Bomb Load ?
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  1. #1

    Bomb Load ?

    See anything wrong with this bombload?

    <Loadouts InternalPylons="1">
    <Loadout Name="(10)50kg Bombs" MissionType="Anti-Shipping,Search_Destroy">
    <Hardpoint ID="0" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    <Hardpoint ID="1" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    <Hardpoint ID="2" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    <Hardpoint ID="3" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    <Hardpoint ID="4" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    </Loadout>

    Maybe I'm missing something. Quantity="3" is two bombs, right?

    All five 'pylons' are in one pylon (pylon_ju88c2), with a hardpoint linked to each pylon. Problem is, only get one bomb to drop. Already tried two hardpoints, on each pylon...results, some two bombs, the others only one.

    Thanks for any help!

  2. #2
    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    Ted

    You have 1 internal pylon?

    Looks like you should have more since you list 5 pylons with two bombs each for a total of ten- don't have the document in front of me but you need to revise the internal pylon to reflect the number of pylons in the mesh. Also, remember that external pylons matter too, but they are not listed and the game just finds them and lets you mount external bombs as long as you have a pylon and a mount.

    I think it should be 31, but that is a wild guess. But I know that is part of your problem. The stick xdp has only the one internal but uses a pylon with 10 mounts or something like that. Ignore the stock set up.

    Someone listed the pylon numbers a while back. Found it

    The formula for the bomb count versus quantity is 2 raised to the n power minus 1

    Count n____Quantity Value
    _1____________1
    _2____________3
    _3____________7
    _4___________15
    _5___________31
    _6___________63
    _7__________127
    _8__________255
    _9__________511
    10_________1023

    so for you change the 1 to 31. Thanks to major in a prior post for this.....

  3. #3
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    Quote Originally Posted by crossram View Post
    See anything wrong with this bombload?

    <Loadouts InternalPylons="1">
    <Loadout Name="(10)50kg Bombs" MissionType="Anti-Shipping,Search_Destroy">
    <Hardpoint ID="0" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    <Hardpoint ID="1" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    <Hardpoint ID="2" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    <Hardpoint ID="3" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    <Hardpoint ID="4" PylonType="pylon_ju88c2" PayloadType="G_SC50" Quantity="3"/>
    </Loadout>

    Maybe I'm missing something. Quantity="3" is two bombs, right?

    All five 'pylons' are in one pylon (pylon_ju88c2), with a hardpoint linked to each pylon. Problem is, only get one bomb to drop. Already tried two hardpoints, on each pylon...results, some two bombs, the others only one.

    Thanks for any help!
    Missiontype should be anti_shipping, not anti-shipping

  4. #4
    Ah, I'll correct the anti_shipping. Thanks, guys!

    I've tried the pylons, Ted, a handful of different ways. Yes, have tried a separate pylon model, for each pair of bombs, and the like.

  5. #5
    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    hey

    This works for me

    <Loadouts InternalPylons="3">
    <Loadout Name="Clean" MissionType="Escort,CAP,Intercept,Sweep,Nothing,Bo mber_Intercept,Search_Destroy"/>
    <Loadout Name="(10)50kg Bombs" MissionType="Search_Destroy">
    <Hardpoint ID="0" PylonType="pylon_ju88_50kgl" PayloadType="AvHistory_gr_bomb_sc_50_Internal" Quantity="31"/>
    <Hardpoint ID="1" PylonType="pylon_ju88_50kgr" PayloadType="AvHistory_gr_bomb_sc_50_Internal" Quantity="31"/>
    </Loadout>
    </Loadouts>

    Have two plyons in the model pylon0 and pylon1, oriented as 0, 0, 0, and mount each pylon model as shown above and have 10 kg50 bombs
    Attached Thumbnails Attached Thumbnails ju88 rack.jpg  

  6. #6

    Thanks!

    Appreciate that!

    Though, that's for dropping 5 and 5. I need 5 pairs of drops.

    Latest effort was a pylon model, with 5 pylons, each with one hardpoint, calling for 2 bombs. Still only getting one, for each. tried 2 points on each pylon, same results.
    In the airplane model itself, have all 5 pylon nodes...do I need a node for the pylon model, in the airplane model??

    I've been using the stock bomb...think I'll switch over to the AvHistory one.

  7. #7
    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    Ok

    When i want a pylon to drop say with two bombs I will make a pylon_ju88_50 that has mount 0 and mount1. The model will have nodes called pylon0 pylon1 pylon2 to say pylon5. That will give me the option to mount pylon_ju88_50 six times. The nodes must be part of the mesh linked to the bombbay or fuselage or something like that. So for the manchester I have 14 pylons that are part of the mesh and a pylon model that I made and exported to the pylon folder. The pylon in the folder is called for the in the xpd and the bombs mount to that. If you do it this way two bombs will drop six times. Salvos need one pylon in the pylon folder that has say 6 mounts (mount0 to mount5) and when you drop all six will release. The number of bombs that drop each cycle is dependent on how many mounts you have for the pylon you made in the pylon folder. The more pylon nodes you have in the model allows you to mix a match the pylons you made that you placed in the pylon folder. (Wish they used another name than pylon for both parts).

