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Vietnam for CFS2 Beta Release

Allen,

I thought one was suppose to shoot out the door?

Can. I have seen #1 2 guns in the back windows. #2 3 guns in the back window. #3 2 guns in the back windows and 1 in the door. #4 2 guns in the back windows and 1 gun put behind the doors with a hole cut for the barrels.

Also seen 2 types of gun pods. I went with the one that I could get a good pic of.
 
Moo!!!

OK Dave you asked for it. Say hello to the WB MKI.

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The MKII will be armed with a wagon. :biggrin-new:

Poly count is at 908. I'm going to try and cut that a little. Its better then the 10674 that the sketchup model had.
 

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Not much to report on the AC-47. All that I got done was getting the Fixed Windows to be toggle-able. This mean when you hit the Collective Display Toggle on the panel you will be looking out the left window with out having to hold the look left button on your stick/keyboard.

View attachment 32707

Soon as you hit any of your other view buttons it will take you back to the main panel.

Edit for Info.

Thanks to CFS2 poor bullet tracking the AC-47 must be flown at 1,500 feet above the target at 30-degrees. Any more Alt and bullet tracking become vary poor. I can see the tracers all over the area (Chase view of the object I'm shooting at) but no hits on the ground or target. At 1,500 above the target I can see the object get hit and sparks fly off but ground don't show it was hit by gunfire.

Already tired the DPs bullet tracking. It had no effect. I'm sure that the player or AI aircraft has to be with in a set destance before the game loads the DP for an object. Seen this when I tried to make Zeppelins in CFS2. My bullets would fly right throught them tell I got close.
 
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Wow John that is way to cool, thankya thankya


Allen, what a great idea on the fixed window.............


Ya'll are really kicking butt,

Dave
 
Allen, is the 1500ft due to Time of Flight (2 secs)?

Maybe you could fake it (like with the HAA) by increasing the MV so the round Time of Flight is 2 secs from the altitude you would normally operate from?

Hope this helps.
 
Had that same idea that the game would forget the bullets before they hit the ground but the guns Muzzle velocity is 2,800 ft/sec (853 m/s). I have the DP set to track bullets for 7 secs.

The real AC-47 flew at 3,000 feet above the target at 30-degrees left hand turn at 124 knots. At 3,000 feet and 30-degrees left the bullet travel time is 2.1+ secs to ground. Using the DPs bullet tracking of 7 secs should be just fine when you only need to track it for 3 sec.

I didn't try your idea of making the bullet super fast but I'm really think that the player or AI aircraft has to be with in a set distance before the game loads the DP for the object/aircraft. I could also try moving the guns away from the aircraft and see if that will make the game see the bullets as hits.
 
Hi Allen,

I remember reading somewhere that the sim is hard-coded to calculate each rounds path for 2 secs. Adjusting the MV makes Flak Cannons reach out to their proper engagement ranges/altitudes, figured it would be the same for MG & cannons too.
 
Damm I'm I good.

I just moved the guns 700, 600 and 500 metters away from the aircraft. Now at 3,000 feet (914 meters) and things work like a charm.

but UncleTgt genus!

Tripling muzzle velocity and it works even better.

UncleTgt
Never knew that and didn't see that when I re-programed the CFS Large AAA gun to be a Flak 88 but maybe is muzzle velocity is fast enough so I never saw this.
 
Double posting!

I'm putting up the AC-47 as I have it now for testing/tweeking. It is mostly done. Test lacks the gauges but it uses may stock gauges and the others it uses you should have if you have all of The B24 Guys OHs installed.

View attachment 32769

As you can see I edited the fixed window to have some basic gauges. I find the useful so you don't find you self too low or high and lets you fly only using the side view.

View attachment 32770
 
After-Burner fx

Hello All,

Going to start packaging this one later today after some Zzz's.
A shot of the AB fx. using Greenghost's throttle position gauge.
It fought me pretty hard. :black_eyed:


23091061024_42b73caf81_o.jpg
 
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Hi Allen,

I remember reading somewhere that the sim is hard-coded to calculate each rounds path for 2 secs. Adjusting the MV makes Flak Cannons reach out to their proper engagement ranges/altitudes, figured it would be the same for MG & cannons too.

Yeah, back in the early days when certain designers were cranking out x-planes in CFS2 for giggles, one could program the guns as lasers using this technique. By quadrupling the MV, range and tracer count, a short MG or cannon burst can be made to look like a straight laser beam without the normal gravitational drop effect of conventional guns.
 
DV, John, Allen and all,

My wife " All Dice" is going under the knife in the morning, so any submissions to the project may
be delayed until Tuesday before I can post them on the FFS.

This is turning into a fun project, I thank you all.

Happy and safe hollidays to all,

Dave
 
DV, John, Allen and all,

My wife " All Dice" is going under the knife in the morning, so any submissions to the project may
be delayed until Tuesday before I can post them on the FFS.

This is turning into a fun project, I thank you all.

Happy and safe hollidays to all,

Dave

I hope surgery went well for your wife, Dave. I wish her a prompt recovery as well.

KH
 
Thank you All for your well wishes, Everything seemed to have gone fine.
All Dice is actually up and walking and sends her Thank You to all.

Thanks again,

Dave
 
Dave,
Glad to hear the good news. Here's hoping for a full and speedy recovery.
Cheers,
Bob
 
Allen,
Been a bit tide up with All Dice, But the test will be on the top of my list tomorrow afternoon,

I only hope I can find a problem with it, you are so good at this that I think you miss something
just to let me know I did not look close enough.

Be safe my friend,

Dave
 
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