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Everything posted by Cliff7600
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MiG-21Bis and Bis-B FM Mods
Cliff7600 replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Svetlin I think the entry you're searching is : [AircraftData] ... OnGroundPitchAngle= though it doesn't make much for the stance on the ground. ------------------------------------- I agree with all you said in your post about the factors that make the plane sits on its wheels. In my opinion there's something more : the shock animations, or the shock travel value / spring factor /damping factor. In the game the stock values for the landing gear is too stiff. But if you lower the spring factor value, it doesn't always lower the plane as well. It might be a combination of all the factors mentioned, but it requires some tests and checking. The first would be the "ShockStroke=" and the "RollingRadius=" using Mue's LOD viewer, it's easy. -
SF2 Chengdu F-7M Fishbed Series Pak by Mod Mafia/TMF
Cliff7600 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Thanks ! You're right "NozzleAnimationID=7" but then the nozzle values must be changed to : [Engine] ... NozzleAnimationID=7 ... IdleNozzle=1.0 ... CruiseNozzle=0.0 ... MilNozzle=0.0 ... MaxNozzle=0.0 ... FullABNozzle=1.0 or something like that It's a nice bird -
SF2 Chengdu F-7M Fishbed Series Pak by Mod Mafia/TMF
Cliff7600 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Just in case it could help... SF2_F-7M_DATA.rar -
Fuel Flow settings (cockpit ini) and fuel usage
Cliff7600 replied to Cliff7600's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Ok I found what was wrong. Fuel usage is as Crusader told : - "normal" is half the consumption - "hard" is the consumption as set in the data ini file The point I was missing is the unit used by default is the KG. In the A-7 example "ValueUnit=LB" is indicated but when the ValueUnit entry is missing the game counts by KG per second. All my tests was 2.2 wrong... So for example, the TMF F-14 should have in the cockpit ini file : [FuelFlowIndicator1] Type=FUEL_FLOW_INDICATOR NodeName=gauge5 ItemNumber=1 MovementType=ANIMATION AnimationID=7 Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=3.611 ValueUnit=LB [FuelFlowIndicator2] Type=FUEL_FLOW_INDICATOR NodeName=gauge6 ItemNumber=2 MovementType=ANIMATION AnimationID=8 Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=3.611 ValueUnit=LB and then the counting is right. Thanks again ! -
Fuel Flow settings (cockpit ini) and fuel usage
Cliff7600 posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi I'm asking for your expertise about fuel usage (easy/normal/hard mode) and calibration of the fuel flow gauge in the cockpit. Has anybody ever tried to precisely tune the fuel flow gauge, with success, or with difficulties, or never made it and gave up ? Because I'm really searching the way to do that and I encounter some difficulties I barely understand (what is 1.0 ? for example lol) And then I remembered that the stock terrains are scalled down compared to reality, and now I wonder if the fuel usage set to hard is proportionaly increased, to keep the ratio in max range. On many planes (all of them) I never had the real endurance in time corresponding to the manufacturer values. And now that I count every pound used in a minute to calibrate the damn gauge in pounds per hour, I realise there's no way to have a realistic autonomy (in time). I barely fly 1 hour yet I was supposed to have fuel for almost 2 hours. So I decreased the MachTable values and obtained more endurance but lost the top speed and ceiling. I set the fuel usage to "normal" and the indicated fuel flow figures are way more close to 'reality'. Does that mean that fuel usage set to hard is keeping the range but alter the fuel flow in the process ? Thanks F-108 FastCargo's model : Two YJ-93-GE-3AR -
Fuel Flow settings (cockpit ini) and fuel usage
Cliff7600 replied to Cliff7600's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Ok thanks, I'll try it. For the hard setting = fuel consumption as set in the data, I still have a doubt after counting how much fuel was burnt in one minute for a given throttle position. But it could be the data values that are too high, got to check that also. -
Screenshot Thread
Cliff7600 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Patroling the Mediterranean sea with the mighty Merlin Reaffirming the supremacy of the British Empire over the seven seas Converting british tax payers' money into pure TF-30 sound and fury Finally passed that damn license driving exam -
nose gear door decal issue
Cliff7600 replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
it's from my own decals addition so the filenameformat and scale should be adjusted : [Decal010] MeshName=LeftNoseGearDoor DecalLevel=2 DecalFacing=BOTTOM FilenameFormat=FB-111A/380BW/D/BFB111N Position=-0.25,5.8 Rotation=-90.0 Scale=1.0 DecalMaxLOD=3 [Decal011] MeshName=RightNoseGearDoor DecalLevel=2 DecalFacing=BOTTOM FilenameFormat=FB-111A/380BW/D/BFB111N Position=0.25,5.8 Rotation=90.0 Scale=1.0 DecalMaxLOD=3 It seems it's the same 3D model. -
FM Question: What controls AI/autopilot landing behavior?
