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Everything posted by VonS
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Agreed, it is an ancient model indeed. Although a light paint touch-up and shadows improve it a bit (thank you Paint3D). Have now successfully placed Stephen's cockpit for the B.E.2c into the 2a model (since the original 2a cockpit was strange with wood panels intersecting right through dials, gauges, whatnot) - and I think it looks better now. The decals I've "painted on" (inserted onto wings/fuselage, painted onto the rudder) by the way, to avoid bleeding at edges when they are called up via decal.ini files (again thank you Paint3D for your magic). Now onto the FM - will take several days to fix that up since it doesn't even fly in FE2 with the old Skunkworks FM. Cheers all, Von S
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Technically not a new aircraft, more so an old one but being "renewed" currently - have gotten rid of the blocky pilot and awful looking gunner, and machine gun, from the old B.E.2a model available over on the Skunkworks website. Now it includes one of Stephen's rifle-armed observers and Geezer's pilot with the healthy moustache. Also did some light re-skinning of the default skin available here on CombatAce for that B.E.2a and done by LloydNB many yrs. ago (thank you Lloyd for that earlier skin). Left is to look over the FM since that requires an entire overhaul ( ) and will base it on the FM tweaks I did a few yrs. earlier for Stephen's lovely B.E.2c model. Always wanted to have this one flying in FE2 - reminds me of the old BBC series 'Wings' (1970s). Will include the completed data ini here (and the re-skinned skin from CombatAce) once I'm done with it. Von S
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Every day I hope
VonS replied to jack33's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Every day I hope that TK will pop into these forums - even anonymously - and post relevant code/entries for the Environmentsystem.ini file that will allow for real turbulence effects. Von S -
I recommend posting on the WOFF threads over on SimHQ (https://simhq.com/forum/ubbthreads.php/forums/372/1/wings-over-flanders-fields) - lots of helpful resources over there and the developers of WOFF pop in too, to respond or give suggestions in case of technical difficulties. Hope you get your install sorted. Cheers, Von S
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Caporetto V2 (Terrain & Campaign)
VonS replied to gterl's topic in Thirdwire - First Eagles 1&2 File Announcements
Also, if buildings still display visual oddities on occasion, or any other objects for that matter - I recommend the following post (helps to get rid of graphics flickering, etc.): https://combatace.com/forums/topic/95723-new-in-fe2/?tab=comments#comment-779025 Happy flying, Von S -
I think that most WOFFers are over on the SimHQ threads - it is mostly FE2/SF2 fliers who also have WOFF, and who pop in here from time to time. Von S
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Nice to see OBD active again on the CombatAce forums Pol. Welcome back. Cheers, Von S
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Hi Dresam, Some of the cockpits have all dials animated (like the excellent Morane-Saulnier N available for FE2). Other third-party aircraft only have static dials/gauges - I think that there may be a few where the control stick/rudder pedal assembly also don't move - on older models. Stephen's cockpit models are usually all animated and high-quality. Several cockpits in Geezer's various beta packages that have been released may have static gauges since those cockpits were never fully completed. In terms of effects, I have animated gun flashes (smaller than stock in my case), and light tracer fire - will dig into my effects folder after work and will see if I can PM you the necessary files. Some aircraft, especially early ones, have no sights on their guns - this makes it difficult to position properly when shooting - usually the spot a cm or two above the engine cowling of your aircraft is where you should expect the bullets to hit an opposing aircraft - but it often takes practice. It may also be an effects folder problem in your case, and you therefore don't see damage effects on aircraft. Will look through my effects folder later on and will let you know. Von S
