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1956: The Jet Era - Development Thread Stampa E-mail
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Scritto da Aviatormodteam   
Lunedì 24 Gennaio 2011 05:22
1956: The Jet Era - Development Thread

By the Aviator Mod Team and the SAS Modding
Community

Introduction
Initially this project began as a few of us playing with Twister's X-4 mod, using a poorly skinned hacked model that was glued onto the side of a scavenged Sabre that Cirx had laying out back. Since then it has evolved into a completely new add-on for Il-2, that goes beyond adding new aircraft. As it stands this project has been one of the largest community modding projects ever undertaken in IL-2 (with exception to UP) and has involved numerous modders, who have contributed in multiple ways.

The aim of the project is to introduce modern aerial warfare concepts into Il-2. As a start, we have chosen the 1950s to early 1960s, which saw a large shift in aircraft design, weapon types and tactics used. In that short time, aircraft went from being subsonic to exceeding Mach 2, guns were put out of favour and missiles became the new deadly threat in the sky. Engine design also rapidly changed, with a tripling in power seen in some models (e.g. Rolls Royce Avon), the advent of the afterburner and most of all, a huge increase in reliability!! This period also saw numerous forgotten conflicts, including the Taiwan Strait Crisis, Malaysian Emergency/Indonesian Insurgency, the Second Indo-Pakistani War and of course, the start of the well-known Vietnam conflict.

So about this thread then? There was a previous WIP thread which has become cluttered up and amongst it the facts have been lost. With the project entering the final beta stages, we feel fit to open the doors and show everyone exactly what is going on. With the significant amount of change this pack has introduced to Il-2, there is a lot here to soak in but I am sure you will be happy with the final results. This pack will be release following 4.10 and will be compatible with Mod Activator and the next Ultrapack or community mod pack (as well as being included in Histomod at their discretion). So without further ado, here is 1956: The Jet Era...

The Aircraft
To begin this project, we have decided to start with what we already have as the basis. Hence all models in the initial release are based on PeterD's Sabre and MiG-15s. That said, each individual model has undergone extensive 3D and Java work. In particular, the F-86K, FJ-3M, CAC Sabres and MiG-17 have undergone such extensive workovers they are truly new aircraft. A huge amount of thanks must be given to GJE52 for his work on the new Sabre variants and to Lisek for fixing many of the frankenplane bugs on the MiG-17 series. The results are impressive. In addition, I have spent considerable time with Raptor's help nit-picking each slot and making sure the Java is 100%. Here is the list for the initial release:

North American Aviation
- F-86E-10 Sabre
- F-86F-30/35 Sabre Fighter-bomber
- F-86F-40 Sabre
- FJ-3M Fury
- F-86K Sabre Dog (licence built by Fiat Italy)

Commonwealth Aircraft Corporation
- CA-27 Avon Sabre Mk 31
- CA-27 Avon Sabre Mk 32



Douglas Aircraft Company
- A-1H Skyraider 'Buddy Tanker' (AI Only)



Mikoyan Gurevich Design Bureau
- MiG-15SB (incl Czech licenced built variant)
- MiG-17A 'Fresco A'
- MiG-17AS (ground attack variant, incl Polish 'Lim-6' and Cuban variant)
- MiG-17PF/M 'Fresco C/D'




The Cockpits
For this pack, we have opted to use Freddy's excellent cockpits. Some of the above mentioned variants did have some significant difference to the basic design which we intend to model. The Avon Sabres need some minor adjustment, the F-86K needs repositioning of most instruments and addition of a radar scope, whilst the MiG-17PF needs similar work. We intend in the MiG-17PF and the F-86K to have working interceptor radar systems, which will assist the pilot in obtaining a high chance of a kill with missiles. Due to the nature of the early radar scopes (dimly lit screen), players will be required to look down the scopes using the 'Change Cockpit Position' key. For now, here is a very early preview of the MiG-17PF cockpit, including the 'down scope' view:


