Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2   Go Down

Author Topic: He-111H6 as attack aircraft, X-7 and X-4 launch platform, homing AGMs, RATO  (Read 4173 times)

0 Members and 1 Guest are viewing this topic.

Twister

  • Modder
  • member
  • Offline Offline
  • Posts: 297



This mod featured He-111 H6 as ground attack plane and X-4 launch platform, not just level bomber.
AI enabled to use new features. With new weapon configuration and some twisted tricks, AI will strafe ground targets with forward turret, launch X-7 AGM at ground targets in guided mode, launch X-4 at airborne targets and agressively pursuit them with gunfire.

Mod expands default weapon set with new weapon configurations, for example:

4x Luftmarkierungskorpers (paraflares) or "Christbaums" (Christmas trees)


2x LT.1B4 "Pfau" torpedoes - experimental acoustic anti-ship torpedo, slightly slower than standart LT.F5b, but it homing to closest naval surface target (hostile or friendly) from range about of half-kilometer. If it misses target, it goes to another run.

2x Ruhrstahl X-4


May be it looks strange, but front turret trigger is under pilot control, although gunner still aiming turret gun (and even firing with bombing loadouts). This trick makes AI "think", that it has forward fixed weapon and enables to perform air combat maneuvers (ACM) with anti-air & ground attack loadouts.

RATO implemented to facilitate climb to barrage altitude.


2x X-7 "Rotkäppchen", is a air-to-ground (AGM) version of X-4 missile.
In this mod AGMs was maded mainly to enable AI using it in guided mode, not just as direct fire rockets. All naval and ground targets will be targeted, except buildings, bridges and personnel.
Same trick with front turret, as in 2x Ruhrstahl X-4 configuration, to enable AI strafing ground targets with turret gun.
Typical AI low-altitude ground attack


AI using X-7 in guided mode


2x X-7 "Steinbock" - IR-guided AGM is targeted by padlock or line of sight direction (LOS). LOS targeting working either for inside(cockpit) or outside views. AGM will steer yourself to illuminated target, target can be changed anytime by switching padlock target or by just changing LOS.
Missile can be launched preliminarily. No IFF check performed for ground targets, so check your fire.
If friendlies accidentaly comes under your fire, Steinbock missile can be terminated in mid-air by using any X-4 control (bombsight keys).
Same trick with front turret, as in 2x Ruhrstahl X-4 configuration, to enable AI strafing ground targets with turret gun.

2x PC 1000 RS "Paul"
This configuration will appear in weapons list, if U have Zorin's weapon mod installed. Credits to Zorin for PC 1000RS rocket bombs. Both missiles is under pilot control (missile key). Same trick with front turret.



If Zorin's weapon mod, including SB 1000, is installed, 2x SB 1000 configuration will appear in weapons list. Credits to Zorin for SB 1000 bomb.

List of additional loadouts:

4x Luftmarkierungskorpers (paraflares or "Christbaums") [rocket key]
2x AB 1000
2x AB 1000 + 2x "christbaums" [christbaums on rocket key]
2x SC 1800 "Satan"
2x SC 1800 + 2x "christbaums"
SC 2500 "Der Kleine Max"
SC 2500 "Max" + 2x "christbaums"
2x LT.1B4 "Pfau" torpedos  [one on rocket key, second on bomb key]
2x Ruhrstahl X-4
2x Ruhrstahl X-7 "Rotkappchen"
2x Ruhrstahl X-7 "Steinbock"
2x X-7 "Rotkappchen" + PC 1000 RS  [X-7 on bomb key]
2x X-7 "Steinbock" + PC 1000 RS        [X-7 on bomb key]
2x PC 1000 RS "Paul"
3x PC 1000 RS "Paul"
2x SB 1000
2x SB 1000 + 2x "christbaums"

Heavy bombing configuratons equipped with pair of Starthilfe 109-500 RATO units to facilitate take-off.

AI update ------------------------------------------------------------------------------------

Both guided X-4 now is under pilot control (rocket key). Also, now AI can use X-4 against fighters.
AI can attack enemy bombers on its own, but to make it attack fighters U have to issue direct order.
General AI control over X-series missiles in air-to-ground mode also improved and depending on AI skill.
Credits to Storebror for the idea how to make AI launch missiles in AC class.

