air file for turboprops

simonu

SOH Staff
Hi chaps, have any of you flight dynamics experts managed to construct an air file for turbo props (engine type 5) that the AI engine can run. I can easily sub in a type 1 jet, but then the props don't rotate. I can sub in a type 0 piston engine, that gets the props spinning but then I hear the wrong sounds.
 
Simon, CFS2 doesn't support true TP or rocket-powered flight models...only piston or jet or helo-turbine (type 3). If you build or find the right TP sound pack with turbine whine blended into prop sound, you at least achieve the sound effects, if not the actual type 5 hardware in each engine. This is how i've always deal with the problem. A good start for a twin TP sound pack is the stock FS Beech King Air 350. If you're loading a four-engined job, most any C130 sound pack will do.
 
I suspected as much, just like the helos turboprops work for player but the AI have to be tricked. Funny you should mention the FS Beech King Air 350 because that is what I'm playing with.
My wing man does really well at keeping airborne but eventually he must come down.
I will let him think he is flying a P38 and swap the external sound in the main sound folder, this will be my "jets, rotorheads and turbines" install.

For the record there are 4 sounds used for AI planes they are named
cl1_ext.wav <throaty
cl3_ext1.wav <this one is a mixture of the other two
cl3_ext2.wav <whiney
cl4_ext.wav <<this one is a jet

CFS2 mixes the first 3, even when only the same planes are in the sky
 
Hmmm, AI stuff eh?...yeah...i was wondering about your comment on hearing the wrong sounds and what that meant. I was thinking that if this was a player a/c issue, having any decent TP sound pack would cure that. But having dabbled in this underdeveloped area of external AI sounds before, i now understand your comment clearly. There's definitely some room for improvement there and i guess i'm stating the obvious at this point in my belief that the original developers didn't foresee the use of TP models in this WWII sim.
 
For AI use

I didn't make that clear did I.
I believe CFS2 is/was based on a development platform for FS2k2.
The AI handeling in 2k2 is much simplified, the AI engine just follows flight plans and does not have to make descisions.
Variables like cruise speed are read when the flight plan bgls are constructed. Only contact points are read at run time to determine the aircraft attitude on the ground.

Just in case any one is wondering how I have my wingmen use a different airfile.
I hand edit my mission files after preliminary construction in Mission Builder.
Doing this it is possible to have your whole flight made up of entirely different aircraft.
 
I didn't make that clear did I.
I believe CFS2 is/was based on a development platform for FS2k2.

Yup...that's why they technically designated CFS2 as FS7.5. Its set on the same basic flight coding foundation - or platform - as FS7.0 (FS2K2), but the visible top structure is entirely different. They just replaced all the civie stuff with 'combat-oriented' protocols, mechanisms and objects.


Just in case any one is wondering how I have my wingmen use a different airfile.
I hand edit my mission files after preliminary construction in Mission Builder.
Doing this it is possible to have your whole flight made up of entirely different aircraft.

It makes for great screenies too....

jollyrogersxpxlg.jpg

jr7970medium.jpg

jr7965b.jpg

jr961lg.jpg

0004l.png

capture21112008003256.jpg
 
I wasn't going to say anything BC, I knew what you meant.
You do have a nice collection of aircraft art there.
 
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