Flight Models and Engine Management
One important issue that needed addressing with the Sabre and MiG family was balance. A common complaint amongst all players is the general undermodelling of the Sabre and overmodelling of the MiG. Luckily for this task we have been blessed to have a former USAF pilot (who is an expert in jet engines of the era), an aeruonautical engineering student and numerous ex-servicemen, who were all at hand to assist with the flight models. In order to gain a good comparison, aircraft performance was compared to figures directly from original USAF and Mikoyan-Gurevich documents and trialled against the F-86 add-on for Microsoft Flight Simulator X (which uses the same data and has been tested by numerous ex-Sabre pilots).

As of today, we have finished preliminary testing of these flight models and the results are impressive. In multiple simulations of real life scenarios, the aircraft performed as per descriptions from real life pilots e.g. F-86A-5s can hold their own against rookie MiG-15s but are waxed against superior pilots, whilst the F-86F will give most MiG-15s a good run for their money. Most importantly, the Sabre series can be flown as per USAF flight manuals, using exact performance figures. Information on MiG operating procedures has been limited but the performance we have achieved with the MiGs is more than satisfactory. In a simple description, this process has differentiated each model by tuning the engine model, wings, elevator effectiveness, fuel load, weight etc. In all cases each value has been testing and scrutinized with a fine-tooth comb.

One issue we confronted during this process is the lack of proper modelling of jet engine behaviour in Il-2. For instance, the fuel economy of all jet engines in game was horrid. Thankfully we have found that values for economy have simply been forgotten from the previous modded flight models and hence they have been included. Jet engines are also require a lot more care to operate than your average piston engine and prone to a phenomenon known as 'engine surge' or 'compressor stall', cause by a sudden change in intake pressure or air/fuel ratio. The roll of the environment on engine behaviour is hard to model but player factors have been modelled. Hence all Sabres and MiGs are now prone to compressor stalls due to improper throttle use, which may result in cumulative damage to the turbines, flameout or in the worst case, sudden engine failure or fire. Some specific models were more prone to it (modelled), such as the CAC Sabre Mk 31, which also suffered surges due to gun smoke ingestion (modelled). Other aircraft had compensation mechanisms which helped reduce this (CAC Sabre Mk 32 automatically cuts 5% throttle when cannons are fired to prevent surge, modelled).

With all jet aircraft in this pack being capable of breaking the sound barrier, trans-sonic flight behaviour and the sound barrier have been modelled. All MiG and Sabres will experience trans-sonic buffeting as they approach the sound barrier and depending on numerous factors, may break the sound barrier. This brings an interesting aspect to the game, as aircraft behaviour becomes less predictable at these speeds. In addition, as part of the MiG-21 project, Sani has modelled different AI behaviour of these faster aircraft allowing high speed landings and adjusting control limits. The results of this additional modelling is impressive and with the excellent FMs by our 'test pilot' team, these will be some of the best modelled aircraft in the game.

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Weapons and Ordnance
Considerable time has been taken to research the ordnance for all these aircraft, which at times has been difficult. In general we now have a large list of loadouts for each variant which covers most nations in which they served. Numerous historic tactical situations and campaign options have been considered, but in some cases we have had to take logical jumps due to limited picture evidence (e.g. SURA-D rocket positioning on Avon Sabres was assumed to be the same as the RP-3s). In some cases we have included a test loadout or a probable but fictional loadout to allow some extra options to campaign builders (e.g. the AIM-9D wasn't used until Vietnam but it was likely underwent trials by the FJ-3M and may have been carried by reserve squadrons). All bombs have been programmed to release individually, which could be controlled by the pilot and in case of rockets, all have semi-auto firing (with exception to air-to-air S5s).

