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Everything posted by baffmeister
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KAW FM Updates
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
Here are updated KAW specific FM's for some North Korean prop planes. Included FMs: Yak-9P available here: http://combatace.com/files/file/13431-kaw-yak-9p/ [ Starys Yak-23 pit works quite well with this aircraft.] La-9 & 11 here: http://combatace.com/files/file/14213-lavochkin-la-9-fritz-la-11-fang/ [ this package includes Starys very nice La-9/11 cockpit.] Il-10 here: http://combatace.com/files/file/14565-il-10-beast/ All these aircraft have had the Min/Max extents updated using Mues' LodViewer so the damage modeling should be much improved. The Yak-9P gets a bit of an aerodynamic update. The La-9 & 11 aerodynamics get a more or less total overhaul. Also included is Wilches' prop fix. Here's the update package: NKpropFM's.zip -
Strike Fighters 2 Screenshots
baffmeister replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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LOD Viewer
baffmeister replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I've been reviewing some min/max extents and hit boxes with the Lod viewer and it may be worth mentioning the lod viewer is "Case Sensitive" regarding nodes so if you have a missing hit box that may be the reason. It's happened to me a couple of times already. The Lod viewer is proving to be very useful finding typos/mistakes within the data inis. Great tool! -
La-11 FM
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks Svetlin, Crusader has sent me some documents from that site which have been very helpful. [ got some good info on max speeds at various altitudes.] -
One of the big problems I had with the BoB FM's I've worked on was getting the Browning machine guns to work against the Luftwaffe aircraft. I ended up harmonizing the guns a bit to concentrate the hitting power. It wasn't done in a scientific fashion, I just angled in the Spit and Hurri wing guns one half degree. It helped quite a bit. I also increased the aim accuracy for the AI and increased the burst length a bit, as well as reducing the firing distance. It's enough that the AI can occaisionally "flame" a Luftwaffe bomber and the bombers have some armor protection. The other area to look at is min/max extents, fuel tank positions and things like that. Lot's of the old models are really messed up in that regard. Every BoB FM I've done has had the Min/Max extents modified using Fastcargos' ruler tool. It worked quite well but now I get to do them all again using Mues' Lod viewer which is a big help and something you should look into.
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La-11 FM
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Any chance you can send me the La-11 performance graphs via PM? Graphs are sometimes worth a thousand words. -
La-11 FM
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Wow! Thanks Crusader! -
La-11 FM
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I found a bit more engine data online so the engine table I have now is a composite of different sources but probably reasonably accurate. The later fuel injected versions of the ASH-82 engine seem to have used the same 10 minute WEP rating as the previous version. WEP power is limited to about 10000ft with 1850hp available up to 5400ft. It's almost as fast at 8000ft as it is at 20000ft. Do335s' min/max extents have been installed, they look real good in the [Totally Awesome!] Lod viewer. Nothing new on the fuel tanks. -
RAN questions ...
baffmeister replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
There are some " over the nose" visibility issues with the Wyvern pit. Maybe include both options? -
Quote: The only oddity I'm experiencing is on the Fleet Carriers (Victorious type), it don't catch the wire. Neither AI or player on autopilot (this is the BIG thing -- the AIs has to land themselves). Let me check my install, I recall adjusting the aim point on an aircraft carrier in my KAW install but don't remember which one. I adjusted the parked planes on the Colossus class as well due to some issues. Edit: Here's some data from the Victorious carrier I have installed. It looks like I was messing with the aim point and probably the parking as well. Might be worth a try. [Deck] SystemType=FLIGHT_DECK FlightDeckHeight=15.3340 FlightDeckLenght=216.41 FlightDeckWidth=40.48 LandDeckAngle=0.0 LandingAimPoint=0.0,-85.2220 //LandingAimPoint=0.0,-85.2220,15.3340 //CollisionMesh=FlightDeck CollisionMesh=Illustrious\Formidable_DECK.LOD ParkingChance=90 ParkingMaxSpan=8.50 Parking[01].Heading=-40 Parking[01].Offset=5.102,27.309 Parking[02].Heading=-40 Parking[02].Offset=5.5,40.0 Parking[03].Heading=-35 Parking[03].Offset=10.5,54.0 Parking[04].Heading=-35 Parking[04].Offset=10.5,68.0
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So, basically, it's just a lower res tileset for Baltikas' iceland terrain?
