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VonS

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Everything posted by VonS

  1. New Aircraft

    Great additions Wilches, thank you for those. I'm including a slightly modified FM (data ini) below - to reflect more accurately the U.S. Liberty-powered Breguet 14 - about 100 more horses than the Fiat-powered Breguet. Top speed on this one is around 195-6 kph below about 500 feet alt., also a slightly higher ceiling of about 6200 m compared to the 6000 m of the Fiat-powered one (20,400 feet or so compared to about 19,600 feet). Slightly longer reaction time on the rudder and elevator on this one too, since it is somewhat heavier with the bigger engine. Otherwise, nearly identical flying characteristics. For scout pilots who feel that the Breguets are too tough to shoot down - I recommend commenting out the following entries under the [Fuselage] section: HasArmor=TRUE ArmorMaterial=ALUMINUM Armor[FRONT].Thickness=2 Armor[BACK].Thickness=2 Armor[ - RIGHT - ].Thickness=2* Armor[ - LEFT - ].Thickness=2* Armor[BOTTOM].Thickness=2 * Added dashes to right/left armor entries, otherwise it formats as right or left in this post. Further, I am using the Hispano 220 sound for the Liberty Breguet and the Fiat sound (1910s/20s Fiat car engine in that sound clip, by the way) for the Fiat Breguet - so tweak those values as per taste in the relevant section of the data ini. Also, double-check service dates towards the top in this latest data ini that I'm including - and again tweak to taste and/or compare with Wilches' numbers in his tweaked data inis - since I usually alter the dates for my installs to stop at Nov. 1918. Happy flying, Von S EDIT: link/package removed - see the relevant post above, near the top of this page.
  2. New Aircraft

    Have gone over the general ini and data ini files recently for Geezer's Breguet XIV and Junkers J.1 and I've decided to release those two aircraft for the FE2 community. Our skinners might especially be interested in looking into the Breguet, and in particular the Junkers J.1 since it lacks a complete skin. I'm informally calling this package Geezer's Early Betas since that is roughly the stage of development of the Breguet and Junkers, although the FM is fully finished for both and the AI flies them just fine too. If you decide to fly them yourselves instead of keeping them for the AI only, keep in mind that there may be some visual oddities from/in the cockpits. Pilot seating positions are now correctly placed, etc., although gun muzzle flashes have been commented out on the Breguet since they are incorrectly positioned - tweak muzzle flash locations to taste. Also, do check over the included "Read Me" files for more info. regarding the FMs - the Junkers' engine is slightly over-compressed beyond about 70% throttle (use full throttle above about 1500 m alt.). [EDIT: see post on next page of this thread for relevant info. regarding the Junkers' flight characteristics, as per the latest data ini file.] Also included in the zipped package are improved general ini and data ini files for Geezer's Nieups. 28 and the 28a that are included in the big "consolidated" package near the bottom of page 25 of this thread (prop animations now work correctly on the 28/28a, and lod views are improved at distances too - thank you Crawford for the prop tweak, from a while back - although, there is no static prop available since Geezer never modeled that for the N.28 - which is still an "early beta" model too, I suppose). Thanks once again to all who contributed to the development of these airplanes (Crawford, Jeanba, Coupi, Mike Dora, and of course Geezer with his wonderful 3-d models). The link to download the package is located at the bottom of this post. Von S Animated prop. now works on the N.28/28a, at slow and fast speeds The Junkers J.1 - for those interested in late-war scenarios (requires a skin to be completed by those interested in pursuing such a project) And the Breguet XIV - a nice model, although gun muzzle flashes need re-positioning (pilot cockpit also not fully complete when viewed internally) - also, if you don't like my use of the bomb bays/support areas on the bottom wings as animated wing flaps instead , simply comment out the relevant entries in the data ini (see the relevant "Read Me" file for more info. on where to do that - many batches of the Breguet included flaps roughly in the locations where the bomb supports are located, by the way, on this particular model) EDIT: Download package of the Breguet XIV (French/Fiat and USAS/Liberty editions), also the Junkers J.I, is now available below (and contains latest adjustments to the data ini files, as well as to other files, courtesy of Wilches, Silberpfeil, and others). Many thanks to Wilches for originally hosting those packages. Also included in this post is a smaller zip file that includes a "Read Me" for the Fiat-powered Breguet, as well as the two latest data inis for Geezer's N. 28 and 28a, and that feature animated prop. discs. (Note: point the engine sound entries in the Breguet and Junkers data ini files to the sounds you are using, since I have different sounds indicated there and that correspond with the sound ini lists and wav sound files referenced and/or included in my big FM and realism pack for FE2.) BreguetXIV_JunkersJ1_GeezersBetas.zip N28LatestDataInis_VonS.zip
  3. Spotted one of our Albatroses coming in for a landing while conversing with fellow pilots and the flight officer - the latter said that such types are rare here on this remote front and that I would be getting an Eindecker instead.
  4. Pilot ini edition

