Special Aircraft Service
Individual Mod Downloads for IL-2 1946 => Aircraft => Jets => Topic started by: Twister on May 04, 2010, 07:48:04 AM
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This is a mod, making V-1 available as regular non-flyable AC in the game, and adding V-4 piloted version.
FM & DM tweaks was done in attempt to make it technicaly correct, some effects added, like rotating odometer fan and engine exhaust.
(http://www.sas1946.com/images/imageshit/img90/891/grab0005.jpg)
(http://www.sas1946.com/images/imageshit/dead/dead.gif)
Craft may be useful as suicide bomber (kamikaze) and as flying target.
As V-1 is unmanned, it cannot launch itself, so U have to designate strike point with no specific target for carrier aircraft.
No sense to set strike point for V-1. V-1 executes 45-degree dive upon reaching its final waypoint, whatever it designated as strike point or not. I'm not recommend to set a specific target for V-1, as it will running circles around, trying to hit. If target will be dectroyed prior V-1 arrival, it will just running circles around, or will try to RTB with disastrous consequences 8)
(http://www.sas1946.com/images/imageshit/img197/3610/grab0111.jpg)
V-1 features:
- craft will detonate on any contact with ground or water, so possible mission start options is follows -
air start, air start with carrier (He-111H2, for ex.), ground runway start with the carrier;
- steep dives causes craft engine to stall (simulates early version of V-1);
- speed rises with fuel exhausting.
V-1 limitations:
- craft has no trottle control (only engine starting & shutting is possible);
- craft has limited roll control to simulate gyro override in overturn
(historical prototype was not having roll control at all, but I was forced to implement it,
since the AI proved not to be able to maintain course to waypoint without some roll control);
- due to limitations listed above, formation flying is difficult, so I recommend to send V-1's on mission as separate flights, however, formation flying is possible.
V-4 behaves itself as regular piloted AC, so U have to set its final waypoint as strike point to make craft to commit kamikaze attack.
FM slightlly differs from V-1 through larger tailplane & rudder, and having full roll control. Formation flying possible.
Note: with "none" loadout, craft has no warhead, just ballast. Good for training ;)
(http://img26.mediafire.com/9338c5bed4e0e8f6f540ab22781d94dbd280885e324887951bcf8631f5df42735g.jpg)
Credits for exterior 3D model to Red_Fox90
(http://www.sas1946.com/images/imageshit/img834/6114/grab0169.jpg)
Credits for interior cockpit 3D to TT
Links to download:
old 4.09 version http://www.filefront.com/17748911/Fi-103_110104.rar (also posted on AAS)
4.10 version : http://www.mediafire.com/?gtt2chg9mwlewp9 (link by Gumpy)
carrier He-111H-2 http://www.gamefront.com/files/20767778/He_111H2_carrier_rar
new link in the attachment at the end of this post.
To install Fi-103 mod unpack the Fi_103_110911 RAR file to your IL-2 directory, then add this lines:
Fi-103_V1 air.FI_103_V1 2 NOINFO g01 SUMMER
Fi-103R-IV air.FI_103RIV 2 NOINFO g01 SUMMER
to your air.ini file, located, probably in \MODS\STD\com\maddox\il2\objects folder inside your IL-2 directory
((!) Don't forget to delete this line, if you decide to remove the mod).
and this lines (optional):
Fi-103_V1 Fiesler Fi-103 V-1, 1942
Fi-103R-IV Fiesler Fi-103 R-IV V-4, 1944
to your plane_ru.properties file, located, probably in \files\i18n\ folder inside your IL-2 directory.
To install carrier sub-mod unpack He_111H2_carrier RAR file to mods directory.
Here http://www.sas1946.com/main/index.php/topic,12546.0.html U can find a similar mod, but with aditional weapon loadouts.
He-111Z also can serve as carrier for pair of Fi-103's with this mod: http://www.sas1946.com/main/index.php/topic,12325.0.html
Three sample missions, demonstrating air launch and Fi-103 kamikaze attack, can be found in Single Missions > Germany > V-1 and V-4 (don't judge too harsh, it's my first two FMB missions).
Have a fun !
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I also understand that a project to carry the V-1 on top of an Ar-234 was also designed; I don't know if it ever flew.
A He-111 carrier is much more preferable than a Betty... Good luck!
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Nice mod, thank you! :)
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:) Thank you... but... I have an error :
Weapon set "default" not registered in air.FI_103_V1 :(
(UP2.01 - buttons 5.4)
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hi
I tested it, It's nice to see that flying bomb in this game, because I think this plane is one of the II. World War's icons!!
it works for me with UP2.0 , but the plane hasn't got smoke trail like every jet aircraft, and in QMB they don't attack the target, they just fly above the target like a plane with no guns,
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This was fun trying to shoot it down or useing my wing to flip it. Thank You
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How come after installed it in qmb i get a v-2 flying bomb instead of the v-1!!!! this is weird indeed!
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:) Thank you... but... I have an error :
Weapon set "default" not registered in air.FI_103_V1 :(
(UP2.01 - buttons 5.4)
Shame, having same result. Perhaps, it was not so good idea to not mading "default" weapon loadout for AC. But this issue is not fatal.
Simlpe way to overcome it is just to open the page of object properties there weapon loadout is. Now FMB sets displayed loadout for the craft ("warhead").
Otherwise, it sets "default", and mission not loading. This is my bug, or FMB, or both, as U like.
Don't forget to save your mission afterwards.
I tested it, It's nice to see that flying bomb in this game, because I think this plane is one of the II. World War's icons!!
it works for me with UP2.0 , but the plane hasn't got smoke trail like every jet aircraft, and in QMB they don't attack the target, they just fly above the target like a plane with no guns,
To make AI to commit suicide attack strike point has to be final point of the route.
By the way, V-1 supposed to have smoke trail really? I'm not sure.
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v-2 rocket!!!!
OMFG! Can U post a some pictures?
I suspect, there is V-2 3D model under same name.
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To make AI to commit suicide attack strike point has to be final point of the route.
By the way, V-1 supposed to have smoke trail really? I'm not sure.
[/quote]
When the japanese flying bomb is AI, they attack the targets in QMB, I think the V1 should work like this, and you are right about the smoke trail.
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Could you please again explain how to overcome this bug. I don't understand what to do. I have newest buttons file.
Weapon set "default" not registered in air.FI_103_V1
Ok.I found out myself...it works by changing default to warhead in de misionfile itself.
Still..The V-1 is not following waypoints. I can not making him attack anything.....he just makes strange acrobatics...
Thanxs for this nice mod..:-)
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I get the same error, The properties only has warhead in the weapons listing but still gives the same error. I know things take time so I'll keep checking for this to be fixed because this is a cool ass mod. ;D
Thanks for your hard work. 8)
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I just had a brilliant idea!
Lets make another V-1 and Later a V-2 and make them be controlled like the X-4 Missile! That way we have control!
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ya-haha....sounds like you're a control freak, 606.... ;D 8)
a control freak who loves big explosions, at that...dangerous combo! :D
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THX, germanluftwaffe606, there is food for thought.
I'm also found V-2 in game as objects 428 (V-2 on railroad car) and 429 (vertical).
Meanwhile, I'm fixed FMB issue and maked Fi-103 piloted modification, simulating R-IV version. 3D model still the same yet (just nose fan removed) but now it have interior cockpit. FM slightlly differs from V-1 through larger tailplane & rudder, and having full roll control. Formation flying possible.
Link updated.
To install remove Fi-103_V1 folder in MODS directory and unpack the new RAR file in your IL-2 directory.
Then add this line:
Fi-103R-IV air.FI_103RIV 2 NOINFO g01 SUMMER
to your air.ini file, and and this line (optional):
Fi-103R-IV Fiesler Fi-103 R-IV V-4, 1944
to your plane_ru.properties file.
