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A Lockheed "Rounder"

Hi Milton,

Sorrry for the delay, I waited until I had an AI version of the RNLN Harpoon texture to mate to your model. Using your "AI" version (no guns, no tanks), I see a beautiful model - except there is no turret (just a black hole). Any ideas?

Bill
\
I suspect that is the plate that covered the hole where the turret once was.
However, its all in the fuserear_t.bmp texture.

If you cannot accept the black metal plate, then you shall have to create two separate folders, one for no turret versions, one with turrets, or likely not noticeable anyhow, just replace the fusereart_t.bmp with the attached, I did in MSPaint.
 
AI models in CFS2

Hi,
I converted the AI models for CFS2 and they show up nicely. The best one for CFS2 would be the model without external armarments since then we can hang our own off and blow things up with them (bwa-ha-ha :tgun2: :rocket:). However the non stores model doesn't have a rear turret, whereas the others do.

Could I be very greedy and ask for a re-compile of the naked model with the turret attached?

Thanks
Gavin
 
Hi,
I converted the AI models for CFS2 and they show up nicely. The best one for CFS2 would be the model without external armarments since then we can hang our own off and blow things up with them (bwa-ha-ha :tgun2: :rocket:). However the non stores model doesn't have a rear turret, whereas the others do.

Could I be very greedy and ask for a re-compile of the naked model with the turret attached?

Thanks
Gavin

Did you want guns in the turret??

Here it is with turret and turret guns. I will remove them if necessary.
 
Did you want guns in the turret??

Here it is with turret and turret guns. I will remove them if necessary.


Thanks Milton, that is what I call service. The guns in the turret are great, in fact could I ask an additional favour and have the ventral guns and the 3 guns in the under nose pack re-installed (or is that just being greedy)?

Should the bomb bay open on the AI model? It doesn't on my conversion (I must admit I haven't tried it in FS9)? If it should then I need to play with the keyboard mapping, if it shouldn't then no worries.

Here are some screen shots or the initial quick and dirty conversion to CFS2, no texture conversion or DP updates.

View attachment 79228View attachment 79229View attachment 79230

Thanks again for being so accommodating.

Gavin
 
Okay Gavin, so with the turret guns, you would also like the rear belly guns and chin guns?

Why is the glass in the turret and windshield not transparent? The rear gunner's glass seems to be.

Do you need help with those props?

The bomb bay doors I had disabled as I removed all the high poly stuff inside.

Keep in mind the model itself, although I removed a ton of polys, is still much "larger" in polys than your typical CFS2 aircraft. So if using as an AI, you might keep them sparsely populated.

EDIT: Attached is the updated model with the requested changes.

EDIT2: If you want the bomb bay doors to be functional, I can add back a low poly bay. Would you want the armament or do you add that?

The bomb bay doors are animated and named door_Cargo_01, 02, 03, 04. If you need them to be renamed to something else, let me know.

EDIT3: I have attached an alternate version with bomb bay doors animated as described above.
 
Milt,

An empty bomb bay and the nose armament would be great for CFS 2.

By the way, I finally have my FS 9 installation re-installed and I'm having a ball flying the Harpoon around the Northwest. Here she is over Mount Adams with Mount Rainier in the background.
 
Milt,

An empty bomb bay and the nose armament would be great for CFS 2.

By the way, I finally have my FS 9 installation re-installed and I'm having a ball flying the Harpoon around the Northwest. Here she is over Mount Adams with Mount Rainier in the background.

Great Jagd; hope it is satisfactory for your purposes. :wiggle:
 
That she is Milt.

In my continuing tour of western landmarks, here she is over the Hover Dam. Interesting that the pilot in command is an exchange pilot to the Navy from the USAAF's 8th AF.
 
This is where she belongs!
In front of appreciating spectators, and classic colleagues...
Are there actually still any flying in the UK shows?

Duxford scenery by John Young & Team


 
Great place to fly the Harpoon, Stuart.

Unfortunately there are no flying Harpoons in the U.K.

Last count, there are 5 airworthy examples in the U.S.A., with a further 17 machines listed as under restoration to airworthiness.
 
Wowsers! That looks amazing Stuart.
Duxford is such an amazing place. I've been there a few times and every time one just doesn't have enough time to do the whole place.

Cheers,
Maarten
 
Okay Gavin, so with the turret guns, you would also like the rear belly guns and chin guns?

Why is the glass in the turret and windshield not transparent? The rear gunner's glass seems to be.

Do you need help with those props?

The bomb bay doors I had disabled as I removed all the high poly stuff inside.

Keep in mind the model itself, although I removed a ton of polys, is still much "larger" in polys than your typical CFS2 aircraft. So if using as an AI, you might keep them sparsely populated.

EDIT: Attached is the updated model with the requested changes.

EDIT2: If you want the bomb bay doors to be functional, I can add back a low poly bay. Would you want the armament or do you add that?

The bomb bay doors are animated and named door_Cargo_01, 02, 03, 04. If you need them to be renamed to something else, let me know.

EDIT3: I have attached an alternate version with bomb bay doors animated as described above.

Wow Thanks

Answers in order
1 - Glass was dark because CFS2 renders transparency differently, fixed with alpha channel change
2 - think i got the props resolved - same issue as 1
3 - Re - poly count, current PCs can handle lots larger models than when CFS2 was first build. The bigger issue with large numbers of AIs is whether they are multi LOD or not. Having said that I checked out the default MS P-38 comes in at about 7700 polys, the payware Alphasim Beaufighter comes in at 23000, the Donationware Wildcat comes in at 38000 and your AI Harpoon comes in at 32500, so we should be ok.
4 - I will add the bombs to the bomb bay as a payload that can be dropped.

I have it converted now but not tuned, bomb bay still doesn't open (which I think is an issue with my conversion - I should be able to hex edit them to open) and flaps don't extend fully (again a conversion issue). One cool feature that happened auto magically is that the landing lights are tied to the landing gear so they go up and down with the gear.

Thanks again for all your support and generousity with the multiple compiles.

Gavin

Hapoon over Truk Lagoon
View attachment 79397
 
Gavin,

You might check the aircraft cfg on the flaps. There are two flaps sections. You can replace them both with the following:

[flaps.0] //Leading Edge Flaps
type = 2
span-outboard = 0.5
extending-time = 7
flaps-position.0 = 0
flaps-position.1 = 12.5
flaps-position.2 = 25
flaps-position.3 = 45
damaging-speed = 131
blowout-speed = 142
system_type = 1
lift_scalar = 1
drag_scalar = 1
pitch_scalar = 1

If you want me to change the bomb bay doors to another animation tag, just ask.
 
Interesting the workarounds that have to be accomplished to work back a couple o' sims. Though the Harpoon did not have leading edge flaps, that was included into the FSX and FS9 versions to approximate the lift from the wing area extension from the fowler flaps in their first few degrees of extension. FS assumes a plain flap. So I can understand why that might not work in CFS2!

Cheers: T
 
In Combat

Last CFS2 update and then I'll move to the right forum.
Got the weapons sorted out and tried it in free flight and in a mission, works great and there is very little frame rate drop even with 8 on the screen at once.

Hunting for shipping off the coast of Japan
View attachment 79610

Direct hit on a destroyer that we found skulking along the coast
View attachment 79611

Thanks again Milton for all your help

Gavin
 
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