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VonS

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Everything posted by VonS

  1. These tweaks are specifically for SF2, as is my Cold War prop package that was done about a month ago - I've also tried running a few of the WW2 types in FE2 but the results were inaccurate (the Corsair F4U-5 for example has a realistic top speed in the 760s kph in SF2, but when dumped into FE2 it jumps into the 880s kph - so I don't recommend transplanting data inis across FE2 and SF2 - better to tweak things separately for the two sims).... Apart from the Corsair and one or two other types, I haven't tried running any of the other SF2 aircraft in FE2, the Corsair showed up just fine but the FM modelling is way off when I run it in FE2....I think air density among other things is modelled to be "thinner" in FE2...possibly something TK did for more accurate WW1 biplane behavior...this would explain the difference in top speeds across the two sims....also the fact that I usually need to use higher-than-historical hp ratings in SF2 for the prop types to get fairly historical climb rates...in FE2, even when using estimates, the hp ratings end up fairly close to historical values, and sometimes require even a bit of down-tuning so that climb rates aren't too good/inaccurate. Some of the 1930s biplanes that Geezer and Baffmeister were working on were done specifically for FE2 I think, and then eventually re-tweaked for SF2 - on the other hand "backporting" stuff from SF2 into FE2 may not be as easy. Obligatory screenies below, Aircobra and Tomahawk in the pto theater - SF2 is thoroughly satisfying for my occasional WW2 interests, much better than that CFS3 stuff I tried years ago. Von S
  2. VonS

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    If you like old Counter Strike titles, I also recommend checking out the obscure granddaddy of them all - Damage Inc. (originally a Macintosh title from 1997, based on the Marathon 2 engine, but eventually ported over to Windows). We Mac Heads enjoyed this one on our beige-colored Power Macs back in the '90s, running System 7 or 8 - while most of the world was on Windows 95. The original website for Damage Inc. is still online (http://www.paranoidproductions.com/damage/). I think the game is abandonware now so you might be able to find it by doing some Googling for either the Mac or Windows version. Von S Intro pic. of Damage Inc.
  3. Fighter data ini tweaks now all done for a mini 1937 to 1941 install, will most likely package this soon and upload as a "Part I" package..."Part II" will follow later in the year with five or six two-engined bombers that fit well with a late '30s install. Have finally gotten around to tweaking the P-39 Aircobra (c variant and early d batch), and also one of my favorites, the P-40 (cu and/or early b variant), this should work well for early and obscure pto and mto installs. The Flying Tigers flew the c variant largely but I'll leave that perhaps for a future tweaks package for a mid-war scenario. Happy flying, Von S Can barely get above 8500 m alt in the early P-40 but good enough to create some contrails Some damage from a dogfight with Folgere types but the P-40 is fairly sturdy and can take a beating Couldn't resist getting some of the later-variant Folgeres at their base (Series 9 of the c.202 tweak in the pic below) Keeping good formation on the way back home I always find time to enjoy sun effects in the TW sims
  4. A couple of screenies to refresh this thread...was trying out some of the Entente aircraft in ROFue recently and, similar to WOFFue, I think my two favorites are the SPAD VII and the Tripehound (for some reason the Nieup. 17 seems a bit too fragile in ROF and I've never been much of a Camel jockey to explore those further) - but the SPAD VII is wonderful even against the Dr.1, and at low-level too - simply use power to extend and climb gently, and come back for another slashing attack. Works well most of the time in the 150 hp SPAD VII, should work even better in the 180 hp version. Von S
  5. And let's put up some more updates for the FM tweaks in progress...the Macchi 200 and 202 done by A-Team for SF1 now fly well in SF2...have re-tweaked the old 202 as a series 1 Folgere, while the 202 posted above has been further split into approximations of a series 5 and series 9 of the Folgere, should be enough variety now for an early MTO install. Speaking of MTO installs, I was looking at the nice Spit V.a available at CombatAce and modified the data ini to fit a Mk.II...and it works well in an early MTO install (purists may prefer the tropical Mk.V with the sand filter for an MTO install but technically those fit better for a mid-war scenario in 1942 and later...so I went with a Mk.II instead, and the Mk.I has been re-tweaked for an ETO install)...will take a small break and then onto the MS. 406 and Curtiss variants...also want to include some two-engined types, so I will decide whether to do a small update pack first or maybe continue to expand it and upload the FM tweaks later once I've covered the types I'm using for my 1937-1941 install. Representative shots below of the latest tweaks...hair-raising adventure with Mk.II Spits and the Macchi 200, was out of ammo after the first dogfight so I eventually sawed off the second fellow's elevator with my prop...then chased him to a higher alt. to make him stall and fall into an unrecoverable spin...I then ran out of fuel (probably damage of some kind) and had to find a spot to land. SF2 is every bit as good for WW2 as FE2 is for WW1 in my opinion. Von S Chasing the fellow high after sawing his elevator off He ends up spinning, with no elevator, rudder, or ailerons to correct Looking for a spot to land the Spit Mk.II after the engine conked out or fuel ran out Landed close to what seems like an outhouse (appropriate after the extreme adventure)
