Jump to content

baffmeister

+MODDER
  • Posts

    1,290
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by baffmeister

  1. New Dhimar, the land of fruits and nuts...............................................
  2. I've been really impressed with the damage modeling on this plane.
  3. Looks great! Can you tell us the type of radar or is it a bit generic. I was thinking it might be a ground controlled approach radar. [talk down]
  4. I put this in the "What If" thread because: A. It's "somewhere over New Dhimar." B. Real fighter pilots wouldn't behave in such an irresponsible manner...................right?.................................
  5. Mirage 5D's patrolling the south-western border of New Dhimar.
  6. Dornil, here's an old link that may be of use regarding Dhimar and Paran. At one point I used this edit to make Dhimar and Paran flyable in campaigns but now I just use 4 new fictional countries two of which use the Dhimar and Paran insignia. https://combatace.com/forums/topic/52761-desert-campaign-no-foreign-powers/?tab=comments#comment-387822
  7. New CF-5A_72 FM and cockpit mod attached. Some changes to the lift/drag numbers and I've removed the Sidewinder rails via ini edit as I can't find any evidence they ever acquired that capability except maybe the modified late versions that were going to be used as lead in trainers for the CF-18. Crusader sent me a different cockpit that has some gauges moved around to better reflect the CF-5A so that's included. The new cockpit also has new gunsight TGA's and I've added Crusader's "raise the viewpoint" cockpit mod that offers better over the nose visibility during landing. Use the thrust vector keys to make it work. Some other minor changes and I've added some info for calculating take off and landing speeds at various weights. See the readme for more and don't forget, USE FULL FLAPS FOR TAKE OFF and KEEP THE SPEED UP! Here's the beta 0.96 update: CF-5A_72update0.96.7z
  8. Meteors from the Sultanate of Sharnak, somewhere over New Dhimar. [ The tiles are from Deuces Desert, with some color adjustments.]
  9. If the model was built without distance Lods, that could cause frame rate issues as well.
  10. A couple more "New Dhimar" screenshots. Love that Sabre skin!
  11. "What If" I ever finish this terrain.................a Sabre Mk-6 somewhere over "New Dhimar."
  12. You may [or maybe not] want to check out the CF-5A FM I did for the Paulopanz CF-5A package. You can get the FM here: https://combatace.com/forums/topic/88852-cf-5a_72-fm-beta-095/?tab=comments#comment-717562 There are quite a few data entries that can affect the roll response to rudder inputs but you can "probably" get what you want by playing around with the CLDC entry in the rudder section of the FM. Here's the data from my CF-5A FM with some info describing the various entries: [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=30.0 MinDeflection=-30.0 CDdc=0.0261..............Drag due to control surface deflection Cydc=0.0662..............Side force due to control surface deflection Cldc=0.006...............Roll moment due to control surface deflection Cndc=-0.0441.............Yaw moment due to control surface deflection When I did the FM I had access to a CF-5A flight manual and IIRC the type generated positive roll response [left rudder/left roll and vice versa] at positive AoA and the opposite at negative AoA. Typically for most types, the positive roll response would increase as the AoA was increased.
  13. Might just leave this on the backburner for awhile but even something like the Silkworm setup would be cool. You could probably get them to launch up a ramp with some sam type launch effects for the booster phase.
  14. I was wondering about that approach as well. I think it could be made to work like that but don't think the game would generate any V-1 intercept missions against it. Not sure about cruise missiles either. I don't play SF-NA to any extent so don't even know if the game generates intercept missions against cruise missiles. Any ideas?
  15. Coupi, do you have the V-1 set up as a normal AI attack aircraft? I guess it would be possible to do it that way and give the V-1 an attack AI that makes them crash on the target. For campaign use, a special airfield could be made that looks like a V-1 launch site but for single missions I think it would be a bit strange as the V-1s would be using normal airfields at times.
  16. That's a great idea! There were a lot of V-1's being lobbed at Liege and Antwerp during the Battle of the Bulge so it would be cool to implement that feature. Not sure how that could be done, any ideas? Anyone? Would there be some way to set them up as cruise missiles?
  17. Updated Tempest FM attached. This new FM includes the work around to eliminate the asymmetric bomb weight issue. Some adjustments to the AI as well as a revised engine table similar to the Typhoon. A new loadout ini is also included but you will need the Typhoon upload to get the bombs and rack. Engine exhaust smoke and prop inertia effects are turned off but can be activated in the engine section of the Tempest data ini. Here it is: TempestUpdate0.96.zip
  18. Someone put together a little PTO campaign with a list of required aircraft and ground objects so it might be worth a look. I don't recall what terrain it was meant for. [from the guy that doesn't even have a PTO install yet]
  19. I don't understand any of that stuff but, do you have DX-9 installed?
  20. In SF2, maybe simulated geosynchronous spy satellites?
  21. Funny you should ask that. I was just recently messing around with my own long term F-101 FM which uses a pitch up effect. If you have the original FM you probably want to check the StallMoment=whatever entry for the inner and outer wing panels. They are typically in the 0.000 to -0.002 range. To generate a pitch up, you can bump the numbers up to something considerably higher. I was using StallMoment=0.08 on the inner [forward] wing panel and StallMoment=0.000 on the outer wing panel which gave an interesting pitch up effect. I was on the verge of doing an informal release of my RF-101 FM but decided to re-think the whole pitch up issue. The effect is just a simplified work around and doesn't really reflect the actual aerodynamics of the VooDoo pitch up, plus the Voodoo had roll and pitch limiting systems as well as a stick pusher to avoid pitch up so it might actually make more sense to try and simulate a stick pusher effect, with a large nose down [negative] StallMoment. Unfortunately, from past experience with the F-104, I've never been able to get a convincing stick pusher effect.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..