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Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Aircraft => Twins => Topic started by: Checkyersix on June 14, 2010, 04:18:38 PM

Title: AC-47 "Spooky" Gunship v 1.1 [4.09] [4.10]
Post by: Checkyersix on June 14, 2010, 04:18:38 PM
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif) (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Introducing my new AC-47 "Spooky" Gunship.

From Wikipedia:

The AC-47 was a United States Air Force C-47 Skytrain (the military version of the DC-3) that had been modified by mounting three 7.62mm General Electric miniguns to fire through two rear window openings and the side cargo door, all on the left (pilot's) side of the aircraft. Its primary function was close air support for ground troops. It could orbit the target for hours providing suppressing fire. Coverage given by a Spooky was over an elliptical area approximately 52 yd (47.5 m) in diameter, placing a round every 2.4 yd (2.2 m) during a 3-second burst.

The plane carried 24,000 rounds of minigun ammunition and 45 flares, which it could drop to illuminate the battleground.

Note: Because of the peculiarities of side-firing weapons, the left-side gun sight is approximate, at best. Making accurate shots with this plane takes a little know-how (what pilots back in the day called "Kentucky windage").

Version 1.1:
=====================================

- Added Wolfighter's engines to model.

=====================================

Download: https://www.mediafire.com/?wodx5zvajel (https://www.mediafire.com/?wodx5zvajel)

Thanks to:

AIRdomination for custom MiniGun sounds.
EoW Patton for the skin.
Flakiten for the flare effect.
Wolfighter for new engines from his C-47 mod.
C-47 Cockpit by Ranwers.

Have fun :D
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: AIRdomination on June 14, 2010, 05:00:26 PM
YES!!!! THANK YOU!
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: SAS~Bombsaway on June 14, 2010, 05:05:21 PM
Friggin hell! Thank you is not enough to say but thank you. :)
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: Gneisenau_43 on June 14, 2010, 05:10:30 PM
Damn! I can't remember how long we were waiting for this one... awesome job!
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: max_thehitman on June 14, 2010, 05:21:11 PM


WOW!  what a mean lean killing machine.
THANKS so much for making this model for the C-47. A most excellent addition to
the Korean war maps (and WW2 too)

Big Cheers!
MAX
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: DOF on June 14, 2010, 05:50:40 PM
How to fire?
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: XB-49 on June 14, 2010, 05:51:05 PM
Finally!  Thanks Checkyersix!  Now, time to tear up some armor.

XB-49
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: DOF on June 14, 2010, 05:57:38 PM
how to shoot?
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: Checkyersix on June 14, 2010, 05:59:29 PM
how to shoot?

Trigger #1 on the joystick from the pilot's position.
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: DOF on June 14, 2010, 06:09:39 PM
thank you
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: DOF on June 14, 2010, 06:13:05 PM
I think this unit with conflicts with north Korea, whatever, I also don't shoot the electric switch
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: Checkyersix on June 14, 2010, 06:21:04 PM
Yes this plane was used in the early Vietnam war.
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: Cranky.1 on June 14, 2010, 06:56:44 PM
Thank You  Checkyersix  I have been hanging out for someone to make this classic.  :D  :D
Title: Re: AC-47 "Spooky" Gunship v 1.0
Post by: AIRdomination on June 14, 2010, 10:04:07 PM
I added Wolfighter's engines to this baby and she looks great!

(http://i894.photobucket.com/albums/ac141/AIRdomination/1406201020-43-19.jpg)

This was before I added the new engine models:
(http://i894.photobucket.com/albums/ac141/AIRdomination/1406201020-35-21.jpg)
And with my muzzle effect this is a gorgeous sight!  8)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 14, 2010, 10:40:43 PM
I added Wolfighter's engines to this baby and she looks great!

Good idea. I added it to the default model.

