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Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Aircraft => Jets => Topic started by: Lone Wolf on October 17, 2016, 12:35:15 AM
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Nakajima Kikka
Thanks to CWatson the Kikka now has it's own slot. Cockpit and all views are still that of SAS~GJE52's Me262B1a upon which this is based.
After more thorough testing this only works in 4.12.2m with CUP. I apologize for any inconvenience this has caused.
Updated Link https://www.mediafire.com/file/cs3cjvdc5h6fcr3/Nakajima_Kikka.rar (includes 2048x2048 skins)
Changes in new link include using SAS~GJE52's 4.09 - 4.12 version thanks G. and fixing the skin1o.tgb file so hopefully no more pink skins. Also the new slot, Japanese weapons and cockpit fix by CWatson.
Credits
Cwatson: for the slot ,class, weapon , new cockpit and other corrections
Lone Wolf: for 3D, default skins.
A special thanks to SAS~Sani and SAS~GJE52 for their versions of the Me262B-1a this is based on.
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* AIR.INI *
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J9N1-Kikka air.J9N1_Kikka 2 NOINFO ja01 DESERT
Skin Folder
J9N1-Kikka
Enjoy
Lone Wolf
(https://s9.postimg.cc/7v34zgk6n/2016_10_16_20_47_25.jpg) (https://postimg.cc/image/g0l6xm8ff/)
(https://s9.postimg.cc/vncgazm7j/2016_10_16_21_16_43.jpg) (https://postimg.cc/image/rqz4f017v/)
Trainer Version https://www.mediafire.com/file/mq51oat0hm43zgr/Kikka_Trainer.7z
(https://s13.postimg.cc/q2g19366v/2016_10_24_02_18_15.jpg) (https://postimg.cc/image/ru903zpjn/)
Thanks again to CWatson for his assistance in bringing this version to light. Note this still requires the collision and hitboxes repaired and I will update when they become available.
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* AIR.INI *
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J9N-Kikka_T air.J9N_KikkaT 2 NOINFO ja01 DESERT
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* PLANE_RU.PROPERTIES *
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J9N-Kikka_T J9N 'Kikka', 1945
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* WEAPONS_RU.PROPERTIES *
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#####################################################################
# J9N-Kikka_T
#####################################################################
J9N-Kikka_T.default Default
J9N-Kikka_T.2x250kg 2x 250kg Bombs
J9N-Kikka_T.1x250kg 1x 250kg Bomb
J9N-Kikka_T.1x500kg 1x 500kg Bomb
J9N-Kikka_T.1x800kg 1x 800kg Bomb
J9N-Kikka_T.2xdpt 2x Drop tanks
J9N-Kikka_T.1xdpt 1x Drop tank
J9N-Kikka_T.none Empty
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* SKINS FOLDER *
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J9N-Kikka_T
Credits:
Lone Wolf- All 3D
Cwatson- Slot and class work
SAS~CirX- Me262 cockpit view mod
Enjoy ;)
Lone Wolf
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Thank you very much, Lone Wolf :D
Since I can't seem to post this in the jets section (no new topic button available) I'll post it here.
I added you to the "Modder" membergroup; you are now able to post new topics in the Mod Download sections ;)
Best Regards,
skylla
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Nice, thanks a lot Lone Wolf :)
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Thanks Lone Wolf, But Something is Wrong.
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Thanks Lone Wolf, But Something is Wrong.
Can't you just be a little more specific?
Best regards - Mike
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Oh Yeah Right.
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@ Lone Wolf, I see it uses the Me 262B-1a slot. It would be better if it one of the Java gurus could rustle up a dedicated one.
However, the base you have used is the 4.10 version. If you have some issues, perhaps you might want to look here at my original 4.09/4.12 version : https://www.sas1946.com/main/index.php/topic,5064.0.html (https://www.sas1946.com/main/index.php/topic,5064.0.html)
G;
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Unfortunately this plane keeps showing up all in pink over here ..
As it seems this issue is related to some error while loading the default skin:
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 67108864 Bytes!
WARNING: object '3DO/Plane/Me-262A-2NJ/summer/skin1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 67108864 Bytes!
WARNING: object '3DO/Plane/Me-262A-2NJ/summer/skin1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 67108864 Bytes!
WARNING: object '3DO/Plane/Me-262A-2NJ/summer/skin1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 67108864 Bytes!
WARNING: object '3DO/Plane/Me-262A-2NJ/summer/skin1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 67108864 Bytes!
WARNING: object '3DO/Plane/Me-262A-2NJ/summer/skin1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 67108864 Bytes!
WARNING: object '3DO/Plane/Me-262A-2NJ/summer/skin1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 67108864 Bytes!
WARNING: object '3DO/Plane/Me-262A-2NJ/summer/skin1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: '3DO/Plane/Me-262A-2NJ/summer/skin1o.tgb' Has non squared size or != 1024
INTERNAL ERROR: TGA '3DO/Plane/Me-262A-2NJ/summer/skin1o.tgb' has unsupported format
This happens both in my UP3 and in CUP.
Best Regards,
skylla
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I noticed this in your error log ...
INTERNAL ERROR: '3DO/Plane/Me-262A-2NJ/summer/skin1o.tgb' Has non squared size or != 1024
Thie skin1o.tgb might be worth checking.
Looking at it, I think it should still be in "WIP" atm ... IMHO of course ... ;)
G;
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Lone Wolf - excellent addition to the game! Will fit very nicely in the "1946" category. THANKS! :) :) :)
Yes, if someone in the know could rustle up slot for this beauty it would be GREAT! Because like so many others I love my standard Me 262B-1a, but REALLY would love to have this one as well! ;D
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Great work, small problem, running vp modpack
(http://i1163.photobucket.com/albums/q553/az9157/az9157155/2016-10-17%20at%2012-24-51.jpg~original)
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Thank you LoneWolf.
