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Do335

JAGDSTAFFEL 11
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Everything posted by Do335

  1. For noobs like me that don't know what were the tools you mentioned (:D) FE's FmTool by p10ppy http://combatace.com/files/file/4759-fmtool/ Kreelin's Aeoconvert http://combatace.com/files/file/4932-aeoconvert/ A E-M doghouse plotter/compare program or something like that would be the ultimate FM proggy I reckon. PS the other day was also thinking of a campaign save file editor, like switching planes and squadrons in a campaign save so you can fly different planes in the same campaign..
  2. A theory to: get gunsight reticle aligned with bullets. Just some simple math + in game mechanism. In the TW sims there is a small gap between where the bullets go and where the gunsight reticle is aimed. It is easily explained: there is a distance between your eyes and the gun muzzle. So how is it compensated for in real life? A picture of the setup on the Bf109E with two nose mounted MGs and two wing mounted cannons. The horizontal convergence is set for 200m, vertical 400m. Quited complicated! But that's how the pros do it: by tilting the guns upwards a bit. However there's a problem with the in game AI. A simple test shows that far as SF's AI is concerned, it considers all guns firing from 0,0,0 model position. It disregards where the guns muzzle position is set. So the AI also has aiming errors: So what would happen if the guns are tilted upwards? My take: the AI tends to fire from far away, even AI aces will fire at 1000m+ and novices at 2000m+. They are not known for their shooting accuracy, so some spray and pray can at least land them some hits. Angled guns that converge at 200m~400m would increase their aiming error at range, which makes AI's shooting worse: Hence what's left is the other option: tilt the gunsight reticle down in the cockpit.ini. It would only affect the player and do not change the AI. Better yet, do it proper and make the LOS and bullet converge points the same one: The calculations are very easy, just some triangle math with gun position, cockpit position and cockpit offset (if this one is used in cockpit.ini). When done you just write "ViewAngles=0.0,x.xx,0.0" in the cockpit.ini. One big factor that's not yet considered: bullet drop. I luck out here since most of Korean era gunsights are lead computing. I use 1200ft/365.76m for LOS and gun convergence points, and just input "DefaultLeadRange=365.76" in the cockpit.ini. The game automatically computes bullet drop in the gunsight. Certainly not a perfect method but I find it works quite well for shooting. For WW2 and earlier maybe pointing the guns upward is worth experimenting. (*edit*) If a math guru figures out a precise way to do it plz share! *edit*: looks like already done in 2008.... http://combatace.com/topic/28471-gunsight/ have thought about GunBoreSightAngle too but when looking at the aiming error diagram above, if the plane has nose mounted guns, changing that angle could mean larger aiming error for AI
  3. Oh, looking forward to your 1937 china flight Shrikehawk! Reckon we'd finally have some biplane action too.
  4. well china has been practicing (heavily state regulated) capitalism for years. So Pepsis, McDs, Starbucks and... flight simulations:p I've seen and bought IL2 and Lock On from state-owned bookstores way back when. What is severely lacking is democracy.
  5. Well naturally yes except.. I can't, have been wondering about it ever since seeing space combat. Then Firefly proved it because while the space scenes are soundless they are just as if not more cinematic. Even better, if the point of view is inside the ship you hear not the gun but very low vibrations of it. Then you watch battlestar galactica and it's like... eeeeh nah that's not supposed to be heard. I finally justified it by thinking in BSG's and other sci-fi's verse, the empty space is actually filled with 'aether'! I dunno, guess it turns out sometimes thinking too much isn't all that good
  6. Hi guys, I've watched the comparison between the 109 and spit in the past with some interest. For the spit the eclipsed wing means low lift with low induced drag, so while the 109 can have the initial instantaneous turn rate advantage, it will lose energy to the spit if the turn fight prolongs. The 109 performs a lot better in the vertical so its tactics are mostly that of energy, like spiral climbs, immelmanns, hammerheads and chandelles. I think it's not that different from Mig-15 vs F-86, the difference is the spitfire (some sub variant at least) and mig-15 are the better ones at altitude. The bf109 and F-86 are the better ones at dives. Youtube has many clips of CLoD online pilots. Like this one a typical spiral climb: and the same pilot talks about the spit's counter. https://youtu.be/Zlf62w8-rcg?t=20m44s These guys spend hundreds of hours flying and I guess CloD is as real as it gets so I generally take it all in.
  7. I actually do like spoilers, so expected a somewhat lengthy and detailed review but only greeted with "Dave with a murder intent", so 'twas another of my failed jokes... anyway..... I think will like this one, someone said it's basically a Star Wars IV remake, but never watched the old IV so even better.
  8. somehow i feel tricked!
  9. Actually! I like where the game engine is at. It is very very stable and mostly bug free. If 3rd party exe mods roll in they come with better stuff for sure but also CTDs and bugs... I'm haunted by bugs....
