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British Pacific Fleet Amost Ready for Rebuild

Devildog73

SOH Staff
Staff member
I've got all the aircraft, ships and scenery files installed and working in MB.
Had to do a lot of modifying of DPs to get weapons correct due to missing some weapons, (cannot find them online), for some of the kamikaze aircraft and the supermarine walrus.
Also, the Fairey Firefly has pilots sitting on each others laps: 4 instead of 2, so I had to ;; the Bri_pilot to remove the weaponized pilot.
For the Barracuda, none of the raf pilots and gunners show up even though they are in the aircraft dp, objects_dp, scenedb/weapons and mdlnames.

NO CLUE on how to get them to show up.

I have been using MR's layouts and gsl with ships, but am going to remove them and go with the no ships option so that I can put in ships, barges, boats, and sampans which can be damaged.

Starting from scratch with Iceberg I using Rhumba's mesh and MR's new scenery for the islands, which is absolutely GREAT.
After Iceberg 1, I will move to rebuild Iceberg Oolong, then to Iceberg 2, and finish with TF37 attacking the Japanese homeland.

Anyone know how to get the photos of the aircraft to show in free flight in Windows 10?
 
Ettico says runing in windowed mode fixes the aircraft display issue with Win 10.
 
I built mission 1a for BPF under Windows 10 X 64.

Everything works fine with lots of aircraft, ground targets and 30+ FPS.

That is 10 more to go in Iceberg I, and 41 more missions total.

Only took me 5 days to build an install dedicated to BPF with only the aircraft, ships and scenery needed for just the campaign.

At least the rest of the missions will not involve completely setting up an install for them.

As most of you know, the Mission Builder program does not like multiple skinned aircraft, so, ... I had to copy and paste and rename folders and files within the aircraft to get different squadrons.

Thank you, Uncle Tgt for the VN carriers already separated out and renamed!!!
I have an email from Colin (RIP), authorizing me to do so from way back when I started the project.
I may have to move the starting position back a bit though.
When I take off in the Corsair II I drop dangerously close to the ocean surface when I fly off.
Another 10-20 feet will solve the problem I think.
 
How close is dangerously close DD?
Having seen footage of FAA Corsairs take off in the Pacific, disappearing below the flight deck isn't an uncommon sight.
 
How close is dangerously close DD?
Having seen footage of FAA Corsairs take off in the Pacific, disappearing below the flight deck isn't an uncommon sight.

hewman100,
Close enough to expect a propeller strike at any moment...OR...a bounce like a skipping rock.:greenbounce:

I'll fly off again and pay attention to the altitude at the top of the screen with the "Z" key and let you know HOW close.
 
hewman100,


13 feet altitude!

I'd day that is close enough for government work...
:very_drunk:

AND, I need to go back to flight school to relearn torpedo runs!
I just took a flight of Avengers after Aki Maru Imperial Japanese coaster and all 4 of us missed with our torpedoes.
Had to sink her with guns.

Four missions built, six to go for Iceberg I.....
 
Lee,

Not sure the BPF ever used Mk13 torps in anger, all the references suggest the FAA's Avengers were used as bomb trucks in this theatre, although they definitely trained in using them, & other FAA sqns fired Rockets too.

Reading reports of Hammy Gray's VC mission, it seems that later on they were even using F4U Corsairs in skip-bombing attacks, so maybe anything is possible? To mimic this attack profile you'd have to equip the Corsair with a torpedo payload & use Pen32wins torp-bomb.:dizzy:
 
13 feet! With that stonking great windmill on the front she's asking to be run over by the boat. I honestly don't know if an extra ten feet on the take-off run will help.

What degree of flap are you using?
30 degrees at two-thirds fuel and normal take-off weight, ~ 5000kg, should have her unstuck within 185yds (169m) with no wind according to the late 'Winkle' Brown (engine at 54in boost and 2700rpm)
 
Lee,

Not sure the BPF ever used Mk13 torps in anger, all the references suggest the FAA's Avengers were used as bomb trucks in this theatre, although they definitely trained in using them, & other FAA sqns fired Rockets too.

Reading reports of Hammy Gray's VC mission, it seems that later on they were even using F4U Corsairs in skip-bombing attacks, so maybe anything is possible? To mimic this attack profile you'd have to equip the Corsair with a torpedo payload & use Pen32wins torp-bomb.:dizzy:

John,
Thanks, I knew that. I just thought it would be fun to fly off with torpedoes for that mission. In actuality, I think the fighters just strafed the Aki Maru with their guns. Those coasters were not heavily armored and the explosive aircraft gun rounds would have done the job. Shoot, the Tuskegee Airmen actually sunk a German destroyer with their P-47s in line abreast formation, so I know the ammo was sufficient to penetrate the coaster's hull.

Call it author's creative license on this one. The other BPF missions are as close to 100% accurate as I can get to actual recorded events. AND, since my 3 wingmen and I all missed with our 4 torps, and had to sink her with our guns............
Maybe I leave the torpedoes for the USN and do the mission as recorded in the book and other resources.

It was sure fun making a torpedo run though!
 
13 feet! With that stonking great windmill on the front she's asking to be run over by the boat. I honestly don't know if an extra ten feet on the take-off run will help.

What degree of flap are you using?
30 degrees at two-thirds fuel and normal take-off weight, ~ 5000kg, should have her unstuck within 185yds (169m) with no wind according to the late 'Winkle' Brown (engine at 54in boost and 2700rpm)

I modified the take off position in the original BPF missions I did before the MB stopped working on my XP - WIN7 machine. I put the tail of the plane with the wheel about a foot forward of the stern plate.
All aircraft would take off, (fly off in BPF terms), without issues, so I know the extra distance works.
UncleTgt has them at -70. I had them at -100 on the original VN British aircraft carriers. I modified UT's to -90 and still get pretty close to the water with a fully loaded aircraft with heavy bombs and external drop tanks.