Download links: http://www.filefront.com/17501109/He-111H6_attack.rar            [requred]
                      http://www.mediafire.com/file/gjbtobpwbxtvr2b/RocketXseries.rar [recommended]
Overwrite, if prompted.

Viel Glück !
Logged

SAS~crazyflak

  • Big Mouth
  • SAS Team
  • member
  • Online Online
  • Posts: 3196
  • We aaall live in a modding submarine, modding...

Very cool!!  8)  Thank you!  :)
Logged

Mad026

  • member
  • Offline Offline
  • Posts: 100

works for me, great mod, the MG is a little bit strange for me, and when I activated it that MG appears on the He-111 H16,H20,H21 modded aircrafts! :D

I think an outer Mg gunpod would be better as a separate loadout. ;)
Logged

StrykVladzimsky

  • member
  • Offline Offline
  • Posts: 256
  • Airship Pirate

Where can I get Zorin's weapons mod as a manual install?
Logged

panzer1b

  • Modder
  • member
  • Offline Offline
  • Posts: 64

wow, thx for great mod, now thet i got my net working again i am back to il2 modding
Logged

panzer1b

  • Modder
  • member
  • Offline Offline
  • Posts: 64

gun turret is cool too, i like it being both ai and controlled, but trigger fires it (finally no more idle front gunners (they track very well but i have never seen it really fire when it should
Logged

SAS~Malone

  • Nostradamus de Torquemada
  • Editor
  • member
  • Offline Offline
  • Posts: 4339
  • Be Pure! Be Vigilant! BeHave!!

nice one, Twister! thanks mate  ;D 8)
Logged

making153

  • CMON U SPURS!
  • member
  • Offline Offline
  • Posts: 412

Hi,

I use UP2.01 - do I just drop these folders into the MODS folder ??
Logged

rockcoons

  • member
  • Offline Offline
  • Posts: 8
Nice work
« Reply #8 on: July 04, 2010, 07:40:50 PM »

Nice work on this, although the link doesn't seem to be working for me.  :(
Logged

SAS~crazyflak

  • Big Mouth
  • SAS Team
  • member
  • Online Online
  • Posts: 3196
  • We aaall live in a modding submarine, modding...

Please, Twister, there is a request for you here http://www.sas1946.com/main/index.php/topic,6954.0.html   ;)
Logged

Twister

  • Modder
  • member
  • Offline Offline
  • Posts: 297
UPDATE: homing torpedoes, paraflares, AI fix
« Reply #10 on: October 02, 2010, 08:28:00 AM »

Weapon configurations list extended again.

Among other things, paraflares added to some loadouts, but it's not recommended for AI use (as it sees in the dark quite well enough).
While AI acts in ground attacks almost perfectly with other new weapon configurations, there is some issue with paraflares. AI performs strange patterns in air, before deploys weapon at last.

Experimental acoustic homing LT.1B4 "Pfau" torpedo added to loadout list.
This is anti-ship torpedo, slightly slower than standart LT.F5b, but it homing to closest naval surface target (hostile or friendly) from range about of half-kilometer. If it misses target, it goes to another run.

Also, important part of this update is a AI fix, improving AI handling of guided missiles, especially in air-to-ground role.
Now AI can attack exactly that ground or naval target it "want", as it have direct control over missile; commit ground attack with X-4 AAM in guided mode; in some cases it will turn missile back to another run, if it missed target.
General AI control over X-series missiles in air-to-ground mode also improved and depending on AI skill.
In air-to-air mode AI will attack enemy bombers on its own, but to make it attack fighters U have to issue direct order.

Changes for X-7: If friendlies accidentaly comes under your fire, X-7 Steinbock IR-guided missile can be terminated in mid-air by using any X-4 control (bombsight keys). Homing X-7 was removed from loadouts list, as unappropriate to this time period.

Enjoy !
Logged

mati140

  • member
  • Offline Offline
  • Posts: 277

Holy cow, H-O-M-I-N-G  T-O-R-P-E-D-O-E-S !!!!!!!!!! Next barrier passed. Now we need plugin which will make Mk 34 homing.
Logged
Pages: [1] 2   Go Up