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To get an "action view" in FE2, experiment by including the following entry under "Saved Games/ThirdWire/FirstEagles2/Controls/Default.ini," in the "ControlSet001" section of the Default.ini file: GOTO_VIEW_ACTION_CAM= I don't think that such a command is available in the stock Default.ini control file for FE2 (it is available for SF2). In terms of SF2 WW1 mods - I don't think there are any - FE2 models air/physics/buffeting, etc. in a slightly different way than SF2 - so it's best to run WW1 aircraft in FE2, maybe also 1920s stuff, at the latest. To experiment, pop in any one of the F4U-5 Corsairs made for SF2 into FE2 - top speeds are around the 750s kph in SF2 (historical), while they shoot up to the 880s kph in FE2. This is why it's not a good idea to "downgrade" aircraft from SF2 to FE2 - then again, upgrading aircraft from FE2 to SF2 is a pain as well. Best is to keep the two sims. separate for max. compatibility between mods. and the sim. such mods. were intended for. Von S
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Looking forward to this. I can then re-create my Flanders "career" from WOFF, flying a Fokker E.II from the 'drome at Ghistelles, all the way to Nieuwpoort and the flooded marshlands around there, and then maybe swinging down to Diksmuide, further down to Ypres, and back again to Ghistelles. Those beaches look great! Von S
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A few more observations to add here, since relevant to this thread. For those using my FM tweaks for FE2, keep in mind that they were tested only on "hard" settings that are set in the FE2 in-sim menu (since I don't fly using the normal settings) - therefore, I recommend, if flying with the tweaked FMs, to make sure that "hard" flight settings are selected - otherwise there is no guarantee as to how the AI will behave. Also, on another related note - regarding spin recovery techniques - the standard, recommended method for modern airfoils is what is sometimes referred to as "PARE," namely: Power: idle Ailerons: neutral with flaps up Rudder: full opposite to the spin Elevator: forward I however recommend in FE2 what I suppose can be called the "EAPR" approach: Elevator and Ailerons: full forward/full opposite to spin (yes opposite since ailerons are often large on early 'crates and sometimes may act partly as air brakes) Power: idle Rudder: full opposite to spin Using this approach, you should be going full forward elevator and full opposite to spin ailerons roughly at the same time, while keeping engine full on if you still have one, to maintain velocity in these high-drag aircraft (and providing you have enough alt.) - then idle engine as you go full opposite rudder to the spin and maintain, together with full down elevator and full opposite to spin ailerons, until the spin stops (might take between two to as many as five or six spins to get out of the problem, depending on aircraft type, but it will work eventually). This method, from what I have found, works best in FE2 to get out of spins on most aircraft types and doesn't require too much analysis while you are spinning. Avoid full back stick spin recovery techniques in FE2, as are sometimes recommended in RoF on certain types - since those will not help in FE2 but might worsen a spin. In the rare event that you fall into an inverted flat spin, as is rarely the case but possible on the early Eindeckers and the MS Types G and H - similar procedures apply but you might have to rock back-and-forth between full elevator back/forward, and use engine management too if necessary (idle to full power, etc.) - also best is to have enough alt. since those nasty, inverted flat spins require a drop of more than a couple of thousand feet usually to correct. Happy flying, Von S
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Tweaked Flight Models and Realism Pack for FE2
VonS replied to VonS's topic in Thirdwire - First Eagles 1&2 File Announcements
Mini ver. 9.97 FM update "package" included here for download: Feb. 16, 2021 - includes minor tweaks to ceilings, empty weights, stall values, etc., for the camera and rear-gun armed Martinsydes G.100 and G.102 done by Geezer - for the western and middle eastern theaters. Also included are the G.100 and G.102 variants with no camera and no rear-gun, and other minor, FM-related tweaks included, as also done for the heavier variants. The no-camera/no-gun variant tweak is taken from the excellent sub-variant modifications of Martinsydes, and provided by Crawford, on p. 25 of the "New Aircraft" thread for FE2. To install the no-gun/no-camera vers., make copies of your standard G.100 and G.102 aircraft folders, re-name them as per the names I have given the relevant folders in the ver. 9.97 FM package, and drop in the general ini and data ini files for the correct aircraft types, and for the relevant theater of operation. Happy flying, Von S EDIT: removed download package - now included in the big, ver. 10.0 FM/realism package.- 195 replies