Check above for the update :)

CY6.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: LV 426 on June 14, 2010, 11:28:31 PM
 downloaded :), instaled :D and loved ;D! it's a sweet mod! Thanks CY6!! :)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Gumpy on June 14, 2010, 11:37:05 PM
Great mod Checkyersix BIG THANKS! now all we need is a couple of max_thehitman's famous skins for it.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Patton on June 14, 2010, 11:38:24 PM
Looks nice just wished you would have used puff but thats for the others to find Thanks

(http://i918.photobucket.com/albums/ad28/USAFAIRLIFT/il2fb2010-06-1508-00-40-00.jpg)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: patrick james brian on June 14, 2010, 11:53:44 PM
holy #@#!!
wow thank you good work love it.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: SAS~Malone on June 15, 2010, 12:07:39 AM
great! thanks, CY6 - between this, the L-5 Arty spotter, and the Skyraiders, enemy bases can now be laid to ruin in mere minutes... ;D 8)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 15, 2010, 12:27:38 AM
great! thanks, CY6 - between this, the L-5 Arty spotter, and the Skyraiders, enemy bases can now be laid to ruin in mere minutes... ;D 8)

I aims to please ;)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: agracier on June 15, 2010, 01:05:46 AM
Great mod - if I'm not mistaken aka Puff the Magic Dragon - an ironic take-off on the Carpenter's Song from that time ...
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 15, 2010, 01:22:22 AM
A "Peter, Paul, and Mary" song IIRC. :)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: EoW_KYA on June 15, 2010, 01:28:17 AM
 :'( Just simply BEAUTIFUL i love it :'(
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Gatrasz on June 15, 2010, 01:33:06 AM
Thank you to all involved ; it's a very COOL bird  8)
I love the way she moves her body when firing those miniguns !   :D  :D  :D
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Verhängnis on June 15, 2010, 01:43:12 AM
OMG! I have been waiting for this!!! ;D PS: Gunship style, It works with the forward turret on B-29 as well because it has four guns.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: SAS~GJE52 on June 15, 2010, 01:49:23 AM
Well done CY6, Great work as always mate  ;)

G
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: agracier on June 15, 2010, 02:02:57 AM
A "Peter, Paul, and Mary" song IIRC. :)

Ooopppsss you're right ... those days were a haze .. ha ha. That was so long ago and still seems like yesterday in many respects ... at least I didn't think it was by Donovan ... ha ha.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: slipper on June 15, 2010, 02:28:37 AM
Brilliant work CY6, completley out of the blue a much appreciated mod.

many thanks
regards

slipper   :)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Stanko-01 on June 15, 2010, 04:24:16 AM
wow....  :o
she's so nice....
thank you my friend.......
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: SAS~HolyGrail on June 15, 2010, 06:01:52 AM
Very cool addition !! 
Thank you Checkyersix  8)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: farang65 on June 15, 2010, 06:52:57 AM
Freakin Sweet as Honey CY6,

Your Spooky and Mission Bugs South Vietnam map a perfect loving marriage :P


Awesome work CY6 ;D

Cheers Kirby
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: SAS~Csocso on June 15, 2010, 08:31:43 AM
Very cool mod, thanks Checkyersix! ;D
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Barkhorn on June 15, 2010, 10:43:27 AM

WOW!  what a mean lean killing machine.
THANKS so much for making this model for the C-47. A most excellent addition to
the Korean war maps (and WW2 too)

Big Cheers!
MAX


Don't forget it's still used by colombian Air Force...
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: cuccos19 on June 15, 2010, 10:52:33 AM
I've just tried it right now! What a great night raider over enemy ground targets! Fantastic! I never thought, but it is very nice to fly, and with a little training not a big deal to hit the enemy.

I think some improvements would be nice. A landing light would be a great help, according that AC-47s were used for night raids. Landing at night would be more easier with landing light. Formation lights also would be wellcome. Fire extinguisher needs some more "shots". Nice to have, but one option is maybe not enough, because flying constatly over targets defended by heavy AAA. I think that is all, maybe a some sexy girly poster on the back wall of the cockpit...  ;D
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: mishapilot on June 15, 2010, 12:49:52 PM
I've got 70% CTD with it... ??? having UP 2.01 installed and SAS latest buttons
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 15, 2010, 01:06:37 PM
I've got 70% CTD with it... ??? having UP 2.01 installed and SAS latest buttons

Try renaming the CY6_AC-47 folder to "+CY6_AC-47". This will ensure that it loads before other mods, which might be causing a conflict.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: 3dwa21 on June 15, 2010, 01:38:40 PM
Nop. don't worked by me. I have the same as mishapilot.

