Arado-234 freeware?

And BINGO was his nameo!

Looked into the Ar-234 bomber version .xpd files and see it listed as a "fighter-bomber". Wonder if this has any effect on how the aircraft reacts to being attacked ?
Changed it to tactical bomber and now the B-2 acts as it should!
 
Tested the Ar-234 after editing the .xdp files for the bomber version and it now acts like a bomber should. Make sure you delete the .bdp files afterwards. Never tested this during the testing phase. Sorry for the overlook.
 
Tested the Ar-234 after editing the .xdp files for the bomber version and it now acts like a bomber should. Make sure you delete the .bdp files afterwards. Never tested this during the testing phase. Sorry for the overlook.
FYI same thing should be done with the Ho. 18, it has the issue as well, although it should probably be classified as a level bomber instead of a tactical bomber. Finally I want to bring up two more things on the AI, I've notice that the AI can't seem to fire guns on the night fighter, I guess it has something to do with the need to select it, and the AI can fire guns on all versions of the bomber, although 1, 6, and the rato version don't have guns.

Good night, LAN
 
Not all Ar-234's had the rear firing guns,including bombers. I wonder if this is so with these bombers? As far as the night fighter AI not firing,you could be right. Never flew missions with other night fighters so i didn't discover this problem. Seems that you have tested more thorough than i did !
 
Not all Ar-234's had the rear firing guns,including bombers. I wonder if this is so with these bombers? !
Granted it's perfectly believable that AI versions of the aircraft have guns, and honestly probably better then having them just be jet powered C-47's, just pointing it out as the player versions of 1, 6, and rato don't have guns, yet the AI versions do, so I'm guessing it might not be intentional.

As far as the night fighter AI not firing,you could be right. Never flew missions with other night fighters so i didn't discover this problem. Seems that you have tested more thorough than i did !
Wouldn't say I was thorough. however it did occur to me to check the AI once you mentioned the need to select the gun as the AI doesn't tend to like when the aircraft needs to do weird things. If you want to test it just setup a dogfight in quick combat, go with some bomber (or in my case a C-47) and obviously one of the night fighters, and once you start just press good ole Ctrl+Shift+A and wait, maybe do the dish (Just the one) or move some boxes, or other equally thrilling things.

Good Night, for real this time (maybe). LAN
 
Tested and confirmed what you are saying. Maybe there will be a fix for these nagging little problems. Good night fella. Off to bed myself !
 
So I'm interested to know where you got AI versions since none were uploaded? Do you mean wingmen? In which case I seem to recall that this has been an issue with other CFS3 aircraft. WRT to the nachtjagd, it could be that as the cannon is a "loadup" rather than an integrated gun, getting wingmen to fire may be an issue. Interesting!

As the readme's said, not all of the B2s have cannon.
 
As the readme's said, not all of the B2s have cannon.
It seems you don't quite understand the problem I'm referring to. AR-234B-2 #1 #6 and the Rocket Assist version all don't have a gun that the player can fire, this is normal of course as evident by the lack of any guns on their textures. However note that I say player, if you load those same aircraft as a AI player and go behind it the AI can fire their guns even though they're in aircraft that aren't supposed to have them. Hope this clears up any misconceptions.

So I'm interested to know where you got AI versions since none were uploaded? Do you mean wingmen? In which case I seem to recall that this has been an issue with other CFS3 aircraft. WRT to the nachtjagd, it could be that as the cannon is a "loadup" rather than an integrated gun, getting wingmen to fire may be an issue. Interesting!
Yep, I'm referring to either wingmen or enemy aircraft, also yes the cannon is a payload instead of being a regular gun. I'm no expert but there's two solutions that I could see working.

1: The obvious solution would be to make the cannon function like any regular old gun, however this means it can't be jettisoned, which is the reason that you need to select it before firing.
2: I'd say a gun that only the AI can fire should be added, it's possible as shown with the bomber version, even if that wasn't the intent.

