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The Invasion is on

Captain,

I have the Turbo Rpm working but want to test it a bit more - will send it soon.


It's late,
AC
 
Captain,

I have the Turbo Rpm working but want to test it a bit more - will send it soon.

I've been wanting a "dummy" turbo boost gauge in CFS2 for a long time, especially for my fleet of P-47's. My best P-47 panels all have a lifeless turbo gauge painted on their 2D bitmaps. Would be soooo satisfying to put something dynamic in those spots. Can't use an MP gauge because that already has a set spot on all the panels. I know that CFS2 doesn't model turbo boost specifically in its air files, but speaking personally, anything close will do for me.

Captain...we're still in the pattern, just waitin' on you. :salute:
 
Thanks gents. As soon as Ali has the turbo gauge working to his satisfaction, I will incorporate it into my P-47D panel. I already have Ali's excellent new oxygen blinker added to the P-47 and P-51 B & D panels.


It occurred to me last night that it is taking me almost as long to develop the 354th FG campaign as it took them to actually fly the real one. Ah well, I hope it will turn out as well as I am hoping it will and be worth the blood sweat and tears. :icon_lol:
 
Last night by accident I noticed that while turbo anything is absent from the Token Variables (exposed data) wastegate lever position is. I think when I get home I’ll make a detailed post on the direction I’m headed on this gauge – would hate to put in days of work when there is a better way. Bearcat, that turbo boost is not in the air file is bad news. The million dollar question is could wastegate lever position somehow affect engine thrust?

AC
 
...The million dollar question is could wastegate lever position somehow affect engine thrust?

In reality it does regulate turbo output after the turbo is engaged either manually or automatically, but since there's no way to manually activate turbo boost in CFS2, having a wastegate lever variable in flight modeling seems redundant. It could just be another small example of the design team's unfinished business in putting CFS2 together. In CFS2 the closet thing we have to thrust enhancement is war emergency power - a whole separate matter altogether - and with that you only get 10 minutes (600 seconds) max if you manually edit the aircraft.cfg to set this.

In the air file section 505, there's only one referencing variable to the topic and its called Turbo/Supercharged=TRUE (or FALSE). How this affects performance, i haven't really measured out yet. But its a simple straightforward setting with no clear means of player monitoring or manual control from the cockpit via a gauge or lever. Since the primary function of aviation turbo-charging is to compensate for the loss of atmospheric air pressure at high altitudes which maintains the mass of intake air, in conclusion, i can only offer the suggestion that you create a dummy gauge that's simply connected to altitude changes like you did with the oxy project. Simply put, as the player climbs beyond the specified critical altitude of the model at full mixture, the boost gauge shows a steady increase in pressure to reflect the background "activation" of the turbo.
 
I agree with BC for the gauge. Since we can't control the turbocharger, the gauge is there for visual enhancement more than anything else. Having it kick in at the critical altitude and after that be tied to throttle input seems a good way to imitate the function.

BC, I think the Turbo yes or no simply enables the flight model engine to maintain HP above the critical altitude if yes, or the HP falls off above critical altitude if checked no. I haven't had time to test that out in any detail but for example I did test the KM P-40E at 15,000 feet (the critical altitude set in the air file). There is a 125 MPH indicated airspeed difference between setting the turbo to true versus false. It will climb above 15,000 with the turbo set to true, but it can't get any higher with it set to false. I didn't check to see if the HP decreases linearly (is that a word?) as you climb towards the critical altitude so I can't say if it is a simple on/off switch or if the effect has a model to follow.
 
That seems reasonable and makes perfect sense to me Captain. A difference of 125 mph between 'yes' and 'no' is evidence enough.
 
Oops,

I made a mistake. Here is the wastegate position per the SDK …

RECIP_ENGINE1_WASTEGATE_POS N Position of wastegate controller 1=closed (full
boost), 0=open (no boost)

The last part - the description - it’s on or off. Funny how it mirror’s the AirEd setting - huh. Why it is "N" (numerical) is anybody’s guess (it should be Boolean).

My understanding of the wastegate valve is it was not on or off but a throttling valve. Bearcat and Captain - I’m going to take your well informed advice. The turbo rpm - I’ll just fake it.
 

AC
 
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