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Lexx_Luthor

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Everything posted by Lexx_Luthor

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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 : :
  6. 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...
  7. 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?
  8. The Terrain Editor will rotate the map in a snap.
  9. 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?
  10. 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?
  11. 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.
  12. 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.
  13. 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!
  14. 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:
  15. 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.
  16. 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.
  17. Timmy I got the correct tanks. Thanks.
  18. 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.
  19. 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.
  20. 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
  21. 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
  22. 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
  23. View File **UPDATE 1.3** 300t -- 30Mt Nuclear Weapon Effects Update 1.3 fixes a titanic blunder in 300kt late cloud effects -- the flat clouds spread across the map at weapon detonation, which is badly wrong. More in the update details section below. The B-47 screenshot shows 300kt late cloud effect as it should be. Updates 1.1, 1.2, and 1.3 are listed at the bottom of this page. Included are nuclear weapon grafix effects from the initial double peak pulse to simplified late cloud development, and most major things in between, spanning a time of about 1/20 second to several hours, depending on yield. No weapons are included, but only visual grafix to be set up for use by your weapons. Surface targeted warhead effects (for bombs, ASMs) are modelled for 3kt, 30kt, 300kt, 3Mt, and 30Mt. Low airburst only -- see the weapondata "Add To" file. AAM and SAM airburst effects are modelled for 300t, 3kt, 30kt, 300kt, and 3Mt. ** The latest Bunyap Weapons Pack is required for the use of two grafix files contained in that pack -- the SMOKE3 and SMOKE4 tga files . This pack is found here at the CombatAce. As the sim does not yet support physical nuclear explosive effects, use conventional high explosives and experiment with very high warhead powers. The Weapon Editor can use exponential notation, and 1E+11 is a good start for experimenting with physical yields. PROJECT USE PRE-REQUISITES: (1) Know how to work the sim's conventional weapons and the Weapon Editor. This editor and some basic tutorials are found here at the CombatAce. (2) Know how to work the Cat Extractor to extract several encrypted text files for editing. This extractor is found here at the CombatAce. This project is designed and optimized for gameplay of hypothetical early Cold War era strategic strike and air defence operations on a massive scale, and will require a few simple, but very profound, adjustments to the sim to work well. One example why: Visible ranges to grafix effects can approach 1000 kilometers, and in one effect, far beyond. This project works with the stock original game fully patched. However, this project was designed with the author's personal Environmentsystem file and a CRT monitor. I have no clue what this project's effects look like on LCD monitors during day or night missions. Possible future tweaks, possible bugg fixxes, discussion of modeling methods, answers to questions, improving the effects and their ease of use for others, and discussion of what is being modelled can be found at the ThirdWire webboard at the link below. ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3970 -------------------------------------------------------------------------------------------------------- *UPDATE 1.1 CONTENTS* Fixed some faults in the KT/MT FireBall to HighCloud-1 transitions, especially for KT030. All Pulse and SkyGlow emitters are set to 50% larger in the effects text files (no changes were made to any tga grafix files). Tweaked some Visibility Distances. Tweaked some later HighClouds for KT/MT effects. Made FireBall particles turn a more deep red near the end of their lifetime. Too red? Tell at the ThirdWire thread. Set the FlightEngine.ini's FarClipDistance to 5000000.0. This fixes bad flickering of large yield SkyGlows seen from very long distances. Doubled the rate of GroundCloud emission. And, a few other minor tweaks I don't recall right now. Additional modding tips in the Install text file. -------------------------------------------------------------------------------------------------------- **UPDATE 1.2 CONTENTS** Removed all files for my personal Enviro mods, as the New Sun effect did not seem to work properly when I recently patched up to the latest Patch (new sun caused black hole in the sky for example). Enviro mod and *new* new sun and star effects will have to be offered seperately for better download support. This has taught me a lesson to be fully Patched with everybody else before releacing any mods. I seemed to have found that the sim's custom Effects Details grafix option must be set to MEDIUM or HIGH. At the LOW setting, some important nucular effects will not show. Fixed a minor but potentially confusing Flight Engine file instruction regarding FarClip distances. ------------------------------------------------------- **UPDATE 1.3 CONTENTS** Fixed a devastating error in the KT300 flat clouds that I failed to catch. I had it working fine, but used the KT300 flatclouds to "experiment" with the flat layers as general weather clouds spread wide across the map, and becoming visible just after weapon detonation. I "forgot" to change it back to normal before uploading at CombatAce. This was sloppy. It works correctly now...I think. Submitter Lexx_Luthor Submitted 09/19/2007 Category Effect Mods
  24. I use FireFox, although older version.
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