Northrop P61 Black Widow set uploaded

Thank you to the team that made this Xmas present available ! ! :santahat::encouragement::very_drunk:

I have taken out the different planes on several flights, they are great
!
 
I have a few questions :

1- Made some adjustments to the .cfg file in order to have the front wheel sit on the ground

static_pitch = 2.40static_cg_height = 7.450
tailwheel_lock =0
gear_system_type =1
max_number_of_points =12
point.0= 1, 14.462, 0.000, -8.000, 2001, 0, 1.434, 180.000, 0.249, 3.518, 1.000, 6.000, 6.000, 0, 152.1, 165.1

2- The gun turret on the following models does not work in the gunner mode (F8) : SJT_P61A1_422_44 and SJTP_P61B2_548_45.

3- In gunner mode when it functions properly the radar operator has the same movements as the gun operator can it be fixed so he does not move?

4- Can landing lights be added it would add to the immersion when taking-of at night ?
 
I have a few questions :

1- Made some adjustments to the .cfg file in order to have the front wheel sit on the ground

static_pitch = 2.40static_cg_height = 7.450
tailwheel_lock =0
gear_system_type =1
max_number_of_points =12
point.0= 1, 14.462, 0.000, -8.000, 2001, 0, 1.434, 180.000, 0.249, 3.518, 1.000, 6.000, 6.000, 0, 152.1, 165.1

2- The gun turret on the following models does not work in the gunner mode (F8) : SJT_P61A1_422_44 and SJTP_P61B2_548_45.

3- In gunner mode when it functions properly the radar operator has the same movements as the gun operator can it be fixed so he does not move?

4- Can landing lights be added it would add to the immersion when taking-of at night ?

Hi Gosd,

not sure why your nose wheel is not sitting on the ground? they seem to be sitting fine here?

The two model you mentioned do not have an operating turret, rather the 4 x 50's are fixed in the forward firing position and fire by the pilot. you only have F6 and F7 position's available in those planes. there was a shortage of turrets, which were being sent to the B29 program. So they modified the P61's to just have the forward firepower.

If you read the historical content included for each aircraft in game, it explains a whole heap of little tit-bits just like this :)

The radar operator is also the rear gunner that is why his seat moves with the turret.

Landing lights, yep they can be included, just need to work out the xyz numbers and add to the effects section of planes. I'm going to do a small update to fix the trackIR issue mentioned above, so I'll do landing lights at the same time.

regards Rob.
 
I also read that rotating the turret could cause severe buffeting. This was apparently improved somewhat later on, but it was another reason early aircraft often didn't have the turret, or in this case, simply disabled it.
 
What a wonderful gift for Christmas. Awesome work on this amazing aircraft. Thanks to all involved. Better than any payware available for CFS3.Really enjoy it.Hopefully will have some missions for it in the future. Merry Christmas everyone !!
 
Hi Gosd,

not sure why your nose wheel is not sitting on the ground? they seem to be sitting fine here?

The two model you mentioned do not have an operating turret, rather the 4 x 50's are fixed in the forward firing position and fire by the pilot. you only have F6 and F7 position's available in those planes. there was a shortage of turrets, which were being sent to the B29 program. So they modified the P61's to just have the forward firepower.

If you read the historical content included for each aircraft in game, it explains a whole heap of little tit-bits just like this :)

The radar operator is also the rear gunner that is why his seat moves with the turret.

Landing lights, yep they can be included, just need to work out the xyz numbers and add to the effects section of planes. I'm going to do a small update to fix the trackIR issue mentioned above, so I'll do landing lights at the same time.

regards Rob.


Same glitches here:
- Static angle needs adjusting, nose wheel is a little above ground (thanks for the new numbers, will try those!)
- Can't get back to VC view: F6 keeps switching only between gunsight and wide view modes (thanks for the new numbers, again :encouragement:)
- Can't switch to gunner stations in the P-61 that's the first in the UI list but I can in one of the black ones (I am not at home, so will come back on this and see which exact model gives this problem).

Some other remarks:
- The VC viewpoint (distance to instrument panel) or viewing angle (?) seems to differ between various models.
- Is the animation axis for the flaps a little off? Leading edges of the flaps stick out above the top side of the wing (I thought the AC had slotted flaps that moved aft before dropping). Or has this something to do with the aileron/spoiler/flap combo-thingie?
- External payload not visible in my ETO v1.50. I thought this had the correct weapons pack? Will also look into this tonight.

Other than that, a wonderful aircraft with great VCs that I will try out more completely tonight (RL got in the way) :encouragement::encouragement:!!
 
Thanks to everyone involved in making this amazing aircraft available for CFS3! The p-61 is one of my favorites, and I have been hoping for something like this for a long time. Thank you very much for this wonderful add-on! :applause::applause::applause::applause:
 
opps!

[FONT=&quot]oopps!

A series of six flaps of the trailing edge slotted type, are mounted two on each outer wing panel and one on each inner panel. Constructed of aluminum alloy and so linked as to move aft and down when extended, the flaps in extended position leave a gap between the leading edge of the flap and the trailing edge of the wing structure.

