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Author Topic: RAF Bomber Command 2.0 for B.A.T.  (Read 3798 times)

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Knochenlutscher

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #12 on: August 24, 2022, 02:00:14 PM »

Fixed the last row. The last preface Fix needed for this new Setup.

This is maxiumum avail stretch (in regards to 1000lbs, if used).

Whatever trouble there is, is Bomb mesh trouble, due to the position of the attachment
Hook. There's now literally no room forward or aft, in co-relation to all Stations.
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Dreamk

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #13 on: August 25, 2022, 12:49:54 AM »

The dimensions of the bomb meshes are historical.
However some additional hooks may needed (or some hooks may be slightly moved) in accordance with the system of attachment of British bombs which was quite versatile as the bombs were not directly attached to a fixed shackle as in US bombers but to a bomb carrier which could itself be attached to various different points of the bomb bay in order to suit the size of the various types of bombs - making British bombers quite adaptable in regard of their bomb load.
These drawings may help:











The bomb carriers can be seen here (sorry for the poor quality of some of these pics):






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urmel

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #14 on: August 25, 2022, 05:11:12 AM »

There is a Lancaster on another side with a different load but it does not operate in Bat

#####################################################################
# Lancaster
#####################################################################
Lancaster.default                       Default
Lancaster.ARSON_14x500lbi               14x500lbs Incendiary Bombs
Lancaster.USUAL_1x4000lb_18x500lbi      1x4000lbs Bomb + 18x500lbs Incendiary Bombs
Lancaster.No-BALL_1x4000lb_18x500lb     1x4000lbs + 18x500lbs Bombs
Lancaster.PIECE_6x2000lb_3x500lb        6x2000lbs + 3x500lbs Bombs
Lancaster.6x1000lb                      6x1000lbs Bombs
Lancaster.ABNORMAL_14x1000lb            14x1000lbs Bombs
Lancaster.COOKIE_PLUMDUFF_1x4000lb_3x1000lb_4x500lbi   1x4000lbs + 3x1000lbs Bombs + 4x500lbs In. Bombs
Lancaster.TALLBOY_1x12000lb             1x12000lbs "TallBoy"
Lancaster.PathfinderRed                 Pathfinder: 6xTI Red Flares
Lancaster.PathfinderGreen               Pathfinder: 6xTI Green Flares
Lancaster.PathfinderYellow              Pathfinder: 6xTI Yellow Flares
Lancaster.PathfinderOrange              Pathfinder: 6xTI Orange Flares
Lancaster.none                          Empty
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Knochenlutscher

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #15 on: August 25, 2022, 09:51:40 PM »

I have all these Diagrams, Thanks a bunch.
I said Bombs and Bomb Bay are correct size.
Attachment Points are troublesome.

No it doesn't help.

Whatever defect the US WW2 and UK WW2 Weapon Modpacks has, in regards
to attachment, will be layed up quite open, visible.
Just check stock Lancaster and try adding any HC from UK Arms Pack.
You'll see what I mean.

We had that trouble before, in Avengers, PBYs, and Fireflies.

I won't use domestic UK Arms here solely.
Lancasters had mixed bag, hence we use it.

I'll do my best. That's the primary saying here.



I found no viable Solution on Clusters Inc.

British are duds, they fall and won't open up.
No 14, 15, 16

Useless.

So I'll use AN/M type Clusters from US Bombs WW2 Pack, these are working.
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Knochenlutscher

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #16 on: August 26, 2022, 03:32:25 AM »

BombClusterInc_No16

I managed to get it into working stage.

1. By adding a correct missing spawner into Mesh and
2. change part of Java to sth. like in working AN/M Clusters. Since i.e. 4lbs Inc Mk.IV is practically AN-M50

Code: [Select]
// Decompiled by DJ v3.12.12.96 Copyright 2011 Atanas Neshkov  Date: 26.08.2022 11:03:28
// Home Page: http://members.fortunecity.com/neshkov/dj.html  http://www.neshkov.com/dj.html - Check often for new version!
// Decompiler options: fullnames
// Source File Name:   BombClusterInc_No16.java

package com.maddox.il2.objects.weapons;

import com.maddox.JGP.Point3d;
import com.maddox.JGP.Tuple3d;
import com.maddox.JGP.Vector3d;
import com.maddox.il2.ai.DifficultySettings;
import com.maddox.il2.ai.RangeRandom;
import com.maddox.il2.ai.World;
import com.maddox.il2.engine.Actor;
import com.maddox.il2.engine.ActorMesh;
import com.maddox.il2.engine.ActorPos;
import com.maddox.il2.engine.Config;
import com.maddox.il2.engine.Eff3DActor;
import com.maddox.il2.engine.Hook;
import com.maddox.il2.engine.Loc;
import com.maddox.il2.engine.Orient;
import com.maddox.rts.Property;
import com.maddox.rts.Time;
import com.maddox.sound.AudioStream;
import com.maddox.sound.SoundFX;
import com.maddox.sound.SoundPreset;

