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VonS

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VonS last won the day on September 14 2016

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About VonS

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    WWI aircraft & flight-sim enthusiast, particularly FE2 and WOFF.

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  1. Glad the info. was helpful. Yes, often, tweaking of control surface sections (such as the [Rudder]) may require looking into the parent component too - in the case of [Rudder] it's usually called [VertTail] or [VertStabilizer]. Here's the relevant section from the same data ini used as an example in my previous post. ----- [VertTail] ParentComponentName=Tail ModelNodeName=VertStabilizer DestroyedNodeName= ShowFromCockpit=TRUE DetachWhenDestroyed=TRUE DamageRating=DESTROYED MassFraction=0.030 -----> the lower the massfraction value, the more fragile the part and more susceptible to ammo. damage, etc. (test in increments of 0.01 approximately, up or down) HasAeroCoefficients=TRUE -----> leave this as "true" if you want the panel/section to be a part of the overall flight model, otherwise it is purely an aesthetic part CD0=0.0017 -----> drag value at zero (no) lift Cyb=-0.0609 -----> side force due to sideslip Cyp=0.0017 -----> side force due to roll Cyr=0.0261 -----> side force due to yaw Clb=-0.0005 -----> roll due to sideslip Clp=-0.0001 -----> roll damping value Clr=0.0004 -----> roll due to yaw Cnb=0.0122 -----> yaw due to sideslip Cnp=-0.0017 -----> yaw due to roll Cnr=-0.0177 -----> yaw damping value ----- For the c-values above, I would tweak in small increments, of about 0.001 (where a bigger no. equals more effect - and as indicated in my previous post, don't be confused by the negative value in some entries, thinking that nos. are getting smaller as you go further below zero - the negative value refers to "opposite" or inverted forces in the TW data inis). Other values indicated in the section and that I've not included here, such as mach values and alpha nos., I usually don't bother touching - except in some cases alpha nos. but only for wing sections (and left/right stabs) - to tamper with rate of climb, if necessary. Often, cutting-and-pasting of mach and alpha entries from the [VertTail] section of an aircraft data ini that works well into another data ini that is problematic solves problems quickly, but might require further tweaking of some more parameters. Good luck with your tweaks. Von S
  2. While my tips are probably more helpful for prop. aircraft, I recommend nonetheless tinkering with the following values outlined below (I've had success with this for my FE2 tweaks, also for prop. aircraft in SF2). Relevant section to tinker with is of course [Rudder] in the appropriate data.ini. ----- [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=25.0 -----> this is often the crudest but most effective value to tweak first (see info. for entry immediately below) MinDeflection=-25.0 -----> this is often the crudest but most effective value to tweak first (reduce the value in increments of about 2.0 and retest to satisfaction, higher values give more rudder response since greater arc of movement, lower values give smaller arc, etc.; for example, 20.0/-20.0 will give less rudder movement than 25.0/-25.0) CDdc=0.0073 -----> drag effect on rudder movement (higher value, more drag, lower value, less drag, usually doesn't require tinkering with) Cydc=0.0362 -----> side force when moving rudder left/right (decrease in increments of about 0.005 and retest to satisfaction, for less effect during rudder movement) Cldc=0.0010 -----> roll moment when moving rudder left/right (helps to pitch wings up/down during rudder movement, higher value for pitch up, lower for pitch down or neutral, usually avoid tweaking this unless you are flying a staircase as some of us do in FE2 - triplanes, etc., and tweak in increments of about 0.002) Cndc=-0.0307 -----> yaw moment/strength when moving rudder left/right (decrease towards value of zero in increments of about 0.005 and retest to satisfaction, for less yaw during rudder movement, and obviously increase in same increments for more yaw effect; for example, a value of -0.08 should give more yaw than -0.03, don't be confused by the fact that in math class a negative no. closer to zero is a "bigger" no., it's the other way around for the yaw moment entry in the data inis) CydcAlphaTableNumData=37 CydcAlphaTableDeltaX=10.00 CydcAlphaTableStartX=-180.00 CydcAlphaTableData=1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000 CldcAlphaTableNumData=37 CldcAlphaTableDeltaX=10.00 CldcAlphaTableStartX=-180.00 CldcAlphaTableData=-1.000,-0.985,-0.940,-0.866,-0.766,-0.643,-0.500,-0.342,-0.174,0.000,0.174,0.342,0.500,0.643,0.766,0.866,0.940,0.985,1.000,1.040,0.871,0.643,0.339,0.170,0.201,0.140,0.185,0.200,0.224,0.294,0.400,0.531,0.669,0.800,0.906,0.976,1.000 CndcAlphaTableNumData=37 CndcAlphaTableDeltaX=10.00 CndcAlphaTableStartX=-180.00 CndcAlphaTableData=-1.000,-0.985,-0.940,-0.866,-0.766,-0.643,-0.500,-0.342,-0.174,0.000,0.174,0.342,0.500,0.643,0.766,0.866,0.940,0.985,1.000,0.971,0.986,0.990,0.718,0.163,0.000,0.000,0.000,0.000,0.112,0.294,0.400,0.531,0.669,0.800,0.906,0.976,1.000 MaxControlSpeed=50.25 -----> in meters/sec (reducing this helps to give more rudder sloppiness at higher speeds, test in increments of about 10.0, also keep in mind that actual speed at which this effect kicks in in FE2/SF2 will usually be about 20.0 or 30.0 m/s higher than value specified for "MaxControlSpeed") ControlRate=4.0 -----> controls sluggishness/snappiness of control input (test in increments of about 0.5, up or down, for more or less snappiness of moveable control surface, in this case of rudder) ModelNodeName=Rudder ReverseModelOrientation=TRUE AnimationID=1 ----- NOTE 1: "Cydc" and "Cndc" values are in a relationship of sorts (proportional to one another) - usually test changes with only one of those values first, to satisfaction - if no success then change other value and retest - if again no success then tweak both, keeping in mind that more "cydc" will point the nose more quickly in the direction you want to go, and more "cndc" will give you more yaw but will keep you going more so in the same direction - try to visualize the relationship and the changes to get to something realistic - for example, too little "cydc" (flight path direction upon rudder movement) and too much "cndc" (yaw along the same path of flight) sometimes gives a strange "rudder reversal" effect at speeds above about 500 kph in SF2 where "cydc" will start functioning as an inversion of itself (giving opposite direction to rudder input). NOTE 2: entry above is for the tweaked, late Albatros D.II for FE2 (not to be used for jet aircraft - merely included for info.) Happy flying, Von S
  3. This - it's the airspeed when climbing, in m/s as are most of the values in the TW data inis. Rough, general rule of thumb for climb speed is about 80% of top speed (full military power) when on the level (MaxSpeedSL). (I use such a rule for my FE2 tweaks.) Testing vertical climb speed on the other hand (rate of climb) requires tweaking of climb/alpha numbers for wing/tail sections - and then actual testing of climbs within the TK sims (yes the slow, hard way - as I've had to do with my FM update packs for FE2). Usually you can "guesstimate" a proper, vertical rate of climb after a few tweaks of the airfoil sections - and always test rate of climb first before tweaking any of the airfoil sections, just in case it's fine without tweaks. Will not give suggestions on ave. climb speeds or rate of climb for jets since I'm no specialist for that - more of a linen and wood type where we're happy to climb even at 2 m/s. Happy flying, Von S
  4. New Aircraft

