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More cfg massaging, messing with effects- which I'm still not happpy with. The SDK says some mumble about a 'waterspeed' entry, which I have not been able to make work...just not satisfactory for a big jetboat; these things throw up a substantial roostertail of brine, and the jet blast is totally missing

More digging in the SDK is required, I suppose. The RAT-52 is a bit more successful, if you drop at low altitude, and don't exceed the max load, the torpedo takes off after spashdown, and leaves a nice trail in the water, though sometimes it runs wild and circles. It will explode if you hit a beach with it; I guess it's a land attack torpedo. Neat weapon, the soviets couldn't do electrics or Otto fuel, so they went with rocket propelled torpedo's, copied by the PRC as the YU-2.
I sanded and hammered and ground the mesh, it's much smoother, fixed up the profile mistakes I made in the nose and tail, it's about an order of magnitude better, while coming in a little lighter. I also figured out the visibility condition interfering with the beaching gear- the dropped object or weight condition must be higher in the node hierarchy than the gear. Handy, now I can get the armament options folded into the Be-10. Somebody mentioned once that the dropped object condition won't work in P3D, which is diverging further with every iteration, so a captive carry model with the missiles on payload condition is provided. Also, toss out the first edition ASM, names have changed with further information. Sources have disagreed on the naming of the weapon, some claim K-10BM-BS, the word from Beriev's archives is it's called the K-12BS system. The saved flights have been so adjusted. Close to a general release. I'm reasonably happy with external. Now to dope out the weapons loads.
https://drive.google.com/open?id=1prgFW9dGvmH267YTc6Rkj36P88c2Bl8Z