Markindel Posted May 21, 2016 Author Posted May 21, 2016 Thanks Stonehouse, I used your B29. lua. I just changed a few details to fit the B17.
Veteran66 Posted May 21, 2016 Posted May 21, 2016 look very nice (when it is ready for testing) with the B29 i have a problem with more like one Airplanes in group, i set 4 and in game are only 1. This is bad for lager formations, can you fix this? So i hope 4 or more planes groups with the B17 :) German WW2 Radio calls Mod: https://www.digitalcombatsimulator.com/en/files/2161798/
Stonehouse Posted May 21, 2016 Posted May 21, 2016 That is currently limit of DCS which I am sure they will look at changing to suit WW2 bombers. Pretty much larger aircraft are limited groups of one or two depending on what they are.
Stonehouse Posted May 21, 2016 Posted May 21, 2016 No worries Markindel glad to help. Thanks Stonehouse, I used your B29. lua. I just changed a few details to fit the B17.
Markindel Posted May 23, 2016 Author Posted May 23, 2016 (edited) Wing left Wing right Edited May 23, 2016 by Markindel
Stonehouse Posted May 24, 2016 Posted May 24, 2016 That looks great. I can see that all that practice on damage modelling for your ships has flow on benefits.
Markindel Posted May 24, 2016 Author Posted May 24, 2016 Test version of the B17G. I'm not particularly pleased, there are several problems that I could not solve. For example, the damage does not appear on the fuselage. I am sure that the error in the lua files. I used the 39 argumet usually used to run the driver's head to simulate the rotation of the dorsal turret. I used the argument 0, to indent the ventral turret landing. Let me know what you think. http://www.mediafire.com/download/4v46snmg6iqsb6c/Boeing_B17.zip
Stonehouse Posted May 24, 2016 Posted May 24, 2016 Will download it and have a look this evening when I get home from work. Thanks, Stonehouse
Veteran66 Posted May 25, 2016 Posted May 25, 2016 thx for your work :) German WW2 Radio calls Mod: https://www.digitalcombatsimulator.com/en/files/2161798/
Markindel Posted May 25, 2016 Author Posted May 25, 2016 Hi Stonehouse. The lua files that I have used is that of B29DOL. I only changed the sections Damage. I'm not very good with the lua files. If you can, and if you like, you may give a controlled?
Stonehouse Posted May 25, 2016 Posted May 25, 2016 I'll look over the other stuff higher up to try to make it match a B17G more closely. It will probably take a few days though to dig out the references and stuff. I was trying to look through \DCS World\Scripts\Aircrafts\_Common\Damage.lua this evening to see if I can spot anything to help with your fuselage damage problem but nothing so far. Will keep looking though after I've looked at the other stuff in B17G.lua. Cheers, Stonehouse
Самсонов Posted May 25, 2016 Posted May 25, 2016 Test version of the B17G. I'm not particularly pleased, there are several problems that I could not solve. For example, the damage does not appear on the fuselage. I am sure that the error in the lua files. I used the 39 argumet usually used to run the driver's head to simulate the rotation of the dorsal turret. I used the argument 0, to indent the ventral turret landing. Let me know what you think. http://www.mediafire.com/download/4v46snmg6iqsb6c/Boeing_B17.zip arg-114 ?
Markindel Posted May 25, 2016 Author Posted May 25, 2016 (edited) arg-114 ? Only AI, no cockpit. Edited May 25, 2016 by Markindel
Markindel Posted May 25, 2016 Author Posted May 25, 2016 Does it has gunners? Yes. Yes, thanks to the excellent lua files of Stonehouse.
Stonehouse Posted May 25, 2016 Posted May 25, 2016 Well the lua is DOLs really, I just changed and added a few things for my own interest and use.
Esac_mirmidon Posted May 25, 2016 Posted May 25, 2016 It works as intended. The only problem and this is DCS side is that if you engage the B-17 its going to break the formation and evade instead of keeping the formation. And the Advance waypoint actions doesn´t work for stay in formation. The only way to make it fly in formation is using Nothing as role in the mission editor but in this case the B-17 didn´t shoot. " You must think in russian.." [sIGPIC][/sIGPIC] Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´ Hotas Rhino X-55-MFG Crosswind Rudder Pedals -Track IR 4
QJW Posted May 26, 2016 Posted May 26, 2016 This has gone from an interesting thread to one of the best and now a personal favorite of mine. Excellent work on everything you have done here dude!
Stonehouse Posted May 26, 2016 Posted May 26, 2016 (edited) fyi - done quite a bit of the aircraft performance value updates to match a B17G and updated the bomb load to be correctly 12 500lb bombs 6 per rack. Found a correction in the B29 values too which was nice. Edit - and just got 6 1000lbs bombs 3 per rack added as an alternate bombload. I'm going to have to look at the B29 and add some more choices and see if I can sort out an incendiary load out too. Edit 2 - nope no incendiaries available. Edited May 26, 2016 by Stonehouse
Stonehouse Posted May 27, 2016 Posted May 27, 2016 Hi Markindel, I'm looking at the crew and guns set up in the lua and was trying to check back against the model in the model viewer to ensure that the crew positions and muzzle positions seem ok. I noticed that there are only 6 gun points in the connectors list and while I don't know the modelling side at all really it seems that the waist and ball turret guns don't have a gun point for each 50cal and I think it needs to have a gun point connector for the lua to assign a gun mount to the location. Have I misunderstood how it works?
Markindel Posted May 27, 2016 Author Posted May 27, 2016 Hi Stonehouse, to tell you the truth I do not know exactly. Usually just put a connector, for example, as in the Macchi 205 Greyhound - watch the Macchi205Veltro.lua file in "Gun =" section. In this way, however, the machine gun shoots forward only. In the bombers that have to shoot in different directions the "Guns" section seems not to need the connector positioned in the 3D model. I, in any case B17G I put the connector in the 3d model. I think that just change the entry values "muzzle_pos =" to match the values with the mitragliatrine position in the 3D model.
Stonehouse Posted May 27, 2016 Posted May 27, 2016 Ok will do but I have a feeling you won't see any gunfire from the waist or ball turret without the gun points. I'm having a few hassles with bombs at present and for some reason - might be DCS or might be my changes to the lua - it's only dropping two bombs at a time even though I specify ALL on the bombing waypoint action. The plane circles around dropping a pair of bombs each pass rather than the lot in one go. I'll keep going on it over the weekend in between moving and stacking a couple of tonnes of firewood and some other winter tasks. Hopefully give you an lua file my Sunday/Monday evening.
Markindel Posted May 28, 2016 Author Posted May 28, 2016 Finally! I understand why not appear the damage in the fuselage B17G. I did some tests with a PBY5-Catalina. As soon as I can I will release a new version of the B17G. no damage with little damage, first level with a lot of damage, second level. Consider, that this work should be done for every single part of a plane.
Veteran66 Posted May 28, 2016 Posted May 28, 2016 Great work! You plan to make a P47 or P38 KI Mod? :) German WW2 Radio calls Mod: https://www.digitalcombatsimulator.com/en/files/2161798/
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