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Author Topic: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16/H22  (Read 78259 times)

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Gaston

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #96 on: May 14, 2013, 04:16:25 AM »

Agree with what walter_solito says. V-1 was not a guided missile, just a flying bomb, and it had NO precision at all. The only available target for it was a big city, so it can fall wherever it can, and destroy anything, whether it was a factoryx, a railway station, a hospital, a school or simple houses...
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crimar

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #97 on: May 14, 2013, 05:10:33 AM »



I'm a big fan of the He-111 ( flying pencil)

it was the Do-17.

Cheers.
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Spider16

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #98 on: May 14, 2013, 05:25:21 AM »

Hi all folks, where is the torpedoes in the weapons configuration ?????  :( :( :( :( :(
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slipper

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #99 on: May 14, 2013, 06:49:25 AM »

Guys i don't think you have understood what i am saying, basically i totally agree with you.

Quote
V-1 was not a guided missile, just a flying bomb, and it had NO precision at all.

Exactly, but with twisters mod it is a precision weapon. It always lands exactly where the last waypoint is. Thats my point.

Quote
1) The He-111 start and point to it's initial point
....
4) When V-1 cont down reach zero the V.1 pitch towards ground....end of the story.
....

Again i totally agree with you, so in your points 1 to 4 above the carrying aircraft had to release the V-1 within a narrow set of parameters. Again with twisters mod you can release the V-1 from wide set of parameters, it does not really matter, as the V-1 will follow its own set of predetermined waypoints, even if your miles from the designated release point.

As far as i am aware the V-1 had course ( the course could be set + or - a certain ammount from release point course) and distance set on the ground before take off, so that the carrier aircraft had to release the V-1 at a predetermined spot in order for the V-1 to land in the approximate area it was intended to.

In my opinion, although not strictly accurate either, maybe the bombsight keys could be used to set range and bearing then the player has to release the V-1 at a particular spot, it would not be as exact as it is at the moment, and would be a challenge to actually try and hit a city, where as with twisters mod there is no challenge as the V-1 will hit where the final waypoint is, and thats it.

Or like you suggested walter maybe a setting could be added in the MODS such as

[MODS]

Fiesler_103_range 125
Fiesler_103_bearing 300

Just some suggestions, in no way taking away the great effort twister has done in importing this mod into the game, its just in my opinion it could be better implemented, to give the player more of a challenge.

regards

slipper
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Whiskey_Sierra_972

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #100 on: May 14, 2013, 07:13:32 AM »

please no full quotes!

Just some suggestions, in no way taking away the great effort twister has done in importing this mod into the game, its just in my opinion it could be better implemented, to give the player more of a challenge.
slipper

That's why I partially agree with you!

Your suggestion is good because it give player the V1 course and range settings control and with the .mis entry we can set them for AI when building mission!

In this way the V1 is now very approximate and can hit a lot of target over a wide area....

But is this what we need in a game?

From my side the challenge is to see if it can reach the target avoiding CAP and AAA (AFAIK the missions of He-111 was boring trips because the main danger is over their home bases due Mosquitoes!!) , a wide area target coupled with a certain amount of random arriving course 'll give me too trouble because even if it reach the target in a more historically way , this way give me (and I bet at mission builders too) a greater challenge in placing AAA and CAP when with a predictable course is more easy....in your way I feel that the V1 can more often than not hit a void place....instead in my (and actual) way I usually set the target at the highest map level , this give a good approximation for the specific hit point , then I place a couple fuel truck and random AAA & CAP and I see what happen....
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slipper

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #101 on: May 14, 2013, 04:33:46 PM »

I see what your saying walter, but i think we probably want different things.

For me the challenge would be getting the carrier aircraft in the correct position, so that when the Fi-103 is released it will (after a certain distance) land approximatley where intended. I may get lucky and hit something worthwhile, or it may just land in open ground.

This way the player has to make sure he releases the Fi-103 on the correct bearing and at the correct distance, that is what i would prefer.

As it is now, it does not really matter within reason, when or where you release the Fi-103 as it will just follow its already plotted course, there is no randomness involved, nor does it take into consideration the position or distance from the target you are, so again in my opinion, there is no challenge for the player, as the result has already been decided.