At -90 the wheels are just behind the line at the stern of the flight deck.
I think I will back them up to -95 and see if that solves the problem.

Mind you, I haven't splashed in yet, but I have come too close for comfort. If these campaigns go to someone new to CFS2, they may get frustrated with splashing in all of the time and give up on BPF.
 
April 6-9 missions left to build for Iceberg I.

During these 3 days, the Imperial Japanese caused a lot of damage to the USN at Okinawa and to the BPF TF57 with massive kamikaze raids on both fleets.
The "kikusui" attacks on the USN 5th fleet were devastating to the wooden decks of the USN carriers in comparison to the minor damage inflicted upon the armored metal flight decks of the Royal Navy carriers.

As the BPF moved into Iceberg Redux and then Iceberg Oolong they were constantly defending against the kamikaze attacks. The British ship's gunners were excellent, as were the CAP pilots at defending the fleet carriers.
Still, shear numbers of aircraft flying into the British defensive fire allowed for one or two aircraft to find their targets, though damage remained minor and succeeded in only causing minimal interruption to flight operations.
 
Reply...

Devildog73,

I'm wondering for your purposes if I may have under-powered the Mk. II variant, if you're using the Donationware model. Here's a quick fix...

Go into the aircraft.cfg and bump up the thrust/power scalar and propeller scalar by 0.1. Try one or the other, and if you still don't get the performance you need, both.

Be warned...this will affect the aircraft's range, so check the missions to make sure that they are not affected by the changes.
 
...

Mind you, I haven't splashed in yet, but I have come too close for comfort. If these campaigns go to someone new to CFS2, they may get frustrated with splashing in all of the time and give up on BPF.

Lee, I would suggest making air-start variants of these missions for any newbies that are struggling with loaded a/c take-offs.
 
John,
Thanks, I knew that. I just thought it would be fun to fly off with torpedoes for that mission. In actuality, I think the fighters just strafed the Aki Maru with their guns. Those coasters were not heavily armored and the explosive aircraft gun rounds would have done the job. Shoot, the Tuskegee Airmen actually sunk a German destroyer with their P-47s in line abreast formation, so I know the ammo was sufficient to penetrate the coaster's hull.

Call it author's creative license on this one. The other BPF missions are as close to 100% accurate as I can get to actual recorded events. AND, since my 3 wingmen and I all missed with our 4 torps, and had to sink her with our guns............
Maybe I leave the torpedoes for the USN and do the mission as recorded in the book and other resources.

It was sure fun making a torpedo run though!

Lee, point taken. Which vessel were you using as the target? Some CFS 2 ships don't seem to have any underwater hitboxes, & so can appear to be impervious to torp runs.
 
Devildog73,

I'm wondering for your purposes if I may have under-powered the Mk. II variant, if you're using the Donationware model. Here's a quick fix...

Go into the aircraft.cfg and bump up the thrust/power scalar and propeller scalar by 0.1. Try one or the other, and if you still don't get the performance you need, both.

Be warned...this will affect the aircraft's range, so check the missions to make sure that they are not affected by the changes.

Thanks Rami,

On the Corsair IIs and Hellcats I don't think range is going to be a problem. They both have excellent range without drop tanks.
The Seafire LIIIs on the other hand, had range issues even with slipper tanks, which is why the enterprising British ground crews improvised the 52 gallon P-40 drop tanks to work on the Seafires.

I will give it a go and see what happens.
 
Lee, point taken. Which vessel were you using as the target? Some CFS 2 ships don't seem to have any underwater hitboxes, & so can appear to be impervious to torp runs.

John,
I am using your remake of Wolfi's Prnz_Heinrich, as SHJ Coaster.

It was not a problem with the underwater damage boxes in this case, I watched all four torps complete miss.
Mine and my wing's went astern the ship by about 10 meters and the other two, whom I split formation before ordering attack, went across the bow just a few meters in front.

We all had to then make two strafing passes and she caught fire and finally sank.
It was kind of neat watching my rear gunners make hits on her while I was climbing away.
 
Okay,
Here are the results of my carrier take off testing:

Corsair II with heavy bomb loadout, 10% flaps at superstructure and WEP.

Corsair II with prop scalar at 1.1 off carrier at -70, no problems, dropped to 30 feet above sea level.
Corsair II with power scalar at 1.1 off carrier at -70, no problems, dropped to 35 feet above sea level.
Corsair II with prop scalar at 1.1 off carrier at -90, no problems, minor dip on leaving bow.
Corsair II with power scalar at 1.1 off same carrier, no problems, minor dip on leaving bow.
Corsair II with both scalars at 1.0 off carrier at -100, no problems, minor lift at bow.

So, I think we could leave the take off start at -70 and use one of the 1.1 scalars and be okay.
Which would be more accurate: power or prop?
 
Reply...

Lee,

Which carriers are you using? If it is the Illustrious Redux, you should be able to set it to -110 if you need it...
 
Lee,

Which carriers are you using? If it is the Illustrious Redux, you should be able to set it to -110 if you need it...

I am using Uncle Tgt's VN mods.

I have the Illustrious and Formidable which both show up in MB.

None of the sister ships show up in MB even though I have put them in mdlnames.txt and descript.dat.

I have gone through all; Indefatigable, Indomidable, Implacable, Victorious and made sure the model folder, panel folder, and sound folder had appropriate files.
Deleted CDP files, filelist.dat, and index each time.

I have even tried renaming them to JUST their names and delete the VN_ from each throughout the folders.
Still no joy.

So I just use the two that show and name them appropriately in MB as the missions call for them.
 
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