kelticheart
Charter Member
Progress report
Hi John,
although the C.205 could be equipped with bombs, I am not going to prepare a dp with them for this conversion. Better yet, at least not for the Luigi Gorrini memorial pack, because the few fighters that were available for service with the A.N.R. were only employed as pure interceptors, in other words pure fighters. I am not aware of C.205s used for ground attacks, apart from pure testing purposes carried out experimentally.
For the full conversion pack of all MVG12 Macchi C.205 models I'll ask Manuele's opinion.
Conversion update:
Allen did a great job with the undercarriage animation and now the Veltro behaves real well, other than for a obnoxious particular: it blows up when taking off/landing on grass aerodromes with CFS2 flight behaviour set to "Hard" in the Realism control panel. Most notably Gary Burns' BoB airports. The problem does not occur when using paved, flat runways. I suspect the problem sits in the contact points.
I am using the original FS9 contact point section in the aircraft.cfg, even if I had to touch up the static C.o.G. a tad since the aircraft "fell" on the runway upon spawning in F.F.
I tried gradually increasing the dampening effect of the shock absorbers and then decrease it. Didn't work.
I tried excluding contact points from #7 onwards, as all the CFS2 aircraft I saw arrive at #6 only, apart from the additional belly landing c.p.'s for the stockers. No cigar.
The bizarre thing is that the damage sequence, seen externally, starts always from the tailwheel. The fact that it's not fully extended cannot be blamed because it's only an animation problem, yet the tail contact point must be the culprit, somehow.
How can I identify the contact point tied to the tail of the aircraft? I can try raising it a little, but I am only familiar with the first three, tied to the undercarriage. Better yet, is there such thing as a tail c.p.? Should I raise/lower the tailwheel c.p. instead?
Cheers!
KH
Are there bombs for the Italian planes? I realizie this is a fighter but is there a weapons pack for them?
Hi John,
although the C.205 could be equipped with bombs, I am not going to prepare a dp with them for this conversion. Better yet, at least not for the Luigi Gorrini memorial pack, because the few fighters that were available for service with the A.N.R. were only employed as pure interceptors, in other words pure fighters. I am not aware of C.205s used for ground attacks, apart from pure testing purposes carried out experimentally.
For the full conversion pack of all MVG12 Macchi C.205 models I'll ask Manuele's opinion.
Conversion update:
Allen did a great job with the undercarriage animation and now the Veltro behaves real well, other than for a obnoxious particular: it blows up when taking off/landing on grass aerodromes with CFS2 flight behaviour set to "Hard" in the Realism control panel. Most notably Gary Burns' BoB airports. The problem does not occur when using paved, flat runways. I suspect the problem sits in the contact points.
I am using the original FS9 contact point section in the aircraft.cfg, even if I had to touch up the static C.o.G. a tad since the aircraft "fell" on the runway upon spawning in F.F.
I tried gradually increasing the dampening effect of the shock absorbers and then decrease it. Didn't work.
I tried excluding contact points from #7 onwards, as all the CFS2 aircraft I saw arrive at #6 only, apart from the additional belly landing c.p.'s for the stockers. No cigar.
The bizarre thing is that the damage sequence, seen externally, starts always from the tailwheel. The fact that it's not fully extended cannot be blamed because it's only an animation problem, yet the tail contact point must be the culprit, somehow.
How can I identify the contact point tied to the tail of the aircraft? I can try raising it a little, but I am only familiar with the first three, tied to the undercarriage. Better yet, is there such thing as a tail c.p.? Should I raise/lower the tailwheel c.p. instead?
Cheers!
KH
