• Ivan's Avatar
    Yesterday, 06:43
    Hey Womble55, I remember you mentioned an aeroplane you were working on that could not control its altitude loss with a sideslip and even mentioned it in this thread. I don't really want to search through several hundred posts, so can you remind me which one it was? I might have a workable solution for you. - Ivan.
    842 replies | 53494 view(s)
  • Ivan's Avatar
    Yesterday, 06:38
    For those who might be wondering, this discussion is not intended to be a complaint about existing flight models or how something was done wrong. It is intended to work out the best method of representing actual engine emergency power settings within the limitations of the simulator. For some kinds of engines, the solution is easy: For an aircraft that requires anti-detonant injection to achieve its "Emergency Power" and we know the duration of the anti-detonant, the answer would be VERY easy: Use the stock solution. An example of this would be the P-47 Thunderbolt. It needs Water Injection to achieve its WEP and the amount of water carried along with the injection rate work out pretty close to 5 minutes. If there is enough anti-detonant (or some other power adder) to last...
    1 replies | 40 view(s)
  • No Dice's Avatar
    Yesterday, 06:10
    You may try the suggested method for setting up a WWI separate install http://www.thefreeflightsite.com/WW1_CFS2.htm
    7 replies | 227 view(s)
  • Ivan's Avatar
    Yesterday, 05:41
    Hello All, I have been debating on the best method of representing in Combat Flight Simulator Flight Models the various kinds of Maximum / Limited Duration power that are available in real aircraft. In CFS, there are three kinds of War Emergency Power (WEP): 1. Supercharger: Maximum duration is 5 minutes. 10 seconds past that, the engine is damaged. 2. Water Injection: Maximum duration is 5 minutes. After 5 minutes of total use, WEP is no longer available. 3. Water-Methanol Injection:
    1 replies | 40 view(s)
  • Ivan's Avatar
    October 19th, 2014, 07:08
    Aircraft Factory is an essential tool in my method of building CFS Aeroplanes. It uses .PCX files as input for its textures and generates output files in a format called .R8. I have never seen the R8 format elsewhere and the more common, non-flightsim specific tools don't seem to recognise it at all. No matter what your file naming convention was for PCX files, the result after processing by AF99 will be a filename with a root made up of the first 8 characters of your project name with the extension .af. A project with the name Reisen32 would end up with texture files with names like Reisen32.0af Reisen32.1af .... Reisen32.9af
    3 replies | 112 view(s)
  • Ivan's Avatar
    October 19th, 2014, 02:16
    A new entry has been added to Add-Ons Library, category CFS 1 Aircraft Add-Ons Description: The Messerschmitt 109E was the primary Luftwaffe single-seat fighter at the beginning of WW2. The definitive armament of the series was introduced with the E-3 version in early 1939. When the war extended into North Africa, the version then in production, the E-4 with increased protection, was equipped with an extended air filter to protect the engine against dust and sand. This is the version that is represented here. This visual model is based on a AFX created by Richard Osborne. It has been heavily modified in major dimensions with major modifications to most components and assembly sequences to create the current model. Let me know what you think of the result. - Ivan. To check...
    1 replies | 76 view(s)
  • Ivan's Avatar
    October 18th, 2014, 18:39
    Hello All, A couple of my friends seem to be interested in a "Tutorial" on my method of laying out (mapping) of textures for a Combat Flight Simulator Aircraft Project. This thread will describe the methods and practices I use which seem to work well enough for me. I make no claims that this is the best method. This thread will be describing the Texture Mapping used in the creation of a CFS Aeroplane using the following tools: Aircraft Factory 99 - Used to build the basic 3D Model and map textures onto the model. AF5Paint, MS Paint, GIMP - Used to create and edit Texture Files Aircraft Animator - Used to do basic animation for the model SCASM - Used to adjust animation and possibly change texture file formats
    3 replies | 112 view(s)
  • Ivan's Avatar
    October 18th, 2014, 18:23
    This critter is finally finished. There is certainly more that can be done, but the same can be said of most of my projects. The result doesn't look half bad though the texture could use some reworking. The Messerschmitt 109E had quite a few objectionable characteristics which were partially addressed with the Me 109F. Now that the workspace has been cleared, time to move something else into the workshop. - Ivan.
    842 replies | 53494 view(s)
  • Ivan's Avatar
    October 18th, 2014, 09:17
    Hello All, I don't believe the Messerschmitt 109E would ever have been equipped with a gyro gunsight. The typical gunsight for this aeroplane would have been something like a Revi C12 or something along those lines. Yes, this Me 109E AIR file was derived from the stock P-51D. If the AIR file is the determining factor as to whether or not the gyro gunsight is selectable, then it is highly unlikely to work with this AIR file because I have changed the identification fields to something which is hopefully unique to this 109E. I have no plans on making this work. Historically it would not have been accurate to have a gyro gunsight. - Ivan.
    842 replies | 53494 view(s)
  • Ivan's Avatar
    October 17th, 2014, 09:07
    Here is what it looks like now. Note the "Openings" for the landing gear. The process by which they are created is somewhat tedious, but the results are pretty much what I expect: 1. Take the Landing Gear Doors and rotate them until they fit somewhat aligned with the underside of the wing. Write down the actual angles of rotation because if you do too much shuffling back and forth, you might want to restart once you have the final numbers and just do ONE rotation on each axis. Too many rotations will have the points snapping into the 0.01 foot grid and the final result may be a bit off as a result of the rounding / editing / rounding choices. These numbers might also be useful for the Animation Sequence later. In this case, I had to rebuild the Landing Gear Doors before I...
