Ice Man 10 Posted May 30, 2011 Someone can tell me how can I do for resolve the problem about the tail's gun and the crew becasue appear only the pilot and the co pilot and not the others crew members.Thank you!These are the lines about the crew. I add a photo. // Crew ----------------------------------------------- ---------- [Pilot] SystemType=PILOT_COCKPIT SeatID=1 PILOTMODELNAME=PilotWW2JpnNavy.LOD SetCockpitPosition=TRUE Position=-0.35,4.15,0.83 MinExtentPosition=-0.5,3.5,0.4 MaxExtentPosition=-0.3,4.5,1 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=0 Armor .Thickness=6 Armor .Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 CanopyNodeName= [CoPilot] SystemType=PILOT_COCKPIT SeatID=2 PILOTMODELNAME=PilotWW2JpnNavy.LOD SetCockpitPosition=FALSE Position=0.35,4.15,0.83 MinExtentPosition=0.5,3.5,0.4 MaxExtentPosition=0.3,4.5,1 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=0 Armor .Thickness=6 Armor .Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=0 Armor[bOTTOM].Thickness=6 CanopyNodeName= [TopTurretGunner] SystemType=GUNNER_STATION SeatID=3 GunnerID=1 PILOTMODELNAME=WW2JpnGunner.LOD SetCockpitPosition=FALSE Position= MinExtentPosition=0.53,-0.32,1.5 MaxExtentPosition=-0.5,-1.31,0.8 PitchModelNodeName=top_gun_mg YawModelNodeName=top_gun_turret GunRange=2000 PitchAngleRate=45 MaxPitch=90 MinPitch=5 DefaultPitchAngle=10 YawLimited=FALSE YawAngleRate=90 DefaultYawAngle=180 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=6 Armor .Thickness=6 Armor .Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 [TailGunner] SystemType=GUNNER_STATION SeatID=4 GunnerID=2 PILOTMODELNAME=GunnerIJNavy.LOD SetCockpitPosition=FALSE Position=0.0,10.5,0.0 MinExtentPosition=-0.6,-10.8, 0.40 MaxExtentPosition=0.6,-11.8,-0.92 PitchModelNodeName=tail_cannon YawModelNodeName=tail_cannon GunRange=2000 PitchAngleRate=40 MaxPitch=20 MinPitch=-20 DefaultPitchAngle=10 YawLimited=TRUE YawAngleRate=60 MaxYaw=210 MinYaw=150 DefaultYawAngle=180 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=6 Armor .Thickness=6 Armor .Thickness=6 Armor[REAR].Thickness=1 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 [NoseGunner] SystemType=GUNNER_STATION PilotModelName=WW2JpnGunner.LOD SeatID=5 GunnerID=3 SetCockpitPosition=FALSE Position=0.0,7.15,0.30 PitchModelNodeName= YawModelNodeName= GunRange=2000 PitchAngleRate=65 MaxPitch=30 MinPitch=-30 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=75 MaxYaw=30 MinYaw=-30 DefaultYawAngle=0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=1 Armor .Thickness=5 Armor .Thickness=5 Armor[REAR].Thickness=5 Armor[TOP].Thickness=2 Armor[bOTTOM].Thickness=1 [LeftWaistGunner] SystemType=GUNNER_STATION PilotModelName=WGunnerLJ SeatID=6 GunnerID=4 SetCockpitPosition=FALSE Position= PitchModelNodeName= YawModelNodeName= GunRange=2000 PitchAngleRate=65 MaxPitch=50 MinPitch=5 DefaultPitchAngle=10 YawLimited=TRUE YawAngleRate=75 MaxYaw=300 MinYaw=240 DefaultYawAngle=270 HasArmor=TRUE ArmorMaterial=STEEL Armor .Thickness=3 Armor .Thickness=3 Armor[REAR].Thickness=0 Armor[TOP].Thickness=3 Armor[bOTTOM].Thickness=3 [RightWaistGunner] SystemType=GUNNER_STATION PilotModelName=WGunnerRJ SeatID=7 GunnerID=5 SetCockpitPosition=FALSE Position= PitchModelNodeName= YawModelNodeName= GunRange=2000 PitchAngleRate=65 MaxPitch=50 MinPitch=5 DefaultPitchAngle=10 YawLimited=TRUE YawAngleRate=75 MaxYaw=120 MinYaw=60 DefaultYawAngle=90 HasArmor=TRUE ArmorMaterial=STEEL Armor .Thickness=3 Armor .Thickness=3 Armor[REAR].Thickness=0 Armor[TOP].Thickness=3 Armor[bOTTOM].Thickness=3 Regards, Ice Man Teo Share this post Link to post Share on other sites
