G fuel flow gauge working and have been trying to check its calibration. Googling the J35-A-29 hasn't gotten me the numbers, although I did find this site with some good information: http://www.jet-engine.net/index.html The J35-A-29 numbers are not on that site, but the J35-A-17D numbers for the F-84D are there. SFC Dry in lb/lbf-hr is 1.08, which would be 5,292 lb/hr for that engine at Military Power. To check these numbers I referred to the stock F-100D. From this web page the SFC Dry for the J57-P-21A is 0.770 and SFC Wet is 2.100, which match the stock F-100D numbers exactly. However, these numbers are in pounds. I though all the units in the TW .ini files were metric so shouldn't the SFC in the [Engine} section be in kilograms?
  3. Noticed today that the fuel flow gauge was not working in any of my Tazkiller Sabres. Couldn't find any typos in the cockpit.ini. Tried substituting the original F-86-15 cockpit.ini and cockpit file, which is working, but it didn't make it work. Couldn't find any discussion on this in the forum. Tried downloading and reinstalling but no luck. Has anyone come up with a fix?
  4. Oops! That P-51 engine wav is the wrong one from some experimenting I was doing. Here's the correct one:
  5. I was tweaking the F4U-7 data.ini to convert to a F4U-4, when I realized that there are two possible settings for a WWII prop aircraft; Military Power or Combat Power. I was debating which to use when I though of the jet settings of Dry Thrust and Wet Thrust. Since you are setting SLPowerDry for a prop aircraft, would it do anything if you added a SLThrustWet setting using the Combat Power? Or, is this a moot point since you could use Combat for Dry and the only effect would be more horsepower when you firewalled the throttle?
  6. Happy Father's Day to those of you who are fathers or grandpa's like me. My wife bought me a 5 liter mini keg beer dispenser. Totally cool! I'm going to become a brewer.
  7. I wasn't trying to compare to an afterburner. I was suggesting that the Wet setting might be used to create the additional horsepower setting for the throttle from the use of combat power (overboost or water injection). An example is the P&W-2800-18W nominal horsepower is 2100 h.p. Using water injection it gets 2380 h.p. (or 2450 h.p., depending on what source I quote). IL2 and CFS2 both modeled this and it would create engine damage if used too long. I guess what I was getting at was that someone with a detent on their throttle would know that they have pushed up to combat power. However, I think I answered my own question. It wouldn't have any usefulness in this sim since engine damage due to the use of combat power isn't modeled. I guess what my real question was what should our standard be for the power setting, as most data.ini's seem to use the nominal horsepower setting of the engine but some seem to use the higher combat power setting?
  8. Wrench, Stumbled across this resource. It has the Order of Battle, cruise dates, and tail codes for Navy & Marine squadrons in the Korean War. http://www.history.navy.mil/branches/koreaob.htm
  9. Remember, even though "they say" 4 decals per mesh, I never go over 3, and the set up I have for VF-53 is at the 3 limit for the fuselage. Yep, it was the 4 decals limit. Remove the serial number and the aircraft number under the cockpit shows up without the Wonder Woman effect. Back to work on these this weekend.
  10. Wrench, My decal settings were pretty similar. I was talking about the aircraft number under the cockpit on the Marine Corsair. It's probably the four decal limit thing, since I'm using one decal for the star & bar; one for the unit number; one for the serial number; and now trying to move the aircraft number onto the Fuselage. I'll try removing the serial number and see if that works. Please release yours. I'm not a skinner. I've been using the F4U-1D mod you made with some re-skins I did and using everyone's decal sets that would work. I decided to switch to the F4U-4 after installing it to check out the great cockpit. I just re-colored the MF French Navy skin and drop tank and used the same decal set I was using (some of which are yours). I'm more of a bondo body job skinner. I do have a radial engine sound file that I really like. I converted it from a CFS2 file and did some tweaking. It's several years old and the download didn't have a readme so I can't give credit to the originator, but someone will probably recognized the file name as I used the same one. Here it is if anyone wants it. Also, a converted CFS2 merlin/packard sound file from the same CFS2 set: I also substitute the B-29B slowprop .bmp for all my four prop aircraft as it has more of a blur at slow rpm's, and a good fast disc look.
  11. Thought of the same thing Saturday. What mesh does the Marine aircraft number go on? Fuselage got me a Wonder Woman effect.
  12. When you increased the load limit, did you increase it for the OuterWingStationWet also? I don't know why this would have any effect, but in my data.ini, I have those increased to 1600.