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Here is a bit of a work around for anyone suffering Lightning Woes. I haven't been flying that plane much due to the noted "hyper sensitive opposite roll response" to rudder imputs. If your using a swizzle stick like me it's next to impossible not to automaticly start feeding in some rudder when the Lightning starts rolling out of a turn so the simple approach is: Lock out the rudder! After extracting the data.ini just add this line at the bottom of the Rudder section: ModelNodeName=Rudder RotationAxis=Z-Axis ReverseModelOrientation=TRUE LockoutSpeed=154.42//....................................Add this In this case, I have the lock out set at the same speed as the landing gear, 300kts. It's like planting your feet firmly on the floor once the gear is retracted. I remember reading an article somewhere on the internet about the low speed test airplane they built to test the Lightning wing. The opposite roll response to rudder imputs was noted in that airplane at very low speeds but I really don't know if it was as noticeable at high speed as ThirdWire has modeled it. By most accounts I've read, the Lightning was "above average for the time", in the air to air realm. Cheers.
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La-11 FM
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Max speed at sea level is down to 360MPH with the new engine table. If I use the one minute wep power once it hits 360mph I can get it up to 380MPH. If anyone finds any reliable test data for La-9 / 11 max speeds that would be appreciated. A bit off topic but after looking into it the weight for JP-4 is probably the one to use for military jets, especially the old ones I work with. The weight of JP-4 is about 4-5% lighter than JetA and was more common for military use. My sources indicate 1.77 lbs/liter for JP-4 and 1.85 lbs/liter for JetA. Both at 15deg C. -
Spitfire F.24
baffmeister replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
It would look good?..........................I was right, it does! -
La-11 FM
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Quote ASh-82 1700 hp at lift-off horsepower of that ASh-82FNU 1850 horsepower, a very short time in the takeoff limited (usually 1 minute) use only mode. Rated horsepower in the mode that can be used in flight (emergency) is ASH-82 SL: 1450Ps 2050M: 1540Ps 3600: 1280Ps 5400 m: 1330Ps ASH-82FNU SL: 1550Ps 1650 m: 1650Ps 3200 m: 1380Ps 4650M: 1450Ps Interesting. The info listed for the ASH-82FNU looks more rational for an engine with a two speed supercharger when compared to what I got from Wikipedia. The only matching point between the sources is the 1450PS / 1430HP at 4650 meters. I'm going to build an engine table using this new data and a take off / WEP one minute limit and see how it does. -
La-11 FM
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for the info. Will cross check the PS power rating from the Japanese site to see how it matches up with the HP ratings I got from Wikipedia. The one minute take off power rating could be modeled like a low altitude WEP rating but will wait for now to see if anyone finds more information. Many Soviet aircraft from WW2 had power ratings that were unrestricted as long as temperatures and pressures were OK. I think the La-7 may have been an exception with a 10 minute WEP rating. I did skip doing the Min/Max entries for now but will probably use your data for the next update. [ Will check them out with Mues' 0.4 viewer, just to see how it works. Looking forward to that!] Regarding the fuel tanks, I have seen some La-11 three view drawings that show two fuel caps on each wing but those drawings aren't always accurate. I will leave the tanks alone for now, maybe someone can find more info. [lots of other things I can work on.] Not sure about Soviet fuel weights. I just use the 100LL avgas fuel weight for piston planes and the JetA weight for jets. Probably not real precise. I think some of the older jets actually used avgas for fuel, which would be a significant difference. -
Possible carrier issue? The Skippybing Seafury I have installed has been very well behaved. Here's a screen shot onboard a Colossus class carrier: I remember getting quite confused regarding all the lods that Skippy made for his Seafury. I doubt that's causing an issue but here are the lods I'm using: [AircraftData] AircraftFullName=Sea Fury FB.11 [sb] AircraftShortName=Seafury AircraftDataFile=Sea_Fury_DATA.INI CockpitDataFile=Sea_Fury_COCKPIT.ini HangarScreen= LoadingScreen= LoadoutImage=Sea_Fury_LOADOUT.BMP LoadoutFile=Sea_Fury_LOADOUT.INI AvionicsDLL=Avionics60.dll AvionicsDataFilename= UserList= [LOD001] Filename=Sea Fury.LOD Distance=50 [LOD002] Filename=Sea Fury-001.LOD Distance=100 [LOD003] Filename=Sea Fury-002.LOD Distance=200 [LOD004] Filename=SeaFuryLowMedRes.LOD Distance=500 [LOD005] Filename=SeaFuryLowRes.LOD Distance=10000 [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 [DamageTexture] DamagedPostFix=_Holes.tga [TextureSet001] Directory=texture802 Name=Royal Navy 802 NAS Korea Nation=RoyalNavy Squadron=802 NAS Specular=0.500000 Glossiness=0.550000 Reflection=0.050000
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La-11 FM
