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IL-2 Compare with Great Battles airplanes data for top speeds


CountZero
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-=PHX=-Rudull
On 20/8/2019 at 3:25, CountZero said:

Aquí están los datos de mi prueba de velocidad máxima en los aviones Il-2 Great Battle para el programa de comparación original Il-2 1946. 

 

La comparación de IL2 original fue creada por ROSS Youss (hasta donde yo sé), y primero debe tener ese programa, puede obtenerlo desde este enlace:
http://www.mission4today.com/index.php?name=Downloads&file = detalles & id = 329

 

Aquí hay un enlace para mis archivos de datos de prueba (DataCraft, DataSpeed y DataTurn, tamaño 46.56KB) :

https://www.mediafire.com/file/m7tzx8txzj3xldu/Il-2BoXtestrdatv4.3.zip/file


Primero descargue el programa IL-2 Compare original del enlace Mission 4 Today (si ya no lo tiene con su antiguo juego Il-2 1946), instálelo, elimine o cambie el nombre de los foders originales DataCraft, DataSpeed y DataTurn que contienen datos del avión Il-2 1946 . 
Luego descargue mis archivos de datos de prueba para IL-2 GB "Il-2BoXtestrdatav4.3.zip". Extraerlo y colocar sus carpetas DataCraft, DataSpeed y DataTurn dentro de la carpeta original "Il-2 Compare".
Y luego, cuando haga doble clic en ese "il2c.exe" dentro de la carpeta "IL2 Compare", solo debería haber enumerado los aviones del juego Il-2 GB cuando se inicia el programa, y sus datos.

Si todo se hizo correctamente, debería verse así:

  Revelar contenidos ocultos

exampleboxcompare.thumb.jpg.92e376c515a503da24c353c331a4b82b.jpg

 

 

Los datos para Il-2 GB se editan manualmente (no son generados por el mod extractor de FM como lo fue para la versión original il-2 1946, según tengo entendido, no sé si ese modo para Il-2 1946 todavía existe, y si incluso trabajar con el juego Il-2 Great Battle).


Utilizo esto para obtener información sobre cómo los aviones en este juego se relacionan entre sí a máxima velocidad, si ves algo extraño o incorrecto es probablemente debido a mis errores en las pruebas o la conversión de IAS a TAS, pruébalo tú mismo y puedes editar archivos fácilmente con sus datos de prueba a lo que obtiene como números correctos. 
Los datos de la carta para MAX TAS por altitud se toman en el mapa de otoño de Kuban (sin viento, sin nubes), lo mismo para todos los aviones probados. Principalmente a intervalos de 1000 m (para algunos aviones también a intervalos de 500 mo menos) 
IAS se toma del HUD del juego cuando el nivel automático está activado, y el avión se genera en el aire en QM a la altura deseada, volando estrecho a la potencia establecida durante 5-10 minutos dependiendo de ajuste de potencia permitido. 
El TAS necesario para la tabla de velocidades se calcula con esto: https://aerotoolbox.net/airspeed-conversions/  , (El IAS del juego se coloca en el campo "Velocidad aérea equivalente:")

 

Potencia y condición del motor de los aviones:
Bf-109s = la primera línea es de combate, la segunda línea es de emergencia. (en 109G2, la segunda línea es rpm manual hasta 2800 durante 1-2 minutos), (ruido predeterminado, con 50% de combustible).
Fw-190s = la primera línea es de combate, la segunda línea es de emergencia (A8boost = impulso activado, A5U17 = impulso activado, sin bombas). (predeterminado, 50%) 
Bf-110s = la primera línea es de combate, la segunda línea es de emergencia. (predeterminado, 50%) 

MC.202 = la primera línea es continua, la segunda línea es emergencia + impulso. (predeterminado, 50%) (aproximadamente 4,5 km de combate + impulso) 
Me-262A = la primera línea es continua, la segunda línea es de emergencia. (predeterminado, 50%) 
Ju88 = la primera línea es combate (poder de ascenso), la segunda línea es emergencia (poder de despegue). (predeterminado sin bombas, 50%), (sin condiciones de sobrecalentamiento)
He-111s = la primera línea es el combate (poder de ascenso), la segunda línea es emergencia (despegue). (por defecto sin bombas, 50%), (sin condiciones de sobrecalentamiento)
Ju87 = la primera línea es el combate (poder de ascenso), la segunda línea es emergencia (despegue). (predeterminado sin bombas, 50%), (sin condiciones de sobrecalentamiento)
Il-2s = la primera línea es continua, la segunda línea está reforzada. (predeterminado, 50%), (sin condiciones de sobrecalentamiento)
Yaks = la primera línea es continua (sin sobrecalentamiento), la segunda línea es continua con 0% de rads y sobrecalentamiento (solo es posible volar así en poco tiempo). (predeterminado, 50%), (en Yak7 la velocidad máxima es 0% de aceite, 50% de agua), (en Yak-9T la primera línea es 33% de aceite, 50% de agua y solo 2550 rpm a 0 m, la segunda línea es 0% il 50% de agua y las mejores rpm siempre que sea posible para la velocidad máxima), (Yak-9 son datos de velocidad del archivo del juego de la carpeta ai 70% combustible 33% aceite 50% rads de agua).
Lagg3 = la primera línea es continua (sin sobrecalentamiento), la segunda línea es continua con 0% de rads y sobrecalentamiento (solo es posible volar así en poco tiempo). (predeterminado, 50%)
La5 = la primera línea es continua, la segunda línea está reforzada. (predeterminado, 50%), (sin sobrecalentamiento) 
La5supmax = la primera línea es continua (sup1 hasta 4,5 km), la segunda línea está reforzada (sup2 desde 2,5 km). (predeterminado, 50%), (sin sobrecalentamiento) 
La5FN = la primera línea es continua, la segunda línea está reforzada. (predeterminado, 50%), (sin sobrecalentamiento)
I-16 = la primera línea es continua, la segunda línea está reforzada. (predeterminado, 50%), (sin sobrecalentamiento)
Mig3 = la primera línea es continua, la segunda línea aumenta. (predeterminado, 50%), (sin sobrecalentamiento)

