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Everything posted by Cliff7600
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Hi I give you my thoughts about the subject. To me, it's not a feature. It's the artificial intelligence of the game that's actually struggle to keep the wingmen in formation. I think it's due to an unstable flight model, that could be very accurate depending on the aircraft. If you have a steady flight, I think it's because the flight model is stable, that could be right too. I edited a flight model on my own for an aircraft and noticed that the wingmen weren't moving anymore as they were doing before I edited the FM. Only my opinion, nothing proves what I'm saying. So the answer to the question should be : editing of the flight model -> data.ini file in the aircraft folder No specific statement, you have to redo all the FM.
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Buccaneer update (MinMaxExtents)
Cliff7600 replied to Cliff7600's topic in Mods & Skinning Discussion
Yes the hit boxes to define if the plane touches something or is hit by something. But, I really think that it is related to the mass fraction of each component. Xmac and Ymac are for aerodynamical values and mass isn't aerodynamical. For example I've seen some engine nacelle with correct MinMaxExtent (can touch / be touched) but with mass fraction = 0.001... Let's say some Allison T-56 A series turbines are already 880 kg / 1930 lbs and the Hamilton Standard 54H60-117 propeller is 440 kg / 970 lbs, it's 1320 kg / 2900 lbs for each nacelle, without the nacelle itself and all the fluid (oil). So it gives massfraction=0.09 for each engine of a C-130 at 34000 kg, and that would still be wrong because it's only the engine and the propeller. If there isn't the Min/MaxExtentPosition values, I guess that the mass is assigned to the xyz 000, or to the CG, and it has some influence to the behaviour of the model, as the engine is never at the 0,0,0 point. For the same reason, some jet fighter has a fake or real rear fuselage part with the engine(s), with its own MinMaxExtent values. The MiG-25 : [Fuselage] ... MinExtentPosition=-1.40,-7.54,-1.17 MaxExtentPosition= 1.40, 5.66, 1.06 ... SystemName[001]=Engine1 SystemName[002]=Engine2 SystemName[003]=FuselageFuelCell1 SystemName[004]=FuselageFuelCell2 SystemName[005]=FuselageFuelCell3 SystemName[006]=FuselageFuelCell4 SystemName[007]=CenterlineStation SystemName[008]=Airbrake SystemName[009]=LeftMainGear SystemName[010]=RightMainGear Systemname[011]=BrakingChute Systemname[012]=Airopen SystemName[013]=LeftLLight SystemName[014]=RightLLight SystemName[015]=AfterburnerNode1 SystemName[016]=AfterburnerNode2 SystemName[017]=DorsalAirbrake My version (not released) had a fake rear fuselage part : [RearFuselage] ParentComponentName=Fuselage ModelNodeName= ShowFromCockpit=FALSE DetachWhenDestroyed=FALSE DamageRating=DAMAGED MassFraction=0.337 HasAeroCoefficients=FALSE MinExtentPosition=-1.62,-7.22,-0.175 MaxExtentPosition=1.62,-0.99,1.325 SystemName[001]=Engine1 SystemName[002]=Engine2 SystemName[003]=FuselageFuelCell4 ... and all the "SystemName" entries of this added part had been deleted on the original part, the fuselage [Fuselage] ... MinExtentPosition=-1.694,-7.22,-0.47 MaxExtentPosition= 1.694, 6.194, 1.6 ... SystemName[001]=FuselageFuelCell1 SystemName[002]=FuselageFuelCell2 SystemName[003]=FuselageFuelCell3 SystemName[004]=Airbrake SystemName[005]=LeftMainGear SystemName[006]=RightMainGear SystemName[007]=Airopen SystemName[008]=CenterlineStation SystemName[009]=CenterlineStationT SystemName[010]=LLandingLight SystemName[011]=RLandingLight ... The two parts overlap each other, but they can also just touch each other depending on how you set the MinMaxExtent. -------------------------------------------------------------------------- Last word : you can use the 3D model values for the MinMax Extent, most of the time it's perfect. But sometimes you had to cut the box for it wouldn't fit the actual shape of the model, just because one mesh is very long (antenna, pointy end, ...) It's the case for the Buccaneer vertical tail. I hope it answers the question -
Hi If you fly Ravenclaw's Buccaneer you may find some interest here : http://combatace.com/topic/89365-buccaneer-update-minmaxextents/ The file to download is a simple note pad file, so no compatibility issue between SF1 and SF2, though you have to make the edits yourself but it's the mods part of the forum, isn't it ?
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Hi At the time the Buccaneer was released, we didn't have the great Mue's LOD viewer yet. I recently had a look at the Mk50 and what I saw quite saddened me... So let's finish the job, if you wouldn't mind MinMaxExtentsUpdate.rar It should give you this : I think the same values could be applied to all S2 versions. In case you need help about that update, you can pm me. But I cannot do the update of the files myself. (There was a big F%#k*µ§ box on the left that was 30lbs for nothing )
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You will, that's a part of the process If you take a comparison between aircrafts, be sure that all the parameters are equals : weight, loadout, flaps settings, thrust power, etc... all parameters, check the whole data.ini file, even the things that may be not relevant (and maybe are actually not relevant, but only after you checked it) : landing gear, mass fraction, Xmac, all.
