#4221196 - 01/25/16 11:12 AM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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Good to see your post- I thought you might have disappeared under the snow A few quick answers 1. The second part of the loadout editor. Is it the actual use of it that is the problem, or how the files that is saves work? 2. As it is not a 30 plane file you can have a "weapons.dat" file in each planeset folder and they can be different. 3. How you want it released is ip to you. However, if you include things that are only 140 compatible such as searchlights then they will not work in a 1.28/1.29 set-up, and they may need to be removed. 4. The searchlight addition could be done, maybe at limited sights such as London and Berlin. I could experiment with the year setting in the TMod.dat file for the ones at Hawkinge. 5. I could easily make a static frontline to allow Trieste to come under allied attack. It does anyway if an airstart is selected for a single mission. Lastly. Sure- just send me the files
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4221221 - 01/25/16 12:15 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Rotton50
3DZ / campaign designer
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3DZ / campaign designer
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Cape Charles, Virginia, USA
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Thankfully we missed the blizzard by the skin of our teeth. Some sleet and high winds but no power outages or wind damage. The dock was covered by a tidal surge of about 3 feet but it didn't come into the back yard.
All in all a big nothing burger around here but my son up in NY got 24 inches of snow. HA! I keep telling him to move south.
Anyhow, back to EAW.
1 - The second part of the loadout editor is quite different from earlier versions. I understood how the old version defined what weapons we available depending on the type of mission assigned. I'm not sure how that works with the new editor.
2 - So would I put the weapons.dat file in the same folder as the FMdir.set and PDir.set files? Sub question:
A - Where would I find the latest weapons.dat editor?
3 & 4 - Personally I don't have a great attachment to the searchlight mod as it means more work before releasing the target upgrade and I've about had enough of that project. Plus I don't want to have two distinct versions, 1.28 and 1.4 so I'd just as soon shelve the searchlights. To be clear, I have no problem with some other modder adding them.
5 - If you would move the frontline as discussed I think that would finalize the project. Then send me the new frontline file which I'll add to the package and upload to the GEN's server. A couple of sub questions:
A - What's the best way to get this mod out to the community? B - Would 1.28 users just unpack the whole thing in the root or are there subfolders in some of the later 1.28 series? C - Will you add the the finished package to 1.4?
6 - I'll e-mail you the raw files, thanks
Heck, even paranoids have enemies.
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#4221237 - 01/25/16 12:43 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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1: It is the same as it always was, apart from the extra mission. Suppose a plane has 8 different loadouts in part 1 and that for an escort mission loadouts #2, #5 and #6 are appropriate. Part 2 should have the data on the escort mission line saying that there are 3 loadouts, and these are 5, 2 and 6 with preferential order being used. The five remaining ones on that line are set to zero. 2: Yes- in the "Planeset" folders. I will find the latest "weapons.dat" editor and put it in your folder. 5: I will do that and get it to you ASAP 5A: I am happy to host it on my OneDrive, which is where people come anyway. 5B: No way! 1.28c and onwards has used the "dir.set" system. It is probably best set up for 1.28F/1.29 for people who do not have 1.40. One big question is which planes are going to be used- just the default ETO? It may be worth sounding out the community re whether they want the 1.40 or an earlier version. 5C: Sure, and we will use it online. EDIT: If it is released for something pre- 1.40 then do not forget that the user will need to have a version of the eaw.exe which can handle the large number of TMods and not CTD
Last edited by MrJelly; 01/25/16 12:49 PM.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4221246 - 01/25/16 01:54 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Rotton50
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With the loadout editor it's not the concept I'm unclear about, it's the execution.
So for example the 110 E looks like this:
Num L1 L2 L3 L4 L5 L6 L7 L8 Escort 2 0 1 0 0 0 0 0 0 Sweep 1 0 0 0 0 0 0 0 0 Bomb 255 0 2 0 0 0 0 0 0 Intercept 1 0 0 0 0 0 0 0 0 Interdiction 255 0 2 0 0 0 0 0 0 Torpedo 255 0 2 0 0 0 0 0 0
If you could interpret this number grid I think I'll be good to go.
Also a couple of more Med upgrade related question:
1 - In the Med package that comes with 1.4 there seems to be no 100kg bomb model. When I assign that particular weapon nothing shows up in the game. All the other weapons display normally. While I do see the three torpedo 3dz models, ord21, 34 and 35 in the "Full Malta" folder, where are the rest of the ord**.3dz's?
Also, why three torpedo models?
2 - Do you know how the gun packs are supposed to work? I added the 20mm under wing guns to the 109G and they show up in the game but they don't fire.
3 - There are two torpedoes listed in the weapons inventory. I suppose one is the dummy but I don't know which one.
