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baffmeister

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Posts posted by baffmeister


  1. On 2021-08-17 at 9:45 AM, Gepard said:

    The plane MiG-19S was a very good dogfighter in subsonic area.

    But for the pilots it was a nightmare. The fuselage fuel cells had a design flaw and so they were leaking under certain conditions like hell. During flight it was so bad, that there was a permanent danger to lit up the plane. Additionally there was a permanent danger of overheating the engines, because the cooling was not efficient enough. Even worse when using afterburner. Then the plane was dangerous for the pilot. IIRC the LSK (east german Air Force) lost 30% of their MiG-19s by engine problems (overheating or fire).

    If there would be the chance to modify the FM in that kind, that overheating problems would appear ....

    I have a bit more information somewhere, I think based on U.S. tests, but might take awhile to find it. From memory, I think the type had lots of trans sonic issues but as Gepard mentioned, could be very good in the subsonic area with probably 7+ sustained G capability at combat weights. Pakistan seemed very pleased with their Chinese versions.  

    This is one of the ThirdWire FM's I would like to take a closer look at but don't have enough info to do anything with it at this point.

    • Like 1

  2. 56 minutes ago, Wrench said:

    i'm sure MS will find a way to screw us up (sticking with 7 a long as possible)

    7 was a good one. Windows 10 has been a mixed bag for me. I've been quite successful getting some old games to run but Microsoft has been very annoying trying to flog their products and the Dell G5 rig I bought is a bit of a shit box. Check some YouTube reviews! Fortunately, after removing some bloatware the performance has improved considerably.


  3. 2 hours ago, Wrench said:

    Baff: you had an integrated sound card? (ie: built into the motherboard?)

    My new computer has an integrated sound card, as did the previous. The first computer I ran SF on I bought the cheap sound card that fixed the SF com stutter. 

    It is a very annoying problem but, like I said, no obvious fix that I'm aware of. It might be game related or maybe just an odd bottleneck on some computers. :dntknw:

    • Like 1

  4. I have had this problem off and on over the years so you're not the only one. Unfortunately, I don't know the cause but have fixed it in the past using different approaches. A dedicated but cheap sound card worked once for me. Another time I think a ram increase helped if I remember correctly. With my latest computer, only one year old, the curse returned. [ When Red Crown talks, the whole world stops. What a Princess!]  This time around I had to install SF2 on the SSD instead of the standard drive. I should have got a much larger SSD but it's only big enough for the OS and a few smaller games.

    • Like 1

  5. The timed fuse flak is more or less useless in it's stock form. If you placed 1000 flak guns around Berlin or where ever it might be useful but that's not really practical so about the only option is to use an unrealistic warhead weight, as demonstrated. That's the approach used in the SF-2V expansion.

    At one time there was a way to increase the flak effectiveness my networking the guns and it did work for me in SF-1 but doesn't seem to help much, if at all, in SF-2.

    • Like 1

  6. Here's an updated landing gear section for the TU-160. I got the main gear oleo's working in the proper direction and also got the main wheels rotating as well as some other edit's. Don't forget, this plane was posted as a beta/wip so you will probably find all kinds of issues and the FM is VERY undeveloped.

    // Landing Gears ---------------------------------------------------------

    [NoseGear]
    SystemType=LANDING_GEAR
    Retractable=TRUE
    DeployTime=10.0
    AnimationID=1
    DragArea=2.5
    HideGearNode=TRUE
    ModelNodeName=gear_frnt
    ShockNodeName=Front_Shock
    ShockTravelAxis=Z-AXIS
    ShockStroke=0.6
    SpringFactor=4.5
    DampingFactor=4.0
    WheelNodeName=tire_front
    RotationAxis=X-Axis
    ReverseWheelRotation=FALSE
    RollingRadius=0.425
    CastoringWheel=TRUE
    CastoringNodeName=Castor_Front
    Steerable=TRUE
    MaxSteeringSpeed=41.15
    Locking=FALSE
    MaxSteeringAngle=50.0
    InputName=YAW_CONTROL
    ControlRate=1.0
    HasBrakes=FALSE
    RollingCoefficient=0.01
    MaxDeploySpeed=129.48

    [LeftMainGear]
    SystemType=LANDING_GEAR
    Retractable=TRUE
    DeployTime=13.0
    DragArea=5.0
    AnimationID=1
    HideGearNode=TRUE
    ModelNodeName=Gear_left
    ShockNodeName=shock_l
    ShockTravelAxis=Y-AXIS
    ShockStroke=0.8
    SpringFactor=7.5
    DampingFactor=6.0
    WheelNodeName001=Wheel_L1
    WheelNodeName002=Wheel_L2
    WheelNodeName003=Wheel_L3
    WheelNodeName004=Wheel_L4
    RotationAxis=X-Axis
    RollingRadius=0.608
    CastoringWheel=FALSE
    HasBrakes=TRUE
    BrakingCoefficient=0.75
    RollingCoefficient=0.01
    MaxDeploySpeed=129.48

    [RightMainGear]
    SystemType=LANDING_GEAR
    Retractable=TRUE
    DeployTime=13.0
    DragArea=5.0
    AnimationID=1
    HideGearNode=FALSE
    ModelNodeName=Gear_Right
    ShockNodeName=Shock_r
    ShockTravelAxis=Y-AXIS
    ShockStroke=0.8
    SpringFactor=7.5
    DampingFactor=6.0
    WheelNodeName001=Wheel_R1
    WheelNodeName002=Wheel_R2
    WheelNodeName003=Wheel_R3
    WheelNodeName004=Wheel_R4
    RotationAxis=X-Axis
    RollingRadius=0.608
    CastoringWheel=FALSE
    HasBrakes=TRUE
    BrakingCoefficient=0.75
    RollingCoefficient=0.01
    MaxDeploySpeed=129.48

    • Like 1

  7. I think I understand. Crawford, you noticed the issue when checking over the TU-160 in Mue's Lod viewer, correct? All 3 gear shocks are set on Animation ID-7 but as you noticed, the nose shock travel is incorrect. The TU-160 in game doesn't have that problem because the animation ID-7 is not being used. The shocks are set independently using the node name and travel axis approach.

    After some testing "in game" I noticed issues with the main gear shock travel axis so will try and fix that by adjusting the ShockTravelAxis=XXX. Will pass along the changes.

    • Like 1

  8. There is a "game issue" regarding the take off behavior. I've concluded there is an invisible vertical waypoint that the AI aircraft target after take off. This causes the steep low speed AI climb outs you see after take off. Also,  there are things going on with the aircraft weight when under AI / autopilot control. If IIRC, the weight of the external loadout is ignored.

    Having said that, there could be an FM issue as well. What airplane are you having issues with?


  9. On 6/13/2020 at 11:36 AM, whiteknight06604 said:

    thank you all for the responses. I'm just so out of touch with computers that i was a bit overwhelmed . You have all given me some baselines to work from.

    Same here. I bought a new Dell late last year without having a clue and it's working OK but I find that with Mues extended fade mod, some environmental enhancements, high res skins /cockpits, and lots of terrain tods I still get occasional frame rate chop. I went a bit cheap on the ram at 16GB. 

    Also, even with my previous computer, the new graphics cards/drivers don't seem to handle old games very well.


  10. Veltro's looks good but after a brief fling with some modern jets I think I'm really more interested in working on planes that fit in with the original Strike Fighters date range.  The era of dumb bombs and smart pilots, not the other way around!  :lol:

    Ouch..................feel the burn! :diablo: 

     

    PS:  I don't much like the Tu-160 FM I made anyway,  it needs a lot of work.

    • Like 1
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