    842 replies | 53494 view(s)
  • Ivan's Avatar
    October 15th, 2014, 18:20
    My version of the Emil was somewhat embarrassed when it met another Emil that had wheel wells and insisted on getting ones of its own. This took a while because in doing wheel wells, it made sense to actually have gear doors that somewhat matched. It also made sense to have a texture that lined up with the closing gear doors. That combination forced a rather tedious editing of the parts and textures to fit them. THAT was followed by a bit of SCASM editing to match the sequencing between gear doors and wheel wells. (I HATE that part!) The Me 109E AIR file was developed from the stock P-51D. The Propeller Records, CL Graph and some Engine records were pulled from the stock Bf 109E. After a few edits, here is what I am getting for performance:
    842 replies | 53494 view(s)
  • Ivan's Avatar
    October 12th, 2014, 15:14
    Hi Womble55, It actually isn't a USB joystick. It is an old SideWinder Precision Pro. I actually have a couple spares, but if this is joystick number three to go, I am quite annoyed. I will definitely check connections. Today, it was not behaving as badly. - Ivan.
    842 replies | 53494 view(s)
  • Ivan's Avatar
    October 10th, 2014, 17:53
    Trying to build an AIR file from the P-51D is proving more difficult than usual. I hope it isn't something wrong with the joystick on my development machine, but it seems to be flipping to different views without any input from me. Another bit of weirdness is that I had a horrible time trying to tune the longitudinal trim on this aeroplane. It would flip from going nose up pretty hard to going nose down. I changed to the game machine in the living room and it took about 20 minutes to get to where I was satisfied. This is about the third joystick on the development machine. I guess it just gets used too much or needs cleaned. Here's what I found out about the Me 109E: 1.45 ATA - 2500 RPM - Take-Off Rating (One Minute Maximum) 1.35 ATA - 2400 RPM - Emergency Power (Five Minute...
    842 replies | 53494 view(s)
  • Ivan's Avatar
    October 9th, 2014, 16:37
    Ivan replied to a thread AI props in CFS1 General Discussion
    Glad it worked for you. One other thing you will probably need is a better AIR file for this bomber. The AIR file that came with it doesn't even handle the propeller startup animation properly. This kind of thing opens up lots of possibilities. Consider how many fairly good visual models are out there that do not have the proper moving parts and such. This little task wasn't that hard to do. - Ivan.
    11 replies | 228 view(s)
  • Ivan's Avatar
    October 8th, 2014, 16:48
    Ivan replied to a thread AI props in CFS1 General Discussion
    Hey Smilo, Check your email. The technicians in my workshop were temporarily recalled from other projects and seem to have found a workable solution. You should have seen the amount of flying sparks and metal chips!!! Papingo, I believe that the stationary propeller is something before MDL610. MDL610 is what AF99 / Aircraft Animator create and although they are not a great match for the CFS variables, they are not horribly unsightly for AI aircraft. Their propellers don't show, their landing gear doesn't come down, and their bomb loads don't show which I believe is what LaPosta was trying to fix.
    11 replies | 228 view(s)
  • Ivan's Avatar
    October 5th, 2014, 17:54
    Ivan replied to a thread AI props in CFS1 General Discussion
    If this is a Herve Devred project, then it is probably AD2000 and you have more experience than we do. I am kinda curious how good this model is. Can you email me a copy of this thing? - Ivan.
    11 replies | 228 view(s)
  • No Dice's Avatar
    October 5th, 2014, 15:27
    No Dice replied to a thread AI props in CFS1 General Discussion
    Have a few more Tutorials Here: http://www.thefreeflightsite.com/Tutorials.htm Hope they help? Dave
    11 replies | 228 view(s)
  • Ivan's Avatar
    October 5th, 2014, 15:15
    Ivan replied to a thread AI props in CFS1 General Discussion
    Hi Smilo, I remember the static propellers in Quick Combat. I never did figure out why that was happening. When I started building my own aircraft using AF99 and Aircraft Animator, I noticed that the animated parts (Engine RPM Below....) did not show up in Quick Combat either. The result wasn't horrible in general, because all that was missing was the Propeller Blades in general, and they normally would not be visible anway because we would be seeing a Propeller "Disc" effect. THAT also wasn't there, but still it wasn't horribly distracting. With some aircraft (The ones with animated Propeller Spinners), the Spinner would also disappear and THAT was certainly distracting. When I started doing my own animated Spinners, I didn't run into the same problem. I doubled up the...
    11 replies | 228 view(s)
  • No Dice's Avatar
    October 5th, 2014, 06:46
    No Dice replied to a thread AI props in CFS1 General Discussion
    Smilo, I think they had to be run thru Aircraft animator ? Also have a scasm tutorial to fix animations here: http://www.thefreeflightsite.com/Design.htm Dave
    11 replies | 228 view(s)
  • Ivan's Avatar
    October 3rd, 2014, 18:25
    All of these fighters used the same basic engine. The Me 109E had the original Daimler Benz DB 601 engine. The Macchi C.202 had a license-built version by Alfa Romeo that was arguably better than the original. The Kawasaki Ki.61 had a license-built version by Kawasaki that was quite inferior to the original. The Me 109E could reach 355 mph at its critical altitude. The C.202 could reach 375 mph at its best altitude The Ki.61 could reach between 348 mph and 368 mph depending on the version and the reference cited. The supercharger's performance on the Ki.61 was notably inferior to that of the original as was the engine's general reliability so one might wonder how much better the aircraft might have performed if they had better engines.
    842 replies | 53494 view(s)
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