As for the target mod, it sounds like we need a readme file so that users desiring the 1.28* or 1.29 execs put the package in the right place.
As for your question about the planes, one back to you, why does it matter what planes are being used?
About the only caveat I can think of is that the target set is built around the original EAW terrain set. It will work with other terrain sets but some of the TMODs will look odd because the roads and cities have be changed and quite a few of the TMODs are lined up with the underlying terrain.
Heck, even paranoids have enemies.
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#4221264 - 01/25/16 02:37 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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The grid. For an escort mission 2: There are two loadouts possible 0: The first of these two is loadout#0 (usually empty) but as defined in the part 1 file for the 110E 1: The second of these two is loadout#1 as defined in the part 1 file for the 110E As this has covered the two loadouts the remaining six values for L3 to L8 are all zero
The sweep has just one loadout option which is #0
I need to check Charles' Notes but I believe that the "255" indicates that all loadouts are allowed for that mission type, and anything else in the line is ignored.
If it is missing the torpedo mission is added by the editor and is always a copy of the interdiction mission, ready for editing.
With single missions part two is irrelevant because the player chooses his loadout. In careers the loadout is selected for the squad depending on your rank.
In Multiplayer, loadout selection is limited, and the part two file is critical to the player.
Logically part two probably applies to AI loadout settings.
I will get back to you re- the other questions.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4221310 - 01/25/16 03:40 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4221318 - 01/25/16 03:48 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Rotton50
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Edit - Sorry we're cross posting. Looks like you've got a handle on including the target mod so thanks for that.
I'm still unclear on the part two thing.
Let's try another one -
This is the 109G. Not sure where the load and loadmis files came from but I probably transported it over to my planeset from the one of the planesets that came with the 1.4 download:
Num L1 L2 L3 L4 L5 L6 L7 L8 Escort 0 0 0 0 0 0 0 0 0 Sweep 0 0 0 0 0 0 0 0 0 Bomb 5 1 2 3 4 5 0 0 0 Intercept 0 0 0 0 0 0 0 0 0 Interdiction 5 1 2 3 4 5 0 0 0 Torpedo 0 0 0 0 0 0 0 0 0
Bomb and Interdiction have five choices but shouldn't L1 be a 0? Shouldn't ALL L1's be zero?
If I'm correct it might help if the loadout grid said L0 through L7.
Also, if memory serves ( not always a sure thing ) the old editor had a window to indicate what load you were on. With this editor you have to go back to part one and manually count from the zero load to make sure you put the correct number in the part 2 grid.
Last edited by Rotton50; 01/25/16 03:50 PM.
Heck, even paranoids have enemies.
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#4221331 - 01/25/16 04:34 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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This is the SPAW Black Widow from the tutorial files showing the first (#0) of 8 different loadout options: ....and this is the 8th (#07): Note the "Loadout option #" box near the top left with the number in it. Clicking the "+" and "-" boxes below it lets you see the individual options for a plane. Making sense of part two: Escorting needs no other weapons, neither does a sweep nor an intercept, so the default "empty" one is used to maximise speed. Bombing has six choices. Loadout option #0 would never be used because there is no point in going on a bombing mission with no bombs. The six chosen in order of preference are loadout options #2, #3, #4, #5, #1 and #6. Interdiction is the same as the bombing set-up in this case. Torpedo has just one option selected, #7 with the two torpedoes. In a correct 140 version of this there should also be a torpedo release (or dummy) in this loadout. The presence of one flags that the plane is carrying torpedoes and makes the torpedo related code to kick in. Its code is 8 whereas the torpedoes are coded as 1 (the same as bombs). EDIT Weapons code values from the SC #define WI_NONE 0x00 #define WI_BOMB 0x01 #define WI_ROCKET 0x02 #define WI_Torpedo 0x08 #define WI_FUEL 0x04 #define WI_Gunpod 0x20 #define WI_CARGO 0x10 It is set up like this to allow a weapon to have multiple properties A number of your SPAW ones are 7 which is 4+2+1. The 4 = WI_FUEL (drop tank) The 2 = WI_ROCKET The 1 = WI_BOMB Anything coded 7 has the properties of all three.
Last edited by MrJelly; 01/25/16 04:44 PM.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4221483 - 01/25/16 09:10 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4221770 - 01/26/16 03:27 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Rotton50
3DZ / campaign designer
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Jel,
Neither the 100Lb nor 100 KG bomb show up in game for the Malta/Daw file set. I can't find the ord files except for the three torpedoes in the "Full Malta" folder. I want to see if the two bombs have been accidentally replaced with "empty" 3dz files.
Edit -
I pulled a bunch of bombs out of the original EAW 3d.cdf file and placed them in the "Full Malta" folder. Sure enough, the 100 lb bomb appears. This proves there's something wrong with the ord files in the "Full Malta" scenario.