+Stary 2,427 Posted May 30, 2011 don't know about the disappearing pilots, BUT as far as I remember in IJN pilot and co-pilot were the other way: pilot on the right, co-pilot one the left also, check the tail gunner section for example: [TailGunner] SystemType=GUNNER_STATION SeatID=4 GunnerID=2 PILOTMODELNAME=GunnerIJNavy.LOD SetCockpitPosition=FALSE Position=0.0,10.5,0.0 X,Y,Z, plane nose allways??? facing positive Y-axis, so shouldn't it be Position=0.0,-10.5,0.0 for tail gunner? maybe they're floating in front of the plane..? hard to tell based on this particular screen Share this post Link to post Share on other sites
Wrench 9,846 Posted May 30, 2011 There's never been ANY other crew figures in either Betty (the 2 or 3) since its original release in 2004 .. no waist, topturret or tail gunner, no bombadier or navigator aft of the pilots. The 'figure' (ie: lod) for the tail gunner would have to have been built facing aft, like the USGunner or LuftGunner figures. Or, built into the aircrft lod itself. the issues with the physical placement (or pointing in this case) of the tail gun may be able to be tweeked with data ini edits to to the tailgunner station have it point more aft (but it sure as hell shoots correctly!) I screwed around with that for a long time on the G4M3 mod, before giving up. My personal opinion is, it's an issue internal to the lod. And without ArmorDave and Max files .... well..... btw, G4M2s didn't have waist or nose guns ... those came on the G4M3 Personally, I wouldn't even bother with it ... it shoots, and hits. Share this post Link to post Share on other sites
DARoot 6 Posted June 5, 2012 (edited) Greetings, All FYI, Wrench has come up with a nifty trick to add bomber crewmembers, as embodied in his "TBF-1" upgrade to the A-Team's TBF-1C "Avenger," and his "Sally_Update" to Wolf257's Ki-21 "Sally" mod. He added a [system} and a {Crew} entry for "xxGunnerMan" in places where the aeroplane's main lod does NOT have an attached/included gunner figure to the gun itself. That's how I discovered this -- the A-Team TBF-1C already had a gunner crewman ATTACHED to its dorsal turret gun (e.g., part of the lod), and Wrench's "TBF-1" upgrade resulted in (a) the dorsal gunner having no textures, and (b) a fully-textured crewman being superimposed on the rear gunner. Well, investigation revealed that a simple re-positioning of that "textured" crewman to the (more forward) [Navigator] position got rid of the crewmember superimposition, and placing the required bitmap [it simply needed a copy of "WW2Gunner.bmp" placed in the texture folder] in the texture folder (as is done with the original A-Team version) eliminated the "all-white" rear dorsal gunner crewman. Then, it was just a matter of interpreting what Wrench was TRYING to do, and using it to create a new "Belly Gunner Man," and positioning that new System/Object in the ventral MG position. I've used this "trick" successfully to add a belly gunner crew figure to the TBF-1C "Avenger" (by the A-Team), and also to Wrench's own TBF-1 "Avenger" (Midway era, based on the A-team TBM_Avenger-R6.lod). Shown below are my Data.ini edits -- Code -- Data.ini [Fuselage] ... ... SystemName[001]=Pilot SystemName[002]=Navigator SystemName[003]=RearGunner SystemName[004]=RearGun SystemName[005]=Canopy SystemName[006]=Wingfold SystemName[007]=MainFuelTank SystemName[008]=BombBay SystemName[009]=CenterBomb1 SystemName[010]=CenterBomb2 SystemName[011]=CenterBomb3 SystemName[012]=CenterBomb4 