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baffmeister

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Everything posted by baffmeister

  1. Could you post the current gun entries from the aircraft data ini? The cartridge weights are probably the least of your worries at this point, the guns will still work without them.
  2. I have been trying to find various cartridge weights on the internet.
  3. I don't use the AvHistory gun data but noticed some of the other add-on guns don't have an entry for cartridge weight so you don't get the ammo weight added to the aircraft. Not 100% sure if this is the problem you're having but here is the data for ThirdWires Browning machine guns to show what I mean: [GunData003] TypeName=303CAL_BROWNING FullName=0.303-cal Browning Machinegun Caliber=7.700000 ROF=600.000000 MuzzleVel=740.000000 AmmoWt=0.011300 WarheadWt=0.000000 CartridgeWt=0.025400//.....................................This entry required for ammo weight to show up on load out screen. Reliability=97.000000 Accuracy=70.000000 AddLight=TRUE MaxLightRange=3.000000 FireColor=0.120000,0.120000,0.120000 GunFireEffect=LmgFireEffect GunFireSound=50cal EffectClassName=LmgEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.120000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE I plan to include some updated gun data for the BoB types at some point but still looking into it.
  4. I'm curious, could you post an example? From what I have seen, no animations mean the tire sinks into the ground when under extra load making a short shock stroke best for those situations. No shock stroke, if I remember correctly, results in " pilot black out" at the slightest bump.
  5. Another "generic" WW2 bomber FM using some data from ThirdWires C-47 as well as quite a few adjustments. The bad gunnery skills from the Do-17 FM continue, although they still knock down a decent number of aircraft. The armor as structure is back, it is going to take a while to figure out a standard approach for this subject. It seemed rather too easy to kill the bomber pilots so the rear armor for the He-111 pilot has been increased significantly. The Jumo engine table is from the Ju-87. Bomb position fix by Crusader. [Thank You!] The upload contains a folder with an He-111H3 Ini and Data Ini so it should be OK to copy the entire contents of your current functioning SF2 He-111H6 folder into this one to get a functioning H3. Possible edits required for the cockpit if you're using one. He-111H3_0.80.zip
  6. When possible, this would be preferred. [ I have tried to adjust a lot of landing gears over the years!]
  7. I have been uploading aircraft data inis and a few cockpit files only so it would be recommended to create a functioning SF2 BoB aircraft installation first prior to using the said data.inis.
  8. By invisible runway do you mean one that works with just the terrain tile only? I have one working in the BoB terrain. I ended up using one of Gepards "platte" lods with no bit map to represent the runway and a new runway ini for it. Not sure if the invisible lod is even required but I figured it would give the bombers something to aim at during airfield strike missions.
  9. Thanks for the info, [and the destroyed lod!] it seems to be fixed now. In this case it was the gunner that was causing the problem.
  10. BF-110 beta 0.81 FM attached. The previous version had a lot of errors in the damage modeling that have been fixed with this new version. Engines can now get shot up, fuel tanks can catch fire although it takes a lot of Browning rounds to set them alight, and the pilot is now "mortal." Still some weird things going on. Watch for a big piece of the airplane get released when the pilot is killed. It may be the entire internal cockpit area. If anyone can make the issue go away, please advise. Bf-110C_DATA0.81.zip
  11. Quite a few problems showing up with the BF-110C. Fuel tanks that don't catch fire, engines that don't get shot up, and a few other things associated with Min/Max extents and typos. I hope to get an "Emergency Update" released in a few days, if anyone was wondering about those issues.
  12. Do-17z SF2 FM for the A-Team model attached. It's a generic WW2 bomber FM using a bunch of data from ThirdWires C-47. I don't plan on spending much time doing bomber FM's, I think I can just use this one with minor changes to some of the headline numbers to adapt it to different types. The skills of the bomber gunners have been reduced quite a bit and where one gunner is responsible for more than one gun [quite common on the Luftwaffe bombers] the chance of firing has been reduced accordingly. To keep things balanced for the machine gun equipped Spitfire and Hurricane the "armor as structure" is only being used around the engines. This to represent the capacity of radial engines to continue running with more damage than liquid cooled types. Anyway, it's all a bit of an experiment. Cheers. Do-17Z_DATA0.80.zip
  13. Any Luftwaffe BoB bombers, BF-110, Blenheim, and Beaufighter.
  14. Check the length / geometry of the models main landing gear as well as looking for any differences in the landing gear data. The game is very sensitive to any differences between the main landing gears. Even a slight difference in landing gear length can cause dancing and flip overs. It can often be fixed by adjusting the rolling radius on one of the main landing gears but is best fixed by fixing the model.
  15. Any updated BoB files would be greatly appreciated! For myself, the current plan is to get the German bomber FM's done then do a BF-109E-4 fighter bomber and probably a Spitfire Mk2A. At some point they will all get put together in one upload.
  16. Drop in Beta 0.8 SF2 FM's for the two aircraft. You need the Raven/Wrench Hurricane 1A package available in the SF2 WW2 downloads and the BF-110c available at the A-Team site. The FM's are the usual collection of original data, new data and ThirdWire tables etc. The BF-110 includes a new cockpit ini and Crusaders Revi gunsight TGA. The AI entries are a moving target at this point. I can guarantee that for the next update the AI will be changed again but you could copy the present BF-110 pilot skills AI into the previously released BF-109 and also transfer the Hurricane 1A pilot AI to the Spitfires. The default entries for the armor plate representing aircraft structure have been reduced for these aircraft. The armor plate representing aircraft structure doesn't have much if any effect against cannon rounds but does seem to penalize machine gun equipped aircraft. I may eventually get rid of it altogether to keep things balanced. Hurricane Notes: Not much to say. The original FM flew well but I have added a new CDL table and various other changes to get the speed, handling, and roll rate I was looking for. The Hurricane didn't have much roll response to rudder imputs so I have tried to model that characteristic a bit. Anecdotal information would suggest the Hurricane was a bit less forgiving than the Spitfire during hard turns. The engine table is from the Spit 1A [late]. BF-110 Notes: The BF-110 had the worst roll rate of the BoB fighters [based on my research] so have tried to reflect that. The British pilot reports on a captured version said it was nice to fly, for a twin engined airplane. According to that source the two cannons could be reloaded in flight by the gunner/wireless operator. I can't imagine this would be an easy thing to do in the middle of a dogfight but the full cannon loadout is included in the data.ini, 240 rounds per gun. [one drum of 60 rounds and 3 spare drums per gun.] The engine table is from the BF-109E-3 but the prop rpm has been changed due to different gearing. Do-17Z will probably be the next release, in a couple of weeks. Hurricane1A-BF110-Fm's0.8.zip
  17. You don't need Track IR to zoom in on the instrument panel. I think the default zoom controls are the mouse buttons. [mine are set to the number pad plus/minus buttons.]
  18. Looks Great! [black Widow as well!]
  19. View File Pasko JU-87B-R SF2 Update [ETO] Updated Ju-87 with B and R versions for ETO installs. It includes an updated FM and revised cockpit ini for Kesselbruts Ju-87 pit as well as a new Euro Splinter skin by Wrench. The original Pasko model and decals are unchanged. An MTO version is in the works. CREDITS: 1.] Pasko: JU-87B model and decals. 2.] Kesselbrut: JU-87 Cockpit. Revi gunsight tga and some cockpit ini edits by Crusader. Additional edits by Baffmeister. 3.] Wrench: New Euro Splinter skin. I got the SC bombs, drop tanks, Luftwaffe pilot and the Gunner from Wrench but not sure who made them. 4.] AvHistory: The Jumo 211 sound. It's been edited a bit to get rid of a "hiccup" in the loop. 5.] FM/Data.Ini credits: Baffmeister, Starfighter, Wrench, Crusader and ThirdWire. WAIVERS: The items contained in this package can be used for freeware projects only. Submitter baffmeister Submitted 02/16/2013 Category Other
  20. Version 1.0