Good night #3. LAN
 
thank you for testing the add-on :)

I personally have no experience with building AI airplane CFS3 add-on variants unfortunatelly.

as to our Nachtigalls, its nothing but a copy of Blitz 3d model, with predefined antene and gun gondola item loadout, see the current XDP for more. that is Nachtigall default (empty) airplane config so to speak.

if the Nachtigall related AI issues couldnt be fixed with the current public sources, by someone, I would have to merge the Blitz + nose antene + gun gondola with gmax into one single 3d model and make it standalone airplane config - to make it bit heavier.

note for thoose who would like to bother with the AI variants, as to the gun firing feature:
the airplane 3d model contents two backwards firing gun nodes encoded, which is simply disabled for specific skin (airplane slot) with the XDP settings. the Nachtigall airplane variant use standalone loadout gun gondola item, where the gun gondola 3d model contents its own gun nodes. the gun firing ability is there solved with the gun gondola XDP file.

as to the two RATO enpacked samples, I would completelly avoid of to use them for some missions. it is just a fun sample feature.
 
The night fighter versions guns don't seem to work, with limited ammo on it says it has 0 bullets despite that fact the ammo sliders at 100%, turning on unlimited ammo still doesn't allow the guns to fire. This issue only applies to the night fighter, the bomber versions guns work fine.
yes, the ammo says 0 the info table [F5] key, it probably causes the gun mount logic as described at the post above. any fix welcome, can be implemented into the final SOH upload pack.
anyway you should be able to fire as the Help says :)
the ammo counter at VC is a fake gauge only. could be maybe made with some special effect feature, however, CFS3 doesnt supports ammo counter gauges, as far as I know.

I notice the AR-234's act like fighters on intercept missions in quick combat, meaning when you get close to them they'll jettison their bomb loads and try to dogfight you
seems youve fixed it, right? can be implemented into the final SOH upload pack.

3: If I remember correctly the KG 1500 3 Bomb payload on the AR-234 B-2 No.5 (Probably applies to all the other aircraft, maybe other payload have this issue, but haven't tested them) has a issue, the game thinks there's only two bombs, all three bombs act as they should but when you exit quick combat and it goes to the accuracy screen it shows that three out of two bombs hit and gives you 150% accuracy. This doesn't affect anything in terms of actual gameplay, but it's a bug that I still think is worth pointing out, although I don't think it's really worth the time to fix.
noticed that too, any fix welcome, can be implemented into the final SOH upload pack.
note: yes, all Blitz skin slots have same loadout config, so like all the Nachtigalls.
 
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The problem with the bomber versions behaving incorrectly when attacked has been fixed . In the .xdp file it needs to be changed to "tactical_bomber" and the bomber versions then act accordingly. Any other issues i can surely live with. When i fly night missions i usually fly alone so the wingman issue is not a problem. Overall a excellent project and i have no complaints. Fine work and a great addition to CFS3. Regards,Scott
 
I see, just all the seven related ar234 xdp files (including the RATO variant), at UnitData, subsection General, Category="fighter_bomber" change to "tactical_bomber".

easy fix ;)


Ive checked the Blitz 1500 kg bomb laodout aswell. there are two 1500kg bomb loadout variants.

loadout #1: 2x SC500 on engine pylons + 1x SC1000 on bottom fuselage pylon
loadout #2: 2x SC500 on engine pylons + 1x SC500 on bottom fuselage pylon

the info table says 3 bombs, thats ok, however with loadout #2, if same weapon mount (bomb type SC500 there), it falls all at once. not in the loadout #1 case, where fall the two SC500 togehter, when selected for release and next the SC1000 when second release. still thinking its ok that way.

btw, from my experience with own X4 rocket loadout Ive noticed at same mount system logic, typically left and right hardpoint, each equppied with same single pylon / mount, both rockets are released at once, if it is same 3d model (xdp) library item. if they are two standalone m3d files (xdps), they are released each standalone.
 
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The correct .xdp's to change would be "ar234_t001 - ar234_t006" then the "ar234_t00r". That is the bomber versions. Hope this helps.
 
ah, yes, sorry for confusion :) so, lets summarise:

Blitz: Category="tactical_bomber", means all Ar234_t00*.xdp files

Nachtigall: Category="fighter_bomber", means all Ar234_n00*.xdp files


the t means a german word "tag" (english a "day")
the n means a german word "nacht"
(english a "night")
 
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