SystemName[013]=LowerPositionLight1 SystemName[014]=UpperPositionLight1 SystemName[015]=LowerPositionLight2 SystemName[016]=LowerPositionLight3 SystemName[017]=BellyGunner [b]** --> New Entry < -- **[/b] SystemName[018]=BellyGunnerMan // <--- **** SystemName[019]=BellyGun ... ... // Crew ---------------------------------- [Pilot] SystemType=PILOT_COCKPIT PilotModelName=PilotWW2Early SeatID=1 SetCockpitPosition=TRUE Position=0.00,0.90,1.40 SeatModelName=seat_single SeatPosition=0.00,0.84,0.97 MinExtentPosition=-0.35,1.4,0.7 MaxExtentPosition= 0.35,0.4,1.6 CanopyNodeName=Glass_F StructuralFactor=1.5 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=75 Armor[REAR].Thickness=15 Armor[bOTTOM].Thickness=8 // [b]***--> New Entry [/b]< -- *** [Navigator] SystemType=PILOT_COCKPIT PilotModelName=PilotWW2Early SeatID=2 SetCockpitPosition=FALSE Position=0.00,-0.38,1.36 SeatModelName=seat_single SeatPosition=0.00,-0.44,0.96 MinExtentPosition=-0.35, 0.9,0.65 MaxExtentPosition= 0.35,-1.0,1.55 CanopyNodeName=Glass_C StructuralFactor=1.5 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=8 Armor[REAR].Thickness=5 Armor[bOTTOM].Thickness=5 [RearGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=4 GunnerID=1 SetCockpitPosition=FALSE Position= PitchModelNodeName=Gun1 YawModelNodeName=Ball_Turret_Glass GunRange=2000 PitchAngleRate=45 MaxPitch=60 MinPitch=15 DefaultPitchAngle=25 YawLimited=TRUE YawAngleRate=45 MaxYaw=240 MinYaw=120 DefaultYawAngle=180 [bellyGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=5 GunnerID=2 SetCockpitPosition=FALSE Position= PitchModelNodeName=Gun2 YawModelNodeName=Gun2 GunRange=2000 PitchAngleRate=45 MaxPitch=-15 MinPitch=-40 DefaultPitchAngle=-20 YawLimited=TRUE YawAngleRate=45 MaxYaw=220 MinYaw=140 DefaultYawAngle=180 // [b]***--> New Entry [/b]< -- *** [bellyGunnerMan] SystemType=PILOT_COCKPIT PilotModelName=WW2GunnerCB SeatID=3 SetCockpitPosition=TRUE Position=0.00,-3.25,0.05 Rotation=0.0,0.0,180 SeatModelName= SeatPosition= CanopyNodeName=Cockpit ***************************************************** My next "project" happens to be exactly what you have asked about -- adding additional crew members to Wrench's skin/data upgrade to ArmorDave's G4M2 "Betty," starting with Wrench's upgrade to the "Sally" mod as a guide, and using the knowledge gained above..And if that succeeds, I'll go on to add crew to my B-25 (which already has nearly everyone, except the nose gunner/bombardier), B-17s, B-24s, etc. Backup, tweak, reposition, experiment, etc. That's how we all learn. [And, of course, copying the good ideas from better modders, who have gone before ....] DARoot Edited June 5, 2012 by DARoot Share this post Link to post Share on other sites
DARoot 6 Posted June 9, 2012 Buon Giorno, Ice Man! Allora! If you are still around, (or, for anyone else who may be interested), adding additional crewmember figures to the G4M "Betty" (or any other multi-crew aircraft) is fairly straightforward, and generally only involves some edits to the "xxaircraft_DATA.ini" text file in Notepad, as described in my previous post above. Building upon what has been discussed previously, this is what you can achieve, if you wish -- I won't post my _Data.ini edits just yet, since I also, while I'm at it, might as well address making the guns themselves work properly (give those crewmembers a purpose, besides eye-candy, eh?). I note you are (apparently) using the Wrench's Skins/Ini Update to ArmorDave's G24m2. In his ReadMe, Wrench states, "About the guns/turrets/etc. If you've taken