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Fairey Swordfish w Bombs 1.3 by Uncle T
   
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Era: WW2
Category: Military
Type: Plane
File Size
Posted
Updated
34.701 KB
10 Jan, 2023 @ 8:14am
26 Apr, 2023 @ 3:35am
4 Change Notes ( view )

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Fairey Swordfish w Bombs 1.3 by Uncle T

In 1 collection by Mean Green
WWII Aircraft by Uncle T
421 items
Description
FOR VERSION 1.3!
My take on the Swordfish bomber/torpedo bomber.

It's an approximation and not a 1:1 replica.

I made some cosmetic changes to the nose, propeller and a few other small changes. It is a very early build of mine so still rough in some places. :)

This version is armed with one forward-firing .303 Vickers machine gun, one .303 Vickers K machine gun in rear cockpit, and six 100 lb bombs under the wings.

Alt controls to fly.
W/S: Variable throttle
A/D: Steering ground/Yaw
Arrow up/down: Pitch
Arrow left/right: Roll
Num 1/Mouse 1: Forward machine gun
Num 2-7: Bombs

Navigator machine gun.
Alt + Arrow keys/Mouse: Control
Num1/Fire action 1: Fire

Speed indicator on dashboard useful for torpedo version only.

Top speed at full throttle is too high but necessary for being able to execute tighter turns since planes lose so much speed while turning.

Feel free to edit, but if you re-upload publically in any way please acknowledge the original creation and creator.

Have fun!
4 Comments
Mean Green  [author] 13 Apr, 2023 @ 9:19am 
I'm taking a break from building (planes) in BR until I know for sure what 1.4 will bring. The catalina is already of my long list (70+) of planes to build but I'm afraid there's no telling when or even if I ever get to it depending on where the game goes regarding prop planes and bombs etc.
So TLDNR: Catalina already on long list, no idea when I might get to it. :)
SturmTRUPP 12 Apr, 2023 @ 4:21pm 
can you make a pby catalina that floats
Mean Green  [author] 10 Jan, 2023 @ 8:34am 
The changed aerodynamics system in 1.3 gives basically NO lift at low speeds (< 100-120 kph so this plane has some serious issues getting off the ground without making its speed that of a Spitfighter, and the fact that control surfaces do next to nothing until you reach 100+ kph makes take-off extremely tricky. And that's at 144FPS single player with nothing else spawned in. I'm not sure you can even take off in MP with FPS under 60 TBH. Sorry but that's the way the game "works" right now.
Over 200 kph on the other hand you have all the lift you need and more so then it's prone to go nose up, especially after dropping the bombs, even with some serious trim action going on. I've compensated with an extra trim flap that reacts to you dropping the last bomb (Num7) so it's not unmanageable but still very noticeable.
Mean Green  [author] 10 Jan, 2023 @ 8:23am 
So here's my attempt at adapting my Swordfish to 1.3 aerodynamics. And yeah 1.3 is sadly as bad as 1.2. All the main issues with the "dynamic" system remain (like sudden increase/decrease in lift depending on speed and angle) with an added bonus of non-esxistent lift at low speeds and little to no effect of control surfaces, especially at low speeds and when they are not at the optimal 22.5 degree angle. And we still have the major two issues from 1.1 remaining as in extreme speed loss when turning manoeuvring in any way, and little effect of control surfaces, especially on larger planes. These two can, according to FLuppi if I understood him correctly, not ever be fixed since that's how the game engine works. Period.
So on top of that we get a "dynamic" system that's so dynamic it is utterly unpredictable, thus making it impossible to compensate for, and in the end just cr*p IMO.
If this is the system we get in the official release of 1.3 prop planes are pretty fooked. Again.