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View Full Version : Heavy Bombers B-17&29



OldCrow
April 6th, 2013, 12:30
Hey folks, I have recently added the Firepower B-17s to my campaign and have found some disturbing flaws and was hoping someone here knows how to fix them.

I have discovered these issues when I'm a fighter pilot on escort missions of these heavies.
1)The bombers always miss the ships they are targeting resulting in a failed mission unless I send my escorting flight down to damage the fleet, in escense doing the bomber's job.
2)The bombers bomb from around 21,000 ft, but then head for home under 10,000ft, making them easy prey and really making no sense.
3)The bombers seem to drop 1 bomb each and turn for home instead of say 12- 500lbers.
This is the stock FP loadout XDP:

<Loadouts InternalPylons="8191">
<Loadout Name="(12)500lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="1" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="3" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="4" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="9" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="10" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="11" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="12" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
</Loadout>
<Loadout Name="(6)1000lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="1" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
</Loadout>
<Loadout Name="(16)250lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="1" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="3"/>
<Hardpoint ID="2" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="3"/>
<Hardpoint ID="3" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="4" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="9" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="10" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="11" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="12" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
</Loadout>
<Loadout Name="(24)100lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="1" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="2" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="3" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="4" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="9" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="10" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="11" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="12" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="3"/>
</Loadout>
<Loadout Name="(2)2000lb (8)100lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_2000lb" Quantity="1"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_2000lb" Quantity="1"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="1"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="1"/>
<Hardpoint ID="9" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="1"/>
<Hardpoint ID="10" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="1"/>
<Hardpoint ID="11" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="12" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
</Loadout>
<Loadout Name="Clean" MissionType="Nothing"/>
</Loadouts>

