Quote:
|
Quote:
The first front-line Coastal Command bombers started being equipped with Leigh lights in early summer 1942. On detecting a radar contact, aircrews were instructed to drop their height from 1,500-2,500 to 500 ft (152 m) before they attained a range of 1 mile from their potential target, and to switch on their light at a range of three quarters of mile (ca. 1,400 m), just before loosing their radar signal. It would be nice if, within the restrictions given by SH5's aircraft AI, we could (more or less) simulate those tactics and the inherent sensor limitations. Other useful figures that might come in handy while setting up our lights: On-line resources that the info above is based on: https://uboat.net/allies/technical/uk_radars.htm https://uboat.net/allies/technical/leigh_light.htm https://en.wikipedia.org/wiki/ASV_Mark_II_radar https://en.wikipedia.org/wiki/Leigh_Light ...and by the way, this is the drawing that my model is based on: |
Quote:
|
@ Vecko
My Leigh light model is now a GR2 equipment (almost) ready for entering service in TWoS. Can you please send me the following files from the last TWoS release?
Thank you :salute: |
Quote:
|
Quote:
out of curiosity, what are those "Bomb_cluster" and "DC_cluster" in the eqp files of the air units you sent me? I don't think they are in stock game? And one last question: in TWoS, are British bombers equipped with Leigh lights from the beginning of the war, and do you think date settings would be applied in aircraft equipment files? |
Quote:
Quote:
|
New Leigh light
I hope I didn't forget anything, I horrible at packing stuff before release:
https://www.mediafire.com/file/6mjpm..._TWoS.rar/file @ Vecko please check in game my addon before merging it to TWoS. The Catalina was missing its light node, so no matter the date it never had any Leigh light. That little blunder is fixed now. Adjusting beam's parameters and testing their effect in game took to me quite a lot of time:
My traverse/elevation settings are based on historical specifications and require no further comment. Before you check my work directly in game, I have just a couple of general remarks:
And finally a few screenshots I took this evening (beware: large image size): Well, that should be all for now :salute: P.S: I didn't perform any ballistic test (getting a round to hit that light would be a matter of luck even for a seasoned gunner), but in theory with a well aimed burst of the 2cm Flak, or with a single round of the 3,7cm SK C/30, one might disable the reflector turning its light off, or rip the whole nacelle away from the attacking aircraft :arrgh!: |
Great work gap!
Can someone please help me with this question? Currently magnetic detonator torpedoes need to pass very close under their target to detonate, I think minimum 2meters. However, they should be much more sensitive. I want to increase that range to 4 meters, but I do not know in which file to look for the sensitivity of the magnetic detonator. Can somebody please point me in the right direction? |
Quote:
Quote:
When you have finished with all the pistol of one controller (1 controller = 1 torpedo with all the possible pistols), repeat the same steps with the next controller. Once finished with all the controllers don't forget to save your changes (right click on torpedoes_g7a-e.sim in the project tree and choose 'save'). That's it; probably easier done than said :03: |
Quote:
|
Quote:
Quote:
|
Quote:
Do you prefer having it in dat or gr2 format? As I understand, you are converting your model to the granny format. On a side note, if you do so she will be the first scratch-made Gr2 unit ever added to SH5 (after about nine years from the release of the game and eight from the first release of Gr2Editor lol). You can't forego this record :D Quote:
|
Before the introduction of the Leigh light:
Quote:
Quote:
http://michaelhiske.de/Allierte/USA/.../Figure091.htm http://michaelhiske.de/Allierte/USA/...ken/Fig091.jpg This is how it works and how its flame should look (more or less): https://www.youtube.com/watch?v=wdMEF6MbJB4 What do you guys think? Should we add that in game? :hmmm: :03: https://i.imgur.com/Bbfcvr6.png |
Great work Gap.. And yes, I would the dropping flares in TWoS! These little details make the game more immersive. Superbe job.
Many thanks and best regards. Fitzcarraldo :salute: |
All times are GMT -5. The time now is 12:56 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.