Korea EM 1989 Update
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Thanks Krause, glad to hear you’re enjoying it!
Next update should be out sometime before Wednesday, quite a few adjustments;
-Fixed A-4M external tanks
-Tweaks to AIM-54A/C seeker and aerodynamics
-Adjusted SA-2, SA-3, SA-5 performance (based on SAM Simulator data)
-Slight tweaks to 2d mode accuracy/range numbers for aircraft (reducing ranges to represent non-GPS/glide munitions)
-Slight adjustments to role scores for various aircraft
-Adjusted F-5A/E fuelflow, internal fuel, empty weight
-More sounds, tweaked sounds for some aircraft (lowered AV-8 volume slightly)
-Added HQ-7 (found in Chinese HQs)
-Added HQ-2A with Gin Sling B
-Added BTR-60 SA-7 team, added YW-531 HN-5A team
-First pass on reworking ground units, expect more AAA and MANPADs, less SA-8/9/13 for the DPRK, also most ZSU-23-4 replaced with ZSU-23 or ZSU-57
-Added SA-7/14/16 (where appropriate) to red SAM units
-Upgraded SAM/ATGMs in Soviet units where appropriate
-Review of all aircraft cannons, fixed fire rate/ammo where necessary, added Gsh-6-23
-Tweaks of AA10/AA11 performance
-Tweaks to SM1/2 MR/ER performance
-Updated campaigns for new ground units -
Here will be all of uploaded stuff.
https://www.mediafire.com/folder/2g6tuc08jm1kh/Korea_80_stuffIn first steps some skins and F-20. Do you know how works the link between simdata files and DB? I overwrited the F-105D with F-20. DB setting values are on images if you use them you simply have to use the text in irc and acdata file of F-20 in the same place to have them. Of course you will need new HPs for F-20. It is very easy to do with F4B I have no idea how works with Editor…
F-20 does not have any advanced FM. I used simply the thrust curve of Hornet - neglecting the intake differences… - and set the fuel and empty weight by RL data.
Tomorrow I can post EA-6A and EA-6B pages and I will export the LODs for integration. They are in CCC’s pack, if you use them you need only skins from my MOD. In this case I can upload the skins. I also can export the modified red racks you can import them with LE 6.22.
Tomorrow I also plan to upload the different drop tanks for F-15C and E with DB images.
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These were integrated into my MOD.
JanHas
F/A-18, AGM-65A/B/D/G, LAU-88, LAU-117, AIM-9P, airbase ground support equipments, red weapon
skin pack, SAM skin pack,These are not in core BMS4.33 as I know.
Hayab
T-55, T-62, T-80, UB-16-57, UB-32-57, S-5 rocket, D-30 (155 mm artillery. uses the same LOD), R -23R/T
missile, S-60, S-12/19, ZPU-2 (shares with ZU-23), Kraz 255T/ F, ZIL-135, FROG-7, MiG-23ML DPRK,
F/A-18C, C-130H,These are now in BMS4.33.
Tom Catz
Mi-24, Mi-8, Su-30M (skin is made by LESCO), Su-24, A-50, Il-76, Il-78, B-1B, C-5, SA-10 launcher, Flap
Lid radar, Patriot launcher, AN/ASQ-104, CGN Virgina, DD Arleigh Burke class destroyer, CG
Ticonderoga class cruiser, Sovremenny -class destroyer, Kuznetsov carrierA part of these maybe not worth because they are not optimized or fully animated. Maybe we should ask about these Tom.
LESCO
Su-30 skins for Tom Catz’s 3D modelIs linked to list above.
Eagle
Osan airbaseBecause of new terrain I guess it would look strange after integration.
mykinge
F-14 cockpit (WIP), integration by RamseyWe have to ask him.
VO101Tom
Tornado GR.1, Tornado IDS, J-7B & J-7E, Tu-22M3, MiG-29 USSR skin based on Loneagle’s skin
template, F-15E and F-15C 600 gal drop tank skinsTornado skins are outdated because of new 3D models as well as MiG-29 skins. I have uploaded the rest except drop tanks, I plan to do it today with DB values for integration.
Loneagle
MiG-29 DPRK skin templateOutdated.
Red1
A-6E, EA-6 skins3D models came from CCC’s pack, Red1 skins from FF. He gave permission to use them in any MOD.
ccc LOD pack
DDG Olvier Hazard Perry, SA-5 launcher, 5N62 Square Pair radar, quadruple SA-3 launcher, mobile
quadruple SA-3 launcher, A-6E, EA-6B, F-4 Phantom II 3D modelsIs free to use any from these.