// Referenced classes of package com.maddox.il2.objects.weapons:
//            Bomb, , Fuze

public class BombClusterInc_No16 extends com.maddox.il2.objects.weapons.Bomb
{

    public BombClusterInc_No16()
    {
    }

    public void start()
    {
        super.start();
        charge = 0;
        setStartDelayedExplosion(true);
        if(super.fuze == null)
            t1 = com.maddox.rts.Time.current() + 1000L;
        else
        if(super.delayExplosion == 0.0F)
            t1 = com.maddox.rts.Time.current() + 200L;
        else
            t1 = com.maddox.rts.Time.current() + (long)(1000F * super.delayExplosion);
    }

    public void interpolateTick()
    {
        super.interpolateTick();
        if(t1 < com.maddox.rts.Time.current())
            doFireContaineds();
    }

    public void msgCollision(com.maddox.il2.engine.Actor actor, java.lang.String s, java.lang.String s1)
    {
        super.msgCollision(actor, s, s1);
        if(isArmed())
            doFireContaineds();
        else
            destroy();
    }

    private void ExplodeCharge(com.maddox.JGP.Point3d point3d)
    {
        if(!com.maddox.il2.engine.Config.isUSE_RENDER())
        {
            return;
        } else
        {
            o.set(0.0F, 0.0F, 0.0F);
            l.set(point3d, o);
            java.lang.String s = "effects/Explodes/Air/Zenitka/US_Frag/";
            FragChargeSound(point3d);
            float f = -1F;
            com.maddox.il2.engine.Eff3DActor.New(l, 1.0F, s + "Sparks.eff", f);
            com.maddox.il2.engine.Eff3DActor.New(l, 1.0F, s + "SparksP.eff", f);
            return;
        }
    }

    private void FragChargeSound(com.maddox.JGP.Point3d point3d)
    {
        com.maddox.sound.SoundPreset soundpreset = new SoundPreset("explode.bullet");
        com.maddox.sound.SoundFX soundfx = new SoundFX(soundpreset);
        soundfx.setPosition(point3d);
        soundfx.setUsrFlag(1);
        soundfx.play();
    }

    private void doFireContaineds()
    {
        charge++;
        if(charge < 2)
        {
            com.maddox.il2.engine.Actor actor = getOwner();
            if(!com.maddox.il2.engine.Actor.isValid(actor))
                return;
            com.maddox.JGP.Point3d point3d = new Point3d();
            com.maddox.il2.engine.Orient orient = new Orient();
            com.maddox.JGP.Vector3d vector3d = new Vector3d();
            com.maddox.JGP.Vector3d vector3d1 = new Vector3d();
            com.maddox.il2.engine.Loc loc = new Loc();
            com.maddox.il2.engine.Loc loc1 = new Loc(0.0D, 0.0D, 0.0D, 0.0F, 0.0F, 0.0F);
            super.pos.getCurrent(loc);
            findHook("_Spawn0" + charge).computePos(this, loc, loc1);
            getSpeed(vector3d1);
            for(int i = 0; i < 235; i++)
            {
                loc1.get(point3d, orient);
                orient.increment(com.maddox.il2.ai.World.Rnd().nextFloat(-90F, 90F), com.maddox.il2.ai.World.Rnd().nextFloat(45F, 135F), com.maddox.il2.ai.World.Rnd().nextFloat(0.0F, 0.0F));
                vector3d.set(1.0D, 0.0D, 0.0D);
                orient.transform(vector3d);
                vector3d.scale(com.maddox.il2.ai.World.Rnd().nextDouble(0.001D, 5.0000000000000027D));
                vector3d.add(vector3d1);
                com.maddox.il2.objects.weapons.Bomb4lbInc_AN_M50 Bomb4lbInc_AN_M50 = new Bomb4lbInc_AN_M50();
                ((com.maddox.il2.engine.Actor) (Bomb4lbInc_AN_M50)).pos.setUpdateEnable(true);
                ((com.maddox.il2.engine.Actor) (Bomb4lbInc_AN_M50)).pos.setAbs(point3d, orient);
                ((com.maddox.il2.engine.Actor) (Bomb4lbInc_AN_M50)).pos.reset();
                Bomb4lbInc_AN_M50.start();
                Bomb4lbInc_AN_M50.setOwner(actor, false, false, false);
                Bomb4lbInc_AN_M50.setSpeed(vector3d);
                if(com.maddox.il2.ai.World.cur().diffCur.BombFuzes)
                    try
                    {
                        Bomb4lbInc_AN_M50.setFuse((com.maddox.il2.objects.weapons.Fuze)com.maddox.il2.objects.weapons.Fuze_instant.class.newInstance());
                    }
                    catch(java.lang.InstantiationException instantiationexception)
                    {
                        instantiationexception.printStackTrace();
                    }
                    catch(java.lang.IllegalAccessException illegalaccessexception)
                    {
                        illegalaccessexception.printStackTrace();
                    }
                setMesh("3DO/Arms/ClusterInc_No16_MkII/Open2/mono.sim");
                drawing(true);
            }