Now U in control.
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Wicked... Thank's! 8)
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By the way, V-1 supposed to have smoke trail really? I'm not sure.
Judging from WWII footages, you're right, it made a lot of smoke at launch but no smoke (or very little quantity) in flight:
V-1 flying bomb (http://www.youtube.com/watch?v=oAIZ_NL8boA&feature=player_embedded#)
V-1 flying bomb (Aug 1944) (http://www.youtube.com/watch?v=LEhWYqaX5gE&feature=player_embedded#)
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I have the same shardana.
(http://i632.photobucket.com/albums/uu48/Bombsaway_67/IL2fb2010-05-0615-37-49-63.jpg)
EDIT: I found it. The V-2 mod in your mods folder. Remove it and you'll have the V-1
(http://i632.photobucket.com/albums/uu48/Bombsaway_67/IL2fb2010-05-0616-25-47-94.jpg)
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Hi...Mod maker...
I have great fun every evening playing this game. Thaxs to you and others. Have a responsible work to do at daytime, but at the evening I am at my own fantasy world. Germans delevering V-1 technology to the Japanese. I think some device targeting large amouts of steel by their magnetic responce could be developed in that period. So...V-1 launched from Betty's about 200 km from the American fleet would find their targets. So..despite the very bad economic situation...Japan could beat off the Americans in 1944/1945. I like researching alternate scenario's just for fun. What if the atom bomb hat failed? The outcome of war is sure.... (Americans win) but ther are much oppertunities to alter the battle.
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Judging from WWII footages, you're right, it made a lot of smoke at launch but no smoke (or very little quantity) in flight
THX for posting these interesting and useful historical videos. Looks like smoke produced bu catapult, some dust lifted in air by engine exhaust.
Hi...Mod maker...
I have great fun every evening playing this game. Thaxs to you and others. Have a responsible work to do at daytime, but at the evening I am at my own fantasy world. Germans delevering V-1 technology to the Japanese. I think some device targeting large amouts of steel by their magnetic responce could be developed in that period. So...V-1 launched from Betty's about 200 km from the American fleet would find their targets. So..despite the very bad economic situation...Japan could beat off the Americans in 1944/1945. I like researching alternate scenario's just for fun. What if the atom bomb hat failed? The outcome of war is sure.... (Americans win) but ther are much oppertunities to alter the battle.
This thing called radar.
But it cannot be maded miniaturized and automatized enough to operate on board unmanned missile at these times.
About nukes, despite it's power, this is not so advanced thing, as many people thinks.
If there was a need and sufficient faith in possibility of creating such thing, it could have been maded already in twenties. Given the situation and the level of thinking, full-scale deployment would be an option (considering the means of delivery, of course). So, WWII could begin with the nuclear strikes. But God saved us, and WWII just finishes by it.
... Great fun except you have to hit the object before anything id destroyed so you can't fly into ground because nothing will be destroyed, you have to fly it into the object.
I didn't even expect any troubles in this part, will try fix it.
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the fi-103 had a small cockpit. Its role was similar to the ohka
not quite true, the first Fi-103 had severe problems with stabilizing so the plan was to put a pilot in to evaluate the problem in test flights which could not be solved from ground observation alone. Hanna Reitsch was among the test pilots. landing was done skidding along a sandy beach.
I even believe threre is a movie about this project.
It was no suicide bombe for Germany.
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not quite true, the first Fi-103 had severe problems with stabilizing so the plan was to put a pilot in to evaluate the problem in test flights which could not be solved from ground observation alone. Hanna Reitsch was among the test pilots. landing was done skidding along a sandy beach.
I even believe threre is a movie about this project.
It was no suicide bombe for Germany.
The movie is on youtube but it is in french or something.
http://en.wikipedia.org/wiki/Fieseler_Fi_103R_(Reichenberg) (http://en.wikipedia.org/wiki/Fieseler_Fi_103R_(Reichenberg))
They didn't put a pilot in to test problems it was an actual suicide bomb unless the pilot managed to Bail out.
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nope, sorry, I am afraid you wikilink shows how inconclusive Wiki can be. your Wiki links states that there was suicide attemt but german wiki on the Reichenberg device says the exact opposite.... go figure with Wiki.
My information comes partly from Hanna Reitsch personal book memories (reitsch actually at one point was favouring suicide missions genereally!). There and other places it is sayd that the original reason for the was flight testing. Well, somone in the very late stages may have had an idea, like with the Bachem Natter, to use it as an "interceptor" of some sort...
Also the article refers to "KG-200" which has so many popular myths around them that I always hesitate when that unit is used as reference... not much is really documented fact on that unit.
The only known, documented and ordered suicide missions where flown against the russian bridgeheads in fron of Berlin and the Oder bridges with regular machines.
As far as eye witnesses go (there just last week was a Documentary on german TV with a surviving pilot) only one mission was flown at all. Not all pilots obeyed the command.
others may know more.
but the simple statement "inteded use like the Ohka" doesn't hit the nail quite right.
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Hello again.
... Great fun except you have to hit the object before anything id destroyed so you can't fly into ground because nothing will be destroyed, you have to fly it into the object.
Thanks to watchfulness of germanluftwaffe606, bug with shockwave destruction zone was found and fixed.
Now U can just hit ground and cause mass-destruction. Also some minor bugs fixed. Main link updated.
By the way, can someone tell, what was like effect of V-1 explosion in real life, poppet like, or mushroom, or just as big explosion ?
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Test flight proves, there is no need for special AI or AC tweaks to make it commit kamikaze attacks.
Also, updated version of Fi-103 is ready, featuring warhead, powerful enough to take out warship with one or two hits, is ready.
Highly recommended for second sample mission. Have fun!
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Want my Fi-103R model? It's not perfect, but better than a normal V-1.
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Want my Fi-103R model? It's not perfect, but better than a normal V-1.
Interesting. Can U show it?
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(http://www.sas1946.com/images/imageshit/dead/dead.gif)
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Wow nice update slow,I wonder if someone can make a mod for attaching the v1 bomb to he-111 (http://www.sas1946.com/images/imageshit/dead/dead.gif) (http://www.sas1946.com/images/imageshit/dead/dead.gif)
!S crazty
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(http://www.sas1946.com/images/imageshit/dead/dead.gif)
At least it has cockpit with pilot. It is definitely better to have this, than default Fi-103 model.
I would be appreciated, if you tell me, where I can get it.
Wow nice update slow,I wonder if someone can make a mod for attaching the v1 bomb to he-111
If only someone would put "_Dockport" in proper place of He-111H2 model, I would spend evening making classwork ::)
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Have you got MSN? I can btw place a hook in He-111H-2, if you want it. You tell me the place and direction, I put it there.
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If I would knew the exact position, I could be able, probably, do it by my self.
Let's start with Fi-103R model.
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G'day Twister, I have been making a mission for dogfight online and using these V-1's.
When i test the mission on my PC it works ok but when i fire it up online and have people join the V-1's just seem to disappear except one that has crashed on the ground nowhere near it's spawning point.
I have UP2.01 and air started them at 2600m and 400kph.
Any idea why?
I limited them to 30% fuel and they ran out of fuel right over London docks as planned at 1800m but then they just spiral down as if they are looking for somwhere to land and then just crash. This works ok but it would be good to see them dive down and blow up, any idea's on that as well?
Thanks for you efforts on creating this.
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When i test the mission on my PC it works ok but when i fire it up online and have people join the V-1's just seem to disappear except one that has crashed on the ground nowhere near it's spawning point.
I have UP2.01 and air started them at 2600m and 400kph.
Any idea why?
Is joined players having Fi-103 mod ? V-1 disappears on your PC or other players PC ? Exactly in which moment ?
