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The Defiant is up at Reg's Hanger

excellent work gents on this plane ,,the guns are fierce , prior to understanding this model, figured was a junk tin can ,,,,,wow weeeeeeeeeeeeeeeeeeeeee, was i wrong .....

fires and hits hard the do17 he111 and any HUNS in its PATHWAY ....handles excellent i have loaded and locked in ETO versions and all works


hobbit, your a master craftman all i can say on the missions ....dont get a swelled head or grizzey will eat it ....lol


joshua aka loverboy1
 
Notes : The Mk I gun trigger is "not slaved in the pilot position", as it is in the MK II.

I also noticed that the bullets hitting the ground only showed up in the MK II.

Also probably linked to these is the fact that the MkI calls for "303calbrowning_round" as its weapon, finds none, and uses the "default" instead - hence the incredible hitting power and .50 cal sounds. The MkII calls for "303calBrowning_gun" which exists.
 
Excellent

Yes. I suspected the weapons, or their configuration in this.

As we know CFS3 is quite wonky when it comes to Multiplayer...

The upshot of solving this for the Defiants might give us several other now blacklisted Aircraft for Multiplayer too.

Thanks Greycap!

I changed the line in the Mk I .xdp file to 303calBrowning_gun and deleted the .bdp... restarted and viola! Bullet strikes on the ground.

So we are on to something with this correction after all. Good shot Grey.

~S!
 
If you have the Avhistory weapons installed and are not going to do multiplayer, I'd change for this: Type="AvHistory_gb_gun_303cal_power_turret"

The other thing I did was this:

<Seats>
<Seat Name="Pilot">
<Stations>
<Station Name="Pilot" Type="pilot_station" View="0" FovUp="45" FovDown="30">
<PadlockLimit AzimuthMin="-134" AzimuthMax="134" ElevationMax="90" ElevationMin="-45"/>
<Views>
<View Event="HeadStop"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="50"/>
<View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
<View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
<View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
<View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
<View Event="HeadPitchDownLeft" Azimuth="-154" Elevation="0" X="-0.1" Y="0" Z="0"/>
<View Event="HeadPitchDownRight" Azimuth="154" Elevation="0" X="0.1" Y="0" Z="0"/>
</Views>
</Station>
</Stations>
</Seat>
<Seat Name="Rear Gunner">
<Stations>
<Station Name="rear gun" Type="gunner_station" View="1" FovUp="35" FovDown="30">
<GunStations>
<GunStation ID="0"/>
</GunStations>
<Views>
<View Event="HeadStop"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
<View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
<View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
<View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
<View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
<View Event="HeadPitchDownLeft" Azimuth="-117" Elevation="0"/>
<View Event="HeadPitchDownRight" Azimuth="117" Elevation="0"/>
</Views>
</Station>
</Stations>
</Seat>
<Seat Name="Observer">
<Stations>
<Station Name="Observer" Type="gunner_station" View="0" FovUp="55" FovDown="30">
<PadlockLimit AzimuthMin="-134" AzimuthMax="100" ElevationMax="90" ElevationMin="-55"/>
<Views>
<View Event="HeadStop"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
<View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
<View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
<View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
<View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
<View Event="HeadPitchDownLeft" Azimuth="-154" Elevation="0"/>
<View Event="HeadPitchDownRight" Azimuth="154" Elevation="0"/>
</Views>
</Station>
</Stations>
</Seat>
</Seats>

It adds a dummy gunner position, so you can put the aircraft on autopilot without disabling the gunner. It's lovely just to watch it fly around and bang off at the Hun!

The other thing I did was create an AI version; predictably, when it's being flown by the computer, it whizzes round like nobody's business instead of being a bit on the sluggish side to say the least. For an AI-only version, I changed the loadout for this:

<Loadouts>
<Loadout Name="Clean" MissionType="bomber_intercept,cap,escort,intercept,sweep">
<Hardpoint ID="" PylonType="750_pylon_null"></Hardpoint>
</Loadout>
</Loadouts>

You'll find the pylon included with most (all?) of my Fairey Battles.

I repeat, DO NOT DO THESE MODS if you intend to fly multiplayer, etc, etc, your own risk, and so on.