Ranger822
F-4 Phantom II skinsThese work only with F-4 LODs of Manos whcih were converted to BMS4.32.
ChrisBV
Mirage-2000D skin, Super 530D skin, AS.30 missile skinFree skins, I dowloaded from forum.
PL_Harpoon
F-16C Block 40/42 cockpit, (integration help – spit)Outdated, they are now in better form in BMS4.33.
sunrrrise
A-10 cockpit skinFree skins, I dowloaded from forum.
Copper
Su-27 skinFree skins, I dowloaded from forum. This is the RL blue camo, far better than original B/W skin.
neozino
MiG-31 skin, MiG-21 DPRK skinFree skins, I dowloaded from forum.
stingray_SIX_TWO
F-14A VF-84 (1980) & VF-143 (1979) skinsFree skins, I dowloaded from forum.
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Wow, all these planned updates and the possibility that past add-ons could be included again in this mod.
F-14 Cockpit and skins, would make this one extra special. Would love to fly that one!
A big thank you to all involved.Cheers Obi1
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Here will be all of uploaded stuff.
https://www.mediafire.com/folder/2g6tuc08jm1kh/Korea_80_stuffF-15 drop tank package is uploaded. (I replaced F-100’s drop tank.)
Su-27 skin from Copper is uploaded.
MiG-23 USSR skin is uploaded.
F-14 skins of Stingray is uploaded.
A-6E is uploaded.
EA-6B is uploaded.
Frech skins are uploaded (missiles + Mirage-2000D)As I see all of Janhas stuff are avilable here.
http://www.janhas.net/What remains?
F-14 cockpit - we have to ask mykinge, only problem his last loging was in Sept. of 2016…
F-4s of Manos - Do you want them?
ccc lod pack - you can find all items what I integrated. -
Thanks for those! I will go through them and figure out what I’ll include for the first ‘models/skins’ update, and go from there. I will also get in touch with Manos about the F4s, and if I can use them.
Next release (v2.55) will be out later today. It will be available as both a patch or a full installer.
Final changelist;
-Fixed A-4M external tanks
-Tweaks to AIM-54A/C seeker and aerodynamics
-Adjusted SA-2, SA-3, SA-5 performance (based on SAM Simulator data)
-Slight tweaks to 2d mode accuracy/range numbers for aircraft (reducing ranges to represent non-GPS/glide munitions)
-Slight adjustments to role scores for various aircraft
-Adjusted F-5A/E fuelflow, internal fuel, empty weight
-More sounds, tweaked sounds for some aircraft (lowered AV-8 volume slightly)
-Added HQ-7 (found in Chinese HQs)
-Added HQ-2A with Gin Sling B
-Added BTR-60 SA-7 team, added YW-531 HN-5A team
-First pass on reworking ground units, expect more AAA and MANPADs, less SA-8/9/13 for the DPRK, also most ZSU-23-4 replaced with ZSU-23 or ZSU-57
-Added SA-7/14/16 (where appropriate) to red SAM units
-Upgraded SAM/ATGMs in Soviet units where appropriate
-Review of all aircraft cannons, fixed fire rate/ammo where necessary, added Gsh-6-23
-Tweaks of AA10/AA11 performance
-Tweaks to SM1/2 MR/ER performance
-Updated campaigns for new ground units
-Added M163 PIVADS, added to some US ground units
-Added MIM-72G, AIM-9 with Stinger seeker head for Chapparal
-Tweaks to various AAMs
-Switched GBU-15 to IR seeker, renamed GBU-15(v)22
-Added GBU-15(v)32, variant using BLU-109. Currently using (v)22 (Mk84) model -
F-15 drop tank package is uploaded. (I replaced F-100’s drop tank.)
Su-27 skin from Copper is uploaded.
MiG-23 USSR skin is uploaded.
F-14 skins of Stingray is uploaded.
A-6E is uploaded.
EA-6B is uploaded.
Frech skins are uploaded (missiles + Mirage-2000D)As I see all of Janhas stuff are avilable here.
http://www.janhas.net/What remains?
F-14 cockpit - we have to ask mykinge, only problem his last loging was in Sept. of 2016…
F-4s of Manos - Do you want them?
ccc lod pack - you can find all items what I integrated.Molni, about the F-14 cockpit of Mykinge, I remember this been cleared already in the past.
Thats why you included it in your own mod in the past.
Heres the link to the discussion:
https://www.benchmarksims.org/forum/showthread.php?24301-Mykinge-s-F-14D-cockpit&highlight=F14+mykingeHope this can clear things up and the f-14 cockpit could be included.
Cheers Obi1
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Molni, about the F-14 cockpit of Mykinge, I remember this been cleared already in the past.