I limited them to 30% fuel and they ran out of fuel right over London docks as planned at 1800m but then they just spiral down as if they are looking for somwhere to land and then just crash. This works ok but it would be good to see them dive down and blow up, any idea's on that as well?
This is really worth idea. Probably, I have to make V-1 behavior more realistic.
Maybe, not switching AI totally off, but detecting last waypoint or zero-fuel an make it to dive.
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Is joined players having Fi-103 mod ? V-1 disappears on your PC or other players PC ? Exactly in which moment ?
This is really worth idea. Probably, I have to make V-1 behavior more realistic.
Maybe, not switching AI totally off, but detecting last waypoint or zero-fuel an make it to dive.
Hi Twister,
Yes all parties have the Fi-103 mod and the V1's dissappered on everyone's pc as soon as the mission started. I had them spawning at the beginning of the mission. The same thing happened to everyone. I host the game on a seperate pc and join it myself from my flying pc but I can't remember now if it happened on the host computer as well or not. I have deleted the mission since then.
It would be good if you can change the behavior. Another thing to think about is if you chose a flight of 4 in one flight/way point set up, the other 3 fly all over the place like wingmen do rather than straight and level like the lead. This however is easy to get around by creating each V1 flight individually.
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THX for info. I will see, what I can do.
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I think Slow should post his mod with external cockpit :D
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It would be cool if we could control a rail launch for this bird, i tried to start from a ground start but it destroys itself as soon as the game loads.
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Hi, is there another link to Twister's mod or piloted version above. The link is broken.
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G'day!
Unfortunately, The V1s refuse to work for me, 1946 just crashes at 60% loading, I've disabled it by putting // in front of them, is there anyway to make them work?
Cheers! :)
Jake.
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Outlaw, i think this has been mentioned to you before, but there was no feedback from you, so i don't know what you've done in the meantime, but 60%, as always, is because
a) you don't have the correct (latest) buttons
b) you have the buttons, but it's in the wrong place
c) you have installed this mod incorrectly
d) you made an error with the air.ini entries.
that's about all i'm going to say on the subject, seeing as i've been repeating these same steps over with several others recently, and i am now officially tired of repeating myself. :D
believe me, no matter what you may think or say further, it is one of the above problems, all of which are explained in several threads, tutorials, etc, so i hope you take the time to go through everything and double-check for yourself, but i'm taking a break from singing the same song over and over, and am spending some quality time with the sim today, actually doing a bit of flying for a change. :P
good luck in getting it sorted. ;D
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(http://www.sas1946.com/images/imageshit/img52/7412/grab0112.jpg)
He-111H-2 now can serve as carrier for Fi-103 (but "Betty" is no more).
V-1 AI reworked a little.
As V-1 is unmanned, it cannot launch itself, so U have to designate strike point with no specific target for carrier aircraft.
No sense to set strike point for V-1. V-1 executes 45-degree dive upon reaching its final waypoint, whatever it designated as strike point or not. I'm not recommend to set a specific target for V-1, as it will running circles around, trying to hit. Another reason is that, if target will be dectroyed prior V-1 arrival, V-1 will just running circles around, or will try to RTB with disastrous consequences 8)
V-4 (still placeholder) behaves itself as regular piloted AC, so U have to set its final waypoint as strike point to make craft to commit kamikaze attack.
Pair of sample missions, demonstrating air launch and Fi-103 kamikaze attack, can be found in Single Missions > Germany > V-1 and V-4 (changed a bit).
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Great mod Twister. I really like this one!
Congratulations on making it. Looks very good to me 8)
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Thank you very much !
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I was not aware, that there already is some missions and compaigns with Betty carrying V-1, as U correctly noticed, it's not historical.
BTW, I'm not touched Betty. It's property of drone AC to be carried by specific mothership, not property of mothership.
I maked V-1 compatible with Betty for beta-testing. Now its default carrier is a He-111H-2, also it is compatible with He-111Z & FW-200C-3 (FW-200C-3 carrier mod will be ready soon).
Is really exists missions and compaigns with Betty carrying V-1 ?
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Ups..I made I mistake... I was thinking that V-1 was able to be attached to Betty as a default "vanilla game" option. But now I saw that I have custom missions with betty and V-1 attached because of a very old mod (older than yours) that made this possible. Sorry for my mistake.
Never knew, whatever was Fi-103 mod prior mine.
Ok...so could it be possible to made your V-1 compatible with both He-111H-2 and Betty? ;D
Well, in next update.
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Twister
Great mod mate, however i am having a small problem. When the air launched V1 makes contact with the ground it makes my game freeze, and i have to do a rebbot to recover. Funnily enough the Fi-103 IV manned version plays ok and explodes as normal. Any ideas please?
regards
slipper
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You make my mouth drool in awe!!!!! :'( :'(
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Great mod mate, however i am having a small problem. When the air launched V1 makes contact with the ground it makes my game freeze, and i have to do a rebbot to recover. Funnily enough the Fi-103 IV manned version plays ok and explodes as normal. Any ideas please?
Hard to say. Obviously, I don't have this problem on my side.
I can just speculate, some AI mod interferring. Soon I'll upload update with some unsignificant fixes and additional checks in shady places. Hoping, it will help.
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Well, update is ready.
Some unsignificant fixes and additional checks, also "Betty" is back.
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Just installed , can I give you a 'critical' feedback?
W O N D E R F U L ! ! ! ! ! ! ! ! ! !
:) :) :) :) :) :) :)
All the best!
walter
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Just a little question: did the V-IV have an external cockpit or only an internal?
I'm asking because in external view I got only a normal V1 shape without cockpit!
All the best again!
walter
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Infortunately, V-4 still placeholder, BI-1 cockpit and standart V-1 airframe.
THX for feedback :)
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Infortunately, V-4 still placeholder, BI-1 cockpit and standart V-1 airframe.
THX for feedback :)
That's a good choice...I can use them as target drone!
All the best!
walter
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That's a good choice...I can use them as target drone!
It also can be used as kamikaze bomber by player or even AI, if specific target set for AI in final waypoint.
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Do you think you will add the ar-234C (4 reactors) in the list of planes which can carry the V-1?
The ar-234C is available here : http://www.sas1946.com/main/index.php/topic,3203.0.html
This plane had the possibility to carry the V-1 on the upper side of the fuselage with a rail to launch it.
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And I no doubt think that the Ar-234 could also carry the Fritz X and Hs-293.
But why would it have a rail to launch it?
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The rail was used to avoid damages on the fuselage of the arado itself and the explosion.
It's a model but you can see a kind of rail on the upper side of fuselage
(http://www.aircraftresourcecenter.com/Gal3/2801-2900/Gal2820_Ar234_Cremers/02.jpg)
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Hmm still mounting it on the top looks like a bad idea, you would have to remove that rear gunsight periscope thing otherwise it would scrape against it and that would be the end of you.
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you would have to remove that rear gunsight periscope thing
Hi ! As far as i know, this system was usually removed on many Ar-234, because pilots found it nearly impossible to use. So...not a real loss ;)
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Really?
Well I manage to use it to save my skin...
Appears to me that most Spitfire pilots online are quite afraid of my Twin 20mm cannons. :D
But this would probably have to be done in a Mistel configuration other wise Twister may have to figure out a way to make the V-1 Launch of the rail.
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Really?
Well I manage to use it to save my skin...
Appears to me that most Spitfire pilots online are quite afraid of my Twin 20mm cannons. :D
But this would probably have to be done in a Mistel configuration other wise Twister may have to figure out a way to make the V-1 Launch of the rail.
it doesn't matter how you look at it
.
