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Lexx_Luthor

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Everything posted by Lexx_Luthor

  1. Wrench, what kind of radar display grid would the Corsair use, if any at all? Would a blank black or dark grey bmp file be more "primitive" -- or Corsair~esque -- than the A-4E's grid ? Okay, the way I've got it setup now, the radar boot or hood hides the upper section (about 20%) of the radar display, depending on player look up/down position (boot is 3D, nice). That only effects search and track at long range. The bottom is perfectly visible, and this is what counts in gunnery. To give the player better range estimation for gunnery, I'm using 0.5nm minimum track range. Is this acceptable?
  2. I need to tweak some things, Offset mainly I think, to get the pipper right and....the amount of radar scope visible inside the boot depends on Offset, but we may be able to remove the boot too. More tommorow. These are nice models, both cockpit and Corsair. For the player in the cockpit, the Corsair nose can be turned ON to show the prop disc from the player position, and the fuselage turned OFF to eliminate the model's canopy framework. Note the clear canopy glass -- essential for night or low light level missions.
  3. Yeah. I read that the Indians complained about piles of junk the Soviets built up in front of the pilots. One Indian ex-pilot at ACIG poasted, or was quoted, that it was nothing that couldn't be fixed with a simple screwdriver. Yough Wrench, if you get the go code from the DogSabreTeam, I'll take up the Corsair for some spinnage and get the cockpit as best I can. If you want, you could include in your releace an option, rather deep, to use the generic method of instrument panel inside the Corsair external model -- if it works. I forgot if the Corsair's canopy struts are visible from the inside. I think they are, but not sure.
  4. Yep, I move the radar up in place of the direction wheel, which is moved out of view. The very nice and deep 3-D radar assembly, when moved up, behaves far more friendly than way down in the cockpit as in the F-86D. Its really nice to work with, yet still smallish. We may be able to remove the rubber boot (or hood), as those Corsair pics don't seem to have one.
  5. Some of these Corsair cockpits have radar displays ~> http://uscockpits.com/Early%20Fighters/Ear...ghters.html#F4U Are these what you are looking for? If so, you want something with radar scope near the panel top -- so the moved Dora scope would work here. And there is no large direction wheel needed.
  6. Nope. I mean the large horizontal direction indicator. The big round compass wheel.
  7. Wrench, study this thread page in depth and see if its what you need. If the DogSabreTeam gives you the go-code for Corsair interceptor, I'll provide the cockpit file Moves. ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...c&start=128 For best radar positioning, we remove the large horizontal compass wheel, but you probably don't need it in the older Corsair. Is that Correct Thinking?
  8. C-124 would be the COOLEST transport plane anybody could model.
  9. I've figured out many the Dora's guage and radar box moves if you are interested, and fixed the clock needle positions.
  10. Do'h I'm not missing anything. The AI always wants to get low and very slow. Timmy, in my emil, for the single-wing FM, I incorrectly stated the CDO is used to artificially limit pitch, when it is the Cmq. I use CDO in the fuselage to create a very reliable working Mach limit --about 0.8 -- so I can ignore the MachLimit= variable at the top of the file. I'm tailoring the speeds for high altitude. Dive allows some increase in Mach, but nothing too great.
  11. Modifying the HUD text messages is one of the more interesting ideas I've seen reported that the Mack (mod/hack) can do for Oleg's customers. I wonder if eventually the community can mod FB/PF, or create long term modding tools, for creating things like airfields, or allow ship skinning....but if I recall, airfields must be programmed by the map makers. Eliminating the 1000 meter thick artificial "haze" that sterts at 7.1km altitude. Why the extreme thickness I'll never know. Make the high altitude sky less dark blue. Make the high altitude clouds visible from above also. Add new cloud types. Add real Russian pine trees to the sim, instead of the industry standard "flight sim trees." etc...
  12. Thanks. That's what I thought -- its in the .mis text files but accessable in the FMB utility, I think each individual aircraft's setup menu.
  13. FMB allows option of turning OFF parachutes entirely. If I recall, you must do this for all flights or even aircraft. Its been awhile since I flew this. No free-fall option, sorry. Use this feature to enable large heavy bomber formations that are ruined by framerate hits caused by hundreds of parachuting crew. The game tracks all chutes as objects that you can collide with. Its a performance disaster with large numbers of aircraft having large crews. This is also a good option to avoid seeing all ship AA and (I think) MAIN GUNS shooting at parachutes. The Pacific Fighters team, in PF and FB 3.0 merged, offered this option for simulating Japanese aircrew without parachutes. Its commonly used by mission sculptors to save framerates in large missions.