    As far as I know, it's not possible to remove the moustache via ini tweaks - but others may know more about this. To shave him, best is to open the relevant image file and then re-paint the area, or to drag-and-drop/replace the relevant "pilot-and-scarf" etc. BMP files from other pilot folders done by Geezer, with no moustache - into the pilot folder you are calling up via the data ini file for the aircraft being flown. Also check over Stephen's pilot heads - I think that he did some pilots with helmets but no moustaches. Von S EDIT: For those interested in how "pilot folders" are called up via data inis instead of individual pilot files that are often thrown into the "Pilots" folder of the FE2 user directory, see this old post here: https://combatace.com/forums/topic/88951-some-newbie-questions/?tab=comments#comment-720042
  5. In 90% of cases where the WW1 types won't budge on application of throttle, there's a problem with the rolling coefficient values either for the left/right wheels, or the tail-skid. Those have been changed in my FM update packs whenever necessary - there are tweaked FMs available in the big (ver. 9.9) pack for the Longhorn and Shorthorn too - maybe check those over and see if they "un-stick" on application of throttle. Both types are underpowered as historical but should move - takes a while to get them rolling but eventually they are fine. I'll double-check the Long/Shorthorns in my pack later today just in case - currently still tweaking the Bleriot XI FM for the model Swambast is working on. (Technically, brakes should not be available on these types - maybe they are in some of the stock FMs but otherwise no brakes in WW1.) The modded Long-Shorthorn FMs also remove the old, blocky pilots and observers and replace them with Stephen's much nicer pilot/observer combo (see pic. in link): https://combatace.com/forums/topic/92692-i-have-problem-with-stephens-farman-hf20-unarmed/?tab=comments#comment-748962 Von S
  6. Those who enjoy reading WW1 aerial reports and other (mis)-adventures from that period might be interested in checking over Lady Harbury's Burlesque Studio - A Novel. It's a bit of an eccentric, but entertaining, novel inspired by some campaign episodes in the wonderfully immersive WW1 flight simulator by OBD Software, Wings Over Flanders Fields, and written in the style of the 1910s. Lady Harbury's Burlesque Studio will be published in installments, as a serialized novel, in Rundelania: the digital literary journal, beginning in the fall of 2022. Happy flying (and reading), Von S
  7. Minor modification (revision 2) to FM upgrade pack ver. 9.96 - included in above post - have now included improved rolling coefficients for left/right wheels on the G and H MS variants. See above for details. Von S
  8. Searching planes