    I look forward to integrating these add-ons for the Elephants, Crawford - great work with the camera addition, especially for wingmen too! Speaking of rudders and other control surfaces, changes to min/max deflection also change the FM, and this is often a quick, practical way of modifying the FMs (I've got, for example, min/max deflection of about 20 on the Elephant, G.100 and G.102, rudders - in my FM pack - gives more subtle/lethargic response from the rudder that way). Sometimes, however, the "c" values for lift, drag, force of movement, etc., have to be tweaked too - but Ojcar's FMs usually don't require that much intervention fortunately (the rudders for prop aircraft in SF2 - particularly the A-Team stuff - are more of a pain to modify, compared to the FE2 models). There are of course several other FM changes in the data inis too - but I can't remember all of the details at the moment (there's a long Read Me included in my FM pack that I recommend going over, for those who have downloaded the package). EDIT: Have pm-ed you my FM pack as four smaller, zipped files - to facilitate downloading on slower internet connections. I will keep the files up for a couple of months in the pm message, for your convenience. Happy flying, Von S
  5. May 27, 2020: Version 6.0 "Special Edition," The Parasol Package - Includes an early and late M-S Type L Parasol (load only one at a time), as well as a modified Pfalz A.I two-seater and a modification of the Pfalz E.III. Please see the "Read Me" file included in the package for more info. on these types. Happy flying, Von S
  6. New Aircraft

    I do indeed have the Stachel pilot in my files, as well as another 8 or 9 new pilot models (the slimline ones ) that Geezer made about a year or two ago, and that fit better with the often narrow WWI cockpits on many of the 'crates. I can PM the Stachel pilot to Silberpfeil if he likes - but, in terms of general upload/release here on the FE2 threads - as far as I know Geezer never gave a green light to release those publicly. Maybe he will eventually offer input on that. I do have a suggestion, however - it's been a while since I checked this thread - but look over this thread from about page 17 to 23 or so. There may be some of Geezer's pilots interspersed with the uploads of the various aircraft (not the FM packs that I've released here, but Geezer's own uploads, such as for the Caudron R.11). Happy flying, Von S EDIT: Have PM-ed you Geezer's latest pilots.
  7. New Aircraft