3dwa21
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 15, 2010, 01:43:50 PM
check your log.lst file, it might have more details on what's happening...
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Batbomb on June 15, 2010, 02:14:08 PM
Vietnam aproaches :D
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: tater718 on June 15, 2010, 02:19:36 PM
My UP works fine. Do you have latest buttons? I have the different FM thing also.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Batbomb on June 15, 2010, 02:28:33 PM
At the Simmer Paintshop site there is a template for the C-47. I will make skins tomorrow.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: RAF_Loke on June 15, 2010, 02:29:02 PM
It does not show up in my AC list and I've just installed latest button file 5.8.  :'(
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: WhoDatNotSayin on June 15, 2010, 04:47:53 PM
It installed fine for me. I just copied the inner CY6_AC-47 folder to MODS, and made the changes to air.ini and weapons.ru as specified in the ReadMe file. 8)

Aiming is another matter though - there must be a proper technique, but it'll take some figuring out.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Verhängnis on June 15, 2010, 06:32:37 PM
It installed fine for me. I just copied the inner CY6_AC-47 folder to MODS, and made the changes to air.ini and weapons.ru as specified in the ReadMe file. 8)

Aiming is another matter though - there must be a proper technique, but it'll take some figuring out.

I recommend practicing with the B-29 turrets/ I did that before this was released and now I'm pretty pro at it IMO.

Fly high and on a lean so you aim at ground. Google the proper AC-47 or Ac 130 and half the 130's combat hight to half and you should be fine.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 15, 2010, 07:07:47 PM
I find the best height is from 300-600m, banking about 45 degrees. It helps to try to "walk" the fire onto your target, and the 6000rpm setting is much more effective than the 3000rpm one (against trucks, anyway). The sight is calibrated to around 300m. The further you are away the more it helps to aim a little lower and a little ahead of the target.

CY6.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: norm on June 15, 2010, 08:13:56 PM
I prefer the lower fire rate for two reasons, one, it lessens the recoil, two, it makes the ammo last longer.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: WhoDatNotSayin on June 15, 2010, 08:24:36 PM
It looks like I was firing from too far off. I might try the 3000 rpm setting, as the recoil is definitely a problem - in fact, at the range I was firing (600-800m) the swing was causing the trajectory to swing backwards. I've not got trackIR, so I'm struggling a little with flying while looking sideways, but I think practice will bring more confidence - the AC-47 is surprisingly nimble if handled correctly.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 15, 2010, 08:45:31 PM
Yes it took me a few days' practice as well. There's an interesting article on flying the real AC-47 here:

http://www.ac-119gunships.com/ac47/gunshipac47.htm (http://www.ac-119gunships.com/ac47/gunshipac47.htm)

An excerpt:

"The AC-47 was an extraordinarily simple aircraft to operate. In all other aspects save the armament, she was just an overloaded DC-3/C-47, with very similar flight characteristics. But when you were "on station" and sighted the target, a pilot had his hands full. Remember, this is an unsophisticated Gooney Bird - no fire control computers or infra-red devices. Not even a Night Observation Sight. The only fire control devices on board were:

(a) A good pair of eyes.
(b) A quick mind to calculate the correct amount of 'Kentucky Windage'.
(c) A steady pair of sweaty palms.

The aircraft would orbit near a suspected trouble spot and wait for a call for help. Once received, the AC-47 would rush to the scene like a police patrol car. After locating the target the pilot would fly parallel to the target until it appeared 100' aft of his position, or roughly when the target passed between the left prop hub and the top of the engine cowl. At this stage the pilot must mentally compute the 'slant range' - the distance between the gun muzzle and the target. This 'slant range' is what determines the amount of bank the aircraft needs to bring the guns 'on target'. Generally the shorter the slant range, the greater the amount of bank needed. Other variables to consider in this version of 'Kentucky Windage' include the following:

Airspeed - each knot of wind will displace the projectile 1.69 feet per second of bullet travel.
Gun Recoil - As the guns are fired it causes the aft fuselage to swing to the right, which cause the bullets to fall short and to the rear of the target.
Saturation Factor - how many bullets in a prescribed target area.
Example - a four second burst from one minigun, at a slant range of 4500 feet, will put 400 bullets in a circle 31.5 feet in diameter.