Also as you mention the challenge of avoiding the defences, as the mod stands there is no challenge as the Fi-103 flies a pre-determind path, so you know exactly where to find it and so where to place guns and planes. If the player has more control over where and when the Fi-103 is released then there is a chance of decieving the defences.

regards

slipper

regards


slipper
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yt2

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #102 on: May 16, 2013, 01:53:32 PM »

beta1 version of fashion flying bomb V-1 and its carrier aircraft He-111-H22 (only patch 4.11.1).

  The aircraft carrier is just a renamed He-111-H16, but the flying bomb FZG-76 (V-1) is an entirely new fashion.
  Includes two Single-mission and a russian brief description of the installation and use.
  Only "Readme_Rus.txt" file, because it is only a test version designed for debugging flying bomb FZG-76.

  Link: flipping through the next, there is a newer version
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Mad026

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #103 on: May 16, 2013, 02:13:48 PM »

will you make it for 4.101 ?  :P
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Whiskey_Sierra_972

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #104 on: May 16, 2013, 02:37:39 PM »

I bet that after debugging they'll do it!

In the meantime I'll test it!

Translated readme:

Code: [Select]
The test airplane mode He-111-H22 and flying bomb FZG-76 (V-1)
Mod works on version 4.11.1 game
-------------------------------------------------- ----------------
(Beta test version of the mod is intended for debugging and testing
basically flying bomb FZG-76.)
The carrier aircraft used He-111-H16.

Installation:

1) The mod requires a set fashion DiffFM!

2) Mod requires an established fashion "He-111-pack_ver9.5" (or a more recent version).

3) Copy the folder "he-111-h22" into your mods folder

4) Add the file AIR.INI new lines:

  He-111H-22 air.HE_111H22 2 g01 SUMMER
  FZG-76 air.FZG76 2 g01 SUMMER

5) Add the file PLANE_RU.PROPERTIES new lines:
 
  He-111H-22, He-111H-22, 1944

6) Add the file WEAPONS_RU.PROPERTIES new lines:

# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# He-111H-22
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
He-111H-22.default \ u0421 \ u0442 \ u0430 \ u043D \ u0434 \ u0430 \ u0440 \ u0442
He-111H-22.none \ u0411 \ u0435 \ u0437 \ u043E \ u0440 \ u0443 \ u0436 \ u0438 \ u044F


Usage:

Included are two full-time mission editor illustrating the operation mode.

Reset-aircraft missile occurs 1000m to way-Point "Attack".

-To successfully run the engine on the As-109 flying bomb FZG-76, the aircraft's speed
He-carrier 111-H22 at the time of separation should be not less than 350 km / h

Allowable-banking angle of the carrier at the time of discharge shall not exceed 5 °

Range-aircraft missile FZG-76 is set in the menu of arms flying bomb
and can range from 50km to 250km.




-----------------------------------------
Credit
-----------------------------------------
3Dmodel flying bomb V-1: Maddox: 1C
It is based on code: Fi-103's and carrier He-111H-2 (https://www.sas1946.com/main/index.php/topic, 5316.0.html)
Everything else: yt2 from Aviaskins.com
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fightingirish

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #105 on: May 16, 2013, 03:14:18 PM »

We look forward to your test results Walter  ;)

Fantastic again YT2  :) :)
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Whiskey_Sierra_972

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #106 on: May 17, 2013, 03:19:37 AM »

Briefly tested.

On mission 1 AI can't take off by itself but after player take off it reach release point and V1 hit target in the western part of Smolensk.

On mission 2 AI manage plane and V1 properly (as it airstart) and V1 is a hard target to spot and destroy for the poor P-39....maybe the CAP waypoint option is better than all those normalfly waypoints and should switched a bit more west to the target....

I feel it good!
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slipper

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Re: He-111-P2s/P4/H1/H2/H3/H5/H6s/H8/H11/H12/H16
« Reply #107 on: May 17, 2013, 01:30:33 PM »

Great work yt2

Hopefully you may find the time for a 4.101 release?

yt2 or walter, you have tested it on 4.11, could you please let us know how the V-1 is operated? Is it the same as twisters?

regards

slipper
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