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Author Topic: Wellington Upgrade - Loadouts, Bombdoor fix  (Read 6908 times)

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Dreamk

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Wellington Upgrade - Loadouts, Bombdoor fix
« on: August 28, 2015, 08:46:37 AM »

This is a mod I made for 4.13 but it will probably work also with 4.12 and HSFX7
https://www.mediafire.com/download/rm9pj5w8c36mfou/Core+WellingtonIII+Flyable.7z
It includes the cod file (this will work with any version of Il2 from 4.08 and upwards), rewritten java to correct mistakes in the original mod (such as bomb bay doors reappearing after launching the cookie bomb, or using American Mk13 torpedoes...) - the catch: you'll need to install my Torpedo and Aerial Mines packs to see all the various displays included.
The loadouts are as follow
Default
18x250lb
9x500lb
2x1000lb6x250lb
2x2000lb
1x4000lb
6xParaFlareUK
6xMineA_MkI
6xMineA_MkIV
6xMineA_MkV
6xMineA_MkV_P
6xMineA_MkVI
6xMineA_MkVII
6xMineA_MkIX
18xMine_WaterBombMkIII
9x250lbAS_Mk1
9x250lbAS_Mk4
9x250lbDC_Mk3
9x250lbDC_Mk3
9x250lbDC_Mk9
2xTorpMkXII
2xTorpMkXIIF
2xTorpMkXII_MAT_I
2xTorpMkXIIF_MAT_I
2xTorpMkXII_MAT_III
2xTorpMkXII_MAT_IV
2xTorpMkXV
2xTorpMkXV_MAT_IV
2xTorpMkXV_MAT_V
none

PS: There were 3 different modes of arranging the torpedoes in the Wellington bomb bay.  I used a wartime original drawing I found, showing the arrangement of 2 Torpedoes with MAT in the bomb bay of the Wellington. Sadly I was unable to get detailed info on the "hinged MAT" equipped torpedo used at some point on the Wellington
PS 2 don't forget to drop the sas_ai_3do01.sfs into your SAS_SFS folder to see the cockpit meshes
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HotelAlpha

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Re: Wellington Upgrade - Loadouts, Bombdoor fix
« Reply #1 on: August 28, 2015, 03:14:57 PM »

Nice work! Thanks!
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Kopfdorfer

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Re: Wellington Upgrade - Loadouts, Bombdoor fix
« Reply #2 on: August 28, 2015, 04:40:21 PM »

Looking forward to seeing this!

Thanks DreamK.

Kopfdorfer
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SAS~Poltava

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Re: Wellington Upgrade - Loadouts, Bombdoor fix
« Reply #3 on: August 28, 2015, 04:49:32 PM »

An excellent upgrade! Thanks!  :)
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SAS~Storebror

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Re: Wellington Upgrade - Loadouts, Bombdoor fix
« Reply #4 on: August 29, 2015, 01:33:51 AM »

Very welcome mod, thanks a lot Dreamk, well done!

Best regards - Mike
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Piotrek1

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Re: Wellington Upgrade - Loadouts, Bombdoor fix
« Reply #5 on: August 29, 2015, 02:35:26 PM »

Hi Dreamk.
Great addition! Thank you very much.
Please, would it be possible to do something similar for BlenheimMkIV?.
Best regards,
Piotrek
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Dreamk

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Re: Wellington Upgrade - Loadouts, Bombdoor fix
« Reply #6 on: August 31, 2015, 12:58:16 PM »

Yes the Blenheims are on the list :))
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Piotrek1

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Re: Wellington Upgrade - Loadouts, Bombdoor fix
« Reply #7 on: August 31, 2015, 02:26:06 PM »

Thank you ,
I am looking forward to the next update.
Best regards,
Piotrek
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SAS~Malone

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Re: Wellington Upgrade - Loadouts, Bombdoor fix
« Reply #8 on: February 06, 2016, 02:11:47 AM »

thanks for the great update, Dreamk - much needed and appreciated additions :D
just a question on some of the later torpedo loads, MAT_IV/V and one or two others - is there any chance of adjusting the torps so that the rear fins don't protrude through the fuselage, most notably on the left side?
if it's the best it can be, i'll settle for it - just asking in case it can be adjusted to look a little neater, without having to do too much extra work?  :D
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SAS~Malone

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Re: Wellington Upgrade - Loadouts, Bombdoor fix
« Reply #9 on: February 09, 2016, 10:20:32 PM »

actually, mate, i could try and edit the CF mesh myself to better position the torps that have fins extruding through the left side fuselage - it'd help me a lot, though, if you could point out to me which of the Bombspawn hooks are related to those MAT_i/III/IV/V torps, as i can only find two references for torpedo loads noted in the msh file with the hook co-ordinates, and those are:
BombSpawn20 2000lbs L TorpL
and
BombSpawn22 TorpR
the rest all appear to be bombs.
any guidance in this regard will be much welcomed, then i can try and position those torps a little better, so they're at least not sticking through the fuselage... ;)
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