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TheEnlightenedFlorist Dynamic Campaign

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Updated by Ataribaby

 

Quote

Changelog:
v3.0

 

* Changed RAF fighter flights with VIC3 formation to have 3 aircrafts per flight.
* Rounded briefing altitude to thousands and use feet for RAF and meters for Luftwaffe.
* Set BOB starting/ending dates as default.
* Fixed FreeHunt mission has only one patrol waypoint, now it has several loops. AI no more returns immediately home after reaching patrol area.
* Added option to fly as leader/wingman.

Download:
http://www.prekladytextu.eu/blitz/TEFCampaignV3.zip
 

 

 

Source: http://simhq.com/forum/ubbthreads.php/ubb/showflat/Number/4440299/gonew/1/new-version-of-theenlightenedflorist-dynamic-campaign-for-blitz-cod#UNREAD

 

 

Edited by Sokol1
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@Sokol1

 

Did the campaign run without problems for you? I ask because I got error messages with the old version after the 2nd mission. (need to make some screenshots)

Edited by Semor76

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What about installation? I have a "Src" folder now, where did I have to put this folder?

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Dude,you miss some proper install instructions. Without it, your upload is useless.....

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Try with the original TheEnlightened Florist Dynamic Campaign installation instructions - probable is the same folder structure.

 



Install:
1. Copy TEFCampaign.xml to Steam/steamapps/common/il-2 sturmovik cliffs of dover/AddIns
2. Copy TEFCampaign folder to Steam/steamapps/common/il-2 sturmovik cliffs of dover/parts

If you are upgrading from version 1.0, you must start a new campaign.

If you already have my JG51 campaign installed, please delete the existing TEFCampaign folder before copying in the new one.

Troubleshooting:
If nothing happens when you click "The Enlightened Florist Campaigns", please go to parts/TEFCampaign, right click on DynamicCampaign.dll and JG51_Mission.dll, click properties, and click "Unblock" at the bottom of that window.
If you encounter problems after upgrading from version 1.0, try doing a complete reinstall by deleting any existing files, and copying the new ones in again.

 

https://theairtacticalassaultgroup.com/forum/Downloads.php?do=download&downloadid=156


 

Edited by Sokol1

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1 hour ago, Sokol1 said:

Try with the original TheEnlightened Florist Dynamic Campaign installation instructions - probable is the same folder structure.

 

 

  Reveal hidden contents

 

 


Install:
1. Copy TEFCampaign.xml to Steam/steamapps/common/il-2 sturmovik cliffs of dover/AddIns
2. Copy TEFCampaign folder to Steam/steamapps/common/il-2 sturmovik cliffs of dover/parts

If you are upgrading from version 1.0, you must start a new campaign.

If you already have my JG51 campaign installed, please delete the existing TEFCampaign folder before copying in the new one.

Troubleshooting:
If nothing happens when you click "The Enlightened Florist Campaigns", please go to parts/TEFCampaign, right click on DynamicCampaign.dll and JG51_Mission.dll, click properties, and click "Unblock" at the bottom of that window.
If you encounter problems after upgrading from version 1.0, try doing a complete reinstall by deleting any existing files, and copying the new ones in again.

 

 

https://theairtacticalassaultgroup.com/forum/Downloads.php?do=download&downloadid=156


 

Nope. File structure seems a bit different this time. Where I have to put the "Src" folder?

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You can ignore the "Src" folder, it's a Visual Studio solution with the source code that's compiled in the "Release" folder as .DLL files.

Edited by BB5000
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11 minutes ago, BB5000 said:

You can ignore the "Src" folder, it's a Visual Studio solution with the source code that's compiled in the "Release" folder as .DLL files.

..the first one with a plausible answer since september 23rd. ^^

 

Thank you

 

 

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Great, improved missions with more enemy contacts as older Version.

One small issue that I already know from older Versions: when flying as wingman Fighter Bomber BF109 (in older Versions I edited the campaign mission manually):

When the flight reaches the target the bomb of my plane is released automatically although Autopilot is deactivated.

At the Moment my solution is to overtake the flight and release my bomb before the others do.

Does anybody know another solution to avoid that?

