B-29 Panel problem/question

Hey Oglivie,:wavey:

I think my post was unclear - what I did a bad job of saying was that in this view, it's like the sim has the wrong "priority" for drawing the background, reticle, peephole, and outside world on top of each other. Notice how the reticle is visible as long as it's outside of the "peephole", but disappears as it moves into peephole. This is the opposite of how it should be.:isadizzy: The reticle should be 'covered up' by the background until it is inside the peephole, and then become visible as an impact point on the 'ground'. Am I making sense?

View attachment 10493
 
My goof Ghostrider...I got it now. I should have studied your previous post pic more closely. I do not know of a way at the momement to accomplish this because I think gauges are always overlayed on the bitmap being used. And possibily the Norden bitmap may have to be put into the gauge itself. Editing gauges is tricky stuff (at least with my knowledge about it :d).
 
Yeah, editing gauges is new for me - FS panel studio is a great program, and has that capability, but I'm very new to it. That's half the fun - learning new stuff for CFS2. Thanks so much for your help:salute:
 
Update

OK guys here are my latest versions:

Pilot: (This one's for Kelti!)
View attachment 10516

Flight Engineer: (All gauges functioning!)
View attachment 10517
Bombardier Instrument panel:
View attachment 10515
Bombsight:
View attachment 10514Still having transparency 'issues' here - ideas, anyone?

Sopwith Chameleon has graciously allowed me to use his "Lucky Lady" skin for the project, and even dug up some of his previously unreleased other noseart/skins to use!:jump:
 
YEAH!.....

.......GREAT PILOT AND CO-PILOT BMPs OVER THERE!!!!

:applause: :applause: :applause: :applause: :applause:

:icon29:

Well sir,... and the approximate upload date?

Cheers!
KH
:ernae:
 
.......GREAT PILOT AND CO-PILOT BMPs OVER THERE!!!!

:applause: :applause: :applause: :applause: :applause:

:icon29:

Well sir,... and the approximate upload date?

Cheers!
KH
:ernae:

Thanks Kelti, now you got me to notice that the whole window is open where the flagpole was! That's gonna be chilly at angels 30! Oh well, nothing a little Photoshopping can't cure! :icon_lol:

In other news, Sopwith Chameleon has shined Gnoopy's model for this project! - so I'm pumped about that - I'll take her for a test drive tonight - he's also got two other WWII skins as well as a blank skin template he has graciously allowed me to use.

As to the upload date, I think I'm just going to try to get the aircraft itself done, and get it uploaded first. This project keeps getting bigger and bigger. I'm losing sleep, and staying up all night with new ideas! here's what I still want to accomplish:

.air file tweaks - she flies great right now, but I think she's a little overpowered and under-ranged. I've been working on this for the better part of a year.

.dp file update - I did quite a bit of this about a year ago too - different payloads for different ranges and altitudes, atomic payload, all of these work fine, the bombs drop in salvo, but I've got some excellent reference material with the historical data for the loadouts they used that I want to incorporate, as well as some stripped down models with no guns, or just the tail guns (see below)

d.bmp skins - gotta be able to come home all shot up

Panels: I still have to place some buttons for switching between panels, and I'm still working on the Norden. Close the cockpit windows!

wish list - for the future:

Missions and campaigns

"Maskrider" style blended Airfields for Saipan, Tinian, and Guam. Someone did a Tinian North Field a while back that I'm using, but it's a little dated. Needs lots of GSL Infrastructure.

GSL scenery for bases and Japanese targets. Dog1, Are you listening?

Tail gun - a la AF=Midway navy bombers - the ability to hop in that tail turret and blaze away at pursuing interceptors.

The aft bomb bay doors opening.

I'd like to record a bunch of sounds of the crew going through checkists for startup, etc.
 
The aft bomb bay on Gnoopy's Superfort opens. As I recall it's the D key that opens it. In fact, AI bombers will drop a bomb from each bomb bay.
 
You were reading my mind, Jagd, as I was typing, I was thinking "I'll bet there's a keystroke I'm missing, and I'll bet Jagdfliegr knows what it is!"

Also, I'll say that anyone who has advice, input, or expertise or desire to work on any of the things I mentioned above, I'm open to suggestions! This project keeps getting bigger - lots of potential.
 
.......This project keeps getting bigger and bigger. I'm losing sleep, and staying up all night with new ideas! .......

CAREFUL! :eek:

Ya don't wanna burn out like TheB24 Guy just stated in these pages about his stock AI B-24D overhaul!

