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Author Topic: B-26B Marauder v2.2  (Read 170631 times)

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anitek

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Re: B-26B Marauder v2.2
« Reply #264 on: November 26, 2017, 09:20:45 AM »

Benno!
Hi -
from what I see, the only difference in what I am using and what  Maestro Epervier put here is the  [HookLoc] code.
I also recall some [materials] referring to a table named "HALTED" in the fix code file and I swapped that for previous code.
here's what I have again, previous code is commented out:
( back up files before editing )
Prop1_DO
Code: [Select]
[Common]
NumBones 0
FramesType Single
NumFrames 1

[LOD]
500

[Hooks]
_Clip00 <BASE>
_Clip01 <BASE>
//_Clip02 <BASE>
//_Clip03 <BASE>

[HookLoc]
1 0 0 0 -1 0 0 0 -1 0 0.0501001 1.89752
1 0 0 0 -1 0 0 0 -1 0 0.0501001 -1.90542

//[HookLoc]
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -1.09523e-006 0.0502622 2.07603
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.0821e-007 0.0502627 -2.07864
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.08601 0.0502625 0.0254872
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 2.08316 0.0502625 0.0254881

[Materials]
PROPHD26
Gloss26D0o

[FaceGroups]
1466 1038
0 0 1285 0 696
1 1285 181 696 342

prop2_DO
Code: [Select]
[Common]
NumBones 0
FramesType Single
NumFrames 1

[LOD]
500

[Hooks]
//_Clip00 <BASE>
//_Clip01 <BASE>
_Clip02 <BASE>
_Clip03 <BASE>

[HookLoc]
1 0 0 0 -1 0 0 0 -1 -1.91256 0.0501001 0.02562
1 0 0 0 -1 0 0 0 -1 1.90356 0.0501001 0.02562

//[HookLoc]
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -1.09523e-006 0.0502622 2.07603
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.0821e-007 0.0502627 -2.07864
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.08601 0.0502625 0.0254872
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 2.08316 0.0502625 0.0254881

[Materials]
PROPHD26
Gloss26D0o

[FaceGroups]
1466 1038
0 0 1285 0 696
1 1285 181 696 342

Hope it helps -
 
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Benno

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Re: B-26B Marauder v2.2
« Reply #265 on: November 27, 2017, 04:02:32 AM »

Epervier
Thank you, it works a dream  !! :-*
Benno
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anitek

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Re: B-26B Marauder v2.2
« Reply #266 on: November 27, 2017, 07:33:35 AM »

Benno -
Awesome!
It's more immersive to fly missions with good prop hubs.
I just flew my mission from Guadalcanal to Santa Isabel Island and my group got bounced right after the bomb run by 8 Nakajima Ki-43 Hayabusa "Oscar"s.
Group held tight formation - fought them off during the running battle - my own gunners got down 3.
But I was in the rear of the formation and got shot up good.
thus.. it was my turn to fly all the way back to Henderson field and land - with a dead, smoking engine..
I'm piecing the video together now.
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NavyAce

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Re: B-26B Marauder v2.2
« Reply #267 on: July 05, 2018, 08:54:27 PM »

Hello,

       I am using this plane in my v 412.2m SAS Modact v 5.3 game to build a mission about a strike on Rabaul from New Guinea. The problem I am having is that although I have put in correct altitude and speed information in the WPs for the bomb run, the GA, and the initial exit from the target area, none of the planes in either flight will maintain assigned altitude. Just prior to bomb drop they will make like dive bombers and pitch over and lose about 2000 feet and then pull up sharply to try and regain bomb run altitude. I have tried different altitudes speeds WPs and clearing  the assigned target at the GA WP, but nothing I try has worked. Someone has told me that the game looks at anything with forward firing guns (the plane in the DL has the fuselage package guns which I don't believe the B models had) as a fighter or dive bomber and gives it that push over. If this is true no matter what I do I won't be able to have the Marauders make a level bomb run and drop, and the B-26 was certainly not a dive bomber! Is there a DL version of the B-26 out there without the package guns, or is there a way to disable or delete them from this plane so that the AI doesn't keep trying to make the plane do something it wasn't designed to do? Any help anyone can give me would be greatly appreciated.

