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baffmeister

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Everything posted by baffmeister

  1. Something I just noticed on the "Buc", the control rate on the ailerons is only set to 2. If I set the control rate to 5 and leave the CLP numbers as they were, it improves the behavior quite a bit. Not quite what I would like so may try changing the CLP numbers a wee bit. Cheers.
  2. I have found most of the existing WW-2 FMs have quite serious issues, with a few exceptions.
  3. Thanks for that, I'm going to try it out. I find the rudder response a bit wonky as well so will try a few things. Cheers.
  4. Excellent concept for the Euro terrain but "The Horror", the work involved for all those WW2 flight models! [Just ask Wrench!]
  5. I hope you don't mind a bit of hard work, ColStafford. The Sabre and MiG-15 FM's done by Fubar512 require careful handling to get the most out of them but are proving to be great fun to fly and AI friendly as well. They also demonstrate a remarkable sensation of "feel" which is kind of amazing considering I don't have a force feedback stick!
  6. Here are some example MERC entries from a campaign I made for Desert Target Zone. I suspect you have a typo or missing entry. For this particular campaign the money feature for the Mercs wasn't used and I was calling them the Dhimari Foreign Air Legion. [DFAL] Hope this helps, Cheers. FROM CAMPAIGN INI: [CampaignData] CampaignName=DesertTZ65B DataFile=DesertTZ65B_data.ini CampaignMap=DesertTZ Service001=USMC Service002=MERC [uSMCUnit001] UnitName=VMFA-531 ForceID=1 UnitID=1 StartDate=06/20/1965 DescFile=531Desc.txt StartText=DesertTZ65Start.txt AircraftType=F-4B [uSMCUnit002] UnitName=VMA-121 ForceID=1 UnitID=3 StartDate=06/20/1965 DescFile=121Desc.txt StartText=DesertTZ65Start.txt AircraftType=A-4C [MERCUnit001] UnitName=DFAL 1 Squadron ForceID=1 UnitID=2 StartDate=06/20/1965 DescFile=F-100dDesc.txt StartText=DesertTZ65MercStart.txt AircraftType=F-100D [MERCUnit002] UnitName=DFAL 2 Squadron ForceID=1 UnitID=6 StartDate=06/20/1965 DescFile=A-4BDesc.txt StartText=DesertTZ65MercStart.txt AircraftType=A-4B FROM CAMPAIGN DATA INI: [AirUnit001] AircraftType=F-4B Squadron=VMFA531 StartDate=06/20/1965 ForceID=1 Nation=USMC DefaultTexture=USMCGrey1 BaseArea=King Husani Airbase [auxiliary runway] RandomChance=100 MaxAircraft=20 StartAircraft=20 MaxPilots=20 StartPilots=20 Experience=100 Morale=100 Supply=100 Intelligence=100 UpgradeType=NEVER MissionChance[sWEEP]=90 MissionChance[CAP]=90 MissionChance[iNTERCEPT]=70 MissionChance[ESCORT]=90 MissionChance=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 Supply[001].WeaponType=Mk81 Supply[001].Quantity=20 Supply[002].WeaponType=Mk82 Supply[002].Quantity=20 Supply[003].WeaponType=Mk83 Supply[003].Quantity=20 Supply[004].WeaponType=Tank370_F4 Supply[004].Quantity=80 Supply[005].WeaponType=Tank600_F4 Supply[005].Quantity=20 Supply[006].WeaponType=AIM-9B Supply[006].Quantity=60 Supply[007].WeaponType=AIM-7D Supply[007].Quantity=60 Supply[008].WeaponType=SUU23 Supply[008].Quantity=30 [AirUnit002] AircraftType=F-100D UnitName=DFAL 1 Squadron StartDate=06/20/1965 ForceID=1 Nation=MERC MercenaryUnit=FALSE.........................No Money For this Campaign PlayerOnly=FALSE StartingFunds= DefaultTexture=USAFSilver1 BaseArea=King Husani Airbase RandomChance=100 MaxAircraft=20 StartAircraft=20 MaxPilots=20 StartPilots=20 Experience=100 Morale=100 Supply=100 Intelligence=100 UpgradeType=NEVER MissionChance[sWEEP]=80 MissionChance[CAP]=80 MissionChance[iNTERCEPT]=80 MissionChance[ESCORT]=20 MissionChance=90 MissionChance[CAS]=90 MissionChance[sEAD]=80 MissionChance[ARMED_RECON]=90 MissionChance[ANTI_SHIP]=70 MissionChance[RECON]=50 Supply[001].WeaponType=Mk81 Supply[001].Quantity=40 Supply[002].WeaponType=Mk82 Supply[002].Quantity=40 Supply[003].WeaponType=Mk83 Supply[003].Quantity=20 Supply[004].WeaponType=Mk84 Supply[004].Quantity=10 Supply[005].WeaponType=LAU-3A Supply[005].Quantity=40 Supply[006].WeaponType=LAU-10A Supply[006].Quantity=20 Supply[007].WeaponType=AIM-9B Supply[007].Quantity=80 Supply[008].WeaponType=Tank335_F100 Supply[008].Quantity=80
  7. Stratos, Have a look through this thread for a way to make Dhimar and Paran flyable in campaigns by modifying the nations ini. However, I'm not sure if the Dhimar and Paran insignia are included in the other games. Desert Campaign - No Foreign Powers
  8. I was thinking of using one of the Cuba terrains to do a "Cuba Libre" concept with half the island occupied by Communist Cuba and the other half by a new Democratic Cuba. No other countries involved. Thought it would be a fun place to run some "Third Worldish" aircraft and missions. No time though and too many other things on the go so maybe by mentioning it I can get someone else interested?
