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French West Africa Carrier Operations, 1940

Reply...

Dombral,

I took a long, thorough look at the model, and it would require a lot of work for an overhaul. First, it would need a multi-lod model, and second, a VC would have to be created from scratch, plus it would need a new panel and a .dp file.

That's a tall order to ask someone (Allen, Shessi, Oldwheat, whomever) to do on short notice.

My plan right now is to use the SB2U Vindicator as the primary attack aircraft, with Dewoitine 376s for the defense of the carrier. If someone can overhaul the Helldiver, then there would be two weapons with which to raise havoc.

The Buffaloes and Hawks would be flown off and then based at the airfields in French West Africa, along with the Farman and Potez bombers.

The Hermes would have Skuas and Swordfish...and UncleTgt suggested the possibility of intervention by the Ark Royal. There I would provide you with Sea Gladiators for additional cover...and maybe Fairey Fulmars.
 
Rami,
Are you still looking for a "what if" Buffalo? I was fooling around a bit and did a quick "cut and paste". If you want it, let me know and I'll finish it up. It still has some work on it.
Bob
 

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Reply...

Bub,

Absolutely. I am working on these missions as we speak, and thank you!

The Buffalo is a peach to land, by the way. If you have full flaps down, you can come in with the elevators almost all the way up, and use the throttle to completely control your rate of descent, right down to the dirt. It's a thing of beauty!
 
Rami, No sweat. I have the tail to do and some touch up work. Hopefully, will have it done in a few days. Bob
 
les avions du Bearn

Rami, No sweat. I have the tail to do and some touch up work. Hopefully, will have it done in a few days. Bob

Les Brewster B339 étaient issus d'une commande belge et portaient le camouflage belge ; les Français de Vichy auraient du remplacer les marques de nationalité par celles en vigueur après l'armistice pour ses B339 C77 et H75A
attachment.php
attachment.php
attachment.php
attachment.php
 

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Reply...

Dombral,

The missions that I am working with are from your set, so in deference to you, if you have aircraft skins or ship skins for these missions I would love to use them. I am working through your entire set, one at a time.

Please email any skins you would like me to include to ramisoh at aol dot com.

Merci!
 
Rami,
If this will suit your needs, I'll get it off to you.
Bob
 

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Stuart277, I could use some help...

Stuart 277 or others,

I am having one heck of a problem with the Hermes...I can't sink the bloody crate! I've had a flight of eight SBC-4 Helldivers attack her with direct hits by 500lb bombs, and she just shrugs and shakes them off like a dog after getting drenched by the garden hose!

Was she really that tough, or did you pull an Usio? :banghead:
 
Reply...

Hey guys,

Working on flipping the French Bearn missions to make them British in the final push to get this project out the door, since I have so many going on right now.

I gotta tell you, the Skua vs SBC-4 Helldiver mission is an interesting experience...those suckers are pretty nimble! :very_drunk:
 
Unsure

Hi Rami,

Not sure why it can't be sunk.

When I do the DP I set the deck and hull systems with numbers that reflect the weight of the ship, guns and superstructure have lower numbers.

In the case of Hermes, they are between 5000 (which seems a bit low) and 10000.

[SYSTEMS]
system.0=%system_name.0%,5000,-1
system.1=%system_name.1%,5000,-2
system.2=%system_name.2%,5000,-3
system.3=%system_name.3%,5000,-4
system.4=%system_name.4%,5000,-5
system.5=%system_name.5%,5000,-6
system.6=%system_name.6%,5000,-7
system.7=%system_name.7%,5000,-8
system.8=%system_name.8%,5000,-9
system.9=%system_name.9%,5000,-10
system.10=%system_name.10%,5000,-11
system.11=%system_name.11%,5000,-12
system.12=%system_name.12%,5000,-13
system.13=%system_name.13%,5000,-14
system.14=%system_name.14%,5000,-15
system.15=%system_name.15%,5000,-16
system.16=%system_name.16%,10000,-17
system.17=%system_name.17%,10000,-18
system.18=%system_name.18%,10000,-19
system.19=%system_name.19%,10000,-20
system.20=%system_name.20%,10000,-21
system.21=%system_name.21%,10000,-22
system.22=%system_name.22%,10000,-23
system.23=%system_name.23%,10000,-24
system.24=%system_name.24%,5000,-25
system.25=%system_name.25%,3000,-26
system.26=%system_name.26%,3000,-27
system.27=%system_name.27%,2000,-28
system.28=%system_name.28%,2000,-29
system.29=%system_name.29%,2000,-30
system.30=%system_name.30%,100,-31
system.31=%system_name.31%,100,-32
system.32=%system_name.32%,100,-33
system.33=%system_name.33%,100,-34
system.34=%system_name.34%,100,-35
system.35=%system_name.35%,100,-36
system.36=%system_name.36%,100,-37
system.37=%system_name.37%,100,-38
system.38=%system_name.38%,100,-39
system.39=%system_name.39%,100,-40
system.40=%system_name.40%,100,-41
system.41=%system_name.41%,5000,-42
system.42=%system_name.42%,10000,-43
system.43=%system_name.43%,10000,-44
system.44=%system_name.44%,10000,-45
system.45=%system_name.45%,10000,-46
system.46=%system_name.46%,10000,-47
system.47=%system_name.47%,10000,-48
system.48=%system_name.48%,10000,-49
system.49=%system_name.49%,10000,-50
system.50=%system_name.50%,10000,-51
system.51=%system_name.51%,10000,-52
system.52=%system_name.52%,10000,-53
system.53=%system_name.53%,10000,-54
system.54=%system_name.54%,10000,-55

