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Showing content with the highest reputation on 02/28/09 in all areas
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Here is a song I have been working on for a while. I have the long version in my P.C. But I will release it when we get fighter jets in Black Shark!!!!! LOL!!!! j/k....Ill have it up soon :) http://vids.myspace.com/index.cfm?fuseaction=vids.individual&VideoID=529398503 points
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Head here for the links --> http://www.freefalcon.com/forum/showthread.php?t=14498 :thumbup: :beer:1 point
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Приветствую всех. Очень нужна помощь. выслушаю любые советы. как писал выше, переделываю раскладку модели на плоскости. приблизиться к плотности текстурных карт для модели ка-50 и су-25 (смотрел темплейты) не получается никак. более плотно разместить не могу. все равно получается просто масса свободного пространства. http://img4.imageshack.us/img4/9168/black1.png http://img407.imageshack.us/img407/8833/black2.png заранее благодарен за помощь. ЗЫ: печеньки мне не нужны :(1 point
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Very nice piano you got yourself there. From the sound of the way you play you deserve a nice quality piano.1 point
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Втавлю все таки 5 копеек. Если ты считаешь что не сложнее, попробуй сделай, сам все поймешь. Сделать действительно достойную модель очень сложно. А твое сравнение с GTA.... Я может понял если бы ты попытался сравнить моделлинг для MSFS и для DCS, но с GTA, извини, это действительно СМЕХОТВОРНО. Это абсолютно разные уровни и что самое главное АБСОЛЮТНО разные требования к моделям. Модель не должна быть похожей. Она должна быть копией реального самолета со всеми вытекающими отсюда последствиями. До милиметров выверенная длина крыла и угол его установки. Его хорда, профиль, углы выпуска уборки закрылок, отклонения элеронов. И это только мизерная часть. А система повреждений? Это вообще отдельная песня. Или ты хочешь сказать что модель повреждения автомобиля в GTA такая же как модель повреждения летательного аппарата? Ты уж извиняй за такой сумбурный ответ, но ты не прав. Это мое личное мнение. Делать модели для DCS сложно, но очень интересно.1 point
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Hi, I'm looking for more skins for my BS but I can't find anything INTERESTING... I mean Mitch and all the other skinnesr have done a GREAT job but I am craving for more... ! :D Where are those really cool skins, e.g this one: ??? Sorry for using this as an example but this Shark looks awesome! ;P Any ideas if these skins are available for certain SQUADRON MEMBERS only??? Or prehaps anybody knows where I could find a paintscheme similar to this (one of the youtube videos): Thanks!1 point
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Since Im on the verge of graduating college and obtaining my A&P license, I know how a turbine functions. Since I need to study for my O&P, I might as well keep my studies here and get some decent info as well. 4 types of turbine engines: Turbojet, Turboshaft, Turbofan, Turbopropeller. Every one of them perform at high altitudes with exception of turboshaft, which drives a rotor mast. Low bi-pass turbofan engines--found on modern fighters and small airliner aircraft. High Bi-pass turbofans--found on large transport category aircraft Turbojet--found on older aircraft, such as a 727-200 and B-52, not very efficient because its driven by turbine engine only. Turbines operate on the Vernoulli principle, also known as venturi effect. The inlet duct is divergent in shape, which increases pressure in front of the front turbine blade. Depending on the type of power produced in the engine, the exit velocity of the gasses will vary accordingly. Turboprops and turboshaft engines are torque producers, therefore dont produce thrust by exiting gases. Subsonic aircraft have convergent exhaust ducts to increase the velocity of exiting gases, which are accellerated in the combustion section. If the aircraft is a supersonic aircraft, the exhaust cone needs to be fully divergent, because at the speed of sound, the exhaust gasses increase in pressure and not velocity at those speeds in a convergent duct. Supersonic aircraft have to have a variable exhaust duct in order to reshape the exhaust gasses to a divergent pattern to increase the exiting speed, and a convergent shape below supersonic speeds. Turbofan engines and turbojet engines can perform better at high altitudes due to the less dense air at altitude, air temperature and moisture content. At altitudes, air is displaced by water vapor , which decreases the weight of the air. However, that water vapor is used to cool the engine, and can increase the pressure inside the compressor section, creating better volumetric efficiency of the air charge in the combustion section. Turbofan engines are far more efficient at high altitudes over turbojets because of an increased air intake, which is driven by the turbine engine exhaust. These engines have between 25%-75% more efficiency over turbojets due to the large fan on the compressor inlet. 25% of the turbofan intake is used in the combustion process, the other 75% is used to directly cool the combustion casing, and helps shape the exhaust gas airflow into a more convergent shape. Turboshaft and turbofan engines have a divergent shape exhaust duct to slow down the exiting gases (you cant get a helicopter to hover with a jet engine that produces thrust). Instead they use an axial or an axial-centrifugal compressor to drive a free floating turbine wheel attached to a rotor mast or a propeller shaft. Afterburning engines (reheaters) consist of a turbine inlet, low pressure and high pressure compressor, which are driven by the high velocity turbine. Aft of the turbine rotors and stators is a variable adjustable exhaust nozzle. This nozzle changes from convergent (low pressure, high velocity subsonic exhaust gases) to divergent (low pressure, high velocity supersonic exhaust gases), and contains an additional combustion section which further heats the exhaust gases. The turbofan first stage compressor supplies the additional oxygen needed for combustion after the first combustion stage. Water may be injected at this point to help cool the fuel/air charge, and burns approximately 1-5 gallons of water per per second (please confirm). The exhaust that is reheated is further expanded, which increases the exhaust velocity above supersonic speeds. <more to come Feel free to correct me with additional info. I have 3 days before graduation, and a few weeks before my O&P.1 point
