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FrankD

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Everything posted by FrankD

  1. There you go: http://www.mediafire.com/file/csgk9xhx13a5x5g/LIBYA_WATER.7z (Don't download the picture, ImageShack converted it to png. Instead, please download the file hosted on Mediafire)
  2. Some more values: http://www.yellowpipe.com/yis/tools/hex-to-rgb/color-converter.php
  3. Hello Ace888, http://combatace.com...post__p__381532 Best regards, Anyone
  4. You gonna make the Rafale's lovers have an heart attack
  5. Delta Squadron, Bravo element in pursuit.
  6. First, please accept my apologies for using the forum in a such way but you cannot receive any new messages, so here is my "private" message.
  7. Thank you Fubar512, your experience is a real beacon here. Gonna read the page you linked, then read it again, and eventually try and see. Best regards
  8. No offense taken, I do have a life outdside of simming too and that's why being guided by people that been there done that is that helpful. You are usually so prompt to answer to such questions that I really wondered what I did wrong this time, simply. Please accept my apologizes if it did put you under pressure. Thank you for your answer anyway. About the Mach level to use when calculating CLa, I'm sticking with the "standard" 0.4 as I don't see good reason to not. Thanks to your previous posts, the CLa calculation is not much of an issue, the part I'm bothered with is the CL calculation process, especially what is N and if the speed (in m/s) to use is the standard Mach 0.4. Best regards
  9. Same here STORM, I'm on WinXp (DX9 so).
  10. It sounds great Retrogade ! Kudos to you and your gang. By the way, it does work fine in SF2 too.
  11. Amokfloo, would it be possible to get the 3D model's tire radius and the distance the shock stroke moves in 3d animation, please? One could eventually figure by performing dozen of tests (and I already did) but a generous word from the 3D modeler would be very helpful. Thanks in advance
  12. Hello modders, here's a reference material that may be useful for rivet counters and detail lovers. Aircraft Tire Application Data is a neat pdf published by Air Michelin that... detail all their aeronautical tires, military and commercial, planes and helicopters. http://www.airmichelin.com/uploadedFiles/MichelinAirDev/StandardContent/Resource/databook.pdf The menu with a few more docs: http://www.airmichelin.com/generalcontent.aspx?id=219
  13. another alternative engine was the Rolls-Royce Spey, as offered to the Royal Air Force under the Mirage IIIK designation. Spey Mk 202 Length: 204.9 in (5204.4 mm) Diameter: 43.0 in (1092.2 mm) Dry weight: 4,093 lb (1856 kg) Maximum thrust: 12,690 lbf (56.4 kN) dry/16,360 lbf (72.8 kN) with reheat It was highly reliable and have been built under license by some countries, so why not Germany. It also powered the Brit Phantoms and, in its civilian version, and even, in a specific version, ships, so the know how may not be lost at the end of the German Mirage story, a good point for politicians. About the radar, the Agave (used by the Super Etendard and thus possibly allowing the MarineFlieger to have fun with AM.39) or the Cyrano IVM (used by the Mirage F1) could have been fitted, as it was suggested with the Mirage 50. For the max T/O weight, please be advised that the Mirage III NG/50 was at 14700 kg, a good ton over the "regular" III. PS: About SARM, there was a Red Top subvariant using semi-active radar homing, called Blue Dolphin or Blue Jay Mk. V, but this was cancelled in 1958. What about a wake up call from Germany? Both countries share the same pleasure of enjoying pristine blue sky all year long (...) and cooperation on engines may encourage further relationship. PSbis: if you got a Cyrano IVM, how difficult could it be to get Super 530F (1980)?
  14. Be advised that by applying the following parameters as is: MaxVisibleDistance=18520.0 BaseRCSModifier=1.2 the aircraft will seen at up to 18 520m and the RCS of the aircraft is multiplied 1.2 time. I would recommend that you check the default settings and modify the two parameters accordingly as these values are taken from a normalized environment.
