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He177 KG100 & KG 40 Uploaded Now!!!!!

BeauBrummie

Home for tea and tiffin!
I am pleased to announce that Nachtpiloten's two He 177A-3's are now available at BeausCFS3. TK_He177A_3_6NSK is a representative of I/KG 100 which went participated in Operation Steinbock. TK_He177A_3_F8CM flew with IV/KG 40 against Allied convoys using the Hs293. Alas CFS3 does not allow for guided missles, so they are just over sized rockets. Each aircraft package includes pylons, weapons, engines sounds. I have also included a manual and a mission* (tailored for each aircraft) by me. Ted has included ai versions to reduce the strain to your PC's when flying larger formations. Thanks to Bravo/4 for the great skins, and for adding the KG40 insignia to the skin for me.

Enjoy they birds they're a bit special.


* these are simple affairs. In order to get these aircraft out only I've tested them. I apologise in advance for the lack of polish and any gliches that I've missed.
 
I don't think you flared enough before wheels down on that landing, other than that your approach and especially your attitude looks great. Keep practicing
 
And....

I was going to make a runway with a slight turn to the right but have not gotten around to it.....:wavey: Just change the rotation of the props for engines one and four so the cfg entry would look like in this in the propeller section

rotation = -1, 1, 1, -1

This should help, just one of those things that matter to some folks and not to others.....
 
Pulling hard to the right, certainly not. Moderately to the left yes but that's to be expected from a twin-engined aircraft.

Speaking of which, wouldn't that propeller rotation tweak basically give it two contra-rotating propellers and take away the massive torque character of the coupled Daimler Benzes?
 
Prop tweek

I believe it would so the plane in theory would be neutral with repsect to prop torque. Have not tried it, just think that should work. BTW, how is the flightmodel? Any suggestions? Really tried to make this perform just like the data I have from 1943 that was part of the RLM performance testing. Couldn't get the climb rate as close as I would have liked. At 33 tonnes with 1.15 ata, 2300 rpm it was documented to climb at 260 kph, 2.5 m/s she pulls around 2-2.25. Close enough I guess.
 
Having flown her a bit when making up the two missions, I found her to be quite a freindly kite to fly. I didn't find the swing too tricky (used to the Mossie and the Beaufighter which did similar things albiet on a smaller scale). I have taken off easily many times. In flight I found her a joy to fly and quite agile for her size. I have landed her three times at Bordeaux without pranging, but ran out of runway every time. She's a stable weapons platform and I've enjoyed fighting off night fighter and taking potshots at a marine Wellington fron various turret positions. To be historically accurate, maybe she's too friendly? I found her also good at absorbing damage from flak and nightfighter cannon fire.
 
Ted first off the model and pits are a masterpiece, the flight model seems good but I don't know the actual flight characteristics of the HE 177 in great detail. The two prominent things I noticed was the incredible P-factor and the very low climb rate. I thought the power ratio might have been a bit off but after a little research it appears it actually had a very poor climb rate (600fpm). I have no doubt the massive engines had great torge effect but most twin and quad engine aircraft typically had counter rotation to reduce the yaw. Great job on that cockpit, what a fantastic bird!

Thank you as well John for the awesome skins!
 
BTW, how is the flightmodel? Any suggestions?

The only issue I've found is that it's impossible (at least in my testing) to get a prop strike in a belly landing, the engines will happily keep running with propellers in the ground. I couldn't find a reason in the Aircraft.cfg but the time of day (0220 hours) may have something to do with it...

I have no doubt the massive engines had great torge effect but most twin and quad engine aircraft typically had counter rotation to reduce the yaw.

That's something I'd like to disagree with - the only wartime example with "handed" engines I can pull from the top of my head is the P-38 and another from after the war is the DH Hornet. Again the time of day may play a part but they were a very small minority compared to those with all engines rotating the same way.
 
Props

Yeah, I never added contact points for the props, I'll do that for the A5's and add the bent prop too. I have taken off several times since I read lewis's post and the plane yaws to the left I straighten it out and she tends to track fairly well with a slight pull to the left. IF you accelerate the engines without letting them warm up you will get a pull to the left and then to right as the starboard engines get to speed. Also, if you ram the throttles forward you will also get the zig zag a bit. It takes about 4-5 minutes for the engines to all warm up to operational temps. Lewis, if you warm up the engines, slowly advance the throttles, she'll behave well.
 
For information there is a minor issue with pylon textures:
pylon_he177_r
pylon_he177_l

-> they are not textured because the wrong DDS file is called.

Moreover, both KG100 and KG40 use these pylons but there should be two variants of it:
1 black
1 blue

Actually, I have only KG40 installed so I changed pylon_he177_r and pylon_he177_l M3D files, they call now for 'F8CM' textures and they are correctly textured.
 