Miight do well with a new slot for it instead of using another well known and very used aircraft.
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Dafuq. Outa nowhere.
That is great and yesss, if this gets a proper slot it will be awesome!
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Thanks everyone.
I'm glad you all like it and a separate slot for this would indeed be great.
I've posted a new link in the first post that I hope will cure your pink skin issue SAS~Skylla and thanks for the promotion to Modder by the way, muchly appreciated.
@ SAS~GJE52 If you feel this should be moved back to the WIP section that's fine by me. ;)
@ steven197106 Thanks but I'm afraid I can't help you as I don't have that modpack to test this on.
Lone Wolf
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Hey all
First off, BIG thanks to Lone Wolf for tackling this one, this is a plane I've hoped to see in Il-2 almost since I started playing.
However, I am having a slight issue:
When I try to load the plane in game, it doesn't show in the view window, and the usual blank horizon shows up if I try loading it in anyways. According to my log, the error is due to "Disc.mat" not being able to be loaded.
(I'm running 4.13.1 Modact 6.1, if it matters)
(Full log section here:)
INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/Disc1.tga'
WARNING: object '3DO/Plane/TEXTURES/Disc1.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/Me-262A-2NJ/Disc.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Disc.mat'
INTERNAL ERROR: Material: Can't load 'Disc.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Disc.mat'
at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
at com.maddox.il2.objects.ActorSimpleHMesh.<init>(ActorSimpleHMesh.java:26)
at com.maddox.il2.gui.GUIAirArming.setMesh(GUIAirArming.java:1142)
at com.maddox.il2.gui.GUIAirArming.access$900(GUIAirArming.java:72)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java:1698)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl$ListArea.mouseButton(GWindowComboControl.java:235)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:456)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.gui.GUIAirArming.prepareSkin(GUIAirArming.java:1561)
at com.maddox.il2.gui.GUIAirArming.access$1200(GUIAirArming.java:72)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java:1701)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl$ListArea.mouseButton(GWindowComboControl.java:235)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:456)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Oct 18, 2016 3:27:50 AM] -------------- END log session -------------
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WOW! This is most, most Excellent! I was starting to think I would never see the day! :o
The Kikka has been requested so many times by so many people over the years, it is fantastic to finally have a Kikka in IL-2! 8)
Thank you VERY much for bringing her to our beloved IL-2 skies, Lone Wolf! :)
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Thanks again all.
I'm glad to make this a reality for you trent and you're very welcome.
Ta183Huckbein I apologize but after checking this again in 4.13 I did find issues with some of the textures Disc1 being one of them so I'm going to have to see if I can find a fix for that so bear with me. This is all new to me. :-[
Lone Wolf
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Nice Lone Wolf, Very Nice.
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And now in its own slot - SUPER! Cwatson to the rescue! Thanks to all involved! :)
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Ta183Huckbein I apologize but after checking this again in 4.13 I did find issues with some of the textures Disc1 being one of them so I'm going to have to see if I can find a fix for that so bear with me. This is all new to me. :-[
Lone Wolf
Hey man, no worries. The fact that this bird is available at all is a dream come true for me. ;D
All efforts are appreciated!
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Hi Lone Wolf Awesome for a genuine first Japanese jet ever ;D :D :D :)
Thanks C watson for the new slot as well :D :D ;) ;)
Cheers
Kirby
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Thank you for the new slot, CWatson! And thank you again Lone Wolf for bringing us the Kikka! She is an excellent and long awaited addition to our beloved IL-2! :)
While flying the Kikka, I discovered a few things...
- The aileron animation is currently incorrect... both ailerons move down when rolling left and both ailerons move up when rolling right.
- The aircraft doesn't sustain any damage from enemy fire because bullets fly right through it (they can't hit the aircraft). I think this is a collision box issue since the Kikka can also fly through enemy aircraft without actually colliding. The pilot will die very easily, but the aircraft remains untouched.
- The engine compressor blade animation is missing in the new slot. The compressor blades used to rotate in the previous version, which used the Me262B-1a slot.
- Wheels up landings are currently impossible... the aircraft disappears into the ground.
- AI aircraft can't land without flipping over backward and sink into the ground after coming to a stop.
Perhaps someone knows how to solve some of these?
Thanks again for all your great work on bringing the Kikka into IL-2, Lone Wolf! :)
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I've posted a new link in the first post that I hope will cure your pink skin issue SAS~Skylla
It did, thank you very much :)
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Thank you very much for the new aircraft slot Cwatson 8)
Now it will be easier to check out the files and do some fixing up where its needed.
It´s a wonderful 3d-model and a most requested Japanese aircraft for all fans to enjoy flying... its a classic jet!
One of a kind.
BANZAI !
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I'll have to make a plan to go check her out someday... :)
https://www.youtube.com/watch?v=dIdFo-TSNZk
(http://aircraft-in-focus.com/wp-content/gallery/kikka-nasm/img_4856-800x.jpg)
(http://www.warbirdsnews.com/wp-content/uploads/C8A4664-Richard-Mallory-Allnutt-photo-Udvar-Hazy-Center-Chantilly-VA-March-15-2016.jpg)
(http://www.warbirdsnews.com/wp-content/uploads/C8A4735-Richard-Mallory-Allnutt-photo-Udvar-Hazy-Center-Chantilly-VA-March-15-2016.jpg)
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Thanks !
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Thanks again everyone ;D
Glad to hear that worked for you SAS~Skylla and you're very welcome :)
That video is one of the reasons I decided to take on this project trent and be assured all the issues you mentioned are being worked on as we speak. Also CWatson has been working his wonders to make this aircraft that much better so plz bear with us while we make these amendments.