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@gTerl and Dresam, it's always a pleasure to find out that real pilots are also enjoying FE2. As far as I've been able to analyze regarding real Dr.1s with rotaries - looking at many of the vids. that Mikael Carlson has posted on YouTube - he is usually using no more than 10-20% rudder in banks/rolls. There is one clip where he applied more rudder than typical at the top of a loop, and then spun out of it - although recovering quickly since he is a very skilled pilot. In terms of what sim. is right, that would be an endless debate. I think the real Dr.1 (at least the one Mikael Carlson uses) is probably somewhere between the FE2 and RoF FMs. One of the things I find odd in RoF is that there is too much "rise" as you put it Dresam in left-hand turns on the Dr.1 and Camel. I read somewhere on the RoF threads a while back - a post by Ankor (who has done excellent shader mods for WOFF) - that rudder and roll are coupled/linked too much - while ailerons are too heavily linked to yaw only (but not enough roll effect) - I'm paraphrasing from his post since I don't remember the exact words now - but, as he writes, thus the poor banks/turns on such types in RoF unless heavy rudder is applied, especially for left-hand turns. Unfortunately the FMs in RoF are locked across several DLL files and, according to Ankor, would require the programmer/developer to look into each aircraft model and modify it manually - a cumbersome process. If you apply heavy rudder in turns on the Dr.1 variants in FE2, you will get tighter turns - and may also slip into spins - if both heavy rudder and ailerons are used together. Light rudder usage coupled with good aileron coordination are usually adequate for tight maneuvers on the Dr.1 in FE2 - similar effect on the Camels too - although the rudder on the Camels (because of the vertical stabilizer) is not as sensitive as on the Dr.1. Since we are briefly comparing FMs in RoF and FE2, also check out the early war types in RoF (Eindeckers) and the early Pfalzes and Fokk. Eindeckers in FE2. The ones in RoF seem a bit too docile, especially when landing/taking off. From what I've been able to tweak with the FMs - I think that the early monoplanes in FE2 are a bit more difficult to handle, especially the E.I and E.II Fokkers - the Pfalz E.I and E.II are nasty too - but in another way - barge-like and less effective than the Fokkers. (It is also likely that wind effects are very differently modeled in RoF - which also creates a different "feeling" when using rudder, ailerons, elevators, etc. - wind effects in FE2 are much more subtle and don't really impact the FMs - except for things like stall buffeting and general wind drift at higher alts.) Happy flying all, Von S
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Hi Dresam, yes there are three possible solutions/steps to the flickering buildings/light flashes problem - if the following three steps don't work let us know and hopefully other FE2 specialists will also pitch in with advice. Step one, recommended (may resolve the problem): In the relevant data.ini file for whatever terrain you're flying (such as Palestine_data.ini), located under "C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2\Terrains," scroll down to the SolidObjectTextureMaterial section and change the following entry: BlendOp=ONE should be changed to: BlendOp=BLEND_SRC_ALPHA (This helps to give proper looking telephone poles, cows, and some other objects on the fields - otherwise they show up as cows painted on a rectangle, poles painted onto a rectangle, and so on - should also help to reduce flickering.) Step two, optional (will most likely resolve the problem if info. in "step one" was not adequate): Follow the instructions (very carefully) in this post: https://combatace.com/forums/topic/91359-airfield-figures-help-wanted/?tab=comments#comment-738584 Step three, optional (will definitely resolve the flickering problem, especially on AMD vid. cards, but will give more of a "ghost city" effect to buildings in the sense that they will now look slightly more hollow - although they look great from a distance and trees seem to be more