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Everything posted by baffmeister
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SF-2 Sea Hurricane IIc drop in FM
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
I was tempted at one point to add a small amount of HE to the 303 Browning to simulate the incendiary round but never tried it. I did add some to the Breda 12.7mm heavy machine gun after reading somewhere that there was an HE round available for it. With no armor protection on either the CR-42 or Gladiator the results seem "OK". The CR-42 had self sealing tanks from the factory as well as a CO2 engine fire extinguisher so it's not very flammable. The Gladiators with 4 Browning's have no trouble shooting them down, however. With the Breda 12.7 the CR-42 can set the unprotected Gladiators on fire quite often. Saw an interesting wing root fire on the Sea Hurricane. It seemed to burn for almost a minute then went out and the Sea Hurricane continued on it's merry way. Doesn't seem particularly realistic but it was fun waiting to see what would happen! -
Here is Geezers' CR-42 FM with a no WEP engine table that generates max horsepower at altitude similar to the SF-2 version. It may require other edits I'm unfamiliar with to work properly in FE-2. Feel free to modify and upload any required changes. CR-42_DATA_FE2_0.98.zip
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Geezer CR-42 SF-2 MTO
baffmeister posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: Geezer CR-42 SF-2 MTO File Submitter: baffmeister File Submitted: 06 May 2016 File Category: Italian Origin Here is Geezer's excellent CR-42 model set up for SF-2 use. This CR-42 represents an early production version with no bomb racks. Future plans include an Italian fighter/bomber version, export versions, and one with a tight date range for Battle of Britain use. Make sure to check the included README regarding installation. CREDITS: Geezer: CR-42 model, Skin, Italian Pilots, Hangar Screen, Loading Screen Baffmeister: Flight Model and Ini Edits. Crusader: Gunsight tga. Wrench: CR-42 Loadout bitmap Not sure who made the original PW_R1830-90 engine sound but a modified version is included. ISSUES: The cockpit is WIP with non functional gauges. WAIVERS: This file is for freeware use only, commercial use is not permitted. Click here to download this file -
Troubles starting and landing the Spitfire in SF2I
baffmeister replied to Peeppu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Which Spitfire, the IX? Some of the later versions with retractable tail wheel require an edit of the stock data.ini to get the tail wheel working properly. For the TW Spitfire, make sure you do the take off with the flaps up, otherwise it becomes quite uncontrollable. For anyone with a flyable version of the TW C-47, it has the same issue when doing a take off with flaps extended. The take off with flaps problem is due to a low stalling angle coupled with a large negative delta stall alpha angle with flaps extended. Here are some edits to try: For flaps: [FlightControl] StallSpeed=41.03 CruiseSpeed=95.13 ClimbSpeed=72.28 CornerSpeed=119.53 LandingSpeed=41.99 MaxG=8.00 MaxSpeedSL=174.35 MachLimit=0.642 PitchDamper=0.0 RollDamper=0.0 YawDamper=0.0 GunBoresightAngle=0 RocketBoresightAngle=3 FlapSettingForTakeOff=0//...........add this line FlapSettingForLanding=1//.............add this line NOTE: From my experience, the FlapSettingForTakeOff=0 doesn't always work so you will want to check flaps up for take off every time when flying the Spit. For the Spits with retractable tail wheel you will have to modify the stock tail gear data like this to get a functioning tail wheel: [TailGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.08 HideGearNode=TRUE ModelNodeName=tail_gear_strut InsideNodeName=tail_gear_bay_inside ShockAnimationID=4 ShockStroke=0.12 SpringFactor=2.0 DampingFactor=1.8 WheelNodeName=tail_wheel RotationAxis=X-AXIS ReverseModelOrientation=FALSE RollingRadius=0.13 CastoringWheel=TRUE CastoringNodeName=tail_gear_frame Steerable=TRUE MaxSteeringSpeed=30.88 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=71.53//.......................Add this line......................!! MaxLoadFactor=4.0 -
SF-2 Sea Hurricane IIc drop in FM
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
