Nakajima G10N "Fugaku"
I admit it: I spent way too many parts on details and trimmings. The weapons alone have a ridiculous part count… but oh well, I’ll do something mobile-friendly some other time, then.
The Nakajima G10N Fugaku (Japanese: as written on the plane's tail, "Mount Fuji"), was a planned Japanese ultra-long-range heavy bomber designed during World War II. It was conceived as a method for mounting aerial attacks from Japan against industrial targets in the United States. Japan's worsening war situation resulted in the project's cancellation in 1944 and no prototype was ever built. The foreseen performance (almost 20k km range and twice the bomb load of a B-29) was astounding.
Since the plane was never actually built, there’s a bit of room to play with. Rather than just filling it with “dumb” bombs, it seemed like a fun idea to give it a somewhat wider range of weaponry for anti-shipping operations; it would have been admirably suited for such a role in the Pacific. In addition to 36 pcs. of 500Lb bombs in two internal bomb bays, the plane in this build carries one Yokosuka MXY-7 “Ohka” rocket-powered, human-guided kamikaze attack aircraft plus four Kawasaki Ki-148 radio-guided anti-ship missiles underwing -more than enough to sink a few carriers and their escorts. For its defense, the plane relies on two 180-degrees rotating turrets and a tail barbette, each equipped with two 20mm cannons.
USING THE “OHKA”
To use the “Ohka” suicide plane, trim the bomber to level flight and press AG2 –this will freeze out the main controls and activates a gyroscope. Switch to Cam 4 (Ohka chase cam) and press AG7 to detach the Ohka. Make sure you’re at a decent altitude; to avoid collisions, the Ohka’s rockets will only kick in 5 seconds after release. You can now fly the Ohka to its target just like any plane, using roll/pitch/yaw controls. I gave the rockets a 5-minute burn time, for the fun factor… but there’s no way to switch them off or throttle back of course. After hitting (or pssibly missing) your target, switch back to the plane’s chase or cockpit cam and press AG2 again to take control.
DROPPING BOMBS
AG3 will open the bomb bay doors. There’s a total of 36 bombs, which can be released in two waves of 18 bombs each by hitting AG4 and AG5 respectively. Each 18-bomb wave has one bomb with a cam on board. Alternatively of course, you can select the bombs in the Air-to-ground weapons menu and drop them one at a time by hitting “Alt”.
USING THE DEFENSIVE TURRETS
Cams 1 (dorsal turret), 2 (ventral turret) and 3 (tail barbette) put you in the gunner’s positions. Press AG2 for gun turret control; you will see the aiming reticle light up, the plane’s controls will freeze and a gyroscope will activate. Select the right turret in the Air-to-Air weapons menu, aim with the pitch/yaw controls, and fire away. Note: the ventral turret also has a air-to-ground targeting mode.
Ki-148 MISSILES
The Ki-148 anti-ship missiles can be used like any other missile in SP: select them from the air-to-surface weapons menu, and wait for a “lock” –then fire. Being “old tech”, their range and speed are of course not all that impressive.
SUMMARY OF CONTROLS & CAMERAS
AG1 : lights
AG2 : freeze plane controls (to use Ohka or gun turrets)
AG3 : open/close bomb bays
AG4 : release 1st wave of 18 bombs
AG5 : release 2nd wave of 18 bombs
AG6 : drop the Ki-148 missiles without launching
AG7 : detach the “Ohka” kamikaze-plane
AG8 : toggle the engine smoke effect, for those who find it annoying
VTOL : slide VTOL down for flaps
Trim : trim, obviously
Cam 1 : Dorsal (top) turret
Cam 2 : Ventral (bottom) turret
Cam 3 : Tail barbette
Cam 4 : “Ohka” chase cam
Cam 5 : Bomb cam #1
Cam 6 : Bomb cam #2
Enjoy!
Specifications
General Characteristics
- Successors 1 airplane(s) +14 bonus
- Created On Windows
- Wingspan 210.2ft (64.1m)
- Length 141.2ft (43.0m)
- Height 37.2ft (11.3m)
- Empty Weight 79,081lbs (35,870kg)
- Loaded Weight 115,808lbs (52,530kg)
Performance
- Power/Weight Ratio 0.116
- Horse Power/Weight Ratio 0.077
- Wing Loading 18.8lbs/ft2 (92.0kg/m2)
- Wing Area 6,145.5ft2 (570.9m2)
- Drag Points 19479
Parts
- Number of Parts 2685
- Control Surfaces 0
- Performance Cost 8,551
Oh god save my phone 💀
how did you make the smoke trails
@SimplyPlain ok
@aTerra Sorry my friend, that won't work... I can't revisit an old build and magically make it half (or even less) the current part count. If you're a fan of big bombers, I suggest you look at my more recent XB-52, which has a lot less parts already. If it's a really low-part plane you want (say, 500 or less) I'm afraid I don't really have too many of those...
please make a low part version
WOAH. It's like the B-29 and the B-36 had a baby
.
This plane is super cool!
You can use a large round body in the production of the fuselage. In this case, the number of parts will suddenly decrease, allowing more people to play in the case of the device without crashing.
hey SimplyPlain? Can you maybe try reduce the amount of parts please? My iPad is crashing like crazy...
NICE NICE NICE!!! THATS MY FAVORITE BOMBER!
@TheMitsuboshiBoi That, I believe, is mainly a matter of opinion. The plane was never built, and the internet is rife with "artist's impressions". Some with glass nose, some looking like an airliner in camo paint, others with a B17-like cockpit sticking out like a sore thumb. But: for a bomber, the glass nose makes the most sense.
@SimplyPlain it was different
It had a B17 lookin one
@TheMitsuboshiBoi so... what's wrong with it, then?
cool!
Cockpit is wrong
The only problem I noticed is that when the Ohka hits it target and exploded, some debris is launched SUPER fast and high up, and when cycling the cameras from that back to the plane causes it to self destruct
Outstanding! The competition is fierce!
Hmm, I know the wheels are heavy, but heavy enough that dropping two would increase range significantly? Interesting concept though, thanks for info!@SimplyPlain
@BogdanX Hmm... I tried it, and it works just as well of course, but I don't really notice much difference. Same phenomenon; upon impact, the game seems to freeze for 2 or 3 seconds. Same with the standard bombs. Strange...
@BogdanX yes... stick on a cam and set it to "chase".
@BogdanX I noticed that the game freezes for a few seconds after sth with a camera impacts (the Ohka, two of the bombs...) and that the camera stays around even after the rest was destroyed. No idea how to fix that -if it's even "fixable" at all. Did I forget something, or is this just an SP quirk?
@BogdanX I'll keep the tip about calculateDrag in mind, thanks. Never gave it much thought... I just play around with the drag scale. My laptop doesn't seem to mind either way, so I had no idea this actually has an influence.
Well, it didn't shed all its LG of course. They got the idea from the Me 264; double wheels on each side to carry the takeoff weight, of which one wheel is dropped after takeoff... the idea being that the plane needs less/lighter LG when empty. Not sure if that's true though; the main LG structure remains the same, but you use two somewhat smaller & lighter wheels instead of a single heavy one. This being said, the LG probably takes more of a beating on an empty touchdown than on a loaded takeoff. It was an interesting idea perhaps, but I doubt it would have been implemented in a production model. One of my "Amerika Bomber" versions has this feature too, but in this case there was no AG left and I had to make a choice @Hedero @BogdanX
Wow that's incredible. And the lg methods are very unique. I've never heard of a bomber doing that to increase range. Very interesting though.@BogdanX
I've never seen this before. Is this real?
I like it, but my iPad doesn’t...