naturally interspersed among buildings then): Download the AMD-friendly terrain data ini files available in my FM & Realism Pack for FE2: https://combatace.com/files/file/15857-tweaked-flight-models-and-realism-pack-for-fe2/ ---------- In terms of your other question, specifically historical gun re-loading rates, also historical rate of fire, chance of gun blockage requiring tampering with guns, etc. - those details are all available in my big FM upgrade/realism pack (the necessary guns/weapons folders to install are located inside relevant folders in that big FM realism pack). All of the data inis for the aircraft contain correct links to guns within those relevant gun folders, as do the latest aircraft data ini files located in the various folders of the FM/realism package. On the topic of complex engine management to limit over-revving (RPMs), mixture/radiator control, as well as such things as engine cut-outs in rolls, loops, etc. - one can always dream of the possibilities - the ThirdWire sim. engine used in FE2 (also SF2) does not model such complex features. The best we modders/tweakers have been able to do so far is historical gun reloads, also subtle modification of chance of engine fire, for example, once an aircraft is damaged - and modified to an extent are damage model rates/risk in my FM upgrade packs too. Also modeled are subtle wind effects - this can be seen by speeding the time in the sim. up to about x4 or x8 and watching what happens to an aircraft you are in while parked on the airfield - it will usually display wing bobbing, or will eventually be rotated around, several degrees, by the wind. Also noticeable is subtle cloud movement above. Wind drift effects are subtle but noticeable above alts. of about 2500 or 3000 m (10,000 feet or so). Also available on some aircraft, such as the Sopwith Triplane, is a risk of engine fire if the rotary is idled for too long, either while flying or parked on a field - once the engine is re-engaged, an engine fire erupts. While the flight model itself is very believable in FE2 (also SF2, when tweaked properly) - these thorough (and exciting) engine management procedures that you like are, as far as I know, not possible in the ThirdWire sim. engine. I think that the only two WW1 sims. to have those details of extensive rotary/inline engine management are ROF, and also the old Red Baron 3D in cruder form if GabiLaser's "ReLoad" program is used to start RB3D - that panel had engine fine-tuning available. There is no extensive engine fine-tuning available in WOFF either, by the way - with the possible exception of manual air/mixture control (to a limited extent, if that option is chosen in WOFF), and brief engine cut-out in inverted maneuvers. I do think however that over-revving an engine in WOFF, for example in steep dives, with a rotary at full throttle - does increase the risk of engine breakdown. If I stumble on a way to implement at least some of those possibilities in FE2 I will let you know - although, from my experimentation so far - there are no values/entries available in the "Engine" section of the aircraft data inis to exploit such possibilities. Happy flying, Von S
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Hi again Dresam, You will find the YouTube channel for FE2 vids. at this link: [Have deleted channel - no time to maintain it.] Currently there is one vid. available of about 15 mins. in length, a flight in a Morane-Saulnier Type G, March of 1915, doing a short circuit/patrol over the Suez Canal, in broken/scattered weather, and then back to land. After landing, there is a brief tour of the airfield. You will notice that many of the airfield objects are similar to those in WOFF since the objects were originally done by Geezer for FE2 and then later imported, by his permission, into WOFF. Recommended is to view the video at max. settings (1080 HD). Keep in mind however that, after taping the flight in "Game Bar" on Win10, I then compressed the video in VLC Player before uploading to YouTube, so there may be some light artifacts at times. If I find more free time in the future I will maybe do a short circuit or dogfight over the Italian maps, eastern front, as well as western front. EDIT: YouTube channel for First Eagles 2 deleted - see representative pics. instead, here on the FE2 forums for CombatAce, for fresh examples of modded FE2. Happy flying, Von S P.S. If you like ROF, I recommend trying out my new AI tweaks for it - for single-player mode - since the stock AI is not that great in ROF.
