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Tomb

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Everything posted by Tomb

  1. Ok the new flight models for the FB3/FGA4/FGA6 are ready as i am new here i need some info on how to upload the files etc fight perfomance is as follows for a clean aircraft the nose will lift off at 80kts fly off speed is around 110-120kts for the climb accelerate to 200kts climb at 2000ft/min accelarte to 300kts climb at 300kts until .7 mach climb at .7 mach Approach speed 110kts she's very stable now with the flaps and gear down so all you need is small throttle movements to maintain the approach and take the wire stall, you will get the usually rumble 10-15 kts as a warning, she start to sink, you will need full back stick to stall in approach configuration at which point she will slide off on one wing (but with a high rate of decent) accellerated stall usual shudder then stall, she will spin if mis-handeld at this point and will spin inverted if bunted too hard recovery is standard from erect or inverted spins you can now turn and burn with her now, G limits hace been corrected and the handling is nice enough to get to the edge...it will still bite if pushed really hard though Mig 15 will out climb and be faster than you though...other straight wing jets...you can take em with more confidence than before that horrible suddenly lose all airspeed down to 30kts and spin has been eliminated Load outs Major changes here all versions Drop tanks on the correct (outboard) pylons now FB3 bombs on the inboard pylons only NO rockets FGA4/FGA6 Bombs available on both pylons and rockets available But the original model has the inboard four pylons as rocket stations (incorrect)they need shifting outboard so at the moment only 6 instead of 10 rockets can be carried (i lack the knowledge and the tools to place the 4 needed rocket pylons correctly without a lot of time consuming guessing as to the corrct co-ords) the sea hawks played a major role in the SUEZ crisis, you should now be able to enjoy flying them other issue, the FGA4 on the carrier will slow roll until it crashes, seems to be a problem when its on a carrier deck, it's fine on land, beyond me to fix this..seems to be a FGA4 3D model issue seperate issue SUEZ SHOW STOPPER cyprus is marked as hostile territory so the RAF wont be taking part (Canbarra/Venom,Hunter) you get shot at on the runway if you try in the CAMPAIGN i was wondering where the RAF were (as a Fleet air arm pilot CAMPAIGN which works fine)
  2. ok the seahawk now hits the spin/stall charecteristics as described in the manual, final tweaking to the FM done, you can do erect and inverted spins and it will bite you if pushed too far, stall warning stall onset around the right speed's, G limit raised from 6 to 7.3, across the deck speed stability at the requisite 110kts is bang on, so now i am going to leave well alone, i could be here a long time trying to be perfect now to create the seahawk F2 to learn how to sort out the load outs which i just noticed are incorrect, the drop tank plyons should be the outer pair not the inner pair, and bomb availability should be on both pylons for the FGA variants, also to remove the rockets from the FB3 varient onwards and upwards
  3. its taken a little while but i have figured out the FM code enough to correct the flight model so the aircraft behavior at the stall/spin is as described in the flight manual currently the sea hawk spins if you cough in the cockpit with back stick or tight turn the Seahawk manual describes the stall/spin as requiring nose high and with full back stick the seahwak will slowly drop a wing this i have now replicated..it will still spin...but you have to provoke it and those carrier approaches will be a heck of a lot safer also the sudden loss of speed and flicking into a spin has been cured during tight turns. i thinks its possible a bit too benign now so i will tweak it to what i have experianced in flight simulators for an aircraft of this size and wieght for spin entry so it will be subjective at this point as to the precise onset of a spin since i dont know any seahawk pilots to ask who have spun it but it will behave as per the manual for the incipient spin entry. if this is of interest i will make the rest of the changes to the other seahawk models since i built a Seahawk F-1 model to teach myself the needed FM code. then you can update them as req'd
  4. the model may well have been out for years.. but its been incorrect all those years its not a worry i can make some corrections myself and put the file up for those who want it it more of a place to start learning some aspects of this code with a model i have reasonable proper data for. thanks for your time anyway