P-38 = la primera línea es el combate, la segunda línea es la emergencia. (predeterminado, 50%), (sin sobrecalentamiento), (para P-38J-25CT la primera línea es continua y la segunda de emergencia)
P-39 = la primera línea es de combate (sin sobrecalentamiento), la segunda línea es de emergencia (Máx. posible en sobrecalentamiento bajo ). (predeterminado, 50%), (40% / 60% O / W rads para la mejor velocidad)
P-40 = la primera línea es continua (sin sobrecalentamiento), la segunda línea es de emergencia (despegue con sobrecalentamiento bajo). (predeterminado, 50%)
P-47 = la primera línea es el combate, la segunda línea está reforzada. (predeterminado, 50%), (sin sobrecalentamiento), (P-47D-28rpmmáx = 2550RPM por debajo de 7 km, 2850rpm por debajo de 7000m), (para la versión P-47D-28 70 inHG + CT, la primera línea es continua y la segunda con combustible a 150oct modificación )

P-51s = la primera línea es el combate, la segunda línea es la emergencia. (predeterminado, 50%), (sin sobrecalentamiento), (para la versión P-51D-15CT, la primera línea es continua y la segunda de emergencia)
Spitfires = la primera línea es de combate, la segunda línea es de emergencia (impulso). (predeterminado, 50%), (sin sobrecalentamiento)

Tempest Vs = la primera línea es combate, la segunda línea es emergencia. (sobrealimentador 1 a 3 km), (predeterminado, 50%), (sin sobrecalentamiento)
Pe2s = potencia continua (predeterminado sin bombas, 50%), (sin sobrecalentamiento) 
A-20 = la primera línea es continua (hasta ~ 95 ° C aceite), la segunda línea es de emergencia (hasta ~ 105 ° C de aceite). (predeterminado sin bombas, 50%)

B-25 = la primera línea es continua (números tomados del archivo de la carpeta ai, bombas ruidosas 8x500), la segunda línea está en combate (la mejor estimación a partir de 3 valores de velocidad tomados de la página de especificaciones del avión).

 

-Hs-129, Ju52, U2VS, Yak-9 los números de velocidad máxima se toman de los archivos de datos del juego extraídos en la carpeta ai (luascripts> carpeta ai, 0 es sin datos para esa altitud), ya que todavía no tengo esos aviones.
-Los datos de la carta ROC máxima se toman de los archivos de datos extraídos en la carpeta ai (luascripts> carpeta ai) para cada avión, y no de la prueba del juego (por lo que esa es principalmente la tasa de ascenso para los aviones con potencia de combate o nominal si no tienen combate).
-Los gráficos de tiempo de giro por velocidad y ROC a TAS constante no tienen datos tomados, por lo que están vacíos. 
-En general, la información del avión (+) es el valor de la velocidad de giro de cada avión tomado de:

, o archivos de datos extraídos de la carpeta ai (luascripts> carpeta ai) a 0 m de altitud para aviones que no están en la prueba JtD. 
-Los datos en la información general (+) para cada avión se toman de archivos de datos extraídos de ia (el valor del peso de despegue es el peso estándar tomado del avión en las especificaciones del juego). Los valores de velocidad máxima de inmersión para cada avión se toman de la prueba de inmersión del juego desde alta alt. (su velocidad máxima en el punto en el que comienzas a perder el control de partes del avión, no son los números de velocidad máxima de inmersión de las especificaciones del juego). Los datos de armas no están incluidos, por lo que no están activos.
 

Hi. How did you access the foder ai? I'm trying to get the ascent rate data of the vions from the folder but I can't find it.
the dissection to which I enter is:\IL-2 Sturmovik Battle of Stalingrad\data\LuaScripts

but I can't find the folder "ai"
am i missing something?

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17 hours ago, -=PHX=-Rudull said:

Hi. How did you access the foder ai? I'm trying to get the ascent rate data of the vions from the folder but I can't find it.
the dissection to which I enter is:\IL-2 Sturmovik Battle of Stalingrad\data\LuaScripts

but I can't find the folder "ai"
am i missing something?

Hi

You need unGTP-IL2.exe program, link for it is located somwhere in mod section of forum.

Place it in your game data folder, and then you can open witrh it scripts.gtp file

that will create null folder , with luascripts and ai folder in it.

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-=PHX=-Rudull
On 31/8/2020 at 15:35, CountZero said:

Hola

Necesita el programa unGTP-IL2.exe, el enlace se encuentra en algún lugar de la sección mod del foro.

Colóquelo en la carpeta de datos del juego y luego podrá abrirlo con el archivo scripts.gtp

que creará una carpeta nula, con luascripts y una carpeta ai en ella.

