Saxman Posted July 3 Posted July 3 4 hours ago, Mav87th said: Will be very interesting to see the outcome! Haven't tested to see if the Ki-61s are working as fighters now, but the outcome on the Zero is...that made @#$% all of a difference. Acceleration is still ludicrous, and it can still catch a Corsair in a dive and even maneuver at speeds where the Zero's controls should be rooted in cement. I don't know if there's something elsewhere I'm missing or if it's a hopeless cause because of the AI. 1
Saxman Posted July 3 Posted July 3 Updates: Even with the fix to make them fighters, Ki-61s are broken. They have no hit box. That said, they're not particularly UFO-like that I noticed, so it's easier to get around on them, and if you COULD hit them they'd probably be fightable. The Ki-84 is also a UFO that can pretty much accelerate and climb at will under AI control, and can be incredibly annoying to get guns on, (especially with the Corsair being underpowered) but is actually somewhat easier to fight than the Zero (that said I got stuck for about 20 minutes with one I simply couldn't get out in front on who completely ignored my two surviving wingmen to superglue himself to my ass. I could run out on him, but couldn't get separation). I don't know if it was just luck placement or a bug, but two I shot down bailed out almost instantly when I hit them. 1
Devil 505 Posted July 4 Posted July 4 Definitely a much better Corsair experience with a proper Naval fleet, Japanese assets on deck, and B-29's assisting in taking out AAA before my run. 1
Doc3908 Posted July 4 Posted July 4 Here's a video about sinking the Zuikaku carrier. Thanks for the link to the Pacific Theater assets Devil505. https://youtu.be/Zwuv7WP7xeU 1
Doc3908 Posted July 6 Posted July 6 "Val"s and "Zero"s headed for our carrier group. We have to stop them at all cost! https://youtu.be/Ql9F1juaLlQ 1
Saxman Posted July 7 Posted July 7 (edited) Does anyone have any good aerodynamics data for the A6M5a? I'm going to try to fix the flight modeling so it behaves a bit more realistically, but so far all I have is rate of roll data (peaks at about 56deg/s at 150mph, and goes down from there. Dol's numbers were WAY off) and some VERY basic calculations for thrust based on airspeed and horsepower. The specific info I'm looking for: -- Cx0 - Coefficient, drag, profile, of the airplane -- Cya - Normal force coefficient of the wing and body of the aircraft in the normal direction to that of flight. Inversely proportional to the available G-loading at any Mach value. (lower the Cya value, higher G available) per 1 degree AOA -- B - Polar quad coeff -- B4 - Polar 4th power coeff -- Aldop - Alfadop Max AOA at current M - departure threshold -- Cymax - Coefficient, lift, maximum possible (ignores other calculations if current Cy > Cymax) Edited July 7 by Saxman 1 1
Mr_sukebe Posted July 7 Posted July 7 Another setting to reduce AI UFO capabilities is Restrict Afterburners. In a warbird, that apparently prevents AI spending 100% of their time using full WEP. 1 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
Saxman Posted July 8 Posted July 8 (edited) 19 hours ago, Mr_sukebe said: Another setting to reduce AI UFO capabilities is Restrict Afterburners. In a warbird, that apparently prevents AI spending 100% of their time using full WEP. I think we've made a breakthrough: The Zero copied aerodynamic data from the P-51 for the SFM, but the original mod-makers did NOT change the engine MAP. Which means at full power it was pulling more than 50% MAP over what it should (the Sakae 21 engine should max out at about 42in MAP. It was pulling 67!) Edited July 8 by Saxman 2
Mr_sukebe Posted July 8 Posted July 8 Bearing in mind how well the Zero could turn, basing on a P51 seems a bit of an odd choice. An i16 is probably closer 3 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
Saxman Posted July 8 Posted July 8 49 minutes ago, Mr_sukebe said: Bearing in mind how well the Zero could turn, basing on a P51 seems a bit of an odd choice. An i16 is probably closer It's possible the original mod was created before the I-16 was added. 3
Saxman Posted July 9 Posted July 9 Update: We're close to having the Zero dialed in. I've got it to the point that the Corsair can now extend away from the Zero as it should, and AI Corsairs can actually shoot them down. We've fixed quite a few issues so far: Engine displacement was too high. Corrected the gearbox ratio. Propeller diameter was too small. Manifold pressures were too high (it was pulling 67in MAP at WEP!). Removed ADI (a system that to my knowledge was only ever installed on the A6M6, and never actually saw combat). Sea Level speed was too high (there's some debate over whether this actually affects AI performance or not, but this was the real key for me when I tested it). Roll rate has been corrected to tested values (max roll rate is 56deg/s at 150mph tas and falling from there). We're still looking at the other aerodynamic data. If anyone has info for the A6M5a or could help with calculations it would be a big help. 1 3
irisono Posted 6 hours ago Posted 6 hours ago Am 9.7.2025 um 17:12 schrieb Saxman: Update: We're close to having the Zero dialed in. I've got it to the point that the Corsair can now extend away from the Zero as it should, and AI Corsairs can actually shoot them down. We've fixed quite a few issues so far: Engine displacement was too high. Corrected the gearbox ratio. Propeller diameter was too small. Manifold pressures were too high (it was pulling 67in MAP at WEP!). Removed ADI (a system that to my knowledge was only ever installed on the A6M6, and never actually saw combat). Sea Level speed was too high (there's some debate over whether this actually affects AI performance or not, but this was the real key for me when I tested it). Roll rate has been corrected to tested values (max roll rate is 56deg/s at 150mph tas and falling from there). We're still looking at the other aerodynamic data. If anyone has info for the A6M5a or could help with calculations it would be a big help. I admire your expertise and dedication to bringing the Zero mod to a realistic level. If you're successful, do you plan to make your work available to us all in the form of a remastered Zero mod, perhaps via user-file downloads? That would be fantastic and a great contribution to the WWII community in DCS.
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