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baffmeister

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Everything posted by baffmeister

  1. I think this problem is CofG related. I had an issue with a plane I was working on that had the CofG moved forward to address some potential issues and it had the same problem. When I moved the CofG back to 0.0,0.0,0.0 the problem went away. I had a quick look at The CofG on the TW F-4B and it is at 0.0,1.70, 0.0. Ultimately, as the bombs don't exhibit the same behavior, I would suspect something got porked in a patch but that's just a guess.
  2. View File F7F-1 Tigercat SF-2 Update An SF-2 update for Geo's F7F-1 Tigercat with original Lods, skin and decals. Also includes a choice of two cockpits, Geo's WW2 navy pilot, an aircraft specific Tiny Tim rocket, a new FM and a few other odds and ends. CREDITS: 1.] Geo, for the Tigercat model, skin and decals as well as the 300gal drop tank and the WW2 Navy pilot. 2.] Zurawski, for the original Sabre pit. 3.] TMF, for the F4U pit and probably for the F4U-7 engine sound. 4.] Cliff11 for some new gauges and ini edits used in the modified Sabre pit. Also for putting together the 150gal drop tanks. 5.] Baffmeister, Cliff11, Charles and ThirdWire for the FM. Install instructions included in the readme. WAIVERS: For freeware use only, commercial use not permitted! Submitter baffmeister Submitted 12/16/2012 Category F4F / F6F / F7F / F8F
  3. Version 1.0