    So the nodes on the model are the attach points for the pylons that are in the pylon folder. You can use one type of pylon and attach it 2, 4, or 14 times in the model. If you look at the b24 I made years ago it has a bunch of pylons that I made all for different bombs. pylon_null is a pylon that is not visible but allows you to mount many bombs. See the b24 here:
    </Loadout>
    <Loadout Name="(6) 500lbs + (2) 690Gal tanks" MissionType="CAS,Strike">
    <Hardpoint ID="1" PylonType="pylon_null" PayloadType="TK_gb_tank__690gal_Internal_r" Quantity="1"/>
    <Hardpoint ID="2" PylonType="pylon_null" PayloadType="TK_gb_tank__690gal_Internal_l" Quantity="1"/>
    <Hardpoint ID="3" PylonType="pylon_b24_500r" PayloadType="AvHistory_us_Bomb__500lb_Internal" Quantity="7"/>
    <Hardpoint ID="4" PylonType="pylon_b24_500l" PayloadType="AvHistory_us_Bomb__500lb_Internal" Quantity="7"/>
    </Loadout>
    <Loadout Name="(20) 100lbs Bombs" MissionType="CAS,Strike">
    <Hardpoint ID="1" PylonType="pylon_b24_100r" Quantity="31" PayloadType="AvHistory_us_Bomb__100lb_Internal"/>
    <Hardpoint ID="2" PylonType="pylon_b24_100l" Quantity="31" PayloadType="AvHistory_us_Bomb__100lb_Internal"/>
    <Hardpoint ID="3" PylonType="pylon_b24_100r" Quantity="31" PayloadType="AvHistory_us_Bomb__100lb_Internal"/>
    <Hardpoint ID="4" PylonType="pylon_b24_100l" Quantity="31" PayloadType="AvHistory_us_Bomb__100lb_Internal"/>
    </Loadout>

    When I really want to make the plane a close to "real" as I can I make a range of pylons for the different loadouts.

    Hope this helps


  8. #8
    Thanks, again, Ted. Yes, it does!

    Guess my main problem is, this is my first pylon.

    Pretty sure I've tried about the same as you describe. Five separate pylons, with one mount on each (first), then two mounts on each pylon. It worked for a few drops, then get only one. Anyway, maybe my numbering is wrong, or sometning simple I've missed.

    Did a search on pylons, and ran across info...written by you! So, I'll go back through it, too.
    Too many irons in the fire...

  9. #9
    Another dumb question...

    Bomb loadouts have been working fine...though with a slight problem.

    Made the separate gmax pylons models, with the pylon/mount nodes. For the aircraft model itself, I 'merged' each set of pylon/mount nodes into the aircraft model. Though the pylon/mount nodes were not in the right location in the bomb_bay, so I moved them. The problem...when I did that, a 'extra' set of bomb bay doors appeared, out of place, guessing about the distance I moved the nodes. I have the bay doors named correctly.

    Do the pylon models need to be made in the correct position for the bomb_bay, or at 0,0,0? Or, do I need to make each node inside the aircraft model itself, seperately??

  10. #10
    Never mind...got it figured out. All fixed.

  11. #11
    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    Glad you got it

    For others wanting to model pylons. I always start exactly where on the model I want the pylons to be and model them there. Once I have that established you need to know which pylon (dummy node in the model) that the pylon model will attach. Why, this will be a the attach point for the pylon model and having in the correct location will depend on where it is attached and the attach point on the model (pylon) itself. I usually have a pylon node at 0,0,0 (airplane model) that I attach my pylon models to. So I move the pivot point to 0,0,0 (the pylon model's attach point). Only the pivot point (affect pivot point only, option), so the model remains just where I want it but where it attaches shifts to the correct location. Make sure the pivot is aligned to world (mounts too). export it and in the xpd code the correct loadout and pray. If I have the attach node in the main model somewhere else than it is a bit different but similar in concept.

    If the pylon node in the main model is on the wing, I center the pivot point of the pylon pivot to have the same x,y,z as the node in the main model.. Save everything. Then move the pivot point of the pylon model to 0,0,0 this moves the ENTIRE pylon model and export. But this time it is not just the pivot point that moves since the entire model is a child of the pivot point and it moves as it should.

    Not too difficult but it takes some thinking (which is why I struggle).

    Damn I wish they named these things differently so damn confusing. You have pylons as mounting points in the main airplane model. Than you also have pylon models that attach to these nodes. Ah, CFS3 in its glory!

    TaTa.

  12. #12
    Appreciate all the words of wisdom!

    Too easy to make some dumb little mistake, that, like plugged me, takes awhile to figure out! I had done pretty much the same thing, you descibed, then...exported the entire bomb bay w/doors, to make the pylons. Got stupid, 'hid' the bay doors, and forgot about it. Those extra doors loaded onto the model, throwing me for a loop!

    A little grey matter, and I realized what was going on.

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