    It's a nice aircraft - there is a D.VI in the Plat. Ed. of WOFF, by the way. In the right hands (capable pilot) - it may be a more effective aircraft than the famous D.VII. Top speed on the D.VI is around 200-1 kph, so it's not bad at all - faster than the Dr.1 (of any engine variant). There were also engined-up experiments with the D.VI - Siemens-Halske, Oberursel Ur.III, etc. - 145 to about 160 hp - which should give it a fine climb rate and gentle stall characteristics since the same airfoils are used I think that are also on the D.VII. Somewhere in an interview Mikael Carlson mentioned that he would rather take the Dr.1 than a D.VII into a dogfight - perhaps the D.VI is the sweet spot between a twitchy and stable mount. Here's another looker - the (somewhat obscure) Fokk. D.V: https://www.cgtrader.com/3d-models/aircraft/historic/fokker-d-v-d-5 EDIT: And another interesting link/post where the Fokk. D.V "geometry" is reconstructed - this should come in handy for any 3-d modelers out there interested in WWI models, both for actual models and in-sim models: https://airplanes3d.wordpress.com/2019/04/27/recreating-geometry-of-a-forgotten-wwi-fighter/ Happy flying, Von S
  9. Searching planes

    Sopwith Snipe (not Salamander) available here: https://combatace.com/files/file/13078-sopwith-7f1-snipe-early/ There is no Fokk. D.VI available as far as I know - only the D.VIII (under the downloads section) - the D.VII is stock by the way. For the different variants of the D.VII (BMW, OAW, etc.) - make separate aircraft folders, as per install instructions in my big FM pack - and then you can use the other two data inis supplied there as well - gives you the OAW ("standard") D.VII, plus the later, BMW variant, and the early, 180 hp D.VII used only in May/June approximately of 1918. There's a data ini in the pack for the D.VIII too, by the way - increases top speed on the D.VIII to about 204-5 kph as historical (among other changes). The stock data ini supplied with that 3rd-party D.VIII goes up only to about the mid-160s kph. Von S
  10. Gents', if I add the relevant info. for these objects into the "types.ini" file, and then drop the objects into the terrain folder - will they show up randomly around/on airfields?...or does this require specific positioning via coordinates in the "targets.ini" file as done by our terrain modders for FE2/SF2...for the objects to show up? Any info. appreciated, and thank you for these objects Stephen. Von S
  11. VonS and a Bleriot XI

    Thought I'd post a few more pics. here - using a generic, early MS G stand-in for the Bleriot - but have now flown the FM through a full, brief mission, patrolling around the Suez Canal (March 1915) - brief comments below, with pics. Von S Flight mates can keep up with you - I have given the "cover me" command prior to the pic. below, and it works well Doing a wide turn back across the canal as we pass 1300 m alt. Flight mate responds well to signal to go and land (recommended is not to give this signal below about 600-700 m alt., since the FM is for early war aircraft and pushes FE2 AI to its limits - with enough alt., the AI has enough time to prepare nicely to land the Bleriot) Almost at 2000 m alt. (took the entire patrol to get to that alt. - but is exciting to get that high in a Bleriot), as I do a wide turn from the other direction, and head to land at our field After landing, I did another couple of experiments (have read reports of Bleriots stalling and crashing after takeoff, after engine failure, and if the pilot was attempting a turn at too sharp an angle) - so I did just that, took off, flew a bit, and then turned off the engine as I was in a slightly steep turn, and climb - results in a strange stall that resembles a leaf falling And, depending on the physics that is at work during the stall, you may suffer structural compromise
  12. Welcome back to FE/FE2 gTerl, Yes I regularly fly FE2 (and WOFF Platinum Ed.) - that other WWI sim (ROF united) I hardly ever touch since these two are so much more immersive. FE2 is still great especially for the feeling of flight conveyed - it's remarkable how the data inis, with tweaking, still hold up, even though FE2 is getting on in years. Also the AI in FE2 is holding up really well. Currently I only fly the small enhancements provided on CombatAce for the stock Verdun and Cambrai terrains (different terrain patch colors, etc.) - and of course also your Italian terrains, and Stephen's eastern front and middle eastern terrains. For some reason I spend most of my time flying over Italy and in the middle eastern theater - I like the fact that FE2 is still the only WWI sim. that gives us some of these less well-known theaters, where we can fly some very obscure mounts. I fly all of your maps for Italy (the regular Italy map and also Caporetto) - so I would definitely download your revamp of Flanders too if you ever consider reworking it. Von S
  13. VonS and a Bleriot XI