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Hi Dresam, considering that the official "development team" for FE2 is a one-man show (TK of ThirdWire), and that FE2 had been last patched in July 2010 - I doubt that there will be any recent updates from said development team. Having said that, I am currently tinkering with a Wordpress website to see if I can upload a short video or two, or three - currently busy with real work but I will try to make a few vids. eventually and to upload them - either there or perhaps Youtube if Wordpress proves a hassle. I will do a short vid. or two of the Italian front done by gTerl, perhaps one of the middle eastern front, and maybe one from the western front. The vids. will be fairly short, about 5 mins. each, either quick combat or strolling around the aerodromes and admiring some of the airfield objects. I will need several days on this, however. Greetings, Von S
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Hi Dresam, Add-on aircraft for the 1914-18 period are available here (as individual aircraft packages; there is no all-in-one aircraft download package at that link): https://combatace.com/files/category/360-first-eagles-wwi-and-early-years-add-on-aircraft/ (Also see the right-hand column at that link for aircraft links by aircraft manufacturer - Sopwith, Albatros, etc.) There are lots of great mods. available for FE2 but here's a list I made a while back that includes several helpful links: https://combatace.com/forums/topic/91337-problems-with-my-fe2/?tab=comments#comment-738368 Another good tip regarding the correct d3d9.dll to install into the "game" (not "user") folder for FE2, to improve fps (relevant dll also included in my big ver. 10.0 FM/realism package for FE2): https://combatace.com/forums/topic/93813-sf2-does-not-have-good-graphics-on-an-intel-hd3000/?tab=comments#comment-759125 Good info. on resolutions, screen ratios, etc., for FE2: https://combatace.com/forums/topic/94682-screen-resalution/?tab=comments#comment-766405 Auto-rudder tweak suggestions for those who don't use twist joysticks or rudder pedals: https://combatace.com/forums/topic/95192-autorudder-autocentering-and-related-tweaks-etc/?tab=comments#comment-771718 Geezer's Large Aircraft Package for FE2: https://combatace.com/forums/topic/91066-new-aircraft/?page=25&tab=comments#comment-772493 Also see all of the posts on the following page for further aircraft done by Geezer, and other relevant files (recommended also are the posts on pp. 27 and 28 of that thread): https://combatace.com/forums/topic/91066-new-aircraft/?page=26 My main FM pack (ver. 10.0): https://combatace.com/files/file/15857-tweaked-flight-models-and-realism-pack-for-fe2/ My addon FM pack (ver. 10.5) https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=8&tab=comments#comment-796673 As well check over this post for another helpful link to a nice pack that includes top/bottom cloud layers (recommended also are the other posts on that "support thread" page because they offer some helpful performance info./tips on some aircraft types that were included in my FM/realism pack for FE2): https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=8&tab=comments#comment-751857 For my FM packs, check over the directions in all included "Read Me" files since there is too much stuff in there to re-post here. I am however including one link here that contains some good info. regarding what aircraft types, etc., are necessary to download for some of my FM tweaks to work properly - since there are aircraft types, sometimes, available for download with several sub-variants in the same pack: https://combatace.com/forums/topic/91337-problems-with-my-fe2/?tab=comments#comment-738514 Happy flying, Von S
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Hi Crawford, have now double-checked the Options.ini file that resides in the main user directory for First Eagles 2 and there are two entries, at the bottom - that are maybe worth tinkering with so that they point to another drive (same tips will likely apply to SF2 too). Default values there are: [Mods] ModsEnabled=TRUE Directory=C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2 Editors=FirstEagles2 [ScreenShots] Directory=C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2\ScreenShots Format=JPG Might be worth setting the directory for those two entries from "C:\" to "D:\," or really any drive that you commonly use. Then save the Options.ini file - and have the user directory "FirstEagles2" folder (or "StrikeFighters2") in the correct directory/path. Load up FE2/SF2 to test, and if all of your mods./aircraft are visible in the in-sim. menu, this indicates that the new drive path works. That is a shame when the main drive crashes with all mods. there - I think I have my FE2 user folder backed up onto two external (spinning) HDDs, plus I have some copies across several DVDs too. Can never be too careful. Will have to do a fresh re-clone soon of my entire SSD too - since I don't feel like installing every sim. I have from scratch in case of an SSD crash. I've never tried FEG but heard good things about it - I picked up FE2 around 2013 so I missed the first gen. of TW sims. SF2 (the regular one) I picked up fairly recently, a few yrs. ago. It's a fine sim. too but I spend most of my time in FE2. Von S