Best regards

 

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Posted (edited)

Hi, guys.  I just installed the mod and am currently playing it.

 

Some (potentially stupid) questions:

 

-When the mission starts, each of the AI squadmates (and leader) calls in, announcing they are ready to take off.... and then, we just all kind of sit there, and they seem to take off only after I have become impatient and take off on my own.  Do they eventually take off (if I remain on the ground)?  Since I'm playing as a wingman, I'd assume the leader goes first (and I appear to be #2).

 

-Do I have to 'call in' as they do, before taking off?  I couldn't find anything in the radio commands like that.  I thought maybe that's what everyone was waiting on, and why they wouldn't take off.

 

-In my first (current) mission, we are circling around within one of the grid sectors (as marked out by the waypoints/path).... yet, despite there being enemy planes (which are also being announced, too), we keep circling, and not attacking.  I'm assuming the leader would give the order to attack, so I didn't want to jump the gun, and break formation and attack on my own.  Or, is that what I need to do?  Just overall seems like the leader isn't leading (...not taking off until I do... not attacking enemies...).  Feel like I'm misunderstanding something here!

 

-I've chosen a B variation 109 (as I was hoping for some ground targets).  Is that all I needed to do, or was there some other menu setting I needed to change in order to get some ground target missions?

 

 

Other than that (so far!), a big thanks to the author of this mod!

Edited by ladlon

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11 minutes ago, ladlon said:

-When the mission starts, each of the AI squadmates (and leader) calls in, announcing they are ready to take off.... and then, we just all kind of sit there, and they seem to take off only after I have become impatient and take off on my own.  Do they eventually take off (if I remain on the ground)?  Since I'm playing as a wingman, I'd assume the leader goes first (and I appear to be #2).

 

 

-Do I have to 'call in' as they do, before taking off?  I couldn't find anything in the radio commands like that.  I thought maybe that's what everyone was waiting on, and why they wouldn't take off.

 

You hit another CloD "idiosyncratic". 😀 

 

Yes, the issue is because you don't have asked for take-of clearance,  like AI.

 

And it's no use asking (TAB 7 4), you'll never be authorized - an bug in COMMS prevent that player receive clearance for take-off  - the logic of answer is inverted, so is always denied, same happesn with landing.

 

An workaround (someone say that CloD is synonymous of "workarounds"), hit briefly the key for "Toggle AI control" (AI autopilot), then tower give clearance for your plane.

 

 

 

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Hello again, Sokol1!  Small world!

 

Ya, I seem to hit all those CloD quirks, don't I!  I did try all the radio commands, but ya... quirks.

 

Okay, I'll do the AI control thing as a workaround...  I'm cool with that, as long as it works!

 

I actually did the exact same thing (AI toggle) when we were circling around forever, and the leader wasn't attacking anything... but, even with my plane AI controlled, we all just circled (...I wanted to see if maybe I had to initiate the attack... but, nope).

 

So, what IS the deal then with no one attacking anything?  We were properly following the waypoints (circling around the one sector), but never attacked any of the planes that appeared and/or were announced.

 

Is it because (maybe) none of those enemies entered that specific sector/grid?  Our mission was to patrol that one sector, so are we simply ignoring any planes that are outside of that?  (I guess that would make sense, if that's what it is)

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18 hours ago, ladlon said:

Hello again, Sokol1!  Small world!

 

Ya, I seem to hit all those CloD quirks, don't I!  I did try all the radio commands, but ya... quirks.

 

Okay, I'll do the AI control thing as a workaround...  I'm cool with that, as long as it works!

 

I actually did the exact same thing (AI toggle) when we were circling around forever, and the leader wasn't attacking anything... but, even with my plane AI controlled, we all just circled (...I wanted to see if maybe I had to initiate the attack... but, nope).

 

So, what IS the deal then with no one attacking anything?  We were properly following the waypoints (circling around the one sector), but never attacked any of the planes that appeared and/or were announced.