    @Swambast, sorry for the (slightly) late reply. In terms of the wing shape - the top view and also (curved) side view - the pics. in the post that begin with "First crack at new curved wing mesh..." are superior - and we should go with those - the wings in the pic. posted later are too flat (side view), and also slightly too narrow of a chord on those as well. Yes, as suggested elsewhere by me in this thread - it's best to stick with that one version that you have posted immediately above this post - with that side view - and the top view would correspond with the model indicated in that black-and-white photo below the relevant side-view. The beauty of that version is that it will work well with the 3-cyl. engined-up Anzani, also the 6-cyl. radial Anzani - or even for that matter a 7-cyl. Gnome Omega rotary - it is therefore the most "flexible" version, as you've indicated. Here is the pic. I promised earlier today - the fuselage length should equate in real-world terms to 7.53 meters (without the rudder attached). The wingspan should be about 8.58 meters total (that equates to about 27.9 feet). And we should "cut" a small groove into the trailing edges of the wings, next to the fuselage, as so - to correspond with the model featured in the side view posted. Also extend the span by about one foot and a couple of inches (in real world terms) - for each wing. Span extension and approx. location of groove cutouts indicated in pic. below. The slight span extension will give us a good approx. of the 8.58 meters span that usually went together with those groove cutouts. Notice also the slightly longer chord of the wing required. (My hunch is that the original freeware model was attempting to model the shorter 7.79 meters span, which is about 25.6 feet approx.) (I'll see if I can find another few source photos to post - but I think we should already be fine with those two posted above my post.) Flesh-colored patches indicate linen, behind pilot seat, and cowling up front. Top lip of cowling should extend slightly over the wheel truss assembly, as a kind of scoop, covering the top part of a 6-cyl. Anzani. If a three-cyl. Anzani is used instead, cowling should stop at the wheel truss since the 3-cyl. Anzani will be mounted inside, rather than on the outside, of the squarish frame of the wheel truss assembly. Von S EDIT: Managed to find a good top-view drawing that corresponds with the side-view indicated in the post above this one. Also, look over this top-view as well (while this one is technically for a two-seater, I have indicated the shorter fuselage length and re-positioned the tail/rudder, etc., for a one-seater version). Red line indicates the new final length to the trailing edge of the rudder. Also take note of the repositioned cockpit, in black ink, for the one-seater variant. The orange/flesh toned coloring has covered up, with fabric, the position of the seating for pilot, and observer, of the two-seater variant. Cockpit position is now in the correct place for a one-seater version, giving the pilot a good downward view through the wing cutouts.
  14. VonS and a Bleriot XI

    Shape and curves of those wings look great! Will respond in a few hrs. with a minor illustration/suggestion - specifically in terms of the small cutout near the trailing edge of the wings, where they join the fuselage - as seen on some Bleriots of 1912-3 vintage approx. - also see the side-view of the top pic. in my post a few posts above this one (I think there's a small cutout there as well). It would also be good to do a measurement of the length of the fuselage, in your 3D program, and then to "convert" to real-world terms, in meters or feet. This will then help us to do a real-world conversion of the wing span too. For example, if we go with the cutout on the wings, we should aim for something that converts in real-world terms to about 8.6 meters wingspan (8.58) - since the older-style wings with no cutout are about 7.8 meters span. Fuselage should convert to about 7.53 meters in length. The Bleriot XI variant with 8.58 wingspan and 7.53 meters fuselage is the one to aim for, possibly with small cutouts in the wings - this will allow us to mount either the w-shaped, up-engined 3-cyl. Anzani on it, or the 6-cyl. radial Anzani (either engine will work fine since I've aimed with the FM model for it to approximate 50-55 hp or so, which takes into account both the rare, over-bored Anzani 3-cyl. and the 6-cyl. radial variant ). Von S
  15. VonS and a Bleriot XI