  13. I get six snakeyes per outboard MER on my F-4. They weigh more than the MK82. Here's what I use for the load limit on my outboard pylons: LoadLimit=1600
  14. Great, the CBU-24 always looked too fat.
  15. Here's my decal.ini file for my USMC F9F. Make sure your skin file name matches the file listed in the ini (ex. vmf311). Also, check the Texture.ini and make sure it has the exact name as it will change the F9F.ini everytime you load the aircraft in the sim. [Decal001] MeshName=Fuselage DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=2.8,0.2 Scale=1.7 DecalMaxLOD=4 [Decal002] MeshName=Fuselage DecalLevel=0 DecalFacing=LEFT FilenameFormat=Insignia Position=2.8,0.2 Scale=1.7 DecalMaxLOD=4 [Decal003] MeshName=Fuselage DecalLevel=0 DecalFacing=RIGHT FilenameFormat=F9F-5/vmf311/D/vmf311 Position=-2.9,0.50 Rotation=1.0 Scale=1.6 DecalMaxLOD=3 [Decal004] MeshName=Fuselage DecalLevel=0 DecalFacing=LEFT FilenameFormat=F9F-5/vmf311/D/vmf311 Position=-2.9,0.50 Rotation=-2.0 Scale=1.6 DecalMaxLOD=3 [Decal005] MeshName=Fuselage DecalLevel=2 DecalFacing=LEFT FilenameFormat=F9F-5/vmf311/D/bunonum Position=-4.1,0.8 Rotation=0.0 Scale=0.75 DecalMaxLOD=3 [Decal006] MeshName=Fuselage DecalLevel=2 DecalFacing=RIGHT FilenameFormat=F9F-5/vmf311/D/bunonum Position=-4.1,0.8 Rotation=0.0 Scale=0.75 DecalMaxLOD=3 [Decal007] MeshName=LOWing DecalLevel=0 DecalFacing=TOP FilenameFormat=Insignia Position=-4.0,-0.25 Scale=1.8 DecalMaxLOD=4 [Decal008] MeshName=LOWing DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=marines Position=-4.0,-0.25 Scale=2.0 DecalMaxLOD=3 [Decal009] MeshName=ROWing DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Insignia Position=4.0,-0.10 Scale=2.0 DecalMaxLOD=4 [Decal010] MeshName=ROWing DecalLevel=2 DecalFacing=TOP FilenameFormat=F9F-5/vmf311/D/MCNumW Position=3.7,-0.25 Scale=0.65 DecalMaxLOD=3 [Decal011] MeshName=ROWing DecalLevel=0 DecalFacing=TOP FilenameFormat=F9F-5/vmf311/D/tailwl Position=4.6,-0.25 Scale=1.3 DecalMaxLOD=4 [Decal012] MeshName=Nose DecalLevel=2 DecalFacing=RIGHT FilenameFormat=F9F-5/vmf311/D/MCNumW Position=4.2,0.15 Scale=0.65 DecalMaxLOD=3 [Decal013] MeshName=Nose DecalLevel=2 DecalFacing=LEFT FilenameFormat=F9F-5/vmf311/D/MCNumW Position=4.2,0.15 Scale=0.65 DecalMaxLOD=3 [Decal014] MeshName=Tail DecalLevel=1 DecalFacing=LEFT FilenameFormat=F9F-5/vmf311/D/tailwl Position=-5.0,2.1 Scale=1.3 DecalMaxLOD=4 [Decal015] MeshName=Tail DecalLevel=1 DecalFacing=RIGHT FilenameFormat=F9F-5/vmf311/D/tailwl Position=-5.0,2.1 Scale=1.3 DecalMaxLOD=4 [Decal016] MeshName=Rudder DecalLevel=1 DecalFacing=LEFT FilenameFormat=F9F-5/vmf311/D/tailwl Position=-5.0,2.1 Scale=1.3 DecalMaxLOD=4 [Decal017] MeshName=Rudder DecalLevel=1 DecalFacing=RIGHT FilenameFormat=F9F-5/vmf311/D/tailwl Position=-5.0,2.1 Scale=1.3 DecalMaxLOD=4
