• Ivan's Avatar
    Today, 09:21
    The original idea was to use this Tutorial thread to show the process of mapping texture files over an unpainted aircraft project. I have several projects that have been stuck for yeas in my paint shop waiting for this process to be completed. After thinking about it a bit, I figured that using multiple projects to illustrate various points would make for a better tutorial because very seldom do we run into all of the essential issues in a single project. I also try to avoid the "errors" that I know about but find them fairly often in existing AFX files that I have downloaded. In order to even consider mapping textures, we need to have the Aircraft Factory Project source code: either the AFX or .afa file and rest of the source. This is also necessary because very often pieces of...
    4 replies | 118 view(s)
  • Ivan's Avatar
    Yesterday, 18:29
    Hi Smilo, We're pretty much in agreement regarding the distraction issues. I have had them since I was young also, but have also worked my way around them to get a few things accomplished. With this hobby, I choose NOT to work around them because it is just a hobby and my goal is to explore and learn. If somethinng releasable comes of it, great. If not, oh well.... Regarding the other subjects, I think you just opened a HUGE can of worms here.... First of all, Dunno about Jets. I don't think I have but a couple installed. I trust none of the flight models except for perhaps the Learjet and I don't think that one will fly a knife edge safely. The rest of this is my own opinions but with a little bit of background to back it up:
    851 replies | 53622 view(s)
  • Ivan's Avatar
    Yesterday, 05:15
    Last night, I decided to experiment a bit. I loaded up and tested a bunch of aeroplanes, both stock and add-ons. NONE of them could fly a knife edge over the field. After that, I figured I would test the aerial ballet dancer: The FS98 Extra 300. (I have two FS98 installations.) That aeroplane could not do it either. I must not know how to fly this maneuver properly. I must be doing something wrong. Will have to check again tonight. Maybe I need to find a Gee Bee or a Pitts to try?
    851 replies | 53622 view(s)
  • Ivan's Avatar
    Yesterday, 05:08
    That friend who described it as an old man's disease probably doesn't remember that he also had it when he was a young man. My son has had it for a very long time though with him I believe it is selective. If he wants a new toy or is trying to explore a video game, he is very singleminded.... - Ivan.
    851 replies | 53622 view(s)
  • Ivan's Avatar
    October 22nd, 2014, 13:32
    Hello Womble55, The reason I was asking is because I was recently experimenting with Side Force due to Yaw Angle and found that I could mess with the sideslip to any extent I wanted. I had the Me 109 exceeding the speed of sound going sideways! The trick is to figure out how much is reasonable to add as a correct side force so that the aeroplane handles well. Thanks to Smilo, I found the Vernon installed on my development machine and was messing with it a bit last night. I don't know how far you got with your P-51D derived AIR file, but the one I have wasn't very flyable. Besides sideslip, the stability is very low in every direction. Problem is that I don't know how the real one flew. I am also still working out a way to figure out numbers to plug in. I don't want them...
    851 replies | 53622 view(s)
  • Ivan's Avatar
    October 22nd, 2014, 07:46
    Thanks Smilo, I did a similar search, but when the results didn't show the "sideslip" text, I didn't dig further because I thought it was not getting the correct posts. I also did an "Advanced Search" instead of just searching this particular thread, so the good hit was probably lost in the noise. Advanced MUST be lots more better, right??? Thanks again. I came across that story in a Luftwaffe aircraft book. Funny how that was the original intent: to REDUCE the wing area. It reduced agility to such an extent they had to put back the wing area which they did with a rounded tip. I always thought the rounded tip looked so much better than the square tip wings.
    851 replies | 53622 view(s)
  • Ivan's Avatar
    October 21st, 2014, 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.
    851 replies | 53622 view(s)
  • Ivan's Avatar
    October 21st, 2014, 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 | 47 view(s)
  • No Dice's Avatar
    October 21st, 2014, 06:10
    You may try the suggested method for setting up a WWI separate install http://www.thefreeflightsite.com/WW1_CFS2.htm
    7 replies | 260 view(s)
  • Ivan's Avatar
    October 21st, 2014, 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 | 47 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
    4 replies | 118 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 | 83 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
    4 replies | 118 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.
    851 replies | 53622 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.
    851 replies | 53622 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...
    851 replies | 53622 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:
    851 replies | 53622 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.
    851 replies | 53622 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...
    851 replies | 53622 view(s)
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