Yeah, I never added contact points for the props, I'll do that for the A5's and add the bent prop too. I have taken off several times since I read lewis's post and the plane yaws to the left I straighten it out and she tends to track fairly well with a slight pull to the left. IF you accelerate the engines without letting them warm up you will get a pull to the left and then to right as the starboard engines get to speed. Also, if you ram the throttles forward you will also get the zig zag a bit. It takes about 4-5 minutes for the engines to all warm up to operational temps. Lewis, if you warm up the engines, slowly advance the throttles, she'll behave well.

Thanks Ted that's probably exactly the problem because I don't usually allow warm up time, impatient as I am.
 
One other minor thing I noticed was the AI models were not using the specular textures and appeared as all black. The texture names in the m3d file did not match the actual texture name. The file name was He177_6NSK_s and the m3d enty was He177_xxSK_s or something like that. For those who don't know you can open the .air file and change the "aircraft type" from 2 to 0. That will spawn the ai model so you can check for proper skinning.
 
That's something I'd like to disagree with - the only wartime example with "handed" engines I can pull from the top of my head is the P-38 and another from after the war is the DH Hornet. Again the time of day may play a part but they were a very small minority compared to those with all engines rotating the same way.

You are right, that was merely a misconception I had from something I read (maybe out of context). You out Googled me!
 
You out Googled me!

Pfft, I outbrained you at a quarter past two in the morning. Touché. :p: I certainly wasn't capable of thinking as far as Googling at that point...

But to contribute a bit more, here goes with a fully overhauled effects list. If someone can tell me where the heck the tail light is located on this machine I'll do it too.

<Effects>
<Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="16.78" PosZ="-0.64" PosY="1.12" MinVel="1" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-16.78" PosZ="-0.64" PosY="1.12" MinVel="1" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="-7.88" PosZ="0.5" PosY="0.25" MinVel="1" MaxVel="55"></Effect>
<Effect Type="Track" EffectName="fighter_exhaust_blue_flame" PosX="-4.48" PosZ="0.5" PosY="-0.52"/>
<Effect Type="Track" EffectName="fighter_exhaust_blue_flame" PosX="-3.20" PosZ="0.5" PosY="-0.53"/>
<Effect Type="Track" EffectName="fighter_exhaust_blue_flame" PosX="3.20" PosZ="0.5" PosY="-0.53"/>
<Effect Type="Track" EffectName="fighter_exhaust_blue_flame" PosX="4.48" PosZ="0.5" PosY="-0.52"/>
<Effect Type="StartEngine0" EffectName="fx_engstrt" PosX="-4.48" PosZ="0.5" PosY="-0.52"/>
<Effect Type="StartEngine1" EffectName="fx_engstrt" PosX="-3.20" PosZ="0.5" PosY="-0.53"/>
<Effect Type="StartEngine2" EffectName="fx_engstrt" PosX="3.20" PosZ="0.5" PosY="-0.53"/>
<Effect Type="StartEngine3" EffectName="fx_engstrt" PosX="4.48" PosZ="0.5" PosY="-0.52"/>
<Effect Type="StartEngine0" EffectName="fx_engstrt_jet" PosX="-4.48" PosZ="0.5" PosY="-0.52"/>
<Effect Type="StartEngine1" EffectName="fx_engstrt_jet" PosX="-3.20" PosZ="0.5" PosY="-0.53"/>
<Effect Type="StartEngine2" EffectName="fx_engstrt_jet" PosX="3.20" PosZ="0.5" PosY="-0.53"/>
<Effect Type="StartEngine3" EffectName="fx_engstrt_jet" PosX="4.48" PosZ="0.5" PosY="-0.52"/>
<Effect Type="StartEngine0" EffectName="fx_smoke_touchdown" PosX="-4.48" PosZ="0.5" PosY="-0.52"/>
<Effect Type="StartEngine1" EffectName="fx_smoke_touchdown" PosX="-3.20" PosZ="0.5" PosY="-0.53"/>
<Effect Type="StartEngine2" EffectName="fx_smoke_touchdown" PosX="3.20" PosZ="0.5" PosY="-0.53"/>
<Effect Type="StartEngine3" EffectName="fx_smoke_touchdown" PosX="4.48" PosZ="0.5" PosY="-0.52"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" PosX="-4.48" PosZ="0.5" PosY="-0.52" MinVel="20" MaxVel="150"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" PosX="-3.20" PosZ="0.5" PosY="-0.53" MinVel="20" MaxVel="150"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" PosX="3.20" PosZ="0.5" PosY="-0.53" MinVel="20" MaxVel="150"/>
<Effect Type="Track" EffectName="bomber_exhaust_smoke" PosX="4.48" PosZ="0.5" PosY="-0.52" MinVel="20" MaxVel="150"/>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="16.8" PosZ="-1.0" PosY="1.1" MinVel="50" MaxVel="60"></Effect>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="-16.8" PosZ="-1.0" PosY="1.1" MinVel="50" MaxVel="60"></Effect>
</Effects>
 
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