rocketred
April 6th, 2013, 13:05
<Loadouts InternalPylons="8191">
<Loadout Name="(12)500lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="1" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="3" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="4" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="9" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="10" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="11" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="12" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="1"/>
</Loadout>
<Loadout Name="(6)1000lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="1" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_B25_0" PayloadType="A_1000lb" Quantity="1"/>
</Loadout>
<Loadout Name="(16)250lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="1" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="3"/>
<Hardpoint ID="2" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="3"/>
<Hardpoint ID="3" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="4" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="9" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="10" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="11" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="12" PylonType="pylon_B25_0" PayloadType="A_250lb" Quantity="1"/>
</Loadout>
<Loadout Name="(24)100lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="1" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="2" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="3" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="4" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="9" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="10" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="11" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="12" PylonType="pylon_B25_0" PayloadType="A_500lb" Quantity="3"/>
</Loadout>
<Loadout Name="(2)2000lb (8)100lb Bombs" MissionType="Search_Destroy">
<Hardpoint ID="5" PylonType="pylon_B25_0" PayloadType="A_2000lb" Quantity="1"/>
<Hardpoint ID="6" PylonType="pylon_B25_0" PayloadType="A_2000lb" Quantity="1"/>
<Hardpoint ID="7" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="1"/>
<Hardpoint ID="8" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="1"/>
<Hardpoint ID="9" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="1"/>
<Hardpoint ID="10" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="1"/>
<Hardpoint ID="11" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
<Hardpoint ID="12" PylonType="pylon_B25_0" PayloadType="A_100lb" Quantity="3"/>
</Loadout>
<Loadout Name="Clean" MissionType="Nothing"/>
</Loadouts>
<DamageBoxes>
<Box ID="damagebox_fuselage" Parent="damagebox_fuselage">
<BoxMap SystemID="fuselage_structure" Probability="45" Points="5000"/>
<BoxMap SystemID="center_fuel_tank" Probability="35" Points="1100"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
<BoxMap SystemID="bomb_bay" Probability="10" Points="900"/>
</Box>
<Box ID="damagebox_fuselage_aft" Parent="damagebox_fuselage">
<BoxMap SystemID="fwd_tail_struct" Probability="86" Points="2700"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
<BoxMap SystemID="upper_chin_gun" Probability="10" Points="100"/>
</Box>
<Box ID="damagebox_l_horizontal" Parent="damagebox_tail">
<BoxMap SystemID="left_horizontal_stabilizer" Probability="53" Points="600"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
<BoxMap SystemID="elevator_left" Probability="45" Points="579"/>
</Box>
<Box ID="damagebox_r_horizontal" Parent="damagebox_tail">
<BoxMap SystemID="right_horizontal_stabilizer" Probability="53" Points="600"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
<BoxMap SystemID="elevator_right" Probability="45" Points="579"/>
</Box>
<Box ID="damagebox_tail" Parent="damagebox_fuselage_aft">
<BoxMap SystemID="rear_tail_struct" Probability="96" Points="1815"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_vertical" Parent="damagebox_tail">
<BoxMap SystemID="vertical_stabilizer" Probability="78" Points="800"/>
<BoxMap SystemID="rudder" Probability="20" Points="258"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_l_wing" Parent="damagebox_fuselage">
<BoxMap SystemID="left_wing" Probability="31" Points="1800"/>
<BoxMap SystemID="hydraulics_reservoir" Probability="10" Points="800"/>
<BoxMap SystemID="left_gear" Probability="10" Points="463"/>
<BoxMap SystemID="left_flap" Probability="15" Points="771"/>
<BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_left" Probability="10" Points="579"/>
<BoxMap SystemID="left_fuel_tank" Probability="20" Points="1100"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_engine0" Parent="damagebox_l_wing">
<BoxMap SystemID="engine_one" Probability="90" Points="401"/>
<BoxMap SystemID="oil_reservoir" Probability="10" Points="100"/>
</Box>
<Box ID="damagebox_engine1" Parent="damagebox_l_wing">
<BoxMap SystemID="engine_two" Probability="90" Points="401"/>
<BoxMap SystemID="oil_reservoir" Probability="10" Points="100"/>
</Box>
<Box ID="damagebox_l_wing_tip" Parent="damagebox_l_wing">
<BoxMap SystemID="left_wing_tip" Probability="70" Points="400"/>
<BoxMap SystemID="aileron_left" Probability="30" Points="579"/>
</Box>
<Box ID="damagebox_nose" Parent="damagebox_fuselage">
<BoxMap SystemID="nose_structure" Probability="78" Points="500"/>
<BoxMap SystemID="chin_gun" Probability="10" Points="100"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
<BoxMap SystemID="center_gear" Probability="10" Points="383"/>
</Box>
<Box ID="damagebox_r_wing" Parent="damagebox_fuselage">
<BoxMap SystemID="right_wing" Probability="31" Points="1800"/>
<BoxMap SystemID="hydraulics_reservoir" Probability="10" Points="800"/>
<BoxMap SystemID="right_gear" Probability="10" Points="463"/>
<BoxMap SystemID="right_flap" Probability="15" Points="771"/>
<BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_right" Probability="10" Points="579"/>
<BoxMap SystemID="right_fuel_tank" Probability="20" Points="1100"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_engine2" Parent="damagebox_r_wing">
<BoxMap SystemID="engine_three" Probability="90" Points="401"/>
<BoxMap SystemID="oil_reservoir" Probability="10" Points="100"/>
</Box>
<Box ID="damagebox_engine3" Parent="damagebox_r_wing">
<BoxMap SystemID="engine_four" Probability="90" Points="401"/>
<BoxMap SystemID="oil_reservoir" Probability="10" Points="100"/>
</Box>
<Box ID="damagebox_r_wing_tip" Parent="damagebox_r_wing">
<BoxMap SystemID="right_wing_tip" Probability="70" Points="400"/>
<BoxMap SystemID="aileron_right" Probability="30" Points="579"/>
</Box>
<Box ID="damagebox_canopy" Parent="damagebox_fuselage">
<BoxMap SystemID="texture_canopy" Probability="10" Points="180"/>
<BoxMap SystemID="pilot" Probability="72" Points="120"/>
<BoxMap SystemID="radio" Probability="10" Points="50"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
</Box>
</DamageBoxes>
<Systems>
<System ID="nose_structure" Name="Nose Structure">
<Threshold Level="10" Effect="Library" Parameter="Smoke_Burst_a_Small_3" Location="emitter_damage_nose"/>
<Threshold Level="10" Effect="Library" Parameter="Smoke_Burst_a_Small_2" Location="emitter_damage_nose"/>
<Threshold Level="50" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_nose"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_nose"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_damage_nose"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_nose_piece"/>
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_nose_piece"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="oil_reservoir" Name="Oil Reservoir">
<Threshold Level="100" Effect="Library" Parameter="fx_oilleak" Location="emitter_oil"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="engine_one" Name="Engine One">
<Threshold Level="01" Effect="Library" Parameter="Smoke_Burst_a_Small_2" Location="emitter_damage_engine_0"/>
<Threshold Level="15" Effect="Library" Parameter="Smoke_Burst_a_Small_3" Location="emitter_damage_engine_0"/>
<Threshold Level="25" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_0"/>
<Threshold Level="25" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_0"/>
<Threshold Level="50" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_damage_engine_0"/>
<Threshold Level="50" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_0"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_damage_engine_0"/>
<Threshold Level="75" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_0"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_A_Fuel_Swell_m" Location="emitter_damage_engine_0"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engine_0"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_damage_engine_0"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="engine_two" Name="Engine Two">
<Threshold Level="01" Effect="Library" Parameter="Smoke_Burst_a_Small_2" Location="emitter_damage_engine_1"/>
<Threshold Level="15" Effect="Library" Parameter="Smoke_Burst_a_Small_3" Location="emitter_damage_engine_1"/>
<Threshold Level="25" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_1"/>
<Threshold Level="25" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_1"/>
<Threshold Level="50" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_damage_engine_1"/>
