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  1. This mod is LoMan compatible and works for LockOn 1.02 and 1.1FC. Structure Lights Mod V2 download The structure lights will be brighter and visible from longer distance. The runway lights will be smaller and dimmer. The antenna towers will be seen as red and white from longer distance in the daytime. See this 'before and after' comparison. A larger screenshot is here. Compared to the previous version of the mod, the lights are darker and the lit windows are less, but the pop-up of the objects is less noticeable. For better image quality, higher setting of video AF is recommended. I hope you like it. :)
    1 point
  2. IMPORTANT: This is an unofficial patch for LoMan 2.1 to correspond to Lock On Flaming Cliffs 1.1. DO NOT install if your Lock On is still 1.02 or earlier. DO NOT ask the developers of LoMan for support. USE AT YOUR OWN RISK. The patch is attached to this message. Also available @ lomacfiles.com LoMan can not handle texture files properly in 1.1. The patch will fix it. The textures will be installed in the right places (CDDS or TempTextures folder). You do not have to disable 'When possible, always install textures in CDDS files' option any more. :D Installation: 1. Go to \Program Files\LoMan\required , and rename 'cddsindex.txt' as 'cddsindex.txt.bak'. 2. Copy 'cddsindex.txt' from the unzipped files to \Program Files\LoMan\required . If you have any problem , please report to this thread with the detail of the defect, the name of the add-on and its download address. Note: The 'cddsindex.txt' is the table of the textures in the CDDS files. If the texture you are installing is matched to one of the texture names and the texture size is correct, it will be installed in the CDDS file. I updated the table to correspond to 1.1 add-on. I also removed the texture names that LoMan can not handle correctly. A lot of cockpit textures will not be installed in the CDDS now in 1.1. Uninstallation: 1. Delete 'cddsindex.txt' in \Program Files\LoMan\required . 2. Rename 'cddsindex.txt.bak' as 'cddsindex.txt' . LoManUnofficialPatch.zip
    1 point
  3. I'm the other guy Cobra discussed the flight model with in that session in the -25T where he had so much trouble with tires. I never had the problem of blowing tires but I do have some concerns about the flight model or, possibly, the handling characteristics of this beast. Much of my initial dissatisfaction was due to stick setup. I have a FSSB mod Cougar that used to have a curve built into the stick and another slight curve in game to refine the feel. Many problems were resolved by removing both curves. It makes every other aircraft in LO a bit twitchy but that's not a bad thing once I got used to it. Still, there's something not exactly right. It's very hard to say without having flown the aircraft whether it's FM or handling qualities. The areas I'm not sure about are: 1. Takeoff - Several people have mentioned the high stick forces necessary to rotate. I agree that they are a bit high but I don't think this is necessarily wrong. It's not unusual to require high stick forces to get the nose off of the ground. This can even be a design feature of an underpowered, high wing loaded aircraft like the -25T. My technique follows real life and manual/tutorial suggestions: rotate to pitot tubes on the horizon at about 250 kph and allowing it to fly off. That usually occurs at 280-300 kph for me. I think the problem many people have is in maintaining that attitude, especially if holding crosswind controls at the same time. This is partially a function of the limitations of our control syatems but may also point to experience with a higher fidelity FM. 2. Roll - There is a tremendous amount of inertia in the roll axis and not very much roll authority to the flight controls. It takes a lot of stick to get a roll going and stopped. It rolls slowly even with high stick pressures. I like the implementation of inertia. While I think it may be a bit too high, it is well done. The main complaint I have is in control authority, it's poor. A heavy 747 has a similar roll rate. That's fine in an airlines but is unsatisfactory in an attack aircraft. The fairly high stick forces further exaggerate the effect. Now, this may be how the real jet flies. If so, I can't believe it ever made it out of flight test. 3. Pitch - I have similar comments to those I made about the roll problem. At first, I thought it handled much like a mechanical control system but I understand the elevator is hydraulically boosted. That seemed very strange again. It didn't make sense to me until I thought about this being an underpowered, high wing loaded aircraft. This could be a design characteristic to temper the effect of a hamfist pilot. I can accept it this way but, again, I find it hard to believe an air force would accept such poor pitch authority in an attack aircraft. Here's an example of why I think something is not right. I like making weapons passes fast. That's a no brainer. When I come off the target and plan a reattack I have to reposition. I use a whifferdill to do this. The idea is to run out of the target area a short distance (stay within visual range of the target, threats permitting) ease the nose up to bleed speed and decrease turn radius and increase turn rate in the reposition maneuver. As the speed gets below ~450 kph I roll into 90-135 degrees of bank and add backpressure to get the nose below the horizon so I don't slow to less that 370-400 kph while pulling it around through 180 degrees of turn. I come out of the turn nose low with building airspeed for another pass. It's a great technique that retains energy and keeps your speed up in the pass. It also is difficult to do in the -25T. There is a fairly limited airspeed range between low speed stall and high speed buffet which acts similarly to a stall (I don't think this is right at all). This limits the pitch attitude you can get before you run out of airspeed and then the turn rate is abysmal as you're always right on the edge of low speed or an accelerated stall. I've tried several different airspeeds, pitch, and bank variations with pretty similar results. 4. Airspeed envelope - I'm not too concerned that a heavily loaded, underpowered -25T can't go faster than 450-500 kph (242-270 knots which is slower than a loaded A-10!)although I find it curious. I do find it very strange that it maxes out at around 700 kph (378 knots) and that when it does it buffets and acts like it is in a stall. That doesn't make aerodynamic sense. I could accept that it buffets or that it hits a sudden drag increase that prevents it from going any faster. It's the loss of pitch and/or roll control authority that I doubt. The causes of these behaviors can be many. Thrust, drag, inertia, control authority, or stall modeling could each have a part in it. Or it could be this aircraft truly just barks and bays at the moon. Past Soviet designs have been notorious for horrendous handling characteristics and control quality. (The MiG-19 comes to mind as the best example.) So, it's definitely possible in my opinion. Now, all of the criticism aside. I think this is by far the best flight model I've seen in a desktop sim. I think the stall modeling is still weak, too computerish ie only on or off, but everything else is top drawer. Like I said earlier I also think much of the criticism of how this thing flies can be laid at the feet of our stick and rudder systems. I'm very interested in any explanations you testers might have.
    1 point
  4. ED stuff rarely works without a *little* struggle... I mean, er, effort ;-) The biggest problem at the moment may well be my online server inexperience though. It's now, er... 13:41GMT (http://www.timeanddate.com/worldclock/ for local times relative to each other) and the server's back up on the same IP, not on Hyperlobby this time though. 81.86.109.249 I've left the mission running, with me in spectator mode. Yesterday someone from HL was able to connect and chat, but couldn't fly for some reason. Still, connecting is half the battle. The rest can be sorted out if I'm around. Anyway, the server will be up for the next 12 hours or so unattended if anyone fancies trying to connect to it. Later on (my night off work) I might hang around Hyperlobby as McP... Or I might just sleep a lot. The thing about working nights is your biological clock gets completely messed up. I've learned to catch up on sleep whenever I can! :-) Andrew McP
    1 point
  5. Thanks for the input Goya ... i think you have another valid point. Perhaps this may also be the casue to the popping tyres? If the nose wheel didnt skid so much perhaps it wouldn't pop?
    1 point
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