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baffmeister

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Everything posted by baffmeister

  1. Best reflections? https://www.youtube.com/watch?v=TfK9LkUOWWg
  2. Geezers new US command/communications truck installed in Monschau. And here's Monschau. I check the internet for photos of the various towns to try and get a rough idea of size and shape but can't always find anything useful. The real Monschau appears to have a river running through it. [but don't mention rivers]
  3. WW2 Artillery?

    VERY HIGH for the initial testing. something like 1000m. After seeing the problem I went down to about 100m but was still seeing some hits in front of the gun so I'm trying 10m now and no problems, but the artillery doesn't really act like artillery when it comes to lobbing rounds over hills. There is a bit of an arc to the high velocity rounds but not much. It is a limitation as far as modeling realistic artillery and I don't see a work around except using semi smart rocket rounds for the artillery. Monty CZ had an artillery piece set up like that but I didn't try it out. I can imagine some potential problems with that approach when used in campaigns, such as the arc of engagement coupled with a high viewing height causing the artillery to attack some target areas I would prefer it didn't. I might be able to use the present line of sight limitations to advantage if there is a target area in range that I would prefer not to receive artillery support.
  4. Nefarious, here's a link to the old SF1 approach to installing a carrier station for a campaign. No water map required and I think it still works in SF2 but not 100% sure. You may have enough sea room in the north west corner of the GermanyCE terrain but not 100% sure about that either. http://combatace.com/forum/190-adding-carriers-to-campaigns/
  5. I've posted this link a few times but here it is again. http://www.tweakguides.com/NVFORCE_6.html It may be worth installing the Nvidia Inspector software to get access to additional settings not available with the stock Nvidia install. The issue I had with my present Nvidia card was crappy antialiasing compared to the old card/drivers. With the Nvidia Inspector software I was able to access something called "Sparse Grid Supersampling" which improved the look considerably. No idea why the newer card/drivers had worse antialiasing but it may just be related to the age of the SF2 series.
  6. Could it be done the old fashion way? Add a carrier station in the Targets ini and the appropriate entries in the campaign data ini? I think that approach just generates a static carrier with no supporting ships but at least gives you a carrier to fly from.
  7. WW2 AAA?

    Yep! I have that and the 90mm as well but not installed yet.
  8. WW2 Artillery?

    Defending 75mm Sherman's getting some much needed help from an artillery base and Geezers' new 75mm AT gun. Back to thinking out loud. I had to reduce the artillery viewing height to something more realistic otherwise the guns would fire at objects hidden in valley's, resulting in the flat trajectory artillery rounds sometimes hitting the ground just a short distance in front of the gun. The elevated viewing position should still work well with the Sturm Tiger. It actually did fire a rocket round, although the barrel looks more like a low velocity howitzer. The "semi-smart" higher trajectory rocket round should be able to navigate any hills and valley's OK. Still messing about with the tanks but I've decided to use AP rounds with no explosive charge. Those types of rounds weren't always widely available but that seems to be the way ThirdWire does it and it keeps things consistent. Using this approach, I've seen some ineffective hits at longer ranges, mainly with the lower velocity 75mm gun on the Sherman. As well as higher velocity guns, the German tanks had considerably more armor protection as well, with even the late model Panzer IV's getting significant upgrades. Edit: Geezers new gun is actually a 76.2mm M5 AT gun.
  9. WW2 AAA?

    Had a quick look through the FE objects but think they are all too old for 1944-45 time frame. Some of the objects might be OK for early WW2 use but there are model size differences between the two games, with FE objects being scaled at, I think 63%, so the FE objects probably can't be used anyway. Some building objects are OK, like one of the FE church models I'm using. What looks like a big church in FE becomes a considerably smaller one in SF. Thanks for the reminder about the SF2 AAA pack! I thought I had that one but it turns out I had been looking through an earlier SF1 package so now have a few more AAA objects to check out. Some of the objects described as MOBILE_AAA are really just towed guns so I would say there is a shortage of "self propelled" AAA guns for WW2 use. After some light research I think many of the dedicated self propelled AAA guns were built in quite limited numbers so the majority might have been the ones adapted for half track use, of which I have a German and US version installed.
  10. Took awhile to get all the new building objects sorted out but now the town construction is picking up speed. The twin town of Krinkelt-Rocherath with the American strong point of Elsenborn Ridge on the horizon to the west. The small church in between marks the location for the town of Wirtzfeld.
  11. I noticed that as well with my low end Nvidia card, better performance with most settings set to max. The main limiting settings for me are shadows and viewing distance.
  12. Say good-bye to the "GDE CommBuilding" for this project. Instead, you will get to blow up some "GDGL CommTrucks!" [Gosh Darn Good Looking]
  13. Quite a few new Geezer objects getting deployed. German troops entering Dasburg. and, US troops entering Monschau.
  14. WW2 Artillery?

