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baffmeister

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Everything posted by baffmeister

  1. Found one modern day Bf-109 flight report and the pilot noted the slats retracting while accelerating to climb speed after take-off. Maybe around 140-150 MPH for retraction? [62.59 - 67.06 M/sec] [ Very good eyeball engineering SupGen.]
  2. During British tests on a captured E-3 they noted, with flaps up, the slats would deploy at 120.5 MPH which works out to 53.86 meters/sec. This was noted during stall testing. Haven't found any reports of typical retraction speeds though.
  3. Something like that sounds reasonable. The TW S-99 FM has a very short shock stroke so I wonder if that is a bit of a work-around on ThirdWires part to avoid a prop strike. Unfortunately, at this point, I have been getting the best results by considerably increasing the landing gear spring/damping factors which may mean a whole lot of frigging around required for the WW2 types.
  4. Could try that but at this point it's more a question of " why is this happening now" and not before.
  5. Anyone noticing a lot of bouncing behavior when the aircraft appear on the runway? Since the patch I am even getting some prop strikes on some of the WW2 aircraft when they show up in game. Adjusting the entry OnGroundPitchAngle=XXX doesn't seem to help.
  6. Probably best not to stray too far from the ThirdWire approach. Since I started trying to do a Bf-109 FM I have flip-flopped on the slats twice already and after thinking about them a bit more another flip-flop may be in order.
  7. It's just the way I'm testing the BoB FM's at the moment. All components set to DamageRating=Disabled. The aircraft are harder to shoot down and they can go through some interesting gyrations during the crash sequence, which sometimes takes a considerable length of time.
  8. Thanks for the info. With the new settings I mentioned I have seen a few entire wings come off. It doesn't look to bad with the missing meshes. Plus they are usually on fire so it covers things up a bit. Another glitch found, this time in the Spitfire 1A [Late]. The inner wings DamageRating should be set to DISABLED. I missed that one but the Spitfire 1A [Early] is OK.
  9. Things always show up after uploading files. I noticed 2 Hurricanes returning to base with one intact wing and the other wing with just the very small inner section remaining after some battle damage. It's probably related to the changes made to the damage rating entries. You can try changing the outer wing sections DetachWhenDestroyed entry to FALSE and change the inner wing section DetachWhenDestroyed entry to TRUE for a quick fix. Probably lots of detail improvements possible with the BoB FM's so if you see problems or areas for improvement please pass along the details. Also, a bit of a mix-up with the FM beta numbers. Russo's excellent new BF-109E-3 has a beta 0.90 FM and so does the latest pack upload. The one in the package is the latest version, for the older model, and is quite different but more experimental so it may be just as well that Russo's upload has the previous FM. I plan on posting a drop-in FM for the new model after a bit more testing. I think the engine table is "not quite right" so will take another look at that as well.
  10. Ten years of entertainment downloaded. Thanks!
  11. Thanks guys and thanks for the sticky offer Wrench. I think it might be a good idea at some point in the future because I don't think these will ever get uploaded as a formal package. They are more like "Permanent Beta". When things are further along maybe a sticky that contains all the BoB fighter and bomber FMs in one pack might be worth considering.
  12. Drop in Beta 0.8 SF2 FM's for the two aircraft. You need the Raven/Wrench Hurricane 1A package available in the SF2 WW2 downloads and the BF-110c available at the A-Team site. The FM's are the usual collection of original data, new data and ThirdWire tables etc. The BF-110 includes a new cockpit ini and Crusaders Revi gunsight TGA. The AI entries are a moving target at this point. I can guarantee that for the next update the AI will be changed again but you could copy the present BF-110 pilot skills AI into the previously released BF-109 and also transfer the Hurricane 1A pilot AI to the Spitfires. The default entries for the armor plate representing aircraft structure have been reduced for these aircraft. The armor plate representing aircraft structure doesn't have much if any effect against cannon rounds but does seem to penalize machine gun equipped aircraft. I may eventually get rid of it altogether to keep things balanced. Hurricane Notes: Not much to say. The original FM flew well but I have added a new CDL table and various other changes to get the speed, handling, and roll rate I was looking for. The Hurricane didn't have much roll response to rudder imputs so I have tried to model that characteristic a bit. Anecdotal information would suggest the Hurricane was a bit less forgiving than the Spitfire during hard turns. The engine table is from the Spit 1A [late]. BF-110 Notes: The BF-110 had the worst roll rate of the BoB fighters [based on my research] so have tried to reflect that. The British pilot reports on a captured version said it was nice to fly, for a twin engined airplane. According to that source the two cannons could be reloaded in flight by the gunner/wireless operator. I can't imagine this would be an easy thing to do in the middle of a dogfight but the full cannon loadout is included in the data.ini, 240 rounds per gun. [one drum of 60 rounds and 3 spare drums per gun.] The engine table is from the BF-109E-3 but the prop rpm has been changed due to different gearing. Do-17Z will probably be the next release, in a couple of weeks. Hurricane1A-BF110-Fm's0.8.zip
  13. Thanks, will add it in for the next update.
  14. Knock on wood but I have a fictional install that hasn't been 're-loaded" for quite some time. I did leave the stock A4B folder installed. Maybe when the game sees the A4B [in alphabetical order, the first TW aircraft.] it assumes everything is normal. Just a guess.
  15. A drop in FM for the Veltro2K/Wrench Hampden bomber. The FM is the usual Generic WW2 bomber FM with whatever changes deemed necessary. This one has a few differences from the previous Luftwaffe versions but is probably close to the final standard. An early Wellington is up next, using Veltros Wellington X model. I would like to do a Blenheim 4 but the A-Team model includes only a desert skin. Anyone know if a Euro camo is available? Hampden_DATAbeta0.80.zip
  16. Hampden SF-2 FM

