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fruitbat

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Everything posted by fruitbat

  1. LOL, i've already dropped that 'bomb' over at the banana forums
  2. I'm still messing around with sounds for 4.10 at the moment, thats just what happens to be in currently left over from the last round of testing, lol. whatever there shooting, they bloody well hurt if they hit!
  3. The vids above, were just against unarmed targets, i originally recorded because people were saying skip bombing was impossible, and i disagreed, lol. Against a heavily armed target, you must come in always on a curved approach, both in the vertical and horizontal. Here is me against a 1945 DD destroyer, a real nasty flak ship. The key is to only be straight and level for the very moment you drop your bombs. (first run i only hit with one bomb due to me being a poor shot, second run nail it, vid shows internal and external for both runs.) I'd be lying if i said they were the first two attempts i made, but to start with i wasn't taking enough bombage to sink it, so i reflew, and a copule of times i was on externals after the bomb drop to see if i'd hit (they did), and not concentrating on getting out of the flak zone, and thought it would look piss poor on a vid, getting pinged afterwards, when if i'd gone to the deck i'd of been alright. Only once did i get shot down by aa on my way to target, and once i ripped my wings off on the approach because of the G limit and carrying 3000lbs worth of bombs! The most vulnerable time in the run is the moments after the drop, between dropping and getting back down to 0m of the deck, by far. Even so, should one plane really be able to do what i just did in game in reality, i think not. The only sensible way to attack heavily defended ground targets is with multipul planes attacking at once splitting the defensive fire.
  4. its worse, but then it was much to easy before. besides, you can fly in at 10m, and pop up to 40m just for the bomb release, no reason why you have to come in at 40m all the way. I still come in as fast as possible, no need to slow down, unless your dropping torps.
  5. heres the internal shot of the 51 bombing the land targets from the end of the first vid linked above, won't let me put 3 vids in one reply!
  6. your bombs now need to fall for at least 2 seconds now. in level flight that equates to about 35-40m. I'm using a bomb delay of at least 3 secs now as well for 500 bombs, will need even more for the really big stuff. heres some skip bombing vids i made just after 4.10 came out, also at the end of the first vid some ground targets. and in a betty, mainly because someone over at ubi said it was impossible, lol. If you are in a downward dive when you release, you will obviously have to release higher, as you are putting extra downward acceleration on the bomb as well.
  7. I'm using the 5.1 beta. re profile, try here, fruitbats.xml
  8. I've uploaded my track ir 5 profile which is built for 6dof in mind, into the main lobby of our teamspeak server if you want it, its called originally 'fruitbats' as some others were asking about it a couple of weeks ago. Note, its designed to be used with 'precision' being turned ON. As to which one to use, make sure you only have one of them at any time activated. I'd try the Exe_512MB_6DOFTiR first, and in the unlikely event you have any issues, go to the 00_6DOF_Tracker_2_0_sHr.
  9. happy new year everyone!
  10. have a great night tonight all, happy new year:)

