Jump to content

Eagle114th

+MODDER
  • Posts

    1,071
  • Joined

  • Last visited

  • Days Won

    23

Eagle114th last won the day on August 27

Eagle114th had the most liked content!

Recent Profile Visitors

10,894 profile views

Eagle114th's Achievements

Explorer

Explorer (4/14)

  • Dedicated Rare
  • Reacting Well Rare
  • Very Popular Rare
  • First Post Rare
  • Collaborator Rare

Recent Badges

1.2k

Reputation

  1. Hello everyone! I have been hard at work on Ghidra and script, as well improving the workflowa of not just mining through DLL, also to improve every ways I can do with techniques to extract Enum / tables and number values hidden in the various hexadecimal in DLL files. I also have been working on figuring out how to automate the progress, got about 90 percent workflow automated while the rest requires AI assistant. For example, after using RTTI technique to restore the original classes / functions names as possible, it is often that about 25 to 40 percent of classes / functions, while the rest is shown as FUN_(Hex number) as generic , unknown function names. To solve this the quick way, I had AI parsing through the whole dump codes, and determine the possible closest name they could have been, based on teh contests of the codes it had. I do not have the time to further research how to restore the function names, it could take much longer time. So by using this method, it helps both human and AI to go through the dump for any information. However, the dump files, this time, now have decoded Enum / table and numeric values, as well separated file that have the list of them. For example, for Avioinics60 and 70, this is where the tokens were hidden in. Here is samples of Avionics60 and 70. FLIGHT.zip NOTE: Go to "DUMP FILES' in both Avionics 60 and Avionics 70, and you will see the following files: - DUMP_CLASS_FUNC_FULL CODES.txt - DUMP_CLASS_FUNC_FULL CODES - EXTENDED.txt - SF2_ENUM_TABLE_DAT_NUM_LIST - CMODDER.txt CLASS_FUNC_FULL CODES are for people to look through the dump. CLASS_FUNC_FULL CODES. - EXTENDED, in other hand, are designed for AI to parse through with more details. SF2_ENUM_TABLE_DAT_NUM_LIST - CMODDER have a full list of decoded Enum / table and numeric values (_DAT numbers). I am currently re-working on all DLLs to have up to date DUMP files, as well the list of decoded Enum / tables and numeric values. These two weeks of hard work paid off, and as stated, with semi-automate workflow, I am happy with the progress. It appear that, the more I work with this project, the more I learn how to extract the information and making the dump much more readable compared to before. Eagle114th
  2. Excellent, this means I have successfuly extracted the token correctly! I am contiuning to do mybest. Cheers!
  3. Hello everyone, this is quite wild found, I ama not even sure if all is actualy implemented or is placeholder.. Here is "TYPE" tokens: By the way, I am just so surprised to see these tokens like: Oh boy, for now i am putting INI guidance library on hold. I am still researching and figuring out how to restore the 'undefined' classes / funcitons / methods, variables, and values back to the decompiled codes, so it have defined codes like before it was compiled. At least I am able to decode the stored tokens and numberid values in the hexadecimals address. Eagle114th
  4. Hello everyone! I made another discovdered, after realizing that _DAT_ (Hexadecimal numbers) also contains the hidden values (numbers) What I learned is that the enum / tables contins the tokens of text while _DAT_ hold sthe numberic values. NOTE: Tere is list of numberic values (You'llsee ???, they are for now.) Here is the file: SF2_ALL_DAT_FLOATS_v1.txt This notes is WIP, but check what I have so far: SF2_TOKENS_Enums_Allowed_Values.txt Check the ArmorMaterial Enum,it explains the protection system for each armor types. Eagle114th
