Daiwilletti
Charter Member
Its good to see a few more threads on Pat's Bob, one of my favourite installs.
These days most of my flying is testing what version of Ankor's shaders I can get to run - the best I can achieve at the moment is the Jan 2018 version, although I have high hopes that MajorMagee's very useful tip about AA compatibility through NVida Profile Inspector or similar will help.
Anyway, I fired up Pat's Bob and its running pretty well on shaders version Jan 2018. So I fired up a campaign flying one of the 109 E-4s. My god, it flew like a dog (or was it me )! All the Mkia Spifires can eat it for breakfast. Surely this is not right? I note some differences in the cfgs for similar E-4s in ETO from those in Bob. I know the BoB 109s are AH versions, whereas the ETO ones seem different.
But there are some surprising differences in the aircraft.cfgs (between BoB and ETO). The ETO 109 Es produce 1000hp before boost, whereas the Bob ones produce 950hp. The Spit Mkias are lighter empty weight (hence demon as AIs) and produce more hp! They are unbeatable.
For some reason, there is an engine setting of -7.5 (a location from mid-point IIRC?) in the 109 E4 cfgs in Bob, which is totally different from 0 in ETO. I've tried reducing that in the Bob cfgs to -5.5, and is it my imagination but that seems to make a difference in handling.
Another radical difference between ETO and Bob is the on-ground-beta in the prop settings - again minimal in ETO, but high (around -15) in Bob. At lower speeds, the Bob version seems to have a strong tendency to invert to the right.
Now I don't want this to start some sort of flame war between different flight modelling philosophies . But if it were feasible to change some settings in the Bob 109 E-4 cfg that one of the Powers That Be might suggest, I would be grateful (just don't tell me to learn to fly because that won't happen ).
Incidentally, the first thing I've done is to give three of the Mkia Spits AI versions set to spawn="y", and changed the stock to spawn="N" which does not of course preclude flying the full version in campaign or missions....The AI versions have had fuel weight added to the empty weight parameter - saves try to find a contact point for null pylons...
These days most of my flying is testing what version of Ankor's shaders I can get to run - the best I can achieve at the moment is the Jan 2018 version, although I have high hopes that MajorMagee's very useful tip about AA compatibility through NVida Profile Inspector or similar will help.
Anyway, I fired up Pat's Bob and its running pretty well on shaders version Jan 2018. So I fired up a campaign flying one of the 109 E-4s. My god, it flew like a dog (or was it me )! All the Mkia Spifires can eat it for breakfast. Surely this is not right? I note some differences in the cfgs for similar E-4s in ETO from those in Bob. I know the BoB 109s are AH versions, whereas the ETO ones seem different.
But there are some surprising differences in the aircraft.cfgs (between BoB and ETO). The ETO 109 Es produce 1000hp before boost, whereas the Bob ones produce 950hp. The Spit Mkias are lighter empty weight (hence demon as AIs) and produce more hp! They are unbeatable.
For some reason, there is an engine setting of -7.5 (a location from mid-point IIRC?) in the 109 E4 cfgs in Bob, which is totally different from 0 in ETO. I've tried reducing that in the Bob cfgs to -5.5, and is it my imagination but that seems to make a difference in handling.
Another radical difference between ETO and Bob is the on-ground-beta in the prop settings - again minimal in ETO, but high (around -15) in Bob. At lower speeds, the Bob version seems to have a strong tendency to invert to the right.
Now I don't want this to start some sort of flame war between different flight modelling philosophies . But if it were feasible to change some settings in the Bob 109 E-4 cfg that one of the Powers That Be might suggest, I would be grateful (just don't tell me to learn to fly because that won't happen ).
Incidentally, the first thing I've done is to give three of the Mkia Spits AI versions set to spawn="y", and changed the stock to spawn="N" which does not of course preclude flying the full version in campaign or missions....The AI versions have had fuel weight added to the empty weight parameter - saves try to find a contact point for null pylons...