  15. hello modders, EmptyInertia parameter being the initial step stone of any Flight Model, I would very like to get its calculation right and for that, I would like to receive your opinion on my below computing. From the SFeditNotes, its sources and a post by NeverEnough , I know that: - EmptyInertia parameter is the base for the engine to compute inertia of the aircraft from take-off to the end of the flight, in the Y (left/right), X (Fore/aft) and Z (up/down) directions. - the values can be determined with the following formulas elaborated by Dr Jan Roskam: Inertia (Y Direction) Iy= (W/g)*(Ry*d/2)^2 Inertia (X Direction) Ix= (W/g)*(Rx*b/2)^2 Inertia (Z Direction) Iz= (W/g)*(Rz*e/2)^2 where: g = gravitational acceleration (m.s-2 I assume) W = EmptyMass (Kg, as entered in the data.ini) b = ReferenceSpan (m, as entered in the data.ini) d = ReferenceLength (m, as entered in the data.ini) e =(b+d)/2 Ry, Rx and Rz are average values for a Jet Fighter: 0.346;0.266;0.400 (* = Multiplication, ^ = Power of, / = Division) So: G = 9.81 W = 13473.79 b = 10.65 d = 19.58 e = 15.115 (F-105F, SF2V modded) Inertia (Y Direction) Iy= (13473.79/9.81)*(0.346*19.58/2)^2 = 15759.35 Inertia (X Direction) Ix= (13473.79/9.81)*(0.266*10.65/2)^2 = 2755.65 Inertia (Z Direction) Iz= (13473.79/9.81)*(0.400*15.115/2)^2 = 12551.54 Now, what annoy me is that it's so far from what we actually have in the game: EmptyInertia=136874.8,21369.7,180869.1 So, is my calculation wrong? Or is it the radius (R* figures) that are? If, hopefully, my calculation is sound, and that the radius are the weakness, where to find more accurate one... for all of our aircrafts? (I'm a big fan of normalization, as you will discover... soon™) Thanks for your attention and TIA for your inputs.
  16. Well, as far as I know, the stock DT and weaps don't need to have their own folder to work. So, the problem would in fact be your modded weapons? Maybe that there's a typo in one of your folder's name (Objects,Guns,Weapons) or even in your exe's ini file ([Directory] section)?
  17. Fubar, have your methodology changed since, nearly, 4 years? Also, does the arbitrary percentage you apply on the CLa fits all shapes of wing? And, about "fudging the outer wing values somewhat", would multiplying it by 0.8 make sense, or at least be good enough for government work? Thanks for this very useful post, all such valuable tips and know how should be collected and concentrated in a neat pdf.
  18. Gents, I found a moment of inertia expressed in "slug-ft^²". As slug is an imperial unit of measure, I would like to convert it to a metric measure, but I do ignore what is the equivalent unit of measure and, last but not least, how to convert "slug-ft^²" to it. I tried to convert it to Kg per m/s by multiplying it by 14.5939 (a slug in Kg) and by then dividing the result by 0.3048 but, as you can guess, that was a no go as I obtained way to high figures. Edit: I bet that it didn't work, moron I am! It have to be read "slug per square foot" I found an online converter but there's still difficulty for me. What is the equivalent metric unit of measure, at least the one we are actually using in game? Would it be "kilogram square meter" or "kilogram force meter square sec."? Would any educated soul around know the way and in the mood for sharing it? TIA Glad that TW's forum is back, here's the answer from TK: Well, me, pleased to meet me. We should work together more often, don't you think? (Yeah, you got it, it's my new trick to drink two beers and pretend that I worth it!)
  19. Hello Stary, could you please tell what is the included WEAPONDATA.ref file for and how does it interact with the resident WEAPONDATA or even with the installed weapon mods?
  20. GERMANYCE_WATER.BMP is in the cat files so it should used by the game anyway. By the way, DESERT_WATER.BMP, ISRAELME_WATER.BMP and VIETNAMSEA_WATER.BMP are also in the cat files, so no need to have them in your terrain folder, as far as I know. Not sure to understand why it would work, but you could try to put the bmp in your terrain folder anyway. Here it is:http://www.mediafire.com/file/et27oyiedabhmu9/GERMANYCE_WATER.7z The thread daddyairplanes is referring is this one:http://combatace.com/topic/60932-formats-for-carriers-and-warship-with-the-mission-editor/ Good luck
  21. Isn't it a Water.bmp missing somewhere? Chek your terrain's in file and see if there's a parameter "WaterMap=".
  22. Hello Soulfreak, try to delete your modfolder and restart to game to have it recreate yoru modfolder from the cat files.
  23. Hello modders, would anyone know for sure how to calculate the Gear's MaxLoadFactor? In the manuals I have read to date, the landing gear limitations are expressed as maximum rate of descent at touchdown (SCORE! ) for a given mass. Simply converting the acceleration expressed in feet per second to G is more probably wrong since I'm obtaining atrociously high figures. So, what's the trick gents? (Yup, Googled it, but no joy)
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