And a big BANZAI back atcha Max :D
Lone Wolf
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Good to hear Lone Wolf! When this beauty is fully operational I will put together a "what-if" campaign for her! :)
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That's great to hear! Thank you for all your effort to bring us this beauty, Lone Wolf and CWatson! :)
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+1
Many thanks Lone Wolf for this excellent a/c !
Question for our Japanese speaking members......how do you pronounce Kikka ?
Is it Kicker
or Kee ka
or neither of these :D
Cheers
Alfie
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Kikka = chrysanthemum
In german = Chrysantheme
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The 3D looks fabulous.
I can hardly wait to fly this birdy with an original FM!
what kind of engines will it get? Ne-20, Ne-20Kai?
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I just took a nice flight with it.
Very cool airplane!
What type of weapons and how many rounds?
I just shoot a few bullets and I was out of ammo o_O
The Fm seems alright, I guess. I think the original prototype only flew 2 times before the end of the war and
it needed a very long runway for takeoff.
So far the only problem I notice is that when taking off on "auto-pilot" the tail falls
a little bit too much into the ground and then it takes off.
All AI aircraft seem to fly just fine so far, they engage enemies and shoot well.
I will have to paint some gun holes into
these skins, because at the moment it has a solid nose.
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Max, I looked at the class file. The FM is the Me-262 stock FM from buttons still. So nothing original yet. The Kikka should have less power and lift.
It actually only flew once and was damaged in a second aborted RATO attempt.
the guns are 20mm with 50 rounds each. 50 rounds per gun is what you find in most books as planned armament loadout.
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Max, I looked at the class file. The FM is the Me-262 stock FM from buttons still. So nothing original yet.
The Kikka should have less power and lift.
It actually only flew once and was damaged in a second aborted RATO attempt.
the guns are 20mm with 50 rounds each. 50 rounds per gun is what you find in most books as
planned armament loadout.
Thanks for looking into it VampirePilot, at the moment I am at work and cant touch my game.
I will need to note some thing in the "weapons.ru" for this aircraft.
Today I was playing around with the skins and made them all into 1024x1024 size without
loosing any of the lines and details.
Was also able to tweak the main colors and create a few diferent colored versions.
But to create a nice all-metal looking aircraft I will need to create a skin-template from scratch.
I will do one when I have some free time off.
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The planned armament for the Kikka (Kitsuka) was mainly 2x 30mm Type 5 cannons (IJN Interceptor, fighter-bomber and Recce). There was a possibility of 2x 30mm Ho-155 cannons for the IJA or 2x 20mm Type 99 cannons for a special attack variant, but these two variants would have been the minority of Kikka airframes.
So, as far as armament was concerned, 2x 30mm Type 5 cannons was the main type of autocannon that was going to be used.
Bomb load was to be a choice of either 1x 250kg (special attack), 1x 500kg (special attack & fighter-bomber) or 1x 800kg bomb (fighter bomber).
IJN requirements for the Kikka were that the aircraft should be highly maneuverable with a tight turn radius. It should also be stable at high speed in order to ensure good target tracking. Wing tip slots were added to eliminate wing tip stalls at high AoA and high G maneuvers.
Pilot protection consisted of a 50mm bullet proof windshield and 12mm steel plate in front and behind the pilot. The fuel tanks were equipped with an automatic fire-extinguishing system.
An interesting feature of the Kikka was that its wings could be folded in order to hide the aircraft in caves and tunnels from bombing raids.
While the takeoff run might have been longer than that of Japanese piston engine aircraft, the Kikka actually required considerably less runway to take off and land than an Me-262. Remember, the Kikka is a lot lighter... almost half the weight of an Me-262.
This meant the Kikka had roughly the same thrust to weight ratio as an Me-262. The lighter overall weight would however make the Kikka much more maneuverable. The stall speed of the Kikka was considerably lower than that of the Me-262.
Landing speed for the Kikka was also lower at only 148km/h, while in an Me-262 the landing approach is 250km/h with touch down at around 200 km/h. The Kikka's first test flight was conducted without any RATO. The Kikka's takeoff run required only 725m. By comparison an Me-262 requires 1,100m. With RATO the Kikka's takeoff run would be reduced to only 350m. After the test flight the Kikka required only 600m to come to a complete stop. An Me-262 by comparison required between 900-1,100m to come to a stop.
The Kikka's test flights were conducted using low quality fuel consisting of Pine-Root Distillate with 20-30% gasoline.
After the test flight the test pilot said the Ne-20 engines performed perfectly and that he had no recommendations on anything that needed to be improved. Post flight inspection also showed that the engines were in good condition.
The Ne-20 engine was roughly ¾ the size and weight of the BMW 003A. It was noted by a U.S. Navy report dated 1945, that the Japanese Ne-20 sacrificed none of the German engines good qualities, and would have performed similarly on an aircraft to BMW 003's.
The Kikka's Ne-20 engines had very good throttle response for a jet engine of that time, requiring just 11 seconds to spool up to maximum rpm (11,000rpm) after engine start. By comparison, the Me-262's Junkers Jumo engines required 40 seconds to spool up from idle to full throttle.
Performance estimates and requirements varied from variant to variant, the difference in performance being mainly due to the weapons load.
One requirement for instance was that the Ne-20 equipped Kikka should be able to fly all the way to its target at sea level at a speed of 620km/h with a 500kg bomb.
Range at maximum power at sea level with a 500kg bomb was to be at least 350km. Range at cruising speed was 792km.
Max continuous speed requirement at 6000m for the fighter-bomber, as well as the Ne-20 equipped two seat trainer and Ne-20 equipped recce was 721km/h.
