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B-1B Redux 2.1

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About This File

B-1B Lancer aka "The Bone" by Dels and the Bone Team

 

SF2 Version for Dec 2009 Patch and beyond

 

Nov 2010
Model by Dels
Skins by ST0RM, Syrinx Jat81500 and my boy Jimmy B!!!!
Decals, units and testing, etc by Dave (USAFMTL) and ST0RM
Sounds by Spillone
Updated FM by Fubar512 and FastCargo
Weapon Station arrangements by FastCargo
Destroyed LOD by Klavs81, Dels and FastCargo
B-1B Pit by Dels (Its a bloody masterpiece)
ACES 2 Seats by Julhelm
Mod USAF pilot by Diego
Technical Adviser/Loadouts ans new weapons models by FastCargo

 

Package contains:
B-1B 86 Turkey Feathers and pure nuke
B-1B 92 Blk A - Nuke and Conventional role
B-1B 96 Blk C - CBU capability,
B-1B 98 Blk D - JDAM and ALE-50 added
B-1B 03 Blk E - JSOW, CMUP PIT, JASSM

 

To install:

 

Sounds go into your main mod folder.
Example:
C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Sounds

 

Effects go into your main mod folder.
Example:
C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Effects

 

Planes go into your Objects/Aircraft folder.
Example:
C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Aircraft

 

Decals go into your Objects/Decals folder.
Example:
C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Decals

 

Pilots go into your Objects/Pilots folder
Example:
C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Pilots

 

Weapons go into your Objects/Weapons folder
Example:
C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Weapons

 

If do not have any of these folders, then by installing this into your main install, it will make them for you.
Example:
C:\Users\username\Saved Games\ThirdWire\StrikeFighters2

 

Additional Notes by FastCargo:

 

Each model of B-1B has the ability to carry the specific weapons it was authorized for during that time frame. Most of these weapons are included in this package...the preset loadouts represent typical arrangements. The weapon stations have been setup so that you can only load the type and number of weapons for each bay in the loadout screen, reflecting real life limitations.

 

Also, the maximum gross weight for takeoff at sea level is 470000 pounds...you can easily exceed this just with the default loadouts at full internal fuel weight. It is HIGHLY recommended to lower your internal fuel to 75% to get under the gross weight.

 

At full gross weight, the AI and you will require the whole runway to takeoff...you will probably not 'unstick' until close to 200 knots. At minimum weight, it should only take about half the runway and about 160 knots unstick. Also, do not rotate above 9 degrees pitch on takeoff before you leave the runway...or you will scrape the tail and may crash.

 

The FM has been through some major rework to get around the limitation that the sim has with large swing wings. The current FM setup is a compromise to allow docile handling with realistic performance. There are some weaknesses with it, mainly during mid altitude cruise flight tends to take more power than the real aircraft needs. You will find that the FM mimics the real thing in most limitations...lower altitude ceiling at full gross weight, faster roll rates with wings swept back, etc. Also, 'at the limit' handling has been much improved...much more difficult to stall at high speed. Handling is fairly carefree, simulating the real aircraft's fly by wire helping you keep the aircraft within limits. It is still possible to overG or stall...with bad consequences for both.

 

For mission planning and the AI, the sim uses the 'CruiseSpeed' parameter to determine attack speed, and the LevelBombAI, ReleaseAlt to determine how high it's attack run is. Because of this, you may find the parameters for both to be different for each model. Here is the current list for each one:

 

B-1B_86 - Speed-540 knots / Alt 1500 feet
B-1B_92 - Speed-540 knots / Alt 1500 feet
B-1B_96 - Speed-540 knots / Alt 600 feet
B-1B_98 and 03 - Speed-320 knots / Alt 15000 feet

 

The 2 later models are high and slow because they mostly do standoff and PGMs, which usually require altitude.
The 2 earliest models are low alt, high speed for the nuke mission to get away from the blast (btw, you will NEED .9 mach and 1300 AGL to drop a gravity nuke...or you won't make it out of the blast radius).
The middle model is same speed, but lower altitude because they didn't carry nukes anymore.

 

We did our best. Enjoy.


What's New in Version 2.1

Released

  • 10 Jul 2012
  • Updated Cockpit Glass
  • Like 3
  • Thanks 2



User Feedback

Recommended Comments

:salute:

 

Thanks guys for taking the time to make the awesome mod. I'm having a real blast(no pun intended) flying this bird and nuking the crap out of targets.:clapping::drinks:

 

You truely did your best and I will contine to throughly enjoy this mod:good:

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awesome job, the only problem I've had is a landing gear wheel sticks out throught the Landing Gear Door after using "Trip Skip" to the destination

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Great mod, ive had some fun with this but have noticed after using nukes and completeing objective if you try and give your wingman any orders it will cause the entire game to crash. Ive repeated this over and over. Is it a flaw? could i have installed the mod wrong? Everything else works great.

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I love this mod so far. My only problem is probably a very basic, noobish one: is there a bomb sight or aiming device of some kind? Bombardier's seat or something? Sorry if it's a stupid question, but this is the first addon plane that I have tried. Thanks!

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