I still don't know where the exec is looking for those files though. I can't find them within the "Full Malta" set up.
Edit #2 -
Oddly enough the 100 KG bomb does not show up but the 100 lb bomb does.
Last edited by Rotton50; 01/27/16 12:22 AM.
Heck, even paranoids have enemies.
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#4222148 - 01/27/16 02:04 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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I still don't know where the exec is looking for those files though.
The reason a no CDF version is possible is that some time ago Ralf made the exec look for files in the "savedata" folder. The default files are in it. Nothing was lost by doing this especially as there are a heap of slot based files in the CDFs which are not used by 140, and were not put in the "savedata" folder. Occasionally a converted skin file still looks for a slot based TPC file and when this happens the one it needs is added, either to the "savedata" folder, or to the appropriate theatre folder..
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4222243 - 01/27/16 06:42 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4222248 - 01/27/16 07:08 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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I added a new loadout to the Gladiator as I could not find a plane with 100 lb bombs. It did not show on the loadout screen, or in flight: However, it appeared as soon as I dropped it. The Saetta has two 100 kg bombs, but I think I borrowed the TPC graphic from SPAW and edited the 3dz header. They appear on the loadout screen: First bomb released: Now the second:
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4222341 - 01/28/16 12:27 AM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Rotton50
3DZ / campaign designer
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Ok,
The 100 KG bomb is now visible. I haven't checked all the other ordinance models but as I continue setting up the loadouts I will do so.
There is one mistake in that new FullMalta pack. I now have a freighter parked on the airfields. Some TMOD is mis-numbered.
Last edited by Rotton50; 01/28/16 12:43 AM.
Heck, even paranoids have enemies.
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#4222350 - 01/28/16 01:30 AM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Rotton50
3DZ / campaign designer
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I hate to keep bring up this stuff but I found another small error.
As you know, Ralf added the ability to have two weapons drops per type. That's is, you could drop the bombs or fire the rocket in two salvos.
I did the same thing a long time back, in fact, my first contribution to EAW modding, but my method was a "bodge" in that it used a modified weapons.dat file. Ralf's works by modifying the exec.
You can actually combine the two methods to get FOUR salvos but it's a PITA to set up. I know because I did set it up on a few planes in SPAW.
Anyhow, what I just noticed is that using Ralf's method when you drop the second set of bombs in a salvo they don't drop from the correct weapons release point. Those points are the last data in the .flt flies.
Not sure if it's fixable and I'm not sure it's even that important but I thought I'd point it out.
Heck, even paranoids have enemies.
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#4223310 - 01/30/16 10:03 AM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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There are several routines in the exe which run if a plane is flagged as carrying torpedoes. Because of the limited range of the multiplayer loadout system, if you got torpedoes as the loadout for an interdiction then you would get the same for a bombing mission, which did not make sense. Vice versa if you got bombs for a bombing mission you would get them for a mission which you would have preferred torpedoes as the loadout. So I changed the routine which flags that a plane has torpedoes by adding a new weapon "torpedo release mechanism" after the two torpedoes in "weapons.dat". If you give a plane a torpedo then you need to give it a release mechanism. What happens in the game is that when you hit "W" to arm the bomb and you have a torpedo then this happens: So I pressed the same key again and the torpedo is armed: ...and released with the normal J/S button 2: This was the weapons.dat file I used, quite a lot of SPAW stuff in it Note that the two torpedoes have type = 1 (so they are bombs) but the release mechanism has type = 8 (torpedo)
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4223483 - 01/30/16 08:07 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Rotton50
3DZ / campaign designer
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Jel,
Something is wrong with my torpedo set up. There are number of variables which may include my in game technique or I have them set up improperly.
I tried a bombing mission in a TBF with the two torpedo loadout.
I get the plane down to 75 feet, about 160 MPH and only a couple of hundred yards from the target. When I hit the weapons arm key I get the same message as with a bomb armament, not the message that the release is set and to hit the same key a second time.
I also have two torpedoes not one, which tells me they are acting like bombs. They splash when they hit the water and that's it, no wake.
I then tried a ship strike instead of a bombing mission thinking the the torpedo routine might only be active with that type of mission but I get the same results.
Edit -
Hold off for the moment. Now that I see the weapons list that came with the weapons editor I was off by one slot when selecting the dummy torp.
But that brings up a few more questions.
Why two different torpedoes plus the dummy?
We've never addressed the issue with the gunpods. I can add them to the planes and they show up but they're not functional so what is the reason for including them in the weapons list?
Looking at it with a hexeditor it looks like the weapons.dat file is the same length as always. Didn't you and Ralf make one with a bunch of spare slots for future expansion? Or does that happen as I edit the one supplied with the editor?