  6. Continuing with some FM tweaks for an early WW2 install...this time the A-Team Veltro data ini reworked as an early Macchi 202, with 12 and 7 mm machine guns. Lightened up the camo a bit for myself and took her for a test...can use the vertical very effectively in this fighter...also sometimes displays a tendency towards nasty spins but overall very nice against Mk.1 Hurricanes if you aren't rough on the stick. I'm enjoying this one very much...next up the MS. 406 and to get to the P-39 and early P-40 Curtiss variants...I've never checked out a more enjoyable WW2 install than in SF2...very nice stuff. Von S Up close and personal with the Hurries A lighter skin...tweaks done in Paint3D Got a few on the ground I was out of ammo. here but I think one of the AA guns exploded while I buzzed over it Back at base
  7. Stephen's beautiful model for the Da Vinci flyer got me thinking today about butterflies, dragonflies, mechanical birds, early flight in general, also horse power and ox power and other (obsolete) power measurements and ratios (oxes are like torque since they have more "pull power" than a draft horse, but the horse always has more hp...I think the old rule is that an ox can do about 65% of the work of a draft horse). In other words, it only has about 2/3s of the hp of a horse, but that makes sense since it's not a real horse. It seems that the major problem with early powered flight (man or engine powered) was the power to weight ratio (inefficient) of early engines, especially steam engines. Clement Ader's "Eole" flyers of the 1890s (the ones with bat-like wings) were about 150 to 250 kg in weight (empty), and had cumbersome steam engines to power them...of about 20-30 hp. It's possible that they got off the ground briefly but had no pilot control. The Wright brothers also encountered a similar power-to-weight ratio problem but overcame this with a somewhat lightweight combustion engine of about 15 hp, and a fairly long wingspan, plus the biplane construction that gives further wing area for better lift. The Flyer B and C would be further improvements...with engines of about 25 to 35 hp. The Wright flyers had similar empty weights to the Eole variants, of about 200 to 300 kg, but a better wing design and lighter (combustion) engine - and also the capability for controlled flight. Man-powered "ornithopters" are another problem entirely, since, to speak in very rough averages, a man has about 1/3 the horsepower of a single horse (race horse), even less if you measure with a draft horse (which may be how the Germans were measuring horse power prior to the 1920s...perhaps this is why German hp ratings are lower on the Mercedes D.III engine when compared to British tests on the same engine...an interesting side-topic). Something like the Da Vinci flyer might actually work but you would have to be able to pump out, consistently, about 40 to 60 horses given the construction materials of the time (linen, wood, steel tubing perhaps, etc.). I've gone with estimated empty weights for the Da Vinci and Der Flieger variant of between about 150 and 190 kg - which seems reasonable given historical construction materials - about half the weight of the Eole or Wright flyer - but with an "invisible" combustion engine included to simulate extreme pedal power. This gives the Da Vinci flyers enough power to take off. There were some experiments in the 1980s from MIT with pedal-powered flight, but those required extremely long wingspans for lift, also cutting-edge construction materials, and saving on weight wherever possible - and they flew at something like 45 kph and maybe 20-30 meters alt. (haven't looked up those statistics in a while). To get something like the Da Vinci off the ground would require about 50 hp, from what I've been able to test in FE2, similar to what's needed for the early MS types and Bleriot XI to get off the ground too (those have longer wings for better lift when compared to something like the Da Vinci so the Anzani 25 hp engine works but barely works on those, as was the case historically when Bleriot flew across the English Channel in 1909). For some of the types in FE2, I've gone with a lower-than-historical hp rating since the climb rate and lift was already too good on some of the wing types, and they still fly well enough for early aircraft (often you have to juggle between the engine rating, empty weight, and other values, to get the overall result right, without overhauling an entire data ini). I did some more tinkering today with the Da Vinci and provide one more variant in the package below...for this one, I've shaved off the empty weight to 70 kg (average weight of one man maybe), and was able to reduce the power on the invisible combustion engine to only 10 hp - about the power of 10 to 20 men pedaling away - anything less and it can't take off...and I think a lower empty weight also wouldn't be realistic (even this weight is pushing it) - considering typical construction materials for the type. So, this one is as close as I can get it to how birds fly and how a real pedal-powered contraption might behave (one made from materials in the garage or a WWI factory, not with fancy ultralight components or cutting-edge technology) - something to enjoy in FE2. The ai flies it just fine, but requires some time to get to alt. The ceiling on this one seems to be around 500 m, top speed is only about 65 kph. This one is even more delicate than the other two variants posted under the Da Vinci thread, so watch dives and hard maneuvers. To install, simply rename Stephen's DaVinci aircraft folder to TouringEdition and copy over the skin folder and ini files. Von S EDIT: File removed, will be included in mini ver. 9.9 update of the FM pack under the relevant thread.
