I have the AI Zero and F4F doing loops rolls and spins in combat and they are hard to hit.The zero does a great split S and it gets on your six quick.I was able to do a Midway mission and get all 108 enemy aircraft in aswell as all the American fighters.I am not flying as a lead but spare and was able to observe the AI doing some realtime fighting. Now if we can solve some of the other problems so keeping it comming fellows.:typing:
The two (2) things that I have found that have made the biggest difference in fight performance, ...both AI and PF, ...are:
1. Moving the wing ammo in the .dp/[GUNSTATIONS] aft of spar 6-20" (-0.15m to -0.50m), ...depending on A/C and gun(s), ...and then adding spec. scale virtual barrels/blast tubes in the .dp/[guns.n] to move the muzzle flash back where it belongs. This greatly improves the pitch authority by realistically removing the Ammo weight from the leading edge of the wing, ...or worse yet, the muzzle of a cannon, ...and placing it just aft of the wing CL (spar) where the ammo cans are.
eg.
A6M2 Zero .dp:
NOTE: deck gun ammo 6" forward of spar + bbl's added)
[GUNSTATIONS]
; 1000ft ToF MV
; Type 97 7.7mm Machine Guns (Cowl):
gunstation.0=0,45,1,0.074,635,1.5,0.01,164,0,20,1d1*3.2,-0.247,0.616,
0.150,-0.1640718,0,0.07076025,0,0,0,0,1.2
gunstation.1=0,45,1,0.066,635,1.5,0.01,164,0,20,1d1*3.2,0.247,0.616,
0.150,-0.1640718,0,-0.07076025,0,0,0,0,1.2
; Type 99-1 20mm Cannon:
gunstation.2=1,47,2,0.110,475,2.0,0.05,150,4,25,1d1*39.2,-1.891,-0.233,
-0.150,-0.2998564,0,0.72265,0,0,0,0,13.8
gunstation.3=1,48,2,0.120,475,2.0,0.05,150,4,25,1d1*39.2,1.892,-0.233,
-0.150,-0.5147154,0,-0.72265,0,0,0,0,13.8
; Bomb Release:
gunstation.4=3,21,8,0.00,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
[guns.0]
gun.0=500,0,0,
0.800,0,0,1,500
[guns.1]
gun.0=500,0,0,
0.800,0,0,1,500
[guns.2]
gun.0=60,0,0,
0.910,0,0,1,60
[guns.3]
gun.0=60,0,0,
0.910,0,0,1,60
[guns.4]
gun.0=3,0,0,0,0,0,0,0
2. Setting the spreadsheet "Data" tab:
- a. "Stall Characteristics?" setting to "5" (abrupt wing drop, snap roll)
- b. "Stability?" setting for both Pitch and Yaw to "3" and "3" (weak positive to neutral (most fighters))
This destabilizes the A/C which increases its agility (as fighters typically were), ...and also adds the capacity of flight departure (stall/spin), ...for both AI and PF.
Enjoy.
(and pack a 'chute...)