the time to browse through the data ini, you'll see the nose turret and waist positions are commented out. I was not able to get the working, so by doing this, leaves you with the stock gun positions. If some ini guru manages to get these guns working, PLEASE post the update??!!!!!" Well, a little tweaking DOES make the guns work (the below screenshot is a "test" version, with all the guns set to: SystemType=FIXED_GUN InputName=FIRE_PRIMARY_GUN -- Just for testing purposes (and for that screenshot). The trick now is figuring out how to make the AI use them... More later, I hope. DARoot Share this post Link to post Share on other sites
DARoot 6 Posted June 11, 2012 Greetings, All As discussed/promised above, here's a few text edits you can do to your ArmorDave's Betty bomber "G4M2_Data.ini" file, to provide visible crewmembers in the Dorsal Turret, Tail Turret, Nose, and Waist positions. It ain't perfect, but it's passable... and something similar can be done for any of your multi-crew aircraft. a) The dorsal turret gunner does not rotate with the gun (since he's not attached -- he's just a static); b) ArmorDave's 20mm tail cannon is backwards (muzzle points inside aircraft). No amount of .ini editing I tried could correct this. Probably needs somebody (ArmorDave, or someone with ArmorDave's permission) to hexedit the lod [and while they are at it, add actual gun models to the nose and waist positions...] Anyway... (1) Add to the [Fuselage] section of your Betty "G4M2_Data.ini" -- [We'll assume you are using Wrench's Upgrade "G4M2_Data.ini" dated 1/9/2008] -- [Fuselage]------------------------------- ... // <--Add These -- Keep System Numbers in sequence with what you already have. // --> SystemName[016]=TopGunCrew SystemName[017]=NoseGunCrew SystemName[018]=TailGunCrew SystemName[019]=LWaistGunCrew SystemName[020]=RWaistGunCrew (2) Add to the [//Crew] section of your Betty "G4M2_Data.ini" -- Change numbering if yours is different -- // Crew ---------------------------------- ... //<--Add These -- Keep "Seat ID" numbers in sequence with what you already have. // --> [TopGunCrew] SystemType=PILOT_COCKPIT PilotModelName=GunnerWW2Early SeatID=8 SetCockpitPosition=TRUE Position=-0.00,-0.9,1.22 //Rotation=0.0,0.0,180.0 //<-- This seems to make no difference. "Pilots" always face fwd, and "Gunners" always face aft ... SeatModelName= SeatPosition= [NoseGunCrew] SystemType=PILOT_COCKPIT SeatID=9 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=TRUE Position=0.0,5.75,0.1 SeatModelName= SeatPosition= [TailGunCrew] SystemType=PILOT_COCKPIT SeatID=10 PilotModelName=WW2GunnerCB.lod SetCockpitPosition=TRUE Position=0.0,-10.8,0.18 SeatModelName= SeatPosition= [LWaistGunCrew] SystemType=PILOT_COCKPIT SeatID=11 PilotModelName=GunnerWW2Early SetCockpitPosition=TRUE Position=-0.25,-4.4,0.0 SeatModelName= SeatPosition= [RWaistGunCrew] SystemType=PILOT_COCKPIT SeatID=12 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=TRUE Position=0.25,-5.0,0.0 SeatModelName= SeatPosition= *********************************************** As you can see, you will need some 3rd-Party "Crewmember" lods to insert into the ""PilotModelName" field. I've used the crew files that Wrench indicated to be used, in his Upgrade data file (neither ArmorDave nor Wrench included ANY crew files with their "Betty" archives). However, various crew files are often supplied with other 3rd-Party aircraft mods, and there's a good set from Geo available here on CombatAce (several of which are used above). Check your "Aircraft" folder to see what