  14. Atreides:: Wow, I dunno. Its simple to do at home. I can give the coordinates of the Tornado tank-spine and the single large drop tank (Tank370_F4). MiG used one large tank while Sukhoi preferred two small tanks. I'd have to ask Pasko for a real releace. FM is not really there but would be fascinating to develop. I have not really got to this aircraft yet beyond testing basic ideas, and am still just starting out with MiG-9 FM.
  15. Wow, neat stuff. So, you can get shot down and keep flying later in the campaign? Having only tested the sim using Load Mission, and never playing a campaign, I've always see the mission terminated when I bail out. Does the mission continue during a campaign mission if the player bails out?
  16. You can also attach a "weapon" or zero strength jammer of suitable shape and size to fill in under the canopy. For example, to Pasko's Su-11, I attach four Tornado 1500gal tanks as zero strength jammers to make a fuselage spine for a rough MiG E-152M... Here the forward "tank" pushes into the pilot's head, so I had to paint the tank nose black. The result is not visible except very closeup cameo screenshots like this. Interestingly, I get the feeling of a "spitfire" canopy look in this closeup cameo here.
  17. Nucs will work fine. The only problem, and its a good one, is that TK does not support nucks in regards to self-destruct. ECM spoofed missiles will self-destruct by the nuck warhead, sometimes right off the launcher, and this destroys the launcher. So, ECM can't be used, although chaff should still be useable as chaff spoofs missiles near the aircraft (I think !!!). A somewhat less severe problem is that nucular SAMs still self-destruct by nuc warhead if they miss and fly beyond the target, so you get more flashes in the sky than you should.
  18. AwSim. FastCargo, this is exactly what I needed for the mythical Siberian Sky legend. I don't think there is any limit to SAM range in the game. To find out, you bump up SAM duration and ramp the Search/Track range of the ground unit. I *think* I recall testing my S-25 setup (use S-75 model) with range to over 100km to test this very concept. And it worked fine if I recall.
  19. Marut is Good! If I can learn enough FM, I could do that. I have not even begun thinking about supersonics.
  20. Progress. The overall Pitchdamper variable at the top limits AI pulling extreme gees, but its not a good solution. Putting high negative Cmq in the fuselage has the same basic effect, but can be tailored to airspeed with the Cmq Mach table. For one thing, at takeoff, high negative Cmq prevents pitch required to liftoff at realistic speeds. A Mach table would fix this for very low speeds. The problem I'm having is I want as "hardcore" an FM as possible, but the AI won't use it properly, or (most likely) I'm missing something.
  21. I was panicking again. Elevator Cmdc was my problem. I had been using a high absolute value (-2.0) to create high speed pitch instability -- Timmy you should have seen this. However, it allows far too much alpha pull and the AI uses it to the max. A nice -0.25, close to column5's F-80 value, works fine, and AI MiGs are doing fine again in combat. I have other methods of creating the high speed vibrations.
  22. Nothing works right now. Its more than drag table. Even the two wing FM is causing the AI MiG to fall out of the sky although not as much. I tried Pasko's F-80 again and the AI does much better staying in the air during a dogfight, but flying it myself, I can still pull high gee turns with *very* slow energy loss. Maybe the only thing to do is artificially limit the pitch or pitch rate or something -- I'm hoping that would force AI aircraft combat speeds to stay higher, which is desirable with aircraft of this era.
  23. The extreme exponential drag table I described above works great...for player plane, assuming the player knows what's going on . But in THE DOGFIGHT, the AI just pulls extreme alpha and airspeed quickly falls near zero. I even saw a MiG-9 falling like a leaf from the sky and still taking snap shots at passerby F-80 -- the MiG still in dogfight mode and no kind of recovery mode. The AI is not up to this. I have to use the classical SF-esque drag table philosophy. Funny, the falling leaf MiG shot down one passing F-80. The opposing F-80s didn't have this problem -- because they have the classical drag table. ...or maybe the extreme pitch can be limited by the Cm variables and this could limit AI extreme alpha. I have much more to learn yet.
  24. Timmy, I know you are not a long haired FM type, so if you like, maybe somebody else would like to czech out the FM I sent you? I have not really further deveoping the FM I sent you, but I've been experimenting with "single wing" FM here (don't do this at home!!). I can further tweak the "classical" two wing FM but I'll need feeback. Thanks.
  25. Thanks capun...and Charles. Fubar, F-80 cockpit would be interesting. Where is Kesselbrut? I'd love to get permission to do lots of re-skinning in the Yak-3 pit and share the re-skins with others.
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