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Author Topic: Fi-103's and carrier He-111H-2  (Read 117170 times)

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slipper

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #108 on: August 03, 2011, 03:55:18 PM »

Twister on a slightly different point

Would it be possible to give the air launched V-1's a slightly more realistic launch?

In reality the engine cut out and the V1 was put into a dive after a set distance was reached, the V-1 also had to be set on an approximate course, small course changes would be compensated by the V-1 itself.

As we have it represented in game, the V-1 has to have a target set, and therefore always hits its target, there is no input from the player other than actually releasing the bomb.

maybe it could be set to fly on the same course as the carrying plane so that the player has to line up with the target as required, with maybe the 25%,50%,75%and 100% fuel options representing different ranges ( a max of about 300km i think was the V-1's range). This way the player would have to judge range and direction to target, as in reality.

Remember this was at best an area weapon and by no means a precision weapon as represented at the moment.

good book on the subject here

http://ebookee.org/Air-Launched-Doodlebugs-The-Forgotten-Campaign_353546.html

regards

slipper
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Twister

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #109 on: August 04, 2011, 07:40:41 AM »

As we have it represented in game, the V-1 has to have a target set, and therefore always hits its target, there is no input from the player other than actually releasing the bomb.

Correction: quite opposite - in current version of mod it's not even recommend to have target set for V-1 (not V-4).
V-1 executes 45-degree dive upon reaching its final waypoint, whatever it designated as strike point or not. I'm not recommend to set a specific target for V-1, as it will running circles around, trying to hit. If target will be dectroyed prior V-1 arrival, it will just running circles around, or will try to RTB with disastrous consequences  8)
So, now V-1 is rather an area weapon. V-4 is a precision one, as it supposed to be.

Thx for the link.
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slipper

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #110 on: August 04, 2011, 10:08:54 AM »

Sorry mate my mistake you are right  :-[

I had forgot about the final waypoint setting. Still would it be possible to implement, the following that i requested.

Quote
maybe it could be set to fly on the same course as the carrying plane so that the player has to line up with the target as required, with maybe the 25%,50%,75%and 100% fuel options representing different ranges ( a max of about 300km i think was the V-1's range). This way the player would have to judge range and direction to target, as in reality.

so that no waypoints are needed for the V-1 ? So basically it just acts as an air launched rocket that dives to ground when fuel is spent, with parameters as set above?

regards

slipper
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Twister

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #111 on: August 04, 2011, 12:05:28 PM »

so that no waypoints are needed for the V-1 ? So basically it just acts as an air launched rocket that dives to ground when fuel is spent, with parameters as set above?
Waypoints actually are needed. Not needed target and strike point designation. In final waypoint V-1 diving into ground. No pilot imput required except release.

I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
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razor1uk

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #112 on: August 04, 2011, 12:30:10 PM »

...I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.

+2 :)) If it is do-able, methinks that would probably be the better solution for air-launch V-1 too Twister.
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slipper

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #113 on: August 04, 2011, 01:52:51 PM »

Twister

Quote
I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.

Yes, that sounds excellent mate, just what i was trying to explain, the range and course set by the bombsight keys is a great idea mate, hope you can pull it off.

regards

 slipper  :)
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RealDarko

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #114 on: August 05, 2011, 03:33:51 AM »

I am really interested in a cannon armed variant, with a couple of 20mm cannons on the nose and no explosive. Hope someone can create it so we can get launched close to the enemy formation, attack them and get back to airbase for a sky landing.
Talking about the piloted variants. It was possible to control the throttle somehow, it was a all or nothing affair or it was simply 100% power until fuel runs out?
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razor1uk

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #115 on: August 05, 2011, 06:52:51 AM »

  I can look in my book of German Jet Engines & Gas Turbine Engine Development if needs be, to check if needs/specs for Sanger ('a' with umlout) Reaction Motor.
  Off the top of my head, possibly off, on low (66%-ish) & full settings... fuel mix could be locked out or resticted to above 80%.
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Twister

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #116 on: August 05, 2011, 09:44:20 AM »

Quote from: Twister
I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.

Yes, that sounds excellent mate, just what i was trying to explain, the range and course set by the bombsight keys is a great idea mate, hope you can pull it off.

If only some 3d-modeller agreed to stitch V-1 rocket meshes in one single mesh of ordnance item format, I think, I would pull it off.
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Whiskey_Sierra_972

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #117 on: August 06, 2011, 01:49:18 PM »

I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.

In RL as I remember correctly the plane should give the headling by release the V1 in the correct direction so the bearing can't be setted by the vector and the range was also setted by a engine rev counter that shut off the engine as the setted number is reach als looking and lovering the tail elevator to make assume the correct dive path....
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Verhängnis

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #118 on: August 07, 2011, 01:41:07 AM »

Crude at best, but a WIP:


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slipper

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Re: Fi-103 V-1 and carrier He-111H-2
« Reply #119 on: August 07, 2011, 03:37:21 AM »

walter

Quote
Quote from: Twister on 04 August 2011, 19:05:28

    I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.


In RL as I remember correctly the plane should give the headling by release the V1 in the correct direction so the bearing can't be setted by the vector and the range was also setted by a engine rev counter that shut off the engine as the setted number is reach als looking and lovering the tail elevator to make assume the correct dive path....

Yes you are correct mate, but trying to think of a system that may be implemented in game, is partly realistic and gives the player an input into where the V-1 lands rather than just releasing.

from Twister

Quote
Quote from: slipper on 04 August 2011, 20:52:51

    Quote from: Twister

        I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.


    Yes, that sounds excellent mate, just what i was trying to explain, the range and course set by the bombsight keys is a great idea mate, hope you can pull it off.


If only some 3d-modeller agreed to stitch V-1 rocket meshes in one single mesh of ordnance item format, I think, I would pull it off.

can any of the 3d modeller's please help Twister on this? I hope so.

regards

slipper

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