  9. I transferred Streakeagle's Thirdwire FM threads into notepad format, with some editing. I find them quite handy to use. ThirdWire FM Notes.rar ThirdWire Stall Notes.rar
  10. I have noticed some frame rate issues on my modest but less than one year old Win7 rig. I have SF-2 with the Sept/11 patch but first noticed the frame rate reduction on the previous patch. I only have dial-up internet so the drivers don't get updated very often which may be the problem.
  11. I should have explained my helicopter campaign concept better. I was thinking that it would be interesting to have them working out of "Helicopter Only" forward operating areas. The concept I had was to make land based helicopter carriers that would be just flat Lods that would fit in with the terrain and could be placed near the front lines. Unfortunatly, game engine won't allow it. I tried placing an unpowered version of the Ark Royal on land and it shows up OK but the test planes I used blew up as soon as they showed up. Not sure why. A different approach, and the one I think I will try is to have forward operating helicopter pads [small airports], near the front lines. Next step would be to reduce the range of the helicopters to a couple hundred kilometers. Any aircraft that aren't helicopters would have their airbase size set to medium, to keep them away from the helicopter pads. I think with the range limitation the helicopters would be confined to the forward helo pads during game generated quick missions. Campaign use would be as per normal. The recent staggered take off mod by EzLead would probably be a nice feature for the helicopter pads as well. Anyway, I downloaded a helicopter to experiment with. Cheers.
  12. Gepard, have you tried using the AI entry LandingSpeed=xxx. From playing around with that entry a bit I get the impression it actually changes the approach speed, not the landing speed. Maybe with a higher approach speed the helos will stay under control? I don't have any helos installed but might download one, I have an idea to get them into campaigns but have to do some testing first. Actually, before doing any testing I will first ask: Has anyone figured out a good way to get helicopters into campaigns? Cheers.
  13. I don't have the Super Entendard installed but from past experience with some other carrier planes the AI seems to require very slow and stable nose up approaches to trap successfully. Some things you could try doing are reducing the StallSpeed=xxx and/or the LandingSpeed=xxx in the flight control section of the aircraft data.ini. If the aircraft is unstable in pitch when approaching under AI control there are a few AI entries you could experiment with. These particular entries seem to become "active" after the aircraft passes waypoint #8 and enters the approach phase. LandingPitchForSpeed=-0.07 LandingThrottleForAltitude=0.05 LandingThrottleForVerticalSpeed=0.08 A lot of experimenting may be required when adjusting these entries. Also, pitch oscillations on approach can vary depending on weight. I try to set them up with about 25% fuel and no ammo or external stores.
  14. WOW!!! Planning to put a version of this into my Desert Target Zone mod. It is perfect for it! Awesome stuff Ezlead! ,
  15. Hotfix for a CTD issue when doing anti-ship missions:DESERTTZ_MOVEMENTfix.rar Also, regarding the WOE version I mentioned back in 2007[!], it's still on the hard drive and waiting for some inspiration. [ New building objects inspire me sometimes!]
  16. After quite a few years I tried an anti ship mission on this terrain mod and got a CTD! It used to work, honest! Anyway, the next update will be awhile but there will be more as I saw some great new building objects uploaded recently so, until then, a hotfix:DESERTTZ_MOVEMENTfix.rar Just unzip and copy into the DesertTZ terrain folder and let it overwrite. The problem was caused by either too many ship waypoints [21] or the waypoints were too close together. [ I had tried to get the ships to do a zig-zag pattern to make anti-ship missions a bit more difficult.]
  17. NICE! [from a 2nd year terrain editor student.]
  18. The flicker may be caused by a lack of Z Buffer offset. [whatever that is] In the types ini, the runway should have a line entry like this: ZBufferOffset=6.000000 Another possibility is the TFD data file wasn't updated when you added the new HFD file after leveling the airfield. Or, it's something else! Cheers.
  19. I'm no FM Guru Paulo, I was just trying to get the Sea Hawk to behave when under AI control. Like everyone else, I would like to see a more authentic FM for it. Cheers.
  20. Just downloaded Spinners' "What If" Pulqui and have to agree, the Pulqui pit looks like the best "Stand In" pit for the Venom.
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