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Author Topic: Tu-4 "Superfortresski" and KJ-1  (Read 5294 times)

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ANDYTOTHED

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Re: Tu-4 "Superfortresski" and KJ-1
« Reply #12 on: September 07, 2011, 10:32:08 AM »

better yet where to download?
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BT~MilanTarik

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Re: Tu-4 "Superfortresski" and KJ-1
« Reply #13 on: September 08, 2011, 12:56:52 AM »

Hey dude these planes r awesome. But, how do you get to the radar screen?

I guess like to bombsight, because it kind of replaces it...
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benitomuso

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Re: Tu-4 "Superfortresski" and KJ-1
« Reply #14 on: September 08, 2011, 07:13:07 AM »

Hey dude these planes r awesome. But, how do you get to the radar screen?

I guess like to bombsight, because it kind of replaces it...

  No, the radar doesn't replace the bombsight. It appears as another cockpit between the bombsight and the first gunner. So the order becomes: pilot, bombardier, radar operator, gunner 1, gunner 2...

  The most probable is that a pack containing Tu-4, KJ-1 and B-29 with radar will be released as a side dish to the JetWar 1956 V1.2.

  Regards,
                  Pablo
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benitomuso

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Re: Tu-4 "Superfortresski" and KJ-1
« Reply #15 on: January 03, 2012, 05:06:35 AM »

This is the continuation of some discusssion started around the future DBW1.7 when some of the issues in the current B-29 and Tu-4 started to be reviewed:

Quote
Crazyflak,
                     as far as I know the crew members are not counted from Pilot meshes which are not necessarely visible and then they don't necessarely exist. I consider that the hooks referred by Birdman are a good reference for the bailout and probably the most relevant thing. But it would be very strange to have to set never-visible pilots inside the plane. Perhaps for properly damage they are necessary, to receive the notification of whom got injured, etc.

  Regarding the wrong current "frontal gunner" I still don't know if the bombardier could manage the frontal turret, because for sure he should have been the best one to do that. If so, we should move it to a cockpit in the nose, as many others have implemented (like the B-17G let's say). But for sure we should remove the head which is viewable in the first bubble in the external 3D. it doesn't correspond at all.

  To don't mess up everything and overload this DBW 1.7 thread, I invite you interested to continue the big-birds discussion in another thread I created some time ago and that I have updated with some new info:


  Thanks. Regards,
                                         Pablo

New pics:


  So I mapped it as the 3rd cockpit position after the pilot and the bombardier, and before the gunners.












Problems:

-The frontal gunner with his head in the first bubble of the B-29 and Tu-4 is wrong. There wasn't any frontal gunner there. I confirmed that there was a gunner control in top of the Norden bombsight in the nose. We should move it there as in the B-17G.
-The second bubble (top one close to the vertical stabilizer) had a 360° seat that made him able to shut to eventually everything. Crazyflak stated that a cockpit using two weapon triggers cannot be implemented, but I think that something weir but functional can be implemented, as establishing two cockpit classes that switch automatically between them in the frontal 180° or the rear 180°, so different triggers will be used in each case.
-I still don't understand what kind or priority used the "Analog computer" to manage the turrets. Because it seems that they were not directly linked: I mean the gunners didn't control "their turrets", they controlled "the one most suitable in any case". How can we implement this?

Regards,
                      Pablo
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benitomuso

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Re: Tu-4 "Superfortresski" and KJ-1
« Reply #16 on: January 03, 2012, 05:20:21 AM »

CF, I posted upper your post some interesting info I found. It is an interesting problem to solve the functioning of everything related to shooting in these planes.
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