  10. Interesting project Gepard! More updates later plz if you have them! (If the sidewinders are Bravos, I say dump them dead weights)
  11. ^Oh, do the space combat have sounds? As sound waves don't travel in vacuum you're not supposed to hear anything. I've only seen Firefly/Serenity gets it. ...Only a personal pet peeve I guess. For cinematic effect probably the more fireworks the better!:D
  12. The "no spoilers but it hangs on the edge" thing is killing me. Can someone plz just out w/ it?o.O
  13. damn... Never hopped on the star wars wagon myself, much prefer anything Philip k. Dick or the matrix. But a good movie is hard to miss... will see..
  14. Always thought IMDB rating is quite representative and can tune out a movie's marketing hype (i.e. 50 shades of grey). Usually anything above 7 is decent, above 8 is.. master piece level. This one is currently at 8.8! It will go down as is usually the case when more people vote for the rating for a new movie, currently number of votes is at about 10%. I'd guess it will settle on around 8.0~8.3 if the star wars hype cool down a bit, which is still very good!
  15. Hi WBS, I'm trying to use the low rez CV-21lo1.LOD for Wings over Korea and there appears to be meshes hanging above the flight deck for both CV-21lo1 and CV-21lo2. Also some parts like the bridge doesn't seem to have texmap. Absolutely stunning ship (wow)! Is there any chance for a small fix?..
  16. TK's most definitive answer: http://bbs.thirdwire.com/phpBB/viewtopic.php?f=11&t=3963 Player squadron will always get the upgrade on time (i'm sure). AI squadrons depend on supply (my guess) and combat lull (i'm sure).
  17. Thank you very much Mue. The new cat extractor works a treat. And thanks for uploading to the downloads section.
  18. Stratos: you can still defend against AI in the horizontal and turn the table around with straight wing jets. The way the FMs are set up the Mig-15 has very high energy bleed while engaged in sustained turning fight against the F-86, even more so vs straight wings. But of course dedicated offensive AA is still difficult... Historically I believe it is true that Korea is the only jet conflict where the USAF doesn't have a clear tech advantage. (Or perhaps the progression of technology has yet to make it a dominant factor in air power... Like the important factors in ww2 air power are resources, doctrine and numbers alongside technology, but the 1991 gulf war showcased clear dominance of air power on the side that had tech advantage. But I digress!......) For "what if" I think the TW stock Mig-9 can be used for a start. In reality the reds did get Mig-9 but they just didn't get sent to fight in Korea. PS the banshee FM's aero are quite simplified. The F9F and F-80s are way better with baffmeister's FM. placeholder ss
  19. If the AA radar cursor can be moved it wouldn't be a problem with hardware or key settings so first make sure of that. Then the problem would be sensor of interest. You can toggle cursor enable to go BORE/Vis mode, or if in Slave mode lock something up with the FCR first, the SOI would then transfer to the MFD WPN page. Also the maverick avionics code is a bit fubar iirc, if sometimes it's wonkey just toggle cursor enable to cycle back to the mode you want.
  20. I really liked the Real Time Tactics campaign style in that the player controls a group of (customizable) units but there're no resource gathering involved. S.W.I.N.E., Codename panzers 1 & 2 by an eastern european gaming studio was also RTT and massively fun:D (forgot the name... their follow on corporate offspring Rush To Berlin not so good imo..), there was Nexus the jupiter incident, even Homeworld is somewhat RTT because there's a unit cap(?). Did someone say the new battlemech game KS campaign got funded in one day?.. I checked their KS page on day 4 and they surely had already reached stage 1. That promo video was awesome!
  21. Usually AI uses "StallSpeed=" for short final speed and "LandingSpeed=" for final, but some 3rd party FM simplies it without LandingSpeed, it's mostly fine but sometimes depending on the FM and/or battle damage AI might crash to ground so, best is to separate the two values I reckon. ...but eh, nice that it works:)
  22. It's mostly due to landing speed set too high in the FM, you can reduce it by 0.5 increments in the data ini and do trial and error runs in game. TK probably had an algorithm for the stock planes' landing speed values, but trial and error is what can be done by layman and it's certainly error proof. Also in campaign mode the AI uses a different landing approach vs single missions (it adds a flare before touchdown) so if you wanna use it in campaign, gotta test it in campaign mode. ^What I found out by own experience is all.
  23. Hi WBS, Thank you for this masterpiece!!! Awesome!
  24. Thanks a lot for the source doc MigBuster! edit: I thought it was a shut-up-or-be-disciplined warning but it's just a PR event so normal I guess. As an organization it should fight for itself. Where I come from something like this would be done completely opaque in secrecy and then years later, it would be on active duty and displayed at parades or air shows as the latest weapon system in service for the public to see. Nobody would question anything until it is done. Here on the JSF program it appears to be the complete opposite, it gets so much press that the AF is forced to do PR campaigns.
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