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I just took a look at the (old) F-5A data.ini file The Left/Right stabs seem ok (though I wouldn't agree with the Mach tables, but my way would made the issue worse) and to me the problem comes from the fact that the Left/Right wings and Left/Right outerwings don't have Cl0 values and Mach tables. It works as it is, and if you really want your player aircraft to take off on autopilot (???), you have to add those Cl0 values and Mach tables (that don't exist). Live with it, or waste a huge amount of time doing it, it's your choice. OR maybe somebody already did it and is still here at CombatAce, you'd be lucky. or somebody knows something I don't that could be useful... (?) I don't have time enough to deal with the projects I'm already involved in, and I don't fly the F-5 (on autopilot), so I won't do it. "Best call" (or not) would be downloading the lastest SF2 F-5 data.ini and trying to use the same values for your old SF1 F-5 (and sometimes it doesn't work at all) (Don't use the SF2 file, you have to copy/paste or rewrite the entries to your SF1 data.ini file, and keep the original file, as SF2 and SF1/Wox files are not compatibles, at all)
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Is there a way to "tell" the autopilot (some file to modify, a parameter, something) which pilots, for the take off sequence, in my place, to get the plane in the air a little earlier, BEFORE it's critical (loses its landing gear) ? -> No, there's no way to do so, the plane takes off as soon as it can. The wingmen don't use the flight model the same way the autopilot does. I guess it has to be some file which one can modify the take off distance on the runaway. -> No, you have to edit the whole flight model (wings and horizontal stabilisers) in the data.ini file. Maybe just editing the Cl0 and Cla values and the Cl0MachTable and the ClaMachTable of the wings and stabs may be enough, but you have to know what you're doing. If not, maybe you can lighten the plane with less ordnance and less fuel (and sometimes it's not enough) ThirdWire FM Notes.rar Have some fun and the knowledge base of the forum is a nice place to learn (though sometimes it's not enough too, just like the F-5 trying to take off)
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Texture missing on one aircraft
Cliff7600 replied to 1977Frenchie's topic in Mods & Skinning Discussion
Is the texture image still "fuse.bmp" or has it been converted to "fuse.jpg" or "fuse.dds" ? -
F-35 missile bay doors and bomb bay doors
Cliff7600 replied to Derk's topic in Mods/Skinning Discussion
Hi Derk You're welcome ;^) Well, you're right about the lack of response in pitch, it's not good enough as it is now. Should be able to take 7G according to the public figure (so maybe more in real life) In fact, I tried to give the model a better "ini structure" and the doors remedy should be something there. There's no part that fixes the problem. I didn't have the door opening issue with the original file with the A version, and I still have it with the B version. For the B I think it's an animation issue and cannot be fixed only by ini editing. I have various issues with the animation 4, the thrust vector movement. Funny thing is the actual F-35s suffer weapon bay overheating issue, and the fix applied is to open them in flight to cool them down... About the FM behaviour I have to finish what I began : steadiness in leveled flight and turns and during landing (with the AI performing the landing right) Then I think I will search for more agility. I think it's doable. Yeah, I saw the video you posted about the Klu F-35 ;^) -
F-35 missile bay doors and bomb bay doors
Cliff7600 replied to Derk's topic in Mods/Skinning Discussion
Same files than my previous post, but with better flaps/slats settings (removed cause I did a better one since) and a missing tga for the 524 skin canrrnum003.rar -
F-35 missile bay doors and bomb bay doors
Cliff7600 replied to Derk's topic in Mods/Skinning Discussion
That won't answer the question about the weapons bay doors, but here's some edited files just in case you would like to try them. They're drafts more than anything else, but I think the MinMaxExtent entries could be re-use on the original file (and maybe the mass fraction too) If you try them, be sure to back up the original files, and use both files because I changed the CG location and it moves the cockpit position. [files updated, see next post] :^) -
It's a part of the flight and, as you don't risk your life, I would say it's fun. So no cheating but searching the runway xD Do a 360° turn, and when spotted make a low altitude landing pattern, watching for speed / altitude / variometer / the damn runway...
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How to increase max. altitude of waypoints?
Cliff7600 replied to X8X8X's topic in General Discussion
That would mean : [FlightControl] ... MachLimit=2.5 how fun... Thanks for the info, I will try the "MaxInletTemperature=" way to reproduce the issue... ----------------------------------------------------------------------------------------------------------------------------------------------- EDIT : Using the values (slighty modified) from the Baffmeister version gives a good ratio between the Mach 3+ speed and the engines catching fire issue [FlightControl] ... MachLimit=3.2 - - - - - - - - - - - and - - - - - - - - - - - - - - [Engine1] and same for [Engine2] ... MaxInletTemperature=290.0 ... GasTempMaxRPM=820.0 GasTempIdleRPM=450.0 GasTempChangeRate=3.0 OverheatTemp=950.0 If it doesn't work it might be related to drag values issues :^l ------------------------------------------------- Still off topic ------------------------------ The blowing up engine issue is quite fun to challenge with (in the game !) but it was nothing compare to the stability issue of the PU and RU trainers ONLY FOR MiG-25 PU or MiG-25 RU (both are the two seaters version) [Fuselage] ... CmqMachTableNumData=15 CmqMachTableDeltaX=0.20 CmqMachTableStartX=0.00 CmqMachTableData=0.000,0.500,0.850,1.000,1.000,1.000,7.000,14.653,16.500,19.811,27.000,35.186,54.076,50.0,-125.0 If it works like it should, you won't have any engine issue ...as long as you respect the Mach 2.65 limit ;^) -
How to increase max. altitude of waypoints?
