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Author Topic: Big Banjo  (Read 32717 times)

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Hubberranz

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Re: Big Banjo
« Reply #60 on: March 12, 2017, 09:00:15 AM »

New patch to engine mod for catapults: 20170312 = today. U must use manual roll to catapult, no auto.
https://www.sas1946.com/main/index.php/topic,52489.msg591223.html#msg591223



CHECK previous page NEW RELEASE of F2H3 by    4S_Vega   = post 59 . 

Two engines.
'Wingtiptanks' option loads, seen in game.



THKS 4S_Vega.

update:
works in 412.2 SAS 5.3                         

AI keeps cockpit open on carrier is not so in real life: https://www.sas1946.com/main/index.php/topic,54176.msg589523.html#msg589523
Approach for landing on carrier is much too fast (AI 50% failure): fail to hook or hook too late on Colossus class. No2 plane seems worst.
Great choice of loadouts:

WARNING / ATTENTION to :  requirements , specially WWII weapon's requirement !
                        U absolutely need:                 _armsUS_WW2                            ...or no loadouts.
                        U absolutely need:                 !!_NewBarometric_HydrostaticFuzes_412 or 413
                        ... if you want the complete loadouts list to show in dropdown.
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mm

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Re: Big Banjo
« Reply #61 on: March 12, 2017, 02:57:17 PM »

Thanks to all involved for this beauty!
Soon she will get some skins...





mm
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4S_Vega

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Re: Big Banjo
« Reply #62 on: March 12, 2017, 05:27:09 PM »

I forget to tell you that this plane have also autopilot, Key_misc1 & 2
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taskf53

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Re: Big Banjo
« Reply #63 on: March 13, 2017, 04:14:09 AM »

Thanks 4S_Vega for the update.

Very good work. :)

Am i the only one to have the problem of smoke persistence  after the engines shutdown ?(412.2 ma 5.3)
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duffys tavern

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Re: Big Banjo
« Reply #64 on: March 13, 2017, 06:33:31 AM »

No, she continues to smoke with me as well.
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Edlor

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Re: Big Banjo
« Reply #65 on: March 14, 2017, 10:18:55 AM »

Wow things have been progressing nicely with the Big Banjo.:)

I've added the new links and pertinent info to the first post as well as deleted the non relevant ones.

Again a big thanks to 4S_Vega and NS_Koty for the slot, FM and weapon load outs. Also thanks to Hubberranz for putting her through her paces.;)

@ lildeb It's always nice to hear and see how each of us have a heritage attached to a particular aircraft. Thanks for sharing that with us.

@ mm The skins look great  ;D Will be looking forward to their release.

Cheers and thanks again all,

Edlor 
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It's not the size of the wand that matters. It's the quality of the magic it performs.

MADMICK71

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Re: Big Banjo
« Reply #66 on: March 14, 2017, 06:12:10 PM »

AWESOME!! Thanks for this Aircraft.
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FACTIS NON VERBIS

Edlor

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Re: Big Banjo
« Reply #67 on: March 23, 2017, 11:43:52 PM »

You're very welcome MADMICK71

Glad you like it and enjoy  ;)

Cheers,

Edlor
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It's not the size of the wand that matters. It's the quality of the magic it performs.

Hubberranz

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Re: Big Banjo
« Reply #68 on: March 26, 2017, 06:11:37 AM »




In basic game il2 (  fb_3do01.SFS ) you will find 3do\Plane\Textures\ Pilot1             ( and maybe seat and cockpit exist there or elsewhere... )

Using non specific names in generic Textures file brings conflict.
For instance in Ki-30 fix cockpit\Textures\pilot2_ki30.tga I have added specific "_ki30 reference" to avoid any conflict.

So 3do\Plane\Textures\Cockpit  + 3do\Plane\Textures\Seat  + 3do\Plane\Textures\Pilot1 are too generic and already in use... therefore the need to change them...

I renamed to Cockpit_BansheeSeat_Banshee, Pilot1_Banshee... and lines in mat files to point to that:
Code: [Select]
[Layer0]
  TextureName ..\TEXTURES\Cockpit_Banshee.tga
..in Cockpit.mat
Code: [Select]
[Layer0]
  TextureName ..\TEXTURES\Seat_Banshee.tga
..in Seat.mat
Code: [Select]
[Layer0]
  TextureName ..\Textures\Pilot1_Banshee.tga
..in Pilot1.mat

I'm saying all this cause I don't know how many mats point to these textures, but I assume only these three... ( <----- Edlor check..  )

... also Pilot1.tga already exist in Banshee file. But it would need to be removed in the generic position anyway, if used in Banshee file, ok with:
Code: [Select]
[Layer0]
  TextureName Pilot1.tga
..in Pilot1.mat
... but probable Seat and Cockpit conflicts would still remain. ( ..unless an "they are moved in there too" alternative is done, + paths ... ).
... note generic name Pilot1.tga is an OK-name inside a 'specific' Banshee file.

Fix requires two steps:  1- remove existing textures ( readme );   in      F2H Banshee\3do\Plane\Textures
                                   2- patch fix into F2H-3 mod.

Fix: https://www.mediafire.com/file/jxw9js7ikwyhnoh/FixConflict_Textures_F2H3mod.7z
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PhantomII

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Re: Big Banjo
« Reply #69 on: March 26, 2017, 09:24:05 AM »

Thanks so much Hubberranz, I was having the same problem. I thought it was something I messed up. Your fix works great :)
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SAS~Gerax

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Re: Big Banjo
« Reply #70 on: March 26, 2017, 09:32:03 AM »

Hubberanz, I encountered this Borg Pilot on another plane (Seafury) yesterday.
and put it onto my todo list ..  :-X

But with your fix you spared me some time, many thanks for solving this!  ;)
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i7-13700K, MSI RTX4090, Kingston 64GB, Asus Z790-P, Crucial SSD 1TB, Kingston SSD 4TB;

duffys tavern

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Re: Big Banjo
« Reply #71 on: April 13, 2017, 10:08:51 AM »

BAT 11
Really enjoy this beautiful a/c but I noticed that the pilot still does not use O2 mask. Does anyone know if there is a fix in the works for this? just curious.
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