Variants using the uprated Ne-20 Kai engines were projected to have a maximum continuous speed of 785 km/h at 6000m and a range or 843km.
Maximum speed estimate for the special attack variant was 888km/h at 10,000m.
Service ceiling was estimated at 12,300m (40,354ft).
Definitive versions of the Kikka Interceptor was to use the Ne-130 or Ne-330 engines, each developing 900kg or 1,300kg thrust respectively (1,984lb or 2,866lb).
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Dang.... From a USN perspective that sounds positively terrifying! This thing seems pretty beast to be honest.
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Definitive versions of the Kikka Interceptor was to use the Ne-130 or Ne-330 engines, each developing 900kg or 1,300kg thrust respectively (1,984lb or 2,866lb).
It should be noted that for that "definitive" version a completely new and much bigger airframe was projected, more like the size of the Me-262. If we talk engines for the airframe we have here, which resembles the prototype, the Ne-20 or 20kai would be the the projected ones.
The Ne-20 was a reverse engineered BMW003 clone with some less power output. I think a BMW003 is already in the buttons somewhere so that could be an easy start.
Dang.... From a USN perspective that sounds positively terrifying! This thing seems pretty beast to be honest.
Well, that was what the Brass wanted or were sold as a possibility. But in reality, given what was actually built, particularly with this airframe, it would have been well under the power level of the Me-262.
Still, a valid first gen jet interceptor and a particular threat to bombers.
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By the sounds of things you guys have been busy doing your research and it is all very interesting not to mention appreciated. ;D
SAS~Poltava. I'll be looking forward to your " What if " mission for this. Should be interesting to say the least. ;)
max_thehitman. Will be nice to see the skins you make for this but you may want to hold off till the final version comes out. Been a couple of changes.
Alfie Noakes. You can hear it for yourself here but to me it sounds more like Keee Kaa. https://www.google.ca/search?q=kikka+translation&rlz=1C1MSIM_enCA700CA700&oq=K&aqs=chrome.0.69i59j69i60j69i57j69i60j0l2.2497j0j7&sourceid=chrome&ie=UTF-8
Bomberkiller You've got me wondering now if Kikka = chrysanthemum why is this also referred to as Orange Blossom??
And a couple of teaser shots for you.
Lone Wolf
(https://s10.postimg.cc/qcnqewyux/2016_10_20_02_52_07.jpg) (https://postimg.cc/image/m3j0cqvlh/)
(https://s10.postimg.cc/m4sy65xfd/2016_10_20_02_52_16.jpg) (https://postimg.cc/image/5h1g3o2np/)
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max_thehitman. Will be nice to see the skins you make for this but you may want to hold off till the final version comes out. Been a couple of changes.
I will not create a detailed skin-template just yet. I will wait for the final version. I know there will be some changes that will effect the
final skins later on.
All I have done for now is tweak the coloring on the skins already made available and reduced their
size to a normal 1024x1024. Created another color version for it too.
I will post them here for you to see and use - just until the final aircraft version is complete. Later on a new selection of much
more detailed skins can be painted and made available for this "Kikka".
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Yo lone wolf, That's a very nice Kikka, you got. Now listen, Kikka was armed with 2x30mm Type 5 Cannon and 500kg of bombs and 800kg of heavy bombs.
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These skins are just color tests and WIPs, they will
not be the final versions. - They are all in 1024x1024 normal size.
A new and more detailed skin-template will be created when the
final aircraft is finished.
-- DOWNLOAD ---> https://www.mediafire.com/file/9yd1jb1rzygqq2x/KIKKA_Extra_Skins_1024_WIPs.7z
Put them into your game skins folder section.
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As for the name, it in fact means Orange Blossom. The translation by bomberkiller to German "Chrysantheme" was just a mistake most likely.
(Orangenblüte = Orange Blossom)
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Looking good! :)
For the modelers among us, Fine Molds makes a nicely detailed 1/48 scale Kikka model kit...
(http://www.swannysmodels.com/images/Kikka/done1.jpg)
(http://www.swannysmodels.com/images/Kikka/done2.jpg)
(http://www.swannysmodels.com/images/Kikka/done3.jpg)
(http://www.swannysmodels.com/images/Kikka/done5.jpg)
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THANKS! This is wonderful!
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Thanks again all. :)
Max the skins look great. Thanks for sharing them and I'm looking forward to the next batch.;)
That's a nice looking model trent by any chance did you do it ?
Lone Wolf
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I haven't built a Kikka model yet. I used to build a lot of models over the years, but I simply can't find the time anymore. I'm going to try and get a hold of this Kikka kit though. Then I'll break out the old airbrush. ;)
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Ya I've built my fair share of models over time in fact I have four of Dragon's Tanks sitting on a shelf waiting for me to get to them. Gotta love airbrushes. I used to make a fair penny doing custom painting with them. Unfortunately I only ever got around to doing one aircraft themed painting in that time and it was one of my earliest.
Lone Wolf
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Thanks for creating this bird mate! Really looking forward to see it evolves and being complete. If Max creates some skins then even better!!
P.S. Will be possible to get RATO rockets?
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Thanks Lone Wolf, very nice work.
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Thanks SAS~Monty27 and RealDarko ;D
I'm looking forward to it's completion as well and any skins Max makes for it will be an added bonus indeed.
As to the Rato not really sure about that yet.
Thanks again,
Lone Wolf
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So my skins dont show up ?? I can select them but they dont show on the aircraft
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Hi MIKEGTJK,
Can you tell me which version you have this loaded in and are you using the HD skin mod ?
