Here I am posting my updated version of the
Fi-167 v2, as I made it for the BAT 4.1.1 update with a slightly better FM:
BAT 4.1.1 users may overwrite the FM with the one from this package.
v2.1:
https://www.mediafire.com/file/c0f1f3raedfw4ek/%2521_Fi-167_v2.1.zip/fileThis plane never had a convincing cockpit of any kind so I put something together for this pack, based on the Ar-196T cockpit (SAS~Sani), with some additions.
- Until now, the plane was indestructible. Now it has a (very crude but working) fuselage hitbox, it can be shot at and
it takes damage!
- opening canopy from inside view
- working
hook- dedicated
FM- Bonus: more
loadouts, including a torpedo
notes:
- Wingfold is not animated but after spawning on a carrier, you have to "unfold" the wings.. It was the best trade-off solution at this point.
- the spawn pattern is overlapping noses and tails. It looks a bit silly but was the best I could do at this point.
- Take off works! The aircraft is at the low speed limit for catapults so it may feel like a "bug", but AI and player can take off safely with every loadout.
- due to some pull to one side, AI can't take off without catapult. Graf Zeppelin has cats so it should be fine.
- Do not pull up hard after takeoff, the aircraft likes a very neutral initial acceleration once it goes over the ramp.
- after landing, the AI can sometimes drift to one side and fall off the deck.
- damage box is fuselage only.
known issues:On *carriers without catapults*, after release of chocks under full power the AI planes pull to the left sharply before compensating.
This leads to either collision with the tower or dropping of the deck.
It is not so pronounced when taking off from land an without chocks. The AI can stay in line and take of normally.
I tried a lot with the FM but I am suspecting maybe a 3do issue to be the cause of the asymmetric pull. Maybe someone else can find the cause and fix it.