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Author Topic: AEG GIV bomber  (Read 17149 times)

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Dreamk

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Re: AEG GIV bomber
« Reply #24 on: April 25, 2015, 11:33:26 AM »

AEG GIV used the full range of PuW bombs-  you'll find them in the ww1 bomb pack
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Mission_bug

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Re: AEG GIV bomber
« Reply #25 on: April 25, 2015, 12:43:19 PM »

Thank you very much for the links guys, greatly appreciated. 8)

AEG GIV used the full range of PuW bombs-  you'll find them in the ww1 bomb pack

I will take a look at those Deamk, thank you very much indeed. ;)


Not going well with the gunner pits I have to say.  :-[

I used the front turret from the TB-3 with parts of the body hidden, however, while I can move it when I press the trigger the
gun at the rear operates and the rear gunner himself moves as I do. :o



The rear uses the pit from the D3A but here the weapon remains static (only visible prior to razing the view) and the
gunner himself moves and fires, strangest thing I ever came across. ???




I have tried numerous cockpits and their java with no success, not sure what is going on here.

Maybe I will just have to upload without the gunners pits like I did with the Straaken . :-[

Or better still leave it all to someone who knows what they are doing. :D


Wishing you all the very best, Pete. ;D
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SAS~Poltava

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Re: AEG GIV bomber
« Reply #26 on: April 25, 2015, 01:37:34 PM »

Pete, thats a great job!  :)
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Dreamk

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Re: AEG GIV bomber
« Reply #27 on: April 25, 2015, 01:56:54 PM »

check in the java that your gun name finishes by t (for turret) - for instance MGunMG15t - if not you may get strange effects - I learned it the hard way.
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Kant

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Re: AEG GIV bomber
« Reply #28 on: April 26, 2015, 04:40:42 PM »

Hi mission bug try to do so because it is made in my fashion de Havilland 9, I used the model as the Foundation for everything and collected the cockpits and turrets,anything from other mods don't have to use meshes except weapons of course!
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Kant

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Re: AEG GIV bomber
« Reply #29 on: April 26, 2015, 04:43:27 PM »

If you snile will open hier, you will see everything at a glance and understand how simple it is
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Dreamk

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Re: AEG GIV bomber
« Reply #30 on: April 27, 2015, 01:02:02 AM »

I gave a look at the folder of this plane - I completely forgot that it is a 3do model without its own specific java classes - therefore it uses the java classes written by Beo for another Franken: the U_SYP1 (originally used for a Franken Rumpler CIII) skins folder: Pioneer1(g) - so the source of the problem is obvious: the weapons array of the classes of the U_SYP1 does not fit the order of the gun hooks in the 3Do model of the AEG GIV.
The U_SYP1 class has 2 synchronized forward firing Maxim08 guns and 1 turret Maxim08 gun, therefore if you have no forward firing fixed gun on the AEG GIV, the gun on the turret will fall on the slot of a fixed gun - then it will gear around but it will not shoot as a turret gun (when an enemy plane approaches) - it will shoot as the first fixed gun (when you push the button).
If you have 2 turrets and no frontal fixed gun, then the 2 turrets will fall on the first 2 fixed guns slots, and will behave similarly
If you have 3 turrets, then the the first2 will behave similarly and only the third will behave as a turret is expected to to.
This is the kind of recurrent problems that we get with such planes released without slot - not to speak of different planes using the same slot. A pity, as the models are generally very nice and bring a lot to Il2.
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Mission_bug

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Re: AEG GIV bomber
« Reply #31 on: April 27, 2015, 01:35:25 PM »

Hello guys, first of Dreamk, yes the java has the necessary text that you mention as the original java was for the TB-3 versions.

Normally I have no problem getting the gunners pits working for most of the aircraft I try, they are usually in the wrong place and require editing to hide various things but in this instance it is puzzling.

As you guys point out the model GIO uploaded had the folders set for the aircraft you mention but I removed them and used ones from a extracted install in the hope that it would not use anything else that I may not have in my test install.

As Kant points out the original gunner pit was a assembly of various planes and their heir files, all too baffling for me and the aircraft gave issues in the load screen.

In the heir of the AEG there are various entries for turrets and pilots and I tried messing with those and did actually get a single gun firing from the nose in one instance Dreamk, and have tried various changes to some of the text in the CF_D0 regarding hooks.