Once the target has been acquired, and the aircraft moved until the target is at the appropriate 100 degree position in relation to the gunsight, and all the 'Kentucky Windage' variables have been figured out, then the pilot can roll the aircraft into the proper amount of left bank and begin a firing pass. It is incorrect to perceive that a firing run is a perfect circle as each time the guns are fired the pilot must reacquire the target position due to the recoil action. So the actual firing pass will be an arc, then straight, an arc, then straight, and so on. "
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Gneisenau_43 on June 15, 2010, 09:38:39 PM
I actually caught on pretty quickly with accurately shooting the miniguns. It can be simple to train your mind to fire when a certain condition is met, such as against a stationary bridge one kilometer away or a moving truck convoy. My trick with the minigun is to lead the target even if it's stationary, so the recoil of the guns doesn't destroy your aim, and also aim the sight slightly below the target, for the same reason.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: RJC_Igor on June 15, 2010, 09:41:53 PM
Puff the Magic Dragon
A bird of days long gone
Came to fly the evening sky
In a land called Vietnam...


Awesome mod! Like others have said, it does take a little practice to get the feel for it, but once you do, you can "bring the rain" like a pro.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 16, 2010, 12:52:43 AM
For those of you who want an extra truck hunting challenge:

https://www.sas1946.com/main/index.php/topic,6380.0.html (https://www.sas1946.com/main/index.php/topic,6380.0.html)

You'll need those flares. All of them ;)

CY6.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: boogabooga on June 16, 2010, 01:44:37 AM
Thanks for this.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Mission_bug on June 16, 2010, 01:55:36 AM
Very nice indeed Checkyersix, thank you very much for this superb mod. 8)

No flight problems until the miniguns open up, wow what a kick.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Spooky3.jpg)

As Kirby said, goes well with my map. ;)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Spooky4.jpg)

Dammed if I can hit anything though, need lots of practice me thinks. :-[

(http://i293.photobucket.com/albums/mm42/Mission_bug/Spooky2.jpg)

Wishing you all the very best, Pete. ;D
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Jimdandy on June 16, 2010, 02:44:03 AM
Thanks CY6 awesome work as always. been wiating on this one for a while can't wait to get it into action on the KTO.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Full Metal Jacket on June 16, 2010, 05:44:43 AM
bbury from aaa finaly gave it to us
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: SAS~Csocso on June 16, 2010, 06:01:20 AM
bbury?

Correct me if i'm wrong but i think this mod has nothing do to with bburys work.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: mishapilot on June 16, 2010, 09:10:19 AM
Here is a piece of my log file with AC-47 installed

[18:02:45]   Found direct pointing to flightmodel file: flightmodels/yak-7uti.fmd:gui/game/yak7v_fm
[18:02:45]   Unable to find a flightmodels/yak-7uti.fmd flightmodel in file gui/game/yak7v_fm
[18:02:45]   Loading external flightModels.
[18:02:45]   Opening new fm file gui\game\buttons_sas
[18:02:45]   Exception cauht while opening fm file gui\game\buttons_sas ,exception description follows: java.io.FileNotFoundException
[18:02:45]   Opening new fm file gui\game\190f
[18:02:45]   Opening new fm file gui\game\pe
[18:02:45]   Opening new fm file gui\game\Su26_FM
[18:02:45]   Opening new fm file gui\game\AviaS199_FM
[18:02:45]   Opening new fm file gui\game\Dh89_FM
[18:02:45]   Opening new fm file gui\game\p40
[18:02:45]   Opening new fm file gui\game\Yak7V_FM
[18:02:45]   Found a flightmodels/yak-7uti.fmd flightmodel in file gui/game/buttons
[18:02:45]   Conducting engine datafile check...
[18:02:45]   Looking for engine data file M-100_Series
[18:02:45]   FM file for loading engine already specified, aborting engine check.
[18:02:45]   Using preloaded file for flightmodel FlightModels/Yak-9.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/Yak-9D.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/Yak-9T.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A-20C.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A-20B.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A-20G.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A5M4.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A6M2.fmd
some more planes , then
[18:02:45]   Using preloaded file for flightmodel FlightModels/DC-3.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/C-47A.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/C-47B.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/DC-3.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/Li-2.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/DC-3.fmd
....a little more aircrafts
[18:02:49]   Using preloaded file for flightmodel FlightModels/Yak-9T-44.fmd
[18:02:49]   Using preloaded file for flightmodel FlightModels/Yak-9T-45.fmd
[18:02:49]   Using preloaded file for flightmodel FlightModels/Yak-9T.fmd
[18:02:49]   Using preloaded file for flightmodel FlightModels/Yak-9UEarly.fmd
[18:02:49]   Using preloaded file for flightm

