Mods enabled?

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15/JG52_Robi
Posts: 368
Joined: Sat Feb 02, 2008 12:07 pm

Mods enabled?

Post by 15/JG52_Robi » Mon Dec 14, 2009 7:04 am

Hi guys.

Some of us are still unclear as to which exactly mods will be activated in June 1942 campaign.
My understanding was that we will have: history hsfx( of course), complex engine management, realistic torpedo fusing.

Please someone write which exactly mods we will have enabled because if we will have realistic torpedo& bomb fusing, we need to inform the public to move that file in the "torpedo fusing..." folder which was left outside of "files" folder--no one knows about this except ppl who visit 242nd forum and that is not a lot of ppl.

Also, if we will have realisic torp&bomb fusing please explain what that means exactly.
I know that for bombs that means that the delay cannot be set lower than 3 seconds and for torps it means that torps must be jettisoned at the precise altitude and speed to activate but I do NOT know which speed & altitude those are, so please explain. Are those settings the same for japanes/german/allied torps or not and so on...
EAF92_Meako
Posts: 572
Joined: Fri Feb 08, 2008 3:54 pm

Post by EAF92_Meako » Mon Dec 14, 2009 7:14 am

I second Robi's request for the final admins decision.

I tried a test join of the Ita server and got in without the 6DOF but not with it.

My understanding was Realistic weapons but not complex engine management.

6DOF was being decided.

Same as Robi i need to advise my pilots what to activate, and what sequence to activate incase it makes a difference.

I await your response and look forward to starting this exciting campaign later today.
6S.Maraz
Posts: 717
Joined: Fri Nov 13, 2009 8:49 am

Re: Mods enabled?

Post by 6S.Maraz » Mon Dec 14, 2009 7:33 am

15/JG52_Robi wrote: I know that for bombs that means that the delay cannot be set lower than 3 seconds
Not exactly. All is explained in HSFX readme. This modification has no relation wth bomb delay. It sets a time span the bomb must travel in air to arm and explode. This time is about 2 seconds. This means (for a plane flying level) more than 20m height. For a plane dropping the bomb whil diving, that would be a bigger altitude.
and for torps it means that torps must be jettisoned at the precise altitude and speed to activate but I do NOT know which speed & altitude those are, so please explain. Are those settings the same for japanes/german/allied torps or not and so on...
These values are different for each type of torpedo (as it was historically)

LTF5W (Italian)
100m, 300Km/h

LTF5B (German)
40m, 250Km/h

Mk13, Mk13a (Allied, also used in IL-2 by Japanese planes)
30m, 205 km/h

4517 (Russian, used also used in IL-2 by He.111)
30m, 205 km/h

You are encourage to make training sessions of low level bombing (Jabo), skip bombig and torpedo bombing before using these weapons in the campaign. High level bombing and dive bombing are not muh affected, instead.

Maraz
6° Stormo Diavoli Rossi - "Oderint, dum metuant"
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IV/JG7_4Shades
Posts: 2029
Joined: Sat Jan 26, 2008 3:07 am
Location: Perth, Western Australia

Post by IV/JG7_4Shades » Mon Dec 14, 2009 7:35 am

For realistic torpedo and bomb fusing, read the corresponding text file in your HSFX4/HSFX V4 Tools & Read me's folder.

Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
15/JG52_Robi
Posts: 368
Joined: Sat Feb 02, 2008 12:07 pm

Post by 15/JG52_Robi » Mon Dec 14, 2009 2:09 pm

Okay, but what about the original question, which mods will be enabled?
242Sqn_Chap
Posts: 823
Joined: Sat Jul 26, 2008 6:58 pm

Post by 242Sqn_Chap » Mon Dec 14, 2009 3:15 pm

Tonight...for Centmed HSFX & Bomb & torpedo fusing
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