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baffmeister

+MODDER
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Everything posted by baffmeister

  1. That's another thing that's holding me up a bit. I have got the JU-87B to dive bomb at a 60deg angle but its quite dependent on the starting altitude. Will post some AI entries here when I get it working better.
  2. Understood regarding Wolf's SBD. I think I may just upload the JU-87B first but include the Italian stuff as well. Probably another "Two Weeks" for that to happen. I was planning to include some German bombs [sC series] as well but I can't even get that figured out. Should I include Italy in the bomb attachment type? Also, to make things even more complicated, I want a window in the cockpit floor! Anyone know how to do that! Anyway, I think at this point I should concentrate on the FM and maybe get a 0.9 beta test FM uploaded here in a few days. Perhaps, Mr. GoodWrench, you would be interested in uploading a JU-87 package when I get the FM figured out? Shoot me a PM if your interested.
  3. Here's the entries I'm using for the JU-87 bomb release mechanism if anyone wants to try it out. Edit the fuselage section like this: SystemName[001]=Pilot SystemName[002]=CoPilot SystemName[003]=Gunner SystemName[004]=RearGun SystemName[005]=TailGear SystemName[006]=CenterlineStation SystemName[007]=CockpitLight Then edit the weapon stations like this: // Weapon Stations --------------------------------------------------------- [CenterlineStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.00, 0.17,-0.60 AttachmentAngles=0.0,0.0,0.0 LoadLimit=650 AllowedWeaponClass=BOMB AttachmentType=W_Germany ModelNodeName=BombPylon MovingPylon=TRUE DiameterLimit= LengthLimit= BombBayAnimationID=7 BombBayOpenTime=0.60//0.30 BombBayCloseTime=1.20 AutomaticDoors=TRUE MinExtentPosition=-0.65, 4.95,-0.75 MaxExtentPosition= 0.65, 2.40, 0.00 [LeftWingStation01] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-4.16, 0.05,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_Germany ModelNodeName=LeftPylon01 PylonMass=10.9 PylondragArea=0.03 [RightWingStation01] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 4.16, 0.05,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_Germany ModelNodeName=RightPylon01 PylonMass=10.9 PylondragArea=0.03 [LeftWingStation02] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.93, 0.05,-0.39 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_Germany ModelNodeName=LeftPylon02 PylonMass=10.9 PylondragArea=0.03 [RightWingStation02] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 3.93, 0.05,-0.39 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_Germany ModelNodeName=RightPylon02 PylonMass=10.9 PylondragArea=0.03
  4. Thanks Wrench, I will check out the other JU-87's and see what kind of a package I can put together. Will check out the SBD as well to see how the bomb release is set up for it. I had a look on YouTube for some video and found one sequence showing the deflection fork in action but it was quite brief but seemed to show a quick deployment and retraction. Cheers.
  5. Did I say 2 weeks for this project?...........................Anyway, it's coming along but there are always new things [for me] to try and figure out. One new thing is the operation of the bomb trapeze [for lack of a better word] under the center line. On the original version you would hit control-O to open the "bomb bay doors" which would extend the "Trapeze" then you would release the bomb. I think in RL this would happen in one fluid motion with the trapeze retracting automatically after bomb release. [maybe retracting by airflow forces or spring loaded.] I can get it to work in one fluid motion but not 100% sure that's how it worked. Anyone know for sure? Also, I see an entry in the data.ini for a Siren sound to activate when the dive brakes are extended but it wasn't included in the SF-1 upload. Anyone have the Siren sound?
  6. Version 1.0

    403 downloads

    An SF-2 update for Geo's F7F-1 Tigercat with original Lods, skin and decals. Also includes a choice of two cockpits, Geo's WW2 navy pilot, an aircraft specific Tiny Tim rocket, a new FM and a few other odds and ends. CREDITS: 1.] Geo, for the Tigercat model, skin and decals as well as the 300gal drop tank and the WW2 Navy pilot. 2.] Zurawski, for the original Sabre pit. 3.] TMF, for the F4U pit and probably for the F4U-7 engine sound. 4.] Cliff11 for some new gauges and ini edits used in the modified Sabre pit. Also for putting together the 150gal drop tanks. 5.] Baffmeister, Cliff11, Charles and ThirdWire for the FM. Install instructions included in the readme. WAIVERS: For freeware use only, commercial use not permitted!
  7. drop tank error