This is an easy fix, my bad! [/FONT]
:banghead:
 
oopps!
...
This is an easy fix, my bad!
:banghead:

No apology necessary - you have created an immensely immersive model! I'm just pointing out some things that struck me.

So I have taken the ETO ones for a few spins and reviewed the stuff I commented this afternoon. Most things seem as I reported:
- On my rig the nose wheel really is off the ground (all models).
- The VC-view (first view mode when going into the cockpit with TrackIR) is gone once I switch to any other pilot views (F6). Only gun sight and wide angle view remain.
- Can't switch to gunner stations in the P-61A 422 NFS (the first one in the UI drop down list)
- The VC-view in the P-61B-15 415 NFS has a different view angle setting (more like the wide view) than the other P-61 models.
- Flap animation axis and animation.
- External loadouts are visible - must be something I missed earlier, so no problem here.
- Are there some unwelded vertices on the tailbooms in front of the vertical stabilizers? I seem to notice a 'line' on top of them that looks like my P-47 model when I do not weld the halves together. The smoothing on top of the left boom just aft of the wing seems different (smoother) from the one on the right so that made me wonder. It's visible from directly behind the AC.
- Smoothing on top of the gun sight reflector glass (the 'thin side', not the surface) seems missing? The individual polys are visible when sunlight falls on them.

Unfortunately I can't seem to take in-game screenshots (they go black) so I cannot point it all out visually.
Again, not criticizing, just noticing, wondering and hoping to learn. You 'll get your chance once my P-47 is ready :biggrin-new:. Of course that goes too for Stephen, John and Rob - fantastic job, gentlemen!

Oh, and I love it how the gunners rotate in their seats with the turret - just like the real thing!! Someone really has to tell me how that is done!



PS. for fun I crossed swords with another of your wonderful NJ models, the He 219. The Uhu lost and out came three chutes. I thought it was a two-seater?
 
this si real gift from the gods , thank you ,,,, will a total fix patch in time be issued ,,,, thank you


joshua canada
 
Flaps

Just contacted MAAM the folks restoring a p61. They stated that the flaps do not move aft before pivoting. The hinge is off center on the vertical which cause the flaps to rotate off center. As far as welds, thought I caught them all. Rotating pilots...remember you can have duplicate part names. Three chutes on the 219, check the number of exits in the xdp.
 
No apology necessary - you have created an immensely immersive model! I'm just pointing out some things that struck me.

So I have taken the ETO ones for a few spins and reviewed the stuff I commented this afternoon. Most things seem as I reported:
- On my rig the nose wheel really is off the ground (all models).
- The VC-view (first view mode when going into the cockpit with TrackIR) is gone once I switch to any other pilot views (F6). Only gun sight and wide angle view remain.
- Can't switch to gunner stations in the P-61A 422 NFS (the first one in the UI drop down list)
- The VC-view in the P-61B-15 415 NFS has a different view angle setting (more like the wide view) than the other P-61 models.
- Flap animation axis and animation.
- External loadouts are visible - must be something I missed earlier, so no problem here.
- Are there some unwelded vertices on the tailbooms in front of the vertical stabilizers? I seem to notice a 'line' on top of them that looks like my P-47 model when I do not weld the halves together. The smoothing on top of the left boom just aft of the wing seems different (smoother) from the one on the right so that made me wonder. It's visible from directly behind the AC.
- Smoothing on top of the gun sight reflector glass (the 'thin side', not the surface) seems missing? The individual polys are visible when sunlight falls on them.


Hi All,

OK, answers for some of the issues raised.

Pilot views. each plane only has 2 pilot views. the default is the closer Gun Site view. you can press F6 to go to the wide view and then press F6 again to go back to the Gun site view. The reason people are losing the ability to use TrackIR after swapping views is the station is set to 1 in the xdp file rather than 0. (I have fixed this.) but you are not missing or losing the ability to go back to a given VC view.

Gunner views, if the plane does not have a moving turret you will not have a response to hitting F8. if the plane does have a moving turret then you can hit F8 1st response is front gunner position. second F8 takes you to rear gunner. then F8 after that simply goes back and forth between the two.

Radio operator views F7 on all planes will take you to the radio operator position.

Attached is a picture of a matrix that explains what each model has in relation to turrets and gunners and number available load outs and the options for position changes, what guns are fired by the pilot etc. they are arranged in the same order they appear in the UI list in game for ETO and Rising Sun.

I have taken the contact point data and static pitch data supplied by Gosd and applied. I personally cant see any change between what we had and these new numbers in game, but if some of you are finding the front wheel is elevated and this fixes it then thats a win.

the view angle for P-61B-15 415 NFS, it has the same values, its just the default view is the wide angle view, and the gun site view is the second option. but the values for all planes are the same for each specified view. I will swap this to be same order as the other planes for the update.

I hope the information about gunners and views etc clears up some of the perceived issues people are reporting.

regards Rob.
 