    Re-hauling of the MS Types G and H over the last several days (see last post of the FM package thread) has also resulted in a complete FM now for the Bleriot XI - won't release the Bleriot FM until the model is completed but thought I'd post info. on it below anyway, since it's relevant to this thread. Happy holidays all, Von S
  16. Mini ver. 9.96 FM "package" included here for download: Dec. 25, 2020 (revised Jan. 5) - Includes overhauled FMs of the MS Type G (60 hp) and MS Type H (70-80 hp) for the relevant theaters in which those were used. Also find included slightly updated paints/skins for the Types G and H (located inside the skins folder for the middle eastern theater). These overhauled FMs came about through extensive testing of the 25 and 45 hp "trainer" variants of the Type G that I included with one of the earlier FM packs (ver. 9.1). Have now "retired" those trainer types since they were largely test-beds for early war flight models. Accumulated tweaks have resulted in major overhauls of the Types G and H - and have also resulted in a completed FM for the Bleriot XI (based on the 60 hp MS Type G and reworked) - Bleriot FM not included with this package since that awaits completion of the Bleriot model. Rev. 2 of this package includes fixed rolling coefficients for left/right wheels on the MS types G and H, which gets rid of perpetual roll upon dead-stick landing, with full down elevator held. Happy holidays and happy flying, Von S EDIT: removed download package - now included in the big, ver. 10.0 FM/realism package.
  17. VonS and a Bleriot XI

    Very nice, I also like the front gear/engine support structure too - will allow for eny engine mount to be placed there, either the w-shaped 45 hp Anzani, or even the 6-cyl. radial Anzani 60 hp as in this pic. here (https://combatace.com/forums/topic/95551-two-seaters-rear-gunners-rarely-firing/?tab=comments#comment-776250). The beauty of the 6-cyl. radial is that it also doesn't rotate so we don't have to worry about animating a rotary engine, as we would with a 7-cyl. Gnome Omega for example. I look forward to further developments, as I'm sure will other Bleriot afficionados following this thread. EDIT: Interesting link with stats. on several early-war Bleriots at this link, for those who like checking some of the performance stats. (http://aircraftinvestigation.info/airplanes/Bleriot XI-2.html). Von S
  18. Happy holidays to you Sky High and Stephen, and to all fellow FE2 (and SF2) fliers! (Photo by Yannick Bammert, 2010, detail of 6-cylinder Anzani radial, 60 hp.)
  19. A few possibilities to try (even though I have to admit that I never bothered tinkering too much with gunner accuracy - since I've been focusing on FM tweaks instead): a) check the "Internal Guns" section of the relevant data ini file, for whatever two-seater aircraft you are modifying gunners, and look for something similar to the following (this is from the Rumpler C.I file, data for the gunner's weapon): GunTypeName=7.92MM_PARABELLUM_MG14_Gunner -----> change "Gunner" to "HGunner" since some guns, in the relevant Guns folder under Saved Games/TW/FE2/Objects/ contain "HGunner" variant files - those, from what I've been able to find, contain slightly greater ammo/bullet weight (AmmoWt), also greater accuracy GunnerID=2 MuzzlePosition=0.081,0.06,0.623 MaxAmmo=400 TracerLoading=5 BurstAmount=8 -----> possibly also double (x2) the burst amount, in this case 16 instead of 8 EjectShells=TRUE MinExtentPosition=-0.10,-1.9,0.6 MaxExtentPosition= 0.10,-1.2,0.7 b) under the "AIData" section of the relevant data ini, tinker with the following entries: GunnerFireChance=90 -----> increase this if necessary (value in percent) GunnerFireTime=2.5 -----> increase this if necessary (try x2, value is in seconds) GunnerAimOffset=0.0050 -----> for this one, see this thread (https://combatace.com/forums/topic/90596-gunneraimoffset-ai-parameter/); best values are between 0.07 and 0.09, apparently, for good deflection shots - have modified this in the tweaked FM package, wherever necessary, but doesn't hurt to double-check if still having trouble with gunner c) under the "AIData" section, include perhaps the following two entries (for min/max quality of the AI, to avoid novice AI and gunner AI): MinAIQuality=Veteran (or MinAIQuality=Regular) MaxAIQuality=Ace Von S
  20. The physics engines of SF2 (and FE2) aren't really the reason why online play is impossible in the TW sims. See this response by JonathanRL to a thread we had going a few yrs. ago regarding the possibility of multiplayer in FE2 (https://combatace.com/forums/topic/88806-thoughts-on-multiplayer-in-fe2/?tab=comments#comment-717069). In short, the network libraries required for online play in the TW sims are no longer a part of Windows (as of Win7, possibly even earlier - most likely XP was the last to include the needed network libraries). The TW sims (first gen.) never contained "built-in" online capability, instead harnessing external Windows libraries. Happy flying (in single-player), Von S
  21. VonS and a Bleriot XI