Lone Wolf
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Yes i am using the HD mod and playing it on CUP 4.12.2
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I'm having the same issue on my 4.12 Modact. At first I thought it was due to the way they are named but that's not the issue. I am still looking in to it.
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I'm having the same issue on my 4.12 Modact. At first I thought it was due to the way they are named but that's not the issue. I am still looking in to it.
Only skins working for me are default one that came with plane. Get error that states skins are not formatted correctly. No HD mod here.
CW
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Give this a try.
I tried this with 4096,2048 and 1024 skins and it worked perfectly. Also tested with Max's Skins and no problems were found. ;)
https://www.mediafire.com/file/e9zsn4bn0bn9f88/summer.7z
Lone Wolf
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Outstanding, works for me now ! Thank you good sir
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Glad it worked for ya and you're very welcome. ;)
Lone Wolf
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A trainer as well, that can be used as a night fighter - THANKS! :)
PS. Is the problems with the AI landing fixed now?
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Great looking model, Lone Wolf!
A few thoughts about the planes and the loadouts.
The 800 and 500kg bombs on such small planes were typically Kamikaze loadouts only. Same as with the prop fighters, the plane barely able to haul it, often only with reduced fuel. Would it make sense to leave these loadouts without the additional gun armament, dumping excess weight for more bomb load, as it was done with prop fighters?
The excess power of the current Me-262 FM is kind of painting over this if you equip the heavy bombs, it is a plane twice the weight and power.
From the performance chart, anything beyond one 250kg bomb makes little sense in a return mission and would be hard to operate at reasonably high speeds.
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Great work, Lone Wolf and CWatson! Thank you very much for all your amazing work! :)
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The 800 and 500kg bombs on such small planes were typically Kamikaze loadouts
Not so with the Kikka. From the start, the historical requirements were that the Fighter-Bomber variant was to be able to carry 500kg and 800kg bombs. This was a specific historical requirement of the IJN that was not negotiable.
The Kikka was also required to be able to fly at 620km/h at sea level while carrying a 500kg bomb... not negotiable according to the IJN requirements. The fighter-bomber / Interceptor was also to be armed with Type 5 30mm cannons.
The Kamakize / special attack variant was to carry either a 250kg bomb or a 500kg bomb. An addition requirement of the Kamikaze variant was that it should be armed with 2x Type 99 20mm cannons for self defense and to shoot at the target before ramming into it. This was the historically required loadout of the aircraft and is also reflected in all reference material I've read on the Kikka. Deviating from these historic IJN requirements of the aircraft would be pure speculation and personal opinion.
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What kind material do you have on the Kikka? I believe, the Monogram Close-Up is the most comprehensive book with first hand accounts. There's the Chrysler report on the engines too but other than that, is there good first hand material that's not copy/paste internet sources? I'd be interested.
There is a section in the Close Up about the specifications under which the Kikka project was launched in August 1944 (the Kokoku Heiki weapons). The introduction of the 800kg bomb to existing planes (Shiden, Raiden, Suisei) was part of that and it must be assumed the 800kg was at the time base line for any new project.
But I do think in real life using this configuration as a fighter bomber would have been not clever. I don't think a Raiden ever was used that way although it could have done it just as well.
The Kikka's only strong point is speed and altitude performance after all. Going in on deck with 800kg under it's belly seems like a desperate scenario in any way.
The history of that project that became Kikka has taken a few twists. For example the bomb release mechanism being in and out and in again. Which reflects the meandering ways of how this was seen as potential fighter or just Kamikaze and then fighter again over the months in 44 -45.
The figure you give for the requested speed is contradicting the Close-Up. It gives very detailed figures for the actual airframe (the one we have here) and with the engines of the Ne-20 line:
620 km/h (336 knots) is the top speed at sea level without external loadout.
With a 500kg bomb top speed was predicted ~500 km/h (275 knots)
I think it comes down to what one would want the plane to represent: A Kikka of 1945/46 with the technology and airframe that we know and that flew in August 45 or a -kai variant, pushing the limits of what would have been achievable with more development and better materials.
Bottom line, it's up to the mod maker, just throwing my 2 cents in
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Monogram Close-Up doesn't really elaborate all that much on planned operational variants of the Kikka, focusing heavily on the development history of the prototype instead.
The book, Japanese Secret Projects: Experimental Aircraft of the IJA & IJN 1939-1945 by Edwin Dyer, while also giving good information on the development history of the Kikka, also gives more information regarding the different planned operational variants of the Kikka, which I think is relevant to representing an operational Kikka in IL-2 1946.
According to this book, the specifications you listed are in line with the initial IJN requirements which had the less powerful Ne12 engines in mind.
On page 116, it lists the performance requirements for the aircraft with less powerful Ne12 engines as 513km/h at sea level while carrying a 500kg bomb.
When it was decided to go with the more powerful Ne20 engines instead, the IJN requirements were revised to 620km/h at sea level while carrying a 500kg bomb (page 117).
In the end it is as you said, what the mod maker wants to do with the mod. Since Lone Wolf brought us a properly armed Kikka and a planned twin seat variant. It is apparent to me that he wants to focus on planned operational variants of the Kikka. Otherwise we might as well fly an unarmed prototype, which would not be of much use in a WW2 air combat game.
(http://i1295.photobucket.com/albums/b635/trent_1000/JSP_117b_zpskfgmobkk.jpg)
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That's basically boiling down to my comment. Do you want a Luft46 plane or the one that was running in 1945 and being built on the pre-production line already.
Interesting that the book uses the the more accurate Kitsuka spelling.
But you are wrong about the Ne-12. Mikesh in the Close Up actually relates to the Ne-20 version that was stating production in 1945. What you posted in there looks more like a spec list just a few days after the Ne-20 was fired the first time.