Attachments

  • P61-matrix.jpg
    P61-matrix.jpg
    64.6 KB · Views: 1
Yes, the front wheels are sitting well off the ground. Here are the values I've found to minimize the initial movement of the aircraft when it is selected.

[contact_points]
static_pitch = 0
static_cg_height = 7.65
tailwheel_lock =0
gear_system_type =1
max_number_of_points =12
point.0= 1, 14.462, 0.000, -7.800, 2001, 0, 1.434, 180.000, 0.249, 3.518, 1.000, 6.000, 6.000, 0, 152.1, 165.1
point.1= 1, -1.499, -8.839, -7.800, 2001, 1, 2.001, 0.000, 0.351, 1.664, 0.546, 7.000, 7.000, 2, 152.1, 165.1
point.2= 1, -1.499, 8.839, -7.800, 2001, 2, 2.001, 0.000, 0.351, 1.664, 0.546, 9.000, 10.000, 3, 152.1, 165.1
 
The gunsight reticle is visible in the rear gunner station, but not in the front station. Both cockpit files list the reticle in their texture list, so I'm not sure why it doesn't show up in both of them.
 
The AI aircraft seem to have problems taking off with a very severe torque drift running them off the left side of the runway.
 
Hi All,

OK, answers for some of the issues raised.

Pilot views. each plane only has 2 pilot views. the default is the closer Gun Site view. you can press F6 to go to the wide view and then press F6 again to go back to the Gun site view. The reason people are losing the ability to use TrackIR after swapping views is the station is set to 1 in the xdp file rather than 0. (I have fixed this.) but you are not missing or losing the ability to go back to a given VC view.

Gunner views, if the plane does not have a moving turret you will not have a response to hitting F8. if the plane does have a moving turret then you can hit F8 1st response is front gunner position. second F8 takes you to rear gunner. then F8 after that simply goes back and forth between the two.

Radio operator views F7 on all planes will take you to the radio operator position. ...

That's a very informative diagram Rob!! It explains a lot of the little gripes I thought I experienced. I had noticed that the turretless AC come without a gunner in the 2nd seat, but the first AC does have a gunner, but I didn't know the turret is fixed (must have missed that in the ReadMe) - hence the confusion. I 'll apply the new numbers and the TiR fix and see.

Just contacted MAAM the folks restoring a p61. They stated that the flaps do not move aft before pivoting. The hinge is off center on the vertical which cause the flaps to rotate off center. As far as welds, thought I caught them all. Rotating pilots...remember you can have duplicate part names. Three chutes on the 219, check the number of exits in the xdp.

Thanks for the trouble you're taking with this Ted! (And for the tip). But I finally managed to take a screenie of the flaps using the Model Viewer to show what I mean. I think the pivot point is sitting too much near the middle of the flap - see the difference between photo and screenie. It's more like a slat of a Venetian blind right now :biggrin-new:.
 

Attachments

  • P-61 Flaps.jpg
    P-61 Flaps.jpg
    118.1 KB · Views: 1
The gunsight reticle is visible in the rear gunner station, but not in the front station. Both cockpit files list the reticle in their texture list, so I'm not sure why it doesn't show up in both of them.

If you mean the pilot's seat: switch on the battery and it's there - nice modelling feature!
 
Yes, the front wheels are sitting well off the ground. Here are the values I've found to minimize the initial movement of the aircraft when it is selected.

[contact_points]
static_pitch = 0
static_cg_height = 7.65
tailwheel_lock =0
gear_system_type =1
max_number_of_points =12
point.0= 1, 14.462, 0.000, -7.800, 2001, 0, 1.434, 180.000, 0.249, 3.518, 1.000, 6.000, 6.000, 0, 152.1, 165.1
point.1= 1, -1.499, -8.839, -7.800, 2001, 1, 2.001, 0.000, 0.351, 1.664, 0.546, 7.000, 7.000, 2, 152.1, 165.1
point.2= 1, -1.499, 8.839, -7.800, 2001, 2, 2.001, 0.000, 0.351, 1.664, 0.546, 9.000, 10.000, 3, 152.1, 165.1


Actually, it also needs to include a reduction in the nose wheel turning angle to fix the wingmen running off the runway on takeoff problem.

static_pitch = 0
static_cg_height = 7.65
tailwheel_lock =0
gear_system_type =1
max_number_of_points =12
point.0= 1, 14.462, 0.000, -7.800, 2001, 0, 1.434, 60.000, 0.249, 3.518, 1.000, 6.000, 6.000, 0, 152.1, 165.1
point.1= 1, -1.499, -8.839, -7.800, 2001, 1, 2.001, 0.000, 0.351, 1.664, 0.546, 7.000, 7.000, 2, 152.1, 165.1
point.2= 1, -1.499, 8.839, -7.800, 2001, 2, 2.001, 0.000, 0.351, 1.664, 0.546, 9.000, 10.000, 3, 152.1, 165.1
 
If you mean the pilot's seat: switch on the battery and it's there - nice modelling feature!

The pilot has the reticle display just fine. It's the forward facing versus the rearward facing gunner positions (F8) where one has it and the other doesn't.

How is it one would "switch on the battery"?
 
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