Perfect, thank you very much, I did not know about this mod
Regards,

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I updated data files with my speed test for Hurricane II, i tested default version with 8x.303 50% fuel, 9lbs (combat in techchat), 12lbs (boost on) and with 14lbs mod (boost on), as other mods in selection tells you speed loss i didnt bather testing them as its easy to see how mutch you lose when equipt 4x20mm, 2x40mm and so on...

Spoiler

957649049_HurricaneIIa.jpg.d1c902ca2fe40cb60af199579af7f4c1.jpg

 

bumps in speed for 12lbs betwen ~4200-5700m is extra 2lbs of boost that airplane have at that alts in boost on when supercharger is on stage 2, same is happening with 14lbs mod at alts betwen 3500-5000m. As expected from what in game specs say for boost on in high gear sup:


"Engine modes:
Max Cruising power (unlimited time): 2650 RPM, boost +7
Climb power (up to 1 hour): 2850 RPM, boost +9
Combat power (up to 5 minutes): 3000 RPM, boost +12/+14 (low gear/hi gear)
Combat power (up to 5 minutes): 3000 RPM, boost +14/+16 (low gear/hi gear) (modification)"

 

Edited by CountZero
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-=PHX=-Rudull
On 11/6/2020 at 11:41 AM, CountZero said:

I updated data files with my speed test for Hurricane II, i tested default version with 8x.303 50% fuel, 9lbs (combat in techchat), 12lbs (boost on) and with 14lbs mod (boost on), as other mods in selection tells you speed loss i didnt bather testing them as its easy to see how mutch you lose when equipt 4x20mm, 2x40mm and so on...

  Reveal hidden contents

957649049_HurricaneIIa.jpg.d1c902ca2fe40cb60af199579af7f4c1.jpg

 

bumps in speed for 12lbs betwen ~4200-5700m is extra 2lbs of boost that airplane have at that alts in boost on when supercharger is on stage 2, same is happening with 14lbs mod at alts betwen 3500-5000m. As expected from what in game specs say for boost on in high gear sup:


"Engine modes:
Max Cruising power (unlimited time): 2650 RPM, boost +7
Climb power (up to 1 hour): 2850 RPM, boost +9
Combat power (up to 5 minutes): 3000 RPM, boost +12/+14 (low gear/hi gear)
Combat power (up to 5 minutes): 3000 RPM, boost +14/+16 (low gear/hi gear) (modification)"

 

Thanks for sharing your work. I discovered this a little late since I was making an application that would do the same hahahaha
it was too late 😅
however I have made a video in (Spanish) https://youtu.be/hMuPJhTZ_Jw so that it reaches more people.
Thanks for the great work. Cheers,

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E69_geramos109
On 11/6/2020 at 5:41 PM, CountZero said:

I updated data files with my speed test for Hurricane II, i tested default version with 8x.303 50% fuel, 9lbs (combat in techchat), 12lbs (boost on) and with 14lbs mod (boost on), as other mods in selection tells you speed loss i didnt bather testing them as its easy to see how mutch you lose when equipt 4x20mm, 2x40mm and so on...

  Hide contents

957649049_HurricaneIIa.jpg.d1c902ca2fe40cb60af199579af7f4c1.jpg

 

bumps in speed for 12lbs betwen ~4200-5700m is extra 2lbs of boost that airplane have at that alts in boost on when supercharger is on stage 2, same is happening with 14lbs mod at alts betwen 3500-5000m. As expected from what in game specs say for boost on in high gear sup:


"Engine modes:
Max Cruising power (unlimited time): 2650 RPM, boost +7
Climb power (up to 1 hour): 2850 RPM, boost +9
Combat power (up to 5 minutes): 3000 RPM, boost +12/+14 (low gear/hi gear)
Combat power (up to 5 minutes): 3000 RPM, boost +14/+16 (low gear/hi gear) (modification)"

The hurri can achieve 480 on the deck  If you engage the second gear with the engine mod. I was quite surprise to see that. No Idea if that is correct or not. 

Engine timers is a big changer here. E7 can not outrun by much the hurri without braking the engine. 

Edited by E69_geramos109
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Didnt noticed that sup2 trick on Huricane as who would think to use sup 2 on deck, but your right when using 14lbs modification and turn sup2 insted 1 Hurri is fast like rocket at deck, looks suspisious as heck if its realsitic i would like to know explanation for Hurri having ~21lbs boost on deck, it turns it in Hurri II with U17 strike modification 😄 

 i added test with it to previous picture:

294882777_HurricaneIIastrick1214lbssup2.jpg.3dd4134a472b80f6d429b71e38198f20.jpg

 

gta go check Tempest with sup 2 at 20m maybe it can do 700kmh+ with it 🤣 EDIT: tryed it and Tempest gets slower when sup 2 at deck, Hawker must forghot to add same trick that gives Hurri extra boost on deck to it, maybe Typhon will have same glitch.

Edited by CountZero
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-=PHX=-SuperEtendard
19 hours ago, CountZero said:

Didnt noticed that sup2 trick on Huricane as who would think to use sup 2 on deck, but your right when using 14lbs modification and turn sup2 insted 1 Hurri is fast like rocket at deck, looks suspisious as heck if its realsitic i would like to know explanation for Hurri having ~21lbs boost on deck, it turns it in Hurri II with U17 strike modification 😄 

 i added test with it to previous picture:

 

gta go check Tempest with sup 2 at 20m maybe it can do 700kmh+ with it 🤣 EDIT: tryed it and Tempest gets slower when sup 2 at deck, Hawker must forghot to add same trick that gives Hurri extra boost on deck to it, maybe Typhon will have same glitch.