<Threshold Level="50" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_1"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_damage_engine_1"/>
<Threshold Level="75" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_1"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_A_Fuel_Swell_m" Location="emitter_damage_engine_1"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engine_1"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_damage_engine_1"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="engine_three" Name="Engine Three">
<Threshold Level="01" Effect="Library" Parameter="Smoke_Burst_a_Small_2" Location="emitter_damage_engine_2"/>
<Threshold Level="15" Effect="Library" Parameter="Smoke_Burst_a_Small_3" Location="emitter_damage_engine_2"/>
<Threshold Level="25" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_2"/>
<Threshold Level="25" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_2"/>
<Threshold Level="50" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_damage_engine_2"/>
<Threshold Level="50" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_2"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_damage_engine_2"/>
<Threshold Level="75" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_2"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_A_Fuel_Swell_m" Location="emitter_damage_engine_2"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engine_2"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_damage_engine_2"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="engine_four" Name="Engine Four">
<Threshold Level="01" Effect="Library" Parameter="Smoke_Burst_a_Small_2" Location="emitter_damage_engine_3"/>
<Threshold Level="15" Effect="Library" Parameter="Smoke_Burst_a_Small_3" Location="emitter_damage_engine_3"/>
<Threshold Level="25" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_3"/>
<Threshold Level="25" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_3"/>
<Threshold Level="50" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_damage_engine_3"/>
<Threshold Level="50" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_3"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_damage_engine_3"/>
<Threshold Level="75" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engine_3"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_A_Fuel_Swell_m" Location="emitter_damage_engine_3"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engine_3"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_damage_engine_3"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="hydraulics_reservoir" Name="Hydraulics Reservoir">
<Threshold Level="100" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_hydraulics"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="pilot" Name="Pilot">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="radio" Name="Radio">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_fuel_tank" Name="Left Fuel Tank">
<Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_fueltank_left"/>
<Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_fueltank_left"/>
<Threshold Level="50" Effect="Fire" Parameter="fx_gastank_m" Location="emitter_fueltank_left"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_A_Fuel_Swell_m" Location="emitter_fueltank_left"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_fueltank_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_fueltank_left"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_fueltank_left"/>
<Threshold Level="100" Effect="Explode" Parameter="" Location=""/>
</System>
<System ID="right_fuel_tank" Name="Right Fuel Tank">
<Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_fueltank_right"/>
<Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_fueltank_right"/>
<Threshold Level="50" Effect="Fire" Parameter="fx_gastank_m" Location="emitter_fueltank_right"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_A_Fuel_Swell_m" Location="emitter_fueltank_right"/>
<Threshold Level="75" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_fueltank_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_fueltank_right"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_l" Location="emitter_fueltank_right"/>
<Threshold Level="100" Effect="Explode" Parameter="" Location=""/>
</System>
<System ID="fuselage_structure" Name="Fuselage Structure">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="vertical_stabilizer" Name="Vertical Stabilizer">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="rudder_cable" Name="Rudder Cntrl Cable">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="bomb_release" Name="Bomb Release">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="elevator_cable" Name="Elevator Cntrl Cable">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_wing" Name="Left Wing Structure">
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_wing_root_left"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_damage_wing_root_left"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_flap" Name="Left Flap">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="aileron_left_cable" Name="Left Ail. Cntrl Cable">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_gear" Name="Left Gear">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_wing_tip" Name="Left Wing Tip">
<Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_left"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="aileron_left" Name="Left Aileron">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_wing" Name="Right Wing Structure">
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_wing_root_right"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_damage_wing_root_right"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_flap" Name="Right Flap">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="aileron_right_cable" Name="Right Ail. Cntrl Cable">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_gear" Name="Right Gear">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_wing_tip" Name="Right Wing Tip">
<Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_right"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="aileron_right" Name="Right Aileron">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="fwd_tail_struct" Name="Tail (fwd) Structure">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="rear_tail_struct" Name="Tail (rear) Structure">
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_tail"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_damage_tail"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_tail_piece"/>
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_tail_piece"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="elevator_left" Name="Left Elevator">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="elevator_right" Name="Right Elevator">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="chin_gun" Name="Nose Gun">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="upper_chin_gun" Name="Upper Turret Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="Right_Cheek_gun" Name="Right Check Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="Left_cheek_gun" Name="Left Cheek Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="Right_waist_gun" Name="Right Waist Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="Left_waist_gun" Name="Left Waist Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="tail_gun" Name="Tail Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="ball_gun" Name="Ball Turret Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="radio_gun" Name="RadioOp Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="bomb_bay" Name="Bomb Bay">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_fueltank_center"/>
<Threshold Level="100" Effect="Fire" Parameter="fx_engfire_m" Location="emitter_fueltank_center"/>
</System>
<System ID="center_gear" Name="Nose Gear">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="rudder_left" Name="Left Rudder">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="rudder_right" Name="Right Rudder">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_horizontal_stabilizer" Name="Left Horizontal Stabilizer">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_horizontal_stabilizer" Name="Right Horizontal Stabilizer">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="texture_canopy" Name="Canopy">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
</Systems>
<Effects>
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_r"/>
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_l"/>
<Effect Type="StartEngine1" EffectName="fx_engstrt" Location="emitter_eng1_exh_l"/>
<Effect Type="StartEngine1" EffectName="fx_engstrt" Location="emitter_eng1_exh_r"/>
<Effect Type="StartEngine2" EffectName="fx_engstrt" Location="emitter_eng2_exh_r"/>
<Effect Type="StartEngine2" EffectName="fx_engstrt" Location="emitter_eng2_exh_l"/>
<Effect Type="StartEngine3" EffectName="fx_engstrt" Location="emitter_eng3_exh_l"/>
<Effect Type="StartEngine3" EffectName="fx_engstrt" Location="emitter_eng3_exh_r"/>
</Effects>
<Aircraft MinAlt="50" MaxAlt="10976" CruiseAlt="7622" DryWeight="15901" MaxWeight="30909" FuelWeight="0" CrewSize="10" CombatRadius1="1575" CombatRadius2="1575"/>
</UnitData>