And that's all! :'(
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 16, 2010, 10:24:44 AM
bbury from aaa finaly gave it to us

I asked Bbury if he was ever going to release his version and got no response, so I built this one from scratch. Bbury has nothing to do with this mod.

@mishapilot, do you have my Skyraider pack? You shouldn't need it for this to run, but they do share a couple of files that might be conflicting for some reason.

CY6.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: SAS~Malone on June 16, 2010, 10:31:56 AM
bbury from aaa finaly gave it to us

epic fail.  8)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: mishapilot on June 16, 2010, 10:42:51 AM
@mishapilot, do you have my Skyraider pack? You shouldn't need it for this to run, but they do share a couple of files that might be conflicting for some reason.

CY6.

Yes, I have Skyraiders pack, you mean they are incompatible with your AC-47 ?
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Batbomb on June 16, 2010, 10:54:11 AM
No. I have both and it works fine.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 16, 2010, 11:07:45 AM
Yes, I have Skyraiders pack, you mean they are incompatible with your AC-47 ?

No, I just thought there might be some kind of conflict going on. Frankly I'm stumped as to why you'd be getting a 70% crash error. Have you tried uninstalling the AC-47 just to make sure that's what is causing the problem?
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Full Metal Jacket on June 16, 2010, 12:04:16 PM
bbury?

Correct me if I'm wrong but i think this mod has nothing do to with bburys work.



he also made an ac-47
but he was thinking wether he post it or not :-\
it was on the old AAA site he made a post there


its a great mod
are you going to make an AC-130 now?
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 16, 2010, 12:12:33 PM
are you going to make an AC-130 now?

Making an AC-130 would require making a C-130 first, which frankly is too much work. I was thinking about making a fictional "AB-24" though... ;)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Full Metal Jacket on June 16, 2010, 12:19:01 PM
Making an AC-130 would require making a C-130 first, which frankly is too much work. I was thinking about making a fictional "AB-24" though... ;)




well what do you think
a 150mm gun and 3 gatlings?
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 16, 2010, 12:42:34 PM
150mm is too big for a B-24. Probably too big for a C-130. I was thinking 2 x 20mm and 2 x 40mm. It would be great for truck busting...
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Wad_Cutter on June 16, 2010, 12:54:05 PM
Checkyersix, OM F%#@&*g God. Are you Da Man or are you Da Man? I thought I read something about someone thinking about this plane but I didn’t think we would get it till Nam came out. No words can thank you enough. It’s Christmas in June. Run Charlie, Run. Puff is coming. My deepest thanks to all involved. Off the Richter scale. :D
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Full Metal Jacket on June 16, 2010, 01:01:17 PM
150mm is too big for a B-24. Probably too big for a C-130. I was thinking 2 x 20mm and 2 x 40mm. It would be great for truck busting...