GETTING CHASED BY A SPITFIRE MKXIV IN AN ARADO 234 IS THE SECOND SCARIEST THING IN THE GAME
THE FIRST IS TRYING TO LAND AN FW 190 WITH A MISTEL STILL ATTACHED!
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The V1, was attached by a 'scissors' type of arm. See pic on this page.
http://www.hlj.com/product/DRA5011
Therefore the V1 would be a certain distance from the carrier before release.
regards all
slipper
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Twister
Just a bump mate to see if there is any chance of doing the Ar 234C-0 with V1 attached? theres a picture here
http://www.hlj.com/product/DRA5011
regards
slipper
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Iirc there's a mod from Slow that added a pilot with a cockpit for tne V1. Wondering if it will be possible to make that "plane" flyable and launcheable from the he111.
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Iirc there's a mod from Slow that added a pilot with a cockpit for tne V1. Wondering if it will be possible to make that "plane" flyable and launcheable from the he111.
I pm'd Twister about this a while ago, but since Slow left the modding scene, he never recieved the models.
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A Macchi Mc.202/205 canopy and rear deck could be a good adaptation....
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Have it If needed together with permission from Slow to do wathever we want with it. If you or Twsiter are interested please PM. BTW, would be possible to have a unarmed version that can "in human player control" do a belly landing witouht exploding?
I pm'd Twister about this a while ago, but since Slow left the modding scene, he never recieved the models.
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Solo, the manned version in this mod(FI-103) has a cockpit but what I refer to is the new external model with a proper canopy done by slow(Which Twister never recieved), like in the pics Crazy showed.
The other V-1 is just an AI dummy that you designate a bomb target like any other AI plane in FMB.
Get your facts straight, then comment. ::)
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Mmm...if anyone could send me the 3do of the V1 i think i could have a look at a manned version in the near future...
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You could extract it from the SFS yourself.
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Verhängnis. I will repost this, maybe you missed my previous post. I have the 3d model of the v1 made by Slow with a pilot with his canopy. If anyone is interested, I can send the plane to the modder, as I have permission from Slow to finish the mod. BTW, would be possible to have a unarmed version that can "in human player control" do a belly landing witouht exploding?
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Well good news then, I'm sure Twister would be happy to polish it up for release.
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Seems like i arrived late then...or is still any interest?
(http://www3.mediafire.com/imgbnc.php/b25dae9c02fac1c82ae0ff7c987b4118f608b63de67c2a2b8eb4a1d1e7a89a4b5g.jpg) (http://www.mediafire.com/imageview.php?quickkey=1aavexxzphi5zaz&thumb=4)
(http://www2.mediafire.com/imgbnc.php/73e2bdb00ee3ebe853496e336d7763299e45a3cf4680ee3fe5eb88bf5d2928ec5g.jpg) (http://www.mediafire.com/imageview.php?quickkey=t4oul35qz868iih&thumb=4)
(http://www3.mediafire.com/imgbnc.php/9338c5bed4e0e8f6f540ab22781d94dbd280885e324887951bcf8631f5df42735g.jpg) (http://www.mediafire.com/imageview.php?quickkey=71cwa2xk3kvx82b&thumb=4)
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Very interessted ;)
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I'm interested too :P Nice!
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Red Fox, this one looks better than the Slow model. Hope Twister can take a look on it.
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EXTREMELY interested....
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Looking really nice, btw i'm making better cockpit for this 8).
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Which also inspires me to make a Zwilling 103 that I saw for Luft-46. 8)
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One with guns in nose, one with pilot? like here : http://discaircraft.greyfalcon.us/Fieseler%20Fi.htm (http://discaircraft.greyfalcon.us/Fieseler%20Fi.htm)
The kind of crazy project I like, sort of snark hunting with pulsejets :P.
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Hey, I've a problem with it : it flies perfectly, but when the V-1 crashes, the game crashes too with a C++ error. I use 4.10.1 + UP 3.0 RC3
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One with guns in nose, one with pilot? like here : http://discaircraft.greyfalcon.us/Fieseler%20Fi.htm (http://discaircraft.greyfalcon.us/Fieseler%20Fi.htm)
The kind of crazy project I like, sort of snark hunting with pulsejets :P.
I actually got the idea from this place:
http://www.ipmslondon.ca/old%20site/ipmslondon.tripod.com/modelingarticles/id12.html
There are also some other nice ideas there for conversions/ new aircraft.
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Hey, I've a problem with it : it flies perfectly, but when the V-1 crashes, the game crashes too with a C++ error. I use 4.10.1 + UP 3.0 RC3
Same problem here.
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Currient mod version shows incompatibility with 4.101. Fault, apparently, in AI routine, deciding where to hit & explode.
New V-4 model looks very good and gives a good reason to fix & refine the mod.
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New V-4 model looks very good and gives a good reason to fix & refine the mod.
I'm glad to hear that! I remember seeing as a kid the Dragon Model kits of He 111 Huckepack and other strange variants... Is it possible to do a late model He 111 h22 with updated turret (from do 217 perhaps?) and a flyable Fi 103 (or even the doppel variant with guns :P)?
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Actually, mod contains flyable V-4 version. But it still beta and still shares same 3D model with V-1.
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I'm waiting the external model... :D
(http://www.sas1946.com/images/imageshit/dead/dead.gif)
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Wow :o
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I second that wow.
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Nice!
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8)
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Hope someone can add a sky to this beast so we can land back from the training flights without going Kaboom.
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I need little help with cockpit, if someone java guru have time ;)
(http://www.sas1946.com/images/imageshit/dead/dead.gif)
Speed gauge must be calibrated, and clock must be working. Fortunaly altimeter 100% working with original parametres ;D. I tried several hours to edit classifiles but i did not understand how to use class resolving tool.
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Hope someone can add a sky to this beast so we can land back from the training flights without going Kaboom.
I was forced to add a detonator to this thing, because with currient 3D model it passes through earth surface w/o problem.
Hoping, with new model by Red_Fox90 there will be no need for it, and landing will be possible.
Landing speed expected to be about 220-250 km/h, depending to fuel load. AI manages to land it.
EDIT: Just tried it myself. Hard landing, but I'm still with you 8)
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Just tried it myself. Hard landing, but I'm still with you 8)
Glad to hear that :D
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I need little help with cockpit, if someone java guru have time ;)
(http://www.sas1946.com/images/imageshit/dead/dead.gif)
Speed gauge must be calibrated, and clock must be working. Fortunaly altimeter 100% working with original parametres ;D. I tried several hours to edit classifiles but i did not understand how to use class resolving tool.
When we with Red_Fox90 will done with 3D model adaptation, I will consider this.
Looking really nice, many much better than current BI-1 cockpit, but it seems elevated higher than it need to be.
(http://www.sas1946.com/images/imageshit/dead/dead.gif)
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When we with Red_Fox90 will done with 3D model adaptation, I will consider this.
Looking really nice, many much better than current BI-1 cockpit, but it seems elevated higher than it need to be.
Thanks! :) It is little wrong, but it's just a hs-129 body.msh as you can see. I have no skills to do completely new cockpit :(.
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It is little wrong, but it's just a hs-129 body.msh as you can see.
Well, to me it looks fantastic. Great work!! :)
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If somone can create a template for this, I will for sure add some cameras in place of the explosive nose. This way we can do some nice fast recon.
BTW, do you know If this plane can be attached (using only one aircraft slot) to both the He111 and G4M2? I will explian myself. Late in the war, the japanese were experimenting with german aircraft designs, as a what if, maybe one of this crewable V1 reached Japan and can be used from the Betties.
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Looking really good, would be great if an update could include the V-1 and Ar 234C-0 referenced in my post here
Twister
Just a bump mate to see if there is any chance of doing the Ar 234C-0 with V1 attached? theres a picture here
http://www.hlj.com/product/DRA5011
regards
slipper
cheers all
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This is all such amazing work!! Looking forward to flying this one!
