Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 26 27 28 [29] 30 31 32 ... 81   Go Down

Author Topic: F-4 Phantom II's released v1.31 for Jetwar1.2 (17/10/2012)  (Read 284900 times)

0 Members and 4 Guests are viewing this topic.

S3231541

  • s3231541
  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 2387
Re: F-4E Phantom II released v1.1
« Reply #336 on: February 26, 2012, 05:10:53 AM »

Erm i'm having some problems. my F-4 phantom does not have leading edge flaps and i only have the default skin.

leading edge flaps only deploy at high AOA and relatively low speed. If you want to add skin, please create the corresponding F-4E/F-4D folder and add skins in there.

@everyone: Vega is the guy that did the FM, which I found to be exceptional. I think everyone can keep up the testing and feedback to make the aircraft better.

Cheers,

s3231541
Logged

Herra Tohtori

  • Modder
  • member
  • Offline Offline
  • Posts: 671
Re: F-4E Phantom II released v1.1
« Reply #337 on: February 26, 2012, 05:17:05 AM »

i have set both D/E versions to climb at 11000m from breaks release in 2 mins with 100% fuel

with 20% fuel the time is about 1.35

climbing from 1000m at 1000kmh in default (100%fuel) it can reach 10k in 42 sec wit an average climb speed of 214m/s

cecking Historical results of operation High Jump the XF4H, that climbed at 12k in 77s from break release, so faster then these F4s

during the test for FM i have build a model able to reach that results with 20% fuel, but i think, contrary to the assertions of McDonnell Douglas, that the plane used in High Jump operation didn't was totally stock (expecially in takeoff performances), then i created a model less exuberant

the top speed is not 2250, both version can go over 2350 if you use propely the trim ;)   

Yeah, the aircraft was still accelerating but I got impatient.



@Herra Tohtori

Indexed textures are preferable to 24bit. There are more colours in 24bit but if you convert it to indexed mode correctly your eyes can't actually tell the difference. We paint all of our skins in 24bit and save in indexed. 24bit is only required for tga's that need alpha channel. Otherwise indexed should be used, it is the game's native format and it lowers processing time as well as memory space. Cockpits run smoother all in indexed mode than with large 24bit file sizes. All of the cockpits in the jet era package have indexed tga's unless they require alpha channel ;)

Incorrect on almost all counts.

Indexed textures are severely limited on what they can accurately portray. Indexing a texture will always decrease the quality, and depending on the content of the original image, will have either banding, dithering, or both effects when the original image has more than 256 different pixel values, which they almost invariably do.

Subtle blending effects such as airbrushed camouflage suffers the most. Close second is human skin and baked-in highlights. These types of details suffer from banding and you most definitely can see it, and there's really nothing you can do about it.

24-bit colour texture also scales up much better than indexed texture. Indexed textures end up with more pixellation on close range rendering, while 24-bit textures tend to be smoother (depends on the rendering method and content of the textures themselves, of course).

24-bit textures are RGB textures with no alpha. They have 8 bits per channel, and three colour channels, ergo, 24 bits. If you have alpha channel in the mix, then you have an RGBA texture which has four 8-bit channels, making it a 32-bit texture.

If alpha channel is required, you have to use 32-bit RGBA texture.
If no alpha is required, you can make do with 24-bit RGB texture, which is a lot better than indexed texture.

Indexed textures are not IL-2's "native" format. IL-2 uses many formats for different things. It seems to me that the only thing that 24-bit TGA is/was not supported was the additional skin system, which for some reason only accepts 8-bit indexed bitmap files.

The most probable reason for this is that the game was made in 2001, a time before widescale adoption of gargantual hard drives and high-speed internet connections. So, the game developers decided to make the additional skin system only support 8-bit indexed textures, to limit the hard drive space taken by the textures, and to limit the download times on servers with skin download enabled. The internal workings of the game have, according to my understanding, used 32-bit TGA from the get go for textures that have transparency, and 24-bit TGA for most textures that don't need transparency.

On the topic of performance, the only differences between indexed texture and 24-bit texture of same resolution is this: Because of smaller file size on disk, the indexed texture is loaded slightly faster and has slightly less CPU overhead than a 24-bit texture of same resolution.

However, these things are largely meaningless with today's computers.