BoB!! is driving me Baffy!! I'm happy enough with the FMs and A.I. but the old 303 Browning versus cannons issue continues to be a bit of an issue. Also, I've been working a bit on a Dunkirk campaign that isn't doing what I want it to do. Now that I've got an MTO install set up I'm trying something closer to the ThirdWire approach for damage modeling. Been testing the lightly armed Sea Gladiator versus the CR-42 with no armor protection and the results seem about right. Used your gun alignment program on the Sea Glad and will align the CR-42 guns as well. I have to admit I'm rather fed up with all the experimenting. Might just go with something closer to a ThirdWire approach and be done with it. Only exception might be for the bombers. Pilot protection seems to be a bit of an issue so will probably use extra armor for bomber pilots to represent all the equipment/bodies behind them. -
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Geezer Sea Gladiator FM for First Eagles 2
baffmeister posted a topic in Thirdwire - First Eagles 1&2
For anyone that wants to try out Geezers SF-2 Sea Gladiator in a First Eagles installation here is a slightly modified FM. I'm not aware of all the differences between SF2 and FE2 but I heard First Eagles doesn't support WEP so this FM has a no wep engine table that will generate the appropriate max HP at the appropriate altitudes. If any of the FE experts want to make changes that make the FM better for FE use feel free to modify and upload. Cheers. SeaGladFM_FE2_0.93.zip- 1 reply
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HMS Eagle Free Take Off Mod
baffmeister posted a topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Attached is a modified data ini for HMS Eagle that I've been playing around with. The catapult has been moved to the back of the flight deck and doesn't generate any force to accelerate the aircraft. It's a work around to allow free take offs. This mod may not work with some aircraft. Most of my testing has been done with Geezers Sea Gladiator and I have seen a few AI Glads go "over the side" during testing but haven't seen any do that with the current settings. I think this concept should be confined to the carriers that were sunk early in WW2. That way you don't have to worry about trying to launch some of the heavier late war aircraft. The HMS Eagle was sunk in 1942. I have started testing the Raven/Wrench Sea Hurricane with my BoB Hurricane FM and it is getting airborne OK. Take off procedure is similar to a normal cat launch. Full power, release brakes, and after that get the tail raised early. Make sure you back up the original Eagle data ini. Here's the new one: Eagle_DataFTO_0.50.zip -
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Geezer Sea Gladiator for SF-2, MTO and ETO
baffmeister posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: Geezer Sea Gladiator for SF-2, MTO and ETO File Submitter: baffmeister File Submitted: 03 May 2016 File Category: Other Here is a great looking Sea Gladiator built by Geezer and set up for StrikeFighters2. The default installation is for MTO but also included are a few additional files that can be added for ETO use. The installation is quite straight forward but make sure you READ the included README to understand the sound file installation. It's a small but additional hoop to jump through. CREDITS: Geezer: Sea Gladiator model, Cockpit, RAF Pilots, Hangar Screen, Loading Screen LloydNB: Skins and Decals Baffmeister: Flight Model and Ini Edits. AvHistory: Engine sound, modified by Baffmeister. Crusader: Gunsight tga. Wrench: Gladiator Loadout bitmap Click here to download this file- 1 reply
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Hi Guys, I'm trying to put together an SF-2 package for Geezers' Sea Gladiator. It is more or less ready to go but would like to add some "torn fabric" damage textures. Is anyone aware of some that would be freely available? Would also like to add a generic fighter sized biplane destroyed lod. Any suggestions? The Gladiator FM has had some updates so at some point I may post some drop in FM's for First Eagles use but would like to get the SF-2 version uploaded first. Cheers.
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<cough>.......... I do have FE1..............<cough>
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Strike Fighters 2 Screenshots
baffmeister replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
CF-5 take off trials: Runway conditions: 8000ft, near sea level, wind calm, temperature 15deg C. Aircraft weight: 20,000lbs Calculated data from an NF-5B manual: Aft stick speed=195kts[!!] Ground roll=5000ft Close enough for government work...................eh? -
Wings over Korea all-in-one pak?
