I check the plane speed and I found it has too much drag, very simple to fix it! It has 22 MPH less speed than the real thing. I'll give attention to it tomorrow.
Cheers
Pepe

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I check the plane speed and I found it has too much drag, very simple to fix it! It has 22 MPH less speed than the real thing. I'll give attention to it tomorrow.
Cheers
Pepe
There is a thrust characteristic that becomes prevalent when AirWrench is used. Acceleration of the aircraft changes from being steady to consisting of "surges." While I love Captain Kurt's Bf-109 mods, they have this characteristic, along with the Team Daedalus Fw-190s.
Hello Dasuto et al.
I don't actually fly CFS2 much any more but did at one point, so some of this discussion will be based on CFS1.
The scenario that you described about not being able to out dive and out run a Zero in a F4F-4 Wildcat is actually how I would expect things to happen IRL.
The Wildcat had a higher maximum diving speed but probably a LOT less initial acceleration in the dive.
Its advantage over the Zero wasn't as great as later Allied Fighters. Against the A6M5, the advantage was nil.
The dive speed limitation on the Zero also wasn't because it could not go faster. It was more because the structure was too light to take the aerodynamic forces.
The F4F in either version had no hope of fighting the Zero on even terms. That is why the Thach Weave was invented (and first used at Midway).
With larger numbers in the air, the historical (though not well documented) tactic was to ignore the fellow on your own tail. Concentrate on shooting Zeros off your squadron mates' tails instead.
This works on the premise that the Zero had only enough cannon ammunition (60 rounds per gun) for about 3 good squirts. Once the cannons were done, the Wildcat was pretty resistant to 7.7 mm MG fire especially from the rear.
Bearcat also gave some very good advice on how to actually beat the AI. They do NOT like to use any kind of vertical maneuvers. They only really know how to fly turning fights.
I don't agree with using only the Medium Flight Model though because it takes out way too much of the aerodynamic simulation. If the flight model isn't realistic on Hard, then it should be tuned to work there.
Hope This Helps.
- Ivan.
I got the following speeds at the following altitudes:
5,000 ft = 254 kts per hour
10,000 ft = 270 kts per hour
15,000 ft = 282 kts per hour
20,000 ft = 282 kts per hour
25,000 ft = 268 kts per hour
30,000 ft = 242 kts per hour
34,000 ft = 204 kts per hour
View attachment 22485
Flew an intercept in November 1942.Betty's at 20,000 feet with Zeros. The new airfile is perfect.Performance is as expected and seems to match.Not a hotrod like F6F or F4U but not so sluggish as the original.I took some hits from bomber gunners and a pesky Zero but managed to dive away then turn into him and he flamed on second pass, sky was empty, had made all way north of Tulagi in the running fight, headed home.Landed safely with 2 kills(one Betty one Zero) and one Betty damaged .Thanks again.
You don't need airwrench. Its a great tool but its not needed. You can add everything to the cfg with notepad.
If you have FSEdit you can load up any CFS2 aircraft and it will create a CFG. Note that not everything is needed.
In the case of the Propeller, paste this into the F4F4 wildcat's cfg.
[propeller]
thrust_scalar = 1.0
propeller_type= 0
propeller_diameter= 10.833
propeller_blades= 3
propeller_moi= 33.370
beta_max= 53.500
beta_min= 18.500
min_gov_rpm= 1800.000
prop_tc= 0.010
gear_reduction_ratio= 1.778
fixed_pitch_beta= 0.000
low_speed_theory_limit= 80.000
prop_sync_available= 0
prop_deice_available= 0
prop_feathering_available= 0
prop_auto_feathering_available= 0
min_rpm_for_feather= 0.000
beta_feather= 0.000
power_absorbed_cf= 0.000
defeathering_accumulators_available= 0
prop_reverse_available= 0
minimum_on_ground_beta= 0.000
minimum_reverse_beta= 0.000
Ignore the green. This AC doesn't need it. The blue will be the same for all modern ACs and doesn't need to be changed. The red can be edited based on historical data.
If you have an Aircraft with no info in the cfg then CFS2 will use the airfile (note that there is some basic info needed). Now if you add this to the cfg, CFS2 will use this info for the Player's aircraft. It will still use the airfile info for the AI.
You can create a balanced Player and AI aircraft in this manor. Though sometimes a dedicated airfile is needed for better AI behavior.
Thank you, Dasuto! I'll test all standard planes to check they have the correct speed to upload a big fix. I pretend to limit my effort at the drag parameters.
Cheers
Pepe
PS: After that, may be you can not stay alive after fighting Zeroes, Dasuto...
May we use the same airfile for the F4F-3 as well ?I got the following speeds at the following altitudes:
5,000 ft = 254 kts per hour
10,000 ft = 270 kts per hour
15,000 ft = 282 kts per hour
20,000 ft = 282 kts per hour
25,000 ft = 268 kts per hour
30,000 ft = 242 kts per hour
34,000 ft = 204 kts per hour
View attachment 22485
The F4F-3 had better performance than the F4F-4. It was lighter!
Cheers
Pepe