        }
    }

    private long t1;
    private int charge;
    private static com.maddox.il2.engine.Loc l = new Loc();
    private static com.maddox.il2.engine.Orient o = new Orient();
    private float ttcurTM;

    static
    {
        java.lang.Class class1 = com.maddox.il2.objects.weapons.BombClusterInc_No16.class;
        com.maddox.rts.Property.set(class1, "mesh", "3DO/Arms/ClusterInc_No16_MkII/mono.sim");
        com.maddox.rts.Property.set(class1, "power", 0.0F);
        com.maddox.rts.Property.set(class1, "powerType", 0);
        com.maddox.rts.Property.set(class1, "kalibr", 0.45F);
        com.maddox.rts.Property.set(class1, "massa", 424F);
        com.maddox.rts.Property.set(class1, "sound", "weapon.bomb_std");
        com.maddox.rts.Property.set(class1, "fuze", ((java.lang.Object) (new java.lang.Object[] {
            com.maddox.il2.objects.weapons.Fuze_fragBundle.class
        })));
    }
}


AN/M with M-50 inlets, it is perfect for our Game.
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Dreamk

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #17 on: August 26, 2022, 04:56:40 AM »

British Clusters need the !Barometric Fuzes mod installed to be activated.
Anyway - as your mods are something I always enjoy, It gave me the energy needed to upload the updated British bomb pack that has slept in my drawers for so many months:
https://www.sas1946.com/main/index.php/topic,69393.0.html
It includes a bunch of British Pyrotechnics that you'll find handy.
You'll find also there a link for the Barometric fuzes mod.
Best regards
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Knochenlutscher

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #18 on: August 26, 2022, 07:50:29 AM »

Thanks alot DreamK for looking it up.
No hassle. Easy.
I'll look it up as soon as I have time.
Tricke, my 17y.o. cat is sick.
Have to care for her atm.

Best wishes
Tobias
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Knochenlutscher

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #19 on: August 29, 2022, 01:26:12 PM »

DreamK kicked me to make new "Piece" arrangement, historically correct.
Not that Bad, this Layout enables more eyecandy stuff.
1xCookie + 12x No.14 Cluster from 13/02/1945 Dresden Loadouts
Current Cookie, still needs fixing at position, it's not 100% centered.
Will fix this issue these Days.

The 1944/1945 Lancaster Layout Diagrams included a fixed Position for up to 4 TI Markers in front of Cookie,
at position 2nd row center.
These will be made too, as we now have fixed TIs, Markers and Flares.

Best wishes
Tobias
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Knochenlutscher

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #20 on: May 28, 2023, 12:29:35 AM »

Alright Gentlemen, I'm no Bomber Guy.
But as an Aviation Enthusiast I read a lot of Books on the
topic. From the beginning to WW2. USAAF, RAF developments.
Pathfinding, Radar Developments. Stuff like that.

Let me tell you about my findings, progress here.
I achieved a rearranged Loadout proposal for Lancaster, Mosquitos and others
based on Bomb Bay Diagrams and real Mission Loadouts

Lower output CBU would have been nice, the current Stirling CBU is sth.
I didn't adopted for reason. It's insanely ressource heavy and the single shot Salvo
a thing that is utterly contraproductive. We have least Carpet Bombing,
real Bombbay Hook Designs. Our Salvo code in coupling
produces crap drop pictures of long lines.
Such Single Salvo shots aid to this demise. I'm not jumping such.

I dunno if it's the 4lb Inc that is due to need a fix, I have no clue.
Can just attest, that this CBU is unuseable outside Player Only Missions.
Give me a strutter free 4lb Inc and we can talk about integration.
To ease things up, I would rather go for a Combo CBU, not adding hundreds of hooks,
but having a few CBUs that have a loaded and empty state, emmitt sth.
I know realism. But it's an old Game and this way just too much for the old Lady
and my hampered Eyes.