By the way, among its other virtues, it's got the very best cockpit I've seen in CFS3 yet. To say I'm impressed doesn't even begin to express it.
 
This is TOO Cool..
I have managed to shoot down several of the Huns, during the process of working on this..
And it is fun..
Bravo to the team..
And Thanks for letting me be a small part of this..
It was a Ball..

To the Masters I am most grateful..
Another great bird again flys...

Got to go and down some more bad guys..
 
Dam...
Just when I thought I had it all right. Seems the Turrent isn't right. I will fix it over the next few days. Had to happen... I will also add a fix to the site you you guys won't have to down load the whole thing again.
I will also fix that gun while I'm at it. Pity might loose some of the great hitting power it had.
:-( Still better to be right. BY the way the real turrent is much better than the current one. I won't be doing anything for at least 12 hours. Some of us have to work...
 
Fantastic!

Thanks to all involved in realising this dream!

People have been wishing for a Defiant for many years - this will make a lot of people very happy :applause:

I look forward to installing her, with some of Nigel's excellent suggestions for the xdp.

:ernae: D
 
It's been a long time coming and a real team effort. But the Defiant is finally there at Regshanger.com Check out the News page.
These Planes are for CFS3. They are not setup for ETO. However ETO will have it's own versions in the near future.

I didn't DLed the plane yet and would like to make a silly question. What is the exact meaning of "setup for ETO"? Doesn't it fly in ETO or just the effects doesn't work?

Thanks

Nonato
 
Nonato, it will work in ETO, but the ETO guys will have ETO Defiants which will use ETO effects and weaponry, that's all!

John
 
The other thing I did was create an AI version; predictably, when it's being flown by the computer, it whizzes round like nobody's business instead of being a bit on the sluggish side to say the least. For an AI-only version, I changed the loadout for this:

<Loadouts>
<Loadout Name="Clean" MissionType="bomber_intercept,cap,escort,intercept,sweep">
<Hardpoint ID="" PylonType="750_pylon_null"></Hardpoint>
</Loadout>
</Loadouts>

You'll find the pylon included with most (all?) of my Fairey Battles.

I repeat, DO NOT DO THESE MODS if you intend to fly multiplayer, etc, etc, your own risk, and so on.

By the way, among its other virtues, it's got the very best cockpit I've seen in CFS3 yet. To say I'm impressed doesn't even begin to express it.


ndicki, why did you change the loadouts in the AI version??
 
Because CFS3 does not add the combined weights of the crew, ammunition and fuel to the AI equation. It effectively calculates the flight dynamics as they would be with no crew, no fuel and no ammo - if it could fly at all. That's why some aircraft reputed to be lumbering crates can still fly rings around you when AI. This doesn't entirely solve the problem, but does add an extra 750lbs to the equation.
 
Okay, I know some of you are reporting success with this, but I've gone up against the weakest opponents I could think to fly against without the Defiant's gunner ever doing anything. I tried ndicki's Observer trick to watch the computer do what I could not get to happen, but all I got to see was the standard maneuvering logic try to position the Defiant on the enemy's six where the gunner never get's to see any targets. When I take up the gunner position myself, all I see is empty sky (and the bottom of my airsick bag), as the pilot continues to twist and turn to chase down the enemy from behind.

I'm entirely frustrated, but now completely understand the flawed thinking in this aircraft's design. You're asking the pilot to position the aircraft you want to attack outside his field of view, while you're asking the gunner to hit a moving target from a platform that will constantly jerk out of position just at the moment he might see a target flash by. Obviously the members of the specifying board had never been in a combat aircraft.

What's the trick?
 
Cheat...
I put the Defiant on auto pilot, I match course pull ahead a bit match speed..
Then auto pilot..
i jump into the turret and bang away..
I've even gotten some Bf 109's too..
 
Doesn't it also depend on the course plotted in the mission, which the auto pilot would follow? I've made one to follow a gaggle of He-111's flying a parallel course to the Germans. Of course this isn't possible in QC.
 
Ah yes, I've been trying in QC as I didn't have the other specific planes loaded that are required for the missions.
 
I admit the observer approach does have its limits... But it's another trick to add to the arsenal! Useful against fighters more than bombers.
 
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