-Hard drive space is not a problem (textures can be bigger without filling the hard drive completely)
-loading times are not a problem (read and transfer rates between HDD and memory are very fast and getting faster with the emergence of SSD's)
-CPU overhead is usually not a problem (there's not much of a difference anyway).
-RAM is not usually a problem considering people usually have quite a bit more of it than when IL-2 was originally developed (the only problem here is the limited memory address awareness of IL-2 which can mean running out of memory that the game can access; however with large address aware modifications, I believe this particular problem is pretty much solved)


As far as the process of rendering things goes, this is what happens inside your computer:

-game wants to use a certain texture. It looks through the file tree for where it is supposed to find it, and then if it finds it, the texture is loaded into memory.

-to render the texture, it needs to be passed to the GPU, or graphics processing unit on the system.

-graphics cards, however, cannot just eat a file and spit out game graphics. They need the file in certain format.

-to make the GPU understand the texture, the image needs to be converted to uncompressed bitmap data

-this process is done on the CPU and what happens at this point is that the indexed 256-colour file and 24-bit, 16-million something colour file end up as a bitmap of perfectly identical size.

-the raw bitmap data is passed on to GPU, which then uses it to render the game graphics.


You'll notice that as far as the GPU goes, it's completely irrelevant whether the original texture file is an indexed file or 24-bit image, both end up occupying the same amount of VRAM and give the exact same performance

You can enable S3TC mode in il2setup.exe, which is supposed to (badly) subject all textures to S3 texture compression, or DXT compression as it is also called. This does reduce the memory footprint of a 24bit texture to approximately 1/6th of the original, however it usually ends up looking very horrible and in my opinion is not worth using at all. All it does is reduce the VRAM load, which is not usually a problem in the first place, and causes some additional CPU overhead as the game needs to convert all textures to S3TC format, and GPU memory is rarely the limiting factor with IL-2 - usually the bottleneck factor is CPU single thread performance.



These technical reasons, in addition to superior quality, are why I think that 24-bit TGA files should be used instead of indexed bitmaps or indexed TGA files.


Mind you, the ideal solution would be if the game supported DDS files (or Direct Draw Surface), which can be passed directly from hard drive location to GPU's memory without much CPU or RAM overhead, and the OpenGL API will take care of rendering them. DDS is a wonderful file format and supports many compression methods, both for RGB and RGBA type textures, and would make IL-2 modding so much better, but I suppose adding such core functionality to the game is not possible without modifying the source code to add that as a texture format.


But we digress. If you want to continue the discussion about texture file formats and how they are used in the game, we should do it in another thread and keep this thread dedicated to development of the F-4 Phantom II. :)
Logged

US_GRANT

  • Modder
  • member
  • Offline Offline
  • Posts: 691
Re: F-4E Phantom II released v1.1
« Reply #338 on: February 26, 2012, 06:13:40 AM »


I also noticed that once in-flight, the hydraulic system remains operative despite loss of both engines due to fuel starvation. Is this intentional? Does the aircraft have a ram air scoop, or does it generate hydraulic power with an APU? I don't know the hydraulics/power system layout for the F-4, but usually APU's generate pneumatic pressure and electricity required to run the aircraft and start the engines, and hydraulic pressure is derived from main engines. If the APU was used to generate hydraulic pressure, then maybe a third engine with zero thrust could be added to the flight model. It would be great to also have batteries and generators simulated (no APU or engines, you run on batteries only; with APU or engine generators online the batteries recharge).

Does the game support variable hydraulic pressure? As in, if you have lower hydraulic pressure, the control inputs would be more sluggish and you would have reduced blowback limits, too. Or is the hydraulics more of an on/off thing at the moment?

Actually it makes sense that with no hydraulic power, the airbrakes wouldn't come out in-flight; the dynamic pressure would keep them retracted. However I fully expected loss of control after running out of fuel.

Also, flaps seem to be unaffected by the hydraulic system. Is this accurate? Were the flaps electrically actuated in the Phantom? If not, then I think flaps should also be fully down with no hydraulic pressure.

With the flight surfaces still functioning despite loss of engine power (and hydraulic pressure, assumedly), deadstick landings are doable but require quite steep approach to keep your speed up, use airbrakes (again with no hydraulic pressure this would be impossible) to control airspeed, and flare above threshold.

I can answer some of these questions.