I also am intrigued with the scissor arm launch rail idea for this on the Ar 234C-0.
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I think it's better to separate front canopy and body to different meshes and lower the canopy only.
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BTW, do you know If this plane can be attached (using only one aircraft slot) to both the He111 and G4M2? I will explian myself. Late in the war, the japanese were experimenting with german aircraft designs, as a what if, maybe one of this crewable V1 reached Japan and can be used from the Betties.
It can be attached in FMB to He-111H2, He-111Z (with my He-111 carrier mods), FW-200 (with my FW-200C3 ordnance mod) or G4M2E. But visualliy it does not fit well to Betty bomb bay.
(http://www.sas1946.com/images/imageshit/img406/8609/grab0000.jpg)
(http://www.sas1946.com/images/imageshit/img716/7061/grab0119.jpg)
(http://www.sas1946.com/images/imageshit/dead/dead.gif)
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Thanks for posting Twister! Looking forward to the release. someone here talked about a cannon armed version. It was a real version?
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the "double" fi 103 with cannons is purely what-if i think, but it could be some huge fun to fly.
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the "double" fi 103 with cannons is purely what-if i think, but it could be some huge fun to fly.
I will be more than happy with a single (asnot twin) V1 with two cannons and a crude iron ring gunsight.
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Twister's Mistel mod that allows you to launch into a bomber stream and detonate it remotely might have some possibilities with this! Fly the V1 towards the formation, bail, wait and watch from your chute...and hit the remote! Obviously not as explosive as the Mistel which does incredible damage to a bomber formation but the V1 warhead could certainly get a kill or two (or three) if you're lucky.
Of course, there's that issue of bailing and losing the points...
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Twister on a slightly different point
Would it be possible to give the air launched V-1's a slightly more realistic launch?
In reality the engine cut out and the V1 was put into a dive after a set distance was reached, the V-1 also had to be set on an approximate course, small course changes would be compensated by the V-1 itself.
As we have it represented in game, the V-1 has to have a target set, and therefore always hits its target, there is no input from the player other than actually releasing the bomb.
maybe it could be set to fly on the same course as the carrying plane so that the player has to line up with the target as required, with maybe the 25%,50%,75%and 100% fuel options representing different ranges ( a max of about 300km i think was the V-1's range). This way the player would have to judge range and direction to target, as in reality.
Remember this was at best an area weapon and by no means a precision weapon as represented at the moment.
good book on the subject here
http://ebookee.org/Air-Launched-Doodlebugs-The-Forgotten-Campaign_353546.html
regards
slipper
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As we have it represented in game, the V-1 has to have a target set, and therefore always hits its target, there is no input from the player other than actually releasing the bomb.
Correction: quite opposite - in current version of mod it's not even recommend to have target set for V-1 (not V-4).
V-1 executes 45-degree dive upon reaching its final waypoint, whatever it designated as strike point or not. I'm not recommend to set a specific target for V-1, as it will running circles around, trying to hit. If target will be dectroyed prior V-1 arrival, it will just running circles around, or will try to RTB with disastrous consequences 8)
So, now V-1 is rather an area weapon. V-4 is a precision one, as it supposed to be.
Thx for the link.
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Sorry mate my mistake you are right :-[
I had forgot about the final waypoint setting. Still would it be possible to implement, the following that i requested.
maybe it could be set to fly on the same course as the carrying plane so that the player has to line up with the target as required, with maybe the 25%,50%,75%and 100% fuel options representing different ranges ( a max of about 300km i think was the V-1's range). This way the player would have to judge range and direction to target, as in reality.
so that no waypoints are needed for the V-1 ? So basically it just acts as an air launched rocket that dives to ground when fuel is spent, with parameters as set above?
regards
slipper
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so that no waypoints are needed for the V-1 ? So basically it just acts as an air launched rocket that dives to ground when fuel is spent, with parameters as set above?
Waypoints actually are needed. Not needed target and strike point designation. In final waypoint V-1 diving into ground. No pilot imput required except release.
I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
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...I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
+2 :)) If it is do-able, methinks that would probably be the better solution for air-launch V-1 too Twister.
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Twister
I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
Yes, that sounds excellent mate, just what i was trying to explain, the range and course set by the bombsight keys is a great idea mate, hope you can pull it off.
regards
slipper :)
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I am really interested in a cannon armed variant, with a couple of 20mm cannons on the nose and no explosive. Hope someone can create it so we can get launched close to the enemy formation, attack them and get back to airbase for a sky landing.
Talking about the piloted variants. It was possible to control the throttle somehow, it was a all or nothing affair or it was simply 100% power until fuel runs out?
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I can look in my book of German Jet Engines & Gas Turbine Engine Development if needs be, to check if needs/specs for Sanger ('a' with umlout) Reaction Motor.
Off the top of my head, possibly off, on low (66%-ish) & full settings... fuel mix could be locked out or resticted to above 80%.
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I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
Yes, that sounds excellent mate, just what i was trying to explain, the range and course set by the bombsight keys is a great idea mate, hope you can pull it off.
If only some 3d-modeller agreed to stitch V-1 rocket meshes in one single mesh of ordnance item format, I think, I would pull it off.
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I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
In RL as I remember correctly the plane should give the headling by release the V1 in the correct direction so the bearing can't be setted by the vector and the range was also setted by a engine rev counter that shut off the engine as the setted number is reach als looking and lovering the tail elevator to make assume the correct dive path....
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Crude at best, but a WIP:
(http://i775.photobucket.com/albums/yy31/mitchellg6/WIP%20Shots/-1-3.jpg)
(http://i775.photobucket.com/albums/yy31/mitchellg6/WIP%20Shots/-2-3.jpg)
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walter
Quote from: Twister on 04 August 2011, 19:05:28
I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
In RL as I remember correctly the plane should give the headling by release the V1 in the correct direction so the bearing can't be setted by the vector and the range was also setted by a engine rev counter that shut off the engine as the setted number is reach als looking and lovering the tail elevator to make assume the correct dive path....
Yes you are correct mate, but trying to think of a system that may be implemented in game, is partly realistic and gives the player an input into where the V-1 lands rather than just releasing.
from Twister
Quote from: slipper on 04 August 2011, 20:52:51
Quote from: Twister
I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
Yes, that sounds excellent mate, just what i was trying to explain, the range and course set by the bombsight keys is a great idea mate, hope you can pull it off.
If only some 3d-modeller agreed to stitch V-1 rocket meshes in one single mesh of ordnance item format, I think, I would pull it off.
can any of the 3d modeller's please help Twister on this? I hope so.
regards
slipper
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I thought about it, but these engines have bad fuel economy and the 103R without the 900kg warhead had a projected top speed of 750km/h +, so with another engine I think it would be fast enough for most allied fighters and hard enough for B-17 gunners to track.
The original model doesn't have 3d control surfaces modelled though., but that doesn't matter, still flies. :D
Instead I think a bomb would go nice under the mid wing section or a Wfrg.21.
Any suggestions for arament though are welcome, I think Default should be 2xMG-151/20's.
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Crazyflak
Sorry mate, i completley missed your post, wish you luck with with getting it up and running, best wishes.
Verhängnis
Trying to think hypothetically, the manouvreability of the 103R Twin would probably not be that good, pilot training would be rudimentary and i would envision the 103R being used similar to the Natter, with one high speed pass, then a return to base. With that in mind how about a salvo of r4m's (12 or 24)?
103R could then approach from the rear, loose of one salvo and return to base, minimal training required, no dogfighting.
just my thoughts
regards
slipper
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Well I wouldn't imagine it as a dogfighter, I did have thought about R4M, but there wasn't anywhere very realistic to place them.