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and don't forget about artistic license!:megalol: I'm just pulling your leg(s) guys. Rhen makes excellent points, but we are talking about a computerized simulation, and with Black Shark the combat simulation has taken a nice step forward in that field of representation (from what I've read - I don't have it yet). That's why everyone raves about it. No, it's not close to the real world, but no desktop pc can accurately represent the real world. That's where the term "suspension of disbelief" applies. It's a big thing among simmers. We all respect our real life military pilots. Just remember that imitation is the sincerest form of flattery. ;) Flyby out! PS don't make me go "wise man" on your asses too often. It messes with my sense of humor!:pilotfly:1 point
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That opens up a question - when playing multiplayer, will it be the server's values that are used for your damage calculations or will it be what's locally on your computer? It would be a pretty nasty oversight, imo, if the server allows the client to do those calculations when the values are editable.1 point
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Someone has a real warped sense of Humour..........:smartass: 25 Sec's of Extreme Agony in the 'Tommy-Cooker' until the explosion puts an end to your troubles :cry: :P1 point
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Murdoc, You should ALWAYS use trim - even if not using the autopilot - unless you can hold the stick and pedals in the desired positions the whole time. Whie this is possible, it's not a good way to fly. As for your sinking while hovering, if the Flight Director is on, the autopilot modes only perform stabilization in the associated axis: they don't control bank, pitch, heading, or altitude, even if you select auto-hover. If your bank, pitch, and heading mode buttons are pressed, but your alt mode isn't, the autopilot will center around the hover point, but won't control altitude. The cheat start macro (LWIN+Home) defaults to the Alt mode being off. Also, the autopilot only has up to 20% control authority. This means if you're collective is down far enough, the autopilot may be giving its full 20%, but could still be not enough to maintain a level altitude. Remember that the amount of collective needed to maintain a level altitude at cruising speed is much less than what you need at hover. To use auto-hover, I recommend you set all 4 autopilot modes (heading control is optional), but make sure F/D is off. Get the chopper into a steady hover using the controls (cyclic, collective, and rudder) first, then trim to that setting, wait a second or so to make sure it's trimmed properly, then engage auto hover. Sounds like a long process, and it is: I don't recommend using auto-hover in combat, unless you're out of range of the bad guy fire. You can also readjust your altitude during hover by a) holding the collective brake button down, b) increasing or decreasing altitude via the collective while still holding the brake, c) stabilizing at the new altitude, d) releasing the brake.1 point
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Turbojet engines have a higher range of operating mach numbers than a turbofan. A turbojet may be more inefficient, when it comes to burning JP-8 or Jet-A, but it can operate at higher altitudes and airspeed ranges than a turbofan. Turbofan engines are basically small turbojets that drive a big multibladed prop. The mass of the fan also can act as an airbrake at high altitudes limiting it's speed and altitude. The only thing that separates a turbofan from a turboprop is that the turbofan produces its thrust from the fan + core, while the turboprop only generates thrust from the prop (fan). Just my 0.02$ as a pilot, not a maintainer.1 point
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you have to add this line into every single vehicle .lua file you´d like to change. location: 1C\Eagle Dynamics\Ka-50\Scripts\Database\vehicles 25 is the time in seconds the smokeplume will last until the explosion.1 point
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:captain:Also I forgot to mention that You are ORDER to keep doing research on how to implement vortex effects and develop new models; it is an ORDER! I REPEAT AN ORDER !1 point
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I have beta test this model a lot so I can tell you the model is very nice. Of course the pictures above are a little bit touched up through photoshop, we all know that but the model itself is what you see.1 point
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Cool pictures: Rest is on this blog: http://www.naval.com.br/blog/?p=5307 (fromLOFiles)1 point
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No offence, but his doubts concerning stealth effectiveness aren't any more assumptions as your faith in it.1 point
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