Cliff7600 replied to X8X8X's topic in General Discussion
Well, I don't see the MiG-25 as a long range interceptor. I would say it carries long range missiles at high speed, but the MiG-31 should be better for patrolling. Though the RB variant has a bigger amount of fuel than the interceptor, the combat radius would be around 675 km (365 NM) and 920 km (495 NM) with auxiliary tank, but flying up to 20000m should give a rather low fuel consumption. About the engines catching fire, maybe that could be useful : [Engine1] ... GasTempMaxRPM=635.0 GasTempIdleRPM=420.0 GasTempChangeRate=1.0 OverheatTemp=950.0 [Engine2] ... GasTempMaxRPM=635.0 GasTempIdleRPM=420.0 GasTempChangeRate=1.0 OverheatTemp=950.0 And if you use the Baffmeister version, you may have parts called [AfterburnerNode1] and [AfterburnerNode2] that may be edited too with "GasTempChangeRate=1.0" The real issue with the Foxbat wasn't engine catching fire in flight (not reported as far as I know) but rather damaged engines with M3.0 speed. I read more about losses of control after missile launches or because of engineering flaws. About the speed, I have the opposite issue, I go too fast with not much throttle, due to temporary drag tables values. So my next step is to increase the drag to keep M2.5++ speed with more realistic throttle settings. And the G limit at 4.5 is another problem... Thanks for sharing, and have fun ! -
How to increase max. altitude of waypoints?
Cliff7600 replied to X8X8X's topic in General Discussion
You don't have to pass the WP at the given altitude. But you have to be at less than 1 km (half a nautical mile) in the horizontal plan. Only the WP 5 gives you the success of the mission, but it's hard to be such precise when roaring at M2.5+++ at more than 60000ft. I'm currently spending much of my "flying time" in MiG-25 for editing purpose (PU and RU atm for the fun, to have a decent RB, then a cool PD :^) (M2.5, trying to reach a steady 18000m height, being lined-up something like 40 km before target to drop the bombs. Just being at the right speed, the right altitude, right course is quite a challenge. I didn't hit any ground target yet but I will keep trying... And doing the U-turn at M2.5 is not a simple manoeuvre, just as "cooling things down" for a nice landing) Can you share your mission profile please ? I mean the parameters, climbing, ceiling, cruising speed, throttle settings, fuel remaining... -
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Rivet Haste F-4E 'what if' skins
Cliff7600 replied to dtmdragon's topic in Sci-Fi/Anime/What If Forum
All three are great ! (early, then late tests...) Though the SEA/Blue mix B variant would be perfect for a japanese F-4EJ :^) -
Water, water on the Range... (sing it!)
Cliff7600 replied to Wrench's topic in Mods & Skinning Discussion
I would use it all the time ! Both blue and red sides :^) ...and not a drop to drink ! -
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Thunderstruck and Aerodynamic ?
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I've already done things like that. Here's my way of dealing with it : If you know where the tank is located in the aircraft, define some min / max extent values (with ruler tools or LOD viewer) Then... take the dimension of the length, width and height of the box. multiply the three values (in meters) and multiply by 1000 => you have the weight for the same amount of water. As it's not water, multiply by the coefficient that fit the best for avgas or jetfuel (something like 0.78 / 0.8) and you have your weight in kg. Do that for all the tanks and edit the values to have the right amount of fuel (because tanks are not boxes all the time, they're cylinder sometimes, and not perfect cylinders) exemple : MinExtentPosition=-0.56,3.09,-0.66 MaxExtentPosition=0.56,4.03,-0.02 0.56 + 0.56 = 1.12 (-0.56 and 0.56 are the same length each side of zero) 4.03 - 3.09 = 0.94 (4.03 and 3.09 are both +) 0.66 - 0.02 = 0.64 (-0.66 and -0.02 are both -) 1.12 x 0.94 x 0.64 = 0.673792 0.673792 x 1000 = 673.792 Liter of water 673.792 x 0.78 = 525.55776 kg of fuel (0.78) so 525.56 kg It may not give the right amount of fuel but it gaves a proportionality between several tanks, to decrease or increase the finale values. Sorry for the maths... :^l
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It's the sun... The light is related to the engine and only works when full throttle. I went up to 60 000ft / Mach 2 +
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No you cannot switch between front and back seats. It's preset with different ini files before launching the mission. It can be done with an animation in the cockpit 3D model that has to be created by the 3D modder before the LOD is exported. And even this way, only the cockpit moves, you keep the same view of the 3D aircraft model.