Do sleep, get plenty of fluids, no junk food, take the foot off the accellerator every so often and you will see this great project completed!

Cheers!
KH
:ernae:
 
Thanks, Kelti! I just don't want this to be the next Operation Hailstone, which languishes unfinished on my HD, to my perpetual shame. :redf:

So I got some sleep last night after working with the DP file. I am trying to make a payload which was the max overload with 500 pound GPs. This was 40 500 pound bombs! 20 in the forward bay, and 20 aft. I got it all set up with hardpoints, and loadout correct, and 20 are fine forward, but it seems that the most that will show up in the aft bay is 3.

Anyone know why this is? Is there a limit of 23 weapons hard coded or something? Everything looks right in the DP, but only 23 bombs show up. And oh, they won't drop. :banghead: It seems I always have this problem with a new payload. Any DP experts know why?

SC has shined the model, and also painted more detail on the engine cowlings, nacelles, and undercarriage, and boy do they look sweet!
 
I'm afraid you've maxed out on visible/ usable payloads ...

... perhaps the AI bombs is way to provide a workaround?
 
Thanks, UT, I was afraid of that. We can also just carry 20 1000 pounders instead of 40 500s. I guess. As long as they're in the forward bomb bay, hopefully it won't throw off weight and balance too much!
 
You could put 20 hardpoints (10 per bomb bay) with two bombs each. This example is for 24 bombs in just four hardpoints:

[PAYLOAD.1]
; Payload = 24x50kg Bombs
mount.10=wep_gc_sc50, 6, 11
mount.11=wep_gc_sc50, 6, -1
mount.12=wep_gc_sc50, 6, 11
mount.13=wep_gc_sc50, 6, 11

You would have to press the trigger six times to release them all. 20x2 would give you at least two salvos of bombs
 
I am trying to make a payload which was the max overload with 500 pound GPs. This was 40 500 pound bombs! 20 in the forward bay, and 20 aft. I got it all set up with hardpoints, and loadout correct, and 20 are fine forward, but it seems that the most that will show up in the aft bay is 3.

Anyone know why this is? Is there a limit of 23 weapons hard coded or something? Everything looks right in the DP, but only 23 bombs show up. And oh, they won't drop. :banghead: It seems I always have this problem with a new payload. Any DP experts know why?
GR

As far as I know CFS2 has a limit of 26 hardpoints.
Maybe that is the problem with the amount of weapons in the DP and number that show up.
The first surely are for the machine guns and cannons. The rest for the bombs, fuel tanks. BUT, unlike real things, in CFS2 you can hang more than a bomb per hardpoint. Have you looked in Kaleb´s DP tutorial: http://www.cfgse.calebflerk.com/DP_Ordnance.htm (Thanks Talon for pointing me in the right direction)

And if only a few bombs drop, maybe the problem is in the way your dp has coded the order of release in your [PAYLOAD] section.

Example: mount.n=weapon dp filename (your bomb), load (number of bombs hanging from that specific hardpoint. Usually 1 but you could put 4 bombs), n (value -1 makes the bomb release by pressing enter after selecting it with backsapece, positive n values syncronices the release of this mount with the release of the n mount.

I hope this helps.

Cheers. dISCUS

Talon sent this link I had forgotten: http://www.cfgse.calebflerk.com/index.htm wher
 
Thanks!

Fanatastic - I think that tells me everything Ineed to know! I never cease to be amazed at the knowledge in this community - thanks guys!
 
A little knowledge is a dangerous thing!

Thanks for all the help with the DP file - I can tweak a lot faster and better now. Lots of new and historical payloads! Can you say 40x500 pounders? I still can't get the darn aft bomb bay to open - I'm told it's the tailhook command - "H" for me. Doesn't work. Wing fold, exits, all are no gos.
View attachment 10709
Sopwith Chameleon is outdoing himself once again! Notice the shine, the nacelles/cowlings, and the undercarriage in the next pic!
View attachment 10708
Now that's a pretty sight! I added exhaust flames, taxiing with engines 1 and 4 on Tinian. That's Kelti's Baby in the background!
View attachment 10707

Next on the agenda is damage textures, and some more airfile tweaking!
 
My first skin!

Sopwith Chameleon inspired me to take a shot at this (his template):
View attachment 10982
Figured out my aft bomb bay issue: Tailhook section was missing from my .cfg file (thanks Bearcat)
"Thumper" is carrying 40 each 500Lb GP Bombs, and a full load of fuel - she takes almost the whole runway at Tinian North to get airborne, but will cruise at about 230 knots and 30,000 feet.

Still working on her range -
 
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