The figures are actually not that far apart, just a lot less detailed and seemingly given as a development spec list at the time.
This is the Mikesh data, someone I usually trust with his research:
(http://orig03.deviantart.net/0a1f/f/2016/305/f/d/kikka1_by_xblue75-damylth.png)
(http://orig04.deviantart.net/5dfe/f/2016/305/e/c/kikka2_by_xblue75-damylt7.png)
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The performance data at the top of that page does not say what engine it refers to. The performance with a 500kg bomb does indeed look like the initial IJN requirements for an Tr-12 / Ne12 powered aircraft. There are some specs regarding the Ne20 lower down on the page, but it is separate and not part of the performance specs given. In fact, other information in the same book, indicates that those performance specifications are not for a Ne20 powered aircraft.
If you look at page 30 of Monogram Close-Up (the very same book you took that from), you will see that they show the IJN specifications for the Kikka where they specifically state the type of engine the data refers to...
The first block on page 30 shows the initial specifications that were required of a version that was to be powered by the weaker Tr-12 engine (510km/h at sea level while carrying a 500kg bomb). They specifically say that this is the specifications with the weaker Tr-12, which are the same as those you have listed.
The second block shows the revised specifications for the Ne20 powered aircraft... 620km/h at sea level while carrying a 500kg bomb.
Here they specifically state that this is for the Ne20 powered aircraft (which they do not in the data you posted) and that all performance specifications are with a 500kg bomb. This was taken directly from the same Monogram Close-Up...
(http://i1295.photobucket.com/albums/b635/trent_1000/Kikka_specs_Ne20_zpskwqjnyqc.jpg)
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Yes, that is what I am saying (some of it). That is the revised spec list from March 45.
To me it appears the final table which I posted is the actual and predicted performance sheet for the aircraft that was existing in August 45 eventually. You may say that it nowhere states it explicitly and you are right but this is in no context with the Ne-12 or the Tr-12. If you read up on the data for those two, to me the numbers don't check out, they are way too weak to get even close to what is proposed.
Mikesh specifically gives the same performance figure in the comparison table where he assigns 2x Ne-20
anyway, the only difference I see is the top speed at sea level with or without the bomb. The rest are plausible numbers for a Ne-20 aircraft for me if you compare the figures (weight, thrust, areas) to a Me-262. The ship never flew with a bomb so we never know. I can very much live with a little bit more juice in the Kitsuka.
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Great discussion, plese keep the info flowing!!
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I'm going to insert my input, even though I'm not involved with making the mod.
From the point of view of somebody who wants to fly "realistic" Japan 1946 scenarios, perhaps it's a good idea to plot the performance just shy of the revised expected numbers in order to account for low quality of manufacturing, upkeep and materials.
I've already used the Kikka in a scenario where it's defending a group of Kamikazes against a strike of Corsairs escorting Bearcats. Because of the damage model, I was only able to bring one down by killing the pilot.
(https://s18.postimg.cc/ruouoass9/2016_10_27_at_19_34_20.jpg) (https://postimg.cc/image/hxdtv8l6d/)
(https://s18.postimg.cc/5k0zobvi1/2016_10_27_at_19_39_41.jpg) (https://postimg.cc/image/yz6nxc01h/)
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Is there anyway I can get a template of this aircraft for skinning
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P.S. Will be possible to get RATO rockets?
Its in the works.
(http://i257.photobucket.com/albums/hh217/CWatsonjr_90041/rato_1.jpg)
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OOOOOOH YEAH!!!
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CWatson's been doing an amazing job on the Kikka's and from what he's told me there's more to come. ;)
@ MIKEGTJK Once I get the issues with this fixed up I'll put one together. ( That is if max_thehitman doesn't bet me to it ) :D
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OOOOOOH YEAH!!!
Controls and gauges added to rear cockpit. Not sure if accurate to add the JATO to the trainer too, but I like the way it looks.
CW
(http://i257.photobucket.com/albums/hh217/CWatsonjr_90041/kikka%20trainer.jpg)
(http://i257.photobucket.com/albums/hh217/CWatsonjr_90041/kikka%20trainer%202.jpg)
(http://i257.photobucket.com/albums/hh217/CWatsonjr_90041/kikka%20trainer%203.jpg)
(http://i257.photobucket.com/albums/hh217/CWatsonjr_90041/kikka%20trainer%201.jpg)
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(http://www.troll.me/images/victory-baby/yeah-baby-yeah.jpg)
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Really looking forward to this! :)
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The Kikka is coming along very nicely indeed! 8)
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This really looks amazing.
Were the Kikka's engines just as volatile as the 004s?
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flameout was an actual issue with all these engines. the Ne-20 were sharing their basic design with the BMW003.
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flameout was an actual issue with all these engines. the Ne-20 were sharing their basic design with the BMW003.
Wow thanks for the info. I'm digging for something just a little bit deeper. My question is what was the likelihood the engine would blow up from adding too much unregulated fuel? How were the 003s compared to Jumo 004s? Also, what compromises did the Japanese make in the basic 003 design?
I can understand some of the technical language, since I used to be an RR Pegasus mech for Harriers.
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the Ne-20 was about 2/3 to scale but kept the same combustion chamber size, just reduced their number.
There isn't much first hand accounting of their handling but on all events they were used on the aircraft, no instance is known where they misbehaved. So I would assume they were just as good to handle
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https://www.youtube.com/watch?v=dIdFo-TSNZk
(http://axis.classicwings.com/Japan/Nakajima/images/Kikka%20NASM.jpg)
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Looking forward to the complete template max! :)
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Were the Kikka's engines just as volatile as the 004s?
The Kikka's Ne-20 engines had MUCH better throttle response than the Me-262's Jumo 004's, so the Ne-20's would be less volatile and a pilot would be able to add throttle faster (still much slower than modern engines though).
