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5 new TOW Lancaster MkIII's 2026-07-31

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Are there any with the bulged bomb bay that have glass? There are some loadouts that won't fit in the standard bomb bay.
No, and the problem is that the visible cockpit glass model is the main model so we can't just shoehorn in Clive's current solution; the same with any other specials but as far as I can see, it does not effect the H2S bulge; maybe because Clive's ac had that.
 
Thanks Andy, that's spurred me on to produce a spreadsheet. This doesn't include the ToW ones.

Looking at this it shows that the 3x AvH models at the bottom can be used for any Lancaster except the specials and those with the bulged bomb bays. The 3 AvH models can be found in the Sim-Outhouse Resources.

The specials and bulged ones I'll have a look at when I get a moment, I'm currently looking at the ABC version which we don't yet have.


**Edited to include the Hercules engine on KOJ

Spreadsheet

CFS3 Lancs.jpg
 
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From what I remember, there's some mapping difference between the glass and no glass versions too. It affects at least some of the engine air intakes and the landing gear legs, some examples somehow get roundel colours on the legs.
 
Yea you are correct Rene, Ted made a big mapping change, but it looks like this one Clive has uploaded has the later map, I've not seen any issues.
 
I made some effects to match the new model mapping that Clive uploaded.

<Effects>
<Effect Type="StartEngine0" EffectName="fx_engstrt" PosX="-8.00" PosY="0.435" PosZ="1.6"/>
<Effect Type="StartEngine0" EffectName="fx_engstrt" PosX="-7.0" PosY="0.44" PosZ="1.6"/>
<Effect Type="StartEngine1" EffectName="fx_engstrt" PosX="-4.0" PosY="0.25" PosZ="2.25"/>
<Effect Type="StartEngine1" EffectName="fx_engstrt" PosX="-2.9" PosY="0.23" PosZ="2.25"/>
<Effect Type="StartEngine2" EffectName="fx_engstrt" PosX="4.05" PosY="0.27" PosZ="2.25"/>
<Effect Type="StartEngine2" EffectName="fx_engstrt" PosX="3.05" PosY="0.3" PosZ="2.25"/>
<Effect Type="StartEngine3" EffectName="fx_engstrt" PosX="8.15" PosY="0.44" PosZ="1.6"/>
<Effect Type="StartEngine3" EffectName="fx_engstrt" PosX="7.15" PosY="0.43" PosZ="1.6"/>

<Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="15.28" PosZ="-0.48" PosY="1.52" MinVel=".0001" MaxVel="63"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-15.28" PosZ="-0.48" PosY="1.52" MinVel=".0001" MaxVel="63"></Effect>

<Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="15.28" PosZ="-1.70" PosY="1.40" MinVel=".0001" MaxVel="63"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-15.28" PosZ="-1.70" PosY="1.40" MinVel=".0001" MaxVel="63"></Effect>

<Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="5.196" PosZ="-11.15" PosY="2.69" MinVel=".0001" MaxVel="63"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="-5.196" PosZ="-11.15" PosY="2.69" MinVel=".0001" MaxVel="63"></Effect>

<Effect Type="Track" EffectName="fx_ac_Light_formation_blue" PosX="0.00" PosZ="0.951" PosY="-1.418" MinVel="-0.0001" MaxVel="67"></Effect>

<Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="-10.75" PosZ="-0.2" PosY="0.65" MinVel="-0.0001" MaxVel="54"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="-10.3" PosZ="-0.2" PosY="0.575" MinVel="-0.0001" MaxVel="54"></Effect>

<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="-8.05" PosY="0.45" PosZ="1.6" MinVel="80" MaxVel="125"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="-4.0" PosY="0.15" PosZ="2.25" MinVel="80" MaxVel="125"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="-7.1" PosY="0.45" PosZ="1.6" MinVel="80" MaxVel="125"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="-3.05" PosY="0.15" PosZ="2.25" MinVel="80" MaxVel="125"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="8.05" PosY="0.45" PosZ="1.6" MinVel="80" MaxVel="125"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="4.0" PosY="0.15" PosZ="2.25" MinVel="80" MaxVel="125"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="7.1" PosY="0.45" PosZ="1.6" MinVel="80" MaxVel="125"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="3.05" PosY="0.15" PosZ="2.25" MinVel="80" MaxVel="125"/>