YOU have. However, I did have to use the A-Team's ""WW2GunnerCB.lod" for the tail gunner position. The confined space just isn't large enough to accommodate the "GunnerWW2Early" (or any other "Gunner" lod that I have -- their feet stick out beneath the airframe if positioned properly). The A-Team's "WWGunnerCB" is KNEELING, however, and fits fine. You can get that crewmember from any of the A-Team's USN WWII aircraft mod downloads. Next Steps -- So, now thay you have crewmembers visible in the turret, nose, tail, waist, etc., maybe you'd like them to have guns to shoot with? Well, there's problems there, too ... ArmorDave only supplied gun models for the Dorsal Turret [top_gun_mg] and Tail Turret [tail_cannon]. So, the rest of these have been "faked" the best I can do. Well, for better or worse, here are my additional "G4M2_Data.ini" edits to the "// [Crew}----" and "// [internal Guns]---" areas of the .ini file for the additional guns -- // Crew --------------------------------------------------------- [Pilot] SystemType=PILOT_COCKPIT SeatID=1 PILOTMODELNAME=PilotWW2JpnNavy.LOD SetCockpitPosition=TRUE Position=-0.35,4.15,0.83 MinExtentPosition=-0.5,3.5,0.4 MaxExtentPosition=-0.3,4.5,1 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=0 Armor[right].Thickness=6 Armor[left].Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 CanopyNodeName=Cockpit [CoPilot] SystemType=PILOT_COCKPIT SeatID=2 PILOTMODELNAME=PilotWW2JpnHino.LOD SetCockpitPosition=FALSE Position=0.35,4.15,0.83 MinExtentPosition=0.5,3.5,0.4 MaxExtentPosition=0.3,4.5,1 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=0 Armor[right].Thickness=6 Armor[left].Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=0 Armor[bOTTOM].Thickness=6 CanopyNodeName=Cockpit [TopTurretGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=3 GunnerID=1 SetCockpitPosition=FALSE Position=0.00,-0.9,1.22 MinExtentPosition=-0.35,-0.3,1.5 MaxExtentPosition=0.35,1.3,0.8 PitchModelNodeName=top_gun_mg YawModelNodeName=top_gun_turret GunRange=2000 PitchAngleRate=45 MaxPitch=85 MinPitch=-5 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=90 MaxYaw=350 MinYaw=10 DefaultYawAngle=180 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=6 Armor[right].Thickness=6 Armor[left].Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 [TailGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=4 GunnerID=2 SetCockpitPosition=FALSE Position=0.0,10.5,0.0 MinExtentPosition=-0.6,-10.8, 0.50 MaxExtentPosition= 0.6,-11.8,-0.50 PitchModelNodeName=tail_cannon YawModelNodeName=tail_cannon GunRange=2000 PitchAngleRate=45 MaxPitch=45 MinPitch=-45 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=60 MaxYaw=225 MinYaw=135 DefaultYawAngle=180 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=6 Armor[right].Thickness=6 Armor[left].Thickness=6 Armor[REAR].Thickness=9 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 [NoseGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=5 GunnerID=3 SetCockpitPosition=FALSE Position=0.0,7.15,0.0 MinExtentPosition=-0.15, 6.50,-0.30 MaxExtentPosition=0.15, 8.50,0.30 PitchModelNodeName= YawModelNodeName= GunRange=2000 PitchAngleRate=45 MaxPitch=45 MinPitch=-45 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=60 MaxYaw=60 MinYaw=300 //-60 DefaultYawAngle=0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=1 Armor[right].Thickness=5 Armor[left].Thickness=5 Armor[REAR].Thickness=5 Armor[TOP].Thickness=2 Armor[bOTTOM].Thickness=1 [LeftWaistGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=6 GunnerID=4 