The Ne-20 engines required just 11 seconds to spool up to maximum rpm after engine start (very good for an engine of that time). By comparison, the Me-262's Junkers Jumo engines required 40 seconds to spool up from idle to full throttle.
The nozzle box temperature of the Ne-20 was also lower than other turbojet engines of the time.
Still, being too aggressive on the throttles of early jet engines would rather flameout the engines than cause them to blow. So, simulating an engine flameout with abrupt throttle movements would be a nice feature on all early jets.
As VP mentioned, the Ne-20 engines gave no problems during flight.
After the war two Ne-20 jet engines were taken to the US and sent for analysis by the Chrysler Corporation, where an Ne-20 was extensively tested for 11 hours and 46 minutes.
It was also noted in a U.S. Navy report, that the Japanese Ne-20 sacrificed none of the German 003 engine's good qualities, and that a Japanese plane with two Ne-20's would have equivalent performance to a German plane with two 003's due to the light construction employed by the Japanese in their aircraft.
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Wow, thanks very much for taking the time to write that. I learned a lot.
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Very good info Trent, thank you. :D :D
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This is going to be sooo good! I love to see the community at work, all pitching in! :)
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Great work Max! Looking forward to see more of it.
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:)
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Sir Max are you going to make the template available ?
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Sir Max are you going to make the template available ?
Yes I am.
I will set things up with all the separate layers so people can easily use it in Photoshop to create more skins.
There are many "what-if" paint-schemes people would like to use, so it is up to you guys to be creative !
and enjoy making new skins.
Skin-template DOWNLOAD is now here ..... https://www.sas1946.com/main/index.php?topic=52979.msg576273#msg576273
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Skin-template DOWNLOAD is now here ..... https://www.sas1946.com/main/index.php?topic=52979.msg576273#msg576273
Excellent! Thank you very much for the template, Max! :)
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https://www.sas1946.com/main/index.php/topic,52982.0.html
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I'm starting to get a tad frustrated with this mod.
I figured, "Hey, since this mod has issues with 4.13, maybe I'll make a 4.12.2 Modact game so I can at least take it out and buzz it around." This I have done, only to get the same error I suffered in 4.13.1, i.e, the aircraft doesn't show in the view window, and a look at the log shows the "Disc.mat" being the culprit yet again.
My setup for the 4.12.2 game is pretty much vanilla Modact 5.30, with the HD mod, SAS Engine Mod, SAS Utils, and AI Flyables. Am I missing a mod that I need to make this all magically work, or am I just the unluckiest bastard on the forums with regards to downloads of this plane?
Any help is most welcome.
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Hey Max.
I checked my folder, and I had 3 TGAs and a TGB file. The TGAs were 512x512, 128x128, and 32x32. The TGB was 1024x1024.
Is this how it should be?
(Additionally, the TGAs were named "skin1o (512x), skin1p (128x), and skin1q (32x). The TGB was called "skin1o")
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This is my logfile, with all parts that showed errors:
INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/Disc1.tga'
WARNING: object '3DO/Plane/TEXTURES/Disc1.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/J9N1-Kikka(Multi1)/Disc.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Disc.mat'
INTERNAL ERROR: Material: Can't load 'Disc.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Disc.mat'
at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
at com.maddox.il2.objects.ActorSimpleHMesh.<init>(ActorSimpleHMesh.java:26)
at com.maddox.il2.gui.GUIAirArming.setMesh(GUIAirArming.java:1140)
at com.maddox.il2.gui.GUIAirArming.access$900(GUIAirArming.java:72)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java:1672)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl$ListArea.mouseButton(GWindowComboControl.java:235)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.gui.GUIAirArming.prepareSkin(GUIAirArming.java:1535)
at com.maddox.il2.gui.GUIAirArming.access$1200(GUIAirArming.java:72)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java:1675)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl$ListArea.mouseButton(GWindowComboControl.java:235)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Nov 15, 2016 11:54:25 PM] -------------- END log session -------------
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Redownloaded, re-installed (even done from a different browser), and I got the exact same issue.
I'm tearing my hair out! I have wanted this jet in Il-2 ever since I realized that it wasn't available, and now it's right here, yet not working! Is there another mod I need installed, or am I just the unluckiest person in the world with regards to this?
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Dug around in my archive, thankfully I have the Me-262B-1a trainer jet mod in there, and installed it. It works like a dream, but the Kikka remains invisible, and a recheck of the logfile shows the same error.
Why!?!?!?!?! Why me!?!?! Nobody else seems to have this issue? How could it be just me?
Edit: Tried installing Jetwar, just to be sure, but to no avail. Augh!
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Did check my mod folder and found both a "Disc1" tga and mat file, so they're both there, so that answers that, I guess. I'm thoroughly confounded though...
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Both single seat and two seater Kikkas should be stand alone and not require any other mods to work. Are you having issue with both models or just the single seater?
CW
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Am I missing a mod that I need to make this all magically work, or am I just the unluckiest bastard on the forums with regards to downloads of this plane? Any help is most welcome.
Have you tried renaming the Kikka mod's folder so that it loads before all other mods? If you have a conflicting mod, loading the Kikka first might solve the problem. ;)
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Renamed, tried both models, everything.
Same error for both, no matter what.
This would be hilarious if it wasn't so frustrating....
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Renamed, tried both models, everything.
Same error for both, no matter what.
This would be hilarious if it wasn't so frustrating....
In your Kikka mod folder, create the folder: \3do\Plane\TEXTURES\
Now look in \3do\Plane\J9N1-Kikka(Multi1)\ for the file Disc1.tga.
