Lexx_Luthor
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Everything posted by Lexx_Luthor
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Thanks capun. Timmy, I've put all the new MaxMins in the file that had places for them. I'll leave the F-80 collision boxes alone. Next, I want to look at engine thrust altitude tables and fuel consumption. They will need some tweaking with the change out from Column5's J-33 to a pair of RD-20s.
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I *think* collision points are for player aircraft collision with other objects that have MaxMin extents. Not sure. Or something like that. Collision points seem to be points in space. MaxMin extents form a volume box in space -- I guess each pair of MaxMins when taken together form the classical hit box used in The Sims. I once deleted collision points in some aircraft and found collision with other aircraft was then disabled. And, setting MaxMin volumes to zero on objects also disables collision with that objetct (I did this with the cirrus cloud ships). Not sure if it effects combat hits. I should find out.
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I replaced the MaxMin numbers of the following text blocks... Fuselage Nose LeftWing RightWing LeftOuterWing RightOuterWing VertTail LeftStab RightStab Pilot .... I used the "Cockpit" MaxMin numbers RightEngine LeftEngine ... the following seven blocks had no MaxMin, so I added them at the bottom. LeftFlap RightFlap LeftElevator RightElevator LeftAileron RightAileron Rudder Cannon LeftCannon RightCannon I keep the three F-80 fuel tank MaxMins. Didn't find a NoseGear MaxMin, but a [NoseGear] block is in the F-80 FM file. ... the following two blocks had no MaxMin, so I added them at the bottom. LeftMainGear RightMainGear That's it. Most of the MaxMin data I don't know where to put. The following are most of the unused... cannon covers Windscreen FrontGlass Fronttop CanopyFrame Bubble Headrest AntennaBase Antenna NoseDoor RightNoseDoor LeftNoseDoor NoseStrut NoseFork Cockpit --- I did use this for [Pilot] GunsightMount Gunsight GunGlass Gunsightreflector NoseGearBay RightScoop LeftScoop
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Okay Timmy. Today I'm using the data you poasted on page 2 and slipping it into the FM file, like this truncated example... [Fuselage] : : CmqMachTableData=1.000,1.000,1.000,23.468 MinExtentPosition=-0.733,-4.84,-1.176 MaxExtentPosition=0.733,1.333,0.351 MinExtentPosition= -0.82, 1.86,-0.57 MaxExtentPosition= 0.26,-5.87, 0.42 CollisionPoint[001]= 0.00, 1.86,-0.57 : : : :...etc... The bold is your new MinMax data. The italic is Pasko's F-80C numbers. I just swap them out?
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Timmy, did you get the emil?
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Great food for thought nele, thanks. It had a long takeoff. So the tanks drop, excellent! This will make the most needed PVO interceptor to face B-50s in 1948, as the F-80s turn home, leaving the slower F-82s. But it will require longer airfields, like Me-262. Its like 1944 8th AF vs Reich Defense but with a twist previously unexplored in The Sims.
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Finish the house first. I got distracted too the last few weeks. I'm only doing little pieces of DATA file here and there, the easy stuff first. I'm in no rush here, as I can see the steep wall to climb learning this. But it does look interesting, and its stuff I kinda need to learn.
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Wow. Timmy that's a nice drop tank and sweet pylon. If you do what capun says, update me. I didn't know how this operates exactly. My Yefim book only shows pylons when the tanks are loaded -- no empty pylons in any of the pics.
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If looking for shortcuts, you could probably just perma-fix the pylons as part of the model, allowing jettisonable tanks. Its only two, or are they really large? I'm reading through the Yefim book, about 1/3 of it covers the -9, so lots of reading to do. I'll look for unloaded pylons in the pics.
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MiG-9 had a pair of 260l external tanks on the wingtips. For now, I'm testing with 75gal P-51 tank (about 360 liters). I eliminated all other weapon stations, leaving only the two -- Left/Right Wing Tip Station //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=Tank075_P51 [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=Tank075_P51 -------------------------------------------------------------------------------------- [AirToAir] Loadout[01].WeaponType=Tank075_P51 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank075_P51 Loadout[02].Quantity=1 No tank pylons, but they wouldn't be visible from the cockpit anyways. Timmy, please do NOT make external tanks perma-fixed to the external model. I believe these could be dropped if needed.