[STRINGS]
"box_name.0"=boxes_2
"box_name.1"=deck_aft_19
"box_name.2"=deck_aft_21
"box_name.3"=deck_aft_22
"box_name.4"=deck_for_10
"box_name.5"=deck_for_11
"box_name.6"=deck_for_12
"box_name.7"=deck_for_9
"box_name.8"=deck_port_14
"box_name.9"=deck_port_16
"box_name.10"=deck_port_18
"box_name.11"=deck_port_20
"box_name.12"=deck_star_13
"box_name.13"=deck_star_15
"box_name.14"=deck_star_17
"box_name.15"=hull__port_4
"box_name.16"=hull_aft_1
"box_name.17"=hull_aft_2
"box_name.18"=hull_for_7
"box_name.19"=hull_for_8
"box_name.20"=hull_port_6
"box_name.21"=hull_star_3
"box_name.22"=hull_star_5
"box_name.23"=tower_mid_29
"box_name.24"=tower_port_23
"box_name.25"=tower_port_25
"box_name.26"=tower_star_24
"box_name.27"=tower_star_26
"system_name.0"=_ctower_mid_28
"system_name.1"=boxes_2
"system_name.2"=deck_aft_19
"system_name.3"=deck_aft_21
"system_name.4"=deck_aft_22
"system_name.5"=deck_for_10
"system_name.6"=deck_for_11
"system_name.7"=deck_for_12
"system_name.8"=deck_for_9
"system_name.9"=deck_port_14
"system_name.10"=deck_port_16
"system_name.11"=deck_port_18
"system_name.12"=deck_port_20
"system_name.13"=deck_star_13
"system_name.14"=deck_star_15
"system_name.15"=deck_star_17
"system_name.16"=hull__port_4
"system_name.17"=hull_aft_1
"system_name.18"=hull_aft_2
"system_name.19"=hull_for_7
"system_name.20"=hull_for_8
"system_name.21"=hull_port_6
"system_name.22"=hull_star_3
"system_name.23"=hull_star_5
"system_name.24"=tower_mid_27
"system_name.25"=tower_mid_29
"system_name.26"=tower_port_23
"system_name.27"=tower_port_25
"system_name.28"=tower_star_24
"system_name.29"=tower_star_26
"system_name.30"=4inch Gun0
"system_name.31"=4inch Gun1
"system_name.32"=4inch Gun2
"system_name.33"=12.7mm Gun3
"system_name.34"=12.7mm Gun4
"system_name.35"=12.7mm Gun5
"system_name.36"=20mm Gun6
"system_name.37"=20mm Gun7
"system_name.38"=20mm Gun8
"system_name.39"=20mm Gun9
"system_name.40"=20mm Gun10
"system_name.41"=deck_aft_19_sinker
"system_name.42"=deck_aft_21_sinker
"system_name.43"=deck_aft_22_sinker
"system_name.44"=deck_for_10_sinker
"system_name.45"=deck_for_11_sinker
"system_name.46"=deck_for_12_sinker
"system_name.47"=deck_for_9_sinker
"system_name.48"=deck_port_14_sinker
"system_name.49"=deck_port_16_sinker
"system_name.50"=deck_port_18_sinker
"system_name.51"=deck_port_20_sinker
"system_name.52"=deck_star_13_sinker
"system_name.53"=deck_star_15_sinker
"system_name.54"=deck_star_17_sinker

It is my understanding that the DP number is the number of 'hit points' that a system can take before it breaks (sinks)
This may be the area that is a problem, but I do not think so as the stock ships have similar effects.
The hull systems have 'sink' at 100, which I assume means the ship sinks.
I do notice that the decks do not have sink at 100.

[EFFECTS.15]
; System = deck_star_17
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_l,
effect.2=50,LIBRARY,fx_ship_m,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_airexpl_l,

[EFFECTS.16]
; System = hull__port_4
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_wtrexpl_s,
effect.2=60,LIBRARY,fx_wtrexpl_m,
effect.3=100,LIBRARY,fx_guns,
effect.4=100,SINK,3,

Perplexing!!