I asked the dev tasked with modelling the engine, and he said the behaviour is correct. When equipping the extra boost mod at high throttle position there is no manifold pressure regulation, so it will go up to what the supercharger can compress at it's maximum for the set altitude.

In principle the Typhoon won't behave like this because it's the same engine as the Tempest, so they should work the same. This is a special mechanic of the Merlin XX boost system.

I like how this shows the Hurricane has tons of drag, at +21 boost in the second gear at sea level looks like the Merlin XX would have around 1620 HP,  and the Hurri then goes to 485 km/h.  The P-51 with 1650 HP goes to 600 km/h 😆

Also the extra boost mod is a 1942 timeframe setting, so the Emil is no longer a first line fighter. It would face 109 F-4 / G-2 and Fw 190A-3 in the Channel and Eastern Front.

Edited by -=PHX=-SuperEtendard
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-=PHX=-SuperEtendard
12 minutes ago, CountZero said:

If its as planed i aded it to list.

To bad for Typhoon i tought it would be catching 109K4s with ease with this sup2 at deck trick 😄

 


You should take into account it is overboosting and thus the timer last less than at the approved limit of +16 boost. Similar to the P-47 going at 73"

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41Sqn_Skipper
13 hours ago, -=PHX=-SuperEtendard said:


I asked the dev tasked with modelling the engine, and he said the behaviour is correct. When equipping the extra boost mod at high throttle position there is no manifold pressure regulation, so it will go up to what the supercharger can compress at it's maximum for the set altitude.

 

I think it's based on that note:

 

http://www.wwiiaircraftperformance.org/hurricane/merlin-xx-21nov42.jpg

 

 

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I added tests for 109G6 Late, with and without MW-50. I also retested 109G6 and 109G14 and added them.

Pic of how they compare:

Spoiler

Blue is Bf-109G6Late with no MW-50 , red is Bf-109G6:

109G6LatenoMW50109G6.thumb.jpg.9c8ff48853ed1563862a0067353dac1a.jpg

 

Blue is Bf-109G14, red is Bf-109G6Late with MW-50:

109G6LateMW50109G14.thumb.jpg.88bf49d796e3479e7be0d842a04b765d.jpg

 

For combat mod i used what tech chat say its combat, and in game its slightly higher ata , dont know if techchat is buged or not but i test other airplanes like that so i test this ones same way going by techchat and when it say its limit of combat mod. 

 

 

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  • 1 month later...
StaB/Tomio_VR***

@CountZero Something weird i noticed and i don't explain myself how you did get those values

According il2 compare, 190A3 and A5 has a turn radius of 19.0 and 20.3 seconds...

Game specs values are obviously more accurate with 23 and 23.5 sec

Edited by StaB/Tomio_VR***
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CountZero
6 hours ago, StaB/Tomio_VR*** said:

@CountZero Something weird i noticed and i don't explain myself how you did get those values

According il2 compare, 190A3 and A5 has a turn radius of 19.0 and 20.3 seconds...

Game specs values are obviously more accurate with 23 and 23.5 sec

 

In first post i explained i used JtD numbers for turns, i found JtD numbers more accurate so i used them, and at time i relesed first version he had turn values for all airplanes i had tested. And as i didnt see he tested newer airplanes i just placed spec turn numbers for ones that he didnt test.

 

EDIT:

If you wont to have turn numbers from in game specs for airplanes, i easy made changes and you can just use this to replace DataTurn files:

DataTurn.zip

Edited by CountZero
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CountZero
Posted (edited)

Updated link on first post to new version, tested again 1.65ata Fw-190A5-U17 and Fw-190A6-G3 , and added tests for Spitfire Mk.XIVc +18lbs, and Spitfire Mk.XIVe +21lbs.

 

Spoiler

SpitfireXiVc18vse21.thumb.jpg.8f09ab5e55a8edd8fac1065416f93496.jpg

 

Edited by CountZero
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StaB/Tomio_VR***

Count0 is faster than Berloga to update ;)

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CountZero
6 hours ago, StaB/Tomio_VR*** said:

Count0 is faster than Berloga to update ;)

Man its not easy to work mission editor in this game, it takes time to add new airplane to air spawn points and Berloga admins are robably new 😄

 

forgot to add Yak-9 i got on quiz, and C-47 ai data, so plan to do that tomorow, and re-test Yak-9t as i forgot to test them when their watter radiators drag got updated in 4.505. Now they are faster when water rad is fully closed and player risk overheat for a min or two for some speed, before you would lose speed in them if closed more then 45%.

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Enigma89

Is it normal to see no difference in climb with the K4 DB vs DC engine? I deleted the old folders and dropped in your new ones then started the program fresh. I am getting nothing for turn data. 

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CountZero
Posted (edited)
24 minutes ago, Enigma89 said:

Is it normal to see no difference in climb with the K4 DB vs DC engine? I deleted the old folders and dropped in your new ones then started the program fresh. I am getting nothing for turn data. 

Hi

 

yes its normal, program is made originaly for Il-2 1946 and there ,as far i understand, data it would display was extracted with mod from games FM files.

This dont work in this game, here i just use that og program, and fill in data for top speed from my in game test but other stuff in files i fill in with data from spec page of airplane, or data from ai files from game for airplanes ( climb data comes from there).

And for some airplanes climb data is just same as its combat or continuous power, only few have data for emergancy, and there is only one type of data there.