The F-4 had 3 hydraulic systems. PC-1, PC-2 and Utility. PC-1 controlled flight surfaces on the Left side of the acft and PC-2 controlled surfaces on the Right side of the acft. Utility handled both sides, as well as Landing gear, flaps, breaks, etc.. Pumps for these systems were installed on the front accessory manifild of the engines. PC-1 on the left engine, PC-2 on the right with utility having a pump on each engine.

The F-4D had a RAT (Ram Air Turbine) that gave aprox. 15-20 minutes of electrical power, The E did not have this. The E model had an APU, but it only provided about 5 min. of hydraulic pressure for the Stabalator only.

What is not modeled correctly for this acft (and I'm not sure it can be with 1946) is that when you lose both engines, the plane pretty much stops flying right then and there. Unless you have sufficient altitude for a ram air start, you need to bail.

Flaps are hydraulicly operated.  Once they are in the up and locked position, they will not unlock and lower unless the emergency flap switch is initiated. They are pneumatically deployed in an emergency, but cannot be retracted once deployed. The landing gear has the same emergency function. Also, there is an emergency brake system (again pnuematic) for use when utility hydraulic pressure is lost.

Speed brakes will only drop when hydraulic pressure is lost and you are right, while in the air they will remain retracted because of airflow. Also, on a side note, the speedbrakes are designed to retract if electrical power is lost and hydraulic power remains.

Logged

mojojojo

  • the only guy who uses the wildcat in multiplayer
  • member
  • Offline Offline
  • Posts: 1368
Re: F-4E Phantom II released v1.1
« Reply #339 on: February 26, 2012, 06:15:34 AM »

a huge thank you to S-3!!!   ;D ;D ;D ;D
Logged
i7 4790K quad core 4.4GHz/8GB DDR3-1600/ASUS Z87-A/ EVGA GTX 970 4GB/128GB A-Data SSD+1TB HDD/EVGA 650w 80+ gold PSU/ NZXT Source 530 gaming case

SAS~Anto

  • Aussie Bush Pilot
  • Editor
  • member
  • Offline Offline
  • Posts: 4439
  • Retired from modding
Re: F-4E Phantom II released v1.1
« Reply #340 on: February 26, 2012, 06:21:57 AM »

I can answer some of these questions.

The F-4 had 3 hydraulic systems. PC-1, PC-2 and Utility. PC-1 controlled flight surfaces on the Left side of the acft and PC-2 controlled surfaces on the Right side of the acft. Utility handled both sides, as well as Landing gear, flaps, breaks, etc.. Pumps for these systems were installed on the front accessory manifild of the engines. PC-1 on the left engine, PC-2 on the right with utility having a pump on each engine.

The F-4D had a RAT (Ram Air Turbine) that gave aprox. 15-20 minutes of electrical power, The E did not have this. The E model had an APU, but it only provided about 5 min. of hydraulic pressure for the Stabalator only.

What is not modeled correctly for this acft (and I'm not sure it can be with 1946) is that when you lose both engines, the plane pretty much stops flying right then and there. Unless you have sufficient altitude for a ram air start, you need to bail.

Flaps are hydraulicly operated.  Once they are in the up and locked position, they will not unlock and lower unless the emergency flap switch is initiated. They are pneumatically deployed in an emergency, but cannot be retracted once deployed. The landing gear has the same emergency function. Also, there is an emergency brake system (again pnuematic) for use when utility hydraulic pressure is lost.

Speed brakes will only drop when hydraulic pressure is lost and you are right, while in the air they will remain retracted because of airflow. Also, on a side note, the speedbrakes are designed to retract if electrical power is lost and hydraulic power remains.

We can model this. For the JetWar project we experimented with hydraulic systems and somewhat modelled them accurately (though haven't quite got the emergency gear deployment to work). It's all possible if someone is willing to take the time.
Logged

S3231541

  • s3231541
  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 2387
Re: F-4E Phantom II released v1.1
« Reply #341 on: February 26, 2012, 06:34:31 AM »

I'll look into it! Thanks for the notice  :D Very interesting walk around history  ;D
Logged

Herra Tohtori

  • Modder
  • member
  • Offline Offline
  • Posts: 671
Re: F-4E Phantom II released v1.1
« Reply #342 on: February 26, 2012, 08:08:51 AM »

I can answer some of these questions.