Thats why you included it in your own mod in the past.
Heres the link to the discussion:
https://www.benchmarksims.org/forum/showthread.php?24301-Mykinge-s-F-14D-cockpit&highlight=F14+mykingeHope this can clear things up and the f-14 cockpit could be included.
Cheers Obi1
Where is the exact part which allow to use for any 3rd party theater without asking permission? I see he donated the pit for BMS4 Team but said nothing abour 3rd party usage.
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Version 2.55 released. This is available as both a patch (if you have v2.51) or a full install. As this update changes ground forces quite a bit, you will need to start a new campaign to get full use out of it.
Download (v2.51 -> v2.55 Patch);
RAR - http://www.mediafire.com/file/ur1bh98v283yqhl/Add-On_Korea_EM1989_v2.55_Patch.rarDownload (Full v2.55 Install);
RAR - http://www.mediafire.com/file/8x6nvunair8ms6c/Add-On_Korea_EM1989_v2.55_Release.rar
7ZIP - http://www.mediafire.com/file/uz6ffo0red5kc5n/Add-On_Korea_EM1989_v2.55_Release.7zInstallation;
- Extract the downloaded file into the …\Data folder in your BMS install location. Overwrite files if you have an earlier install of 1989 v2.
- Add Add-On Korea EM1989 v2\Terrdata\theaterdefinition\Korea EM1989 v2.tdf to the bottom of BMS\Data\Terrdata\theaterdefinition\theater.lst on a new line
- Theater should show up for selection in the Theater list in BMS (Remember to restart BMS after switching theater)
Changes from v2.51;
-Added JP233 to Tornado GR1
-Fixed A-4M external tanks
-Tweaks to AIM-54A/C seeker and aerodynamics
-Adjusted SA-2, SA-3, SA-5 performance (based on SAM Simulator data)
-Slight tweaks to 2d mode accuracy/range numbers for aircraft (reducing ranges to represent non-GPS/glide munitions)
-Slight adjustments to role scores for various aircraft
-Adjusted F-5A/E fuelflow, internal fuel, empty weight
-More sounds, tweaked sounds for some aircraft (lowered AV-8 volume slightly)
-Added HQ-7 (found in Chinese HQs)
-Added HQ-2A with Gin Sling B
-Added BTR-60 SA-7 team, added YW-531 HN-5A team
-First pass on reworking ground units, expect more AAA and MANPADs, less SA-8/9/13 for the DPRK, also most ZSU-23-4 replaced with ZSU-23 or ZSU-57
-Added SA-7/14/16 (where appropriate) to red SAM units
-Upgraded SAM/ATGMs in Soviet units where appropriate
-Review of all aircraft cannons, fixed fire rate/ammo where necessary, added Gsh-6-23
-Tweaks of AA10/AA11 performance
-Tweaks to SM1/2 MR/ER performance
-Updated campaigns for new ground units
-Added M163 PIVADS, added to some US ground units
-Added MIM-72G, AIM-9 with Stinger seeker head for Chapparal
-Tweaks to various AAMs
-Switched GBU-15 to IR seeker, renamed GBU-15(v)22
-Added GBU-15(v)32, variant using BLU-109. Currently using (v)22 (Mk84) model -
Thanks for the update Elouda! Could you elaborate on the tweaks and adjustments to the Aim-54A/C, SA-2, SA-3, SA-5, AA10, AA11, SM1/2?
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Sure, here’s a short summary;
AIM-54A;
-Increased active seeker chaff vulnerability
-Increased missile loft and loft time, decreased drag coefficient
-Decreased missile nav gain, should result in less energy bleed in terminal phase
-Added 0.8 second delay to engine ignition
-Adjusted dlz for new performance (this may need further tweaking)AIM-54C;
-Same as above, except as noted below
-Seeker more vulnerable than before, less than A model
-Slightly more loft than A modelAA-9;
-Increased lofting bias, reduced drag coefficient
-Adjusted dlz to account for new performanceAA-10A/C;
-Slightly increased loft, slightly reduced drag, adjusted dlzAA-10B/D;
-Reduced seeker gimbal angle
-Increased nav gain slightly
-Reduced drag, adjusted dlzAA-11;
-Adjusted dlzSM-1MR/ER;
-Reduced chaff vulnerability
-Increased lifetime
-Increase loftSM-2MR/ER;
-Increased lifetime
-Reduced loftSA-2;
-Increased loft
-Reduced vulnerability to jamming
-Increased maximum range slightlySA-3;
-Added post-launch guidance delay
-Increased nav gain
-Increased loft time
-Allowed maneuvers in boostguide phase
-Increased first stage booster burn time by 1s
-Reduced minimum engagement range
-Increased maneuverability
-Increased maximum range slightlySA-5;
-Increased loft
-Increased first stage booster burn time by 1s
-Increased maximum range slightlySA-6;
-Reduced minimum engagement altitude
-Increased maneuverability slightlyMost MANPADS;
-Slightly higher maximum engagement altitudeMost AAA;
-Slightly increased maximum engagement altitude -
After updating from v2.51 to v2.55, is it required to use a new campaign when playing? Will our old campaign save be playable with this version?