 

example of ai file for K4 i got climb data:

Spoiler


//
// Bf109K4
//
//

[performance]
    MaxSpeed           = 668.0
    MaxClimbRate       = 27.0
    ServiceCeiling     = 11500.0
    MinStructureHealth = 0.863
    MinEngineHealth    = 0.6
    EngineWarming      = true
    TurnRate           = 300.0, 67.0

    ////// ClimbTime = <float ALTITUDE>, <float TIME> // 1.7 ATA, радиатор автомат
    ClimbTime = 0,0
    ClimbTime = 1000,47
    ClimbTime = 2000,87
    ClimbTime = 3000,131
    ClimbTime = 4000,178
    ClimbTime = 5000,229
    ClimbTime = 6000,285
    ClimbTime = 7000,349
    ClimbTime = 8000,421
    ClimbTime = 9000,509
    ClimbTime = 10000,625
    ClimbTime = 11000,797

    ////// MaxAltTAS = <float ALTITUDE>, <float TAS> // 1.7 ATA, радиатор автомат, 70% топлива
    MaxAltTAS = 0,576
    MaxAltTAS = 1000,601
    MaxAltTAS = 2000,610
    MaxAltTAS = 3000,628
    MaxAltTAS = 4000,649
    MaxAltTAS = 5000,665
    MaxAltTAS = 6000,667
    MaxAltTAS = 7000,660
    MaxAltTAS = 8000,650
    MaxAltTAS = 9000,636
    MaxAltTAS = 10000,621
    MaxAltTAS = 11000,599

    ////// turn time at altitude (m/s) = <float ALTITUDE>, <float TIME>
    TurnTimeAlt = 0,20.0
    TurnTimeAlt = 1000,22.4
    TurnTimeAlt = 2000,24.4
    TurnTimeAlt = 3000,27.2
    TurnTimeAlt = 4000,29.5
    TurnTimeAlt = 5000,32.6
    TurnTimeAlt = 6000,36.7
    TurnTimeAlt = 7000,45.0

    ////// optimal turn CAS at altitude= <float ALTITUDE>, <float CAS>
    TurnOptimal_CAS_Alt = 0,275
    TurnOptimal_CAS_Alt = 1000,275
    TurnOptimal_CAS_Alt = 2000,265
    TurnOptimal_CAS_Alt = 3000,265
    TurnOptimal_CAS_Alt = 4000,265
    TurnOptimal_CAS_Alt = 5000,265
    TurnOptimal_CAS_Alt = 6000,260
    TurnOptimal_CAS_Alt = 7000,260

    MaxClimbCAS = 280
    MaxClimbRate = 27.0
    MaxAltitude = 11500.0
    CruiseFuelRate = 2.05  //[л./мин.] 280 км/ч (MinCruiseCAS); 1000 м; 50% бака, без подвесов, стандартная атмосфера
    PriorityType = 1                //FIGHTER=1,HEAVY_FIGHTER=2,LIGHT_BOMBER=3,BOMBER=4,LIGHT_RECON=5,RECON=6,SHTURMOVIK=7,CARGO=8
[end]