    405 downloads

    An SF-2 update for Geo's F7F-1 Tigercat with original Lods, skin and decals. Also includes a choice of two cockpits, Geo's WW2 navy pilot, an aircraft specific Tiny Tim rocket, a new FM and a few other odds and ends. CREDITS: 1.] Geo, for the Tigercat model, skin and decals as well as the 300gal drop tank and the WW2 Navy pilot. 2.] Zurawski, for the original Sabre pit. 3.] TMF, for the F4U pit and probably for the F4U-7 engine sound. 4.] Cliff11 for some new gauges and ini edits used in the modified Sabre pit. Also for putting together the 150gal drop tanks. 5.] Baffmeister, Cliff11, Charles and ThirdWire for the FM. Install instructions included in the readme. WAIVERS: For freeware use only, commercial use not permitted!
  4. Not sure if you got my drift................Paulo got the Ouragan to show up automatically by making sure the name matched the campaign data. From the Kadesh campaign data: [AirUnit004] AircraftType=Ouragan..................If this aircraft is available the campaign will use it. AlternateType=MystereIVA..........If the Ouragan is not available, as for a stock install, the campaign will use the MystereIVA. Squadron=113IDF ForceID=1 Nation=ISRAEL DefaultTexture=IDFSilver2 BaseArea=Tel Nof Airbase For the Mosquito6 in operation Kadesh: [AirUnit003] AircraftType=Mosquito6.........If there is a Mosquito6 available the campaign will use it automatically. AlternateType=Meteor8........If there is no Mosquito6 then the campaign uses the Meteor8. Squadron=110IDF ForceID=1 Nation=ISRAEL DefaultTexture=IDFCamo1 BaseArea=Ramat David Airbase I think it would work if the IDF was in the Mosquito6 UserList and the date was correct. P.S. There may be some reasons why a nationalized version with the Mosquito6 name may be a better way to go, as it may avoid some possible issues with the WW2 / modern day crossover. I have seen some odd behavior but can't quite figure it out.
  5. No cookies to share but a suggestion: If you name the Mosquito VI the Mosquito6, and include the IDF 110 squadron skin by LloydNB, I think the Mosquito6 could be made to show up automatically in the stock TW Operation Kadesh campaign.
  6. Thanks for the cockpit fixes. Will be taking a closer look at the A.I.for the next FM update, which won't be for awhile.
  7. Thanks for the idea. Wrench, if you upload them here I will include them in the pack.
  8. Could you post the edits for the He-111 bomb positions? I was planning to attempt that fix at some point.
  9. Can you upload the templates to this thread? I could add them to the package to make it convenient for skinners. Crusader, I would like to add your cockpit.ini, gunsight and would appreciate the details on the ammo capacity.
  10. Started working on an SF-2 update pack for Pasko's Ju-87B. The original flies very well so I hope to get it out the door quite quickly. [two weeks?] Has a nice Kesselbrut pit as well. If anyone has any skins, decals or bits and pieces they want added in just let me know. Also, I need a freely available German Pilot and aft facing gunner. Can someone point me in the right direction?
  11. Thanks Wrench and Kulbit80, I really appreciate the comments. No plans for a fighter bomber version in the near term but I do plan on looking into it at some point. I think there may have been some subtle engine differences between the regular and FB version but I want to get the basic version finalized first before proceeding with other variants. Russo, I had another look at the gear and I think I may have been trying to fix a problem that wasn't even there! Just to avoid any confusion, here are my current entries for the R/H landing gear. They seem to work fine and are the same as the original data with the exception of some adjustments to non model related entries. [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.25//0.90 HideGearNode=FALSE ModelNodeName=MainGearStrut_R InsideNodeName= ShockAnimationID= ShockNodeName=AxleR ShockTravelAxis=Z-AXIS ReverseShockOrientation=FALSE ShockStroke=0.2//0.40 SpringFactor=1.5//3.0 DampingFactor=2.0//2.5 WheelNodeName=HubR RotationAxis=X-AXIS ReverseModelOrientation=FALSE RollingRadius=0.28//0.58 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.50 RollingCoefficient=0.05 MaxDeploySpeed=101.0//73.6
  12. Here is a matched pair of FM's for the Spitfire 1a and BF-109E-3. I have tried to adjust the FM's to reflect the differences between the two types regarding roll rates and pitch response. New engine tables included for both types. The Spitfire 1a FM is for the recent TMF/Wrench upload and was developed from the FM supplied with the original. It's 95% ThirdWire with some tweaks to the rudder and aileron entries as well as a few other things. The engine table reflects a late version with 100 octane fuel and 12 lbs engine boost pressure. This gave a bit over 1300hp at 9000ft and made a huge difference during the Battle of Britain. The update programs were very rapid with all Spitfires and Hurricanes in the Battle of Britain theater having constant speed props and 12 lbs boost my mid August, 1940. If you want to make an early version you can just change the entry HasWep=TRUE to FALSE. The BF-109E-3 FM is made for RussoUK's SF-1 model. Here's a link. http://combatace.com/files/file/1352-bf109e-3/ You are on your own making an SF-2 version, although the FM should work in SF-1 installs as well. I have done a little trick I picked up from Kulbit80 to make the fuselage invisible from the cockpit while keeping the propeller visible. This so you can re-position the cockpit to a more realistic position. At present the right hand wheel rotates backwards but so far that's the only way I've been able to get the shock stroke animation working in the correct direction. Notes: The Spitfire 1A had a poor roll rate and is reflected in the FM. The BF-109E-3 had a decent roll rate at normal speeds but was almost as bad as the Spit at high speeds. The Spitfire had very light elevators and I think is done well by ThirdWire. The BF-109E-3 had an OK elevator feel at low speeds but the stick forces would build up rapidly as speed increased and became a major issue at high speeds. I have started trying to model that but more work to do. The Spitfire gave lot's of warning prior to departure during turns but the original ThirdWire FM is very departure resistant so I still have some things to do there. The BF-109E-3 was very spin resistant and the FM reflects that. Both FM's are beta 0.8 and holding as I want to get started on some other ones. Cheers. Spitfire1A_DATA0.8.zip BF109E-3_DATA0.8.zip
  13. Gepards terrain would work fine, it would just require some new objects to show up at later dates. I plan to do a bit of work on the target areas for this terrain and would like to use it from the Battle of Britain up to the D-Day time frame but it's going to be a long term project.
  14. I plan to do some new airfields for the BoB terrain and introduce some new building objects. Russo, any completed building objects you have will find some use somewhere so would be great if you uploaded them. I REALLY like the pier, that would look great in any terrain!
  15. I did do a test re-tod on one tile using the terrain editor and the stock TW building tods but it's an exercise in futility using the stock tods, they are so small you would need about 1000 per tile to even begin to fill the spaces and it still probably wouldn't look very good.. Maybe Stary will see this and post his object map. [hint hint]
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