 

Is it because (maybe) none of those enemies entered that specific sector/grid?  Our mission was to patrol that one sector, so are we simply ignoring any planes that are outside of that?  (I guess that would make sense, if that's what it is)

The reason aircraft don't attack is usually because of one of the below reasons:

 

1)  The intended attacking fighter aircraft are not 'Fighter' class  (if you assign a Bf-110 to carry bombs, it will not act as a fighter.  Bombers class will never attack)

 

1)  Fighters do not have a 'target' assigned for them to attack

 

2)  Fighters are not assigned to 'attack Bombers' or 'attack fighters' by the Mission Builder in the mission waypoint where they encounter the enemy... or they are assigned to attack another type besides the one they encounter  (Mission builders need to assign flights an 'attack' mission on every waypoint where they might encounter the enemy)

 

4)  The Fighters are too low an experience level to notice the enemy or too low an experience to be aggressive or brave enough to attack them

 

We are instituting changes in TF 5.0 so there is an option to 'attack all', we are improving the basic skills of the Rookie and Average types so they are a little better at spotting and a little more aggressive, and we would like to institute changes so a flight has an overall mission level of aggression... i.e. they will attack any aircraft they encounter without the player having to add an 'attack' option for each waypoint.

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Ya, we were in 109s, with a mission to fly into the England area, and circle around a specific sector.  We had Spits appearing fairly frequently, but we just kept circling.

 

The only factor (that you mention) that I think MIGHT have been relevant to this session was maybe the skill level... I did make the enemy skill level low (1-4), but I don't recall what the skill level of my leader/teammates were...  Even so, the leader (or is it HQ?) kept reporting spits, so they should have at least 'known' they were there.

 

I'll have to try it again tonight, and see if I can narrow it down.  Maybe it was just a first time glitch?...

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On ‎3‎/‎10‎/‎2019 at 12:30 AM, ladlon said:

Ya, we were in 109s, with a mission to fly into the England area, and circle around a specific sector.  We had Spits appearing fairly frequently, but we just kept circling.

 

The only factor (that you mention) that I think MIGHT have been relevant to this session was maybe the skill level... I did make the enemy skill level low (1-4), but I don't recall what the skill level of my leader/teammates were...  Even so, the leader (or is it HQ?) kept reporting spits, so they should have at least 'known' they were there.

 

I'll have to try it again tonight, and see if I can narrow it down.  Maybe it was just a first time glitch?...

Hi ladlon,

I am using Blitz and the new TEF campaign since about 3 weeks in works quite good, in TEF campaign I think in 90% of all missions there is air combat.

My Settings:

-I used only the east part of the campaign, because the missions are shorter (I fly  without time compression), and (I suppose) because of the smaller battle area there more enemy contacts.

-until now I was flying always as a Luftwaffe fighter or fighter bomber pilot

-number of planes: min:30 max:60

-AI Level 5-8: AI pilots are attacking, but they are not to strong

-until now I am flying as wingman (I like this new function, in the older Version of TEF I had to modify the missions)

-airfields: very often Wissant an now St. Inglever (1 succesful Mission)

-my procedure at beginning of Mission:

1.: I pause the game to adjust some Settings: map area relevant for Mission and I set the FOV angle.

2.: I lower flaps to ca.10° to 15°

3.: Importent: When I hear the Radio Messages that the flight is taking off I activate AUTOPILOT

4.: immediately after AUTOPILOT starts to move forward the Throttle I deactivate the AUTOPILOT and take off manually

5.: important: directly after take off I retract landing gear (flying straight Forward) and after that I activate AUTOPILOT

6.: After 1 waypoint is reached (your plane starts flying to left or right following your leader) you can deactivate the AUTOPILOT and fly manually.

(Remark: using AUTOPILOT 2 times seemes to me necessary to ensure that your plane is identified as a member of the flight and maybe that the flight continues with the Mission) 

7.: When flying as a wingman it seems to me that there is only one suitable Radio command available: Request ground control for air targets

 

Best Regards

 

 

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Hi, kraut1.  Yep, that's all pretty much exactly what I have been doing, too... except I usually pilot the plane during takeoff.

 

An interesting point you bring up about hitting autopilot a second time, in order for your plane to be identified as a member of the flight..  That may be a factor for me, although I seem to be part of the flight (leader scolds me for not being properly in formation sometimes).  Nevertheless, I'll have to try that out, just to see if it changes things.