Cliff7600 replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Exactly what Baffmeister said above ! plus the fact that Cla Machtable datas can be edited to provide less lift when slowing down, and less drag as well. The stock TW Machtable datas tend to give more drag and more lift when slowing down. In reality it's the opposite, but it's a way to replicate the effect of the induced lift on approach that the Cl0 and Cla values could not create (though Cla is induced lift). But it creates some weird behavior too, when departing and/or spinning. I would say that all the flight model has an effect on the take-offs and landing for the lower speed parts. The question is : which model is it ? (so we can try...) -
Masquerade!
Cliff7600 replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Buccaneer S2 masquerading as the... Buccaneer S1 !!! I know it's a bit poor, but it was mainly to share my files : ) Donwload the textures from Russouk's Buccaneer S1 conversion here : and then you could use my files with the Buccaneer S2 LODs (4 LODs to use from the Ravenclaw's FAA Buccaneer release) : SF2_Buccaneer-S1.rar And here's the link for the Buccaneer S1 serial numbers, just in case someone would create more TGAs ^^ http://www.ukserials.com/results.php?serial=XN ------------------------------------------------------------------------------------------------------------------------------------------------------- If you're still dinosauring in SF1/WOx (like me), here's my files for the Buccaneer S1 with the Buccaneer S2 LOD (only 1 LOD) : Buccaneer-S1.rar But you will have to convert the S1 textures to bmps (and maybe other things I forget...) ------------------------------------------------------------------------------------------------------------------------------------------------------- You will enjoy the De Havilland Gyron Junior underpowered Buccaneer, with a downgraded cockpit Good luck... All minmaxextent positions updated, collision points, etc... Any question, complain ? PM at combatace -> Cliff7600 Thanks -
WIP Mega THREAD!
Cliff7600 replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
North American A8J Buccaneer that would become later : Rockwell FA-8 Buccaneer -
Screenshot Thread
Cliff7600 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thank to Sheriff001's Australian Buccaneer S22 available in the SF2 section, I finally had a good skin to use for a Rhodesian Buccaneer ! Doing so, I discovered how the Rhodesian serial numbers were made : R 6125 R 1626 R 1267 R 1286 R 1269 R 1630 R 6131 R 1632 (these ones are fictious as Rhodesia never flew the Buccaneer, and I made up a 6th squadron) [Edit : there were an actual 6th squadron, flying Jet Provost, so I changed the 6 to 9] Clever way to make serial numbers ^^ I love to learn new stuff like that. -
Blackburn Buccaneer S.22 - RAAF
Cliff7600 replied to Sheriff001's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Please use this link to edit all the MinMaxExtent values : https://combatace.com/forums/topic/89365-buccaneer-update-minmaxextents/?tab=comments#comment-722439 -
Screenshot Thread
Cliff7600 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
RAF Buccaneer in SEA camo scheme Thanks Sheriff001 ! -
MiG-9 "Fargo" SF2 Upgrade Pak
Cliff7600 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
If you have some drifting issue at high speed, check this : [LeftEngine] [...] EngineID=1 [...] DryMachTableNumData=3 DryMachTableDeltaX=0.3 DryMachTableStartX=0 DryMachTableData=0.90,1.00,1.00 [RightEngine] [...] EngineID=2 [...] DryMachTableNumData=3 DryMachTableDeltaX=0.3 DryMachTableStartX=0 DryMachTableData=0.90,1.00,1.00 or whatever you want for the DryMachtable values as long as they're identical left and right.- 1 reply
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AD4 Roll / Pitch Indicator