  8. The Kaiser's birdmen flying home after a short flight.... Thank you FE2 modders for your hard work...FE2 is a treasure-trove of undiscovered things...perhaps soon we'll have some hot-air ballooning too. Von S
  9. While patrolling the front today, I was attacked by this strange fellow - it seems that the Kaiser has a new instrument . To install, copy Stephen's DaVinci folder, rename as DerFlieger, and copy over the files included in the package below following the relevant file structure (the skin is Stephen's but I've re-colored a few things in Paint3D...should make for a good opponent to the DaVinci). The FM is similar to the DaVinci tweak but with slightly more pedal power and a slightly better ceiling, also a bit more weight so watch your dives since these things are delicate (top speed around 75 kph on this one from various tests near SL). Happy flying, Von S EDIT: Files removed, will be included in mini ver. 9.9 update of the FM pack under the relevant thread.
  10. Took a break from my early WW2 tweaks to work on the FM for Stephen's wonderful Da Vinci flyer - enclosed in the file below is an updated sounds list for your FE2 flight folder, a new sound that works well for flapping wings, and the tweaked data ini for the aircraft. Some notes: top speed about 70 kph ceiling about 750 m if you really pedal well is somewhat unstable because of lack of traditional rudder (stable flying requires good coordination of throttle, left/right rudder, wing warping, also up/down elevator...a real workout and requires a bit of practice) tip to take off smoothly: increase throttle slowly to about 50-60% while keeping the tail down and direction stable other tip: to turn more easily left/right while flying, ease up on the throttle while using rudder and warping throttle is now an approximation of slower and faster pedaling to glide, turn "pedal engine" off with whatever key you've mapped to toggle engines - can also pick what position to lock the wings in when pedaling is off (wings up, level, or slightly down - this requires external view to check of course as you turn the engine off - seems to alter glide behavior slightly depending on the "off" wing position chosen) excessive dives and maneuvers will make you lose the wings, also the tail sometimes tweaked all sorts of other little lift values, alpha numbers, and added outer left/right wing panel data and outer left/right warping data as well ai flies it well (although the type is hard to fly on some of the high-alt dromes such as on the Galicia map, that are above 700 or 800 m alt...should work better for Flanders, Cambrai, Palestine, etc.) have included the Lebel rifle on the type and two reload chances (gun located roughly in the middle of where the two wings join the main wooden spar) will include the modifications eventually with a ver. 10.0 of the FM update pack but I'll leave the package here for now under this thread EDIT: Have included the Da Vinci FM tweaks with the Der Flieger package in the post further below (May 5, 2019). Happy flying, Von S
  11. This is a lovely surprise - I look forward to flying it in FE2. And perhaps also testing it in "what if" dogfights against German-flown MS Type G variants.... Was thinking about the Wright Flyer B (https://en.wikipedia.org/wiki/Wright_Model_B) and more dangerous Flyer C (https://en.wikipedia.org/wiki/Wright_Model_C) variants over the last few days...so this is an interesting coincidence to see a "very early" model ready for FE2. Thanks for this Stephen. Link to history of various Wright aircraft: http://www.wright-brothers.org/Information_Desk/Just_the_Facts/Airplanes/Wright_Airplanes.htm Von S
  12. More progress shots....the A-Team A5M4 data ini converted to an A5M1 for early-war PTO scenarios, and a rare high-alt Me109 E7-N (conversion of the A-Team E8), a small no. of which apparently were Japanese flown...should also be good for 1941 scenarios at least. Also tweaked is the Yak-1b (downtuned to the 1a, first batch of Yaks)...I think I got hit by shrapnel from the second fellow since my engine conked out...oh well, was able to dead stick it successfully. Now onto the Curtiss P-40 and other types. Happy flying, Von S