So I could just give it say 2 Mk-108's and a midwing wfrg21 rocket-Against bombers.
Reading on some fictional history also thinking 2 MG-151/20's and 250kg bomb midwing for some ground strafing of light tanks, troops and vehicles.
Drop the bomb and you can intercept light bombers like A-20 or some recon aircraft.
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@slipper
What I was thinking was to don't set headling and range to the bombsight but let the bearing set by the vector plane route whet it release the V1 and give at the V1 (if developed as a bomb....a stand alone bomb) a presetted range before takeoff....maybe setting the rocket delay in arming panel reading km instead of meter so the pilot should act as it was historically: reach the correct target distance and release the V1 in the correct headling....
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Any suggestions for arament though are welcome, I think Default should be 2xMG-151/20's.
Default look fine. I think, for strafing / ground attack purposes, perhaps you could add :
- a small ETC rack for 4 SC50 bombs (like the ME 109)
or
- an additional container with dual MGs or 20mm (like those on the stukas)
or
- a 30mm cannon, same as Zwilling 109
an AB 250 (or smaller? i think i saw one) could perhaps be used.
All those stores could be squeezed under the middle wing section I think.
Nice work! :D
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I need little help with cockpit, if someone java guru have time ;)
(http://www.sas1946.com/images/imageshit/dead/dead.gif)
Speed gauge must be calibrated, and clock must be working. Fortunaly altimeter 100% working with original parametres ;D. I tried several hours to edit classifiles but i did not understand how to use class resolving tool.
TT, if U still intersted, me and Red_Fox90 are about to finish Fi-103RIV mod. I think, it's a good time to look into your work.
Would U send me your cockpit mod for eventual incorporation ?
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PM sended.
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Twister, i can't reply to your latest message nor send you any update via PM, as you have blocked me...
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Twister, i can't reply to your latest message nor send you any update via PM, as you have blocked me...
Ups...sorry :-X
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walter
What I was thinking was to don't set headling and range to the bombsight but let the bearing set by the vector plane route whet it release the V1 and give at the V1 (if developed as a bomb....a stand alone bomb) a presetted range before takeoff....maybe setting the rocket delay in arming panel reading km instead of meter so the pilot should act as it was historically: reach the correct target distance and release the V1 in the correct headling....
Yeah, sounds good to mate, either solution will do fine. I do believe that the gyro compass could be set before flight to so that the V-1 flew on a set bearing, noy necessarily the same as the plane but not far off, see my post earlier where i posted a link to a book, i think it describes something there.
Verhängnis
Would r4m go under the centre wing section? If not what about in the nose of the unmanned V-1, like in the nose of the natter? just a thought.
regards all
slipper
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Verhängnis, will be possible a "single V1" armed variant?
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Verhängnis, will be possible a "single V1" armed variant?
I want to get the Bücker finished first.
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Twister...I, too, seem to be blocked all of a sudden.
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Verhängnis, will be possible a "single V1" armed variant?
I want to get the Bücker finished first.
What is a Bücker? The Jungmann?
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Argus Pulsejet Motor 109-014 stats - I hope this can be useful
from p238 to p255 of German Jet Enigine & Gas Turbine Developments 1930 - 1945 by Antony L Kay - ISBN 1-84037-294-X with some chart-info/related figures and details about the 109-014 assembled into the following..
Thrust(s); 350 kp (772 lb) static @ sea level
330 kp (728 lb) @ 400 kmh/kph (248 mph) @ sea level
240 kp (529 lb) @ 645 kmh/kph (400 mph) @ 3000 m (9840 ft) near max ceiling
for contued safe operation of engine - the higher the alt, the
less power and more chance of damaging cavitation/resonance.
Wieght; 138 kg (304 lb)
Pulse Frequency; 47 htz cycles per second - harmonic frequency of the combustion pulse is double -
reverse negative pressure resonance coinciding with the
shutting reed valves prior to next ingnition pulse cycle.
Specific Fuel Rate; 2.88 @ 350 kp thrust rating
Fuel Air Ratio; 1:15
Max Tube Temp; 650+ C (1200+ F) higher temps resulted in tube melting & associated distortion &
resonance/cavitation problems & faliure of ignition process due to lack
of strategic high temp metals/alloys to withstand greater heating.
Temp at Tube End; 580 C (1076 F)
Exhaust Tube CSA; 0.125 sq m (1.35 sq ft) the book doesn't list if this is measured from frontal, average
or the rear of engine - I assume (wrongly perhaps?) it is an
a total figure of just the engine unit.
Exhaust Tube Diameter; 400 mm (1 ft 3 3/4 inch)
Exhaust Tube Length; 3485 mm (11 ft 5 1/4 inch)
Fuel Tank Pressurisation from the same Air Supply System as used by V1 Guidance Control System
Constant fuel-line pressure from fuel tank before throttle is 4 atm, fuel tank pressure is 7 atm, droping to roughly 6 atm during flight.
Fuel Tank Pressure - Fuel Nozzles Pressure
Before Starting; 7.0 atm - 0.0 atm
At Starting; 6.9 atm - 1.2 atm
Immediately After Start; 6.7 atm - 2.2 atm
During Launching; 9.0 atm* - 2.6 atm *this is due to fuel flow inertia/G from V1 acceleration to
flying speed during ramp launches
The throttle of a V1's 109-014 engine is similar to auto prop and fuel command Kommandgarat (spelling?) system... I have yet to locate a diagram online (I could scan it from the book), it is an autominous system, below is a mechanical discription of the Thottle connections. There is no info in that book about a possible pilot throttle for the pilotable V1 - but hyperthetically, I'd guess that a fuel nozzle pressure variation of upto 2.6 atm should the engine control/govenor system not overide it for safeties/resonance/reliabilities sake
An Altitude Barometric Capsule output rod is linked via a balance beam to the Ram Air Pressure Capsule output rod.
From the balance beam at 1/3 its length from the Alt output pivot, is the input rod location to operating the Throttle Valve (located in the fuel line curcuit, between the Constant Fuel Pressure Valve and the Fuel Spray Injectors), to alter fuel adjustment of fuel/air ratio to stay as close as could be to the magic 1:15 number/limit as speed and altitde changes.
Negative G would affect the linkages and cause cutting out of the engine - V1's were supposed to keep their engine working until impact, but Argus elected not to solve negative cutting out, as impact speeds weren't viewed as different enough vs. the explosive and penetrative effects of the waffen system.
If the fuel ratio changes much from this 1:15 figure or goes above it, severe combustion cavitation & harmonic resonance problems will ensue leading to damaging lighter structures and contols systems within the V1 - let alone the effect suffered by organics of such powerful resonance fluctuations. Engine life was rated over 3 1/2hours of constant running, roughly 10 times more than minimally required of the engine to reach its target before the V1 hit.
A couple of tons of resonating air and the tubes noise/resonance/harmonics nearly shook the Brunswick wind tunnel test building apart earlier in the pre Argus 'Schmidt' days of pulsejet research when a uprated Schmidt SR500, a 750 kp 50 cycle (per second) unit was tested without 'soft' harmonic absorbing engine mounts in 1942/1943.
As the war and development progressed, improved the 109-014's were developing in test with non-operation V1's, upto reaching speeds of 793 kmh/kph (493 mph) at wars end.
(http://t0.gstatic.com/images?q=tbn:ANd9GcQNAaP5Q8pKMpKZKR_kZrHUc7GDx2FxNTh50W6kkCnjqOfplq3TIQ) (http://www.bunkerenvliegtuigarcheo.com/starnet/media/Reichenberg_instrum_pane_1l.jpg)<----<< click for bigger pic link
(http://www.warbirdsresourcegroup.org/LRG/images/lrg1282.jpg)
(http://www.warbirdsresourcegroup.org/LRG/images/lrg1283.jpg)
V1Starting Control Panel pic & diagram - this was mounted on the ramp or upon the starting & loading trolley
Swedish Argus 109-014 V1 Report (http://www.pulse-jets.com/phpbb3/viewtopic.php?f=2&t=5722)
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Verhängnis, will be possible a "single V1" armed variant?