 

I played again last night, and we cirlced again, repeatedly.  It seems like maybe we are only to attack those enemies within our one selected sector/square.  Other enemies get announced, but no order to attack seems to usually happen (nor do any of the other guys attack).  We HAVE had times where we do, so it's not always like this.  Just wasn't sure why some missions, we just circle round and round, and do nothing, while enemies appear elsewhere.  I wasn't sure if I should attack, despite not being ordered.

 

I never really noticed/considered the 'Request Air Targets' command.  Like you, I always play as a wingman, so I figured the leader would call the shots, and that I wasn't authorized to make those decisions.  At one point, I even tried reporting an enemy contact, but nothing much happened as a result.

 

I don't recall if last night's session involved the EnlightenedFlorist mod, or one of the other dynamic mission mods, but another peculiar thing happened.  When the mission started, a large orange text message appeared, indicating a target(?) (airfield or industrial town) and it's coordinates.  I assumed that was our order/target.  I was playing as an He111.  What was odd, though, was the waypoints were just two... our airfield, and then a nearby airfield... and no waypoint at the target.  I THINK the wingmen all flew towards the target, but the lack of target waypoint meant that if I tried to go to AI control of my plane (to then go to time compression to speed up the journey there), my plane would orbit that second waypoint airfield, rather than go with the group.  So, that forced me to manually fly the entire trip.  Maybe I'm not understanding something, though...

 

Out of frustration (after several attempts to do a mission, only to have some mechanic of the sim fight me and ultimately mess up my mission), I loaded a 'mission' I made (which just had an He111 on an airfield, so I could fly it and do bombing target practice, in peace), and (after a few attempts again) finally got all the bombing stuff sorted out (conversions, AI control, autopilot, etc).

 

So, ya, I have to give it a few more tries, and figure out a few things.  CloD unfortunately is filled with what is lovingly called 'CloD idiosyncrocies'... features that are either broken, or missing, or just weird quirks... all that pretty much just have to be accepted, as the coding apparently does not allow for them to be fixed/modded.  So, learning CloD is not just a matter of learning the controls/systems, but also which of them are 'broken' or work differently then you would normally expect.

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7.: When flying as a wingman it seems to me that there is only one suitable Radio command available: Request ground control for air targets

 

If you became lost can use TAB 7 2 - Request heading for home base.

 

 What was odd, though, was the waypoints were just two... our airfield, and then a nearby airfield... and no waypoint at the target.

 

I think that you are tasked to meet a fighter escort over this nearest airfield, when this task is accomplished a waypoint to target is generated. 

 

 I THINK the wingmen all flew towards the target, but the lack of target waypoint meant that if I tried to go to AI control of my plane (to then go to time compression to speed up the journey there), my plane would orbit that second waypoint airfield, rather than go with the group. 

 

As you take-off manually, AI don't recognize you as leader, then will fly for the existing 2nd waypoint and circle there indefinitely or return to base and land - for this happens they need enter in home base "capture radius" (defined by mission maker).

 

...

but also which of them are 'broken' or work differently then you would normally expect.

 

Exactly. 😀

 

 

 

 

 

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Ya, it's a bit confusing to troubleshoot the system...  The radio chatter really confuses matters, as some of it seems like it's not related to us/me... or contradicts what the others may be doing... or what the waypoints are implying.  Hard to tell what I should be doing or 'listening' to.

 

You're most likely right about the triggers (as well as the necessity to briefly toggle the AI control once in a while to address 'quirks').  It's just discovering what they all are is a bit tricky, as obviously there's no documentation (that matches the REALITY of the state of the system).

 

But, it's slowly coming together.  Did some proper bombing runs, although it seems that my plane is dropping two sets of bombs.  I had the amount set to 4, and had a good ground track, but it released TWICE.  Thought maybe there was some 'mode' or setting that I wasn't aware of.  I know it took me forever to actually notice/hit the hitbox of the interval/spacing dial (which, up until now, seemed non-interactive... which was odd).  There seems to be some dials missing, relative to the actual available settings/commands in the control mapping list.  Another case (seemingly) of the sim not being completed.  I have to try a few more bombing runs, and see what might be causing that  double drop.

