Screenshots!

Down goes the second Fortress.

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The good news is that return fire knocks down one of the attackers. The remaining five B-17s plough on. My gunners cannot make verbal reports this being CFS3, so I turn on the TAC to keep track of the 109.

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Here he comes again!

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My own bomber's gunners haven't fired a round so I decide to see if I can do any better. The two problems with this are that it's hard to be at the right guns at the right time (as you have to cycle through them) and that when I leave the cockpit, the pilots put us into a dive.

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For a while, the 109 orbits well above us, so high I can't elevate the top turret's .50 cals enough. I get off a few rounds when he goes low, then try to pick him up again from the ball turret. it's all a bit disorienting.

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Eventually we descend below the cloud base and the 109 seems to lose interest. Perhaps you're supposed to engage an autopilot before leaving the cockpit, I've forgotten. This shouldn't really have happened!

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Anyway, I get back into the cockpit and after levelling off, quit the mission at that point, rather than warp back to Bassingbourn and land. Thanks to sim-outhouser NSS, I had applied the FJ Belle-Firepower compatibility update, but I installed Firepower second, so perhaps I need to re-install the update to get the target re-appearing, I dunno - it correctly enabled both JF and FP Belles to co-exist, JF's Bassingbourn to work and both sets of Belle missions are now there. Or maybe I just got lost! Anyway I'll need a bit more practice before venturing out again in the Belle, of either brand!
 
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Love the Spitfire ! That addon for the B-17 by JF is the only thing i have missing for CFS3. Wonder if it still could be bought somewhere. Regards,Scott
 
That addon for the B-17 by JF is the only thing i have missing for CFS3. Wonder if it still could be bought somewhere. Regards,Scott

The JF Belle CFS3 add-on seems commonly available on eBay of various locales, but no longer from Just Flight.

Speaking of bombers in add-ons, these pics are from a recent run-through of one of my most-played single missions in the old days, 'Cruiser Inlet Strike' made for the Do217M in Firepower. It's still a bit of a pain to fly along the Inlet of Death providing a nice target for flak on land or at sea or both, but it certainly looks a lot better with Ankor's shaders.

In we rumble, from low over the North Sea. We're carrying three torpedoes each, including one internally.

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I know you're keen, but I wish you'd sit down for now - you're making me nervous!

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I think I'll go a bit lower, just in case.

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I'm glad we didn't come any closer to that little convoy; it looks to have warship escort, and we don't much care for naval flak.

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Anyway, there's the inlet in question - the Humber Estuary, no less.

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Won't be long now! I begin to recall long-forgotten memories of flak suddenly framing us as we run the gauntlet, but try to think of happier things.

...more to follow!
 
At full power now, we race in over the spit of land that separates the estuary from the North Sea.

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My big, ungainly aircraft wants to climb, but rather than trimming her out, I put up with having to maintain forward pressure on the joystick. The idea is that this will reduce the likelihood of me inadvertently discovering if my Dornier makes a good speedboat.

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As recommended in the briefing, I try not to get too close to the land, where there are nasty people who would do bad things to us. Soon, we pass two ships on our right and I expect to attract some unpleasantness. But either we're out of range, or they're unarmed.

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The inlet meanders left and right as inlets are apt to do, and I adjust my course accordingly.

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We seem to have got away with it so far, but I know it's too good to last much longer!

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...more to follow!
 
Another pair of ships looms up ahead and left. As it happens, these two will have a crack at our three Dorniers as we whizz past. But I'm more interested in the larger ship I can now see near the shoreline beyond them. Target in sight, I fancy!

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We storm through the flak and press ever lower to the water.

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A few twists and turns later, bomb-bay doors open, and it's torpedos los! Relieved of their burden,I waste no time in banking right, away from the flak being thrown up by the big cruiser.

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I'm relieved to escape, but puzzled by the lack of waterspouts. Where oh where have my little tin fish gone? I didn't think it was possible to miss, but I seem to have managed it.

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If I'd been Guy Gibson, I'd have orbited the target to draw the flak while the others attacked. But something seems to have gone wrong there, and I'm in no mood to be shot down for nothing. So away I go. En route, I try to duck between the two ships which shot at us as we came in, and are now doing the same, going out.

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This works, much to my surprise. But the land gunners seem to have woken up and we are heavily shelled on the way out. In the end I try to climb above it, which of course does not work. But I finally make it into the clear, where my two flight-mates will later rejoin me.

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Well that was interesting. Not terribly profitable, but interesting!
 
I'm relieved to escape, but puzzled by the lack of waterspouts. Where oh where have my little tin fish gone? I didn't think it was possible to miss, but I seem to have managed it.

Well that was interesting. Not terribly profitable, but interesting!

Hi 33 Lima, are you using the combined effects.xml package? I'm wondering if a FP torpedo effect is missing. What is the name of the weapons/torpedo xdp? I will look up the effects line in the xdp and see if all the effects have been translated across to the combined effects.xml.

By the way, I've got a Firepower Do-217m1u2 damage profile by 46th Designs floating around, if you want it.
 
That's interesting.

What's the 'combined effects package'? If not part of FP I don't think I'm using it. I do have Abacus Mossie, JF Belle and FP in the same install (latter added last) which is what I had years back without incident.

I understand that FP installs new effects. I don't remember an option to install them or not, when installing, so assume the FP effects are there! The effects.xml in my FP install has numerous mentions of Shockwave plus it seems to list the effects in all the torpedo .xdp files (a_torpedo, a_torpedo_d, g_torpedo, g_torpedo_d). So it looks to be the FP effects.xml.

Perhaps my torps just ended up in the mud at the bottom of the anchorage, as I wasn't too particular about my speed when I dropped them - though I don't recall CFS3 being too fussy about that.

It's a great pity CFS3 doesn't allow anti-ship missions in QC; a training mission would be next best, which I can't find but I suppose could try to make.
 
http://www.sim-outhouse.com/sohforums/local_links.php?catid=161&linkid=23722


This package consists of:


1. A combined effects.xml which will work across different installs of CFS3. The effects.xml is arranged alphabetically. Majormagee has put an enormous amount of painstaking effort tracking down some elusive abnormalities in effects.


Old/obsolete and unused effects are retained, but have an "x" or a "y" at the end of their name.


2. A set of textures (pathway your root cfs3install/effects/fxtextures) is provided to ensure that all effects will render/display.


3. A combined sounds.xml file, which will work across cfs3 installs. This file represents a large amount of work by Majormagee.


4. A few sound files to populate the sound environment, e.g. flak.


5. A set of effects for TOW
 
Thanks for that MajorMagee. Pretty sure I don't have that. Looks like I should have!

Anyway my abilities with torpedoes may be at fault. FP training mission Instant Action 3 is an anti-ship job in Do217s...

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..and this time the results were more apparent, both my flight-mates' hits...

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...and my own, this strike being mine.

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From Manchester...

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...to Boston...

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...to Nice...

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...which is where any well-heeled aeroplane would go, for a nice break on the sunny shores of the Med.
 
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