    @Swambast - A bit more contemplation on my part of the various iterations of Bleriot XI - I like the wing shape on that freeware model, as indicated previously. Works great for an engined-up Anzani Bleriot. I therefore also recommend at this point that we follow the simple "v"-truss cabane arrangement up front, as on Carlson's Bleriot (pic here: https://en.wikipedia.org/wiki/Blériot_XI#/media/File:Bleriot_XI_Thulin_A_1910_a.jpg). Have been contemplating the top and bottom side views again from this series of pics. I posted earlier (extract of pic below): notice how the pyramidal-truss arrangement, on the top side-view, is complemented with wings that have small cutouts next to the fuselage (for better downward views for the pilot) - that wing is about circa 1913 or so, not earlier. The Turkish Bleriot, and the one below it with the simple "v"-cabane truss, have no wing cutouts. For a good example of the wing cutouts, see the pic. of the Swiss Bleriot on the Wikipedia page. We can decide these little details once we get to the wing area of the Bleriot - to see if we go for the pyramidal-truss arrangement plus small wing cutouts, or pre-1912/3 wing with no cutouts and inverted "v"-truss, as on the Carlson Bleriot. I haven't been able to find any sources listing Anzani-powered Bleriots with the model of wing that sports wing cutouts - so at this point in time I'm leaning in favor of leaving the wings as they are, also going with the simple, inverted "v"-strut cabane arrangement - and the other good thing about such an approach is that the stock tailskid in that freeware model may then be used (since that is basically the same tailskid arrangement on Carlson's Bleriot - although I recommend reducing the stock tailskid to about 70-80% of its stock size - seems a bit too big in its current form). If you have already deleted that stock tailskid, no problem at all - we can then go with the simpler one I've attempted illustrating in one of my diagrams, and also as seen on the top side-view indicated below. We'll leave such concerns for later - but I wanted to present them generally for the interest/leisured reading of those following this thread. Von S
  22. Sopwith Triplane variants

    Thanks once again Stephen for these wonderful Tripe variants. A quick note that "Revision 2" of my FM upgrade package for the Tripehounds is now available under this post (https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=8&tab=comments#comment-775735). Lots more info. there in terms of what is included in the revised package (three Tripehound FMs, improved Alby data inis, etc.). Happy flying all, Von S
  23. VonS and a Bleriot XI