Copy the file Disc1.tga to the folder \3do\Plane\TEXTURES\
Does it work now?
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And we have success!
Although, I had to also paste the "Cobertes_Rodes2.tga" file into the new TEXTURES folder to make it finally show.
So, if anybody's having issues like I was, making a folder called "TEXTURES" in the 3do/Plane/ directory, and paste "Disc1.tga" and "Cobertes_Rodes2.tga" into it. This is what made it work for me.
Thank you to trent for that suggestion, it worked like a charm!
Thank you also to Max and CWatson who also rendered assistance. I really appreciate it!
-Ta183Huckebein
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Thank you to trent for that suggestion, it worked like a charm!
I'm glad that fixed it! Enjoy! 8)
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Hurray!
You finally got it working. That is great! 8) I am happy for you Huckebein.
I did not think about that "textures" part on my previews suggestion fix.
Since you do have a new game installed, you probably do not have PA_Jeronimos better wheels mod or his
other PA_Jeronimos Cowlings and props fixes. -- These 2 packages I HIGHLY RECOMMEND for any new game
install.
You MUST have these 2 mods in your game! You will notice that practically all of your airplanes,
both stock and many mod-aircraft, will have many fixes done to them if you use these PA_Jeronimo´s mod-packs.
Inside these 2 packs there is a folder already named "Textures" and they contain the "Disc" and "Cobertes_Rodes" skins
and fixes for which all of the airplanes use.
This was why your airplane was not showing in your game, because even tho you do have these skins inside the KIKKA airplane folder,
the file is really calling out for a "Disc" skin+files which is placed inside a "textures" folder. - Inside the KIKKA folder there is
no Textures folder.
In my game when an airplane file calls out for a "textures" folder for these things, it already looks inside PA_Jeronimos files to use
them on the aircraft.
Do yourself a favor a use these 2 must-have mod-packs!
Download them all here...
https://www.sas1946.com/main/index.php/topic,25142.0.html
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https://www.sas1946.com/main/index.php/topic,34533.0.html
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and
for EXTRA detailed wheels and more detailed wheel-rims, overwrite
the files on BOTH of PA_Jeronimos mod-packs by installing my recent
upgrades to the skins ;) - https://www.sas1946.com/main/index.php/topic,51272.0.html
My package ONLY Contains the skins for better details.
In your personal game , do place these mod-packs to load FIRST before ALL other mod-airplanes!!
Your KIKKA jet-fighters will look much nicer with these uogrades.
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New Kikka fighter 27-skins Pack here.... https://www.sas1946.com/main/index.php?topic=52998.msg576581#msg576581
Enjoy
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tried this in a jetwar install 4.12 1.3 and is listed but no physical model in plane selection view.
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tried this in a jetwar install 4.12 1.3 and is listed but no physical model in plane selection view.
Show us your error Log file, otherwise we will not know what is wrong.
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Had a similar problem to Ta183Huckebein & dsawan.......
Flying in a vanilla WAW also a VP Modpack + a couple of a/c installs
Both the Kikka & Kikka T fly beautifully !
Original install K has stock skins, KT shows all skins
Copy the file Disc1.tga to the folder \3do\Plane\TEXTURES\
gave stock skins + MIKEGTJK's skins for K......... KT shows all skins
PA_Jeronimos Cowlings and props fixes.
.......no change
So........
Delete K's 3do/plane/J9N1-Kikka(Multi1)/summer folder
Copy KT's 3do/plane/J9N-KikkaT(Multi1)/summer folder and replace
=All skins for K's +KT's
Haven't found any major problems at all but I'll carry on testing ;D
Cheers
Alfie
BTW I know this sounds apocryphal & sacrilegious.....but I think I prefer the Kikka rather than the 262 :-[
( Shut up Alfie, stick to DOF + DBW1916....you know NOTHING about these new fangled JETS ........... :D :D :D
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When do you think we might see an accurate cockpit for this? Is it possible to import it from a game like War Thunder by chance?
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Importing from War Thunder is likely a no-go, as the modelling and poly levels are almost certainly too high, with additional issue regarding the use of Gaijin's property (the files regarding the Kikka's cockpit) and gaining permission to use them. Screenshots from WT could probably be used as a resource though.
Otherwise, an A6M or J2M cockpit could be used a close substitution, in a pinch.
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Importing from War Thunder is likely a no-go, as the modelling and poly levels are almost certainly too high, with additional issue regarding the use of Gaijin's property (the files regarding the Kikka's cockpit) and gaining permission to use them. Screenshots from WT could probably be used as a resource though.
Otherwise, an A6M or J2M cockpit could be used a close substitution, in a pinch.
Or... someone do a repaint of this cockpit to be in Japanese Cockpit "green" ;)
Not forgetting the lettering written in Japanese also!
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Also a collision model above all else would be nice.
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Yes, it needs some finishing touches ... :)
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Here is a small upgrade to both the single seat and trainer version. When shot planes will no longer change shape or have parts become invisible.
This is a very basic damage model put together by Vampire Pilot and myself. Bullet holes will now appear though there is one small bug with the two seat trainer, bullet holes do not appear on its fuselage.
Hopefully the OP or mods will but these upgrade versions in first post.
Fighter bomber: https://www.mediafire.com/file/61amzbubzzdkvhy/Nakajima+Kikka+v2.7z
Trainer: https://www.mediafire.com/file/qb5vgj50el7amak/Nakajima+Kikka+Trainer+v2.7z
(https://s19.postimg.cc/tugqyyus3/kikka_damage_2.jpg)
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Here is a small upgrade to both the single seat and trainer version. When shot planes will no longer change shape or have parts become invisible.
Great! Thank you very much for the fix, CWatson and Vampire Pilot! :)