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Cliff7600

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Posts posted by Cliff7600


  1. 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 !

    • Like 1

  2. 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 :
    5ddd59a24db95_XF-108nbr2.thumb.jpg.76b94cfaa5a934e0de6b6b322a8f56d5.jpg
    Two YJ-93-GE-3AR :drunks:

    • Like 1

  3. 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.

    • Like 2

  4. 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...)

    • Like 3

  5. Buccaneer S2 masquerading as the...

    MasqueradingS2.thumb.jpg.7dd3faf5f44fede26a64e8dad6243521.jpg
    Buccaneer S1 !!! :declare:

     

    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: Good luck...
    All minmaxextent positions updated, collision points, etc...

    Any question, complain ? PM at combatace -> Cliff7600

    Thanks

    • Like 4

  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 !

    RhodesianBucc_1.thumb.jpg.7b3473f38aa1a0728733852bd10ffc1d.jpg

    RhodesianBucc_2.thumb.jpg.14c5eae142b43b09c6f47cb12e9aa470.jpg

    RhodesianBucc_3.thumb.jpg.91191e26cef0f09783471719c3ff5c7d.jpg

    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.

    • Like 1
    • Haha 1

  7. 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.

    • Thanks 1

  8. 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


  9. Hi

    I would like to know a bit more about this instrument :

    AD4_RollPitch_Indicator.jpg.ed981ae757f82eae92f56798f9ec807c.jpg

     

    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 !


  10. 7 hours ago, Stratos said:

    how can I add braking power to the aerobrakes so it slows a lot faster?

    [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 :wink:

    Good luck !
    ...and be patient, it's a long way to the top if you wanna rock'n'roll ^^


  11. 10 hours ago, mue said:

    But how do you define Lift at post stall condition ?

    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 :dntknw:

     

    ...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 ???)

    • Thanks 1

  12. 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.

    :drinks:

     

    What I meant -> :bad: "TW stall tables"

    No offense to TW, I love the game :good:


  13. 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 : )

    27thSquad10thWing_1.thumb.jpg.afc61634a8f6de99043fe0aefa746b85.jpg

    27thSquad10thWing_2.thumb.jpg.d53e52073be64c2850e5a6f454ff072a.jpg

    • Like 2
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