Off_Winters Posted March 27, 2021 Author Posted March 27, 2021 10 hours ago, LizLemon said: rename it to .mgm Thanks LizmLemon for the info on which area to edit with the hex editor, I had a bit of a play and got the torpedo to work well with the P38, no interaction with prop or flaps. And it fits the P47 without touching the ground when taxiing. Also have a version sized up for the Fw190-A6. (replaces 500kg bomb on the 501 rack loadout), this means I can have a slightly longer version for the He111 and Ju88 using the 1000kg slot. the shorter 500kg version also fitted the Me110 perfectly. which I know isn't historically correct but its a lot of fun. JollyJack, I'll get together a list of what is changed out for you. regards Rob. 1 1
Stonehouse Posted March 28, 2021 Posted March 28, 2021 I guess that sounds like the A20 couldn't be set up like this as it doesn't have a 1 or 2 station large bomb load out for you to swap out for 1 or 2 torps.
Off_Winters Posted March 26, 2022 Author Posted March 26, 2022 Hi All, Front page updated with new links to work with latest patch update 4.703c regards Rob. 1
Mysticpuma Posted March 27, 2022 Posted March 27, 2022 On 3/26/2021 at 4:36 PM, LizLemon said: Its doing it with hex editing. There are multipliers for object length about each axis. You can also edit some of the shader parameters. Current torp mod length vs short torp Note: rename shorttorp.rar to shorttorpmgm The model multipliers are here. Again stock on left vs short mod on right. Default value of hex 80 = 128 dec. This is no multiply. Values > 80 make longer, values lower than 80 make shorter. Shader values are later. Often model has multiple shaders for different parts. That is like this; You can change texture to easily find which part is which. Values after shader break down like this; 50 50 50 E6 73 73 73 FF FF 7F 93 08 50 50 50 00 04 00 00 00 0B 00 00 00 50,50,50 = diffuse multiplier in RGB - this is different for different models and why color matching aircraft is impossible E6 = spec power or exponent, cant remember which. Also why spec looks different on different aircraft. 73 73 73 = spec color multiplier, no idea why this exists outside of maybe they thought of doing metalness? FF = spec power or exponent, again cant recall which Then there is FF 7F 93, I cant remember the order but its a reflection multiplier, a normal multi(that works like 128 = flat >128=concave <128=convex) and one that does nothing Iirc 93/80 = one of them causes a crash. The 50 50 50 has to do with transparent or double sided polys, cant remember which. You get the idea. shorttorp.rar 71.63 kB · 7 downloads Hi LizLemon. I posted a request for a completely different 'visual' mod a while back and wonder if using your method it could work? Can the visual shape of a bomb (say 250lb or 500lb) on a P47 or P51 be changed so it looks like a droptank? I appreciate the handling would be a challenge, but the visual representation...could it be done using your method? Just asking, cheers, MP
Sandinourcoffee6 Posted March 27, 2022 Posted March 27, 2022 I was just curious what happens to a drop tank when it hits the ground I looked online. you do not get an explosion but in some cases you get a spark that might ignite a fire ?. I am sure the devs will implement this effect when we do get droptanks
Mysticpuma Posted March 27, 2022 Posted March 27, 2022 2 hours ago, JSOflyer said: I was just curious what happens to a drop tank when it hits the ground I looked online. you do not get an explosion but in some cases you get a spark that might ignite a fire ?. I am sure the devs will implement this effect when we do get droptanks I did speak with a few pilots of the 325thFG who said on short range missions (strafing) they would sometimes take full drop tanks, drop them on a target and then use tracer to ignite fires. It was improvised and not an often used tactic, more like a field mod of sorts. 1
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