[cruise]
    RefAngle               = 90.0
    RefRoll                = 85.0
    MaxRoll                = 60.0
    MaxRollClimb           = 40.0
    RefRollFactor          = 0.5
    RefAltError            = 100.0
    RefClimb               = 20.0
    RefClimbFactor         = 1.5
    RefDive                = 15.0
    RefDiveFactor          = 1.5
    RefSSA                 = 15.0
    RefYawRate             = -15.0
    TurnOffError           = -5
    TurnOnError            = -2
    MinRPM                 = 550
    MinCruiseCAS           = 270.0
    MinWingmanCAS          = 200.0
    WingLeaderLagCorrectionK = 1.0        // коэфицент от 0.0 до 1.0(default), уменьшающий степень сброса скорости лидером при ожидании ведомых
    PursueWingmanDist      = 500.0        // пороговое расстояние до места в формации с которого начинает падать заданное превышение скорости
    WingLeaderThrottleLowLimit = 0.3    // ограничение минимума газа ведущего в снижении и торможении
    WingLeaderThrottleUpLimit  = 0.95    // ограничение максимума газа ведущего в наборе высоты и разгоне
    LandRoundCAS0          = 290        // Скорость на подходе к аэродрому, уходе на 2й круг, ко 2му и 3му разворотам
    LandRoundCAS1          = 280        // Скорость на подходе к 4му развороту
    LandRoundCAS2          = 240        // Скорость на подходе к точке входа в глиссаду
    LandingApproachCAS     = 210.0
    LandingTouchDownCAS    = 190.0
    TouchDownDistance      = 300.0    // Расстояние от точки начала выравнивания  до торца ВПП
    TouchDownPitch         = 14.0
    LandingApproachCAS_NoFuel  = 210.0
    LandingTouchDownCAS_NoFuel = 185.0
    TouchDownDistance_NoFuel   = 100.0
    TouchDownPitch_NoFuel      = 14.0
    StartTurnBeforeGlissadeDistance = 600.0
    TouchDownPitchUpSpeed  = 140.0    // скорость с которой на посадке начинается интенсивное дотягивание ручки на себя для торможения после касания
    TouchDownAlignHeight   = 50.0    // высота начала выравнивания
    SmoothTouchDownHeight  = 3    // высота начала "мягкого касания(выдерживания)"
    LandingThrottleLimit   = false
    BrakePitchMax          = 15.0    // тангаж при котором начинается приотпускание тормозов
    BrakePitchMin          = 10.0    // тангаж при котором тормоза не зажмутся больше BrakeLimMin
    BrakeLimMin            = 1.0    // множитель заданного сигнала тормозов при тангаже BrakePitchMin (защита от капотирования)
    ApproachLowering       = false
    ApproachIgnition       = false
    LandingRoundIgnition   = false
    TouchDownCYRFactor     = 0.0
    RestrictAttackAngle    = true
    MinAttackAngle         = 14
    MaxAttackAngle         = 17
    MinNegativeAttackAngle = -8.0
    MaxNegativeAttackAngle = -12.0
    MinSlipAngle           = 15.0
    MaxSlipAngle           = 20.0
    TaxiD1                 = 5.0
    TaxiD2                 = 10.0
    TaxiD3                 = 80.0
    TaxiD4                 = 300.0
    TaxiSpeedD1            = 10.0    // заданная скорость руления до дистанции D1, к D2 линейно интерполируется
    TaxiSpeedD2D3          = 25.0    // заданная скорость руления от дистанции D2 до D3, к D2 линейно интерполируется
    TaxiSpeedD4            = 60.0    // заданная скорость руления от дистанции D4
    TaxiMaxAngle           = 90.0    // угол отклонения от заданного направления руления, при котором заданная скорость снизится до TaxiSpeedD1
    TaxiMaxAside           = 50.0    // боковое отклонение от заданного направления руления, при котором заданная скорость снизится до TaxiSpeedD1
    TaxiBrakingThrottleUp  = 0.5    // насколько подгазовывать при использовании тормоза для подруливания на скорости менее TaxiSpeedD1
    TaxiingPitch           = false    // управление фиксатором хвостового колеса по взятию ручки управления на себя, тянет ручку когда до точки руления далеко и на взлете. Если выключено - тянет всегда.
    TaxiingPIDSpeed        = 20.0    // скорость переключения PID с [pid_taxiing] в [pid_0] при взлёте, при посадке обратное переключение при скорости 0,75*TaxiingPIDSpeed по умолчанию = TakeOffCAS+10
    Switch_2_TaxiingPIDSpeed = 140.0    // скорость переключения PID с [pid_0] в [pid_taxiing] при посадке. По умолчанию = LandingTouchDownCAS - 20.0
    TakeOffCAS             = 210.0    //целевая скорость , достигнув которой бот начинает пытаться оторвать самолёт от полосы.
    TakeoffElevatorSafe    = true
    TakeoffSafePitch       = 0.0
    TakeoffSurfaceSlope    = false
    TakeoffCriticalSlope   = 0.0
    CriticalTakeoffRoll    = 10
    TakeoffYawFactor       = 0
    TakeOffBrakingMax      = 0.0    // значение торможения при отклонении на взлете по курсу на TakeOffBrakingAngle (до скорости pid_taxiing)
    TakeOffBrakingAngle    = 10.0    // отклонение по курсу на взлете, при котором осуществляется торможение на TakeOffBrakingMax
    StallRollRate          = 160.0
    StallYawRate           = 60.0
    StructureAlert         = true
    StructureAlertNy       = 5        // ограничение по пилоту, по самолёту =8
    StructureAlertTAS      = 700.0
    AttackIgnitionControl  = false
    TakeoffRefAngle        = 10.0
    MaxFlapsCAS            = 160.0
    MinFlapsCAS            = 250.0
    TakeOFFFlapsAngle      = 0.5    // 0..1 позиция закрылков при взлёте
    LandingFlapsAngle      = 1.0    // 0..1 позиция закрылков в посадочной конфигурации
    FlapsPosQuantity       = 0
    DifferentialBrakes     = true    // "true", если управление тормозами раздельное(мессер), "false" - общее (ЛаГГ)
    OpenCocpitWhileTaxi    = false    //  true - рулим на взлёт с открытым фонарём
    NeedFilter             = true    // нужно ли применять фильтр управления
    MinStickMoveTime       = 0.2    //минимальное время за которое ручка перебрасывается из крайнего положения в крайнее положение
    MaxStickMoveTime       = 0.4    // максимальное время за которое ручка перебрасывается из крайнего положения в крайнее положение
    MinStickMoveCAS        = 350.0    // скорость на которой время переброски m_MinStickMoveTime
    MaxStickMoveCAS        = 400.0    // скорость на которой время переброски m_MaxStickMoveTime
    CruiseThrottleLimit    = 0.85    // ограничитель положения РУД-а в крейсерских режимах полёта, 0..1 , по умолчанию - 1
    taxiWindLimit          = 7.5    // скорость ветра(м/с) выше которой самолёт не может рулить по земле и приземлившись выключается и дестроится на полосе (дефолт - 15.0 м/с)
[end]

