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Everything posted by baffmeister
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TU-160 Blackjack project
baffmeister replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I did start working on an FM for that project but got totally, and I mean TOTALLY bogged down with weapon related stuff. I may take a look at the FM again but the project definitely needs a weapons expert to get the assorted stand off weapons working properly. -
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Adding Trim
baffmeister replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I don't think it affects the AI but might be something to keep an eye on. -
Adding Trim
baffmeister replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
If you want to take things one step further, after doing JSF_Aggies edit you can also remove the automatic pitch trim feature by modifying the aircraft data ini. This will more or less force you to use the pitch trim at times. Here's an example using ThirdWires Lightning 53. I gave this a quick test and some trimming required during normal flight with more required during approach and landing when extending gear and flaps. [FlightControl] StallSpeed=71.02 CruiseSpeed=206.42 ClimbSpeed=347.62 CornerSpeed=194.97 LandingSpeed=72.35 MaxG=6.00 MaxSpeedSL=334.58 MachLimit=2.000 MachLimitDry=1.227 PitchDamper=0.6 RollDamper=0.4 YawDamper=0.0 SideslipDamper=0.0 StabilityAugmentation=0.5 GunBoresightAngle=0 RocketBoresightAngle=0 FlapSettingForLanding=1 FlapSettingForTakeOff=1 AutoTrimLimit=0.0//....................................................................ADD THIS I don't have enough buttons on the stick to run this and prefer the auto pitch trim feature anyway but this might be of interest to some. I think Strato's was checking this out at one point but not sure if he ever noticed any issues. -
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Operation Seelöwe
baffmeister replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
There is a way to reduce it to 1 deg increments using TAE. Possibly with left click or right click on the mouse. Can't remember exactly. -
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Next up!
baffmeister replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Awesome photos! Do you know where they were taken? -
Operation Seelöwe
baffmeister replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
I think this terrain will get me back into SF2-WW2. An ETO install on my new computer at least. -
Operation Seelöwe
baffmeister replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
The new London tiles look awesome! A question for model builders: Is it possible to reduce the size of the Tower of London without the Max file? The current model looks much too large but it's probably the only one available. -
Models created by DKM
baffmeister replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It would be nice to have some ground crew hanging around when returning from a mission. For terrain builders/modders you could make a designated player parking spot at each airfield. -
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Max Number Of Objects in .TOD?
baffmeister replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I think that's about where I was at when I started suspecting missing Tods. Possibly around 500-600KB for the size of the "Game Tod" Have you figured out the "Safe Saving" technique for the Tod.Ini, that the Terrain Editor uses? If you get a good save on the Tod.ini it can be re-loaded into the Terrain Editor and you can try again. I was having issues getting the Tod.ini to save much over 500 objects but if you do multiple saves, and check the results prior to closing the TE, you can have a good Tod.Ini to re-load. Prior to closing TE, open the Tod.Ini and check the object count at the top, then scroll to the bottom and check the number for the last Tod. It should be one less, because the count starts from zero. To re-load the Tod.Ini, place it in the TileSet folder. The updated Tod.Ini will save in the Terrain Editor folder while the one in the TileSet folder will be unchanged. Regarding the "GameTod", the multi save approach doesn't seem to help so I tend to think there may be a hard limit or fatal flaw. It may be worth monitoring the size of the GameTod to get an idea of when you're near the limit. -
I know...im stupid but...
baffmeister replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
One slug has a mass of 32.1740 lb (14.59390 kg) based on standard gravity, the international foot, and the avoirdupois pound.[2] At the Earth's surface, an object with a mass of 1 slug exerts a force downward of approximately 32.2 lbf or 143 N.[3][4] Now I get it! -
I know...im stupid but...
baffmeister replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
To calculate inertia, find a ThirdWire aircraft with a similar configuration and mass, then copy the inertia values. [I know that sounds lame but I tried a simplified approach once and the results were off the charts.] Just an observation but in the Hud De-Bug mode the Inertia values are shown in Slugs-Ft^2 [whatever that is ] -
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What If Screenshot Thread.......
baffmeister replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
A single tile walled town, somewhere over New Dhimar. Almost 8 hours of work to tod one tile but I would like to add a couple more versions. -
MiG-21Bis and Bis-B FM Mods
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Data.ini for the TW MiG-21F attached. This has the same aerodynamic changes as the latest Bis FM's. The rack/rail weights have been adjusted based on the Bis info and I added Svetlin's nose gear edit but forgot to have a look at it in game. The ammo load out has been increased to 60 rounds, based on information obtained from another thread. There may be a possibility some early Soviet versions only had 30 rounds but it seems like the 60 round load out was standard by the time the type was getting exported. Canopy is on Shift0[zero] The lighter weight MiG-21F seems to have a bit better chance of getting a guns solution at the low end of the speed range but I'm a bad shot and haven't managed it yet. I did do some successful evasive maneuvering in the low speed range and think you can probably force an overshoot against most of the ThirdWire types but watch the sink rate at low altitude. Here it is: MIG-21F_DATA0.96.zip -
MiG-21Bis and Bis-B FM Mods
baffmeister posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I found some interesting MiG -21 data online so did a mini review of the ThirdWire flight model to see if there was any room to improve the performance a bit. Regarding the aerodynamics everything looked good and any changes that would have been made based on the data would have resulted in slightly worse performance so I left it as is. Best areas to improve performance were some adjustments to rack weights, some potential adjustments to empty weights on some versions but not the Bis, implementation of a combat flap set up for the later versions, and a work around for the Bis series to model the very large emergency thrust setting that was available below 4km/13123ft. There was a 3 minute limit on that system but it's not modeled. Might try something in the future to get an engine blow up at some point past 3 minutes but it's low priority. Here's some info on the changes: Engine Boost: I've been aware of this capability for a long time but didn't think it could be modeled. Turns out, it can! The engine afterburner mach tables use the same altitude table as the dry mach tables so what I did was add a second engine to the Mig-21Bis, but it supplies thrust in afterburner only. It adds additional thrust bringing the total thrust to 21825lbs static. At 13000ft the altitude table included with the second engine starts cutting down on the thrust until it's completely gone at 14000ft. The additional fuel consumption with the added thrust is modeled but it's not as bad as I suggested in a screen shot. After fixing a mistake the fuel lasts around 4 to 4 1/2 minutes but the fuel consumption and thrust can vary quite a bit depending on mach number and altitude. The additional thrust activates at about 98% throttle so to conserve fuel you will want to use the AB with discretion. It just occurred to me now I might be able to set the main engine up so it gets it's max thrust around 90-95% which would leave a bit of a dead zone between the main and second engine. Will give that a test at some point. Combat Flaps: This system appeared on the later versions, possibly first appearing on late production PFM's but not 100% sure about that. A graph showed the additional lift from the combat flaps that was available at speeds up to mach 0.90. I'm not sure how they worked in RL but these ones are just set to automatic mach and are fully deployed at 0.30 mach and fully retracted at 0.90mach with a continuous variation between points. The combat flap system worked between 0deg and 25deg flap angle. With the automatic combat flaps the landing flap setting is no longer available. Rack and empty weights: With the smallish low lift delta wing the MiG-21 suffers badly from increased weight. Any legitimate weight savings would help a lot. Anyway, from the info I was looking at the weight of the main racks was considerably lighter than the TW values so I made some adjustments. Aircraft empty weights need more research but the Bis looks about right and the MF looks too heavy by about 240kg. Any further information on these topics would be appreciated. Here are beta test FM's for the Bis and Bis-B: MiG-21BisFM's0.95.zip