Daiwilletti
April 6th, 2013, 17:37
Hi OldCrow,

I've found the heavy bombers are inaccurate against ships when dropping bombs from that altitude. I'm not sure if you can persuade them to fly a bit lower by flying the escort a bit lower before getting to the target?
Another option is a bit heavy-handed - lower the cruise altitude for the bombers - I can't remember if changing it in the xdp or the cfg is the best? Its pretty quick to experiment with this.

As for the dropping bombs singly - I suspect that is controlled by the way the loadouts are specified in the xdp file (its something I've always wanted to know). Some planes drop their whole load/fire their ordinance (for example rockets), all in one go. In fact, I prefer it when they control their ordinance singly, because they can attack more targets. If you hang around the target for longer, I suspect the bombers will fly around to the back of the convoy and go in for repeat bombing runs. Did you notice how in campaign anti_ship missions, the AI planes always seem to attack the convoy from behind? Then after doing one bombing run, they turn around and laboriously fly back to the rear of the convoy, often under heavy flak, before turning around and making another attack.

HTH,
David

OldCrow
April 7th, 2013, 21:15
No luck yet. :isadizzy:

Daiwilletti
April 7th, 2013, 22:37
No luck yet. :isadizzy:

Maybe the simplest thing would be to lower the cruising altitude then, as the bombers will be more accurate the lower they arrive at the target.

OldCrow
April 8th, 2013, 17:04
Maybe the simplest thing would be to lower the cruising altitude then, as the bombers will be more accurate the lower they arrive at the target.

Well, I didn't really want to change the heavies altitude, because...well bombing from 21K+ feet is really what makes them effective. I do notice my B-26s enter at 21k but as they circle they lower to about 15k and drop bombs. I'll see if I can get that to happen.

Daiwilletti
April 8th, 2013, 20:55
Well, I didn't really want to change the heavies altitude, because...well bombing from 21K+ feet is really what makes them effective. I do notice my B-26s enter at 21k but as they circle they lower to about 15k and drop bombs. I'll see if I can get that to happen.

yeah, I know what you mean. Its undesirable to have heavies wallowing around at lower levels :blind:. The B-26g (not the c) is set up as a tactical_bomber so it will go lower and not bomb straight and level.