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Old 06-10-13, 08:52 AM   #31
gap
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Join Date: Jan 2011
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Default US WWII Bombs

@ JU_88

As promised yesterday, what follows is the list of US bombs most commonly used in the anti-ship and anti-submarine role during WWII by American and, often, by British bombers. I was lucky enough to find the 'bombs for aircraft' technical manual issued by War Department on Nov. 1944. The measures and the excellent drawings posted below are taken from it:

GENERAL PURPOSE BOMBS

Sizes (Overall lenght / Body Lenght / Body Diameter):
GP 100-lb AN-M30 - 30.46" / 30" / 8.18"
GP 250-lb LB AN-M57 - 47.8" /36.9" / 10.9"
GP 500-lb AN-M64 - 59.16" / 47.1" / 14.18"
GP 1000-lb AN-M65 - 69.5" / 53.3" / 18.8"
GP 2000-lb AN-M66 - 92.83" / 71" / 23.29"






ARMOR-PIERCING AND SEMIARMOR-PIERCING BOMBS

SAP 500-lb AN-M58A1 - 57.8" / 47.2" / 11.8"
SAP 1000-lb AN-M59 - 70.4" / 57.3" / 15.1"
AP 1000-lb AN-MK. 33 - 73" / 59.75" / 12"
AP 1600-lb AN-MK. 1 - 83.5" /68.9" / 14"






DEPTH BOMBS

DB 325-350-lb AN-MK. 47, 41, 44 and 17 - 53.1" / 28.46" / 15"
DB 650-lb AN-MK. 29 - 70" / 42.25" / 17.7"



For further detail and pictures on each of the bombs listed above, you can also refer to a document I have prepared:

http://www.mediafire.com/?34hkeeeprf002lr

Click on the thumbnails, to see images in their original resolution on your internet browser. Not included in my list, but also needed, is a model of the Mk 13 aerial torpedo, with and without the distinctive wooden drag ring and stabilizer. In its place, the game uses corrently an Mk 15 torpedo which, to my knowledge, was only fired by ship-borne launch tubes.

When you finish with them, it would be also nice having rockets, rocket racks, and German and British bombs. But I think at this moment you got enough work to keep you busy for at least several days
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Old 06-13-13, 07:57 AM   #32
JU_88
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Sorry Gap im pretty tied up with RL at present but ill get on to it as soon as I can.
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Old 06-13-13, 01:55 PM   #33
gap
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Quote:
Originally Posted by JU_88 View Post
Sorry Gap im pretty tied up with RL at present but ill get on to it as soon as I can.
Take your time on them.

The next week I am due to pay a visit to a friend in Germany, so I won't be able to work on any new feature anyway. But I haven't been idle since my last update. I have been working on gun turrets (new sound, shell definitions, specs recovering, etc), and for relaxing I also took the time to create a new skin for our aircraft:







source:



I am planning to add at least one skin for each operator/variant of the aircraft. Any good paint airtist (including you, JU ) is welcomed to join the effort if he likes the idea and gets some spare time for it. Things I have noticed while working on the new skin:
  • Skin assignation through roster cfg file works as supposed. For sure we can have one skin for each roster entry of the plane. Probably, as for ships, in campaign we can have up to three different skins, but I would listen to Treally's opinion anyway;

  • Light reflection from diffuse map's alpha channel works as supposed. It means that we can have different reflection strenghts for different parts of the same material. Good for simulating the usage of different anti-reflection coatings.

  • As you can see from the first screenie above, there's a little mistake in the UV mapping of the inerior right side of nose fuselage, visible through the glass (the nose art is visible where there should be just plain coating).

  • If it is not too complicated, I would set wing tips, nose, back fuselage and vertical stabilizers of the left side to use different areas of the diffuse map respective to their right side omologue. This would allow not specularly reflected markings and more complex nose arts
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