SetCockpitPosition=FALSE Position=-0.9631,-4.6,-0.10 MinExtentPosition=-0.70,-5.60,-0.20 MaxExtentPosition=0.3,-3.6,0.0 PitchModelNodeName= YawModelNodeName= GunRange=2000 PitchAngleRate=50 MaxPitch=50 MinPitch=-10 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=65 MaxYaw=315 MinYaw=225 DefaultYawAngle=270 HasArmor=TRUE ArmorMaterial=STEEL Armor[right].Thickness=3 Armor[left].Thickness=3 Armor[REAR].Thickness=0 Armor[TOP].Thickness=3 Armor[bOTTOM].Thickness=3 [RightWaistGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=7 GunnerID=5 SetCockpitPosition=FALSE Position=0.9631,-4.55,-0.10 MinExtentPosition=0.70,-5.55,-0.20 MaxExtentPosition=1.3,-3.55,0.0 PitchModelNodeName= YawModelNodeName= GunRange=2000 PitchAngleRate=50 MaxPitch=50 MinPitch=-10 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=65 MinYaw=45 MaxYaw=135 DefaultYawAngle=90 HasArmor=TRUE ArmorMaterial=STEEL Armor[right].Thickness=3 Armor[left].Thickness=3 Armor[REAR].Thickness=0 Armor[TOP].Thickness=3 Armor[bOTTOM].Thickness=3 [TopGunCrew] SystemType=PILOT_COCKPIT PilotModelName=GunnerWW2Early SeatID=8 SetCockpitPosition=TRUE Position=-0.00,-0.9,1.22 Rotation=0.0,0.0,180.0 SeatModelName= SeatPosition= [NoseGunCrew] SystemType=PILOT_COCKPIT SeatID=9 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=TRUE Position=0.0,5.75,0.1 SeatModelName= SeatPosition= [TailGunCrew] SystemType=PILOT_COCKPIT SeatID=10 PilotModelName=WW2GunnerCB.lod SetCockpitPosition=TRUE Position=0.0,-10.8,0.18 SeatModelName= SeatPosition= [LWaistGunCrew] SystemType=PILOT_COCKPIT SeatID=11 PilotModelName=GunnerWW2Early SetCockpitPosition=TRUE Position=-0.25,-4.4,0.0 SeatModelName= SeatPosition= [RWaistGunCrew] SystemType=PILOT_COCKPIT SeatID=12 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=TRUE Position=0.25,-5.0,0.0 SeatModelName= SeatPosition= ..... // Internal Guns --------------------------------------------------------- //[PilotNoseMG] //SystemType=FIXED_GUN //GunTypeName=12.7MM_Ho103 //InputName=FIRE_PRIMARY_GUN //MuzzlePosition=0.05,8.20,-0.360 //LightPosition=0.05,8.20,-0.360 //AimAngles=0.0,0.0,0.0 //MaxAmmo=150 //TracerLoading=5 //EjectShells=FALSE [TopTurretGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89S MuzzlePosition=0.0,-2.2,1.1 LightPosition=0.0,-2.2,1.1 MaxAmmo=500 TracerLoading=5 BurstAmount=10 GunnerID=1 [TailGun] SystemType=FLEXIBLE_GUN GunTypeName=20MM_TYPE99-1 MuzzlePosition=0.0,-12.18,-0.215 LightPosition=0.0,-12.18,-0.215 MaxAmmo=500 TracerLoading=5 BurstAmount=10 GunnerID=2 [NoseGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89S MuzzlePosition=0.00,8.20,-0.350 LightPosition=0.00,8.20,-0.350 MaxAmmo=500 TracerLoading=5 BurstAmount=10 GunnerID=3 [LeftWaistGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89S MuzzlePosition=-0.960,-4.6,-0.10 LightPosition=-0.960,-4.6,-0.10 MaxAmmo=300 TracerLoading=5 BurstAmount=10 GunnerID=4 [RightWaistGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89S MuzzlePosition=0.960,-4.55,-0.10 LightPosition=0.960,-4.55,-0.10 MaxAmmo=300 TracerLoading=5 BurstAmount=10 GunnerID=5 *********************************************************** [Change your own "GunnerID" and "Seat" entries to match with, and be in sequence with, whatever you already have]. Heh! Heh! You've probably noticed the "commented out" entry for the "[PilotNoseMG]. If you only use the G4M2 "Betty" as an AI target, you won't care. But if you (like me) sometimes fly bombers .... Every so often you just get the urge to shoot at something! So, for my own amusement, I added a "Pilot Controlled" 12.7MM_Ho103 with 150 rounds, for a bit of strafing destructive fun! [but do NOT try to dogfight in this barge -- you will be sorry...]