    A very nice Geezer 105mm American field gun installed and working. Still experimenting a bit but the flat gun trajectory requires careful placement of the artillery. The line of site viewing limitation can be addressed OK with the elevated view port. I think having some artillery positions will work fine in areas that require strong offensive or defensive capabilities but might be a bit tricky to apply in campaigns. For a semi-historical campaign, some areas might require artillery positions that have a date range to provide a temporary slow down to the German offensive.
  15. WW2 Artillery?

    RELEASE THE STURM TIGER!!! Ravens' Sturm Tiger in action, firing a large 38cm rocket projectile. These were built in very limited numbers but seven of them were moved to the front line prior to the Battle of the Bulge offensive. Not sure to what extent they were actually used but they will make good strike targets. I hope to get it working well enough to use as artillery within the 5KM range limit I'm using.
  16. Never actually tried it but if you have SF2[desert] installed you can fly the campaigns as a mercenary.
  17. The German town of Prum under construction. The buildings are mostly Geezer and Wingwhiner objects with a few others in the mix. Some of the larger towns will get strategic targets like warehouses, small factories and command/communication buildings but most targets will be more of a tactical nature like supply dumps, fuel caches, command/communication vehicles, tanker trucks, ammo trucks, ammo bunkers, high value tanks and whatever else I can think of.
  18. Attached is a beta test FM for Julhelms' "Totally Excellent" SF2 F4D-1 Skyray, available here: http://combatace.com/files/file/11687-f4d-1-skyray-ultimate-pack-for-sf2/ I've been working off and on with this one for quite some time but it's just based on internet information so should be considered a "best guess". I have been having quite a bit of fun flying it and that's about the only requirement I have to do an informal release like this. NOTES: The landing gear speed is set to 180kts. I think I got that number from a navy training video on YouTube but I'm not sure if that's the actual limit speed or just the standard operating procedure for an approach. The tail trimmer is set up like an automatic flap and deploys and retracts around 200kts. If you want to switch back to the original manual trimmer just scroll down to the controls section and disable the current setup and enable the previous. [look for the xxx to see how it's done.] I found this plane quite difficult to land on a carrier due to some issues with over the nose visibility. The best technique I've found so far is to do a quite steep approach at 150-160kts, speed brakes retracted, and aiming at the far end of the carrier. Once in close, chop the power, stuff the nose down a bit while aiming for the wires, then flare and land. The min/max and collision points on this plane were quite wonky and have been re-worked. From the Navy video [i think], take off rotation speed is 125kts [that works with this FM] and approach speed is 130kts. The actual stalling speed was considerably less than the approach speed but the approach speed was governed by over nose visibility, potential tail strike issues, and probably increased yaw instability at higher alpha. Some pilots thought the Skyray was a good dogfighter but it had a lot of handling quirks with various control input restrictions at different speeds and altitudes. At certain speeds the high roll rate could over stress the aircraft. Safe to say this FM is much more docile than the real Skyray. ISSUES: I like to set the carrier birds up so they can do a trap on the autopilot but couldn't get this one to work using TWs' stock Kittyhawk carrier. It would always overfly the wires, even at speeds down around 110kts. Not sure why, but the aim point for the Kittyhawk might be a bit long. I will probably take a closer look at some point. Make sure to back up the original data.ini, here's the new one: F4D-1_DATA_0.92.zip
  19. Updated Skyray FM attached, Beta 0.93. I took a closer look through the flight manual to try and get a better idea of the wing design and behavior of the Skyray and it might best be described as a bit of a design compromise. It seems to exhibit some behavior similar to a conventional swept wing and other behavior like a delta. The compromise was likely required to make the delta style wing acceptable for a carrier based aircraft. The useful alpha range is quite low for a delta, with max AoA at 22deg. The flight manual describes AoA past 22deg as the stall zone. Similar to a delta wing, it does generate significant drag at the upper end of the alpha range so I increased the induced drag quite a bit past 16deg AoA to try and replicate the behavior that is experienced during approach to stall practice. The flight manual warns of sink rates around 4000-5000 fpm with idle power during that exercise. After a bit of research I think the low alpha range is probably related to wing sweep angle of 52.5deg compared to the more typical 60deg angle used on the Mirage III and F-102. Another reason might be related to using a thick airfoil and maybe a blunt leading edge that may not generate good vortex flow. The flight manual has some charts showing a buffet zone that I think occurs around 18.5deg, based on some extrapolated data. The flight manual says it's OK to fly up to "moderate" buffet but at any sign of yaw instability the AoA should be reduced. I spent quite a bit of time messing about with some TW alpha tables to try and generate a gradual loss of yaw stability but couldn't make it work in a convincing manner. With the new FM everything basically lets go all at once, with a departure / nose slice happening only at low airspeed combined with high angle of attack and rough use of the controls. In other words, it's actually quite docile. The Skyray was not approved for intentional spins and required unconventional spin recovery techniques but this FM will recover from spins with the usual power to idle, stick forward and rudder opposite to the rotation. Other stuff: Gear speed is 220kts maximum. The automatic tail flipper has been adjusted a bit to get a smoother transition. This new FM did a carrier trap on autopilot! [no guarantees] The corner speed for 6G is quite low at 280kts and I've set that in the data ini but the speed loss is rapid. If the AI is having difficulties consider increasing it. From the flight manual the recommended procedure for a maximum performance afterburner climb is: After take off accelerate to 500kts IAS at low level. Upon reaching 500kts start the climb while maintaining 500kts. Upon reaching mach 0.87 [around 8800ft] continue the climb to desired altitude maintaining mach 0.87. Here's the new FM: F4D-1_DATA0.93.zip
  20. Tiger maintenance. Getting some great looking Geezer trucks and buildings installed.
  21. Maybe the Z-Buffer Offset setting or FlatObject=TRUE missing for that airfield type in the ObjectTypes ini?
  22. Hook angle/length in the aircraft data ini can sometimes be an issue.
  23. I did an updated F-101B FM many moons ago but got totally bogged down regarding the missile stations. I wanted to get two IR and two Radar guided missiles as the default loadout with the two genies available as a player option but, with the rotating missile bay, couldn't get the AI to use both Falcon versions. Both Falcon versions worked for the player, however. Will be interesting to see what can be figured out. Regarding the F-101 FM's, I ended up switching to an RF-101 as a test subject, and will probably do an informal release soon.
  24. European Ground Objects