it would certainly be
the real AC-130H spookyII has 2X25mm gau 12 gatling guns 1Xbofors l/60 40mm and one 105 mm howitzer
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: panzer1b on June 27, 2010, 11:39:49 AM
actually a very plausible 1946 plane, miniguns were invented in WWI (nazi mk213 was pretty much a 1 barrel minigun)

also a beast, although when i hosted lan and flew this i died all da time.........useless vs fighters.....
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Patton on June 28, 2010, 02:08:33 PM
I request RATO PODS to be attached to the Tail section for STOL purposes if possible
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Verhängnis on June 28, 2010, 04:50:27 PM
Do you really need a long runway for it? It is only a C-47 with 3 Miniguns on it.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Patton on June 28, 2010, 05:51:19 PM
Thats not the point i want to take off in 3 feet  :P and plus in Vietnam the Spookies were not always in a position to take off in the most pristine of runways
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Verhängnis on June 28, 2010, 06:14:38 PM
Thats not the point i want to take off in 3 feet  :P and plus in Vietnam the Spookies were not always in a position to take off in the most pristine of runways

Ask Twister then, he has been doing lots with RATO units lately, I'm sure eh can fix something up for you.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Patton on June 28, 2010, 06:31:54 PM
OK
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: sluggs on July 11, 2010, 10:40:37 PM
Sorry for digging this thread up but this is kind of bothering me.

Why is there no shift-f1 view? Or I should say, why is it not centered on the gunsight?

Is there anything I could personally do or change in the planes files to allow this?
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on July 11, 2010, 10:56:15 PM
It honestly never occurred to me to add a shift+f1 view. I suppose I could in the next update (have to add nav lights and landing light as well...)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: sluggs on July 11, 2010, 11:23:12 PM
Haha I know this one was a real crappy nitpick.

I'ts just that I'm a bit strapped for cash right now so I cant get a new joystick, my old one doesnt work with my laptop.

Long story short, mouse flying+trying to look sideways+trying to keep the plane stable is just too much although I find that using the "level autopilot" helps slightly. Thank you for the consideration.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Cracken on August 21, 2010, 09:43:34 AM
Really a good idea. Now we can give John Wayne a hand.

Green Berets *XI* (http://www.youtube.com/watch?v=D-ElPBpN5EE#)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: torgear1 on September 01, 2010, 06:27:34 PM
you cant spell sassy without sas, man yall are good thank you very much!!!!1
 8) 8) 8) 8)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: dsawan on November 13, 2010, 06:14:22 PM
Spooky! to go with the era.

http://www.youtube.com/watch?v=cUf4F9VXo_s&feature=related

Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: patrick james brian on March 02, 2011, 04:14:36 PM
works in 4.10
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Dark Apostle on March 02, 2011, 04:47:14 PM
rgr matey, will update it's sticky, thanks.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: (-battlemaster-) on March 08, 2011, 04:57:50 PM
although it is allreddy a perfict mod.
there are some stories about 3 movable guns.
maby a gun turred?

best all(-B.M-)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: (-battlemaster-) on March 09, 2011, 12:04:39 AM
I mean the 3 guns on the side.
if those move like a gun turred, the succes of all flights will be better.
just a sugestion.

regards (-B.M-)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: JohnMuhammad on March 13, 2011, 01:14:53 AM
I'm back in the cyber skies again after a long absence and very pleased to find this mod available!

HOWEVER... I'm not a whiz with adding stuff like this, so if someone could give me a quick primer on adding this to my plane list I'd be most appreciative. I'm running the UP2.01 mod pack, and for the life of me I can't find a folder named "MOD" to add the plane to, and I don't know where to place the flare file or the minigun preset (sound?) file. I managed to put things where i think they need to be, and changed my air-ini. and weapons.ru files, but when I cranked up the game it crashed after the loading screen :( Undid everything and it works fine again, but I'm wanting to try this out and need some help! Any advice/whaps upside the head/pity replies would be greatly appreciated on this :)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: razor1uk on March 18, 2011, 07:55:29 AM
...Any advice/whaps upside the head/pity replies would be greatly appreciated on this :)
Here you go JH...
CTD (Crash To Desktop) Troubleshooter;= https://www.sas1946.com/main/index.php/topic,22.0.html
Essential SAS;= https://www.sas1946.com/main/index.php/board,176.0.html
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: RooMan296 on June 08, 2011, 07:46:14 AM
Cool! I love this plane. Is this a different version than was released with UP 3?
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: poudjik on June 08, 2011, 08:41:57 AM
this is great work, but you might find me ungratefull for posting this:

I really have a hard time hitting a target while circling around it with the target sight. That or I need to tip my side angle unrealistically low.