 

Hey, is there not some method of seeing how many bombs you are carrying (or is left)?  Is there no panel/gauge that also shows things like whether you are set for single or salvo mode?  I keep feeling like there's some panel that I haven't noticed... but I seem to have 'looked' everywhere.

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Posted (edited)
3 hours ago, ladlon said:

... except I usually pilot the plane during takeoff.

 

Hi ladlon,

I am flying my plane during take off by myself too.

At the beginning of the take off I immediately deactivate the Autopilot when Autopilot starts moving the throttle Lever Forward.

After the plane is in the air I retract the landing (flying straight Forward following the leader). When the landing gear is retracted I engage the Autopilot for a second time (for ca. 20seconds) until my plane reaches the waypoint and starts flying a curve to left or right. If this happens I deativate the Autopilot.

 

I think every offline gamer has his individual style of playing a flight sim.

My personal style is to fly the plane as realistic as possible:

I don't use Autopilot (exept of the 2 times during take off) and I don't use time compression (because of that I prefer the east part of the campaign / shorter missions).

During combat I am always using internal Cockpit view without padlock and without Icons, symbols, subtitles, head up Display. External view only after take off or during cruise when enemy contact is not probable

At the beginning of the Mission I set the FOV to an angle that the sight ring of my BF109 has a diametre of ca. 50mm on the my 27" Monitor and my eyes are at a dictance of about 500mm in front of the Monitor. With this narrow FOV I see the other planes in a realistic size but the disadvantage is that the overview is not so good.

I don't use flying aids like Auto rudder and I operate the coolers and Propeller pitch manually.

 

But this is only my personal Point of view.

 

If you are interested in TEF campaign BF109 fighter missions you can try the attached missions I have already flown and survived.

Best regards

 

already flown TEF campaign missions BF109.zip

Edited by kraut1

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Posted (edited)
Quote

You're most likely right about the triggers (as well as the necessity to briefly toggle the AI control once in a while to address 'quirks'). 

 

In CloD nothing is an "exact science". I am testing kraut1 method - engage AI Autopilot two times, and one time AI just crash my plane (Ju 88). 😀

 

Quote

Hey, is there not some method of seeing how many bombs you are carrying (or is left)?  Is there no panel/gauge that also shows things like whether you are set for single or salvo mode? 

 

Before hit FLY try look in LOADOUT, perhaps show you bombs load.

 

You can set salvo and delay, by keys/button shortcuts or by mouse click in an panel near bombsight. An briefly information about is show in that silly blue'rish "HUD". 🤬

 

Edited by Sokol1

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@kraut1

I'll have to try the autopilot after takeoff trick, that may clean things up as far as the triggers, etc.

 

I play from inside as well, although every once in a while I'll do an outside view 'just for effect'.  I DO have labels on, though, as I personally have no idea how anyone can distinguish enemy vs ally (... that is even more impressive in the real world!).  I wish I could simplify the label... I would prefer to just have a red or blue indicator... that's about it.  A shame you can't toggle the labels on/off during play, as I'd probably try and have them off most of the time, and just flick them on for verifying things I'm not sure of.

 

I do the East map, but while I'm still practicing bombing and stuff, it's a bit of a drag travelling that whole distance (and time)... so I use the compression for that.  I'm playing the same mission over and over, as SOMETHING always comes up to mess up my bombing run (usually the UI or one of the 'quirks').

 

As much as I'd love to, I don't do any of the complex engine management... I have my hands full just dealing with the enemy and the quirks... for now.  Once I DO get better, and things are figured out and more 2nd nature, I'd like to do that... as that defintely adds to the depth, and also gives you something to deal with while doing the 'travel' phases.

 

Is that mission different from the ones in the TEF dynamic campaign mod?

 

I've been hoping to do some ground bombing with a 109, but it seems when you select the 109, it is assumed you want to do dogfighting.

 

I'm still planning on getting BoK tonight or tomorrow...  Going to do my taxes first, and then treat myself to BoK as a 'reward'.  It'll be my first BoX sim.  I have all the other IL-2 sims previous to it.  Still pondering installing 1946, and the VPMod.

 

@Sokol1

Ya, but is there some dial or something in the panel that shows the number of bombs you have on board?