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MiG-9 had ten fuel tanks which is a bit deep for a survey sim, and I don't know their exact locations. So I use Pasko's existing three F-80 tanks. Using 0.86kg/l for kerosene, I gave the MiG-9... Fuselage tank -- 1050kg. Wing tank -- 160kg each. Total 1370kg, divided by 0.86kg/l is volume 1593l which is close to Yefim's 1595l. About 3000lb as seen in game data. I used well less than half that cruising round at full throttle at high altitude in about 3/4 hour, so some increase in fuel consumption are needed.
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I'm back. Dropped everything SF related. I followed the StrikeFighters Editing guide and got the rather small inertia values below. The other data is from Yefim Gordon's early sov jet book. The inertia values are slug-ft-ft, but isnt everything in the DATA file MKS? Initial testing shows takeoff in a bit under 2km. Yefim says 1.7km. Altitude gain is bad, but that's could be engine detail. The roll is MUCH better now (was waaayy too fast using F-80 data if I recall). [AircraftData] EmptyMass=3500 EmptyInertia=5900,9500,13000 // F-80C EmptyInertia=12213.50,7497.13,19710.62 ReferenceArea=18.2 ReferenceSpan=10.0 ReferenceLength=9.75 Timmy:: Blessed be your move. I had things come up too, plus, a little SF-esque burnout perhaps.
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Timmy, the collison box points would be fine. Thanks. Wrench, those -9 screens, the old ones from long ago? They have been looking for a home for a long time.
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The sim treats rocket pods as air-ground weapons for AI aircraft. Here is the Thudwire thread where we got them working air-air for the AI ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4371 On page 2 is the best and final fix that was developed so far.
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Right, I think I have that. I didn't even think of it. Thanks.
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Thanks fellas/fellattes. This is deep stuff. The collision boxes I could come up with using the external free camera view and watching the debug display position vector numbers. Tables I fully understand, but not the different Cd variables. I guess work down the list. First are the Reference dimensions at the top which I can figure. Inertia, I don't know.
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I got a chance to poke round here. I can start with the engines -- something simple that I enjoy thinking I understand. A question for the crusty old timers: How do you initiate a DATA file from scratch? Do you take an existing aircraft's file and gradually gut it and replace data?
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what's the best nuclear effect pack to install?
Lexx_Luthor replied to X RAY's topic in Mods/Skinning Discussion
I recently discovered a HUGE error. The 300kt effect's late "flat clouds" scatter all over the map, probably from a "quickie" experiment to test cloud layers, and I didn't change it back and I never noticed it since. I messed this up bad and need to fix it. All other sized effects should be fine though. -
This is how far I got using the F-86D cockpit in the early MiGs....radar moved out of the way for the day fighters. Page 17 ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...0&start=128 My first experiments with MiG-15 and La-15 were earlier, page 8. I am now using F-86D cockpit panel inside the MiG-15 too. To releace this, either for use in the traditional "SF" full cockpit or my chop method, we need permission from the DogSabre Team and ArmourDave (I used some of his/her Su-17 cockpit skin artwork). My chop method requires a few additional sim changes. For my method, it may be nice to get the nod from the MiG-15 creator Pasko, although we don't change anything in the model.
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Yough! I'll be poking round the DATA file.
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Got it. First ... wow, AwSim!! This is sweet. This is going to be interesting indeed. Starting out small, I got the left gun located. I'll spend some time starting tommorow night and into the weekend. I'd like to try something possibly never done before -- exchange ideas here in the open, I guess in this thread. Others can learn and the old timers can step in to save us.
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Sent! hehe, I didn't realize it, but I used the same title for my PM -- "MiG-9"
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The MiG-23, at least the 3rd Party (Rafael/Bpao) model, is made nicely -- nay, perfectly -- for using a chopped cockpit inside. I don't have WoE so I'm not sure about the new Thudwire -23 model. Here are some external free camera views inside the external model's pilot compartment -- fortunately, the hazy canopy "glass" is one-sided and is not seen from inside the model, yet is still visible from the outside to offer a needed "glass" appearance.
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Heavily re-skinned, and with a little chopping like lowering the cockpit rear wall, the A-4B cockpit would work great as it does for the F-80. Most important is the roundish forward canopy frame that the MiG-9 had. Timmy, I'll give it a shot.
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mmm, I could give a shot at the collision boxes and maybe the two engines. Guns and pilot. This could be a good way for me to start learning FM, starting with the simple stuff. This is an important plane for me -- the first PVO interceptor that can really get past the F-47Ns, F-51Hs, and F-82s to the B-29s, as the F-80s are left far behind due to short range..