    Got the skins thanks. Can you post your version of the data.ini here when it's ready? I hate messing around with the lights etc., very frustrating.
  17. Hampden SF-2 FM

    Looks good to me! I have a bit of an urge to eventually fly one of those in a Battle of France campaign so will try to do a better FM than the usual generic bomber type. Probably do the Wellington first though.
  18. Hampden SF-2 FM

    I started working on a Blenheim Mk.1 FM but from what I was reading I think they had all been sent to North Africa and the Far East prior to hostilities in Europe. If anyone knows different let me know. I think there may have been some long range fighter variants of the MK 1 used during the Battle of France but not very interested in that version at this point. Maybe later.
  19. Found an interesting and possibly overlooked file that puts more Tod's on Gepards BoB terrain. The update file was done by Mauricepiesligeros and is in Spanish so may have been missed by many. Install procedure is to Install Gepards terrain first and then dump the entire contents of Mauricepiesligeros folder into Gepards BoB terrain folder and let everything overwrite. It adds a lot more building tods to the cities as well as larger and better placed trees in the countryside. The downside is some of the historical building objects get partly covered by the new building tods but there looks like enough open areas to move the historical objects around a bit so they have their own space. Here's a link to Mauricepiesligeros file: http://combatace.com/files/file/9383-buildingstrees-for-battle-of-britain-v11/
  20. What type of mission were you flying? Every time that has happened to me there has been something not installed on the enemy side. An example would be trying to do a fighter sweep with no enemy fighters installed or no enemy fighters with the correct date range.
  21. What R Ur ROE?

    Dead is Dead for campaigns. For long missions I use accel time instead of alt N which keeps things interesting regarding fuel burn. The idea of keeping your head in the cockpit is interesting but haven't tried it yet. I fly quite a few game generated single missions with random weather etc. but also done on a DiD basis. Create a pilot [ex: Sam Sabre] fly the missions [ using accel time for the long ones] and see what kind of a record you can build up. The DiD approach makes things more interesting. After building up a good "career" the temptation is to "run away bravely" if things get too hot.
  22. Looking for some Iskra information that can be included in the next model / FM update. This has been a difficult airplane to research so here are a few questions: 1.] Fuel Capacity: what I found is 1200 Liters total but not sure how it is divided between fuselage and wing tanks. 2.] Weapon stations: any one know the load limits? I think it is probably quite light, maybe 100KG per station. 3.] Ammo capacity: How many rounds? 4.] Flap and gear speeds: Any info? 5.] G limits: ? Any other info that would make the FM/data more realistic would be appreciated.
  23. Found a typo in the Bf-110 cannons so here is a fix. [ I don't plan on posting another data.ini for awhile.] [Cannon02] SystemType=FIXED_GUN GunTypeName=20MM_MGFF InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.1283,3.0333,-0.5237 LightPosition=0.1283,3.0333,-0.5237 TracerLoading=5 AimAngles=0.0,50.0,0.0//.....................This should be 0.0,0.0,0.0........................ MaxAmmo=240
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