           NavyAce
 
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western0221

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Re: B-26B Marauder v2.2
« Reply #268 on: July 05, 2018, 11:51:21 PM »

The problem I am having is that although I have put in correct altitude and speed information in the WPs for the bomb run, the GA, and the initial exit from the target area, none of the planes in either flight will maintain assigned altitude. Just prior to bomb drop they will make like dive bombers and pitch over and lose about 2000 feet and then pull up sharply to try and regain bomb run altitude. I have tried different altitudes speeds WPs and clearing  the assigned target at the GA WP, but nothing I try has worked.

Java program codes --- B_26B.class has attributes of "Strormovik" and "StrormovikArmored" as same as B_25H1.class , even B_26B.class doesn't have any rocket (HVAR) loadouts or Anti-tank roles though.

Those attributes makes AIs to want to shallow dive for ground attacking, instead of level bombing.
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Epervier

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Re: B-26B Marauder v2.2
« Reply #269 on: July 06, 2018, 02:37:53 AM »

@NavyAce

Try with this new Class...
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

anitek

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Re: B-26B Marauder v2.2
« Reply #270 on: July 06, 2018, 11:52:04 AM »

I'm certain Epervier's fix will work.

I had the same problem, you can set waypoints for level bombing, but this plane acts like an A-20 when it hits the attack waypoint.
my solution was to be the "Lead Bombardier Navigator".
stay in formation to the target all waypoints set to "normal" and all ships ABOVE 1300 meters ALTITUDE according to instructions..line up your bomb site
but use the tab key to command the bombers to "drop on my command" so they release when you do.
i.e. keys : "tab>7>6>8..
set the commands before you get to the target - of course.
This means the learning curve on how to use the tab/command options.
And you have to actually "lead" the mission..which gets crazy.
And they will only be as accurate as you are..but realistically - these missions were a bitch and things would always go wrong..
Sometimes you do all this and still miss the target. That's how it was..
Happy flying 8)
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NavyAce

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Re: B-26B Marauder v2.2
« Reply #271 on: July 06, 2018, 12:51:27 PM »

Many thanks guys for the replies. Western, it's good to know about the Java code. That reinforces what I was told about the plane's proclivity for dive bombing. Anitek, I will try the manual bomb run and see what that does. Epervier, I downloaded your fix with the new class file. When I opened it and compared the number letter string to those in my DL I found that I already have that file. Is the one in your fix updated and or modified so that it is different from the included one even though they have the same letter/number combination? Thanks again to all.
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Vampire_pilot

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Re: B-26B Marauder v2.2
« Reply #272 on: July 06, 2018, 12:56:57 PM »

it's probably altered in content. so back up the original and try the new one, see if that changes anything.
The file name is just... the file name. Means nothing.

NavyAce

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Re: B-26B Marauder v2.2
« Reply #273 on: July 06, 2018, 02:09:13 PM »

Thanks for the clarification vampire_pilot. Epervier, I unzipped your B-26_fix and dropped the enclosed class file into my plane folder and overwrote, but when I tried running the mission I had the same dive bombing problem at the same spot, so unfortunately it didn't help. Anitek, I found that if I change my GA waypoint to a NormFly and don't attach a target to the player flight I can get the planes to stay at altitude, but without a designated GA waypoint they won't drop.  I tried assigning a target to the lead flight with a NormFly waypoint, but as soon as I do that the game changes it back to a GA. So I am going to have to experiment with manually dropping the bombs as you suggest and commanding the rest of the planes to drop on me. I'll keep you posted.
 
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Epervier

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Re: B-26B Marauder v2.2
« Reply #274 on: July 06, 2018, 02:27:03 PM »

With this new Class the B-26 is a pure bomber!
I tested it in my 409.
The bombardment is properly done...
Check;
- the WP before the attack (altitude, speed)
- the WP following the attack (altitude, speed)
- the altitude and speed of the attack
- that you don't have the same Class name in another folder...
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Vampire_pilot

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Re: B-26B Marauder v2.2
« Reply #275 on: July 06, 2018, 02:50:47 PM »

Have you tried GAttack waypoint without any assigned target?
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