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
My approach to doing FMs is quite simplified. If an FM expert took a detailed look at one of mine I think they might fall out of their chair laughing. I make no apologies though, the main reason I started doing them was because of the extreme over performance I was finding in some of the add on planes. Also, a lot of them flew in a very strange fashion. Given limited knowledge, the safest approach to take was to try and find the best fitting ThirdWire tables based on wing thickness, wing position, sweep angle etc. and just use those. Likewise, I would usually just try to find a TW plane with a similar tail plane set up and graft that on as a starting point then adjust as required to get the desired behavior. I do try to calculate the lift coefficients and CDL tables for the planes with cambered airfoils as well as setting up the XAC points for wings and tails. For the prop planes, a lot of effort goes into research on the engine performance at various altitudes. ThirdWires flight engine seems to be quite a good wind tunnel. I find if I put together a good engine table and make a decent CDL table the resulting speeds end up very close to book. If I can't find actual CD0 numbers for the aircraft in question I start with a best guess and then adjust the headline CD0 numbers as required to get the desired speeds at altitude. In that case, the CD0 values are a resultant, and I do a sanity check by comparing the numbers to some reference values I have for similar aircraft. This acts as a cross check against the engine table and CDL table as well. I also check the low speed turn times against some info I have for some WW2 airplanes but sometimes I have to use "anectodal information" and do it on a comparative basis. An interesting situation I came across when doing the Grumman Tigercat FM. The ThirdWire "wind tunnel" was working very well up to a certain altitude but the maximum speed at altitude was less than book. The reason was I didn't model any ram air boost into the engine table. Most engine data available comes from tests in altitude chambers so the amount of ram air boost above full throttle height isn't noted. In general, I find to get the book value maximum speed at altitude I have to extend the full throttle height upwards by 2000 to 3000ft. When doing FMs for subsonic jets I just use one of the ThirdWire engine tables which are a bit generic, not type specific. I make a specific CDL table for the cambered airfoils and adjust the CD0 values to get the proper maximum speed at sea level only. The resultant CD0 value acts as a sanity check similar to the prop planes. Both the subsonic jets and higher speed prop planes get a generic "mach tuck effect" that I can tune reasonably well to a specific mach number so that something bad happens if you exceed the maximum permitted speed. The mach tuck effect is generated by reducing lift and increasing drag in the wing mach tables. I don't mind messing around with things like that if it's outside of the approved operating envelope for the aircraft. I think it makes things a bit more interesting for the player. Something I've noticed recently while doing a couple of biplane FMs. ThirdWires wind tunnel is malfunctioning!. If i use what I think are realistic CD0 values on some late 1930's biplanes [probably around 0.038] while keeping gear drag at zero, the planes end up being too slow. Not sure whats going on but I had to fudge the numbers to hit the book value speeds. I noticed some similar issues, although not so bad, on a draggy monoplane, probably the Boulton Paul Defiant. Regarding the wind tunnel, the only other issue I've seen is getting some of the late WW2 high performance monoplanes up to speed. I don't think its a problem with the wind tunnel though, it seems more likely related to the CDL table. For the cambered airfoils I just make 4deg tables but when doing that you can end up with no CDL = 0 point. To solve that issue with the Seafury I just hacked the table and put in a CDL=0 at zero deg alpha. A bit ugly but it fixed the problem. Likewise, for ThirdWires under performing P-51, I think I did a similar hack to get it up to speed. [among other things.] Probably, for the high performance WW2 planes, the best solution would be to make a 1deg CDL table and ensure a CDL=0 point. The high performance prop planes seem to be quite sensitive in that regard. Anyway, when I started doing FMs the plan was "learn as you go." That approach worked to a certain extent but it's probably exhausted at this point. Any improvements will probably require some formal study on my part. -
Wings over Korea all-in-one pak?