Cheers
Stuart
 
Without revamping the whole thing "Blue Devil" style, I would revert to the IS4G model hitpoints

Hi Rami
Not sure why it can't be sunk.
When I do the DP I set the deck and hull systems with numbers that reflect the weight of the ship, guns and superstructure have lower numbers.
In the case of Hermes, they are between 5000 (which seems a bit low) and 10000.


[SYSTEMS]
system.0=%system_name.0%,5000,-1
system.1=%system_name.1%,5000,-2
system.2=%system_name.2%,5000,-3
system.3=%system_name.3%,5000,-4
system.4=%system_name.4%,5000,-5
system.5=%system_name.5%,5000,-6
system.6=%system_name.6%,5000,-7
system.7=%system_name.7%,5000,-8
system.8=%system_name.8%,5000,-9
system.9=%system_name.9%,5000,-10
system.10=%system_name.10%,5000,-11
system.11=%system_name.11%,5000,-12
system.12=%system_name.12%,5000,-13
system.13=%system_name.13%,5000,-14
system.14=%system_name.14%,5000,-15
system.15=%system_name.15%,5000,-16
system.16=%system_name.16%,10000,-17-----3000 Hull, old ship, underwater protection not up to modern stds
system.17=%system_name.17%,10000,-18-----3000 Hull, old ship, underwater protection not up to modern stds
system.18=%system_name.18%,10000,-19-----3000 Hull, old ship, underwater protection not up to modern stds
system.19=%system_name.19%,10000,-20-----3000 Hull, old ship, underwater protection not up to modern stds
system.20=%system_name.20%,10000,-21-----3000 Hull, old ship, underwater protection not up to modern stds
system.21=%system_name.21%,10000,-22-----3000 Hull, old ship, underwater protection not up to modern stds
system.22=%system_name.22%,10000,-23-----3000 Hull, old ship, underwater protection not up to modern stds
system.23=%system_name.23%,10000,-24
system.24=%system_name.24%,5000,-25
system.25=%system_name.25%,3000,-26
system.26=%system_name.26%,3000,-27
system.27=%system_name.27%,2000,-28
system.28=%system_name.28%,2000,-29
system.29=%system_name.29%,2000,-30
system.30=%system_name.30%,100,-31
system.31=%system_name.31%,100,-32
system.32=%system_name.32%,100,-33
system.33=%system_name.33%,100,-34
system.34=%system_name.34%,100,-35
system.35=%system_name.35%,100,-36
system.36=%system_name.36%,100,-37
system.37=%system_name.37%,100,-38
system.38=%system_name.38%,100,-39
system.39=%system_name.39%,100,-40
system.40=%system_name.40%,100,-41
system.41=%system_name.41%,5000,-42
system.42=%system_name.42%,10000,-43 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.43=%system_name.43%,10000,-44 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.44=%system_name.44%,10000,-45 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.45=%system_name.45%,10000,-46 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.46=%system_name.46%,10000,-47 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.47=%system_name.47%,10000,-48 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.48=%system_name.48%,10000,-49 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.49=%system_name.49%,10000,-50 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.50=%system_name.50%,10000,-51 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.51=%system_name.51%,10000,-52 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.52=%system_name.52%,10000,-53 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.53=%system_name.53%,10000,-54 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
system.54=%system_name.54%,10000,-55 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)