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Indeed, it is initially more time-consuming (the flight sim. equivalent of a Linux distro. as I like to say sometimes) but the results are worth it once a fully-modded installation of FE2 is set up. The modding/tweaking part is probably one of the reasons FE2 never became as popular as ROF and WOFF - but many of us virtual fliers have a special relationship with FE2. I think that Heck posted accurately in one of the threads here that FE2 is like those old Bugs Bunny cartoons - difficult to hammer down properly but once everything is in place the sim. is very enjoyable and I think the sensation of flight created in it is one of the best there is in WW1 sims that are currently available. Good luck with your installation of FE2. If you have any questions post here and we will be happy to help you. Von S
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As far as I know Crawford, the Mar. 2012 update for SF2 is technically a "hotfix," not an update. It's available at the following link, but double-check the file for viruses once you download it. Have downloaded it to my Mac and it looks legitimate - a zip file that expands to an exe called "SF2_update_Mar2012_Hotfix." Link: https://www.gamepressure.com/download.asp?ID=38444 Alternate link: https://www.patches-scrolls.com/dl.php?file=sf2_hotfix_mar2012.zip Von S
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Welcome to FE2 Dresam. The link Heck has provided is an excellent first-stop for info. on how to set up/install mods. for FE2 (and SF2) - since they both use essentially the same sim. engine. Main thing to keep in mind is that all mods. and user tweaks for FE2 go into the user directory for FE2 located in the "Saved Games" folder on Win7, Win10, etc., as follows: C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2 Further sub-folders and files located inside there are as follows (Options.ini controls graphics settings, sim. resolution, etc., by the way; to tweak joysticks/keyboard commands manually instead of through the main in-sim menu, open the ini file located inside "Controls"): The "Effects" and "Flight" sub-folders contain most of the effects, also cloud types etc. (clouds and similar tweaks go into the "Flight" folder); you will also notice a "Soundlist.ini" file in the various mod packs available for FE2 - the "Soundlist" file is also located/should be placed into the "Flight" folder, etc.). The specific sub-folder where most, but not all, installations take place (installation of new aircraft and similar things) is the one named "Objects." Inside "Objects" you will find the following folders - if you are missing some folders, as indicated in the good link that Heck has provided - create those folders and then follow installation instructions indicated per mod. package. Individual aircraft folders go into "Aircraft," for example, decals for aircraft (if decals folders are provided) go into "Decals," ground objects such as ships, balloons, trucks, staff cars, etc., go into "GroundObject," and so on and so forth - in 99% of cases, installation instructions are included in "Read Me" files contained in the mod. packages available. My FM mod. packages contain extensive instructions in their "Read Me" files. For example, to create sub-variants of aircraft types not available to download as actual aircraft mods., make a duplicate of the aircraft folder specified in my long installation instructions/files, rename the "new" aircraft folder as indicated in the relevant instructions, and then move over/replace the files inside the new aircraft folder with the files I have provided, etc. The main three rules to keep in mind: a) create folders that are missing and that you require for a mod. to work b) always install files into folders, replacing/copying files, rather than folders-over-folders, since many mod. packages (such as my FM tweaks) only provide the relevant, tweaked files necessary to install (and not all files, for example, required for a particular aircraft - for that you need to download the relevant aircraft package first, before copying over tweaked files) c) if any oddities emerge with the user directory of your FE2 installation, place the main directory ("C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2") onto your desktop, and then load FE2 again, so that a generic/stock user directory folder is re-created - and then begin the mod. installation process again Most mods. for FE2 can be found at this link: https://combatace.com/files/category/358-first-eagles-by-thirdwire/ Happy flying, Von S
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This, the "Hornet 3.1" and "Hornet Korea" sims by Graphic Simulations - great times on a beige Power Mac in the mid to late 1990s in both of those sims - and a fine FM for the time. Also a thick user manual was included with "Hornet Korea," and support for 3dfx/OpenGL graphics. Then again, the flat-polygon-type graphics in "Hornet 3.1" were quite acceptable too. I still have both installed somewhere on a retro laptop but I suppose I should, one of these days, try to recreate the goodness in SF2 vanilla - have recently installed some Super Hornets there, and also C-variants of the Hornet (I think the C-variants were modeled in the sims by GraphicSim too). Happy flying, Von S