The F-4 had 3 hydraulic systems. PC-1, PC-2 and Utility. PC-1 controlled flight surfaces on the Left side of the acft and PC-2 controlled surfaces on the Right side of the acft. Utility handled both sides, as well as Landing gear, flaps, breaks, etc.. Pumps for these systems were installed on the front accessory manifild of the engines. PC-1 on the left engine, PC-2 on the right with utility having a pump on each engine.

The F-4D had a RAT (Ram Air Turbine) that gave aprox. 15-20 minutes of electrical power, The E did not have this. The E model had an APU, but it only provided about 5 min. of hydraulic pressure for the Stabalator only.

What is not modeled correctly for this acft (and I'm not sure it can be with 1946) is that when you lose both engines, the plane pretty much stops flying right then and there. Unless you have sufficient altitude for a ram air start, you need to bail.

Flaps are hydraulicly operated.  Once they are in the up and locked position, they will not unlock and lower unless the emergency flap switch is initiated. They are pneumatically deployed in an emergency, but cannot be retracted once deployed. The landing gear has the same emergency function. Also, there is an emergency brake system (again pnuematic) for use when utility hydraulic pressure is lost.

Speed brakes will only drop when hydraulic pressure is lost and you are right, while in the air they will remain retracted because of airflow. Also, on a side note, the speedbrakes are designed to retract if electrical power is lost and hydraulic power remains.


That's very interesting and sounds quite promising. The F-4E APU only powered the elevator and rudder? I guess that's manageable.

I also did a little wacky experiment with the wing folding. Turns out that (like with all the rest of the planes with folding wings), folding them will cause the wings to rip out. Despite this, the aircraft remains slightly controllable - with rudder you can slightly adjust direction, and with elevator you can adjust angle of attack to some extent, and while you can't stay in the air very long, it's still a fun thing to do.

Which reminds me to ask, are the ejection seats rocket powered yet? They don't seem to go very high from the aircraft.

EDIT: The seats definitely do eject but I'll leave the actual distance they go up to someone more qualified. What kind of ejection seats did they use in F-4 anyway?

I tried out some of the new loadouts, and I got this:

Code: [Select]
[15:29:02] Loading mission Quick/Smolensk/SmolenskBlueArmor00.mis...
[15:29:02] Loaded camouflage: SUMMER
[15:29:02] Loading map.ini defined airfields:
[15:29:02] WARNING: ObjectVACache_Clear()
[15:29:02] WARNING: * Buf0 : Obj: 77,  Vert 4649,  Ind 23988
[15:29:02] WARNING: * Buf1 : Obj: 410,  Vert 142509,  Ind 284979
[15:29:02] WARNING: * Buf2 : Obj: 23,  Vert 18651,  Ind 37080
[15:29:02] Load bridges
[15:29:02] Load static objects
[15:29:04] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[15:29:04] java.lang.ArrayIndexOutOfBoundsException
[15:29:04] at com.maddox.il2.objects.air.F_4E.onAircraftLoaded(F_4E.java:243)
[15:29:04] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2451)
[15:29:04] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[15:29:04] at com.maddox.il2.ai.Wing.load(Wing.java:134)
[15:29:04] at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
[15:29:04] at com.maddox.il2.game.Mission._load(Mission.java:455)
[15:29:04] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[15:29:04] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[15:29:04] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[15:29:04] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[15:29:04] at com.maddox.il2.game.Main.exec(Main.java:437)
[15:29:04] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:29:04] null
[15:29:04] java.lang.NullPointerException
[15:29:04] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:445)
[15:29:04] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:408)
[15:29:04] at com.maddox.il2.game.Mission._load(Mission.java:591)
[15:29:04] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[15:29:04] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[15:29:04] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[15:29:04] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[15:29:04] at com.maddox.il2.game.Main.exec(Main.java:437)
[15:29:04] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:29:16] Loading mission Quick/Smolensk/SmolenskBlueArmor00.mis...
[15:29:16] Loaded camouflage: SUMMER
[15:29:16] Loading map.ini defined airfields:
[15:29:17] Load bridges
[15:29:17] Load static objects
[15:29:18] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[15:29:18] java.lang.ArrayIndexOutOfBoundsException
[15:29:18] at com.maddox.il2.objects.air.F_4E.onAircraftLoaded(F_4E.java:243)
[15:29:18] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2451)
[15:29:18] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[15:29:18] at com.maddox.il2.ai.Wing.load(Wing.java:134)
[15:29:18] at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
[15:29:18] at com.maddox.il2.game.Mission._load(Mission.java:455)
[15:29:18] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[15:29:18] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[15:29:18] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[15:29:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[15:29:18] at com.maddox.il2.game.Main.exec(Main.java:437)
[15:29:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:29:19] null
[15:29:19] java.lang.NullPointerException
[15:29:19] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:445)
[15:29:19] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:408)
[15:29:19] at com.maddox.il2.game.Mission._load(Mission.java:591)
[15:29:19] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[15:29:19] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[15:29:19] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[15:29:19] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[15:29:19] at com.maddox.il2.game.Main.exec(Main.java:437)
[15:29:19] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[26.02.2012 15:29:31] -------------- END log session -------------