Sadly I do not have the experience you guys do so I am struggling to identify just which items Gio set up that I do not need now I have a dedicated java file set up for the AEG.

Maybe Gio or one of you could upload a version of the AEG that was just a standard model not assembled to work from the aircraft originally intended in DBW 1916, I may have more success that way.

Failing that I could send one or more of you the model as it stands and you could make the necessary changes to that, I could then hopefully get the rest sorted out later.


Other than that the option is to upload it without any gunner pits as with the Straaken or I just keep fiddling with it untill I can finallly figure out just what makes it all tick. :D



Thank you very much for the help and replies so far all of you, they are greatly appreciated.

Wishing you all the very best, Pete. ;D

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gio963tto

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Re: AEG GIV bomber
« Reply #32 on: April 27, 2015, 02:00:51 PM »

There are currently much in arrears with my programs (health problems and a new dog to care), but if you send me the slot I will see to work, I would also like to clarify that the choice of a single-engine slot has been determined by the belief that it was more simple to add in class a turret and a motor and change the FM rather than eliminate the unnecessary (as in the case of TB3), CWatson told me not to be able to delete unnecessary engines in CA111, but maybe it's something more complex what I thought.

Greetins Gio.

(Al momento sono molto in arretrato rispetto ai miei programmi (problemi di salute ed un nuovo cane da accudire ) , ma se mi invii lo slot vedro di lavorarci , vorrei anche chiarire che la scelta dello slot di un monomotore é stata determinata dalla convinzione che fosse piu semplice aggiungere nei class una torretta ed un motore e modificare la FM piuttosto che eliminarli i non necessari ( come nel caso del TB3) ,CWatson mi disse di non riuscire a cancellare i motori superflui nel Ca111, ma forse è una cosa piu complessa di quello che credevo. )
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Mission_bug

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Re: AEG GIV bomber
« Reply #33 on: April 27, 2015, 02:44:30 PM »

Hello Gio, the java I used was put together by Master Storebror and changed the original aircraft configuration to a twin from the TB-3 java and it was used in a project me and Alex(Bison_M) put together for just such a version of the corrugated tin shed we all know and love,  I merely renamed it for the AEG. ;)

I will pack up what I have and send it to you, thank you very much indeed.

I do hope your health improves soon, maybe the new dog will help you along the way to recovery.


Take care.

Wishing you all the very best, Pete. ;D
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Dreamk

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Re: AEG GIV bomber
« Reply #34 on: April 27, 2015, 03:35:46 PM »

Rimettiti presto e prenditi cura di te Gio. Siamo tutti certi che a breve tu sarai in grado di tornare al modding. Auguri per una pronta guarigione!
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Dreamk

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Re: AEG GIV bomber
« Reply #35 on: April 27, 2015, 03:59:02 PM »

Ok guys - I looked at the meshes and hier.him and I may have found the source of the problem:

 The gun hooks are defined in the class U_SYP1 as follow:
"_MGUN00", "_MGUN01", "_MGUN02"
MGunSpandauMaxim08s / MGunSpandauMaxim08s/ MGunSpandauMaxim08st

In the plane folder of the AEG-GIV, we find:
The mesh MGun0.msh contains the hooks _MGUN00 and _MGUNDump00
The mesh MGun1.msh contains the hooks _MGUN01 and _MGUNDump01
The Mesh Turret 1B_D0.msh contains the hooks _MGUN02 and _MGUNDump02
The Mesh Turret1B_D0_00.msh contains the hooks _MGUN02 and _MGUNDump02

The hier him of the AEG-GIV activates:
1) the  Mesh Turret1B_D0_00.msh , defining it correctly as a turret  (name Turret1B_D0, parent Turret1A_D0, Hook MGun02 activating a suitable turret gun MGunSpandauMaxim08st)

2) the Mesh MGun0.msh - here there is a problem - the gun is defined as a fixed gun (not as a turret - he'd need for that to be called Turret2B_D0, but has for parent a turret base Turret2A_D0, together with a Hook for fixed gun, with a suitable fixed gun MGunSpandauMaxim08s

This entry in the hier him needs to be suppressed (or edited but only together with an editing of the java file)
[MGun0]
Mesh MGun0
Parent Turret2A_D0
Attaching 1 0 0 0 0 1 0 -1 0 0.53 -0.125 0
CollisionObject Turret2B_D0_00

Hope this helps - I have not installed the plane on my game, as I am not running DBW1916, so I can't check by myself.
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