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Should be playable, but you won’t see the Chinese etc. units switch to HQ-2’s instead of SA-2’s unless you start a new one. This is mainly an issue for the first 2 campaigns, Iron Fortress should be mostly ok. The other issue is fixed SAM sites won’t have MANPADs until they get resupplied.
I’d give it a try, if you have issues the 2.51 version will remain up incase you need to revert to it (Link is in the thread, not on first post).
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Thanks for the quick response Elouda! UOAF will update to the new version and give it shot.
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@Molni, and all others of course. The old lods i had shared with the BMS forum for the phantom havent tried to see if they work in -U3 And when i started the new porting/editing of the E/F I did stop to try to develop them more as the new lod is stunning, more accurate and ofcourse more detailed. A little highpoly but thats what details do.
@Elouda if you want i can export a E/ESK with some skins as well and updated dat(if u havent got a problem with the ~65k triangles), therefore my question will be if you want seperate aim-9 rails or built in. the difference is that in A-G weapons its kinda funny sometimes like AGM-65’s fins touching the rails etc. If you see my thread for E/F u can see some screenies of the -E and the ESK. Now for -G i havent got anything yet. I think will be my next version.Ps: Heres the thread : https://www.benchmarksims.org/forum/showthread.php?28375-F-4E-F-Phantom
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Sure, here’s a short summary;
AIM-54A;
-Increased active seeker chaff vulnerability
-Increased missile loft and loft time, decreased drag coefficient
-Decreased missile nav gain, should result in less energy bleed in terminal phase
-Added 0.8 second delay to engine ignition
-Adjusted dlz for new performance (this may need further tweaking)AIM-54C;
-Same as above, except as noted below
-Seeker more vulnerable than before, less than A model
-Slightly more loft than A modelThe problem chaff does not work against ARH. By the code - I do not know is bug or intentional - chaff has 0 effect for ARH. Even if you set 1 or higher value for ARH seeker nothing happens. This is why I do not like ARH era. Is not fun to fly in an environment where are demigod weapons.
The DLZ data is used by the AI. In 4.32 range in DB had effect in 2D range and both max. range in 3D world. Regardless what big range was set by range data in dat file max range did a “cut”. The range data in dat files mostly concerning only for 0 aspect but data rest is handled by the code somehow while is possible to set up any aspect breakpoint on different altitude to get and eng. enevelope.
IHMO AA-10/AA-11 do not need kinematics tweak. They are using the RL spec. imp. and their drag coeff is similar to AIM-7/AIM-9 has should be. Because of their larger weight and diamater and lack of dual thrust you can see what you see.
SA-2;
-Increased loft
-Reduced vulnerability to jamming
-Increased maximum range slightlyPls. do not increase the loft. Because of RCH guidance the missile and both the target have to be in the cone of fire control radar. This means a very narrow “retacgle cone tunnel”, which is about 7x7 deg wide. In case you increase the loft value you breake this abstraction. The FCR follows both the missile and target with the same radar to calculate guidance commands. This is why does not have ABM capabilty the SA-2/3 because they cannot track both the ABM and launched missiles in most of cases because of high speed such big lead aim is required.
On the right side of the image, 7x7 deg. Outside of the cross you have only elevation or azimuth data. (On left side is LORO gudiance where, is a different method which I do not explain here.)
http://kepkezelo.com/images/21rqd6xdys2o6tyc81u1.jpgAnother image, missile flies within the 7x7 deg.
http://kepkezelo.com/images/g61cuab7goumlp70u1vs.jpgI checked performance of SA-2 and is good it does not require tweak.
SA-3;
-Added post-launch guidance delay
-Increased nav gain
-Increased loft time
-Allowed maneuvers in boostguide phase
-Increased first stage booster burn time by 1s
-Reduced minimum engagement range
-Increased maneuverability
-Increased maximum range slightlySame case as above. Don’t increase the loft. Also I do not understand why you allow maneuvers in boostguide phase. I can provide you sources about eng. envelope.