  13. I've combed over about a dozen or so FMs for prop aircraft for the early Cold War period (1946 to about early 1960s) - those can be found at the link below: https://combatace.com/files/file/16990-sf2-cold-war-prop-and-flogger-fm-tweaks/ Simply disregard the MiG-23 files there if you don't like jets (the relevant folder in the package is the prop aircraft one - aircraft that correspond with those tweaks are all linked to in the Read Me file included with the package by the way). I'm currently working on 10 to 20 FM tweaks for a pre-WW2 and early WW2 SF2 install (approximately 1937 to 1941), and hope to upload that package in a couple of weeks...I still have several FMs to get through...but included below are a couple of links with representative pics from my PTO and MTO SF2 installs...I'm focusing on obscure and early variants, such as the early "Army Zeke," Polikarpov type 10 (Chinese flown), the Dewoitine 510, also early marks of the Hurricane and Me109...still need to look through the P-39 and P-40 types, also included in the pack will be a tweaked FM for the Dutch-flown Curtiss P-36 (should work well for the China and Taiwan maps). I'll look over two or three multi-engined types for the early WW2 install too...an early German multi-engine type, one for the Japanese, and perhaps the B-17 variant of the Fortress for the US...and maybe an airliner or transport plane of some kind too for the late 1930s.... If I find time in the future, I might do a small FM upgrade pack for a mid-war scenario (1942 to 1943), and then something for the late war (1944 and 1945)...consisting of maybe a dozen FM tweaks or so per package...but I'll leave that stuff for much later. Once I finish with this early war package I'll come back to the WWI stuff...have to look at the Sopwith Snipe, etc. Representative pics of my early WW2 experiments: MTO install https://combatace.com/forums/topic/77564-ww2-screenshots-thread/?page=40&tab=comments#comment-754169 PTO install https://combatace.com/forums/topic/77564-ww2-screenshots-thread/?page=41&tab=comments#comment-754282 Happy flying, Von S
  14. I recommend running FE2 and SF2 in compatibility mode if you're having CTDs gents - I run mine fine in Win10 Professional, and FE2 also in WineSkin on the Mac side (Mojave 10.14) - having said that, you can set compatibility mode by right-clicking on your FE2/SF2 program, then choosing properties/compatibility and checking off the box next to "run this program in compatibility mode for" (and choose Win7 in the dropdown menu, and click "Apply," etc.). This has fixed some oddities for me in WOFFue - should work well for FE2/SF2 as well. Happy flying, Von S
  15. Hello gents, I think that Gatling's post links up with the speech enhancement pack posted by Menrva over here (https://combatace.com/files/file/16919-speech-enhancement/), not with the older speech pack and older WW2 nations ini file that I posted links to here earlier this morning (before deleting them)...will test this on my rig too, to see if I can finally get Japanese in my PTO install...since, using the older WW2 nations ini and older multinational speech pack...there was no Japanese language available, only Chinese. Thanks for the heads up on this. Von S UPDATE: I've had some CTDs with the latest speech pack so I've reverted back to the older Wrench WW2 nations ini file and multi-language pack (links below) and all is well...two bits of info. to keep in mind however if going that (retro) route...keep in mind that WWII_China has an underscore in the nations.ini file (modify accordingly in the relevant textures.ini and data.ini files for the Chinese-flown aircraft for the nation calls to work well in the SF2 menu)...and also, if using the older language pack, include the relevant nation speech calls under the "SpeechFile" entries of the nation.ini file...otherwise only English comes through (also, since there's no Japanese in that pack...best option is to use Chinese for the Japanese aircraft too...humble apologies to any Chinese or Japanese speakers reading this ). Links: https://combatace.com/files/file/13552-multinational-speech-pack/ https://combatace.com/files/file/13095-ww2-nations-formations-inis/
  16. And just a few more representative pics for this thread - currently tweaking the A-Team Polikarpov (I-16, type 24) into an earlier "type 10" used on occasion by the Republic of China - should be good for late 1930s scenarios using the China and Taiwan maps - will also include real engine sounds with the FM pack whenever possible...the Polikarpov rattle is great fun while flying. SF2 is an unexplored goldmine of WW2 possibilities...never liked any of the WW2 flight sims until I picked up SF2...great stuff gents'. For those wondering about how I get the crisp terrain graphics in the pics, especially at altitude, grab the "ATISetLod" app (if you have an ATI card, for non-ATI there are probably easier ways to set the lod) at the following link (https://community.hwbot.org/topic/137720-benchmark-tweak-software/) and set the LOD bias entry to a value of "-1" while in administrator mode, and save settings (I'm running such a value and have noticed crisper terrains in FE2, SF2, also WOFF and ROF). Von S
