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Posts posted by KJakker
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I was wondering if anyone could help me solve an issue I have. In the screen shot below you can see what is going on. After I patched my SF2:V, SF2:E, and SF2:I up to the Feb2010 level I lost my gun piper and the radar images are not fading from the radar screen of both the F-4E and F-4J. Their also seems to be a disruption of the cockpit textures around the radar screen. This problem only seem the effect variants of those two aircraft. I have pulled all my mods out before I patched so that it would run over the stock version of the game and I have not reinstall any mods.

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Reference area appears to only come into play post-stall. Empty mass will effect the FM in all three axises, including the z-axis....I wouldn't do that if I were you.
I will reset those on my F-100 experimental. What would be great would be a spread sheet that I could plug that data into that would automatically adjust everything in the FM according each individual change. Still just re-engining the plane with an F100-PW-200 in place of the J57 does wonder for its performance.
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There is no "wing loading value", per se. Flight models consist of a complex interrelationship between the various lifting surfaces, control surfaces, and inertia values.
The AI-only aircraft in this series (such as the aforementioned MiG-19) are not coded to be player-flyable, as they are simplified for the AI's benefit. In fact, they do not fly under the same conditions that the player does...the game engine allows them to use an easier dynamics model...notice that the AI-pilots don't suffer from G-lock.

The only AI-aircraft which are somewhat accurate, are the MiG-21 models. And even there, quite a few compromises were made to keep them AI-friendly (stall, lift, and drag values, throttle rates, control-surface deflection angles and actuation rates, etc).
FastCargo is compiling a wiki on flight-dynamics, and I'm sure that you'll find it helpful.
For now, I suggest that you do nothing more than add 5-10% to the CLa values for the the four wing panels on the 'Hun.

The only thing I have ajusted so far is the "ReferenceArea" and the "EmptyMass" to account for the differences in wing area and engine weight. I still need to fine out what the average mass of the F-100's wings are so I can properly adjust the aircraft mass to account for the larger wings though. Thanks for the info about about FastCargo 's flight-dynamics wiki. I will have to keep an eye out for that.
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Personally, I wouldn't change it. The F-100 isn't the equal of the Mig-19 in a dogfight. Even so, I 've been able to bring down Mig-19s on regular basis in the Hun. Last night, I dropped 4xMig-17s in the F-100 (Normal enemy skill), and the '17 is an even better turn-n-burner than the Mig-19. Granted, my '17s have slightly tweeked FMs - and I seriously mean "slightly" because I fly and fight (VERY successfuly) in the same '17 too.
My point being, you can successfully dogfight in the Hun the way it is. Just remember to keep your speed high and never, never forget to use your rudder in the turns. I also get a lot of kills in the F-100 by bringing the fight down close to the ground ( close enough to pick some mangos ) where the AI is unwilling to maneuver as hard as they usually do.
Thanks for the reply. This is just an experiment not something I would use in a campaign. It is more a what if new wings had been fitted and the aircraft re-engined test scenario than anything else. Incidentally I found where the wing loading in my F-100Ex_data.ini file is located.
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I recently was thinking about the F-100 in comparison to the MIG-19 and was wondering how to go about adjusting the wing loading of the F-100 to simulate equipping it with larger wings of 468 square feet vs. the original 400 square feet? According to my numbers that would give the F-100 near identical wing loading to the MIG-19. I want to try and figure out what would have been necessary to make "the Hun" the equal of the mig-19 in a dogfight. The other issue if T/W ratio I think I have solved.
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The Pod itself is built into the Model. If You are not seeing or have the Gun firing, It's more than likley that You are missing a GAU-12 Folder from Your "Gun" Folder with the proper Data in it.
331KillerBee
Okay, I thought it was mounted on the center weapon station like in the F-4. I have played much more Vietnam than Europe. You have it as an internal gun instead. No wonder I could not find it like I could the SSU-23.
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From what I understand, NF4+ is completely standalone...you are not supposed to install a weapons pack on top of it.
FC
I have not installed the pack on top of it. I have it in a separate folder where I can extract individual weapons as needed just as the packs readme file recommended. Because NATO fighters is stand alone I was expecting it to have all of the necessary weapons for the aircraft included yet I can't find the AV-8b's gun pod in ether NATO Fighters or the separate SF2 Ordnance Shop. As such I need to find it so I can manually apply it for use in the aircraft.
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The AV-8B was the one included in NATO Fighters 4+. This was the first time I tried to fly it and I was expecting it to have all of the necessary weapons included in the pack so I was surprised it was not there. What I am looking for specifically in a place I can download the GAU-12 Equalizer gun pod from as I can't find it to install in the objects/weapons folder of 331KillerBee’s SF2 Ordnance Shop weapons pack.
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I went to take up an AV-8B the other day and realized that I did not have a GAU-12 gun pod listed as available. I have Killerbee's Weapons pack but could not find it among all the other weapons. Is it in there or do I need to look elsewhere?
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I tried what you said changing the right wing's Ymac to positive but now the aircraft roles to the right when ever I pull back on the stick.
Ignore this the above. I missed the fact that there is an outer wing segment I also had to edit. It flies perfectly now.
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I tried what you said changing the right wing's Ymac to positive but now the aircraft roles to the right when ever I pull back on the stick.
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I was trying out the F-86K against MIG-17's and I had an odd flight control issue. Often when I try to bank left to begin a left turn the aircraft snaps into a right bank. The reverse does not happen when I purposefully bank right. The specific aircraft is the F-86K included in NATO Fighters 4+. I have not encountered this issue with any other aircraft. Any ideas as to what might be causing this?
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That is an impreseve video. It looks like the cannon stream was walked it across the fualage from left nose to right wing root and then the aircraft looks to me like it is starting to pitch down posably out of control. Wish the footage lasted two seconds longer to see if there was any secondary effects. In the last frame it seem there is a hint of somthing streaming from the fusalage. I would say that it is posable that the piolot was killed given the path of the shell hits.

F-4E and F-4J radar, gunsight, and cockpit problem.
in General Discussion
Posted
Do you think a full reinstall might solve it followed by repatching? If I did not patch it would at least knock it back to the Dec2009 version for me.