[STRINGS]
"box_name.0"=boxes_2
"box_name.1"=deck_aft_19
"box_name.2"=deck_aft_21
"box_name.3"=deck_aft_22
"box_name.4"=deck_for_10
"box_name.5"=deck_for_11
"box_name.6"=deck_for_12
"box_name.7"=deck_for_9
"box_name.8"=deck_port_14
"box_name.9"=deck_port_16
"box_name.10"=deck_port_18
"box_name.11"=deck_port_20
"box_name.12"=deck_star_13
"box_name.13"=deck_star_15
"box_name.14"=deck_star_17
"box_name.15"=hull__port_4
"box_name.16"=hull_aft_1
"box_name.17"=hull_aft_2
"box_name.18"=hull_for_7
"box_name.19"=hull_for_8
"box_name.20"=hull_port_6
"box_name.21"=hull_star_3
"box_name.22"=hull_star_5
"box_name.23"=tower_mid_29
"box_name.24"=tower_port_23
"box_name.25"=tower_port_25
"box_name.26"=tower_star_24
"box_name.27"=tower_star_26
"system_name.0"=_ctower_mid_28
"system_name.1"=boxes_2
"system_name.2"=deck_aft_19
"system_name.3"=deck_aft_21
"system_name.4"=deck_aft_22
"system_name.5"=deck_for_10
"system_name.6"=deck_for_11
"system_name.7"=deck_for_12
"system_name.8"=deck_for_9
"system_name.9"=deck_port_14
"system_name.10"=deck_port_16
"system_name.11"=deck_port_18
"system_name.12"=deck_port_20
"system_name.13"=deck_star_13
"system_name.14"=deck_star_15
"system_name.15"=deck_star_17
"system_name.16"=hull__port_4
"system_name.17"=hull_aft_1
"system_name.18"=hull_aft_2
"system_name.19"=hull_for_7
"system_name.20"=hull_for_8
"system_name.21"=hull_port_6
"system_name.22"=hull_star_3
"system_name.23"=hull_star_5
"system_name.24"=tower_mid_27
"system_name.25"=tower_mid_29
"system_name.26"=tower_port_23
"system_name.27"=tower_port_25
"system_name.28"=tower_star_24
"system_name.29"=tower_star_26
"system_name.30"=4inch Gun0
"system_name.31"=4inch Gun1
"system_name.32"=4inch Gun2
"system_name.33"=12.7mm Gun3
"system_name.34"=12.7mm Gun4
"system_name.35"=12.7mm Gun5
"system_name.36"=20mm Gun6
"system_name.37"=20mm Gun7
"system_name.38"=20mm Gun8
"system_name.39"=20mm Gun9
"system_name.40"=20mm Gun10
"system_name.41"=deck_aft_19_sinker
"system_name.42"=deck_aft_21_sinker
"system_name.43"=deck_aft_22_sinker
"system_name.44"=deck_for_10_sinker
"system_name.45"=deck_for_11_sinker
"system_name.46"=deck_for_12_sinker
"system_name.47"=deck_for_9_sinker
"system_name.48"=deck_port_14_sinker
"system_name.49"=deck_port_16_sinker
"system_name.50"=deck_port_18_sinker
"system_name.51"=deck_port_20_sinker
"system_name.52"=deck_star_13_sinker
"system_name.53"=deck_star_15_sinker
"system_name.54"=deck_star_17_sinker

It is my understanding that the DP number is the number of 'hit points' that a system can take before it breaks (sinks)
This may be the area that is a problem, but I do not think so as the stock ships have similar effects.
The hull systems have 'sink' at 100, which I assume means the ship sinks.
I do notice that the decks do not have sink at 100.

[EFFECTS.15]
; System = deck_star_17
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_l,
effect.2=50,LIBRARY,fx_ship_m,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_airexpl_l,

[EFFECTS.16]
; System = hull__port_4
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_wtrexpl_s,
effect.2=60,LIBRARY,fx_wtrexpl_m,
effect.3=100,LIBRARY,fx_guns,
effect.4=100,SINK,3,

Perplexing!!

Cheers
Stuart
 
Three things Rami:

(1) You can adjust the effective strength of all of your weapons in general in the sim's realism settings dialog. Your options are normal, strong and strongest.

(2) You can modify any bomb in your arsenals by increasing the damage dice factor. This solution is more targeted to specific weapons.

(3) You can modify the related explosion FX files to yield more blast effectiveness. These are the FX files that are shared across the board by all bombs and you can identify them by looking at any weapon's dp file.

Generally speaking, add-on weapons tend to have an effectiveness at about 50-75% realism. In the real world, 500 and 1000 pound bombs are terrible beasts capable of the worst mayhem even in a single blast, but in CFS2 stock and add-ons, they can go off like harmless little firecrackers. I revamped about 80% of the most frequently used bombs and rockets from every nationality, as well as the common FX files, some years ago.
 
Reply...

Bearcat,

I think I'll end up changing out some of the weapons, and I'll try UncleTgt's revised hitpoints in the morning. Thanks for the feedback, fellas! :encouragement:
 
Reply...

Hey guys,

I am just about halfway through flipping the British missions...then all that remains is final tweaking. :very_drunk:
 
Reply...

Good afternoon,

Working on the dynamic events for the final mission now. The final pack will be thirty-six missions, evenly split between the Vichy French and the British. :redfire:
 
Reply...

Hello again,

The final mission has now been completed. Still a lot of stuff to do, but this is a major hurdle cleared. We're definitely on the back nine! :very_drunk:
 
Reply...

Hello again,

The campaign files are written, now it's going through the missions with a fine-tooth comb, and then begin tweaking several aircraft.
 
May I humbly ask where to gat that repaint?

attachment.php


Thanks

Roland
 

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One problem licked, now another one appears...

Hey guys,

I'm going through and doing some final tweaks to the aircraft involved in the French West Africa carrier ops package. I have at least two aircraft where the smoke effects on startup are inverted. The left engine creates right smoke, and the right engine creates left smoke, or in the case of a four-engined aircraft, the smoke effects are on the wrong engines starting up.

Any idea how to fix this one?
 
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