  17. After finishing with my FM tweaks for the Cold War prop package, I decided to do a small early war "1938-1941" install for myself in SF2 too - will eventually get to uploading these early WW2 FM tweaks...several representative shots below of Mk.1 Hurricane and Me109 D adventures in the middle east...had to follow the fellow up to about 10,000 meters and forgot I was out of ammo. in all the excitement...I eventually found a solution that also gave me a Hurricane "glider conversion" . Von S
  18. Hopefully I will soon have time to do FM tweaks for a 200, 220 and 235 hp Spad 13 for WOFF....and will also comb over the early Nieups. (10, 11, and especially the 16 that should have a higher wing loading than it currently does in WOFFue...also they are currently too fast in the mid 170s kph, getting the same speed as the Nieup. 17). Von S
  19. Hello gents, If I'm limited to the choices in the list, I'd go - for an early war scenario - with the E.II variant of the Eindecker - similar hp engine to the E.III variant but more maneuverable with its slightly shorter wingspan. And preferably I'd go with the Parabellum MG on it - higher rate of fire than the Spandau. A great advantage over the Entente types from about the summer of '15 to the summer of '16 - Be2 types are useless against it, and even the DH.2, if you fly the Eindecker well, is not that difficult an opponent either. The only thing to worry about is the Morane Bullet but those are as rare as hen's teeth fortunately. For later war scenarios, I'd pick the 130 hp Clerget-powered Camel, best handling of the Camel types (the 110 hp variant is underpowered, the 150-160 hp Gnome variant is too quirky) - and it also has a top speed about 10 kph higher than the D.III variant of the Schuckert (the Schuckert is around 180 kph or thereabouts). The better, D.IV variant showed up quite late in the war to make much of a difference...plus there are fuel rations for the Germans starting around July or August of 1918...something like 20% for elite units and 10% for other airfields...which cuts down flying time to about half an hour, one hour tops, etc. (can't remember the specific info. now but it was discussed on The Aerodrome yrs. ago). In terms of the Fokk. D.VIIf variant, more were built than the D.III or D.IV Schuckert types, so they would have made more of an impact - although the most common engine for the D.VII was the engined-up D.III Mercedes (au) around 180-200 hp depending on what stats. are pulled up on it (still a fine aircraft...top speed in the mid 190s kph...but not as impressive as the VII f variant...the VII f can be pushed to about 210 kph near sea level if you go into the over-compressed throttle range...not recommended but it's there to use - at any rate a faster aircraft, theoretically, than the Schuckert types). If I can pick any WWI aircraft...then see the pic. below - better rate of climb than the Fokk. Dr.1 and with the over-compressed variant of the Siemens-Halske engine, you get a top speed close to 200 kph (although not too many of these were made, the lovely Pfalz triplane). Von S
  20. Pleased to report that, after a couple of weeks of further tinkering, I've managed to put a cap on the SL speeds for the post-WW2 types being tested while managing to exceed those SL speeds noticeably at higher alts. Further discovery - best is to cap the MachLimit speed at about 30 to 60 or so kph higher than historical max speeds at alt. - similar to the "120%" rule I've been using for mach limits in FE2. This gives more accurate results at alts. in SF2 than the more liberal mach cap of 100 kph higher than historical (which leaves too much room for inaccuracies in speeds). Also been tinkering with the climb rates on some of the types, as indicated in the pic below I found on one of the WW2 forums. More thorough info. regarding the tweaks will be included in the Read Me file for the package itself - now to double-check the files and upload everything under the SF2 downloads section in the near future. All in all an interesting experiment and I'm happy with the results - hope others enjoy flying the tweaked types too. If I ever decide to do a WW2 install in SF2, I might use some of the discoveries from these post-WW2 prop. tweaks and then "roll them back" into the WW2 types - but this is a project for a later date. Once I upload this package I want to return to modding some of the types not yet touched in FE2...the Snipe comes to mind, as do some of the two-seaters. Happy flying, Von S