I want to get the Bücker finished first.
What is a Bücker? The Jungmann?
Possibly in future maybe as franken, but for now, Bestmann :):
(http://www.sas1946.com/images/imageshit/dead/dead.gif)
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This thread went strangely silent!
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Twister
I was wondering if there is any update on this at all please? Also wondered if you could make the controllable mistel for 4.010 please?
thanks alot
slipper
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I was wondering if there is any update on this at all please?
Indeed. With Red_Fox90 & TT invaluable contribution, 4.10 update is finally here (see first post in this thread).
(http://www.sas1946.com/images/imageshit/img197/6038/grab0170.jpg)
KG-200 skin by Verh: http://allaircraftsimulations.com/forum/viewtopic.php?f=50&t=27828&start=0
(http://www.sas1946.com/images/imageshit/dead/dead.gif)
This thread went strangely silent!
Always calm on the eve... ;)
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Thanks Twister, really looking forward to this :)
Not at my game computer at the moment, but i was wondering if
I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
made it into this release at all ?
Thanks again mate
regards
slipper
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I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
made it into this release at all ?
No, just started it. Will post it in new thread.
Thanx to Red_Fox90, we already have ordnance 3D model.
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Thanks Twister
i am a big fan of your mods, been looking forward to this. Really appreciate the work you do to bring these mods to us all.
many thanks
slipper
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WOOOOOOHOOOOOOOOOOOOOOOOO!!!!!!! :D
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Great!! A couple of questions, is possible to get back the vanilla pilot? And two, my cockpits does not have the leather covering the window frames, any idea?
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I am getting a 'file not currently available' message at the links posted, can any one else confirm this please?
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It says the same for me
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Yay, its progressing, keep it up lads :D
I am getting a 'file not currently available' message at the links posted, can any one else confirm this please?
It says the same for me
Oh well same for me (could've been for 'testing purposes'), patience is a virtue if you'r willing to wait long enough I'm sure something will be sorted out...
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Great!! A couple of questions, is possible to get back the vanilla pilot? And two, my cockpits does not have the leather covering the window frames, any idea?
This is normal. Latest version looks like this...
(http://www.sas1946.com/images/imageshit/img834/6114/grab0169.jpg)
I am getting a 'file not currently available' message at the links posted, can any one else confirm this please?
Same thing. Can't upload or download anything to/from GameFront.
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Looks like it was some maintenance on GameFront. But now it back on-line. Links is working.
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twister
Thanks for this mate, works fine except when V-1 and/or V-4 hit the ground the game freezes, any ideas mate? installed under DBW 1.6
regards
slipper
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Thanks for this mate, works fine except when V-1 and/or V-4 hit the ground the game freezes, any ideas mate? installed under DBW 1.6
In v.4.10 game developers changed a bit java classes, responsible for explosions. It was a main reason to make a 4.10 version of this mod, because old version behaved in game v.4.10 exactly, as U said, new version behaves under DBW 1.6. So, apparently, DBW 1.6 not fully compatible with v.4.10.
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Thanks for the reply Twister, could you suggest any fix at all? is anyone else getting a game freeze using DBW 1.6?
thanks slipper
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Now that you guys know perfectly how to make a human playable V1 engine equipped plane, wondering If that this is possible.
(http://i20.photobucket.com/albums/b212/Capitanstratos/Ki162.jpg)
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I have did a scan of the section regarding WW2 Pulsejets, if you want it - pages are 7?? x 1024 jpg size, each half of the pack is 5.7Mb & 5.44Mb in 7z compressed format.
Mediafired...
I have checked them with Avast, and mediafire also checked them, report any problems.
Password is pulse, for each PulseJetScan 1-2 German Jet Engines & Gas Turbines 1930-1945
Part 1 of 2, 12 pics http://www.mediafire.com/?g5ctzr5b7qll0h7
Part 2 of 2, 11 pics http://www.mediafire.com/?a2i8331a9i2eq49
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Umm... thanks, it can be useful.
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Thanks for the reply Twister, could you suggest any fix at all? is anyone else getting a game freeze using DBW 1.6?
Try replace classfiles 34950A603732846A & E02744D21D8C3680 in new install with those from old version. This may help :-\
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Cheers Twister
Tried but no luck unfortunately, i will post it in the DBW forum see if i get any luck. Has anyone else said its not working in DBW?
Cheers mate
slipper
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Now that you guys know perfectly how to make a human playable V1 engine equipped plane, wondering If that this is possible.
(http://i20.photobucket.com/albums/b212/Capitanstratos/Ki162.jpg)
Taken during my last trip to Peenemünde sometime ago.
(http://i775.photobucket.com/albums/yy31/mitchellg6/He-162B-3.jpg)
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Didn't know that Peenemünde had so many chinese restaurants :D :D
Good job mate!!
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Didn't know that Peenemünde had so many chinese restaurants :D :D
Good job mate!!
Herr Rabe loved Chinese cuisine so much during his stay over in the 30's that he thought he should bring some of their great culture back for the Führer. :D
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Well the Germans did supply to some of Nationalist China/Kunomintang (spelling?) faction(s), with some token army training and associated army equipments early on in the Chinese Civil War...
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just out of interest sake, has anyone else got Twisters V-1 mod working in DBW 1.6? If so do they get a ctd when the V-1 impacts the ground?
cheers
slipper
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Tested in DBW1.6 as F86 target without issue at exploding , if you like I can set a ground explosion and report....
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@ TWISTER
JB-2 Loon , a copy of the V-1 'made in USA'
http://www.sas1946.com/main/index.php/topic,19013.msg204617.html#new
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lets make a v-2 [flyable]
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lets make a v-2 [flyable]
There is a mod for that somewhere at AAS.
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cool
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Link?
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After a google and search on AAS I couldnt find it, but I know it exists lol.
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Now that you guys know perfectly how to make a human playable V1 engine equipped plane, wondering If that this is possible.
(http://i20.photobucket.com/albums/b212/Capitanstratos/Ki162.jpg)
Taken during my last trip to Peenemünde sometime ago.
(http://i775.photobucket.com/albums/yy31/mitchellg6/He-162B-3.jpg)
Nice bird! will you release it?
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Not in a very long time. The mapping is all screwed up, and also, when I took the engine off, it left a giant triangle-shaped hole in the fuselage lol... I guess that is an example of Heinkel saving on materials for the Volksjaeger. :D
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But did this "thing" really exist ? or is it just a fantasy ?
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The engines and the aircraft existed, due to the technological agreement between Nazi germany and Japan. Japanese Metallurgist weren't too smart, this is why they couldn't create a turbojet engine on their own that was decent enough so the German engineers from BMW and Heinkel sent over blueprints and several models of the BMW 003 turbojet and many german aircraft designs, and the Japanese engineers at Nakajima and Ishikawajima basically copied the design but it was so advanced that they had to replace sometimes entire components that could meet with Japanese manafacturing capabilities and science at the time.
In short. :D Yes, though no aircraft is ever known to have been built using Pulsejets. ;)
And here is a nice artwork:
(http://www.luft46.com/mmart/he162-8.jpg)
German engineers knew that pulsejets were very inneficient at fuel comsumption and created a loud humming noise and also didn't produce as much thrust, especially on takeoff hence the 2 small Rato Units. This is why the germans didn't even bother to test pulsejets on it.
