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Cliff7600

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Everything posted by Cliff7600

  1. 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
  2. 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.
  3. 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...)
  4. 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
  5. North American A8J Buccaneer that would become later : Rockwell FA-8 Buccaneer
  6. 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.
  7. Please use this link to edit all the MinMaxExtent values : https://combatace.com/forums/topic/89365-buccaneer-update-minmaxextents/?tab=comments#comment-722439
  8. RAF Buccaneer in SEA camo scheme Thanks Sheriff001 !
  9. 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.
  10. 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 !
  11. 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
  12. 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.
  13. Not sure, but I did some trials... EmptyInertia=(pitch inertia),(roll inertia),(yaw inertia) It really has to be checked.
  14. [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 ^^
  15. In the [FlightControl] part : StallSpeed= MaxG= MaxSpeedSL= MachLimit= are relevant for the player
  16. 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 ???)
  17. 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
  18. Sure I should try that, as soon as time permits. All 56' colourful natural metal skins done (no screenshot yet for the 23rd squad)
  19. 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
  20. 27th squadron / 10th Wing 1956 The good thing is all the blue and white stripes come from the same TGA. The bad thing is 30 decal entries... At first I tried to paint it on the bmps but some gap in the mapping made me choose the decals way (and the pattern of the stripes is almost the same for the 23rd and 31st squadron) I toned it down this time : )
  21. Same process for the 2nd squadron, 1 folder but 2 redtailed birds. It was an endless nightmare and it involves too much decals. I know I should tone down the decal to make it looks as if it was painted, but I don't want to. I want it to shine ! lol (I drawn some rivet lines though)
  22. New decals ! All nose codes and serial numbers redone to match the real ones and stripes on the tail for two birds YLH and YLU (but still one folder ^^)
  23. It gives that : I didn't make the "rocket dep. angle" turning writing. Maybe later... if I learn how to do that the right way. Looks great !
  24. Thanks there's already a template in the SF2 release. But just releasing without a new skin seems pointless, so I'll try to do something from the Belgians versions. Otherwise I would just release the repaint of the cockpit. Thanks to all ! @Crusader : It could not be better ^^ perfect !
  25. Updated due to rivets counting... The fuel amount is the same than before, so maybe not required. Let's say just available
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