  21. ...more tweaks of data inis and atmospherics for an early Cold War prop install, will eventually upload the files (currently busy with the LA-7). Von S
  22. That is strange...I run the different Zepp and airship types across several theaters so I don't experience that (maybe reduced congestion that way...). If you're running the airships using the old data inis, I recommend trying out my latest tweaks for them that came out around the ver. 9.5 FM update pack - might help to resolve the problem. If that doesn't fix things, then I recommend doing things the old way - delete all Zepp and airship folders from your installs, and then re-install them from stock, before tweaking further. (If installing the airship tweaks from my FM update pack, be careful to notice the difference between the player-flown airship data inis - those go into the aircraft folder of your install - and the AI-flown types - those files go into the ground objects folder instead - I've organized them by relevant folders in my FM update pack.) Von S
  23. From what I remember, the peter01 FM is for the stock Alb. D3 that comes with FE2....as are my later FM tweaks. Getting the A-Team models to work with data inis not specifically made for them is a real pain. You'll probably have to compare collision points, min/max sizes between the two data inis to find what's wrong - also good is to double check the names of the components, support component names, etc., for wings, tails, fuselage sections - they are probably not the same across the two data inis. Hopefully someone who flies the A-Team Alb. D.III will be able to give more specific suggestions. Von S
  24. Thank you for the info. - have been testing further and I've discarded my average of kias and ktas - found a better way of capping the ktas to within reasonable limits, using the MachLimit value under the FlightControl section of the data ini...was testing with the Spit 14 and now I can't push beyond about the 720s or 730s kph (when converted from the ktas value) at an alt. of about 7100 meters - the key is to "peg" the machlimit value appropriately. Limiting it to the historical top speed at alt. seems to "buffer" top speeds into somewhat low, unrealistic values...but capping the machlimit at a value that converts to about 100 kph higher than top speed at alt. works fine to keep the aircraft to within about 20-30 kph of historical top speed at alt. - so I'm happy with the results. I will still however leave the SL top speed uncommented since I'm getting better performance that way. For those who are following this thread, I recommend capping the machlimit value at about 100kph higher than historical top speed at alt. - seems to work well (this advice is for late prop aircraft in SF2...not related to FE2). The other good thing is that even with this cap in place, it doesn't limit dive speeds...some of the types like the Spits can approach Mach 0.9 in dives at full throttle anyway. In terms of the constantspeed "true" value, I agree that it's realistic in terms of post-WW2 and WW2 aircraft props. This I recommend tweaking as per taste or leaving it on for those who don't like fiddling with the values and want to have true auto prop behavior. Technically, on those constant speed props, you had a separate lever that you could use to chop down the rpms to taste - I don't know if this is possible in SF2 so I've resorted to turning the constantspeed off since otherwise I get constant, max rpms at all throttle settings, even at idle. Turning it off is a crude approximation of being able to control the rpms/prop pitch manually I suppose - at any rate it gives me a nice rpm of about 2300-2500 at full military throttle and rpms below 1000 at idle. I'm assuming that the automatic variable pitch then becomes "manual" variable pitch since the prop efficiency percentage changes across throttle settings...I usually get best prop efficiency (around 90 to 95%) somewhere in the 40 to 80% throttle range with constantspeed set to off - this seems historical...jet engines from what I've read are more efficient in the 80+ % throttle range. Once I start pushing towards full throttle I drop to about 70% efficiency at lower alts., but the efficiency improves slightly at max throttle (wep) at higher alts., etc. I suppose it's a tradeoff of sorts but seems to work well enough in SF2. Happy flying, Von S
  25. Tweaking the FM on another classic for my early Cold War install, will eventually get to uploading these dozen or so data inis. Von S
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