aleatorylamp
Charter Member
Hello Ivan,
The -Q model appears to have been the final production model, which would well justify your choice, and also offers an ample choice of variants. I have also seen that this model has the largest amount of detailed technical information available, and I believe it was the best of all at altitude performance.
Anyway, I think a reasonably nice, transparent and inhabited cockpit is always a great enhancement for a model upgrade. A few years ago, I would never have said this. When I was re-working FS98 models to upgrade or modify them, I would always go for 1) accurate, rounder shapes, and 2) moving control surfaces. I put much less emphasis on a transparent cockpit (most were open cockpit anyway), which I´d happily leave opaque and shaded. The Battle of the Bleeds in FS98 at that time was always worse for me in transparent cockpits than moviing control surfaces.
I remember I tremendously enjoyed two DC-3 turboprop modifications (Eeeek, a jet!!!). One became a South African Turbo-Dak, and the other, the three-engined PolAir Tri-Turbo.
Both kept the opaque cockpits, and here the main work was the engine nacelle shapes (and the skis on the PolAir). Another interesting factor here were the 2x1424 shp PT6A-65AR or 3x1173 shp PT6A-45A turboprops in the respective .air files, to see how this power gave them their STOL capabilities. The Tri-Turbo, had spectacular performance and was successfully used on logistics missions to Station Nord in Greenland, and Rothera in Antarctica.
With the more complicated CFS1 Bleed Battles, that has now changed, and the emphasis now being on building cleanliness, and of course, as before, shape accuracy, and the topping on the cake is now the transparent cockpit,rather than moving control surfaces.
Textures have always been a bit iffy for me, but in this case the mistake is quite apparent and not yet addressed: I understand that the inaccuracy you are referring to on my present Krasnaya Zvezda is that the blue circle-background is smaller than the Zvezda-spikes, and/or that the blue circle (Siniy Krug)
, can be absent.
The results of your CoG research will be very interesting. In my case I´m using my only resort, the "reasonable approximation" concept. The calculation of how the weights of all the different tanks, armament and munition is distributed, is of course crucial.
I have done away with the wing-guns, so I´m calculating the resulting weights. I wonder if you could correct me if I´m wrong:
As far as I can see, the weight of the four 0.30 cal. machine guns would have to be deducted from the 5626.8 lb Aircraft empty weight, and the corresponding ammo reduction would come out upon deletion of the wing guns in the Dp files.
OK, then! Further Good Luck with your CoG calculations.
Cheers,
Aleatorylamp
The -Q model appears to have been the final production model, which would well justify your choice, and also offers an ample choice of variants. I have also seen that this model has the largest amount of detailed technical information available, and I believe it was the best of all at altitude performance.
Anyway, I think a reasonably nice, transparent and inhabited cockpit is always a great enhancement for a model upgrade. A few years ago, I would never have said this. When I was re-working FS98 models to upgrade or modify them, I would always go for 1) accurate, rounder shapes, and 2) moving control surfaces. I put much less emphasis on a transparent cockpit (most were open cockpit anyway), which I´d happily leave opaque and shaded. The Battle of the Bleeds in FS98 at that time was always worse for me in transparent cockpits than moviing control surfaces.
I remember I tremendously enjoyed two DC-3 turboprop modifications (Eeeek, a jet!!!). One became a South African Turbo-Dak, and the other, the three-engined PolAir Tri-Turbo.
Both kept the opaque cockpits, and here the main work was the engine nacelle shapes (and the skis on the PolAir). Another interesting factor here were the 2x1424 shp PT6A-65AR or 3x1173 shp PT6A-45A turboprops in the respective .air files, to see how this power gave them their STOL capabilities. The Tri-Turbo, had spectacular performance and was successfully used on logistics missions to Station Nord in Greenland, and Rothera in Antarctica.
With the more complicated CFS1 Bleed Battles, that has now changed, and the emphasis now being on building cleanliness, and of course, as before, shape accuracy, and the topping on the cake is now the transparent cockpit,rather than moving control surfaces.
Textures have always been a bit iffy for me, but in this case the mistake is quite apparent and not yet addressed: I understand that the inaccuracy you are referring to on my present Krasnaya Zvezda is that the blue circle-background is smaller than the Zvezda-spikes, and/or that the blue circle (Siniy Krug)
The results of your CoG research will be very interesting. In my case I´m using my only resort, the "reasonable approximation" concept. The calculation of how the weights of all the different tanks, armament and munition is distributed, is of course crucial.
I have done away with the wing-guns, so I´m calculating the resulting weights. I wonder if you could correct me if I´m wrong:
As far as I can see, the weight of the four 0.30 cal. machine guns would have to be deducted from the 5626.8 lb Aircraft empty weight, and the corresponding ammo reduction would come out upon deletion of the wing guns in the Dp files.
OK, then! Further Good Luck with your CoG calculations.
Cheers,
Aleatorylamp
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