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Author Topic: Supermarine Spitfire F Mk 21, 22 and 24 v1.1  (Read 22394 times)

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Whiskey_Sierra_972

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #12 on: October 30, 2013, 02:46:00 PM »

Now the Spitfire family is almost complete!!!

Thanks for this great addition!

All the very best!

walter
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Tute

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #13 on: October 30, 2013, 08:44:59 PM »

Thanks to all involved!
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Gumpy

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #14 on: October 31, 2013, 02:12:24 AM »

Nice plane Anto thanks.I notice that it has a five bladed prop but only three bladed prop animation.Anyway to get a five bladed PropRot file for it?
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ANDYTOTHED

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #15 on: October 31, 2013, 03:37:51 AM »

I personally think that SAS should set up a modded air racing server. Imagine kicking one of these around a good track, you can maintain control at 75mph IAS if you're careful with the throttle.
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SAS~Anto

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #16 on: October 31, 2013, 04:12:50 AM »

Nice plane Anto thanks.I notice that it has a five bladed prop but only three bladed prop animation.Anyway to get a five bladed PropRot file for it?

Ahh true, nice catch! Just needs an updated texture.
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tony80

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #17 on: October 31, 2013, 08:49:46 AM »

nice work, mate  , waite for it so long , but it performance is worse than the SAS Late (Griffon) Seafire Pack's ? even  other planes , it's right in fact?
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SAS~Anto

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #18 on: October 31, 2013, 09:26:25 AM »

In what way is the performance worse? Remember the late Seafires had different engines and props which can account for some of that performance difference. To put it in perspective, the F.22/F.24 use the Griffon 61 engines which on average put out peak 2035hp at 7000m (through a 5 blade prop, lots of torque!!) In comparison the F.46/F/47 use the Griffon 83 which puts out peak 2340hp via contrarotating props (minimal torque). So at sea level the F.46/F.47 is by far more superior however at altitude the F.22/F.24 would outperform them. In terms of manouvrability, the Seafires don't have to fight that ridiculous amount of torque. Also, the F.24 carried additional fuel compared to some of these Seafires and the F.22, so at full combat load it is heavier (and hence performance worse). It's really apples and oranges: the Seafires were designed to carry out carrier defence and ground attack role, whilst the late Spitfires were high altitude interceptors/fighters (in which ground attack was a secondary role).

FYI, my basis for developing these flightmodels was the Seafire pack. I used the F46 and edited it to match the correct weight, fuel and engine parameters. The airframe are very similar and hence didn't make any further edits to them.
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ANDYTOTHED

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #19 on: October 31, 2013, 09:27:48 AM »

nice work, mate  , waite for it so long , but it performance is worse than the SAS Late (Griffon) Seafire Pack's ? even  other planes , it's right in fact?

Try going to about 25,000 feet. The aircraft has very, very good high altitude performance, close to the ground it is still good, just not as good as it is at high altitude.
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Rubberduck

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #20 on: October 31, 2013, 10:32:47 AM »

I'm sorry for disturbing again, but I still can't get it working under DBW.
Can you make something out of these logfile entries?

Code: [Select]
sFMDir = spitf22
s1 = flightmodels/spitfire-f22.fmd
s = FlightModels/Spitfire-F22.fmd:SPITF22
m_lastFMFile = gui/game/buttons
opening new fm file spitf22
null
java.lang.NullPointerException
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:432)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2942)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3371)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
sFMDir = spitf22
s1 = flightmodels/spitfire-f24.fmd
s = FlightModels/Spitfire-F24.fmd:SPITF22
m_lastFMFile = spitf22
null
java.lang.NullPointerException
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:432)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2942)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3371)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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ANDYTOTHED

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #21 on: October 31, 2013, 10:34:38 AM »

It appears to be conflicting with something to do with aircraft carriers. My DBW install hasn't worked for over a year, but it looks like it might be conflicting with the takeoff mod?
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SAS~Anto

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #22 on: October 31, 2013, 10:57:16 AM »

I've seen that error before, just can't remember where...
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FNRennier

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Re: Supermarine Spitfire F Mk 22 and F Mk 24 v1.0
« Reply #23 on: October 31, 2013, 11:39:27 AM »

which the command to open the side door?
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=FN=Rennier
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