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Lexx_Luthor

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Everything posted by Lexx_Luthor

  1. Nap, I am going to need the MachLimit. Thrust and drag variables can help limit level top speeds, but not dive speeds. For that I will need the artificial limit. However, this may be needed only for aircraft that failed to cross the speed of sound in a dive. Just a guess.
  2. Xac tables I am made mostly constant for now. If I want to create some Mach related pitch instability, I can make the Xac vary. I made some wing stall variables that, in combination with elevator variables, gives a safe but nauseating stall. Yefim says the MiG had a combination of airfoils along the span that prevented spinning from stall. Or so I figure. Right now, takeoff is good. Climb is too high -- thrust/altitude table needs work. Need more energy bleed in turns I think. Induced drag variables might handle that. With suitable drag tables, I *think* I eliminated the artificial MachLimit. Not sure. Testing with MachLimit=25.0 shows I am limited to about Mach 0.8 no matter what, getting nowhere near Mach 25.
  3. pffft this is easy. ...after pulling my own teeth out. I went through the F-80 file and tested all the C variables to see what they do. I'm making my own now, deleting lots of variables that seem too subtle to be worth worrying about in order to simplify the thing. Variables that I think could be useful later I left as zero. Playing with Xac tables are next I guess. Its working great but then I must tweak everything to match MiG-9 flight performance.
  4. I'm trying to make FM for Timmy's MiG-9, and its my first time. Its not that hard to get started like I thought. I was really afraid of it -- pffft. The most intimidating part for me was all the C variables and tables. Just start at the top with Fuselage and play with the basic numbers (worry about tables later). Test any changes you make -- you will crash and blow up alot until you get a feel for the numbers. It takes alot of time. It helps if you are familiar with basic aerodynamics and basic concepts from physics, and being comfortable with working with numbers. Like riding bycicle, you have to teach yourself and fall down alot.
  5. If you play rear seat, the AI "pilot" can takeoff and land if you find it difficult to see the runway from the rear seat. But that's how it worked.
  6. If I recall ( ) , the difference between front and rear seats is the cockpit files and the pilot data in the FM file: one each for each way of playing. All you need do is change which of the files you use in the overall aircraft.ini file....like this... Just change the "-1" to a "-2" to play rear seat. [AircraftData] AircraftFullName=F-94B AircraftDataFile=F-94B_DATA-1.ini CockpitDataFile=F-86D-45_COCKPIT-1.ini LoadoutImage=F-94B_loadout.bmp LoadoutFile=F-94B_LOADOUT.ini AvionicsDLL=Avionics60.dll AvionicsDataFilename=F-94B_AVIONICS.INI : :
  7. With a bit of work, you can fly the rear seats. A complete mission could be flown with all weather radar equipped bombers and interceptors (letting the AI take off and land perhaps). I wouldn't do this if you expect to get into the industry standard combat flight sim The Dogfight of course. The DogSabre Team's F-86D cockpit panel inside Pasko's F-94B model. I have yet to "move" the backup compass. Rear seat... Front seat...
  8. Okay, I'm gutting the F-80C flight model of moment variables and tables, and figuring out what each do and what I need with suitable values. Question:: The Alpha dependent variables all seem to be related to controls. What I'd like to do is something like the snaking of the MiG-15 above M=0.8, no matter if any inputs are created by the pilot. Is there something that would work that is Mach related, not Alpha related?
  9. The Terrain Editor will rotate the map in a snap.
  10. Or, is the standalone MachLimit= primarily for almost transonic aircraft, where effects unique to approaching the sound speed may not modelled in the game? I mean, would the MachLimit= be needed for very slow prop planes or very fast Mach 2 planes? Well beyond the speed of sound, either above or below, can't thrust and drag values be tweaked to get the right rough max speeds?
  11. Thanks again poppy. Those are interesting reads. For now, I think I'll just hack some coefficients judging what other FMs do -- get a feel for the numbers. All I look for is expected flight performance. The stall and post stall behavior -- flopping around -- does not interest me in a strategic sense, although flopping around is kinda fun I admit. Some theory...Column5's F-80 fuselage... CD0MachTableNumData=4 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.600,1.000,0.928,32.597 I guess the vast increase in drag from 0.93 at Mach 1.2 to 32.6 at Mach 1.6 is to create some form of Mach limit. But since the F-80 never exceeds the 0.928 speed bin between Machs 0.8 and 1.2, I don't see how this higher CDO is ever used. I assume the variables follow a straight line between table points. I'd like to take out the artificial MachLimit= variable near the top of the FM file. So maybe creating and tweaking an extreme CDO in the last bin that the aircraft can reach would work. Would this be correct thinking?
  12. Thanks poppy. I have all the dimensions, I think. But how to guess at the lift/drag coefficients and how they vary with altitude, angle of attack, and Mach number. Theorize -- To get off the ground in shorter distance without increasing the sea level thrust (which is okay), I need more lift. That means better CL0 and CLa I think, at least for the wings. Or so I am guessing in an amatuer way. Wow I never thought I'd *ever* get into this. But its kinda neat.
  13. Okay. The speeds are now too high for the altitude performance I look for. I am going to have to learn the lift and drag stuff. I need a sea level takeoff run of maybe 1.2km, 10 minutes to 10km, 900km/hr at 5km, significantly less at sea level and 10km. This will require a proper mixture of thrust, lift, and drag variables.
  14. I don't have WW1 sim either. What would interest me is the 1915 era and punching a key to raise Pilot Fist and tossing a brick out of Etrich TeleTaube (my fave WW1 plane), or swinging one of those classic ball and chain weapons at another plane's wing strut. True knights of the sky!
  15. SF and THE WOV WOE has nothing of interest to me other than the Hunter cockpit which I suspect is a first for the combat flight sim industry. However, there are a few new WOE features that TK gives away for free to owners of the earlier sims. If he required me to purchase THE WOE for the new features, I'd buy it. The guy is too nice. :yes:
  16. It should be easy to fly, just not a good turning plane. I'm happy with the overall performance -- good speed and high altitude, but the FM "details" I'm looking at now, hopefully starting with simple things like aileron deflection. All the bizzare financial stuff -- CdO , CdS -- or whatever -- I'm not sure about. It will certainly be a "derivative" FM, deriving from Column5's FM in Pasko's F-80.
  17. WTH?