baffmeister replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
New aerodynamic tester for the La-11 attached. I still have a lot of work to do checking min/max extents/damage modeling and need some information regarding fuel tanks that I haven't found online so maybe someone can help with that. Regarding the FM, it gets a new CDL table and engine table that is based on, I think, reasonably good data. The Shvetsov ASH-82 engine appears to have been designed for medium altitude so the power drops off quite quickly above 20,000ft. I'm getting about 430mph TAS at 20-21000ft which is the max speed according to internet info. At sea level it does about 380mph which seems reasonable to me although I have seen some internet info that ranges from 350mph to 430mph at sea level. The 430 at sea level seems very unlikely. The La-11 is quite light compared to a Seafury or Mustang but it has considerably less wing area so the wing loading, assuming equal amounts of fuel, is about the same as a Mustang. You will want to limit fuel when able and keep the speed up during dogfights. The FM now has some working shock animations but I haven't found a way to get the tail wheel to castor. I have also included Wilches' prop fix as well as using the previous slow prop tga as a medium prop tga, which adds a bit of animation when starting or shutting down. After looking through the out file, it does seem that the model was built without a propeller. Wilches fix is probably the best bet at this point. Just add the three prop TGA's to each skin folder. You may want to consider changing the ConstantSpeed=TRUE statement to FALSE which will show the medium prop tga when taxiing or idleing. I have never noticed any performance differences between ConstantSpeed=TRUE or FALSE but don't want to risk potential "patch mayhem" if ThirdWire ever makes some changes to the prop behavior. The next update will be on my KAW FM Update thread and will probably include the Yak-9P and IL-10. Here's the new La-11 FM: LA-11fmKAW0.95.zip A couple of questions: Does anyone know the distribution of the fuel tanks for the La-9 and La-11? From online sources the internal fuel capacity for the La-9 is 825 litres and for the La-11 1100 litres. I think the La-9 had a fuselage tank and two wing tanks in the inner wing sections. For the La-11, I think it had the same fuselage and inner wing tanks as well as two wing tanks in the outer wing sections. I have also seen some photos and diagrams of the La-11 equipped with "No Jettison" wing tip tanks but not sure I want to get involved with that. Did the Shvetsov ASH-82 have a WEP rating? The info on Wikipedia shows 1850hp at 2500rpm for take off. The other horsepower at altitude ratings are all at 2400rpm but was wondering if 2500rpm could be used at altitude, to generate a bit more horsepower. -
Here is the most recent Seafury FM. Should be the same as the one I sent you. [Version 1.0] I gave it a quick test and the wings fold fine [shift 9] and the parked Seafurys show up on deck with wings folded. The canopy is on shift-0. [you're a busy guy, I know!] Sea_Fury_DATA-V1.0.zip Not sure about the lights on this one, don't throw out your current data.ini!
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Attached is an FM for Veltro2Ks' Do-17z model you can get here: http://combatace.com/files/file/15216-dornier-do-17z/ It's a nice model with 2 lods so should offer better frame rates than the A-Team version. This is beta 0.96 standard and is a bit different from the previously released BoB bomber FM's which are in the process of being upgraded. Beta 0.96 changes: The aerodynamics are unchanged, it's still a variation of the Generic WW2 bomber FM I've been using and is meant for AI use only. If you really, really, really want to use this as a player flown aircraft I would recommend making a dedicated ATTACK version. Some changes to crew armor protection. Considering the amount of armor protection I assigned to the pilot it seemed too easy for the pilot to get killed. Not sure exactly what the problem is but I have also included armor protection for all crew members and it seems to have reduced the potential for the pilot to be killed. The accuracy of the bomber gunners has been increased a bit. The engine thrust lines have been moved inboard quite a bit. With realistic thrust positions the AI has a hard time flying on one engine and will usually end up going around in circles at some point. With the new changes the bombers have a better chance of maintaining flight and getting back to base. Interesting observation: a few times I have seen the AI do an engine restart after engine fires have been extinguished. Very cool! Here's the FM: D0-17V2Kfm0.96.zip
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I started work on a Seahawk FM update for Paulos Indian Seahawk pack [thought it would be easy peasy!] but had some major issues right from the get-go. [ and I'm no where close to doing carrier trials!] Considering the large number of varients and the issues I've found at this point I think it would be good to just get one aerodynamic beta tester going. Any objection if I post a test FM for your "What If" KAW Seahawk? Probably will take a week or two before I get something worth posting.