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Cliff7600

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Everything posted by Cliff7600

  1. Painted in Great Britain Re-painted in Australia and again Re-painted on a british carrier Re-painted on a US Navy carrier Re-painted in Malta So far 17 aircrafts, (around) 36 skins and still rolling ! Kudos to Logan4 !
  2. Tactical letters and serial numbers
  3. Can you give a specific link in the download section for each of these aircrafts ? Because I tried CF-188B and CF-18 and it was OK as it is. I fully agree with all you wrote, just that I didn't found the issue you're pointing at.
  4. I don't know if this one is a reliable source : But this one seems more authentic : F-16 and T-38, not navy planes... Navy plane : Another navy plane :
  5. What you described "top light green too slow / middle light orange on speed / bottom light red too fast" is the US Navy system. You should have that on all US Navy aircrafts, and all aircrafts build for the US Navy and used by foreign nations. But, in some case like the Mirage III, the colors don't have the same meaning because it's not an US Navy related aircraft. And I don't know if it answers the question... About the TItanic, I have the strong feeling that it was some kind of movie mistake, though I don't know the real operation of the helm of an Olympic class liner ship lol It could be the exact move ^^
  6. Thanks to Snapper21 Wrench Logan FM by ThirdWire Spitfire MkIIa : Still WIP but already very nice ! And I did almost nothing lol
  7. May I jump in ? When using this kind of fake component to hide somthing from the model, or to make it visible from the cockpit view (which I do a lot), please remember to allways add a "MassFraction=" value. If you're hiding something then it should be "MassFraction=0.0" If you want to show something from the cockpit and don't want to deal with the weight of the thing (like an antenna) "MassFraction=0.0" as well. If you know how much the thing weights, you can add the "MassFraction=0.xxx" entry, as a fraction of the total weight. Why ? because most of the time, all components have a massfraction value except the fuselage that takes all the remaining of the weight. So if the weight remaining for the fuselage is 500kg, the game will count 250kg for the fuselage and 250kg for the component added for display purpose (like a antenna...). Another way is to give a mass fraction value for all components, but then the total of all must be 1.0 My 2 cents, thanks for reading !
  8. CmqMachTableData=0.971,0.973,0.978,0.987,1.000,1.017,1.040,2.069,10.107,100.107,100.364,100.332,100.199 ...is also a part of the effect of limiting the pitching response. The Cmq has a negative value, it means this component will not ease the aero-interaction with the others components. It will counteract it. And the coefficient goes from 1.040 to 100. That will block the pitching response. But it doesn't really limit the elevator response, it acts on the FM ensemble. It's just that the elevators stay the same and cannot deal with such an increase of negative Cmq. Cmad value is similar but doesn't have "MachTable" scale.
  9. That's what I had in mind. Look at Logan's MiG-Ye8 for example, it has that tail-bumper : [TailSkid] SystemType=LANDING_GEAR Retractable=FALSE DragArea=0.0 IsSkid=TRUE NoContactOnGround=TRUE ContactPoint=0.0,-5.34,-0.7 MaxLoadFactor=0.5 As long as there's a mesh in the 3D model, or at least a shape of it, there's no problem to add it to any aircraft, like the Canberra / B-57. For the C-2, as it is an animated device, the shock/spring/damp entries should be used like Nyghtfall's example. The important thing not to forget is "NoContactOnGround=TRUE", or the wingmen will pile up on the runway after landing.
  10. The C-2 seems to have that tail-strike tendency, but it has a tail skid
  11. Here's what I would try : First, in the 3D model, check that the "x=0,y=0,z=0" point is where the 3 axis should join. - X in the middle of the aircraft - Y just ahead of the main landing gear, between the nose and main wheels, but close to the center of the plane (around where it is actually on the aircraft) - Z in the axis of the engines, just because it is simpler for the FM (it may not be not realistic compared to the actual plane) Then, check all the "MassFraction" values in the data.ini file. Best is to have all components with a "MassFraction" value (even the fake components) and leave the Fuselage without the entry, and the fuselage component will take all the rest of the weight. MassFraction value are 0.xx of the total weight. Check the estimated weight of the fuselage. If necessary create some component (like tail, aft section of the fuselage...) Often there's no engine nacelles : create components for the nacelle to have drag and weight where it should be -> MinMaxPosition values should be checked too I do that all the time. Hope it'll help
  12. Yes it's degrees What aircraft are you editing ?
  13. I'm not an aircraft builder, but I did some editing on the AOA lights in the cockpit ini file. By testing, using the landing speed and the rate of descent -> the "on speed" light should work first. Then defining margins I want for the "low" and "fast" lights, testing from other cockpit files values. Maybe the glide slope indicator could be useful for the "on speed" light value. Or... You could just testing by adding/substracting 1 degree for all values, and so on... And testing - testing of course !
  14. If I have to check something, I would delete : "LightNodeName=LandingLight"
  15. The F-14 has a 20 mm cannon Just for the challenge, of course...
  16. Just a thought from my own test flights : the quantity of fuel left in the tanks. If you want to check if the plane is set up the right way, don't attempt to land with full tanks because the real plane is not supposed to react the same way compared to a minimal fuel quantity. Check the real Max Landing Weight value, if available, or do the landing approach around 30% of the fuel or less (not too less though xD) Just a thought, maybe it was what you were doing already
  17. It's not an information, it's a guess from me ^^ according to how the plane is designed. Flaps should be near the fuselage and not close to the wingtip.
  18. About the TB2, I don't think it has flaps at all. Some planes don't need flaps. Especially with such long wings. Just my guess...
  19. I can give it a try. I don't say I'm good at it but I like to do it lol Which T-34 ?
  20. In the MQ-10A-COCKPIT.ini file : [HCourseMarker] Type=BEARING_MARKER NodeName=HDI_ARROW MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=-180.0 Set[01].Value=0.0 Set[02].Position=180.0 Set[02].Value=360.0 [HBearingArrow] Type=COURSE_ARROW NodeName=HDI_MARKER MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=-180.0 Set[01].Value=0.0 Set[02].Position=180.0 Set[02].Value=360.0 according to the 3D model cockpit (because the arrow and marker are pointing down, as the compass itself)
  21. As far as I'm concerned, I don't want to bother people. Sometime just a copy-paste in 3D Max seems too much asking. On my instal, it's not enough to solve the problem as the aircraft stalls when slowing down under the stall speed. So I had to edit even more to have something similar to the stock Harrier (stall speed and stall behaviour). Hard mode settings If you're open to suggestions, you can rework the GunPod mesh, because it is not symmetrical and the plane doesn't fly straight when used. Hard mode settings And mostly, if you don't try by yourself you don't learn And I learned by doing many edits on this great model and it was really good fun !
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