    If I understand correctly, there's something similar to the B-47. Its very common to see a B-47 get hit, and lose a wing, then it spirals down, then up, then down, then up, over maybe 2km worth of altitude, like a hail stone, and eventually losing net altitude. The bad thing is when SAMs are targeting it, the one-wing B-47 is "DESTROYED" according to the game debug data, but SAMs still target it relentlessly as it goes through its up-down motion. I wonder if there is a way to fix this. I have no idea how this is done in the FM files, or if its even in there, or the 3D model. I dunno how the damage pieces are made to work.
  18. Timmy I got the correct tanks. Thanks.
  19. Timmy:: [qutoe]When I made the tanks I centered them in MAX before exporting the LOD. It's possible that I sent you the LOD that I made BEFORE I centered the tanks... hee, that might be it. Thanks.
  20. Fun. Timmy, I whited out the Poland skin (need all metal skin), and using repainted Kesselbrut's Yak-3 instrument panel inside your MiG-9 model. The radio mast passes the cockpit USSR test (U See Soviet Radiomast) ... perfect.
  21. Same strange results with the Weapon Data section you just sent.... [LeftWingTipStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-4.75,0.95,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=BOMB,FT AttachmentType=SOVIET FuelTankName=Tank260_MiG9 [RightWingTipStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.75,0.95,-0.25 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=BOMB,FT AttachmentType=SOVIET FuelTankName=Tank260_MiG9
  22. Timmy, I got the 260L drop tanks. Something strange...czech it out. It was working just fine with the P-51 tanks, but the MiG tanks are not in the right place. The only thing I changed was P-51 tank to MiG-9 tank. Here, I order wingperson to drop tanks and took a pic. The left tank is far beyond the left wing. The right tank jumps out of the fuselage. Did I do something wrong below? //Weapon Stations --------------------------------------------------------- [LeftWingTipStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-5.00,1.00,-0.22 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=FT AttachmentType=Soviet ModelNodeName=LeftWingPylon PylonMass=25 PylonDragArea=0.03 FuelTankName=Tank260_MiG9 [RightWingTipStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=5.00,1.00,-0.22 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=FT AttachmentType=Soviet ModelNodeName=RightWingPylon PylonMass=25 PylonDragArea=0.03 FuelTankName=Tank260_MiG9 ------------------------------------------ [AirToAir] Loadout[01].WeaponType=Tank260_MiG9 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank260_MiG9 Loadout[02].Quantity=1
  23. Here's a working start for engine table. Over time I can barely get to 14km where I put the ceiling and of course the thrust stops. Yefim offers 13.5km ceiling. AltitudeTableDeltaX=3048.0 AltitudeTableStartX=0.0 AltitudeTableData=1.00,0.80,0.60,0.50,0.40,0.30,0.20,0.10,0.00,0.00 // F-80C ... AltitudeTableData=1.000,0.706,0.491,0.337,0.225,0.169,0.054,0.025,0.000,0.000 Below, rough shot at MiG-9 fuel consumption in bold. I get rougly 45 minutes of full throttle endurance at about 6km altitude. Range roundabout 650km TSFCM0=1.0 TSFCM1=2.0 //TSFCM0=0.840 //TSFCM1=1.260 MinFuelFlow=0.01
  24. I "edited this file" my nucular mod and uploaded a new version 1.3. Everything took except I still downloaded the older zip file that needed fixing. I had to totally delete the entire mod and upload a brand new upload, starting over. What happened? Thanks. The 1.3 file downloads correctly now, but just wondering why the new zip file wouldn't take during the "edit this file" upload, while the new text and new screenshot took okay.
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