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As far as I remember, the Blackburn Baffin data ini was used by Geezer to get the initial Junkers model into the air - so it's possible that the coordinates of some of the internal components (gas tank, etc.) were never changed to reflect the new 3-d model of the Junkers, as it was being developed. Node names and min/max extension nos. never received a look-over on the Breguet and Junkers since the original packages were abandoned/postponed sometime in late 2018. (The emitter position for the engine exhaust stack on the Junkers is correct, by the way, and can be tested by switching to something like tracer fire for the exhaust emitter entry.) EDIT: Both the Junkers and Breguet were largely left in "early beta" stage by Geezer and were released as such, as indicated in the OP where the files were made available publicly, and as per info. included in that post - so definitely users should tweak the package as per taste and if they notice any oddities on the models that were not caught while the aircraft were being developed. Many thanks to Wilches for the excellent skins and for node name and other fixes post-release, to the data inis. (I have since removed the files from the OP - those interested in flying the Junkers and Breguet are recommended to download Wilches' refined packages instead. Also, FE2 fliers are recommended to see the separate data ini on the previous page of this thread for the Liberty-powered Breguet that Wilches has also kindly released.) Happy flying all, Von S
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Included below is the final/polished ver. of the FM (data ini) for the Junkers J.I - flight characteristics similar as in the previous data ini, but with a few important changes, indicated below: - alt. table data nos. have now been re-tweaked, with a more subtle power drop as alt. increases above 1000 m; over-compressed throttle is now at about 82-3% throttle and above - slightly improved alpha/lift nos. for top and bottom wings; also included lift nos. for left/right stabs since they were missing for those entries - reduced damping/bouncing effect nos. for the tailskid and left/right wheels, so that the Junkers sits more effectively on the ground (with no negative Gs popping up at times with engine off) - top speed near SL at about 80% throttle now around 175 kph (with full over-compressed throttle around 176-7 kph - negligible difference) - top speed at full throttle around 2000 m alt. is now around 156-7 kph (close to historical) - good climbs now possible as low as about 120 kph (previously would stall/sink if speeds dropped below about 135 kph) - stalls now happen below about 90 kph at normal throttle, and below about 80 kph at full over-compressed throttle (more realistic considering the thick airfoils); stalls are now also slightly more mushy and manageable - wing vibrations still present when approaching stall speed, also in high-speed dives/maneuvers; otherwise not noticeable in normal flight envelope - top practical ceiling is now around 2800 m alt. (800 m increase over previous data ini), with top speeds at that alt. in the 110s kph at best (have therefore pegged the max. theoretical ceiling at 3000 m alt. now; I am now convinced that the 4000 m alt. number sometimes recorded for this Junkers was largely "projected performance") - use over-compressed (full) throttle for quicker take-offs, then drop throttle back down to about 80% - take-offs are good around 130 kph; landings are good at around 110-120 kph; for landings, come in with engine at idle, and prepare beforehand since the Junkers has lots of momentum and takes a while to slow down - loops only to be attempted at higher/safer alts.; there is a small risk of stalling and beginning to drop inverted, at the top of loops, so give yourself enough alt. to drop the nose and gain speed again - feel free to use full over-compressed throttle at alts. above about 1500 m (below that it's largely useless for top speed, although it helps somewhat with steeper climbs at lower alts.) Von S EDIT: FM data ini file now removed. See the relevant Breguet and Junkers packages near the top of page 26 of this thread.
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If you mean those strange wing vibrations that happen occasionally, those were implemented on purpose - since the all-metal wing tips were sometimes known to vibrate. I will however look over the wing alpha/lift nos. either later today or tomorrow - since it is a heavy aircraft (empty weight around 1760 kg) - and I can barely manage to get it to about 2000-2050 meters altitude. Theoretical ceiling on it is apparently 4000 m - I somehow doubt that number - but I will work on the lift values a bit more at any rate - if I can get a practical ceiling out of the Junkers that is a bit closer to 3000 m alt. or so, I will be happy. I will also look over the over-compression on the engine again, overall power output, and the top speed. The top speed of 155 kph typically listed, I am "guesstimating" here - is probably top speed taken at alt. - as I have tried to model in the FM. (I did also try the other variant of having the top speed at SL close to 155 kph - but then the Junkers barely manages to get to 1000 m alt., etc.) I may also try to reduce the stall nos. on it - that may be the simplest solution without too many other alterations since it will be of benefit to other things too, such as the max. practical ceiling. Will post a fresh data ini for it once I'm done with a few experiments. Von S