Hello all. Thanks Dreamk for the explanations for the take off problem. As I said I've only tried with the aircraft as AI, primarily because I'm always messing with maps so obviously need to test the machines abilities in the circuit in order to correct anything which may interfere with AI aircraft taking off and landing, especially important when it comes to building missions and campaigns. As you point out when we fly the aircraft manually we tend to get airborne in a rather different way to that of the autopilot.
I look forward to seeing this seaplane you mention, I'm intrigued, floats for the Vildebeast me wonders, or something completely new?
So from the mission builders point of view it looks like the original or redfox's version would be the best to use as there isn't any problem here as it uses the MBR as its base, but from a strictly pilotable view you can take your choice from any.
I've now got around to trying the redfox version and I also have experienced some problems with the gunner stations. One is a visual glitch, you are in effect looking at two sets of gun sights.
See here ringed in Red:
This is probably more clear;
What I found with selecting the guns is that if you go into the front initially you cant move them, this is normal.
Once auto is selected you can, again this is what you expect.
If I then moved to the rear gunner station nothing would happen whatever I did until I went back to the front and de-selected the auto. I could then go back to the rear and select as you would usualy expect.
Prior to that if I'd say pulled the trigger while in the rear I would still be operating the front gunner. ???
Confused, you bet.
Anyway guys, thank you very much for the updates, much appreciated.
juanmalapuente, I'll leave you to do the research on this beauties colour schemes, you do it far better that I ever could.
I've thus far found two profiles of the Republican bird at wings pallette.
Wishing you all the very best, Pete.