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  • bearcat241's Avatar
    Today, 01:06
    That's correct. But i'm curious, how do you modify loadouts in your models? Anyhoo, i'm off to work right now. I'll get back to you later this evening regarding the dp changes.
    11 replies | 355 view(s)
  • MaskRider's Avatar
    Yesterday, 17:05
    Hiya BC, Hey, if that isn't perfect its as close to being perfect as any reasonable person could hope for. Looks great if you ask me. Thanks for taking the extra time to get it squared away! ! With regard to the DP file I agree with you that the cheek and all other forward facing guns should fire on the same trigger. Lets you fire them without having to fire every other gun at the same time. As far as I can tell, I do not have any utility named Dped loaded on my computer. So maybe it won't be an issue. What little work I have done with dp files I have always done with notepad. You take me a bit bit beyond my experience envelope here and I'm not sure if I am reading you correctly but I'm guessing that so long as I won't be opening any dps in any version of Dped I should be OK,...
    11 replies | 355 view(s)
  • bearcat241's Avatar
    Yesterday, 15:54
    By the way, on a separate note, the dp was initially set up to fire the cheek .50 cal's on the cannon trigger, with all others firing on the gun trigger. In retrospect, i don't really favor this setup. I prefer to set all forward firing guns in the nose and the cheeks to the gun trigger while assigning all lateral and rear firing positions to the cannon trigger. I could upload the changes here, but the catch is i'm working with Allen's modified Dped which switches the spec and trigger assignments to their correct places. If you have the original versions of Dped, this may, in theory, cause problems. So, there it is...:topsy_turvy:
    11 replies | 355 view(s)
  • bearcat241's Avatar
    Yesterday, 15:33
    I remember now why i left the panel as i did. Among other minor challenges, i had a tough time lining up the CFS2 gunsight64 reticle with the "painted" cross-hairs of the gunsight on the panel bmp. I still can't get it perfect, but here's the best i can do with it: Near the top of the panel.cfg you'll see this... view_forward_WINDOWS=MAIN_PANEL VIEW_FORWARD_DIR=14.0, 0.0, 0.0 Change it to....
    11 replies | 355 view(s)
  • bearcat241's Avatar
    Yesterday, 14:22
    Thanks man...i really appreciate that awesome bit of detail. I never knew that about the curtain and i never even questioned that "particle board" look on the model. Imagine being the tail gunner at 20000 feet with nothing between you and the freezing sky but that curtain...:biggrin-new: Let me tweak the panel a little. I might be able to set something straight there.
    11 replies | 355 view(s)
  • bearcat241's Avatar
    Yesterday, 14:04
    I think the pop up gunsight would be a great touch and good compromise for the situation to avoid a lot of excess work. It could also be movable in order to position it correctly against the CFS2 gunsight64.bmp reticle.
    11 replies | 396 view(s)
  • MaskRider's Avatar
    Yesterday, 07:21
    Bearcat, You probably already knew this but I had zero clue. I did some googling on "b-25J tail gun position" and found out that the thing I think looks like a particle board patch is actually a rendition of what is referred to in the specs as a "tail-turret curtain". I suppose it was made out of canvas or some such material. The gunner sat well above the guns themselves and they were operated remotely by a contraption that looked very much like a game controller we see today. When not in use I assume the entire top portion where the tail gunners head could be sealed off- thus the lack of any interior details visible inside that little rear bubble. Here is a film of what it looked like to man and fire from the B-25J's tail gun position:
    11 replies | 355 view(s)
  • MaskRider's Avatar
    Yesterday, 03:02
    Thanks BC, I will keep playing with it and see if I can't get that reticle up where it belongs. The panel you supplied is still a much nicer panel. I prefer to use it. As for the bit of what appears to me to be a particle-board patch ;^) in the stern, no biggie either. Just thought I'd ask. Thanks again, Chris
    11 replies | 355 view(s)
  • bearcat241's Avatar
    Yesterday, 01:09
    Nice job Gaucho. Presents a good wide view layout of the total cockpit from the pilot's perspective with great detailing. But i can see a couple of problems from the utility side in CFS2. The perspective is a bit too wide from my taste personally, but i can live with it for sure. The Firefly was designed to perform in the primary role of a fighter, so having a useful gunsight in the sim is important for this model, The biggest problem is the position of the gunsight for accommodating the standard CFS2 reticle. Its set too high and the reflex glass is too small to fit the CFS2 reticle. Maybe a closer perspective (less width) and a wider spacing between the top two gauges -- the altimeter and the attitude indicator -- would allow you to drop the gunsight and broaden its face to install...