Would it be possible to make it rather than controlling the guns from a static sight in the cockpit, from a second player view (the gunner manning the guns), and you could move the shooting angle using the mouse, like you would for a B17 side machine gunner for example?

I think this would make the shooting much more user friendly, probably more realistic as you could keep a good flight path and still change fire angles, finally it would be a hell of a feature for coop! I can already see myself flying over the jungle with my friend in the lower fuselage manning the gun, telling me to make another pass.

Any thoughts or comments?
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Wad_Cutter on June 08, 2011, 10:44:04 AM
poudjik, I think your useing to much crack!
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: RooMan296 on June 08, 2011, 10:07:30 PM
Crack or not, I think it's a great idea.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Verhängnis on June 08, 2011, 11:32:54 PM
Yes, it would definitely be more realistic then! And alot easier to use.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Whiskey_Sierra_972 on June 09, 2011, 04:24:11 AM
Hi mate!

I haven't anything to add at this tread because I'm always looking for an historically correct mod and this is the case!

The plane scope I believe more suited for it is to hit fixed or semi fixed target (and not pursuit running things) where short burns give the best results!

But if long burns was hitorically used what I think about is: "Maybe , in real life , such aircraft have an autopilot option that allow a prefixed left turn and bank angle to make the aim self centered as the pilot got the target hit?"

If this is the case , is possible to add something (like a load that change the trim setting for example) as option that allow such flight path when selected?

All the best!

walter
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Verhängnis on June 09, 2011, 06:51:03 AM
Maybe a 2 axis Autopilot?
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: RooMan296 on June 09, 2011, 01:45:46 PM
I'd be happy if the rounds did more damage than they do and didn't quite rock the plane as much. Realisitc as is? Maybe. I can't say since I've never flown a real Spooky with guns blazing. But I know the original version of this mod didn't toss the plane around quite as hard when you fired longer bursts.

But my main issue with this otherwise great plane is the lack of damage the bullets are making. I can pour it on a train and see a hundred winking flashes from direct hits all along the length and maybe get one car to explode. This is a great mod and fun to fly and shoot but it feels a little weak when it comes to inflicting damage on most targets I've experimented on.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Mission_bug on June 09, 2011, 04:05:57 PM
Lovely, thank you very much. 8)

(http://i293.photobucket.com/albums/mm42/Mission_bug/NewSpooky.jpg)

Love the skins also. ;)

Wishing you all the very best, Pete. ;D
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: RooMan296 on June 09, 2011, 07:22:36 PM
Don't get me wrong...I love what you've done with the old bird. I'm just wishin' for a little more punch to the guns to match the awesome spectacle they deliver visually!
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 09, 2011, 07:24:53 PM
It's possible that some of the new weapons code in UP 3.0 might have an effect on the guns on this plane and their recoil. The miniguns for this plane are actually slightly beefed up to let them kill trucks, etc. IRL, they were notoriously ineffective against vehicles, but since there's little else to shoot at in Il-2 I decided to make them a little more powerful. There are stories of crews putting 1000 rounds or more into trucks on the HCMT only to have them drive away afterward. Also, IRL the number of guns to be fired was selectable by the pilot, and usually only one or two were used at a time, in short bursts, with selectable firing speeds to conserve ammo and lessen recoil. I tried using multiple triggers for the guns but found it a big pain to use while trying to aim.

There was no autopilot capable of steering the plane in a circle. The pilot just had to be good enough to bank the plane and aim the guns. I think the problem is that some people imagine this to be like a modern AC-130, with cameras and aimed weapons. It just wasn't so. The AC-47 was the first of the practical gunships, with stationary guns aimed by the pilot while he banked around the target. Even the later AC-119 had fixed guns, though the pilot had the help of a crewman with a starlight scope who could call the fall of his shots.