    Thank you for these many variations on the Elephant Crawford - I will copy over the changes to my modified FMs for the Elephants as soon as I find time. For those who have my FM realism pack loaded up, for FE2, by the way, the working fuel pump prop. mod that Crawford discovered has already been included on the FM-modded Sopwith Camel variants, a while back, as well as on the FM-modded Elephants - but I will eventually include Crawford's latest modifications to guns and cameras, to the Elephants, too. Great stuff and glad to see this thread revived. Von S
  8. Problem with FE2 effects

    The best thing to do therefore is to make a copy of your user directory/folders for FE2 - store them somewhere safe - and then start FE2 without the user directory in its expected location. This will "build up" a stock user folder. Then, some quick flying to check if exhaust effects are present for such aircraft as the SPAD and Fokk. Dr.1 that come stock in FE2 - this will rule out any possible corruption with effects/files in your custom user directory for FE2. Hopefully we will be able to narrow down where the problem is. Keep us posted. Von S
  9. Problem with FE2 effects

    The only other thing I can think of and that might help is to compare the relevant emitters listed in the particlesystem.ini file that resides in "Flight," with comparable emitter ini files that reside in "Effects." In the TW sims, as far as I remember, individual emitter ini files in "Effects" override the same emitter calls listed in particlesys - unless such ini files are missing from Effects - then the calls in particlesys take over. In my case, I don't have individual exhaust emitter inis in Effects, but I have some relevant calls in particlesys (also good is to check some of the smoke effects in particlesys too) - here's what I have in particlesys and that might be relevant checking over in your installs, if you're missing engine exhaust effects: [ExhaustMaterial] EffectShaderName=effectLightLevel.fx -----> forgot to include this previously (since I incorrectly copied over my old particlesys file for dx9 only) DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [EmitterType002] Name=DirtyExhaustEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 EmissionRate=0.2500000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=CONNECTED_SPRITE ParticleLifeTime=20.000000 ParticleWeight=0.00000 ParticleWindFactor=0.5 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.400000,0.400000,0.000000 ParticleColor[02].Time=0.008000 ParticleColor[02].Value=0.400000,0.400000,0.400000,0.200000 ParticleColor[03].Time=0.125000 ParticleColor[03].Value=0.500000,0.500000,0.500000,0.100000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.600000,0.600000,0.600000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.800000 ParticleSize[02].Time=0.01000 ParticleSize[02].Value=0.800000 ParticleSize[03].Time=0.500000 ParticleSize[03].Value=40.000000 ParticleSize[04].Time=1.000000 ParticleSize[04].Value=80.000000 TextureMaterial=SmokeTrailMaterial [EmitterType003] Name=CleanExhaustEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.5000000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=CONNECTED_SPRITE ParticleLifeTime=6.000000 ParticleWeight=0.00000 ParticleWindFactor=0.9 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.400000,0.400000,0.000000 ParticleColor[02].Time=0.016000 ParticleColor[02].Value=0.400000,0.400000,0.400000,0.100000 ParticleColor[03].Time=0.250000 ParticleColor[03].Value=0.500000,0.500000,0.500000,0.050000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.600000,0.600000,0.600000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.800000 ParticleSize[02].Time=0.005000 ParticleSize[02].Value=0.400000 ParticleSize[03].Time=0.250000 ParticleSize[03].Value=10.000000 ParticleSize[04].Time=0.500000 ParticleSize[04].Value=20.000000 TextureMaterial=SmokeTrailMaterial Also, in the options.ini file, don't forget to toggle the following two values if using dx10 calls/shaders, such as available in the relevant folders of my FM update pack: UseAdvancedShaders=1 ForceDX9=FALSE Von S EDIT: Correct shader statement now included; a dx10-friendly particlesys file is included in the FM update pack, by the way.
  10. Problem with FE2 effects