  16. The OV-10 tanks make good A-4 drop tanks (150 gallon). Gives you more options in your loadout.
  17. The CheckSix download is the only one with the HVAR weapons. The others only have bomb attachments. Here's my working data.ini stuff: // Weapon Stations --------------------------------------------------------- [station01] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.4440,0.3510,-0.2581 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail01 PylonMass=0.5 PylonDragArea=0.01 [station02] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=4.4440,0.3510,-0.2581 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail02 PylonMass=0.5 PylonDragArea=0.01 [station03] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.1620,0.3770,-0.2835 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail03 PylonMass=0.5 PylonDragArea=0.01 [station04] SystemType=WEAPON_STATION StationID=4 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=4.1620,0.3770,-0.2835 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail04 PylonMass=0.5 PylonDragArea=0.01 [station05] SystemType=WEAPON_STATION StationID=5 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.8790,0.4029,-0.3112 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail05 PylonMass=0.5 PylonDragArea=0.01 [station06] SystemType=WEAPON_STATION StationID=6 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.8790,0.4030,-0.3112 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail06 PylonMass=0.5 PylonDragArea=0.01 [station07] SystemType=WEAPON_STATION StationID=7 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.5950,0.4260,-0.3409 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail07 PylonMass=0.5 PylonDragArea=0.01 [station08] SystemType=WEAPON_STATION StationID=8 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.5950,0.4260,-0.3409 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail08 PylonMass=0.5 PylonDragArea=0.01 [station09] SystemType=WEAPON_STATION StationID=9 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.3130,0.4526,-0.3692 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail09 PylonMass=0.5 PylonDragArea=0.01 [station10] SystemType=WEAPON_STATION StationID=10 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.3130,0.4530,-0.3692 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2050 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF ModelNodeName=Rail10 PylonMass=0.5 PylonDragArea=0.01 [LeftWingStation] SystemType=WEAPON_STATION StationID=11 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-0.844,0.709,-0.756 AttachmentAngles=0.0,0.0,0.0 LoadLimit=800.0 AllowedWeaponClass=FT,BOMB,RCKT AttachmentType=NATO,USAF ModelNodeName=PylonL PylonMass=40.0 PylonDragArea=0.03 FuelTankName=Tank_F-84G [RightWingStation] SystemType=WEAPON_STATION StationID=12 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.844,0.709,-0.756 AttachmentAngles=0.0,0.0,0.0 LoadLimit=800.0 AllowedWeaponClass=FT,BOMB,RCKT AttachmentType=NATO,USAF ModelNodeName=PylonR PylonMass=40.0 PylonDragArea=0.03 FuelTankName=Tank_F-84G And my loadout.ini: // Station 1 = Station01 // Station 2 = Station02 // Station 3 = Station03 // Station 4 = Station04 // Station 5 = Station05 // Station 6 = Station06 // Station 7 = Station07 // Station 8 = Station08 // Station 9 = Station09 // Station 10 = Station10 // Station 11 = Left Wing Station // Station 12 = Right Wing Station [AirToAir] Loadout[01].WeaponType= Loadout[01].Quantity= Loadout[02].WeaponType= Loadout[02].Quantity= [AirToAirLongRange] Loadout[01].WeaponType= Loadout[01].Quantity= Loadout[02].WeaponType= Loadout[02].Quantity= [Attack] Loadout[01].WeaponType=HVAR Loadout[01].Quantity= Loadout[02].WeaponType=HVAR Loadout[02].Quantity= Loadout[03].WeaponType=HVAR Loadout[03].Quantity= Loadout[04].WeaponType=HVAR Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR Loadout[08].Quantity= Loadout[09].WeaponType=HVAR Loadout[09].Quantity= Loadout[10].WeaponType=HVAR Loadout[10].Quantity= Loadout[11].WeaponType=500lb_bomb Loadout[11].Quantity=1 Loadout[12].WeaponType=500lb_bomb Loadout[12].Quantity=1 Loadout[01].WeaponType= Loadout[01].Quantity= Loadout[02].WeaponType= Loadout[02].Quantity= Loadout[03].WeaponType= Loadout[03].Quantity= Loadout[04].WeaponType= Loadout[04].Quantity= Loadout[05].WeaponType= Loadout[05].Quantity= Loadout[06].WeaponType= Loadout[06].Quantity= Loadout[07].WeaponType= Loadout[07].Quantity= Loadout[08].WeaponType= Loadout[08].Quantity= Loadout[09].WeaponType= Loadout[09].Quantity= Loadout[10].WeaponType= Loadout[10].Quantity= Loadout[11].WeaponType=1000lb_bomb Loadout[11].Quantity=1 Loadout[12].WeaponType=1000lb_bomb Loadout[12].Quantity=1 [sEAD] Loadout[01].WeaponType=HVAR Loadout[01].Quantity=1 Loadout[02].WeaponType=HVAR Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR Loadout[08].Quantity=1 Loadout[09].WeaponType=HVAR Loadout[09].Quantity=1 Loadout[10].WeaponType=HVAR Loadout[10].Quantity=1 Loadout[11].WeaponType=500lb_bomb Loadout[11].Quantity=1 Loadout[12].WeaponType=500lb_bomb Loadout[12].Quantity=1 [AntiShip] Loadout[01].WeaponType= Loadout[01].Quantity= Loadout[02].WeaponType= Loadout[02].Quantity= [FAC] Loadout[01].WeaponType=HVAR Loadout[01].Quantity=1 Loadout[02].WeaponType=HVAR Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR Loadout[08].Quantity=1 Loadout[09].WeaponType=HVAR Loadout[09].Quantity=1 Loadout[10].WeaponType=HVAR Loadout[10].Quantity=1 [Recon] Loadout[01].WeaponType= Loadout[01].Quantity= Loadout[02].WeaponType= Loadout[02].Quantity= New F-84G cockpit is available over at the Skunkworks.
  18. It's been up at the Skunkworks since January. Just found it.
  19. This 2 gun combination works well at clearing your six.
  20. http://video.google.com/videoplay?docid=-4015390308129405896
  21. Johan, Thanks for following through on these campaign ideas.
  22. Delete just the pylon name and not the entire line item. If you start with this: ModelNodeName=LeftPyl Leave this: ModelNodeName=
  23. Lots of old birds and great weather this weekend here in Casa Grande. http://www.cactusflyin.org/
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