  11. You rock Rog! nice vids by the way
  12. fruitbat

    Pedal Settings

    i've saitek rudder pedals, i use, 1,4,10,17,28,41,54,69,85,100.
  13. glad to of been of assistance! my god my grammer was awful in my first reply to you, guess i was still half asleep! D-.
  14. hi BG, here is your missions you sent me a while back, do know from how long ago they go back though? bg_net_missions.116.exe
  15. cool, glad you got it sorted
  16. because bombs now take 2 seconds to arm. if you drop from 20m, they won't have time to arm, and nothing happens. have to change how you skip bomb slightly now, drop from further away, and a bit higher. however, a bit of practise, and its still fairly easy,
  17. see here, http://www.dangerdogz.com/forums/topic/7669-quick-mission-tuner-update-for-up201/ my second to last post.
  18. did you remember to point QMT at 4.10 install, both through the prefs tab as well, as changing the directory in the bottom left corner? @FT, when i first started doing stuff for the nine lives campaign, i had to add about 50% of the Raf squadrons the campaign uses manually into the squadrons file as well. By the way, you can only have either the UP2.01 files, or the 4.10 files operated in QMT, not a mix, i've just been copying in and out which files i'm using, depending on whether i'm using UP2.01 or 4.10
  19. this is for 4.10 only. its part of the new 4.10 QMB being able to addd your own missions.. for your QMB to work in 4.10 there must be this folder already, otherwise none of the misions in QMB would work. In 4.10 you should now have in your Missions folder, Campaign, Net, Quick and Single folders. this goes into your Quick folder. mission is selected by the drop down 'map' menu on the QMB screen. Can you you select different maps through the QMB?
  20. Ok, I think i've found the problem. I've got the Curtis wright in to a mission through QMT, and it played fine, However, i think the problems are being caused by squadrons not being recognised, basically, any missions which have this green icon by one of the flights, is because QMT for sure, and maybe the game as well, can't recognise the squadron. I know they have reworked some squadron stuff in 4.10, but don't know exactly whats been done. when i edited a mission without those symbols, i had no problem putting in the curtis wright, and it was all fine when i started up the co-op. To conclude, the QMT files are good, but some of the missions have squadrons that either 4.10 doesn't like and or QMT doesn't recognise. will dig a bit deeper over the coming days, but i think the only way to change squadrons is in the FMB.
  21. Here is a QMB mission i made for myself, to practise bombing offline, since with the new 2 second bomb arming, things have become somewhat harder. the advantage of doing it as a QMB mission is that you can fly what ever plane you want and easily change between planes, although will need to make sure your flying for the allies, whatever plane you choose, for the mission to work. i've put in some ships to practise skip bombing, some ground targets with the target marker, with static cameras around both to be able to easily review hits (or not) on tracks. spawn in close by (at whatever height you choose in QMB, so can practise dive bombing to), with lights to guide you to the ground target, Installing is easy, download here, http://www.dangerdogz.com/forums/files/file/465-bombing-practise-qmb-mission/ extract and put it here, you can also edit it to your hearts content in the FMB.
  22. we have most of hem already, of the top of my head, ones i had to create were, SpitfireMkIXcM61_____Spitfire F IXc, 1942 SpitfireMkIXcM63_____Spitfire F IXc, 1943 SpitfireMkIX25lbsCLP__Spitfire LF IXe CW 25lbs, 1944 SpitfireMkVc16lbs_____Spitfire F Vc(2) trop 1942 SpitfireMkVb16lbs_____Spitfire F Vb, 1942 SpitfireMkVbM4616lbs_Spitfire F Vb Merlin46,1942 SpitfireMkIXcHF______Spitfire HF IXc, 1944 I just copied out of my skins folder a relevant similar folder, for example, my SpitfireMkIX folder to desktop, and renamed it SpitfireMkIXcM61 and copied in back in, so it had all my skins in straight away. Because i just copied my skins folder from my UP installation, when i was setting up my 4.10, i've got loads of mod spit folders in there to, and just left them for now, so not sure if theres anything redundant in there now, stock wise.
  23. In 4.10 the spitfires have been reworked, with some new sub variants included, which you will have to create skin folders to use custom skins. In the left column, is what the skin folder has to be called exactly, the right column the plane is labelled in the QMB. SpitfireMkVb_________Spitfire F Vb early,1941 SpitfireMkVb12lbs_____Spitfire F Vb, 1941 SpitfireMkVb16lbs_____Spitfire F Vb, 1942 SpitfireMkVbCLP______Spitfire F Vb CW, 1943 SpitfireMkVbLF_______Spitfire LF Vb, 1942 SpitfireMkVbLFCLP____Spitfire LF Vb CW, 1943 SpitfireMkVbM4616lbs_Spitfire F Vb Merlin46,1942 SpitfireMkVc_________Spitfire F Vc(2) trop, early 1942 SpitfireMkVc16lbs_____Spitfire F Vc(2) trop 1942 SpitfireMkVc4xH______Spitfire F Vc(4) trop, early 1942 SpitfireMkVIII________Spitfire LF VIII, 1943 SpitfireMkVIIICLP_____Spitfire LF VIII CW, 1943 SpitfireMkIXcM61_____Spitfire F IXc, 1942 SpitfireMkIXcM63_____Spitfire F IXc, 1943 SpitfireMkIXc________Spitfire LF IXc, 1943 SpitfireMkIXcCLP_____Spitfire LF IXc CW, 1943 SpitfireMkIXcHF______Spitfire HF IXc, 1944 SpitfireMkIX25lbs_____Spitfire LF IXc 25lbs, 1944 SpitfireMkIXe________Spitfire LF IXe, 1944 SpitfireMkIXeCLP_____Spitfire LF IXe CW, 1944 SpitfireMkIXeHF______Spitfire HF IXe, 1944 SpitfireMkIX25lbsCLP__Spitfire LF IXe CW 25lbs, 1944 FB.
  24. for those that are going to host 4.10 co-ops, these files may come in very handy, they are the updated to 4.10 aircraft and weapons files for quick mission tuner. copy into your QMT folder to use. http://www.dangerdogz.com/forums/files/file/464-qmt-update-for-410/
  25. 15 mins away here, A very happy christmas to all of you, may santa bring you what you want!
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