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Do335

JAGDSTAFFEL 11
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Everything posted by Do335

  1. war with Britain... it is INEVITABLE...
  2. aand starting a new game but with some changes
  3. very interesting! didn't know MaxG works for individual liftsurface as well, will see if it applies to SF2.. coupi: structuralfactor is damage modeling param aka how tough is the [fuselage] against gunfire.
  4. What's happened thus far or.. our huge beef with Great Britain over the years.
  5. decided to do some commentary videos on the game Rule the Waves. i think this game is in good need of some comments to show what's really happening. have been using subtitles before but they were quite limited... so full on talking mode in these:X game is "Rule the Waves" a dreadnought building/fleet management/naval combat historical game, by Naval Warfare Simulations http://www.navalwarfare.org/ starting a late game war with USA in the Caribbean. firstly a battleship engagement... and later will be a video recap of game progression to this point.
  6. Il2 is very mod unfriendly and that also affects out to installing mods... i think the SAS ppl are doing their best it's just the base game is like that:|
  7. you can give IL2 a try if ya haven't, the visuals and sounds on the whole are definitely better. Rowan's mig alley is a dedicated korean air war sim, it's just rather dated. There's also a korean war mod for MS cfs3. (edit forgot, i didn't try this and discarded directly...) DCS F-86/Mig-15 module there is always war thunder... for meself it's SF, i think the campaign system, AI and support for jet FM is better than IL2. and certainly miles better to mod. but it's after trying all of the above and making a choice thereafter.
  8. nagaative mate when i make my own flight sim, i'll do it:D
  9. should be a basic game engine thing so not to be modded... speaking of IL2 i think the twitchiness is bit too much... modded it before as well, class dump, buttons decompile, 3D meshes and whatnot - the guns on the planes are setup deliberately to be unsymmetrical i.e. a few mm off center and a few mili rads off axis, just so player can get more twitch out of it! IMO these stuff need to be randomized in the code with like a universal randomness factor, and not a preset error permanently set in database. ^unrelated matter... just some mumbo jumbo!...
  10. 哈,ace这里跟ateam仇恨深重水火不容啊,所以。。。 不过那边的注册和使用限制是很变态。
  11. ehh i didn't vote. i JUST don't know. some of my college friends who went to the States are actually happy as the democrat immigration laws are harder for asian immigrants. But... there was one thing that CA talked a lot before: net neutrality. will trump's FCC overturn this one?
  12. it sure is good to see the Amis able to think by themselves. Just saw this joke: "Five guys walk into a bar" The american proudly says: we vote in the morning, and get to know the next president in the afternoon. The chinese mainlander calmly sayz: we already knew our next president five years ago. The North Korean says excitedly: we without voting knew our next helmsman when we were just kids. The russian smiled: meh.. tired of president? Be the premiere. Tired of premiere? back to president. The Cuban is confused: What... the leader can be changed even?
  13. Interesting how Trump defeated mainstream media... all the news were ridiculating him to no end...
  14. Wish you good luck and a speedy recovery mate!
  15. Cocas asked me to fill in mate since you were busy with RL... iirc handed off to you guys re hangar screen. seems it's gone silent since Cocas hasn't been around (far as the CAF thread goes). Can you ping him on FB or somewhere?
  16. b-29 intercept: 1) with the inverse yaw in the FM the AI is having bit hard time aiming. the trick seems to be bring the flight below bombers and then target them. AI's apparently happier shooting up. 2) reduced hitbox sizes on b-29 and reduced structuralfactor. usually structuralfactor is 2.0 but here set it as 0.25... (before was 0.45). will see.. Also wing tanks separated into 2, and rearranged gunner hitboxes per flight manual. 3) gun turret fps hits: AircraftAIDATA.ini set GunnerFireChance=40. Default is 80 so halved, but can be whatever low setting deemed fit. Video test: 1st test is attacking from above. i shot myself but no.2 can be seen firing and missing, and overshooting just before i opened fire 2nd test is attacking from below. no.2 firing and hitting very nicely. 3rd test is just me shooting 37mm only to test toughness. lastly ss of debrief screen rounds per kill. B-29_DATA.rar
  17. ^the data is multiplier of CD0= base value, at given mach number (Mach number given with CD0MachTableDeltaX= and CD0MachTableStartX=) made into a graph tis like this
  18. Dornil: knock down CD0 around mach .9 considerably!! iirc the default FM has the drag "wall" at 0.9+ so not just value of CD0= but also in the curve table CD0MachTableData= Wrench: thanks! will see what i can use. my data.ini is updated considerably to the point of redone, but i think some hitbox is still leftover from the old bounding box data so a bit excessive..