<Effect Type="Track" EffectName="bomber_exhaust_smoke" Location="emitter_eng0_exh_l" MinVel="11" MaxVel="88"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" Location="emitter_eng1_exh_l" MinVel="11" MaxVel="66"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" Location="emitter_eng2_exh_l" MinVel="11" MaxVel="88"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" Location="emitter_eng3_exh_l" MinVel="11" MaxVel="66"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" Location="emitter_eng0_exh_r" MinVel="11" MaxVel="66"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" Location="emitter_eng1_exh_r" MinVel="11" MaxVel="88"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" Location="emitter_eng2_exh_r" MinVel="11" MaxVel="66"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" Location="emitter_eng3_exh_r" MinVel="11" MaxVel="88"/>

<Effect Type="Track" EffectName="fx_N_gtrail" PosX="15.51" PosZ="-1.07" PosY="1.465" MinVel="44" MaxVel="51"></Effect>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="-15.51" PosZ="-1.07" PosY="1.465" MinVel="44" MaxVel="51"></Effect>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="15.51" PosZ="-1.07" PosY="1.465" MinVel="62" MaxVel="69"></Effect>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="-15.51" PosZ="-1.07" PosY="1.465" MinVel="62" MaxVel="69"></Effect>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="15.51" PosZ="-1.07" PosY="1.465" MinVel="81" MaxVel="88"></Effect>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="-15.51" PosZ="-1.07" PosY="1.465" MinVel="81" MaxVel="88"></Effect>

<Effect Type="Track" EffectName="fx_contrail_1" Location="emitter_eng0_exh_l" />
<Effect Type="Track" EffectName="fx_contrail_2" Location="emitter_eng1_exh_l" />
<Effect Type="Track" EffectName="fx_contrail_3" Location="emitter_eng2_exh_r" />
<Effect Type="Track" EffectName="fx_contrail_4" Location="emitter_eng3_exh_r" />

<Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.575" PosZ="4.25" PosY="0.95" Pitch="100" Heading="20" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.575" PosZ="4.25" PosY="0.95" Pitch="100" Heading="-20" MinVel="-999999" MaxVel="999999"/>
</Effects>
 
From what I remember, there's some mapping difference between the glass and no glass versions too. It affects at least some of the engine air intakes and the landing gear legs, some examples somehow get roundel colours on the legs.
I've fixed the roundels on the legs, not seen the intake issue. I did replace and simplify the amount of maps being used in the Gmax though.

Nows the time to flag up anything else while I'm in the mood! šŸ˜‚
 
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Looks like the intake issue wasn't there anymore in the later batch, it only appears in the originals with cockpit glass. So Ted had fixed it already, I just remembered that in some examples there was something and only now took a closer look at what it really was about. The inner starboard intake was messed up but not anymore.
 
In some of the older ones I would see the spinner covers display the texture from the ceiling of the bomb bay.
 
This is the 'bulged' bomb bay version with glass and no HS2.
It also has different a gunner model which uses a modded 'Briggs' texture.
 

Attachments

  • ETO_Lan_M1_WSU.zip
    2.3 MB · Views: 6
The glassless Mk IIIs originally had a lot more stuff in the cockpit area, including an extra crew member and more interior detail. If this was the only Gmax model left there probably isn't anything to lift them from.
 
The glassless Mk IIIs originally had a lot more stuff in the cockpit area, including an extra crew member and more interior detail. If this was the only Gmax model left there probably isn't anything to lift them from.
Just to be sure, are talking about the exterior cockpit model Rene?
 
Exterior yes. Chances are I'm missing some textures but at least the control column, the high back seat and the extra crew member were model differences.

Image1.png
 
All my MkIIIs have glass now and all but 1 MkI which I can copy from another. Not including specials and bulging bomb bays. Haven't paid attention to the crew situation though or whether they shouls have H2S or not. I'll have to check.. I have 30 TOW ac + some AvH/ETO!
 
All my MkIIIs have glass now and all but 1 MkI which I can copy from another. Not including specials and bulging bomb bays. Haven't paid attention to the crew situation though or whether they shouls have H2S or not. I'll have to check.. I have 30 TOW ac + some AvH/ETO!

Hold fire on doing any more James as I'll add some pit detail to the glazed / bulged ones and then going forward any others that get sorted.

Not including your latest work, this where we are today.

Spreadsheet

CFS3 Lancs.jpg
 
Someone has to be "that guy" and point out the problems at an early stage because it's much nicer to fix it before you've made a dozen models. Don't ask me how I know. There's something odd in the glass properties, from some angles it's opaque as it should and from others not. Cases in point: the upper instrument panel and the dorsal turret gunner.

Also, the seat back could probably be a bit higher. Now the headrest is behind the pilot's shoulder blades.

Image1.png
 
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