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Beaufighter progress...

The ferry tank is not a problem, the capacity is set in the .air file from what I can make out.

So when an external tank is added by whom-so-ever can do these things, if they say that tank'll hold the 200 odd Imp. Gals. it will. What it looks like is kind of irrelevant.

I think you're right Shessi although the are night-fighter skins for Mr. Muirs Beau.

Have you taken the dihedral out of the tailplane on the MkI Bis? the screenie makes it unclear.
 
hmmmm

Hewman . . . .


Here is another shot from the back:


beauif2aw0.png
 
Okay . . .

I just felt like putting that Aussie Skin on the right aircraft.

mark21an3.jpg



I still have no airfile and now I have at least 3 seperate versions that require subtle differences in the airfile . . . .

I guess I might have to try to make them myself, heaven help you all . . . .

:friday:
 
Bismarck13,

Have faith, we are working as a team. I'll get to the .dp files tonight. I may pass them on to a few experts of my own...
 
Hmmm

Will it have opening cowl flaps too

I was considering it. I was also thinking of putting the landing lights in . . .

Then again, there is only so far I can go without wrecking what I already have done.

I have a MkIF and a MKIC, a MkVIC (which can easily become a MkVIF) and I now have the Mark 21.
The MkX is really just an updated MkVI with bigger engines for low-level performance so I guess I pretty much have that one too.
I also want to make that one with the "thimble" radome on the front . . .
I don't have skins for all of them but I am working on that too. Maybe I can just change the letters on some existing skins or something along those lines.
 
AWWWWww Bis, you do spoil us....:d

That is extremely generous of you to make all those marks :applause:


And a thimble radomed VI would be very nice addition.

Looking better and better!!!!

Cheers Shessi
 
I was considering it. I was also thinking of putting the landing lights in . . .

Then again, there is only so far I can go without wrecking what I already have done.

I have a MkIF and a MKIC, a MkVIC (which can easily become a MkVIF) and I now have the Mark 21.
The MkX is really just an updated MkVI with bigger engines for low-level performance so I guess I pretty much have that one too.
I also want to make that one with the "thimble" radome on the front . . .
I don't have skins for all of them but I am working on that too. Maybe I can just change the letters on some existing skins or something along those lines.

I returned today from Rio de Janeiro and began to work at the airfile.

Cheers

Pepe
 
Now why did I have to go out and get Alphas Beafighters last year when these are comin out?!

Ah well, ya win some, and ya lose some....:focus:
 
You...

I returned today from Rio de Janeiro and began to work at the airfile. Pepe

....freaking what? Came back from Rio to work on an AIR file? Are you out of your fraking mind? :isadizzy:

But what's not to love about this pug-nosed, pug-ugly little airplane? :engel016:
 
Have you got the latests .dps Rami? I sent the finished articles to Bis, can't remember if I CC'd you. Best way to get round it is to send you them now!
 
Reply...

I tested the .dp files and sent feedback to you, Hewman. :friday:

We continue to creep closer...but what happened to the wing guns?

Sully sent me "washed out" bitmaps for the clothes.bmp, clothes2.bmp and the us_pilot_2.bmp texture files. This eliminates having to do any model editing for the pilot, though an opening canopy and cowl flaps, as mentioned above, couldn't hurt.

I can send you the bitmaps if you'd like...
 
On the Rocket Beaus no wing guns were carried and hence I removed them from the .dp completely. This was due to the way the rails and firing mechanism was fitted to the aircraft.

Those desert textures would be handy for the modelled pilot. But because the raf_pilot for the WOP/AG is called from SCENE_DB file as it's a weapon these would have to be placed in the texture file in there wouldn't they?
 
Hewman,

The desert textures are lost, but for ease of use it's more than a fair trade.
 
Problem . . .

I cannot figure out what to do with the cowl flaps. When I make the model with them called "cowl_flaps0" or whatever, the *&^%$# things don't work. I can bang on the keyboard, use the Mape gauges and nothing happens. Should I animate them as something else? I can put them on the spoiler key or the tailhook but then they will not be incremental . . .

Stupid animations. Why can't they all just work?
 
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