 

I have a keyboard shortcut for things like the Short Fuse(?) or whatever it is called (...I'm not even sure what it IS...).  But, nothing seems to happen with I press it... not even a text message.

 

I also had Bomb Bay Door Toggle mapped to a key, but it didn't seem to work either... only the Bay Open and Bay Close keys work.  Another quirk?

 

I still have to figure out what is going on with the 'brakes'...  At the start of a mission, I'm often stuck to the ground, despite throttling.  I release the brakes (and I can see visually the brakes are off in the He111's pedals), yet sometimes I do not move forward.  Sometimes, I have to press the brakes twice or more...  and I even click the Chocks key, thinking maybe the wheels are chocked...  Seems very random, like the command only works 1/3rd of the time... so my pre-takeoff usually has me randomly tapping the brakes and chock keys.  (Are chocks visible in the sim, or invisible?  I see none on my He111 before a mission, yet it SEEMS sometimes hitting the Chock key allows my plane to finally move forward...)

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Posted (edited)
22 minutes ago, Sokol1 said:

Before hit FLY try look in LOADOUT, perhaps show you bombs load.

 

Better, after hit FLY (1st time)  look in PLAYER PLANE - instead hit FLY (2nd time),  and in LOADOUT, here is show the type of bomb you carry - but not quantity, then if bombs is, e.g.

GP Bomb SC 250, Type 1, Body Type J, you need know how many of this type your bomber are able to carry, for set salvo, delay. "It's CloD way!"😀

 

Quote

I also had Bomb Bay Door Toggle mapped to a key, but it didn't seem to work either... only the Bay Open and Bay Close keys work.  Another quirk?

 

 

"Toggle" command don't work for certain functions in certain planes due plane particular mechanics.

 

For open (He 111) bomb bay door you need turn a crank, the game way to simulate "crank" is press and hold the key/button until open/close (like Bf 109 flaps).

 

For brakes, all planes spawn with brakes ON, and TF 4.55 add chock ON for planes that spawn with engines ON - as "workaround" for deal with wind bug that turn planes on run way like if they don't have weight.

Then release brakes, engage an release again (just in case), same for chocks. "It's CloD way!"😀

Edited by Sokol1

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Sure, I know about the loadout screen, and how you can tell how many bombs you will have BEFORE starting the mission...

 

but, since you can drop a select number of bombs (rather than all of them), that leaves you with a certain number of bombs left... and unless you are keeping track in your head, you won't know how many you have left during a mission.

 

In my recent runs, I have been dropping 4 at a time (I'm still practicing my bombing, so I don't need to unload a ton of bombs... plus, I want more left so I can immediately try another target while I'm there).  So many times, I approach the 2nd target, and everything is lovely, and when it's time to release, no bombs drop... and I realize that I must be out of bombs... and even though I THOUGHT I had more (since I only dropped 4), I'm not sure.. plus, I'm still trying to figure out why it's dropping TWICE  (2 sets of 4... several seconds after each other)...

 

Anyway, I'm surprised there is no way to see how many bombs you have left in the bay.  I'd think there would be a physical counter readout at the bombadier station... along with an indicator of some of the other settings (single/salvo), etc.

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@ladlon

"I've been hoping to do some ground bombing with a 109"

 

Campaign Definition files in:

E:\SteamLibrary\steamapps\common\IL-2 Sturmovik Cliffs of Dover Blitz\parts\TEFCampaign\campaign\east\Files

blueAircraft.SECTION:

[Jabo]
  BoB_LW_ErprGr210F (REMARK: BF110)
  BoB_LW_LG2_I (REMARK: BF109 Jabo)
  BoB_LW_JG51_III (REMARK: BF109 Jabo)

 

missionTypes.SECTION (maybe already modified)

[DEJabo]
  FreeHunt 5
  BomberEscort 1
  BomberIntercept 5
  JaboEscort 3
  Jabo 8

 

Bye Bye, I have to get up at 4:20 tomorrow

 

 

 

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Posted (edited)

In (He 111) bombardier cockpit are some disks near Lotfe bombsight.

 

He-111-bombs.jpg

 

The two upper show how many bombs salvo will drop, minimum is 2 (1 an 1 in each disk) , maximum is 32 (16 and 16 in each disk).

