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Author Topic: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020  (Read 161134 times)

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KingTiger503

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Re: SAS Engine MOD 2.8.2 western & JC's Merge Effect (Beta) Full-pack 08/Feb/2018
« Reply #240 on: February 19, 2018, 09:47:51 AM »

It’s it true we can put the SAS Engine Mod to the BAT, We need an answer,


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KingTiger503

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Re: SAS Engine MOD 2.8.2 western & JC's Merge Effect (Beta) Full-pack 08/Feb/2018
« Reply #241 on: February 19, 2018, 08:49:09 PM »

hey Wes, Any update on Engine Mod, Because that Tu-95 is soo Heavy for Take off and It Crash into the Forest, While Im Playing BAT, Its Way too Heavy, Other Jet Aircraft a bit heavy for Take off.


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western0221

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New Engine MOD 2.8.3w is released in 1st - 2nd posts.

For players' side, nothing changed only by this update.

For modders' side, modern Jets' Radar Warning Receiver codes are utilized outside from each aircraft classfiles, cloning same codes are no more needed and bug-free.
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Koty

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So, the problem with current build - planes tend to level out too fast after take off. MiG-21 is unable to take off with 6 missiles and 800 l fuel tank.

It does lift off, but it immediately levels out and crashes down. I would suggest making planes a bit more "brave" with take off and climb at higher angles.
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western0221

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So, the problem with current build - planes tend to level out too fast after take off. MiG-21 is unable to take off with 6 missiles and 800 l fuel tank.

It does lift off, but it immediately levels out and crashes down. I would suggest making planes a bit more "brave" with take off and climb at higher angles.

Hi ~~

How about new Beta patch in 1st post ?

AI Jets taking-off calculation codes are reworked.
But I've done it today and no enough testing time.
If you can ..... please test and feed me back.

New AI codes make 2 stages taking-off about Jets.
Pitching up rotation target is 6 degrees , next climbing pitch target after lift completed is 12 degrees , AS DEFAULT. And AI deciding period to finish climbing and begin to level flight is also made more slowly with higher altitude and flying speed.
Those values maybe almost OK for any Jets ..... avoiding tailstrike coming from too deep pitching-up and also too slow climbing by too less pitch degrees.

I also wrote the codes each Jets can have specific those pitch degrees in FM file.
Code: [Select]
CTargetPitchDegreeAITakeoffRotation 10.0
CTargetPitchDegreeAITakeoffClimb 13.0
Those lines in the FM mean rotation target is 10 degrees and climb target is 13 degrees for some short tail jet fighters.
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Koty

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Works wonders, except the F-16 fails to take off with default FM and Phantom still takes it a bit "close to the ground".

Trying to put those pitch angles to the FM could help. I will try that during the weekend.
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western0221

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Current F-16 looks like having very bad java intervention about FM / deceleration in flaps down.
That java codes might be written in F_16.class .
Not by AI, but also player's manual flight, F-16 cannot accelerate over 150km/h on the runway with flaps half down, and also in the air .... F-16 becomes to lose speed immediately from 450km/h to 100km/h and stall when flaps are down before landing.

I'll test F-4 more.
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flapper1

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Would it be possible for the chocks to become part of all Stationery Planes?

Thanks so much for all your work.
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western0221

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Would it be possible for the chocks to become part of all Stationery Planes?

Yes.
I'm also thinking how about adding such function.
I'll try it when I have enough time.

 ----- ----- -----

Btw, F-8 or A-7 AI cannot take-off with heavier loadouts with latest patch.
(F-8 takes-off, but its main gears are broken.... )
In looking by external cameras, Engine mod's AI makes their elevators 100% up wanting to begin rotation .... but their pitches are not made UP , or even up pitch is made but no lift.
I think those behaviors are in side of each Jet's FM problems. Perhaps too less lift effect with flaps down, or too less elevator effect.
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4S_Vega

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What change?

When testing before release I had not gear broken issue in F-8/A-7
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western0221

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What change?

When testing before release I had not gear broken issue in F-8/A-7

From 24th/Nov./2017 ver, the changed point is only .....
AI Elevator pitch control schedule and pitch degrees on taking-off.

Other flight characteristics: acceleration, drag, lift --- are nothing changed.

Not latest Beta patch , F-8 with most heavy loadouts breaks gears; A-7 with most ~~ fails taking-off , and not only AI but also players' full manual operation.

F-8 mod stands on the ground in 1 degree pitch up style. (I don't know this 1 degree is historical, though. )


Even F-8 reaches 280km/h and elevator is full up, but no rotation comes.

Player's is same.

At the end of the runway, F-8 reaches 350km/h and elevator keeps full up, but still 1 degree pitch, no rotation .... no lifting.

Player's is same.

On plateau location runway, F-8 jumps to the air in 400km/h but gears are broken.



A-7 mod stands on the ground in 3 degrees pitch up style. (I don't know this 3 degrees is historical, though. )


Even A-7 reaches 300km/h and elevator is full up, but no rotation comes; still keeps 3 degrees pitch up.

Player's is same.

A-7 never succeed rotation or lift , finally crashes.

Player's is same.
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Koty

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contact with ground makes the plane too stable, bad 3D I'd say..
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