  5. yup solid advice however its the stall/spin portion i am looking at at the moment as far as the seahawk goes the load out between models is wrong, that looks easily correctable FB3-no outboard Rocket stores stations should be present only two inner pylons per wing of which only the inner may carry a bomb (totalx2) FGA4 adds outboard rocket wing stations plus the inner and outer plyons may carry bombs (totalx4) FGA6 more powerfull engine fitted otherwise same as FGA4 not in suez but for information FB5 more powerfull engine version of FB3 F2 no bombs, only inboard drop tanks drop tank types are 88gal metal and 77gal plastic ( total +1408lbs/1200lbs) the sea hawk was considerable slower with the metal tanks fitted, need to fiddle with the drag index of those tanks to replicate that for example clean 520kts no mach limit (nose pitches up at .85mach with full forward stick) 2x77gal 480kts mach .82 2x88gal 440kts mach .7 max G is 7.3G clean 5.4G loaded best climb clean is 320kts, loaded 295kts, reduce by 20kts for every 10,000ft max rate of roll 350kts stall clean 90kts (full fuel+ no ammo) stall clean 95kts (full fuel+full ammo) stall as above 100kts (full fuel+full ammo + drop tanks) max mach achievable .85, buffeting starts at .83 landing speed 105-110kts nose lifts off at 80kts and aircraft flys off at unsticks at 110kts moderate pitch up when flaps are raised the FGA6 (more powerfull engine ) max climb +12% max speed +1% max range +1% max endurance +3% as you can see thier is a bit of work to do thier to hit those numbers and get the difference between types config right first thing about flight modeling is actually having the data to work with for the sea hawk, this i can provide reasonbly well... hopefully thier are folks who can answer a few questions...such as what units are being used in various portions the data.ini file,
  6. looking at the data.ini... i get the general idea..but it will take me time to learn at i at the moment comparing the mig15 model (benign stall) with the seahawk model (vicious stall) to see if i can spot what causes it and what to change it does not seem to to be obvious as washout which i would expect as with any flight model it does not do to wade in with a blunt axe..as many items are interelated and changing one thing changes something else. i may end up cutting up bits of code and pasting it all back together to get the desired performance from the model until such time as i can do it from scratch
  7. You have actually flown a Seahawk for real? i wish however professionaly, flight control is a speciality of mine as is flight simulation after a while you can get a good idea what configuration results in what kind of stall/spin i could bore you with many..many pages on this and i will if you want ;) anyway just to check i pulled the pilots notes for the sea hawk F2/F3/F5/FGA4 and 6 stalling and spinning is covered in part 3 pages 65-66 suffice to say aileron control is maintained post stall, thier is pleny of warning and wing drop is gentle with recovery occuring immedialty the standard recovery action is take. that aint what happens with this sea hawk model will that do you ? incidently all the performance diagrams are in thier...i think the sea hawk may be underperforming a bit...not done a detailed check..yet..do you want me to ? regards
  8. thanks folks, i appreciate your efforts and realise you cant test everything in a mod this size... taking a look at the seahawk at the moment, the spin/stall characteristics are well out of order...(departs like a highly swept wing with a low B>A ratio...instead of a more benign straight wing it actually has might take a while to adress that issue...i am learning as we go i am learning a lot from the files you are sending about what goes where thanks
  9. ok hunter F5 works a treat and i have spit the cannons to fire seperatly (2x30mm or 4x30mm) MiG15-bis slipper tanks work fine and again i have split the guns (2x23mm or 2x23mmm+37mm) slipper tanks do not jettison on the mig ...i think they should ...problem same as the hunters ? in the campaign, both the canberra B2 or the Migs fuel tanks are not a selectable option (they are single mission) i have no idea what file that might be in to take a look
  10. thanks the mig 15 i will leave as is since i have a two postion trigger and its nice to be able to fire the 37mm seperatly (both 23mm+37mm will fire if trigger fully depressed) its ekes the very limited ammo load out a bit, the RAF hunters usually only fired a pair of 30mm at a time so i may well try and set the hunter up the same way if i can figure out how can the canberra B2 have the 1000lb bombs restored in the campaign load out ? this should be 6x1000lb OR 9 x 500lb (not the 12 x 500 currently allowed, the external view with the bomb doors open shows the correct number (6x1000lb or 9x500lb...single mission) "The Canberra played a part in many conflicts, being employed as a bomber by the RAF during the Suez Crisis, with around 100 aircraft involved, flying bombing and reconnaissance missions from both Malta and Cyprus.[9] A total of 278 Canberra sorties were flown, dropping 1,439 1000 lb (450 kg) bombs" the B2 canberra in this add on and from a different perspective is way more fun than you might think it took a accidental key press (tail hook) to find the canberra has a glass nose aiming position and a functioning bomb sight how cool is that