 

The two lower disks show the adjusted delay, from o to 200 or 300.

 

BTW - Some "idiosyncraticies". 😀

 

Lower disk are visible only in FOV 90 and 60 - or slight more using "zoom" - what make their numbers barely readable.

In FOV 30, when numbers are readable only, upper disks are visible.

 

This because CloD  don't have a "glance at bombs panel" SNAP VIEW (like is available in Bo'X and possible create snap views in DCS), neither 6DOF in bombardier cockpit. Then you need rely on that "blue'rish thing" information. :rolleyes:

 

Lower disks can be adjusted by mouse click in the red knob bellow, but upper disks only with keys/buttons shortcuts.

 

In Ju 88 this disks are on right side of bombardier position.

 

BTW - I think that look in "Player Plane > Loadout" was not an good idea, after I did this, next missions start in this way: :wacko: :lol:

 

He-111-bombbay.jpg

 

IMHO - In missions campaigns, when are FLAK and enemy fighters in target area no reason for don't drop all bombs at once.

Edited by Sokol1

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Yep, I use those dials...  But, that still doesn't tell you how many bombs you currently have on board... just how many you wish to drop.

 

A few times, I had everything set up, only to find that when the 'bombs were released', there actually were no bombs left.

 

The Salvo dial doesn't seem to care how many bombs are actually present, it's just a 'release the grip in this many bays' kind of thing, unaware of whether each bay is occupied or not, it seems...

 

I seem to be able to turn the Salvo dials with the mouse, actually... but it's just the right one (the left one mirrors whatever you do on the right).

 

I can't seem to adjust the left Delay dial (bottom left of the 4 dials).  The right one can be... although it took me a few missions to finally manage to hit the hitboxes with the mouse.  It's really finicky... and, ya, even with a TrackIR, it's RIGHT on the edge of the allowable view rotation.  Kind of hurts your neck to try and look at it.

 

Probably another 'idiosyncrocy'....  Did you notice that the Salvo amount dial's tooltip claims it's actually the delay dial?

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Posted (edited)
21 hours ago, ladlon said:

Yep, I use those dials... But, that still doesn't tell you how many bombs you currently have on board... just how many you wish to drop.

 

Well, they can tell you how many bombs you carry,  but in that...  "It's CloD way!".  😀

 

1st, the LOADOUT screen - contrary to what I have suggested, don't have value for inform about bombs on board, because is A NON WORKING bombs configuration GUI, and always will show SC250, even if you plane is loaded with SD250 or SC50. Forget this.

 

Loadout.jpg

 

Then rest the disks. what they can tell?

 

Clo-D-boms.jpg

 

If you don't have bombs the disk laps is all OFF, could confirm turning the disk all the way clockwise.

 

If you have bombs, the first lamp in right disk is ON (minimal bomb to drop).

 

By turn the disk clockwise all the way, if 8 lamps goes on you have 8 x SC250 or 8 x SD250 (rest ask to fitter to know what type  😀 ), if 32 lamps are ON, have 32 SC50.;)

 

The lamps is bugged, they don't goes OFF when you drop the set salvo, e.g. 2 (same bug in Blenheim switches), but when you move disk again counter-clockwise (or clockwise) the lamps correspondent to bombs always drop goes OFF.

 

Then if you turn disk all the way clockwise, could guess how many bombs remains, because the lamps that monitor bombs always dropped don't light. Anotehr "workaround".

 

Is very frustrating look at this, and see that is another unfinished/un-tuned feture. :(

 

Don't hope in see this kind of operation bugs fixed, their priority (if have all) will be very low...  deadhorse.gif Even because "mud movers" are minority. ;) 😀

BTW - Looking in mission code (.mis) is the last number in "Weapons" line, previous numbers is gunners MG loadout. 

 

 Weapons 1 1 1 1 1 1 <<< No bombs

 Weapons 1 1 1 1 1 2 <<< 8 x SC 250

 Weapons 1 1 1 1 1 3 <<< 8 x SD 250

 Weapons 1 1 1 1 1 4 <<< 32 x SD 50

 

 

Edited by Sokol1

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