[dogfight]
    [novice]
        RefNoseAngle      = 30.0
        MinCAS1           = 200.0
        MaxCAS2           = 650.0
        MaxPitchRate      = 180.0
        AttackDistance    = 500.0
        EngageDistance    = 1500.0
        MinFireDistance   = 50.0
        MaxFireDistance   = 400.0
        MinOpenFireAngle  = 14.0
        MaxOpenFireAngle  = 7.0
        MinStopFireAngle  = 28.0
        MaxStopFireAngle  = 14.0
        CollisionTimeTreshold  = 3.0
        HBTNegativeRoll        = -60.0
        HBTPositiveBTRoll      = 60.0
        InterceptAltitudeAdvance = 0.0
    [end]
    [normal]
        RefNoseAngle      = 30.0
        MinCAS1           = 200.0
        MaxCAS2           = 600.0
        MaxPitchRate      = 180.0
        AttackDistance    = 800.0
        EngageDistance    = 2000.0
        MinFireDistance   = 50.0
        MaxFireDistance   = 500.0
        MinOpenFireAngle  = 11.0
        MaxOpenFireAngle  = 5.0
        MinStopFireAngle  = 19.2
        MaxStopFireAngle  = 8.5
        CollisionTimeTreshold  = 3.0
        HBTNegativeRoll        = -70.0
        HBTPositiveBTRoll      = 70.0
        InterceptAltitudeAdvance = 0.0
    [end]
    [high]
        RefNoseAngle      = 30.0
        MinCAS1           = 200.0
        MaxCAS2           = 500.0
        MaxPitchRate      = 180.0
        AttackDistance    = 1200.0
        EngageDistance    = 2500.0
        MinFireDistance   = 50.0
        MaxFireDistance   = 600.0
        MinOpenFireAngle  = 8.5
        MaxOpenFireAngle  = 3.0
        MinStopFireAngle  = 12.7
        MaxStopFireAngle  = 4.5
        CollisionTimeTreshold  = 3.0
        HBTNegativeRoll        = -75.0
        HBTPositiveBTRoll      = 75.0
        InterceptAltitudeAdvance = 300.0
    [end]
    [ace]
        RefNoseAngle      = 30.0
        MinCAS1           = 200.0
        MaxCAS2           = 450.0
        MaxPitchRate      = 180.0
        AttackDistance    = 2000.0
        EngageDistance    = 3000.0
        MinFireDistance   = 50.0
        MaxFireDistance   = 800.0
        MinOpenFireAngle  = 5.5
        MaxOpenFireAngle  = 1.5
        MinStopFireAngle  = 6.8
        MaxStopFireAngle  = 1.8
        CollisionTimeTreshold  = 3.0
        HBTNegativeRoll        = -80.0
        HBTPositiveBTRoll      = 80.0
        InterceptAltitudeAdvance = 1000.0
    [end]

    MinSafeAltitude0  = 50.0
    MaxSafeAltitude0  = 100.0
    MinSafeAltitude45 = 80.0
    MaxSafeAltitude45 = 250.0
    MinSafeAltitudeVP = 600.0
    MaxSafeAltitudeVP = 1200.0

    CASPitchLimit  = false
    MinPitchCAS    = 125.0
    MaxPitchCAS    = 365.0
    STVOffset      = -1.5 // -5.5
    YawAimingAngle = 7.0

    DiveCAS   = 700.0
    CruiseCAS = 400.0
    ClimbCAS  = 300.0

    RestrictPitchBySSA = true
    MinPitchSSA = 10.0
    MaxPitchSSA = 15.0

    GunAirAimSmooth = 0.4    // Сглаживание наведения пушками в воздушном бою (нужно при расколбасе). [0..1], 0 - максимально, 1 - минимально, -1 - выключено
[end]

[approach]
    VFAngle              = 0.0
    ApproachCAS          = 400.0
    ApproachRadius       = 600.0
    ApproachDistance     = 3000.0
    ApproachAltitude     = 600.0
    GroundAttackExitAltitude = 100.0   // минимальная высота выхода из пикирования при атаке ракетами и пушками
    GroundAttackDistance = 300.0
    GroundEngageDistance = 1800.0
    GroundEngageRocketK  = 1.0     // к-т на который умножается m_GroundEngageDistance при атаке ракетами
    SpiralAttackApproach = true
    DiveBombAltitude     = 2500.0  // минимальная высота начала отвесного пикирования, если самолёт ниже и есть команда на атаку - будет набирать эту высоту перед бомбёжкой
    DiveBombExitAltitude = 650.0   // минимальная высота выхода из отвесного пикирования
    DeepDiveWeaponSet    = -1    // набор payloads подходящий для бомбёжки отвесным пикированием, -1 не используется, до 15 значений в строке
    ShallowDiveWeaponSet = 1,2   // набор payloads подходящий для бомбёжки пологим пикированием, -1 не используется, до 15 значений в строке
    OwerWingDive         = true    // вход в отвесное пикирование , true - переворотом через крыло, false - отдачей ручки от себя
    DiveSoftness         = 1.0     // "мягкость" выбирания ручки в пикировании большее значение - медленнее подводится к точке сброса, при этом планее, если число большое - может не успевать на низких высотах (для переворота 0.5)
    PushDiveEntranceDistance = 1500.0 // горизонтальное расстояние(м) до цели с которого начинается ввод в пике "ручкой от себя", подбирать таким образом, чтобы самолёт успевал занять положение для бомбардировки в пике, чем меньше, тем угол пике - выше
    PushDiveEntranceK    = 1.3     // Коэфф. интенсивности ввода в пике "ручкой от себя",при увеличении - более интенсивный ввод,  грубо, (Гориз.расстояние - PushDiveEntranceDistance)*PushDiveEntranceK = требуемый угол тангажа (для переворота 2.0)
    ShallowDiveAngle     = 30.0    // угол в пологом пикировании (для переворота 42.0)
    ShallowExitAltitude  = 230.0   // минимальная высота выхода из пологого пикирования
    ShallowDiveEnterKoef = 1.3     // коэффициент на который умножается расчётная дальность начала ввода в пикирование, >1 - самолёт пикировать начинает раньше, < 1 - позже, подбирать под инд. особенности самолёта
    Salvo2WeaponSet    = 1,9     // набор payloads, при которых происходит залповый сброс/пуск бомб/ракет по 2 штуки, -1 не используется, до 15 значений в строке
    Salvo4WeaponSet    = -1      // набор payloads, при которых происходит залповый сброс/пуск бомб/ракет по 4 штуки, -1 не используется, до 15 значений в строке
    SalvoAllWeaponSet  = -1      // набор payloads, при которых происходит залповый сброс/пуск бомб/ракет всех сразу, -1 не используется, до 15 значений в строке
    NearRocketAimError   = 15     //  Допустимая ошибка прицеливания по неподвижной цели на дистанции 300м и менее
    FarRocketAimError    = 10     //  Допустимая ошибка прицеливания по неподвижной цели на дистанции 600м и менее
    RocketAimSmooth      = 0.8    //  Резкость наведения ракетами. При <1 плавнее, при >1 резче
    GunAimSmooth         = 6.0  //  Резкость наведения пушками по наземным целям. При <1 плавнее, при >1 резче. Дефолт =1.8
    AimDamperCompensationTime = 2.5 // компенсация демпфера наведения, стремящегося остановить вращения самолёта.
[end]

