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FrankD

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Everything posted by FrankD

  1. Formulas for Excel (or Google if you omit the = sign) Rate of Descend at touchdown: either in feet/s or meters/s Shock stroke: feet or meter Imperial measures =(rate of descend/(Shock stroke/(0.5*Rate of Descend)))/32.174 Metric measures =(rate of descend/(Shock stroke/(0.5*Rate of Descend)))/9.80665 Thanks again Dels!
  2. WGermany's PilotTrainingStandard is set to "NORMAL" by default. Good luck csb
  3. Awesome! Now I'm gonna try to elaborate an excel formula to smooth the process. Thank you very much for your guidance Del, I wish I had your knowledge!
  4. If i got it right , the shock stroke would be 26-40mm (0.04 m) for the main gear and 85-103mm for the nose gear. (That are the value that have to be checked during the pre flight check). Anyway, that's still pretty low for a gear max load factor, even multiplied by 1.5, isn't it? (Roger about airspeed, I'm already on the edge of my math abilities, I don't need any complication more)
  5. Thanks again Dels. Well, as it is landing, I assume that the descent rate actually go from 400ft/m to 0ft/min within a short moment as soon as it touch down, isn't it? By converting the approach speed for the maximum landing mass, 140 knots, to m/s and then g, rounded to two decimals, I get 7.34 g. A good looking figure, but does it have any relevancy from your point of view? (It's a pity, I've got a manual full of figures but either it doesn't fit with the model, either I can't understand how to use them in the game, it's very frustrating. I would love to have an FM tutorial at hand!)
  6. Thanks for answering Dels. As I'm already dividing by the gravity (* 0.03108095), I should simply use the feet per minute figure converted to feet per second?
  7. Fubar, I thought that it would be easy but I must admit that it's tougher than that. I've got a maximum allowable descent rate, for 13007 lbs, of 400 feet per minute. So, and I may be totally wrong doing this, I convert the descent rate to g. (400 / 60) * 0.03108095 = 0.207206333 , rounded to 0.21 g Ridiculously low, isn't it? So, without any (more?) logic, I converted ft/m to g and the figure were, while a bit high, closer to the figures usually seen. 400 * 0.03108095 = 12.43238 , rounded to 12.43 But I'm sure that it's an heresy. Please Fubar, pimp my calc (aka "how would you proceed, Fubar?")
  8. here's an alternative loading background: http://www.mediafire.com/file/i986m8xo8qjbbn1/LoadingAlphaA.7z (as usual, backup your files first) Royal Thai Air Force (RTAF) Dornier Alpha Jet A trainers from the 231st Squadron from that page. The image is in the public domain. http://commons.wikimedia.org/wiki/File:RTAF_Alpha_Jets_2003.jpeg And, in the waiting of an official one, here is the template with an ECM box layer. Unfortunately, I'm not proficient enough with 'toshop to have layered the weathering marks too. http://www.mediafire.com/file/r80i064po27dto0/AlphaJet-A1.7z I'm falling in love with that aircraft!
  9. Thank you Monty CZ. Well, your blacksmithing is definitely swiss grade!
  10. Good catch Streakeagle! That would makes my estimation closer to the rest of the figures. You are, of course, right, it would never be more than an approximation but is a tailored compution possible for all aicrafts? (especially if one don't have access to the model) Thank you both for your input.
  11. Ok, it's a (not so) wild guess here, but try to rename your bmp file to "aa-3.bmp", as it looks like that all AA-3*.LOD are set to use that file name. That, as Wrench said, will save you the hassle of hexaminizing the lods.
  12. Monty, as I'm eager to learn how to mod the FM, and eventually how to elaborate an FM by myself, I closely looked at your beautiful L-39's data and I noticed something that I would be very grateful to be educated about from you, if you please. The [AircraftData] parameters like EmptyMass, ReferenceArea, ReferenceSpan and EmptyInertia are different from the figures found in, supposedly, reliable sources*. Of course, I fully understand and support the fact that each and any author have an artistic licence and is free to use any figure that would fit its taste and goals. That said, I'm wondering why figures have to be adapted for SF2 and how much exactly? * http://www.l-39.cz/flight_simulator/ctimne.html http://www.lotussim.com/media/manual/Lotus_L-39_Manual.pdf TIA
  13. hello Tiopilotos, is the name of the bmp exactly what the model linked to? (Open the LOD file with an hexeditor and search for "bmp") Where did you got that R-98R/T from by the way? Help us to help you
  14. So I may be lucky in some sort as it does work here. Maybe that it depends on your ingame's sound option. For example, M2kStall.WAV is a cutsom StallSound played when in a Mirage2k, and so forth. I'm not even using my Audigy X-Fi card anymore as my new motherboard is a micro ATX and I had no room for it, so I'm actually using an onboard audio chipset. I mean that one shouldn't even need a specific hardware. That said, to be sure that they'll be heard by everyone that want to, I'll re encode them in monoaural. Better safe than sorry. PS: I'm on XP Pro SP3 by the way, not sure that does matter though.