    I've uploaded a couple of short FE2 vids at this link, embedded on my RB3D on a Mac website (https://naissuswest.wixsite.com/rb3donamac?wix-vod-comp-id=comp-k9ku0clv). There is a subtle exhaust effect from the rotary on the M-S type N in one of the clips (no exhaust on the Nieup. 17 in the other clip, since it's using the rotaryexhaustemitter entry). Apologies beforehand to all for the slight vid. quality degradation - originally recorded in game bar on Win10, then slightly compressed when converted to H.264 format in VLC Player (yes VLC Player can do compressing/conversion) - and then uploaded. Several updated effects files that are now linked to and/or include correct "dx10" calls can be found in relevant folders in the ver. 9.9 FM update pack, by the way. If necessary I can double-check the files more specifically over the next couple of days and will post back if I find any helpful info. (currently trying to get the awful internal padlock view to work properly in my IL2-1946 vpmodpack install - unfortunately it doesn't seem to glue itself permanently to the chosen target - something that only FE2 and WOFF seem to be good at - and ROF so-so). Von S
  11. Problem with FE2 effects

    I recommend tinkering with the following three entries for "ExhaustEmitterName" in the data inis of aircraft, installed in FE2: CleanExhaustEmitter (misleading name since this is the "dirtiest" emitter in FE2, gives a wide, thin stretch of greyish smoke behind the aircraft) InlineExhaustEmitter (usually gives a thin, white stream of smoke, as if from an exhaust stack, especially good for inline engines and a favorite of Geezer's if I remember correctly) RotaryExhaustEmitter (basically gives no exhaust effect) (If I can dig up my old, long post for correct order of install effects in FE2...I will re-link it here.) EDIT: Here is the link (to an old post) that suggests a good order for effects installation in FE2 - if certain effects are missing, etc. (https://combatace.com/forums/topic/88700-fe2-bad-framerates/?tab=comments#comment-716531). Von S
  12. One can never have enough WWI sims, but this one always calls me back - great sensation of flight and much more exciting than ROF, I think. Representative screenies below. (Hope to tweak the FM for the Snipe and Stephen's Halb. CL.II soon - was busy with some WOFF fm tweaks over the last month or so.) Happy flying gents', Von S
  13. Apr. 21, 2020: Version 5.0 - Includes tweaks for the Vickers-armed family of later Nieups., including the regular 17, the 17bis, the 23, the 24bis, the later 24, and the 27. As well, I'm pleased to include a Bristol Scout Type C, early and late versions of the Pfalz (D.III and IIIa), also a Siemens-Halske powered Fokker D.VI, a tuned up Fokker D.VIII, and improved Alb. D.V and uprated D.V variants. The 8Ba Hisso.-powered version of the Se5a is included too (best of the Scout Experimentals). Happy flying all, Von S
  14. Screen resalution

    Probably a discrepancy between the screen resolution and the FE2 sim resolution - that's causing such stretching - specifically an "aspect ratio" problem. I recommend the following tweak, if possible: Run screen resolution at your default widescreen setting of 2560 x 1080 but open up the "options.ini" file located in your FE2 user folder (in the main level of the user folder) - and under the "GraphicsOptions" section of that file, set the following numbers, and don't forget to save settings: DisplayWidth=2560 DisplayHeight=1080 DisplayDepth=32 AspectRatio=2.370370 The trick is to set the correct aspect ratio (the one above is for resolutions of 2560 x 1080). For resolutions of 1920 x 1080, also 1600 x 900 in the options.ini file, use an aspect ratio of 1.777778 (avoid setting your monitor's resolution to 1920 x 1080 or 1600 x 900, however, since everything will remain stretched because of the wrong aspect ratio then involved for your size of monitor - only fiddle with aspect ratios within the options.ini file - but I think the most natural settings for your FE2 install, in options.ini, are the ones suggested above since then you can leave your monitor's resolution at its best/default settings too). In short, always maintain the same aspect ratios between the monitor's resolution that has been chosen and the in-sim resolution set in the options.ini file, and also make sure that the aspect ratio in options.ini corresponds with the displaywidth and displayheight values set there. Formula for getting aspect ratios is displaywidth divided by displayheight, rounded to the sixth decimal place in FE2 (and SF2). Happy flying, Von S
  15. Feb. 22, 2020 Update ("Early Aircraft Lockout Speeds"): Several improvements included to the flight engines for FE2 and SF2, as well as further atmospherics and cloud tweaks for FE2 and SF2. Also tweaked further is control surface sensitivity on the Oeffag Alb. D.II, as well as damage realism improvements on the Fokk. B.II. Further changes include lockout speed implementation on control surfaces for several early aircraft types, ranging from the Longhorns and Shorthorns to the M-S Parasol family and imitations, as well as early Pfalz and Fokk. Eindeckers. Package also includes fixes to rolling coefficients and elevator for slightly easier takeoffs in the Spad 12. And as well included are a few new sounds, wind sound strength improvements, and the various data inis for Stephen's Da Vinci flyer and variations on the Da Vinci. For more detailed info. and installation instructions, please see the included READ ME file. Happy flying all. Von S
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