Last edited by Rotton50; 01/30/16 08:39 PM.
Heck, even paranoids have enemies.
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#4223495 - 01/30/16 08:41 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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MrJelly
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I sent you the weapons editor in an email about half an hour ago. There were always two torpedoes, an axis one and an allied, and in SPAW we have the Japanese and US versions. This is the default one in the savedata folder NONE BOMB_100LB BOMB_250LB BOMB_500LB BOMB_1000LB BOMB_50KG BOMB_100KG BOMB_250KG BOMB_500KG TANK_45G TANK_75G TANK_108G TANK_150G TANK_165G TANK_200G TANK_300L ROCKET_4IN ROCKET_5IN ROCKET_HVAR ROCKET_210MM ROCKET_R4M WROCKET_Pzb2 50CAL_GUNPOD 20MM_TWIN_GUNPOD 30MM_GUNPOD1 37MM_GUNPOD1 75MM_GUNPOD 20MM_GUNPOD 30MM_GUNPOD 37MM_GUNPOD Torpedo1 Torpedo2 Torpedo releaseThis is the SPAW140 one (with my "no name" ) No Weapon 250lb Bmb L-2 250lb Bmb L-3 500lb Bmb L-2 500lb Bmb L-3 1000lb bmb L-2 1000lb Bmb L-3 100kg Bmb L-2 100kg Bmb L-3 220kg Bmb L-2 220kg Bmb L-3 500kg Bmb L-2 500kg Bmb L-3 23lb parafrg L-1 45 gl Drop tnk 5" HVAR rkt L-1 No name 50 gl. Napalm L-1 75gl Drop Tnk 150gl Drop Tnk 3kg parabomb L-1 250lb Parabmb L-1 100 lb bmb L-2 100 lb bmb L-3 50kg bmb L-2 50kg bmb L-3 60ltr Drop tank 190ltr Drop tnk 330 ltr Drop tnk 5" HVAR rkt L-3 Jap. Torpedo US Torpedo Torpedo release If your loadout does not have the torpedo release then the torpedoes will not behave properly. Also make a text file with just these two values: 1000 40000 Save it and rename it as "torpedo.mpf", and put it in your root folder. If things are working properly then you can drop the torpedo from up to 40000 feet altitude and at up to 1000 mph. This is for test purposes, but it saves having to fly very low and slow to test the torpedo set-up
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4223615 - 01/31/16 10:49 AM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Moggy
EAW Old Timer and Bodger
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Now that aircraft is sweet!!!! Is it in anything we have right now???I would just like to cruise around in it. Nice to see the Swordfish getting another lease of life. Like the French bombers, it was first created for Dunkirk. Later the engine cowling was improved to get a better shape. Ray, as you are including Vichy aircraft in the MedMod did you consider the V156 (French export version of the Northrop Nomad 8A-4), a French naval aircraft,and the Amiot 354?
Last edited by Moggy; 01/31/16 11:45 AM.
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#4223623 - 01/31/16 11:59 AM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Rotton50
3DZ / campaign designer
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I'll have to look at the V156. Would be interesting to have a French plane fly off the carrier.
The Amiot is in the mix, also the Vengeance. Heck about the only odd ball you asked me to make for Dunkirk that DIDN'T get in the mix is the Koolhoven 58.
For the record, all of the bi-planes have R/S problems. Some minor, some pretty bad. I'm including them as is just to get the package out.
I don't care what anyone says, bi-planes do not lend themselves to 3dz modeling. Those, along with the high wing flying boats, are the most challenging projects. Most of the problems have to do with the wing that crosses over the fuselage. It seems to me that the builders gave up after a while and just issued the imperfect models.
However, I was able to defeat the R/S monster using my "empty F" technique and I've converted the Cr32 and Cr 42. As I find time I'll do the same for the other models because they are some of the nicest, accurately detailed models I've seen.
Heck, even paranoids have enemies.
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#4223741 - 01/31/16 05:42 PM
Re: Jel, a bunch of unfinished business
[Re: Rotton50]
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Joined: Aug 2000
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Moggy
EAW Old Timer and Bodger
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EAW Old Timer and Bodger
Hotshot
Joined: Aug 2000
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A slit trench at RAF Gravesend
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If memory seves the V156 I used in Dunkirk was a slightly amended version of Captain Kirk's Devastator. Agree absoloutely about biplanes. Took a month of Sundays with the techniques we had then to get the Swordfish looking useable. Col G would probabaly faint at all the bodges Glad those other planes are getting a use. To get myself back into salts I'm messing about with Jelly's new 128C-2016, and seeing if I make AITW and Dunkirk work there. Will try retrofitting with those new planes you did for me.
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