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PostPosted: Mon Mar 30, 2009 13:17 pm 
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i just did a test in structural speed limits, and it is not in feet per second. Im actually not sure what it is in, it is however very close to MPH. As for flight envelope it is too hard for me to test that. It's roughly 1.12x knots...

Moving on, the biggest problem in aircraft accuracy for me in FA is fuel consumption. It is too much having 1lb of fuel per second as minimum consumption. Most of the time this forces me to reduce it to zero. For example a sea king helicopter can fly 3 hours on maximum power, but this is impossible to simulate on FA... CAG have you gotta solution for this?

another question, i have added about 30 new sounds to replace the most common audio files (engines, flaps,,,) however i need to add the siren to the stuka when brakes are applied. How to i do this without giving all the other aircrafts this siren when they brake?? thanks.

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PostPosted: Mon Mar 30, 2009 21:40 pm 
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Ali wrote:
i just did a test in structural speed limits, and it is not in feet per second. Im actually not sure what it is in, it is however very close to MPH. As for flight envelope it is too hard for me to test that. It's roughly 1.12x knots...

Moving on, the biggest problem in aircraft accuracy for me in FA is fuel consumption. It is too much having 1lb of fuel per second as minimum consumption. Most of the time this forces me to reduce it to zero. For example a sea king helicopter can fly 3 hours on maximum power, but this is impossible to simulate on FA... CAG have you gotta solution for this?

another question, i have added about 30 new sounds to replace the most common audio files (engines, flaps,,,) however i need to add the siren to the stuka when brakes are applied. How to i do this without giving all the other aircrafts this siren when they brake?? thanks.


Ummm... no they are not anywhere near mph...

If you will notice on the FM in my example on page 2...

0106 word 1906. . .:MAXIMUM SPEED LIMIT AT 36K FEET

To alter feet per second to miles per hour use the folloing formula...

((number of feet per second) feet/ 1 sec)*(1 mile/5280 feet)*(60 sec/1 minute)*(60 minutes/1 hour)

Write it out like fractions, first number on top; notice how the units cancel? You'll be left with miles per hour.

which equates out to ...

(number of feet per second) * 60 mph / 88fps = mph

so here we go...

1906 fps * 60 mph / 88 fps = 1299 mph.

There is no way the fighter I used in this example would be able to attain Mach 3 speeds of 1908 mph, its strictly a Mach 2 aircraft with a max speed of 1299 mph...

Same with backup speeds on a runway...

0107 word –73. . . :MAXIMUM BACKWARDS SPEED (IN FPS)

73 fps * 60 mph / 88 fps = 49.8 mph on the ruway...

I simply need to edit the FM example and put all speeds in FPS that are indeed feet per second...

----------------------------------------------------------------------------------------

The answer for the siren sound for flaps is, you cant...

But why worry, use the siren as the dive brake sound, mixed with a wild wind sound, as only divebombers in WWII had airbrakes, no other aircraft had them...

That way all the other aircraft have only flap sounds, then you can simulate the dive brake part of the flaps coming out by using the air brake...

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PostPosted: Tue Mar 31, 2009 16:09 pm 
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Wow iT works now the only dumb thing now is lack of shape texture im gonna check FARC for shape editing info? As for the speed limits feet per second dont work for me ill give u the details when i get some time.

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PostPosted: Thu Apr 02, 2009 03:17 am 
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Ali wrote:
Wow iT works now the only dumb thing now is lack of shape texture im gonna check FARC for shape editing info? As for the speed limits feet per second dont work for me ill give u the details when i get some time.



Unless you know how to edit in hexadecimal you will not be successful in shape editing...

Also you have to understand what each segement of the shape file means. The info on FARC is not correct for aircraft shapes and is missing important data. It would take me a year to write a book on how to do it and how to alter skin file locations, how to recognize the difference between 4 digit and 2 digit skin locations, how to compress skins for better detail, how to recognize the segment of the shapes that control visibility angles, how to control animations in the shape, how to alter transparencies in the shape, etc, etc, etc...

The list is nearly endless...

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Last edited by CAG Hotshot on Fri Apr 03, 2009 21:19 pm, edited 2 times in total.

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PostPosted: Thu Apr 02, 2009 03:20 am 
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Ali wrote:
Wow iT works now the only dumb thing now is lack of shape texture im gonna check FARC for shape editing info? As for the speed limits feet per second dont work for me ill give u the details when i get some time.


You are most likely not addressing the correct segment of the PT file to control all the proper areas to achieve real flight model changes...

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PostPosted: Fri Apr 03, 2009 12:40 pm 
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ya i pretty much give up on FA again lol i mean other games now r much easier to mod. lockon/il2 and btw hawx just came out.

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PostPosted: Fri Apr 03, 2009 15:37 pm 
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now i understand the reason behind our misunderstanding. i meant miles in FATK not in notepad editing lol. in FATK it is in miles /H in .pt file it is feet per second.

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PostPosted: Sun Apr 05, 2009 02:57 am 
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Ok, just jumping in here my head is swirling from all this cypherin lol

Time to climb stuff: the un-realized factor in time to climb is LIFT! The U-2 ( even the early ones ) had moderate TTW ratios but crazy mad climb rates, they just took off and disappeared because the wings were generating SO much lift it was like having a rocket in it's pocket even with a low nose up attitude.
Most of my planes for FAF are on the button at all altitudes and even level acceleration IF I had all the data. I did an F-15 Streak Eagle as an experiment ( as I had a complete record of it's times ) and it turned out fine.
FM modeling is easy if you have no numbers to go by, as soon as you have some hard data to compare to your model you start pulling your hair out to make it work.
Most of my planes for FAF have perfect landing/takeoff distances too but it aint easy and it's a stone cold b*tch to get the heavy transports right!

Damage points: To each his own. In my Kapsets I kept it real simple, each plane got 60 damage points per engine ( heavily armored planes ( Warthog etc. ) got a bonus ) and I scaled the weapons off of that. Large AMRAAM/Sparrow type missiles have a one hit one kill capability on even large ( read twin engine ) fighters so they got 120-150 points. Smaller IR type missiles with thier smaller warheads got a bit less ( say 60-65 ). Enough so they could heavily damage a heavy fighter but maybee not bring it down.

The "control" tab is, in fact, your Vne plane bending speeds. It's a linear line from your sea level number up to the 36K number.

I don't remember what else you all have figured out, if you have questions ask away and I'll do my best.

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PostPosted: Sun Apr 05, 2009 13:57 pm 
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glad to see u here again kap.

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PostPosted: Mon Apr 06, 2009 00:07 am 
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Kap's the man! His FMs are perfect and I love flying them. He will finally get them out to the public as soon as I get FAF Korea finalized...

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PostPosted: Tue Apr 07, 2009 14:50 pm 
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Great i cant wAit,

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