. If an enemy plane happens to fly in front of you, however (or tries a head-on attack), between you and the AI NoseGunner, you should be able to waste the fool .... Not historically accurate -- consider it a "field modification," if you like. [And, one sub-vaiant of the G4M2 DID have a cockpit-mounted 7.7mm MG ...] If you wish to use this, just uncomment the entry under "[internal Guns]," and add the following additional entry to your [Fuselage]section -- [Fuselage] SystemName[021]=PilotNoseMG Also, if you plan on flying bombers a lot, I urge you to try out one of Dfang's Level Bombing Sight mods (available here on CombatAce). Makes horizontal bomb runs a lot easier. This was VERY hard to test. Whether I flew the Betty, or flew an opposing plane in attack, I generally only saw the Top Turret and Tail Turret firing. (before getting shot down, in either mode). The restrictive fields of fire for the waist guns is particularly problematic, since it takes the AI a certain amont of time to decide "Oh, yeah, let's shoot at this guy" and the enemy is already out of their field of fire by the time they decide to do something. Plus, ArmorDave did not supply nodes or models in his lod for the nose and waist guns in the first place, so the gunner stations have no associated "modelnodenames." However, these gun edits DO work, I just have not been able to take many screenshots to prove it! Well, here y'go. Test and comment, if you please, and get back to me. The more eyes, and heads, involved, the better, I say. DARoot Oh, Yes, lest I forget --- Once you start "tweaking" your G4M "Betty" _Data.ini, you may get interested in producing different variants, to suit yourself. My research (in books, and on the Internet) seems to indicate 3 (three) main versions: G4M1 -- Available May 1941 - 1,550hp Kasai 11 Radial Engines - 3x7.7mm MG (nose, dorsal turret, ventral) and 1x20mm cannon (tail turret); G4M2 (several variants) -- Available Dec 1942 - 1,800hp Kasai 21 Radial Engines - 4x7.7mm MG (nose, dorsal turret, waist R/L) and 1x20mm cannon (tail turret) OR 1x7.7mm MG (cockpit) in addition to above, and substitute 1x20mm cannon in dorsal turret (for 7.7mm MG). G4M3 -- Available Oct 1944 -- 1,850hp Kasai 22 Radial Engines -- 3x7.7mm MG (nose, waist R/L), 2x20mm cannon (dorsal turret, tail turret) AND additional crew armor protection, self-sealing fuel tanks, decreased range, fuel supply, etc. [You will, of course, have to edit top speed, climb rate, cruising range, and other performance-related stuff in your _Data.ini file, but that's too much to deal with for our purposes right now.] All G4M versions had a 7-man crew -- - Pilot - Co-Pilot - Navigator/Bombardier/Nose Gunner - Top Turret Gunner/Crew Chief - Radio Operator/Waist Gunner 1 - Chief Mechanic/Waist Gunner 2 - Tail Gunner And all could carry 1 Type 91 Torpedo, or 2,205lb of bombs. ArmorDave's G4M2 (and Wrench's Update) are a good compromise for the PTO, IMHO. Some of the above information may be at odds with other information previously posted on this Forum. Well, if you're gonna start messin' with xx_Data.ini files, ya gots ta get used to doing your own research! And the FIRST thing you will learn, is that "Different Learned Authorities have different views/opinions...." Ya pays yer money an' ya takes yer choice.... It's a GAME, after all, so do what pleases you, and don't worry about it. DR Share this post Link to post Share on other sites