    Comments always appreciated - the 3/4 tail-plane pivot arrangement is circa 1909 to about 1910/11 at the latest. Carlson's Thulin-built XI in the other vid. carries the conventional elevator from about 1911 onwards - and that would have been the typical tail-plane arrangement on most commercially-produced Bleriots from about 1911 onwards (here's one pic., a Swiss Bleriot, with conventional tail-plane: https://en.wikipedia.org/wiki/Blériot_XI#/media/File:Oskar_Bider_1913_Bern.jpg). And a nice Youtube clip of conventional tail-plane at work on the Thulin-built Bleriot (an authentic rebuild from what I've been able to find - Carlson found it dismantled in a barn somewhere, in the 1980s: https://www.youtube.com/watch?v=ATbV2i9cfQE). Von S
  24. VonS and a Bleriot XI

    Your last pic. with the higher poly count is the best one - most of our rigs will be able to handle slightly increased poly counts on the model - no need for astronomical poly counts but, whenever necessary, feel free to increase polys slightly for smoother curves, circles, etc. (In terms of the side-view, the bend, I think it could use some more bend but not at the risk of sharp bends emerging, more of a smoother c-curve if possible - although the s-curve arrangement seen in the relevant side-view pics, and on Carlson's Thulin-built Bleriot, works well too.) Von S Several pics. included below: Indication of where the pivoting rod is, at the trailing edge of the stabilizer, while the elevator should be a separate piece - this will allow the elevators to be mapped as "moveable" once we do all of the ini file crunching for this model. I recommend setting up the elevator as one piece, with that wedge in the middle and elevator attached to the pivoting rod - it can then be attached to the fixed stabilizer -may be simpler that way to model - although, if you prefer the historical way - you are welcome to chop the elevator into two pieces, and they can then be attached to the "pivoting rod" that forms the trailing edge of the fixed stabilizer. End result makes no difference but whatever is easier for you - main thing is to have the elevator (either as one piece, or two) separate from the fixed stabilizer - so that we can make it move up/down in FE2. Here's an approximation of how the curve of the stabilizer should look, from the side. [NOTE: while I don't know much, nothing really, about 3-d modelling - I'm speculating here that if you implement a subtle c-curve, when viewed from the side, to the stabilizer/elevators, and only after that separate the elevators from the fixed stabilizer - and flip the elevators around (left elevator becomes the right elevator, right elevator the left elevator) - we will then have a nice s-curve implemented when the stabilizer/elevators are re-joined along their pivot bar and viewed from the side - and as illustrated in those several side-view pics. I included in one of my earlier posts in this thread.] Elevator control horns, rudder control horns locations, etc. And one more pic. - illustrating location of stabilizer support rods (colored in orange)
  25. VonS and a Bleriot XI

    Rudder is perfect now for a 1911-13 Bleriot - I like the skin too but that can be decided on later, seems a good match for pic. no. 3 in my relevant post further above - although perhaps the red bands should be a bit more weathered (but such details aren't important at this point). Horizontal stabilizer/elevators look great now too (no need to bother making them strictly a curved-s shape by the way, as in several of those side profiles I posted above, since also fairly convincing, and possibly implemented historically, was a subtle c-curve, when viewed from the side). Some of these stabilizers had four small connecting/support rods on the top, two each side of the fuselage, but we can look at that much later in the rigging stage of your Bleriot development. The only further recommendation I have at this point, regarding the shape of the stabilizer, is to extend its (trailing) tips outwards slightly, as per Carlson's model (in the relevant video), and as indicated in this pic. from one of my posts above (https://combatace.com/uploads/monthly_2020_12/BleriotTail.thumb.jpg.40fb231b89f19c9a680543d2b6868f12.jpg). Von S EDIT: Might be a good idea at this point also to split the horizontal stabilizer into three parts (fixed stabilizer and the two moveable elevators) - since, guessing as to how FE2 handles aircraft models, it will then be impossible (in the future) to have moving elevators without separating them, at this stage, from the fixed stabilizer - see pic. linked in this post for good location of where the break/split should be between the fixed stabilizer and elevators. We can add the “pegs” to the elevators, and rudder - where the control cables will join - after the main work is done with the stabilizer.
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