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baffmeister

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Everything posted by baffmeister

  1. La-9 stripped down beta test package attached. It includes Bunyaps 4 cannon La-9 lod and one grey skin. The package I had originally included 2 grey skins, one for China and one for the Soviet Union but they looked identical to me. The cockpit is the Yak-3 but it has had a few edits. I'm using the position data and some other stuff from Wrench's La-11 upload. Some of the instruments have been fixed/changed but are a blend of english and metric units. The ASI has been adjusted and reads in KMH. The VSI that was in the upper R/H corner and read in meters/sec is now a G-meter, the other VSI reads in feet/min. Below the new G-meter is a fuel gauge that reads in kilograms and should be reasonably accurate below about 275. I think I left the altimeter alone. It reads in meters. Only minor changes to the FM. La-9package0.91.rar
  2. Oh well, new news for me...................................never mind......
  3. I just noticed this while looking over ThirdWires P-51 data.ini. I had been flying it quite a bit but the HUD was set on hard so had no indication from the lower left corner info screen. Here is the engine section for ThirdWires latest P-51 data: [Engine] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=1 HasWEP=TRUE SLPowerDry=1113479.3 SLPowerWEP=1234610.1 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0.0,0.0 WEPThrottle=0.90 ThrottleRate=0.25 AltitudeTableNumData=23 AltitudeTableDeltaX=609.6 AltitudeTableStartX=0.0 AltitudeTableData=1.000,1.016,1.031,1.047,1.062,1.013,0.938,0.891,0.899,0.908,0.916,0.896,0.829,0.761,0.693,0.625,0.558,0.490,0.422,0.321,0.219,0.117,0.000 WEPAltitudeTableNumData=23 WEPAltitudeTableDeltaX=609.6 WEPAltitudeTableStartX=0.0 WEPAltitudeTableData=1.000,1.014,1.028,1.042,0.984,0.916,0.878,0.888,0.897,0.906,0.875,0.813,0.750,0.688,0.626,0.564,0.502,0.440,0.378,0.284,0.191,0.098,0.000 WEPMaxAlt=6479.0 WEPTimeLimit=300.0 WEPTempDelta=10.0 WEPManifoldPressure=67 NumBlades=4 PropDiameter=3.40 MomentOfInertia=6.13 PropEfficiencyAdvanceRatioTableNumData=15 PropEfficiencyAdvanceRatioTableDeltaX=0.2 PropEfficiencyAdvanceRatioTableStartX=0.0 PropEfficiencyAdvanceRatioTableData=0.027,0.496,0.730,0.845,0.870,0.870,0.870,0.870,0.870,0.870,0.870,0.870,0.870,0.204,0.000 PropPFactorCoefficient=0.0 ConstantSpeed=TRUE PropRotationDirection=1 SpinnerNodeName=prop_spinner_axel StaticPropNodeName=Spinner Static SlowPropNodeName=Spinner Slow FastPropNodeName=Spinner Fast DamagedPropNodeName= SlowPropRPM=400 FastPropRPM=1000 MaxPropRPM=1437 IdlePropRPM=600 BSFC=0.00280 MinManifoldPressure=26 MaxManifoldPressure=61 GasTempIdleRPM=70 GasTempMaxRPM=80 GasTempChangeRate=0.033 OverheatTemp=90 DamageTempDelta=20 OilPressIdleRPM=70.0 OilPressMaxRPM=80.0 OilPressChangeRate=0.4 LowOilPress=50.0 LowOilPressTempDelta=100 ExhaustEmitterName= ExhaustPosition= FireSuppression=FALSE MinExtentPosition=-0.35, 0.91,-0.63 MaxExtentPosition= 0.35, 3.40, 0.37 AnimationID=-1 MaxPowerAnimationTime=0.1 MinPowerAnimationTime=0.3
  4. I must have got the La-9 from Bunyaps site at some point. I will post it here soon. Doing FM's and working with the terrain editor have some similarities. At least with FM's I learn a bit each time. When working on my one and only terrain I forget how the TE works between sessions. [because I hate the TE soooooo much! ]
  5. Very Interesting! I downloaded Wrench's La-11 pack and was expecting to see the same 4 cannon lod I have but nope, 3 cannons just as it should have. So we seem to have dedicated La-9 and La-11 lods. I will just work on the La-9 FM for now but will include a beta test pack with La-9 lod for the next update. If things work out OK I can make an La-11 FM that can be dropped into Wrench's La-11 package. Cheers. PS: Thanks for the input Coupi & Cocas
  6. That looks very similar to the model I have although mine doesn't have a mirror on the canopy. From my light internet research the La-9 and La-11 were very similar. The La-11 had more fuel and additional navigational equipment but only 3 cannon compared to 4 for the La-9. I think the airframes were pretty much the same so the model you show should be good for both versions. I wasn't planning on uploading a package for these planes but will post FM's for the 2 types here as they get further developed. Cheers.
  7. The one I have been using is called an La-9_C. It has a basic grey skin with blue and white stripes on the rudder. The "C" probably stands for China, the country used in the data ini. I have no idea where it came from! I still have the original Zip file and it has no readme. I will upload a stripped down test package here after doing a few ini changes. The plane is too fast at altitude at present but the TW Mustang FM is working very well and seems to be generating the desired sustained turn rate.
  8. Hello. I would suggest you download the AvHistory flight models and required aircraft and then create a giant "Fur Ball in the Desert." Look Here [interesting concept]
  9. I finally bought SF-2I and SF-2E with the two expansion packs so now I need some more post war prop planes to mix it up with the TW Mustang and Spitfire. Attached is a LA-9 FM beta that I have cobbled together. At this point it is basically a TW Mustang FM plugged into Pasko's [i think] LA-9 model. Both aircraft had a laminar flow airfoil so it seemed like a good place to start. Lot's of detail work still to do but that will take time so here is a beta tester for now.
  10. I know you don't like fictional stuff Paulo but this one has "Republic of Dohar" written all over it. [ It soon will have in my install, at least.] Thanks to cocas as well.
  11. When in doubt, do what Wrench does! I copied some terrain data info from Wrench's Cuba2010 terrain and it looks better. The caveat being I also used an early terrain height map bit map. Originally, I had rotated an HFD file within the terrain editor. This is probably unusual compared to most terrain builders who are more interested in doing realistic terrains. This time I rotated the height field bit map first before using it in the terrain editor and I think it may be the best way to go. There may be a potential for some height field corruption when rotating an HFD within the terrain editor. Keeping in mind that doing a fictional terrain gives one a lot off leeway regarding any adjustments, I have also smoothed the terrain 4 times and the result is old worn down mountains that suit the [4] mountain tiles I have made based off of the TW originals. The "Wrench Edits" give a more "bumpy" terrain but I suspect at the cost of some frame rates. Here are the new terrain data edits: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=16384//4096 RenderMeshIndexCount=16384//6144 SolidObjectVertexCount=16384//12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=16384//8192 AlphaObjectIndexCount=24576//12288 [HeightField] DetailScale=20.0//1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.0 WaterMesh=1.8//0.8 Dusty Old Town: I like the look of the original desert city tiles so have been trying to use them for this terrain. They have a third world look that I am going for in this terrain. Unfortunatly, I think I got carried away with Gimp's spray can and will probably have to start from scratch on these tiles. More city transition tiles probably required as well.
  12. Yuck! I may have been messing around with a height field bit map in this area but it's not much worse than some other areas. Also, the tiles seem slightly lighter in color around the edges so it may be aggravating the appearance. Unfortunatly, under low angle lighting this seems common in ThirdWire sims. Question of the day, is there any way to increase the height field resolution in the ThirdWire sims. For example, could I change anything in the texture list ini: [mountain1.bmp] TextureType=0 DetailType=1 HeightMapScale=0.000000....from the stock desert texture list. WOE texture list has 100.0 for most if not all tiles. Also, in the terrain data.ini, would adjusting any of these help? [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=16384//8192....Forget where I got these edits from but I think it's to increase the number of tod's AlphaObjectIndexCount=24576//12288 .....rendered. [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 I have been trying multiple smoothing to improve the look but would like to optimize the height field to the extent possible. Screen shot was taken with terrain detail option set to high.
  13. I seem to remember an issue with the Sabre's viewing distance. In the data.ini have a look for this entry MaxVisibleDistance=xxxx.x under [DetectSystem] and see what the setting is.
  14. View File SF-2 Runway Center Line Fix This file fixes the runway center line issue in SF-2 Desert. I think the same textures are used in the other titles as well but your on your own. The runway edge lines still have issues but they aren't as obvious as the center line so I left them alone. Submitter baffmeister Submitted 02/25/2012 Category Base Mods
  15. Version 1.0