Cliff7600 posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi I would like to know a bit more about this instrument : In real life, in AD4-1or AD4-2, what was the purpose of this instrument ? Horizontal : I guess it's the pitch in degrees, from -90 to 90 Vertical : I guess it's the roll in degrees, but : from 9 left to 9 right or 90 left to 90 right ? As this picture comes from the LABS bombing procedure, it could be +/- 90 degrees vertical and +/- 9 degrees banking. But I'm not sure. Thanks ! -
AD4 Roll / Pitch Indicator
Cliff7600 replied to Cliff7600's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
After few attempts, I think this is the way to make it work : A-4B_COCKPIT.INI Instrument[029]=ClimbDiveIndVert Instrument[030]=ClimbDiveIndHoriz (if #28 is the last intrument, "HUD") [ClimbDiveIndVert] Type=BANK_INDICATOR NodeName=needle_climb-dive_vert MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=20.0 Set[02].Value=9.0 Set[03].Position=20.0 Set[03].Value=171.0 Set[04].Position=0.0 Set[04].Value=179.99 Set[05].Position=360.0 Set[05].Value=180.01 Set[06].Position=340.0 Set[06].Value=189.0 Set[07].Position=340.0 Set[07].Value=351.0 Set[08].Position=360.0 Set[08].Value=360.0 [ClimbDiveIndHoriz] Type=PITCH_INDICATOR NodeName=needle_climb-dive_horiz MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=-180.0 Set[02].Position=20.0 Set[02].Value=-90.0 Set[03].Position=0.0 Set[03].Value=0.0 Set[04].Position=-20.0 Set[04].Value=90.0 Set[05].Position=0.0 Set[05].Value=180.0 I don't even know if the stock A-4B has this instrument working in SF2 lol -
Mission completed. Return to base question.
Cliff7600 replied to WallysWorld's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
For me, it depends on the remaining fuel. Or on the probability of being shot down. As for the real thing, I've read they were retasked, but I cannot tell it was a standard procedure at that time during Vietnam operations.. In Afghanistan retasking was a daily procedure, including air refuelling each time, from french air force pilots tellings. -
Further FM questions
Cliff7600 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Not sure, but I did some trials... EmptyInertia=(pitch inertia),(roll inertia),(yaw inertia) It really has to be checked. -
Further FM questions
Cliff7600 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
[Airbrake] ... DragArea=xxx <- increase this value ---------------------------------------- For the 1st question : [AircraftData] ... EmptyInertia=xx.x,yy.y,zz.z But you're on your own xD You shouldn't try to change these values, unless you know exactly what you're doing. 1) back-up the original entry, it will be useful when you will have to face some fails. 2) you shouldn't change these values, unless you know exactly what you're doing. You know it ! 3) Keep in mind there's a bunch of other ways to try to solve this particular problem (especially for an helicopter : fake components, fake control surfaces, real minmaxextent positions, real massfraction values, ...) 4) Keep in mind the guy that defined these values at first (maybe by copy/paste technique) may not know what he was doing at all. So you have to do it ! But you shouldn't as well. 5) X, Y, Z what axis ? Yeah, that's a good question ! It's a little tricky so I don't really want to pretend I know the answer... In fact it's a part of the process to figure out what does what. 6) Please report Good luck ! ...and be patient, it's a long way to the top if you wanna rock'n'roll ^^ -
Further FM questions
Cliff7600 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
In the [FlightControl] part : StallSpeed= MaxG= MaxSpeedSL= MachLimit= are relevant for the player -
Further FM questions