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
That's an interesting and , for me, complicated link. For your situation with the 6-3 wing, shouldn't the change in behavior be welcome if it reflects the real aircraft behavior? Not sure exactly what the results would be but if I remember correctly the addition of the 6-3 wing did aggravate the pitch up behavior during take off. Assuming you did increase the reference area to represent the 6-3 wing area I think it would be appropriate to move the XAC position slightly forward as well which should aggravate the pitch up. I was wondering about how the game does the calculations for the vertical tail and horizontal stabs as well. I think for some components it uses actual model geometry in the calculations. Maybe the bounding boxes? You do dig up some good old threads, Do335. Will try to digest that one tomorrow. -
Wings over Korea all-in-one pak?
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well, now I'm more confused than normal! As I'm always in a state of semi-confusion when doing FMs I checked some TW ReferenceArea=whatever against some Wikipedia data and ReferenceArea=WingArea is what I got. Some examples: MiG-21: Wikipedia wing area = 23.0 sq m ThirdWire ReferenceArea = 23.0 sq m Mirage III: Wikipedia wing area = 34.85 sq m ThirdWire ReferenceArea = 34.84 sq m Hunter6: Wikipedia wing area = 32.42 sq m ThirdWire ReferenceArea = 32.42 sq m Possibly I misunderstood your post. Still not sure how ThirdWire generates the ReferenceChord=whatever but I think the chord entries in the individual wing sections override that entry anyway. -
Mod/edit reducing AI aircraft gunner accuracy & improving FPS?
baffmeister replied to dtmdragon's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here is an old thread with some tips for WW2 bomber gunners. http://combatace.com/topic/80048-adjusting-accuracy-of-turrets-on-bombers/ -
Wings over Korea all-in-one pak?
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
For the hard wing versions, did you increase the wing area data entry? That might explain some of the performance issues. A quick online search indicates 287.9 sq ft for the slatted versions and 302.3 sq ft for the 6-3 wing. [i leave it to you to do the metric conversion. ] -
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F-5E_72 beta test FM 0.95
baffmeister posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
F-5E_72 beta test FM attached. As always, it's "Buyer Beware" with these things. I had good aircraft data to work with but there was still lots of conjecture and reverse engineering to get what I wanted. It isn't Hi-Fi but hopefully fits in with the ThirdWire airplanes in an adequate fashion. This FM is for Centurions' package that you can get here: http://combatace.com/files/file/15116-f-5e-early-versions-pack/ This model/cockpit combo is quite hard on frame rates. I find I can only run it well on simpler terrains and with not too many planes in the air but if you have the horsepower it's well worth a look. The cockpit, adapted from Sophocles' unreleased [so far] F-5A project is really impressive! When I started looking into this airplane the performance was not what I was expecting so here are a few more details. The maximum sustained G, with about 50% fuel is around 7G and occurs at 550kts at sea level, flaps up. Maximum sustained G with combat flaps is a bit less than 7G and occurs around 500 kts. Still quite fast. An interesting comparison is the Mirage F-1 that with 50% fuel, a lower thrust to weight ratio, and a higher wing loading, can do 7G sustained at 450 kts at sea level. That's with slats only and no flap extension. It's just something to keep in mind if you get dragged into a low speed turn and burn. The induced drag is quite high and below about 300kts the acceleration can be quite poor; more so if you don't retract the flaps and unload some G. What the F-5E does have is a good roll rate, very good departure resistance with combat flaps extended, and good pointing ability at low speeds. Some issues: The flaps are set to manual with blow back but only the two combat positions are modeled: Flap 1 = 12degs slats, 8degs flaps and can be used up to 550kts. Flap 2 = 18degs slats, 16degs flaps and can be used up to 250kts. There was also a landing/take off setting and a cruise setting. [really, more of a loiter setting]. I set the take off flap setting in the data ini to 2 but for some reason the game will only assign the flap 1 setting for the player aircraft. The take off performance is much improved with the flap 2 setting so try to remember to extend them manually prior to take off. Another issue: with manual settings the AI won't make use of the flaps during combat so I increased the corner speed from 370kts to 400kts to help them out a bit. I think later versions of the F-5E had a more automatic flap set up but I haven't checked into it yet. I have some park animations set up in the data ini but the canopy model doesn't have a hinge point and looks like it's floating in thin air. Also, to get the ladder and remove before flight flags JPEG to work, I had to move the F-5FMisc JPEG from the main aircraft folder to the skin folder I was using. The canopy can be worked manually using shift 0, and the ladder and flags can be deployed with shift 9. I can't get the drag chute to work properly! The settings in use usually work but not with this airplane. If you want to see it in action, scroll down to the Airbrakes section and disable the DeployWhenOnGears=TRUE entry. The drag chute will now work with the airbrakes at speeds below 180kts. This may cause issues with the AI. If anybody gets it to work properly, please post the required edits! Cockpit notes: There is a revised cockpit ini with a few edits. The angle of attack indicator has been set up to reflect the very arbitrary Northrop "units". From web research, 0 units on the indicator is -9.76deg AOA and the maximum 30 units is 33.44deg AOA. However, the gauge is positioned quite low on the panel so you probably won't be looking at it anyway. Some adjustments have been made to the "Hud" AOA indexer. It works quite well on approach but I find the visibility over the nose less than I like so usually do the final approach a bit fast and slow down on short final. The internal fuel gauges have been set up but they don't reflect the actual aircraft. The gauge is a dual needle type and on the real aircraft one tank would feed one engine and the other tank the other engine. The tanks had different capacities so at some point an automatic balancing system would activate. To get the gauge to work I had to set the tanks to feed in sequence. The rear tank [2500lbs approx] feeds first. When it's empty the front tank [2000lbs approx] will start feeding. Anyway, enough blah blah, here's the FM: F-5E_72files0.95.zip -
F-5E_72 beta test FM 0.95
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here is a suggested edit for the F-5E 72 and 74L. I missed this when adjusting the horizontal stabilizers during the previous work. It reduces the max attainable "G" a bit but I'm still getting over 7G when supersonic at sea level and over 10G between mach 0.7 and 0.8 at sea level. Some "over G" capability is nice to have against the TW planes. [ it's all relative, right?] The edit improves the pitch response by making it less sensitive. [LeftStab] [RightStab] CLmax=0.0945//0.1423 -
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Recommended Nvidia GTX970 Graphics Settings For SF2 ?
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Here's a link to a Nvidia tweaks guide that I found quite helpful. Seemed to be good for optimizing the graphics while avoiding some potentially counter productive filtering. It's quite in depth, best read from start to finish! http://www.tweakguides.com/NVFORCE_6.html -
F-5E_72 beta test FM 0.95
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Revised FM for the F-5E 72 and a new FM for the F-5E 74L attached. I'm quite happy with these so they probably won't get any more updates for quite some time. Changes: Type specific FM for the 74L now included. Centurions' original pack used the same FM for both types but I found one source claiming the large fillet on the V-stab improved directional stability so I have added some for the 74L. Most sources just describe the fillet as an ADF antenna fairing. The 74L gets a new ini as well to accommodate the name change to the data.ini. Some over performance in the mach 0.90 to 1.1 range has been reduced. [ it's a ThirdWire thing.] Some adjustments on the leading and trailing edge flaps. Alpha range expanded a bit. I added in some entries for chaff/flare dispensers but the number of chaff and flares is set to zero. From photos and from looking at the original TMF model it would seem the decoy dispenser is an external installation but thought I would add some in for use at players discretion. The entry is in the weapon station section if you want to add chaffs/flares. Cockpit ini is included as a convenience for new downloaders, but it's unchanged from the previous package. Here they are: F-5E72-74L-0.96.zip I started working on a CF-5 FM that's going quite well. Might have a beta tester ready in a couple of weeks. Still have to look into the F-5E "Shark Nose" with the larger LERX.