  11. canberra now sorted now the files are in the right place Mig15 now sorted now that secondry weapon key assigned thanks
  12. also hunter F5 always shows drop tanks no matter whats selected (correct weapon can be seen dropping off) Mig 15 does not fire the 37mm (has it any ammo loaded ?)23mm's fire fine my install is all 4 merged plus exp1 thanks this is a great mod Wyvern...what a grin :)
  13. thanks, tried it, no tip tanks at all now for the canberra not what i intended, is it what you intended ? also a request that the mig 15bis can carry slipper tanks in the campaign ? (it can single mission)
  14. B2 canberra only loads one tip tank if you touch it, shows empty but if you do nothing, both are default loaded (load screen will say empty) if you attempt to load it will load one, on entering cockpit, aircraft will bounce on the left wing until left tip tank falls off work around is dont touch it and jett after take off if you dont want them. loving the canberra and the SeaHawk
  15. rgr will do but that will be about sunday since i will be away from home for a day or three understand, i have made ony one change until i can prove something works before making other changes if you dont want to wait the just copy over the stock RT files (campaignv1) then change the name and start/end dates and or the name (which works and shows up) then picking the first sqn (12TFS) attempt to start with an aircraft other than the F-105D. i altered both campaign files (thier does not appear to be a squadronlist.ini for the SF2V files other than the one in missiondata1 which seems to refer to the SF2 units (SF2 never installed on my machine). originally i tried to make it a 4th campaign but can only get 3 campiagns to show up so again thier might be another file somehwere. i can see the logic in that if multiplayer ever happens then everyone will have a "standard install" with any mods appearing in a folder elsewhere perhaps ignored when online, so that idiot with a nuclear tipped sidewinder always has to play alone from his mod folder which seems to have precedence over the standard install. It would seem that campaign files in a folder named "campaign" (my docs) has precedence over a folder named "missions" (standard install) with the same file with the same name (ie campaignv1)
  16. ok done that ant the campign shows up as "barrel Roll" so i then edit both campaign files to change the 12TFS to another aircraft type (flyable B-57B then stock F4C) but it always shows up as an F105D so thier must be something else somewhere thought it must be the Squadronlist.ini which is not in the flightfolder as indicated in the KB but in the mission1.dat folder in SF2V so adding or changing an aircraft type in a campaign may not be as indicated by the KB for SF2V ongoing
  17. hmmm in my original SF2V install the mission data .cat files are in the "flight folder" in the actual install, thier are no .cat files of any sort in the "docs" folder...do newley created ones have to be in the "docs" folder ?
  18. Hmm made an edit but cant get SFoV2 to see the file care to lead me by the nose through it ? i simply copyed RT and created a new campaign no 4 called barrel roll the idea being i will edit it but it is not seen by the program...do i have to convert the files back into a .CAT?
  19. thanks got them what i have in mind is to edit one sqn (or preferably create a fictional one), start them off in say F100's then upgrade through various other types of aircraft say 105's then F4's kinda thing..maybe bring the start date forward into say 64 and start with skyraiders to give a sort of airwar intensity increasing...i would probally pick an airbase and put the different types and dates of the aircraft that flew from it... for example YANKEE station and then put in some dates and types of some aircraft that flew from the carriers i think you get the idea... is this possible by just editing this file ?
  20. where is the "campaign".ini file located i have been unable to find it ?
  21. actually the GR does you will find on the PWAMS labled A-A override cancel a-a is in fact the primary radar mode overiding all others, hence the cancel button if you know what PWAMS is your a tonka man
  22. Hi folks, is thier any way to begin a coop mission starting from the runway ? its a real immersion bubble burster starting in flight, is thier an edit i can do to get the co-op start position on the runway ? actually in danger of getting a group to fly together but starting in flight is something of a nogo since we are used to taxing out and taking off, as is the norm in multiplayer flight simulation specifically interested in getting it to work in WoV
  23. Thanks, not ready to give in yet, where there's a will there is a way as they say, just might have to find the way myself
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