For more info on aiming with the AC-47, check out: http://www.ac-119gunships.com/ac47/gunshipac47.htm
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: RooMan296 on June 09, 2011, 08:55:21 PM
Thanks for the info! And thanks for "Spooky" as well. I feel kinda bad for nitpicking the guns, etc..because it truly is one of my favorite planes to fly. But like you said, there are precious few things to shoot at as it is in IL2 or rather too few things that the AC-47 will destroy. So, while I realize it may be unrealistic to "beef up" the guns, it's almost a necessity to get any playability out of it at all. I went after a truck convoy just before I read your last post and didn't manage to destroy a single one (and yes, I was getting great hits on the convoy!) I like the challenge of aiming the guns and I think I have that down pretty good. It's just that it feels a little futile at times when very little is destroyed for one's efforts.

But it's still a blast to fly! A wee bit more "beef" would really make it great,
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: boogabooga on June 10, 2011, 04:24:16 AM
Guys IIRC, this plane was invented so that if you had 2-3000 "bad guys" hiding in say an ACRE of jungle, you could make them STAY in that acre over the course of a night without them causing too much trouble, and take out a healthy percentage of them to boot. Nothing like that exists in IL-2. Even with great mods like checkyersix infantry ;) you are only going to pack, what, a few dozen onto a map. You will never have 'thousands' of targets. And there are no points just for making them keep their heads down long enough to disperse back into the local populace in the morning. Perhaps expectations should be adjusted to match.     
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Checkyersix on June 10, 2011, 08:36:21 AM
I actually adjusted my prone infantry specifically to be easier to kill with this bird (5-man squads instead of 1-man squads). I'm not sure what's going on with the guns, I tried the QMB anti-armor run on Okinawa (non-UP 3.0) and managed to take out most of the truck column, as usual, so maybe it's a UP 3.0 issue or maybe it's just practice...
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Dark Apostle on February 26, 2012, 04:58:55 PM
Not sure what exaclty is the cause, but with DBW 1.7, using 6000rpm guns causes this thing to go into a flatspin followed by an end over end spin that sends you crashing into the ground. No issue with the 3000rpm setting however. Can someone else test this with a DBW 1.7 setup and see if it affects them as well?
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Dark Apostle on February 27, 2012, 04:28:27 AM
Cheers Gerax, and yes the flare pod is in the wrong place for me, was in 1.6 as well IIRC.
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Whiskey_Sierra_972 on February 27, 2012, 02:30:33 PM
Why in the wrong position?

Athought unhappy the position for the flare is correct as they are throw trought the side doors because they haven't a bonb bay , so they are hand released....I have this from the first time I installe the mod and IIRC there was another mod that give at this kind of plane a bomb in the same location of the flare to act as late '30 adapted bomber....
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Whiskey_Sierra_972 on February 28, 2012, 02:10:27 AM
When having this plane with or without the 3d rework installed in ModAct 3.06 its OK,
threre is no Mk-24 flare pod visible.

Maybe you haven't the flare textures or you miss the whole weapon so they don't show nor work?

Since this is the same installation AFAIK why don't you try to install your 3.06 mod over this and test....
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: saab ja26 on February 28, 2012, 07:20:41 AM
Have the same issue in my install. Running DBW 1.7.1
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: (-battlemaster-) on March 18, 2012, 12:14:17 PM
I'ff you want to make a version 1.2, this could be a good Idea!
the guns at the side, I'ff you make them gunner position then It is an perfect mod

annyway good work ;)
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: Whiskey_Sierra_972 on June 09, 2012, 03:37:23 AM
Anyone got the AI compatible verison and have it working?

I got one (I don't find no more where I got it) but in mine only usable loadout is AI because the others give me a loading null error!

And moreover the AI at the target don't use guns but bomb with flare....
Title: Re: AC-47 "Spooky" Gunship v 1.1
Post by: ANDYTOTHED on June 09, 2012, 09:25:35 AM
you got it at free modders site.
Title: Re: AC-47 "Spooky" Gunship v 1.1 [4.09] [4.10]
Post by: Darkwind on August 12, 2015, 11:48:48 PM
FYI:"Spooky" now flies the skies of 4.13.  8)