SA-5;
-Increased loft
-Increased first stage booster burn time by 1s
-Increased maximum range slightlyIn suggestion thread you can find thrust. Why did you changed? What range value you changed?
SA-6;
-Reduced minimum engagement altitude
-Increased maneuverability slightlyIn RL max. G of missile is 15G.
Most MANPADS;
-Slightly higher maximum engagement altitudeWhat is the exact value?
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@Molni, and all others of course. The old lods i had shared with the BMS forum for the phantom havent tried to see if they work in -U3 And when i started the new porting/editing of the E/F I did stop to try to develop them more as the new lod is stunning, more accurate and ofcourse more detailed. A little highpoly but thats what details do.
@Elouda if you want i can export a E/ESK with some skins as well and updated dat(if u havent got a problem with the ~65k triangles), therefore my question will be if you want seperate aim-9 rails or built in. the difference is that in A-G weapons its kinda funny sometimes like AGM-65’s fins touching the rails etc. If you see my thread for E/F u can see some screenies of the -E and the ESK. Now for -G i havent got anything yet. I think will be my next version.Ps: Heres the thread : https://www.benchmarksims.org/forum/showthread.php?28375-F-4E-F-Phantom
I can do a very quick test today. I do not see any reason what can prevent the usage. Stone age LODs are working with 4.33.
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I have personally a huge problem with some tweaks to make the theater more “interesting” or “playable”. Call me old fashioned, but I want as realistic as possible.
If you in all these tweaks could give unclassified sources that the tweaks are at least plausibel….I know Molni did a stong research in the past…May be you guys could use that as start point?!But perhaps nowadays I am the only one looking for warfare realism…
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I have personally a huge problem with some tweaks to make the theater more “interesting” or “playable”.
I totally agree with you. Basically what I’ve seen is it’s tweaking to tweak for tweaks sake!!! :rolleyes:
But of course, they’ll rebut that they have the proof that what is being done is exactly as it should be in the real world!!
C9
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I have personally a huge problem with some tweaks to make the theater more “interesting” or “playable”. Call me old fashioned, but I want as realistic as possible.
If you in all these tweaks could give unclassified sources that the tweaks are at least plausibel….I know Molni did a stong research in the past…May be you guys could use that as start point?!But perhaps nowadays I am the only one looking for warfare realism…
I checked dat files after release of 4.33. BMS4 Team applied the weight and imp. data what SpGoro, ODS and me gave, and recalculated most of aero. coeffs for “1st line” AAMs and SAMs which are frequent in BMS4. (I will check Patriot and HAWK also.) These become very good FMs. The problem is AIM-54. Even they applied good thrust and beliavable tot. imp. the missile has simply shit performance comparing to AIM-7F/M. At low and med alt this is true because insane drag of AIM-54 prevents the missile acclerate above the AIM-7 and deaccel much faster. The problem high and very high alt performance Even above 30k feet launch against 30k feet target AIM-7F/M has better range than AIM-54. This can’t be good. In RL the longest launch distance of AIM-54 was 204 km against a high flying dore and after 134 km of flying AIM-54 hit the target. You simply cannot reproduce this distance in BMS4…
Some RL cases.
1972
December 20 – An F-14 accomplished a ‘four-for-four’ AIM-54 test over the Pt. Mugu missile range. Flying at M0.7 and at 31,500 ft, the Tomcat launched four AIM-54s against five targets – three QT-33 and two BQM-34, each flying at M0.6
and at altitudes of between 20,000 ft and 25,000 ft. The missiles were fired at relatively short ranges, between 25 and 30 miles, and were launched in quick succession - not simultaneously. One missile scored a direct hit and the three others passed within the warheads’ lethal zones, thus scoring hits.1973
November 21 – First Phoenix proves effectiveness in full-arsenal testing on an F-14 operating over the Pacific Missile Sea Test Range. The F-14 fired six Phoenix missiles over a 38-second period and guided them simultaneously at six separate targets 50 miles away, obtaining four direct hits. Flown by CDR John R. “Smoke” Wilson and LCDR Jack Hauver, the Tomcat was flying at speed of M0.78 and an altitude of 24,800 ft - while the target drones were flying at speeds of M0.6 to M1.1. This was the only time six Phoenix were launched by a single aircraf.My father has a book where one of the test is on a chart with speed and range data. It is not possible to get the same range in BMS4. AIM-54 needs a tweak even it is based only “guessing”. (I will be at home Sunday, I will make a picture about it.)
In my MOD I added only a single F-14 sq. because of AIM-54 is a demigod weapon. Against DPRK dose not count much because most of red jets does not have dispeners, so being immune to chaff has almost no impact, but in Eurowar campaign I did not used F-14.