    11 replies | 396 view(s)
  • bearcat241's Avatar
    July 24th, 2016, 17:24
    Well, to your first question, it appears to be an oversight in the panel work. Something i overlooked in it all. Looks like you found a solution. To your second question, i'm not sure what the problem is there on the rear guns. In your pic, it looks normal to my eye, like something modeled that way.
    11 replies | 355 view(s)
  • MaskRider's Avatar
    July 24th, 2016, 10:09
    Bearcat241, Just a couple of questions about the Fdg2_b25j_conv pack. Number one: how come the reticle is so low below the horizon? See the attached image. The top half shows what it looks like with the supplied panel from the conversion pack. The bottom half shows what it looks like when I alias to another B-25 panel I keep on hand. You can see that in each view the tracers converge on the horizon. The plane itself is sitting level. The position of the reticle in the conversion, however, makes it appear to be pitched down about 5-10 degrees. Is it a model conversion issue? Number two: is the view shown below what the rear gun position is supposed to look like? Just wondering.
    11 replies | 355 view(s)
  • MaskRider's Avatar
    July 24th, 2016, 03:16
    Aahhh, yes... MR
    11 replies | 355 view(s)
  • bearcat241's Avatar
    July 24th, 2016, 02:30
    Looking good Wolfman...and that engine shot speaks volumes for your attention to detail. Hope you're keeping a tight lid on the poly's :adoration: We're gonna be putting her up in big numbers for that Yamato strike.
    42 replies | 3995 view(s)
  • bearcat241's Avatar
    July 23rd, 2016, 18:27
    John, I can see the problem. In the simplest terms, Unit type ID 3956 (specified for unit 8812) refers to a player aircraft and flight of stock P39's: id=8812 type_id=3956 name=%name_string.20% is_player_aircraft=1 allegiance=7
    7 replies | 165 view(s)
  • bearcat241's Avatar
    July 23rd, 2016, 16:36
    Found this site today. Has a lot of interesting content and some solid aviation color shots from the war. Some of you might be familiar with it already.
    2 replies | 116 view(s)
  • bearcat241's Avatar
    July 23rd, 2016, 15:10
    Thanks Chris...two of my fav medium bombers, both with deadly kissing power:rocket:. You take me back to my bomber-loving days! Guess its about time to blow the dust off my multi-engine ratings again.
    11 replies | 355 view(s)
  • MaskRider's Avatar
    July 23rd, 2016, 11:03
    Just a little shout out here... :ernaehrung004: Over the last few weeks I have been catching up on all of the great planes that have been built for CFS2 over the years. During this time on numerous occasions Bearcat241 has effortlessly (it seemed) and graciously answered many questions and pointed me in the right direction. Just last night, I had the pleasure of stumbling across and installing two of his masterpieces- both going on a dozen years old!: b26_marauder_cfs2.zip Fdg2_b25j_conv.zip
    11 replies | 355 view(s)
  • bearcat241's Avatar
    July 23rd, 2016, 10:34
    Well said CK...a seriously overlooked factor in many of these "CFS2 Limits" threads. The aircraft, ships, objects_dp's and total scenery installations are all cataloged and correlated into the database files. And my guess is that's where the limits are regulated by the governing dll modules. I have nine WW2 installs for CFS2, plus a WW1 install. I'm constantly skirting the limitations line in all of the major installs at 1650+ object_dp's no matter how few aircraft or ships are in use. Once i hit the 1690-1700+ range, the database messages appear in QC and FF and if i get too far over 1700, its all no-joy for QC and FF.
    5 replies | 189 view(s)
  • Cees Donker's Avatar
    July 23rd, 2016, 07:09
    But the RXP gauges won't work in FSX-SE....... Cees
    4 replies | 338 view(s)
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