Cliff7600 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Don't know how to answer this, but : Using or not Stallxxx entries, I often edit the Cl0machtable and ClaMachTable datas CL0MachTableData=0.000,0.570,0.783,0.996,1.000,0.996,0.906,0.815,0.725,0.635,0.545,0.454,0.364 CLaMachTableData=0.000,0.570,0.883,1.000,0.996,0.906,0.815,0.725,0.635,0.545,0.454,0.364,0.279 (done on the kitchen table using a fork as a screwdriver) with : CheckStall=TRUE CLmax=0.2458 AlphaStall=15.27 AlphaMax=23.64 AlphaDepart=29.72 StallMoment=-0.003 StallDrag=0.004 StallLiftTableNumData=37 StallLiftTableDeltaX=10.00 StallLiftTableStartX=-180.00 StallLiftTableData=0.000,-0.013,-0.027,-0.044,-0.060,-0.057,-0.049,-0.033,-0.014,0.000,0.018,0.052,0.098,0.146,0.211,0.255,0.355,0.554,0.942,0.611,0.378,0.276,0.220,0.174,0.123,0.077,0.040,0.000,-0.014,-0.033,-0.049,-0.057,-0.060,-0.044,-0.027,-0.013,0.000 StallDragTableNumData=37 StallDragTableDeltaX=10.00 StallDragTableStartX=-180.00 StallDragTableData=0.001,0.008,0.021,0.043,0.082,0.123,0.171,0.227,0.292,0.367,0.451,0.562,0.689,0.825,0.937,1.018,1.142,1.122,1.000,1.122,1.142,1.018,0.937,0.825,0.689,0.562,0.451,0.367,0.292,0.227,0.171,0.123,0.082,0.043,0.021,0.008,0.001 StallXacShiftTableNumData=37 StallXacShiftTableDeltaX=10.00 StallXacShiftTableStartX=-180.00 StallXacShiftTableData=-0.505,-0.505,-0.431,-0.388,-0.384,-0.369,-0.343,-0.316,-0.279,-0.252,-0.225,-0.189,-0.162,-0.136,-0.121,-0.116,-0.073,0.000,0.000,0.000,-0.073,-0.116,-0.121,-0.136,-0.162,-0.189,-0.225,-0.252,-0.279,-0.316,-0.343,-0.369,-0.384,-0.388,-0.431,-0.505,-0.505 or CLaMachTableData=0.996,0.997,1.000,1.005,1.011,1.025,1.141,1.141,1.089,1.042,1.016,1.005 no Cl0 value with : CheckStall=TRUE CLmax=0.1252 AlphaStall=15.13 AlphaMax=28.58 AlphaDepart=41.88 StallMoment=-0.002 StallDrag=0.004 no StallxxxTable -------------------------------------------- In the first example the first value of the table is 0.000, so there's no lift. In the second example, it's the TW table (I think...) but I deleted the StallxxxTables No theory, no study, billions of tests, so no reliable explanations as well ...and the stall speed in the flight control part (in meters/sec) [FlightControl] StallSpeed=62.00 I think the game cuts the lift under this value + modified by the flaps settings (+ does the wind counts ???) -
Further FM questions
Cliff7600 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
As far as I'm concerned (about my knowledge on this subject) I tend not to use the Stallxxx entries. Sometime I let them as they are, but if I really want an aircraft to behave like it should when departing, spinning and recovering, I think that delete them all and work on the Lift and Drag is much more efficient. I would say (only based on my personal experience of the game and personal experience of real flying) that the game handle the stall very nicely without the Stallxxx entries, when the lift and drag tables are edited too... The stall tables could be used (copy/paste lol) when required but they're not necessary. That doesn't answer the question, but that's my opinion about it. What I meant -> "TW stall tables" No offense to TW, I love the game -
F-84F TMF mod
Cliff7600 replied to Cliff7600's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Sure I should try that, as soon as time permits. All 56' colourful natural metal skins done (no screenshot yet for the 23rd squad) -
F-84F TMF mod
Cliff7600 posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi ! I'm currently editing the Mirage Factory F-84F (based on its SF2 version release). No release planned, unless I end up with something good enough. I'm repainting the good old F-86F pit done by Zurawski And I need a clear picture of this item : It's called a "Rocket Angle Dive Control" and in fact it had several functions. I'd like to use it as a weapon selector, the lower part (rocket/guns/bomb) by using the accelerometer needle, but I would like also to paint the rest of the thing. If you have a precise picture, or if you can describe what is written, it would be cool. Or maybe pointing an already existing pit that has the same instrument (?) Thanks ! Original picture by C.v.Grinsven / found on the net