    299 downloads

    Updated Ju-87 with B and R versions for ETO installs. It includes an updated FM and revised cockpit ini for Kesselbruts Ju-87 pit as well as a new Euro Splinter skin by Wrench. The original Pasko model and decals are unchanged. An MTO version is in the works. CREDITS: 1.] Pasko: JU-87B model and decals. 2.] Kesselbrut: JU-87 Cockpit. Revi gunsight tga and some cockpit ini edits by Crusader. Additional edits by Baffmeister. 3.] Wrench: New Euro Splinter skin. I got the SC bombs, drop tanks, Luftwaffe pilot and the Gunner from Wrench but not sure who made them. 4.] AvHistory: The Jumo 211 sound. It's been edited a bit to get rid of a "hiccup" in the loop. 5.] FM/Data.Ini credits: Baffmeister, Starfighter, Wrench, Crusader and ThirdWire. WAIVERS: The items contained in this package can be used for freeware projects only.
  21. The questions are a bit vague. Do you have the appropriate gun files installed? For the tail gunners maybe you could post the details from the aircraft data .ini.
  22. Geo uploaded all his mods to the SF-1 section. If Stary made some WW2 specific hangars, someone point the way! He did make a very nice pack of more modern looking hangars that should be available and could probably be made to look a bit older with some modified bitmaps. [ I type too slow.]
  23. The INI only runway requires a bit of a workaround but can be made to work. I created a new runway in the types.ini called RunwayX but left the reference to a runway lod blank. In the target.ini I changed the runway used to runwayX but associated with the runway 3 data.ini. What I saw in game was all the airfield buildings but no runway so it should be no problem getting airfields to work with just a grass tile.
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