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Author Topic: RAF Bomber Command 2.0 for B.A.T.  (Read 1944 times)

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Knochenlutscher

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

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



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

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

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

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











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






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urmel

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

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

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

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

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

No it doesn't help.

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

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

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

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



I found no viable Solution on Clusters Inc.

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

Useless.

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

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

BombClusterInc_No16

I managed to get it into working stage.

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

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

package com.maddox.il2.objects.weapons;

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

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

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

    public BombClusterInc_No16()
    {
    }

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

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

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

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

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

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

        }
    }

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

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


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

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

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

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

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

Best wishes
Tobias
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Knochenlutscher

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

DreamK kicked me to make new "Piece" arrangement, historically correct.



Not that Bad, this Layout enables more eyecandy stuff.

Here you see 1xCookie + 12x No.14 Cluster from 13/02/1945 Dresden Loadouts





As you see, current Cookie, still needs fixing at position, it's not 100% centered.
Will fix this issue these Days.

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

Best wishes
Tobias
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