  19. The frame rates: only make sure you got enough to begin with... fps in campaign mode is tight and ac gun turret perhaps the heaviest fps eater. so, graphics settings, mods, if you can turn them down do it. my own setup for example, when the b29 turrets are firing i can't use time accel without stuttering. but normal time no accel the frames are smooth, so that is good enough - i don't have everything set to max tho. b-29 toughness: yeap looks like it's too tough. reduce the structuralfactor= in the data.ini. i already set it pretty low but seems not enough... Also the hitbox are a bit too big. will redo the whole thing later... combat radius: it is radius with high mach cruise @15000ft + 10 min of combat, so 200 something is fitting. the default numbers are on the extreme generous side, it's like a 30,000ft no combat Fam flight..... if the campaign engine give it a low alt escort mission from antung to like Pusan, and the AI goes empty over target area - wouldn't be good. It's based on take off flight without using Alt-N though, so if Alt-N or spawn near target i think it doesn't matter.
  20. Essex and baltimore done. casablanca later. essex_baltimore.rar
  21. Most of the data is very crude. use as source material for modding rather than finished product.
  22. uhmmmm.. you can do a MS Word compare of the modded Mig15 Data ini vs stock ini. header data stuff: Normal/MaxMissionRadius: i calculated with a beefy messy excel sheet. a few km difference between -15 and 17 so basically same CruiseSpeed = MaxSpeedSL * 0.65 Landingspeed is trial-error tested on AI, default too slow (tis takes a lotta time so if don't care for it there's no need) CanopyHide: use LODviewer from Mue's Toolbox DM: default hitboxes look good so Word compare should show everthing. except rear tank, it is smaller than 0.4m^3 so enlarged to .4. otherwise it catches fire too easy. all components have default 8mm(iirc?) aluminum armor. the collision points are deleted except fuselage and nose to prevent frequent AI ramming. Pilot is made tough as they're easily killed otherwise. FM: 1) meters per second 2) max speed is mostly defined with aero coefficients in component sections. up high it is limited by MachLimit=, together with maxspeedSL down low it sets a hard limit on speed, irrespective of the aero coefs. With TW planes, usually at MachLimit/MaxSpeedSL you still have a bit excess thrust left but not much. 3) negative unless not minding risk of some bugs or looking to redo big part of FM:X 4) no need if ya like TK's aerodynamic work he's pretty pro. also lots of these are interconnected so if you change one, you need to change everything. but... things are usually safe to play with: CD0 and CDL... affects performance a lot but doesn't affect handling so you could tune it to the way you like coupled with speed limits mentioned in 2). A good reference on TW foras (there are many others) http://bbs.thirdwire.com/phpBB/viewtopic.php?f=3&t=508 5) i think it's fixed on the RL mig-17 so no need Gunnery: AimAngles is set using this excel sheet.wing guns converge.rar Most have convergence @ 1200ft but due to low muzzle velocity the mig is at 800ft. To be accurate, gotta set the cockpit position first via testing in game. 3D: I think Cocas has done one with better def. i'm sure others have better suggestions.
  23. iirc there's a bug with LOD2 and 3. I could do with LOD1 only but that's a 10MB LOD edit: Checked and only on the 1950 version so ya ww2 types should be golden:) But if you get enough pull with WBS for a proper SCB-27 I'll be on all 4s!.. My part is nothing up there but eh, my email addy me262a-1a@163.com maybe we can setup something.
  24. Anyway other than the parked below deck hellcats that's impossible to be rid of... the big guy's good enough i guess. Attached are gun sounds of all ground objects (ships, AAA and tanks). Think i'm satisfied with them so far. "TankGun.wav" is also used for big cal AAAs like KS-12, -19 etc. Naval_AA Gun Sounds.7z
  25. /rant on/ YAP RS 4 3Mb of a Fletcher LOD. no low rez ones. How many poly is that:X Sigh... TK's default Sumner DD, LOD1 387Kb, LOD5 33kb and looks great. Sigh... A 4Mb carrier is bearable since it's only one flag ship and looking good with detail, sure very well. got 4 DDs per carrier group, so task force 77 got 12. TF95 has atm 8. How many poly is that!!! bzzzzzt. was looking forward for a DD revamp, oh well time saved.... /rant off/
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