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There were a few test planes to see if prior to the turbojets getting advanced & reliable enough for service usage, with dfferent pulse motors, but the harmonics/damage from the pulses was found & viewed to be too aggressive upon the existing airframes, let alone on the prospects of pilots/crew on longer missions. It's true as far as known, that no piloted aircraft was powered only by pulsejets in a operational service role/usage - only a rare few of engine/systems test A/C.
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Twister
Thanks Twister, really looking forward to this :)
Not at my game computer at the moment, but i was wondering if
Quote
I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
made it into this release at all ?
Thanks again mate
regards
slipper
Its been quiet for a while mate, is this still being worked on, please?
regards
slipper
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And here is a nice artwork:
(http://www.luft46.com/mmart/he162-8.jpg)
German engineers knew that pulsejets were very inneficient at fuel comsumption and created a loud humming noise and also didn't produce as much thrust, especially on takeoff hence the 2 small Rato Units. This is why the germans didn't even bother to test pulsejets on it.
These are He-162A-10 and He-162A-11.
It was a case to use Interceptors. A base of He-162 and an (or two) engine(s) from the Fi-103.
More reliable than the Me-163, it was an alternative for the modernization of the interceptors but there was a lack of some materials to produce them.
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Twister
No news for a while mate, hope everythings fine.
I was wondering if there had been any update on the V1 as an ordinance option, using the bombsetting keys for range and course setting please, your last post in October said you and Redfox were working on it?
Thanks alot
slipper
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Should Fi-103 have engine sound I only have sound of wind
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Has Anyone heard from Twister in a while? His last post was back in September 2011.
Was really hoping this update to the V-1 is not dead
Quote from: slipper on 11 September 2011, 22:56:24
Quote
I'm started thinking on another V-1 mod, where V-1 will be not AC, but a weapon - loadout item, with range and course, setted by bombsight keys prior launch.
made it into this release at all ?
No, just started it. Will post it in new thread.
Thanx to Red_Fox90, we already have ordnance 3D model.
Hopefully he is well, and this mod may be resurected. Would like to hear if anyone has any news.
cheers
slipper
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Can someone give a V1 rocket on a different server than GameFront?
http://www.gamefront.com/files/20767615/Fi_103_110911_rar error
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Can someone give a V1 rocket on a different server than GameFront?
http://www.gamefront.com/files/20767615/Fi_103_110911_rar error
Try this Walter http://www.mediafire.com/?gtt2chg9mwlewp9
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Thank you very much! Now tear down a few allied cities ...
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Anyone ever figure out how to get this to work in DBW 1.71? :-X I sure haven't had any luck and have tried several different ways of loading it but,to no avail. :(
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Can someone give a carrier He-111H-2 on a different server than GameFront?
http://www.gamefront.com/files/20767778/He_111H2_carrier_rar dead
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You can download up to 27 December http://www.voila.pl/077/aupq0/
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to Walter Novotny
Many thanks.
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Anyone ever figure out how to get this to work in DBW 1.71? :-X I sure haven't had any luck and have tried several different ways of loading it but,to no avail. :(
I got everything to appear in DBW but my carrier He-111 won't take off. I sit in the Fi-103 under the wing, the carrier plane's engines start and idle and that's where we stay! Not sure what the issue is.
BUT, here's one for the books. I can attach to a Betty bomber and it WILL take off in DBW, detach, fly, etc...
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I've tried this but it never appears on my list of aircraft. The missions appear, however. Is it compatible with UP 3.0?
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Yes, it is compatible but I have the same issues as in DBW..the carrier He-111 wont take off but a Betty bomber will. Bizarre but you at least get off the ground.
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The He-111H-2 Carrier link is dead ???
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Link for He-111 Carrier updated ;)
http://www.mediafire.com/download/gawhzk2goj7elom/He-111H2_carrier.rar
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Thanks for the new link. The same issue, however, exists; the carrier plane won't take off. Very strange indeed! Japanese GM4 will.
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thank you very much ;)
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Thanks for the new link. The same issue, however, exists; the carrier plane won't take off. Very strange indeed! Japanese GM4 will.
Normal !
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I also trid to get this to work in DBW / new TFM but got another issue;
in the sample mission where you have to airlaunch the V1, the carrier Heinkel starts about 2 klicks away from the V1 and flies normally while the V1 is just fixed in position and does not move an inch, but its engine is running...
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meme chose pour moi il y a un Fi-103 qui vole seul et l'autre reste figé en l'air :(
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I also trid to get this to work in DBW / new TFM but got another issue;
in the sample mission where you have to airlaunch the V1, the carrier Heinkel starts about 2 klicks away from the V1 and flies normally while the V1 is just fixed in position and does not move an inch, but its engine is running...
Same problem here - Doodlebug not doodling just sitting there like a UFO!
Ahh, this old mod. Have had a lot of fun with it but it was indeed buggy. I don't know how you have your FMB mission set up but thats probably where the issue is. Another problem many of us had was the carrier He111 would never take off. It just sits there with engines running. However, believe it or not, you can try the Japanese Betty bomber (late model..cant think of the type, sorry.Not at my computer) and it WILL take off, etc.. The V1 attaches just fine and all is well. I'll try to duplicate the UFO thing later and recall how I fixed it but I never did get the He111 to take off with it...only the Betty.
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just wondering if anyone has tried this in 4.12
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I have tried the Fi-103 in 4.12.2+Modact 5.30. Works great :).
Ta183Huckebein
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YT2 mods about this is better:
In this mod the V1 act as a INS missile: you can release it at wrong distance and route but the V1 'll follow it's planned path until last VP....
....while with YT2 mods the V1 have various range choice option and 'll follow the release route until it reach the selected range before fall down: if you release it at wrong distance but correct route 'll fall before or after the target while if you release it in wrong direction but correct distance 'll miss the target on the left or right....
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My game just crashes when the Fi hits the ground. I am playing with 4.12.2 and Modact 5.3. Does someone know how to fix that?
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same Enderfailer, crash on impact, same setup.
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Ditto to .50 BMG and Ender . If you want, you can turn off vulnerability, and it becomes a kind of Zeppelin Rammer type interceptor. Just a hint.
Ta183Huckebein
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that takes 10 hours to get to altitude and can only reach 200 mph
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Point taken. I have had some success with airstart missions, though. I can get to about 400-500 kph that way.
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Point taken. I have had some success with airstart missions, though. I can get to about 400-500 kph that way.
Couldn't you try the Arado 381 method? Have the carrier plane take you to altitude in advance of the bomber stream, release above and in front of them, dive down and ram to your hearts content?
Might be fun to add a cannon to the Fi-103.
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I suppose that could be done, as far as the whole mothership thing goes. I have no knowledge whatsoever of java or classfiles, so I couldn't add cannons.
I just might go with the "Rammjager" idea, though, and maybe make a campaign of it. Who knows? ;)
Ta183Huckebein
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we would also have to have explosive bolts for bailing out somewhere. no German rammer would be complete without them... maybe blowing off the engine or something :-X
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What if, The Ar-234C-2 can Carried V-1 V-4 and Ar-381 I II and III, I found something from Luft46 Check this out http://www.luft46.com/arado/are381.html
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You talking about the Rammer, I found two Zeppelin Fliegende Panzerfaust and Rammer, I guess, take the Link http://www.luft46.com/misc/zepfpf.html http://www.luft46.com/misc/zrammer.html
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I think that all links are dead for any He-111 carrier mod. Only the Fi-103 can be downloaded...
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Awesomenezz!!!!!!
The V-2 mod
What is this V-2 mod you speak about?
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link for just the he111h-2 carrier? the v rocket link works fine.
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link for just the he111h-2 carrier?
new link in the attachment at the end of this post.
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is there a air.ini entry for the he-111 or does it use the default one?
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Please update link for 4.09, current is dead
If 4.09 mod are not capable with 4.10.