Jump to content

komarov

Members
  • Posts

    38
  • Joined

  • Last visited

Everything posted by komarov

  1. The afterburner is a difficult, but not a mystical thing. The colour of the flame, lenght of the flame, the width of the flame, the number of the shockwave rings, are came from the main parameters of the engines, and the atmospherical conditions. Look the differences of F-15C - F-15E. Basicly the F-100PW100/200/220 and the PW229 is same, but the PW229 has an improved afterburner, more specific fuel consumption, higher fuel eater system, so the flame lenght, ring numbers is different. Check every pic from Lakenheath. The numbers of the rings at the F-15C are six or seven, but at the Strike Eagle are nine to ten. Or look the MiG-29. In daytime the flame is almost invisible, or we can see 3-4 rings. In low level at slow speed, but darker background we can see 4-5 rings, but if we check the high altitude pictures, we find a longer 6-7 rings more blue tone flame. Why? Because, the plane fiy at high altitude, lower pressure atmosphere, and the nozzle pressure ratio is higher than the see level. Check the Su-27 family. The flame lenght is almost long like the famous afterburner of the MiG-23, the ring number is higher than 9, the sound is a nice mixture of the deep earthquake like Viggen, because this engines use a big airflow compressor, 115 kg/sec air, but the thin and long flame produce the very special, high frequency noise. Yes, my absolute amateur opinion, the sound of the flame is build by next parameters. The higher ring numbers produce the higher frequencies, SR-71 was the winner. The wider flame came from higher fuel consumption, and higher airflow, the higher width produce the deeper sound. Viggen is the winner, but the absolute winner is the Tu-160. The amplitude of the noise and the distance between the rings have some connection. If the nozzle pressure ratio (high altitude-low air pressure, or low altitude high speed pass-nor,al air pressure) goes higher, the distance of the rings, and the whole flame lenght are goes longer. Bye
  2. I think the engine holder are a little bit fat. But the whole concept is perfect.
  3. Ok. Enough to change the nozzle main position phases. Turned off engine has full open nozzle, minimal rpm engine in the air has full opened nozzle, 60-65% to 100% rpm engine has full close nozzle, and the afterburner has three or four phase animation of nozzle opening to the 95% diameter. It's enough if it's possible. The strange and unique thing is the Flanker family special: -when a Zhuravlik descent to landing, the nozzle is not open like other planes (for example F-16 or MiG-29), it's full close (I think because the nozzle at high AoA scratch on runway), and when the nosewheel hydraulics "feel" the mass of the airplane nose section, after the plane goes three point taxiing, the nozzles are opening to full diameter. It is only for Flanker.
  4. yes, but this place holders a little bit too long. (Ok, because the former model was good, I think, this will be same, or better. But I would like the real nozzle movement, total open at engine stop/idle, close at above idel rpm to max dry thrust, and almost open at full reheat. And closer to full opened position at high altitude at full reheat, because on high altitude/low air pressure (bigger nozzle pressure ratio) the nozzle diameter is bigger than the see level position. But this is not the full open, because the hydraulics allways working vs. the nozzle pressure.)
  5. please check the engine nozzles area.
  6. I remember for the early times, when I allways talking about after the IL-2 Sturmovik, in the Lock On the cockpits are NOT 3D, but lot of people shooted down me, because they said: please belive it: this is a true 3D cockpit. But it's not true, as we see. That was in 2003. This is 2006. Now we got a true 3D cockpit for each plane. Thank you! (the next correction maybe the real vortex and afterburner...:smilewink:)
  7. Thank you, it's a very big help for me. For example, "the Su-30MKI view" is the: function GetRearCameraPosition(iType) local p = CockpitLocalPoint[iType] local r = {} r[1] = p[1] - 7.0 r[2] = p[2] - 2.0 r[3] = 0.0 return r[1], r[2], r[3] end in the chase.lua If you set this, the camera front and rear view is almost same as you see in russian video.
  8. How can I change the settings of the external view level limitation? Now, the limit is 20 or 30 meter high, but I see some screenshot with total 0 meter camera level. If I set the CameraTerrainRestriction to 0 in view.cfg, the result is nothing. I found a same name file in view.lua, and this set to true. What is the setting of the 0 level external view?
  9. It was simple, I took the twin Mk-82/83 pods for F/A-18, and copy/paste the coordinates to the rocketpods, and give the ...*2 name. The short MERs are made from the MER9 and MER4. The MER9-FAB-100 was for the trio position, and MER4-FAB-100 for the tandem coordinates. Because in the game, the 100 kg caliber MER6 is too long. And the MER5 was made for the rear underfuselage position, because - I don't know why - this is a five hardpoint user MER.
  10. If you choose another used CLSID code, in the game, you will see the original "owner". For example, if you create a new object, a launcher, you give a new name, you give the picture as we see in the editor under the pylons, but if you use the copy/paste CLSID code of the original object, the game duplicated it, and you will see the original. If you try a different code, you see the new creature, but just in the editor, not in the game. Because the game don't know the new code. You have to make a new for xample: S-25x2.lom and -.cmd file. You have to make a new object.
  11. Hi! I would like to show for you my new work with this twin launchers for the underwing or inner underwing pylons and the new MER6-FAB-100 and MER5-FAB-100. As you see, the rear launchers has five, but the other have 6 bombs, like on the real Sukhoi planes. The twin launchers are use all 500 kg caliber unguided bombs and all unguided Flanker family used rockets in pair. http://kertiember.uw.hu/karanten/weapontest.jpg http://kertiember.uw.hu/karanten/weapontest2.jpg This new MER6-FAB-100 launcher are avaiable for MiG-29 too. But! This is just an "in-the-editor" status, because in the simulation, we don't see this. The main reason - I think - is the CLSID code. Please help! I would like to use this configuration launchers, because i think its mor realistic than the old versions. Bye!
  12. My problem is same! Hi! I'm a new one here, but this weapon mod is my actual problem. Yes, the Su-30MKI' MERs... So I finished a pair of new MER 6, FAB-100 and 250 pylons, and my main concept is the REAL size MER for the small caliber FAB bombs. The real problem in the game's MER pylons is the size. This MER 6 shape is from the real big 6 lock MER, and they are made for the large FAB-500 and 1500, not for the small weapons. I choose the TU-22M3's MER 9, take the y and z coordinates, and use the MER 4*4 FAB-100 x coordinates, and the pylon is the MER-3. This is perfect and looking good! BUT! This is working only in the editor view! Not in the game! When I starting the game, under the wings and fuselage, the MER 6 is the old shape... :( How can I try repair this problem??? (my another finished project is the realistic MiG-29 nozzle. It's looking good...)
×
×
  • Create New...