The main part of the weapons and a very core part of this pack is the addition of missiles. Storebror has spent considerable time writing and rewriting this part of the package, with so far outstanding results. This package will properly model heat-seeker behaviour (including sun and ground effect, and later on, flare countermeasures) in addition to modelling beam riding, Track-via-Missile, semi-active seeking and active seeking missiles. It has been designed in a way to allow easy future expansion, meaning countermeasures, warning systems and SAMs will be possible following release of the pack. Missile flight characteristics have been considered and are now prone to drag and G forces (allowing pilots to successfully evade missiles by hard manoeuvring and killing the missiles energy, the most common tactic). With the increased range of missile combat, the code allows missile launches to be seen at the further distance than rockets launches currently in game. Finally, for those worried about these missiles being uber, each missile has been tuned to have a performance envelope similar to its real life variants, meanings kills are highly dependant on the pilots knowledge and skill. I will tell you now, learn how to use these or you will find yourself as MiG-21 mince-meat! Without further ado, here are the weapons included in the initial release (not including game default weapons used in loadouts).




Cannons
- ADEN 30mm revolver cannon
- Colt Mk 12 20mm autocannon

Droptanks
- Late-style 200gal Sabre Drop Tank

HE Bombs
- US M64 1000lbs with M114 tail kit
- US M117 750lbs with slow tail
- US M117 750lbs with fast tail
- US Mk 80 bomb series
- RAF Mk 1 1000lbs Medium Capacity Bomb
- RAF Mk 2 500lbs Medium Capacity Bomb
- USSR FAB-250-M46 (from Aviaskins Tu-4)


Nuclear Weapons
- US Mk 7 Tactical Nuclear Bomb (from Flakiten's F-84)
- US Mk 12 Tactical Nuclear Bomb (from Storebror's F-86J)


Rockets
- Russian S-5 55mm rocket (both air to air and air to ground variants, with both Russian and Polish launchers)
- Hispano-Suiza SURA-D 80mm air to ground rockets (both HE and AP versions)


Missiles
- AIM-9B Sidewinder
- AIM-9D Sidewinder
- K-13A 'Atoll'
- K-5M 'Alkali'
- R-55 'Alkali' (heat-seeking variant)


Extras and Campaigns
The pack will include multiple new skins for various services and nations, allowing campaign and mission builders something to work with. We will also include an extensive document covering performance of each variant, operating tips, cockpit guide and any other pilot notes. There won't be any campaigns included but a few single missions. Possible campaigns that could be designed include:
- NATO Air Defence/German Air Campaign
- Taiwainese Strait Crisis 1958
- USN/USMC Carrier Operations 1955-1962
- RAAF Malaysian Emergency
- RAAF Indonesian Confrontation (Borneo)
- RAAF Ubon Air Defence
- The 2nd Indo-Pakistani War
- The 6-Day War

Future
With this package, we have allowed for easy future expansion. It is now possible to simulate some aspects of the early Vietnam War. Once the initial package is out, work may begin/continue on some other project or to finish some cut parts of this package. For instance, their are numerous new aircraft in the works. Already previewed, this includes the Hawker Hunter Family and the F9 Cougars. Stay tuned, as time goes by there will be a few more projects by other parties that will be revealed.


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Credits
In no particular order:
PeterD, Twister, Flakiten, Checkyersix, CsoCso, Sani, Storebror, GJE52, Benitomuso, Freddy, Anto, F22-Raptor-2006, Lisek, Deutchmark, Lt Wolf, Josse, JackS, Howlin, Birdman, VH-Rock, Cranky1, Jonesinator, US_GRANT and of course all the members of the SAS Community who have helped test and provide resources :)

Links
Additional pictures and information can be found at the Aviator Mod Team Website:
http://www.aviatormodteam.xtreemhost.com/
Ultimo aggiornamento ( Lunedì 24 Gennaio 2011 05:33 )
 
SAS - Mod activator 2.5beta for 4.10 Stampa E-mail
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Varie - Segnalazioni
Scritto da Radar   
Lunedì 24 Gennaio 2011 05:17

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disponibile qui http://www.sas1946.com/main/index.php/topic,12162.0.html