  5. Hello everyone, I have made aa major breakthrough reaching the core of the DLL; When I started with the dump, I was able to extract the "STRING", but the values (Example. INI Speed), esum, tables, and other aspect of the codes remains hidden in the hexadecimal address. For example, the token for the cockpit (TYPE), DefaultArmorType= TOKEN, and other token, I could NOT find them besides "STIRNG". I was puzzled for a while, as I was working through the dump file , generating the INI guidance library, as well the manuals for modders. Then by 'accident', the AI revealed to me that they were able to find token within the hexadecimals through wcscmp / strcmp / switches and showed me some steps how it worked. That is when I get lightbulb moment, realized I should be tracking further where the token could be. That is where i spent hours working on scripts of Ghidra to extract most, if not all the esum, as well other types of the tables, then I was shocked by the result: Not only I get massive list of the decoded tokens, I also extracted the Key, sections, etc.. that is beyond the "STRING". This is where I realized how this work; When compiling the codes (Source codes), all codes always get compiled into memory of the files it is compiled in, which contains the locations as well the codes it was entered as (INI NAME, Function name, tokens, etc...) into hexadecimal address. The only thing that remains preserved is "STRING". So therefore, when decompiling the codes, we see unnamed values, functions, methods, even classes. By using RTTI techniques, I am able to restore lot of unnamed classes / functions, methods, and values, but not all of them. Now that I realize, all of hidden names of everything resides inside the hexadecimals. Here is massive list of the names / tokens found and decoded from the hexadecimal address. Keep in mind, this is chaos for now, because it is extracted based on function it is tied to. I am currently cleaning it up and extract ing the relevant tokens / strings for INI modding guidance library and manuals. (Aircraft Objects DLL) SF2_ENUM_MINER_MAX.txt Cheers
  6. Hello everyone! SF2 INI Modding Guidance Library v1.0.1 is now released, it cana be found in my 2nd post from the first page as usual. (LINK: https://combatace.com/forums/topic/100023-sf2-advanced-moddings-dll-files-editing/#findComment-821849 ) Cheers!
  7. Hello everyone! I am still workin gon the 3 manuals (Aircraftdata related) which is nearly completed: Structural & Damage model - Effects & Lights - Ordinances As soon I complete it, I plan working on AIRCRAFTOBJECT.INI found in Aircraft Objects DLL too. After that, I am looking into both flight engine.ini and mission / campaign ini to extract more information for INI modding guidance. Cheers!
  8. @Stary Thank you for the link, I will check it out and i tlooks interesting!
  9. Hello AcariaPlainum, That is good question. This have been on my heads for a while. I wanted to study adn learn how the radar works and how SF2 models it. This is on my 'to do list'. For now I do not exaclty understand how SF2 models radar in Avioincs 60 and 70 yet. Eagle114th
  10. Hello everyone! I am very happy that i am finally able to release SF2 INI Modding Guidance Library v1.0. The flight model mini books, plus the pocket course is now completed. I am currently working on the next aspect of aircraft data.ini editing: - Structural & Damage Model - Ordinances (Guns, Turret guns, weapons, fuel tanks, ECM, etc..) - Effects & Lights I would like feedback on the flight model manuals please. The file can be found on my 2nd post in this thread, here is the link: https://combatace.com/forums/topic/100023-sf2-advanced-moddings-dll-files-editing/#findComment-821849 Look for SF2 INI Modding Guidance Library v1.0 NOTE: I just realized I forgot to clean 'left over' files. Ther are WIP folders. I realied it's okay to leave it there for now. WHen they are compelted, the next version will have compelted Structural & Damage Model, Effects & Lights, and Ordinances manual. Cheers!
  11. I would like to share what I discoverd about how the fligh tmodel works in SF2. this is from the flight model manual I am working on, the introduction section: Eagle114th
