[MOD] B-17 Visual Mods *update v1.1*
#16

I downloaded all three, no problem.
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#17

Tried again some hours later and got it successfully. Big Grin
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#18

Yip, me too, tried later and got the B-17E too. Got them all now, though I have a bug report for the B-17E:

[Image: n606415288_2464703_9516.jpg]
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#19

ptg, was that the only version of the E that was doing it?

Do you have any other mods installed that include the B-17E?



Let me know how it turns out!

I should have templates out soon. I had them all ready when I noticed a small problem with a missing window on the roof of the E's nose. Long story short, I accidentally deleted my template! Luckily, I have a backup, but it's at work... :oops:
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#20

Quote:ptg, was that the only version of the E that was doing it?

I must confess ignorance as how to select the 'hack' B-17E! :oops: The 'F' and 'G' are fine btw, and if I might say, the 'G' is a thing of beauty my friend. Very good work.

Back to business tho:

Quote:Do you have any other mods installed that include the B-17E?

I only have the 'standard' B-17 stuff that makes the B-17s flyable. I read the readme that came with your mods and it said "If you have another mod that makes the B-17 flyable, then you'll need to move the contents of 3do\plane to the same folder as that mod." So that's what I did - dropped the '3do' file from your mod into '....IL-2 Sturmovik 1946 MOD\MODS\B17E'. Please note that the folder is different to your 'B-17E' mod folder - no hyphen.

Did I mess up by following the instructions to the letter? Should I just drop your folder in to the MOD folder too, so I would get:

etc.
B-17E
B17E
etc.

?

Hope this helps in solving it. Any more info you need let me know. I will also try downloading the mod again.

Still a good mod though. Smile
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#21

In the B-17E folder there is a planes folder. You're suppose to put that planes folder next to the cockpit folder inside your B17E folder so that you only have ONE B17E folder installed. Hope this helps.
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#22

AIRdomination Wrote:In the B-17E folder there is a planes folder. You're suppose to put that planes folder next to the cockpit folder inside your B17E folder so that you only have ONE B17E folder installed. Hope this helps.

This is correct. It doesn't matter if there's a dash in the folder name or not, as long as the folder structure goes like this:
Code:
\MODS\\3do\Plane\B-17E(USA)
It should work fine.

As for using the hack, just rename the 3do\Plane\B-17E(Hack) folder to either 3do\Plane\B-17E(USA) or 3do\Plane\B-17E(Multi1). If you use the (USA) name, then the hack model will be used when USAAF, USN or USMC is selected as the nationality. If any other nationality is selected, the (Multi1) model is used. (If you don't have a folder with the (Multi1) name, then the game uses it's original model with the remote belly turret) This limits you to only 2 models being available at one time in the game.
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#23

Quote:In the B-17E folder there is a planes folder. You're suppose to put that planes folder next to the cockpit folder inside your B17E folder so that you only have ONE B17E folder installed. Hope this helps.

That's what I did, so I only have one B-17 folder for each variant. Unfortunately that means the bug report still stands then.

Quote:As for using the hack, just rename the 3do\Plane\B-17E(Hack) folder to either 3do\Plane\B-17E(USA) or 3do\Plane\B-17E(Multi1). If you use the (USA) name, then the hack model will be used when USAAF, USN or USMC is selected as the nationality. If any other nationality is selected, the (Multi1) model is used.

Ah, now this I understand, cool. I will be switching to the hack then as the stock 'E' uses those incorrect early 'F' style cheek gun windows, even though I quite like the remote turret...
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#24

I haven't tested this on a live mission, but I just ran few tracks where we flew in formation on live servers.

On B-17F - cheek, waist and radio operator's guns move outside of the plane. Also, you can not see through the waist window of the B-17F when looking from the port side. Looking through the waist from starboard works just fine.


EDIT:

I tested it in QMB now and got the same bugs:

Gunners (radio, waist, cheek)

[Image: b17f1oj5.th.jpg] [Image: b17f2cl6.th.jpg]

Waist windows

[Image: b17f3tv6.th.jpg] [Image: b17f4py6.th.jpg]
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#25

I have identified the problem and will have some corrected heir.him files available shortly. It turns out that I did actually modify some of the turret attachments, which is what caused this problem. I never noticed it because I was mainly flying QMBs without enemy planes! (It only happens when the gunners try and track bogeys.) I think I have found out the proper way of doing what I wanted and just need to check over all the different models. This also means the radio room gun will be non-moving.

I also noticed another anomaly that only happens if you're flying the plane. If you switch through the gun positions, the left cheek gun will disappear. I think this is probably because not all gun positions are modeled, but I'm not 100% sure. It happens even when I disable my mod and does not appear to happen on any AI planes, so I don't think it's being caused by my mod.
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#26

Thanks Jarink.

Have you found out why we can't see through the waist on the B-17F?

BomberBoy Wrote:I also noticed another anomaly that only happens if you're flying the plane. If you switch through the gun positions, the left cheek gun will disappear. I think this is probably because not all gun positions are modeled, but I'm not 100% sure. It happens even when I disable my mod and does not appear to happen on any AI planes, so I don't think it's being caused by my mod.


This is an old issue. It happens without your mod. If you switch back to the cockpit after it disappears or browse through other planes then you will see that left cheek gunner again.




One more thing => DBS has its own FTP server. I can put your mods there if you want. Would save people from DL-ing problems.
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#27

im glad to finally see the radio room .50 in there.
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#28

New v1.1 for the B-17E and B-17F now available!
See first post of this thread for new d/l links.

Changes in v1.1
Changed Attaching values in heir.him for cheek, nose, waist and radio room guns to prevent guns from rotating outside of fuselage.
Radio room gun made stationary. Both nose guns made stationary in PTO version of B-17E.

The no-see-through waist windows is not from my mod.

These are the original non-modded B-17F
Now you see through...
[Image: F_waist1.jpg]
now you don't!
[Image: F_waist2.jpg]

Here's the reason why. It's a little hard to see, but if you look closely, you can see the outline of the starboard waist window for the B-17G (which is staggered forward) is cut out from the inside of the fuselage. So, the starboard cutout is just in the wrong spot on the E and F. It's much easier to see what's going on with a skin that has markings over the area in question.
[Image: F_waist3.jpg]
[Image: F_waist4.jpg]

Don't expect it any time real soon (I'm slooooowly learning my way around in Gmax), but this should what some appetites:
[Image: PFF.jpg]
For those that don't know, it's a PFF radome. (PFF = "Path Finder Force; H2X blind bombing radar)
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#29

Oooh, yes I know what that is. Even if it doesn't work, that's nice for late war scenarios. Let's face it, clouds don't bother the AI anyway! Very nice Bomberboy!.

Soooo, if you're learning your way around Gmax, would a Cheyenne rear gun position be out of the question for the future? :wink:
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#30

Yes, a Cheyenne turret is certainly something I'm going to try once I get some experience with GMax and the whole 3D modeling process. I started the PFF radome as a simple project (just a cylinder and half-sphere primitives) to get me going before moving on to more complex things, but it may see the light of day sometime.
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