When I cleaned up the Files from potential trouble makers, I'll post the Experiment here.
This Thread will remain visible, but I'll get it locked. My work is done.

Best wishes
Tobias
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PO_MAK_249RIP

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #21 on: May 28, 2023, 08:06:15 AM »

Hope your cats ok? We have 16 and i can imagine how you feel
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Knochenlutscher

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #22 on: June 03, 2023, 12:08:39 AM »

Tricke is in heaven.
Charly was promised to come to me, then rewoked.

No cats atm.

Best wishes
Tobias
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Dreamk

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Re: RAF Bomber Command 2.0 for B.A.T.
« Reply #23 on: October 26, 2023, 12:59:51 PM »

Hi Tobias!
These are the meshes folders of British pyrotechnics - they are ready for the game, just need to add their java - for the flares, smoke and flash the java is ready (and if my memory is not failing me I have uploaded them some time ago on this forum). The TI (Target indicator) need their own java - not a complicated thing but a boring task as you have so many variations. Well if you want to try your hand at it, just tell em and I wll upload the meshes folders for you (I must check but I thionk that I have even made some of the TI javas, I will also upload them so you can go on)
1000lbTI_B16_Gn
1000lbTI_B16_Rd
1000lbTI_B16_Yw
1000lbTI_B22_Gn
1000lbTI_B22_Rd
1000lbTI_B22_Yw
1000lbTI_B29_Bl
1000lbTI_B29_Gn
1000lbTI_B29_Rd
1000lbTI_B29_Yw
1000lbTI_B2_Gn
1000lbTI_B2_Rd
1000lbTI_B2_Yw
100lbSmoke_MkI
120lbSmoke_MkI
15lbFlash_MkI
16lbMarker_MkI
1900lbGP_MkI
19lbFlash_MkI
19lbFlash_MkII
19lbMarker_MkII
21lbMarker_MkIII
250lbTI_No10_MkI_Gn
250lbTI_No10_MkI_Rd
250lbTI_No10_MkI_Yw
250lbTI_No11_MkI
250lbTI_No12_MkI_Gn
250lbTI_No12_MkI_Rd
250lbTI_No12_MkI_Yw
250lbTI_No13_MkI_Gn
250lbTI_No13_MkI_Rd
250lbTI_No13_MkI_Yw
250lbTI_No14_MkI_Gn
250lbTI_No14_MkI_Rd
250lbTI_No14_MkI_Yw
250lbTI_No18RG
250lbTI_No18RY
250lbTI_No18YG
250lbTI_No19_MkI
250lbTI_No1_MkIII_Wt
250lbTI_No1_MkI_Gn
250lbTI_No1_MkI_Rd
250lbTI_No1_MkI_Yw
250lbTI_No21_MkI
250lbTI_No27_MkIII
250lbTI_No5_MkI_Gn
250lbTI_No5_MkI_Rd
250lbTI_No5_MkI_Yw
250lbTI_No7
250lbTI_No8_MkI_Gn
250lbTI_No8_MkI_Rd
250lbTI_No8_MkI_Yw
250lbTI_No9_MkI_Gn
250lbTI_No9_MkI_Rd
250lbTI_No9_MkI_Yw
4000lbTI_PinkPansy_MkII
400lbSmokeCurtain_MkI
40lbFlash_MkI
4lbSmoke_MkI
4lbSmoke_MkII
500lbSmoke_MkI
500lbSmoke_MkIB
500lbSmoke_MkII
67lbFlash_MkI
ClusterFlare_4_5in_Triple
ClusterFlare_5_5in_Triple
ClusterFlare_No1
ClusterFlare_No2
ClusterFlare_No3_MkI
ClusterSmoke_No6_MkI
FlameFloat_Message_MkI
FlameFloat_MkII
FlameFloat_No3_MkI
Flare_4in_AS_MkII
Flare_5_5in_MkI
Flare_5_5in_MkII
Flare_7in_MkI
Flare_MkI
Flare_MkIV
Flare_MkI_Or
Flare_MkI_Yw
Flare_MkV
Flare_Skymarker_MkI
SeaMarker_MkIII
SmokeFloat_No1_MkI
SmokeFloat_No1_MkIV
SmokeFloat_No2_MkI
SmokeFloat_No2_MkII
TargetFlare_MkI_Gn
TargetFlare_MkI_GR
TargetFlare_MkI_GY
TargetFlare_MkI_Rd
TargetFlare_MkI_RG
TargetFlare_MkI_RY
TargetFlare_MkI_Yw

Best Regards
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