  12. Hello @Stary I am very pleasantly surprised to see you here! I am big fan fo your cockpit mods! I would like to ask you to check the mod I worked lot on, related to avionics and cockpit upgrade mod, here is the link: https://combatace.com/files/file/18363-sf2-avionics-community-pack-sf2-acp-beta/ And about the DLL files and ini files; That is noted. I have the plans to go through the viewlist and other ini files. Right now I am digging through the very complicated huge DLL file, known as Aircraft Objects DLL. I am almost done creating the very detailed manuals related to flight model, structural & Damage model, Effects & Light, and Ordinances (weapons + guns + ECM). When I finish working with Aircraft Objects DLL, will move on to the DLL related to what you requested. By the way, I will send you PM soon. Eagle114th
  13. Hello @mue and @pvince Wanted to give you a head up that the ful document on the aero keys, including the stalls are now released in my post above. Thought it might provide to be helpful for fligh tmodel tweakings. Cheers!
  14. Hello0 everyone! I have spent over a week working on this files and I just finished the hardest part, the pocket course. From now on, the rest of Aircraft data.INI and guidance will be done by this week hopefully. I would like to share and get feedback on the pocket course please. The purpose of the pocket course is to make it streamlined, easyto read and digest when learning how to work with the aero keys, the backbone of the flight models. Here are two files: FLIGHT MODEL - AERODYNAMIC REFERENCE KEYS.txt FLIGHT MODEL - AERODYNAMIC KEYS (POCKET COURSE).txt Eagle114th
  15. Hello everyone! I have been working A LOT on what is known as "pocket course" for coefficient as part of the flight model guidance / information library big project. Here is what I have found while digging through Aircraft Objects Dll file: ============================================== AERODYNAMIC KEYS — GROUPED LIST (SF2 BUILD) ============================================== -------- (legend: -------- FLIGHT DYNAMICS PARAMETERS α = AoA (angle of attack, deg): Angle between wing chord and relative wind. β = sideslip (deg): Angle of sideways slide relative to flight path. p = roll-rate (rad/s): Rate of rotation around longitudinal axis. q = pitch-rate (rad/s): Rate of rotation around lateral axis. r = yaw-rate (rad/s): Rate of rotation around vertical axis. S = wing area (m²): Reference surface area for lift/drag calculations. c̄ = MAC (mean aerodynamic chord, m): Average wing chord length. AERODYNAMIC COEFFICIENTS (Force and Moment Multipliers) CL = lift coefficient: Total lift force multiplier (e.g., A-10’s CL rises in turns). CD = drag coefficient: Total drag force multiplier (e.g., F-100’s CD spikes with spoilers). Cm = pitching moment coefficient: Torque rotating nose up/down (e.g., F-4’s Cm balances pitch). Cl = rolling moment coefficient: Torque rotating wings left/right (e.g., F-104’s Cl drives fast rolls). Cn = yawing moment coefficient: Torque rotating nose left/right (e.g., MiG-15’s Cn fights fishtailing). Cy = sideforce coefficient: Lateral force pushing plane sideways (e.g., A-10’s Cy stabilizes slips). SUBSCRIPT MODIFIERS (Coefficient Conditions) a = vs. AoA (α): Effect tied to angle of attack (e.g., CLa for lift slope). 0 = at zero AoA: Baseline effect at α=0° (e.g., CL0 for camber lift). dc = delta control: Change per degree of control surface deflection (e.g., Cldc for aileron roll). b = vs. sideslip (β): Effect from sideslip angle (e.g., Cnb for yaw stability). p = vs. roll-rate (p): Effect from roll rate (e.g., Clp for roll damping). q = vs. pitch-rate (q): Effect from pitch rate (e.g., Cmq for pitch damping). r = vs. yaw-rate (r): Effect from yaw rate (e.g., Cnr for yaw damping). α̇ = vs. AoA-rate: Effect from rate of AoA change (e.g., Cmad for pitch damping). ----------------------------------------------------------------------------------------- READ CONDITIONS • Set HasAeroCoefficients=TRUE in the component. • For wings/tails, usually also set LiftSurface=TRUE. ------------------------------- BASE COEFFICIENTS (LIFT / DRAG) ------------------------------- CLa — Lift-curve slope (dCL/dα): how fast CL rises with α CL0 — Baseline lift at α=0° (camber/trim bias) CD0 — Zero-lift (parasite) drag baseline CDL — Induced/α-related drag (drag from making lift) ------------------------------ LONGITUDINAL (PITCH) STABILITY ------------------------------ Cm0 — Baseline pitching moment (nose-up/down bias) Cmq — Pitch-rate damping (moment vs q) Cmad — Pitch moment vs AoA-rate (α̇) ----------------------------- LATERAL STABILITY (ROLL AXIS) ----------------------------- Clb — Roll moment vs β (dihedral effect) Clp — Roll-rate damping (moment vs p) Clr — Roll moment from yaw-rate r (roll–yaw coupling) | Cross-Coupling -------------------------------- DIRECTIONAL STABILITY (YAW AXIS) -------------------------------- Cnb — Yaw moment vs β (weathercock stability) Cnr — Yaw-rate damping (moment vs r) Cnp — Yaw moment from roll-rate p (adverse yaw) | Cross-Coupling ----------------------------------------------- SIDE FORCE COEFFICIENTS (FUSELAGE / TALL EFFECTS) ----------------------------------------------- Cyb — Sideforce vs β (sideslip) | Fuselage + Vertical Tail Cyp — Sideforce from roll-rate p (cross-coupling) Cyr — Sideforce from yaw-rate r (cross-coupling) ------------------------------------------------------------ CONTROL SURFACE COEFFICIENTS (DELTAS) — from TControlSurface ------------------------------------------------------------ (Defines the CHANGE in a coefficient per degree of surface deflection) CDdc — Drag change per degree. CLiftdc — Lift change per degree. Cmdc — Pitching moment change per degree. Cydc — Sideforce change per degree. Cldc — Rolling moment change per degree. Cndc — Yawing moment change per degree. --------------------------- GEOMETRY / REFERENCE POINTS --------------------------- Xac — Aerodynamic-center X-location (can be tabled vs Mach). Qr — Downwash / relief factor (vs α). ----------------------------- STALL / ENVELOPE BEHAVIOR ----------------------------- CheckStall — Enable stall modeling for this surface. AlphaStall — AoA (deg) where stall onset begins. AlphaMax — Max AoA clamp (deg) AlphaDepart — AoA (deg) where departure / spin may begin CLmax — Max lift coefficient before stall limits apply. StallMoment — Extra pitching moment in stall StallDrag — Extra drag multiplier in stall StallHysteresi — AoA gap between stall entry / exit ========================================= ALLOWED AERO TABLE KEYS (THIS DLL BUILD) ========================================= [Mach-based tables] — scale vs Mach number • CD0MachTable — scales CD0 (parasite drag) with Mach • CL0MachTable — scales CL0 (zero-AoA lift) with Mach • CLaMachTable — scales CLa (lift slope) with Mach • CmqMachTable — scales Cmq (pitch-rate damping) with Mach • XacMachTable — **shifts** Xac (position) with Mach ← not a multiplier (XacMachTable Note: This is a position shift, not a multiplier) [Alpha-based tables - for Base Coefficients] • CDLAlphaTable — scales CDL (induced/α-drag) with α • Cm0AlphaTable — scales Cm0 (baseline pitch moment) with α • ClbAlphaTable — scales Clb (roll vs β) with α • ClpAlphaTable — scales Clp (roll-rate damping) with α • ClrAlphaTable — scales Clr (roll from r) with α • CnbAlphaTable — scales Cnb (yaw vs β) with α • CnpAlphaTable — scales Cnp (yaw from p) with α • CnrAlphaTable — scales Cnr (yaw-rate damping) with α • QrAlphaTable — scales Qr (downwash/relief) with α [Alpha-based tables — Control Surface Deltas] • CmdcAlphaTable — scales Cmdc (pitch delta) with α • CldcAlphaTable — scales Cldc (roll delta) with α • CndcAlphaTable — scales Cndc (yaw delta) with α • CLiftdcAlphaTable — scales `CLiftdc` (lift delta) with α [Control Effectiveness Tables - for TControlSurface] • ControlIASTable — scales overall effectiveness vs Indicated Airspeed • ControlMachTable — scales overall effectiveness vs Mach number ---------------- STALL-REGION FX ---------------- DownwashAlphaTable — Downwash effect vs α for downstream surfaces. StallLiftTable — Detailed CL shaping deep into stall StallDragTable — Detailed CD rise deep into stall StallXacShiftTable — Xac shift vs α in stall And here is sample of the pocket course: ==================================================================== -------------------------------------------------------------------- ------------------ BASE COEFFICIENTS (LIFT / DRAG) ----------------- -------------------------------------------------------------------- ==================================================================== ------------------------------------------------------------------- CLa — Lift-curve slope (dCL / dα): how fast CL rises with α | Float ------------------------------------------------------------------- • Desc: > This is the primary lift-generating power of an aerodynamic surface. > It defines how quickly the Coefficient of Lift (CL) increases as the AoA (α) increases. • Real-World Examples & Analogy: > Wings types situations: - Straight wing (e.g., A-10): Stable lift buildup, lower CLa for steady flight. – Swept / Delta (e.g., F-100, Mirage): CL can rise quickly at low – mid α; if CLmax is similar, you reach CLmax at a lower α, so stall occurs at a lower AoA. Actual stall still depends on CLmax and (stall) tables. > Like wing horsepower: high-performance glider (high CLa) soars easily; flat board (low CLa) barely lifts. • Behavior: > Higher CLa = more lift per α degree, agile turns / climb > Lower CLa = stable but less responsive. > Value Effects: - Positive: Boosts lift, improves maneuvers (normal for wings). - Zero: No lift from α, plane unflyable. - Negative: Downforce, reverses pitch, unstable. • Limits / Tuning: > 0.09–0.11 → Agile fighters (e.g., F-16, tight turns). > 0.05–0.08 → Stable bombers / trainers (e.g., A-10, low stall speed). > 0.0 → No lift, avoid for flying surfaces. • Components: > Primary: [Wing], [HorizontalTail] (main lift surfaces). > Secondary: [Fuselage] (body lift in fighters like F-16). > Usually 0.0: [VertTail] (no lift design). • Interactions: > The total lift force is scaled by the ReferenceArea from [AircraftData]. > The CLa slope is effective only until the AoA reaches AlphaStall, at which point the lift is limited by CLmax. > Ties to CDL (more lift = more induced drag). • Situation Example: > F-100 struggles in turns: Increase CLa to 0.09 on [Wings] for better lift / maneuverability - NOTE: It is critical to understand the difference between these terms. > CL is the current Coefficient of Lift, which changes constantly in flight. > CLa is the slope or "power" that determines how fast CL changes with AoA. > CLmax is the maximum possible value for CL. A stall occurs when the current CL reaches CLmax. > A slope (CLa) cannot "meet" a maximum value (CLmax). ──────────────────────────────────────────────────────────────────── ------------------------------------------------------ CL0 — Baseline lift at α=0° (camber/trim bias) | Float ------------------------------------------------------ • Desc: > Lift (CL) at zero α, from airfoil camber (curved shape). • Real-World Examples & Analogy: > Cambered vs. symmetric airfoil: - Cambered wing (e.g., F-4): Positive CL0, built-in lift, nose-down Cm0. - Symmetric wing (e.g., F-16 aerobatic): Zero CL0, no bias, good for inverted flight. > Analogy: - Curved wing shape (camber) speeds air over top for low pressure "suck," creating lift like air pushing a sail—flat symmetric airfoil needs α for lift. • Behavior: > Positive CL0: Natural lift at level flight, easier cruise (cambered wings). > Zero CL0: No lift without α, symmetric, no bias (aerobatics). > Negative CL0: Downforce, nose-down bias (stabilizers). • Limits / Tuning: > 0.10–0.15 → Cambered fighters (e.g., F-4, cruise lift). > 0.0 → Symmetric aerobatics (e.g., F-16, inverted flight). > Negative → Downforce tails (e.g., -0.05, stabilizes pitch). • Components: > Primary: [Wing] (cambered lift). > Secondary: [HorizontalTail] (incidence angle). > Usually 0.0: [VertTail], [Fuselage] (symmetric). • Interactions: > Ties to Cm0 (positive CL0 = negative Cm0 nose-down) - Affects trim speed • Situation Example: > You're modeling a WWII fighter that feels "dead" and requires constant back-pressure on the stick to stay level. By giving its wings a small positive CL0 (e.g., 0.12), you simulate the lift from its cambered airfoil, making it fly more naturally at cruise speeds. • Note: > This key models the effect of the airfoil's shape. > Lift generated from the wing's mounting angle on the fuselage (angle of incidence) is handled separately by the geometry of the 3D model. ──────────────────────────────────────────────────────────────────── ``` ------------------------------------------------ CD0 — Zero-lift (parasite) drag baseline | Float ------------------------------------------------ • Desc: > Constant drag from a component’s shape, size, and surface roughness, even when no lift is made. > All parts (wings, fuselage, tail) add to total drag, no matter AoA. • Real-World Examples & Analogy: > Sleek vs. blunt fuselage: - Sleek (e.g., F-104): Low CD0, high speed. - Blunt (e.g., A-10): Higher CD0, rugged but draggy. > Analogy: Brick (high CD0, blunt resistance) vs. sports car (low CD0, streamlined flow). • Behavior: > Baseline drag grows with V²; sums from all parts. > Value Effects: - Positive: Increases resistance, lowers speed (normal for all parts). - Zero: No drag, unrealistic (avoid). • Limits / Tuning: > 0.01–0.02 → Sleek fighters (e.g., F-104, high speed). > 0.03–0.05 → Rugged attackers (e.g., A-10, more drag). > High (0.06+) → Gear/stores, slows plane. • Components: > Primary: [Fuselage], [Wing] (main drag sources). > Secondary: [Tail], [Pylon] (add-ons like gear). • Interactions: > This is the baseline drag to which CDL (induced drag) is added to get the component's total drag. > Its effect is modified at high speeds by the CD0MachTable. • Situation Example: > Plane can't reach top speed: Lower CD0 0.02 on [Fuselage]/[Wings] for less drag. • Note: > This represents the drag of the "clean" component. > Drag from deflected control surfaces, deployed landing gear, and external weapons is calculated separately and added on top of this. ──────────────────────────────────────────────────────────────────── ------------------------------------------------------------ CDL — Induced/α-related drag (drag from making lift) | Float ------------------------------------------------------------ • Desc: > Drag from generating lift, caused by wingtip vortices as AoA or flaps increase. > Extra lift (e.g., flaps for takeoff/landing) adds more drag (CDL). • Real-World Examples & Analogy: > Low vs. high aspect ratio (AR) wings: - Aspect ratio (AR) affects efficiency: • High AR (long, narrow wings like A-10 attacker) cuts induced drag (low CDL) for better glide and sustained maneuvers. • Low AR (short, stubby wings like F-104 fighter) boosts maneuverability but adds drag (high CDL), causing quick energy loss in turns. > Analogy: Hand out car window angled for lift—extra push-back (CDL) vs. flat (CD0). • Behavior: > Low at zero α (cruise) > high at high α (turns / landings) > flaps boost lift and CDL. > Value Effects: - Positive: Increases with CL², bleeds speed in maneuvers (normal for lifting surfaces). - Zero: No induced drag, unrealistic for wings. • Limits / Tuning: > 0.05–0.1 → Short-wing fighters (e.g., F-100, high bleed in turns). > 0.02–0.04 → Long-wing attackers (e.g., A-10, better retention). > High (0.1+) → Delta wings, quick slowdown. • Components: > Primary: [Wing], [HorizontalTail]: This "drag from making lift" is primarily generated by your main lifting surfaces. > Secondary: [Fuselage]: Only if it's also configured to produce body lift (CLa greater than 0). • Interactions: > ~ CL² / (π AR e); scaled by CDLAlphaTable; flaps add via CDdc / CLiftdc. • Situation Example: > Your modern fighter jet loses too much speed in a sustained, high-G turn. > To improve its sustained turn performance, you would lower the CDL value on its wing components. • Note: > This key is crucial for defining an aircraft's "instantaneous" vs. "sustained" turn performance. > An aircraft with high lift (CLa) but also high induced drag (CDL) might have a great instantaneous turn, but its poor energy retention will result in a bad sustained turn. The purpose of this is to make it easy to read and digest the information about each aero keys, so it is easy to conceptually grasp how they affect the aircraft physic (Flight model). With that, I hope it will enable modder to confidently and comfortable to tweak the flight models for aircraft in SF2. I have gone through various revisit, starting over until I got this 'streamlined' flows of going through the aero keys and information. I still have lot to do, and it is progressing well! Cheers!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..