  15. Hello DSawan, could you please give a precise example? I'm at the moment of the day at which coffee isn't strong enough to clarify everything. Also, is it during a campaign that you are facing restrictions or is it during single mission too? PS: check the loadout.ini, not 100% sure but it may also restrict the kind of mission "doable" if the necessary loadout isn't declared at all
  16. Thanks Steelflanker. You are right, my Environmentsystem.ini is definitely perverted so I carefully followed your instructions in the ini and it's all fine.
  17. Don't know for sure, I simply switched from FALSE to TRUE, and the default sound looped like a mad (and that was a torture for my ears!). May I suggest that you try with the default sound, to loop it, then, try with your custom sound and see where the issues is exactly? Edit: here's mine: [TireTouch] Priority=NORMAL Looped=TRUE NumBuffers=2 3DSound=TRUE DopplerEffect=FALSE MaxDist=100.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 The Priority and ConeOutsideVolume aparameters are different. Wanna see my dog and family pictures now that we are intimate?
  18. Well Liamp51, I just tried and it does work. Your modified soundlist.ini is in the "Flight" subfolder of you mod folder, right?
  19. Some sounds does work in Stereo, mostly the menu sounds but also some "ambient" sounds like the windloop one hear as cockpit background sound. I'm not sure that they will be heard equally on all systems though. What about changing "Looped=FALSE" to "Looped=TRUE" in the SOUNDLIST.INI?
  20. Night delivery, still hot and in time! Awesome airfield Pureblue!
  21. It looks very pleasing Stealflanker. Would you recommend it for all terrains and are there other "horizon mod", ala WideSky for example, you would recommend to use along? (I've to admit that I'm a bit lost amongst all the sky related mods)
  22. The Skill Level I'm talking about is the parameter one can change in the mission editor. Usual OPFOR nations are crap by default (talking about the "PilotTrainingStandard" parameter in the Nations.ini), so setting them to Excellent in the mission Editor couldn't hurt (well, in fact, that's we hope for) I've got a Mig-29 9.12B (export to real stranger, meaning even non Warsaw Pact, version) mod I'm working on and it's really aggressive, while constrained by realistic (read: taken from the Pilot's notes) limits, so I'm gonna check it against the Mig mod you referred to and will post my suggestions. By the way, the "Sound" folder included in this have to be renamed to plural, "Sounds", to make it work. PS: there are [AIData] parameters in teh _data.ini already, just above the [Fuselage] section. Check that you ain't have it twice. Edit: Well, the [DetectSystem] section if, as far as I know, clearly outdated. Here is what I would suggest (if it does fit your tastes, simply paste it over the section that is in your _data.ini file) [DetectSystem] ReferenceName=N019E Rubin RadarType=AIR_INTERCEPT RadarFamilyName=Topaz RangeUnit=KM RadarAzimuthLimit=60 RadarElevationLimit=60 RadarSearchTime=1.0 RadarSearchRange=150 RadarSearchStrength=100 RadarTrackTime=9.0 RadarTrackRange=70 RadarTrackStrength=100 VisualBlindArc=5L,6,7L RadarSearchFreq=10.5 RadarTrackFreq=10.5 RadarMissileGuidanceFreq=10.5 RadarSearchCW=FALSE RadarTrackCW=FALSE RadarMissileGuidanceCW=TRUE VisualRestrictedArc=4L,8L MaxVisibleDistance=18520.0 BaseRCSModifier=1.2 DopplerLookdown=True HasRWR=TRUE //SPO-15 RWRMinFreq=2.0 RWRMaxFreq=10.4 RWRCanDetectCW=TRUE The major differences are the RWR (the AI had none in the mod), Unit (now in Km, not sure it does really matter but now it matches the avionics), Frequencies, RadarFamilyName (mostly for other to see you on their RWR), Visual restrictions... There are many other changes I would apply, but as far as for the AI's awareness, that should be enough.
  23. Would you please have a template with the ECM box on it? It ain't on any layer of the template that you generously included in this release. Of course, one that would have some use of a template should be able to copy the needed area from the skins but I'm sure that it will more neat with the complete template. If it would also have the weathering on it, that would be totally awesome.
  24. Craig, the various ini are perfectible, for sure, and with the "right" parameters, the Mig-29 can be a real PITA for its opponent, but before perverting the aircraft, what is the Skill Level of your Fulcrum's jockeys? Wrench, you mean that the various [Dogfight***] parameters from the AIRCRAFTAIDATA.INI can also be defined in the aicraft's _data.ini file? Edit: Well, it seems so since the SPITFIRE9E_DATA.INI have such entries in it! It's very nice! High five!
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