    I think a fix by TK would be the best solution. It may be better to live with the problem instead of spending time on a work-around that may not be possible. Hopefully, TK will get it fixed at some point.
  8. I can level the desired areas quite quickly Piecemeal, send me a PM if you're interested. The new Desert 4 looks very good!
  9. I like the idea of having some fictional campaigns in different parts of the world but about all I can come up with are "Colonial Problems" for France and/or Britain for fifties and early sixties time frames. One map that has some potential in that regard is the Ethiopia terrain with a French base in Djibouti and maybe a British base in Aden, although Aden is quite near the "Wall" if I remember correctly. I have a "Colonial Desert" terrain installed for personal use but it just uses the northern quarter of the stock desert terrain and at this point is just an excuse to check out some new building objects and maybe make some target areas that could be used for my never ending new fictional terrain. Something I have noticed is the inability to get Paran to work properly when using limited nations statements with real nations such as the RAF. In this case I am just using the Soviets as the enemy nation but plan to look into the problem more closely.
  10. drop tank error

    I think this problem is CofG related. I had an issue with a plane I was working on that had the CofG moved forward to address some potential issues and it had the same problem. When I moved the CofG back to 0.0,0.0,0.0 the problem went away. I had a quick look at The CofG on the TW F-4B and it is at 0.0,1.70, 0.0. Ultimately, as the bombs don't exhibit the same behavior, I would suspect something got porked in a patch but that's just a guess.
  11. File Name: F7F-1 Tigercat SF-2 Update File Submitter: baffmeister File Submitted: 15 December 2012 File Category: SF2 Series WW2 Aircraft & Skins An SF-2 update for Geo's F7F-1 Tigercat with original Lods, skin and decals. Also includes a choice of two cockpits, Geo's WW2 navy pilot, an aircraft specific Tiny Tim rocket, a new FM and a few other odds and ends. CREDITS: 1.] Geo, for the Tigercat model, skin and decals as well as the 300gal drop tank and the WW2 Navy pilot. 2.] Zurawski, for the original Sabre pit. 3.] TMF, for the F4U pit and probably for the F4U-7 engine sound. 4.] Cliff11 for some new gauges and ini edits used in the modified Sabre pit. Also for putting together the 150gal drop tanks. 5.] Baffmeister, Cliff11, Charles and ThirdWire for the FM. Install instructions included in the readme. WAIVERS: For freeware use only, commercial use not permitted! Click here to download this file
  12. Not sure if you got my drift................Paulo got the Ouragan to show up automatically by making sure the name matched the campaign data. From the Kadesh campaign data: [AirUnit004] AircraftType=Ouragan..................If this aircraft is available the campaign will use it. AlternateType=MystereIVA..........If the Ouragan is not available, as for a stock install, the campaign will use the MystereIVA. Squadron=113IDF ForceID=1 Nation=ISRAEL DefaultTexture=IDFSilver2 BaseArea=Tel Nof Airbase For the Mosquito6 in operation Kadesh: [AirUnit003] AircraftType=Mosquito6.........If there is a Mosquito6 available the campaign will use it automatically. AlternateType=Meteor8........If there is no Mosquito6 then the campaign uses the Meteor8. Squadron=110IDF ForceID=1 Nation=ISRAEL DefaultTexture=IDFCamo1 BaseArea=Ramat David Airbase I think it would work if the IDF was in the Mosquito6 UserList and the date was correct. P.S. There may be some reasons why a nationalized version with the Mosquito6 name may be a better way to go, as it may avoid some possible issues with the WW2 / modern day crossover. I have seen some odd behavior but can't quite figure it out.
  13. No cookies to share but a suggestion: If you name the Mosquito VI the Mosquito6, and include the IDF 110 squadron skin by LloydNB, I think the Mosquito6 could be made to show up automatically in the stock TW Operation Kadesh campaign.
  14. Thanks for the cockpit fixes. Will be taking a closer look at the A.I.for the next FM update, which won't be for awhile.
  15. Thanks for the idea. Wrench, if you upload them here I will include them in the pack.
  16. Could you post the edits for the He-111 bomb positions? I was planning to attempt that fix at some point.
  17. Can you upload the templates to this thread? I could add them to the package to make it convenient for skinners. Crusader, I would like to add your cockpit.ini, gunsight and would appreciate the details on the ammo capacity.
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