Mods enabled?
Moderators: IV/JG7_4Shades, 22GCT_Gross
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Mods enabled?
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...
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...
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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.
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.
Re: Mods enabled?
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.15/JG52_Robi wrote: I know that for bombs that means that the delay cannot be set lower than 3 seconds
These values are different for each type of torpedo (as it was historically)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...
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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