    118 downloads

    This file fixes the runway center line issue in SF-2 Desert. I think the same textures are used in the other titles as well but your on your own. The runway edge lines still have issues but they aren't as obvious as the center line so I left them alone.
  16. It would seem learning the terrain editor is a requirement for some people. I want to fly simple multi-role aircraft over a fictional terrain with some eye candy and do real time missions in about one hour. You want to fly at stratospheric heights on long range strategic bombing missions and do real time missions in about one day. Maybe two days with a B-36!
  17. No problem. I will include two, Yankee Station and Ivan Station.
  18. Small city in the highlands. I want to use high density city tods in the final version so will keep the cities quite small to avoid a large frame rate hit. This is the smallest they will get, transition tiles only. I like the way these tiles turned out but have some problems with others. Also, about 5000 trees remain to be planted and lots of building tods to place, although this version will just get standard density building tods.
  19. Coastline looking north. This screenshot shows the nice variety of coastal tiles available in the stock desert terrain. After a lot of manual height field adjustments the coastline autotiled quite well with only a few areas of repeating tiles. The new terrain uses the Iranian Gulf coast but rotated and the mountains have been leveled twice.
  20. Thanks for the comments Swordsman. I plan to upload a few more screens of the OK areas then get into the nasty bits. The stock Desert tiles can make the best coastline out of all the TW terrains and I'm quite pleased with the way this one turned out.
  21. Hunter vs. MiG-17. Excellent. If you upgrade to SF-2 you get a Mk-6, no cockpit. [ I have the woe cockpit installed.] Or SF-2 Europe I think has the Mk-6 with cockpit. Bought the initial SF-2 [Desert] early but haven't bought any of the others yet. The FM's seem better in SF-2 and I actually get better frame rates on a low end system.
  22. I thought the " fictional" aspect of SF-1 was lame as hell when I first bought the game, now I spend almost all my "flying" time there. I can install whatever planes I like and match them up performance wise. The one RL concept that interest me is a European NATO narrow focused install from about 1970 to 1975. It would be interesting to try and build a strike simulator with realistic Sam set-ups and AAA then build missions to try and defeat the defenses. I would also want to limit it to airbase's near the front line as I like to do real time missions.
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