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Fighter Squadron WWI conversions for FG.

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Re: Fighter Squadron WWI conversions for FG.

Postby LesterBoffo » Sat Sep 19, 2015 4:04 pm

That's pretty close to full speed for an Albatros DIII, they were generally kept reigned in because of VNe structural problems in a dive.

Also because of power limitations built into the early Mercedes D.III engines which limited full throttle openings below 6000'.

Why this couldn't have been done with the Eindekkers, only Mig can answer for.
Last edited by LesterBoffo on Sat Sep 19, 2015 4:49 pm, edited 1 time in total.
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Re: Fighter Squadron WWI conversions for FG.

Postby legoboyvdlp » Sat Sep 19, 2015 4:29 pm

Especially since Habsheim was an Eindekker Squadron. Speaking of which, I believe a crack ace has arrived at habsheim to take over.
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Re: Fighter Squadron WWI conversions for FG.

Postby LesterBoffo » Sat Sep 19, 2015 4:45 pm

Not to get pedantic, but this has been from it's inception, a Centenary based virtual aerodrome operation and I'd like to keep the aircraft we run close to the actual historic timeline.

The Albatros fighters didn't appear until late fall 1916, the D.III was introduced even later in February-March 1917, and not in any great numbers until the Jastas formed up into "Flying Circuses" of Bloody April.
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Re: Fighter Squadron WWI conversions for FG.

Postby LesterBoffo » Sat Sep 19, 2015 7:03 pm

Here's some historical speeds of the Albatros series of fighters, gleaned from GreyBeard's Readme in his last FDM patch to the RB3D patch WFP2,

Albatros D.II
Daimler DIIIa, 170 HP @ 1400 RPM, Heine diam. 2.780 m, pitch 2.000 m - 109 mph @ SL

Albatros D.III
Daimler DIIIa, 175 HP @ 1400 RPM, Heine diam. 2.780 m, pitch 2.000 m, 117 mph @ SL

Albatros D.Va
Daimler DIIIa, 180 HP @ 1440 RPM, Heine diam. 2.780 m, pitch 2.000 m, 122 mph @ SL
Starting from 1/4/1918 on Alb. D.Va: Daimler DIIIaü (high compression by domed pistons), 210 HP @ 1500 RPM, Heine diam. 2.780 m, pitch 2.000 m, 128 mph @ SL


These figures were also verified by one of the historians over at the Aerodrome Forum.
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Re: Fighter Squadron WWI conversions for FG.

Postby MIG29pilot » Sat Sep 19, 2015 11:50 pm

Sure, Eindecker E.I or E.III? I have both.
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Re: Fighter Squadron WWI conversions for FG.

Postby LesterBoffo » Sun Sep 20, 2015 4:52 pm

Your demo has no waypoints, so what's the point of two planes just flying straight?
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Re: Fighter Squadron WWI conversions for FG.

Postby MIG29pilot » Mon Sep 21, 2015 3:41 pm

Making a flightplan. Bit tricky this, they have a way of plunging into the hill if the alt isn't right, not being agl.
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Re: Fighter Squadron WWI conversions for FG.

Postby MIG29pilot » Tue Sep 22, 2015 2:06 pm

By the way, what was the average speed, takeoff run, max. Alt, max speed, and rate of climb for an Eindecker E.I?
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Re: Fighter Squadron WWI conversions for FG.

Postby MIG29pilot » Sun Sep 27, 2015 1:11 am

I GOT IT TO WORK (SORT OF!!!!!!)
All you need to do is do this in the pitch-offsetand yaw-offset tags in submodels.xml:
Code: Select all
    <yaw-offset>sim/model/turret/heading</yaw-offset>
    <pitch-offset>sim/model/turret/pitch</pitch-offset>

the only problem is that it's the wrong way around--i.e. point left and it fires right.
I think the reaon is that the "forward" of the guns is actually the back ende--if we did something to the model like turning them around it might work.

By the way, I'm talking about the turrets.

What I might have to do about that inversion problem is set up the gun stuff in a separate file and write up some code (or ask shinovi to do it) That takes the inversion thingymawhatsit in the turrets.nas into consideration.

The problem only effects the heading, not the pitch.

Here, why don't you try it with the M-Saulnier-BB?
Last edited by Gijs on Sun Sep 27, 2015 8:37 am, edited 1 time in total.
Reason: Please edit your post if you have more to add within a couple of minutes
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Re: Fighter Squadron WWI conversions for FG.

Postby legoboyvdlp » Sun Sep 27, 2015 1:25 am

The Bomber is likely the one most in need of it (mf110
What plane did you do it on? (Test it on)
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Re: Fighter Squadron WWI conversions for FG.

Postby MIG29pilot » Sun Sep 27, 2015 1:39 am

Moraine Saulnier BB and the Thornycroft AA gun.
It will work on any plane.
I admit it's not much to look at, especially with that inversion thing, but it proves that it can be done. We should be able to fixthe inversion with some code from Shinobi
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Re: Fighter Squadron WWI conversions for FG.

Postby LesterBoffo » Sun Sep 27, 2015 2:00 am

Well I'm assuming this code gets put into the submodels.xml in Models/guns? It's not working on my end.
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Re: Fighter Squadron WWI conversions for FG.

Postby MIG29pilot » Sun Sep 27, 2015 2:19 am

No, models/effects/guns/submodels.xml. That's the actual submodels file. Also, to test it, fire them either straight backwards or forwards, otherwise youwont see them (that inversion problem) But the pitch works properly.
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Re: Fighter Squadron WWI conversions for FG.

Postby LesterBoffo » Sun Sep 27, 2015 2:29 am

same, same... :oops: it's in the gun folder off of Models/effects/, and not working at all. Is it in both sections?

Why not post up the whole .xml and gives us a screen shot of the tracers? I can only imagine this is because 3.4 didn't get the turret/submodels patch

You might be able to invert the heading with a <factor> -1.0</factor> entry below the heading offset tags
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Re: Fighter Squadron WWI conversions for FG.

Postby MIG29pilot » Mon Sep 28, 2015 12:22 am

Moraine-Saulnier-BB/Models/Effects/guns/submodels.xml:
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>

<PropertyList>

  <!-- Guns -->
  <submodel>
    <name>left</name>
    <model>Aircraft/Morane-Saulnier-BB/Models/Effects/guns/apibullet-tracer.xml</model>
    <trigger>controls/armament/trigger</trigger>
    <speed>2460.0</speed>
    <repeat>true</repeat>
    <delay>0.6</delay>
    <count>-1</count>
    <x-offset> -7.8804 </x-offset>   
    <y-offset> 0.00 </y-offset>   
    <z-offset> 3.1200 </z-offset>   
    <yaw-offset>sim/model/turret/heading</yaw-offset>
    <pitch-offset>sim/model/turret/pitch</pitch-offset>
    <life>4.0</life>
    <wind>false</wind>
    <weight>0.07495</weight>
    <cd>0.193</cd>
    <eda>0.00571198</eda>
    <collision>true</collision>
    <collision-report>sim/ai/aircraft/collision/gun</collision-report>
    <impact>true</impact>
    <impact-report>sim/ai/aircraft/impact/bullet</impact-report>
    <submodel-path>Aircraft/Morane-Saulnier-BB/Models/Effects/guns/bullet-submodel.xml</submodel-path>
  </submodel>

</PropertyList>

Let me get some screenies

P.S. I am using 3.7
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