[adapt_pid_0]
    CAS     = 200.0
    Roll    = 15.0,  0.0,  1.5, 0.04
    Pitch   = 80.0,  0.0, 30.0, 0.1
    PitchVy = 50.0,  0.0, 35.0, 0.1
    Yaw     = 40.0,  0.0, 10.0, 0.05
    Speed   = 20.0, 50.0, 30.0, 0.25
[end]
[adapt_pid_1]
    CAS     = 280.0
    Roll    = 15.0,  0.0,  1.5, 0.04
    Pitch   = 35.0,  0.0,  6.0, 0.1
    PitchVy = 17.0,  0.0, 12.0, 0.1
    Yaw     = 60.0,  0.0, 10.0, 0.05
    Speed   = 20.0, 50.0, 30.0, 0.25
[end]
[adapt_pid_2]
    CAS     = 320.0
    Roll    = 12.0,  0.0,  1.5, 0.03
    Pitch   = 25.0,  0.0,  1.7,  0.05
    PitchVy = 11.0,  0.0,  5.0,  0.05
    Yaw     = 50.0,  0.0,  8.0,  0.05
    Speed   = 20.0, 50.0, 30.0,  0.25
[end]
[adapt_pid_3]
    CAS     = 500.0
    Roll    = 10.0,  0.0,  1.5, 0.02
    Pitch   = 18.0,  0.0,  1.0,  0.05
    PitchVy =  8.0,  0.0,  5.0,  0.05
    Yaw     = 90.0,  0.0,  8.0,  0.05
    Speed   = 20.0, 50.0, 30.0,  0.25
[end]
[pid_taxiing]
    Roll    = 20.0, 0.0,  0.0, 0.04
    Pitch   =  4.0, 0.0,  0.0, 0.05
    Yaw     = 15.0, 0.0,  0.0, 0.05
    Speed   = 20.0, 5.0,  2.0, 0.25
    WheelBrakes = 1.5, 0.0, 0.0
[end]

 

i think DerSheriff test climb for airplanes in game also when he tests speeds, maybe he have some charts on his discort if you wont to get that.

Edited by CountZero
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=gRiJ=Roman-

Thanks a lot. IL2 Compare was an essential program.

Kudos!

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CountZero
Posted (edited)

I added 4 Typhoon tests, +9lbs, +11lbs with 3 and 4 prop blade modifications.

 

Spoiler

left side of picture is 3 blade prop with 3 boost levels, and right side is when 4 blade is used:

 

Typhoon.thumb.jpg.35501848da2e0ac502388eb5f7f549e1.jpg

 

Spoiler

 

comparison 3 blade vs 4 blade prop (on left side of picture is +9lbs only, and +11lbs on right side of picture):

 

Typhoon34.thumb.jpg.075a711422ea37c46d122a4a5aece634.jpg

 

 

Edit:

also retested Tempest combat mode at 3700rpm and +7lbs, insted at power level that give max techchat icon for combat mode.

Edited by CountZero
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StaB/Tomio_VR***

So 3 blades version is slightly faster unlike what GUI says when selecting which propeller you take ?!?

 

but 4 blades version should accelerate and/or climb faster. Need to test as always.

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CountZero
Posted (edited)
47 minutes ago, StaB/Tomio_VR*** said:

So 3 blades version is slightly faster unlike what GUI says when selecting which propeller you take ?!?

 

but 4 blades version should accelerate and/or climb faster. Need to test as always.

To me it seams GUI spec number is for max speed benefit when using 4 blades (speed +12kmh at ~5km), from my test your slower ~2kmh at low alts and i see you gain speed benefits abow ~4km up to 9km depending on boost levels (2nd picture shows that). To me it looks benefit of using it is big, acceleration+climb and speed boost at mid-high alt, loss of few kmh at low alts is not problem as airplane is stil fast.

 

Superchargers switching is also important as like for Tempest you get more top speed using sup 1 higher then specs say, up to 4km for +7lbs combat settings and then 2nd for higher alts. On +9lbs sup 2 switch at abow 3.5km, and +11 sup2 switch at abow 3km gave me top speeds.

Edited by CountZero
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