Do we need to add some entries to weapons_ru.properties?


The Rockeye weapon also seems to act somewhat strangely. In many loadouts it says there's six of them, but only four appear on the plane; additionally when they are released, the weapon just tumbles around in the air aimlessly, then explodes a few seconds afterwards. I didn't see any bomblets coming out of them either...

EDIT: It looks like the loadouts with a single centerline SUU-16 cause the null pointer exception.
Logged

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: F-4E Phantom II released v1.1
« Reply #343 on: February 26, 2012, 08:52:25 AM »

Just another dumb quest, since the readmes here are not always cristall clear for cave-men:

When you write "just  copy it into your DBW folder"...that means additional air.ini, Plane_Ru etc entries are still mandatory..?

Since I want to install it on top of the Jet Era (whose guide ain't crystall clear neither TBH
'ALTERNATIVELY
1) Extract over DBW1.71 install. Should run without any further modification.



.rc entries for SFS archives
(insert before @sfs MOUNT sasup_decals_01.sfs) '

That .rc entry to me is a further modification ;)

).


Tom

Sorry if I sound like  a prick, but some of us are quite busy testing other sims as well and for us cavemen such a new install (DBW1.71 was piss easy) can be slightly frightening. :) ;) When I write a readme at FF or elsewhere, I always make it so clear that even dumbbombs like myself get it.
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: F-4E Phantom II released v1.1
« Reply #344 on: February 26, 2012, 08:55:35 AM »

Just another dumb quest, since the readmes here are not always cristall clear for cave-men:

When you write "just  copy it into your DBW folder"...that means additional air.ini, Plane_Ru etc entries are still mandatory..?

???

From S3's first post...



air.ini:

F-4E air.F_4E 2 usa01 SUMMER
F-4D air.F_4D 2 usa01 SUMMER

Plane_ru.properties:

F-4E F-4E Phantom II, 1967
F-4D F-4D Phantom II, 1966
Logged

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: F-4E Phantom II released v1.1
« Reply #345 on: February 26, 2012, 09:14:47 AM »

Yes, I know. I was anal because of the "just copy"...remarks.
That is on purpose here, not to piss the gents off but because IMHO every extra step should be outlined explicitly like "copy into xx" AND add the following lines.

If you seperate these remarks, noobs might easily get confused. ;)
Logged

S3231541

  • s3231541
  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 2387
Re: F-4E Phantom II released v1.1
« Reply #346 on: February 26, 2012, 09:30:39 AM »

@Herra: I don't seem to beable to reproduce that bug  ??? Doesn't anyone have it as well?

Also, the MK20 Rockeye is a clustered-free-fall-with drag fins. Basically what they are is a combine between MK82 snakeye and German AB1000 Cluster. You have to approach target at a very low altitude when you're right above target release the bomb, it will explode the several clusters and hit the target. Very effective against convoys and even tanks. The 6xMk20 are just typo, sorry.

Hope all well,

s3
Logged

Herra Tohtori

  • Modder
  • member
  • Offline Offline
  • Posts: 671
Re: F-4E Phantom II released v1.1
« Reply #347 on: February 26, 2012, 09:33:33 AM »

All right, I narrowed the null pointer to loadouts with a single centerline SUU-16, haven't seen it elsewhere. It's entirely possible that it's caused by my specific installation type. If it works for people using UP3 or DBW, don't worry about it.

Good to hear that the Rockeye weapon is essentially working as intended, then.
Logged
Pages: 1 ... 26 27 28 [29] 30 31 32 ... 81   Go Up
 

Page created in 0.029 seconds with 25 queries.