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mue last won the day on February 1

mue had the most liked content!

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About mue

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  1. What do you mean by "configure the models"? Do you mean defining/simulating aircraft systems, avionics,...? Then it's dependent on the game/simulation engine you are using, e.g: -In the SF/SF2 game engine the aircraft systems are not defined by a scripting language but by configuration (*.ini) files. -The Digital Combat Simulator uses LUA as scripting language. -The open source flight simulator Flightgear uses it's own scripting language NASAL. But if you mean a scripting language that supports the 3d modelling? Then it's dependent on the 3D model software you are using, e.g Blender uses Python.
  2. Do you mean using more than 999 target areas with SF2NA? I don't know if any of the SF2 games can handle that number of target areas.
  3. I really hope flightsimlabs gets sued. What they did was very unethical and illegal. I'm a software developer myself and I know piracy is a problem, but I would never ever install malware on my customers computers. And even if the malware was targeted only at pirates, thats not the point. It's illegal. Period! The companys CEO even doesn't see the problem. He appologized not because he has done something unethical and illegal but because some customers may have been offended. I would never trust this guy. It seems he was also involved in the "PMDG MD-11 drm destroys fsx installation" stuff.
  4. The time complexity of the lookup in a table with a fixed data interval is constant. That means the number of entries in the table shouldn't matter.
  5. I don't see what the problem with a fixed data intervall is, other than that you have to also input high resolution data in the "uninteresting" not much varying Mach areas. Or is it, that the game engine can't handle high resolution tables in general?
  6. I don't think there is a simple analytical solution for this. To create E-M-diagrams you have to fly the aircraft at the altitudes you are interested in over the whole velocity range. For different velocities you then determine the max g you can pull in a level turn. From g and true airspeed you can then determine the turn rate and radius at that velocity. To help gathering this data, this is there my proposed tool for postprocessing the debug hud output can come handy.
  7. Thank you very much for the information! So it seems, the only way to get the flight data from the game engine is to observe and manually note the desired flight data parameter from the hud debug output while flying the aircraft. Mmmh...I have an idea: Why not record a video of the flight (e.g. via shadowplay or the like) with enabled hud debug mode. Then afterwards postprocess the video to extract the data from the video images. I think it shouldn't be too difficult to write a small tool in python by using opencv and a ocr library to extract the data. Then we have access to all hud debug parameter over the whole flight time. My reason for getting the flight data is the following: I wonder if it's possible to implement the SF2 flight model engine with/in JSBSim (used e.g. by FlightGear) since AFAIK both use aerodynamic coefficient buildup method to compute aerodynamic forces and moments. Thereby the coefficient tables from the SF2 ini files could be used in JSBSim. And if I decide to give it a try (implementing the sf2 model in jsbsim) I wanted to know how to test/compare both models. Getting the needed flight data from JSBSim is easy but to get the flight data from SF2 I didn't know if there was another way besides the hud debug output. But why implementing the SF2 FM engine in JSBSim? 1.) To teach myself something about aerodynamics, aircraft control and simulation,... 2.) The JSBSim model can then be used to assess and develop flight models for the SF2 engine. Similar to the tool streakeagle wrote. 3.) If someone is interested in building a (maybe community driven, open source) combat flight simulator, he could use jsbsim/flightgear and use already available coefficient tables from SF2 inis.
  8. A question to the FM gurus: How do you develop and test your flight models? I'm especially interested in how to gather telemetrie data (e.g. velocity, height, acceleration, turn rate, ...) and how to plot graphs from those data (e.g. velocity over time, height over time, ...). I know about the debug display. But is there a way to output this data into a text file?
  9. Of course it's possible to write an exporter for 3ds max. But I don't plan to do it myself because: 1.) I don't own 3ds max 2.) My priorities are more in providing a free/open source toolchain for strike fighters 2
  10. Some sad news regarding a former modder

    I know Yankee Air Pirate is controversial here. But through this addon I learned about and came to the strike fighter series. So it seems Mike was partly responsible that I'm here in this community now.
  11. I fixed the bug in version 0.2. I updated the link in the first post. Please redownload the script and reinstall it into blender. I tested your cube with blender version 2.78 and 2.79:
  12. Nothing wrong with your cube. Seems to be a bug in my code. Although with the blender version I use (2.78) it works. I'm working on a bugfix. Stay tuned...

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