    Yes, the town site would have to be leveled like an airfield. I'm using some of Wingwiners damaged/destroyed building lods as stand alone objects and have noticed some ground flicker showing through the larger destroyed lod if the terrain isn't flat. I've been using Mues' target editor to adjust the positions of building objects and when zoomed in it's possible to do very fine adjustments so I think having smaller urban blocks and placing them close together would work quite well. More potential variety as well. Mues' target editor is a real time saver!
  25. WW2 Artillery?

    Artillery issues cropping up but I still plan on using some in a limited way for this terrain. ISSUES SO FAR: I installed MontyCZs' German 105MM LeFZ18 howitzer with Gun Data based on what I found on Wikipedia. The muzzle velocity is only 470ms and with the targets at about 3km the rounds were falling well short. Max range for that gun in RL is about 10KM. The only way I could get the howitzer to reach the target at the 3km range was to increase the muzzle velocity to 2000ms. I guess there is a game limitation regarding gun aiming as the gun barrel doesn't elevate enough to get the required range with the low muzzle velocity. I tried increasing the RangeFinder and BallisticComputer settings to 10 each but that didn't affect the range. I tried raising the ViewPort setting to 2000m but that didn't affect the range either. I think a higher viewport setting is a good idea though, it will make placing the guns in hilly terrain a lot easier. During testing I noticed at times there were no explosions when the rounds were hitting the ground. Added a tracer to see what was going on and for some reason rounds going into the side of a hill had no explosion effect. During one test, the howitzer wouldn't fire at the tank targets. Checked the tank data and the max visible distance was set to only 3000m. A typical TW tank max visible distance is 7000m so, with optical sights, all the targets that you want the howitzer to engage will need a max viewing distance within the desired max range of the howitzer. For the Battle of the Bulge terrain, I'm going to try and get the 105mm artillery to fire at targets out to 5km range which means even small targets, like squads of soldiers, will need a max visible distance of 5km. Anyway, I don't plan on spending a lot of time messing around with artillery but will do a bit more testing on FLAT terrain to see what kind of muzzle velocity is required to get the 5km range. Will also be playing around a bit with RangeFinder and Accuracy settings to see if I can get a convincing pattern for the falling shells. I am a bit curious about some weapon data included in Montys' artillery upload. It looks like a "semi smart" rocket fired from the barrel and was wondering if something like that would work with the big guns on the WW2 battleships and cruisers. Anyone ever tried something like that? Montys' gun in action:
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