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Author Topic: Jetman NOW IN ITS OWN SLOT  (Read 80005 times)

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rockdoon

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #144 on: February 03, 2015, 01:31:41 PM »

right now the sound issues have to do with one of the classfiles... you can return the lerches sounds but it also changes jetmans gunsounds back as well... i could fix this, but i say we wait for mike to finnish his version haha
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SAS~Storebror

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #145 on: February 06, 2015, 07:23:35 AM »

Here we go...
First Beta of "Jetman Reloaded".
Use at your own risk.
I recommend to get rid of all other previous Jetman Versions before installing this one.
You can keep the old air.ini line though.

DL link:
Jetman Reloaded Beta 01

readme:
Code: [Select]
Jetman reloaded

Based on original Jetman Mod available at https://www.sas1946.com/main/index.php/topic,3815.0.html
Reworked 3D, FM, Java
For Beta testing only, no credits list jet.

Add to air.ini:
Jetman            air.Jetman 1                          NOINFO  usa01 SUMMER

Don't know how to install? Then better stay away from beta testing.

plane entry:
Jetman       Jetman

weapons entry:
Code: [Select]
#########################################
# Jetman
#########################################
Jetman.default S: 2xJetMan Lazer
Jetman.X4-Mini 1xX4-Mini
Jetman.Nuke-Device 1xNuke-Device

Skin folder: Jetman

Should be compatible with any base game version 4.09m through... *cough* 4.13m.
Contains some "special" weapons :D
Please test and report back your results.
Once this works smoothly it will get a new thread.

Best regards - Mike
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rockdoon

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #146 on: February 06, 2015, 10:32:29 AM »

ok running 4.12.2 with modact 5.3 and jetman cant take off haha but in flight so far i have not found any issues
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SAS~Storebror

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #147 on: February 06, 2015, 12:09:49 PM »

jetman cant take off

Must be a mod that messes up things in your installation.
Jetman on 4.12.2m + Modact 5.3, no additional mods:


Best regards - Mike
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VMF214_Jupp

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #148 on: February 06, 2015, 06:42:03 PM »

~S~!

Took the plunge. Works as intended in DBW 1.7.1. Thanks to all involved with this!


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Hubberranz

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #149 on: February 10, 2015, 08:45:19 AM »

Thanks very much SAS~Storebror !  8)
ok running 4.12.2 with modact 5.3 and jetman cant take off haha but in flight so far i have not found any issues
I found in past versions, the altitude of the airport mattered. Take off near sea-level make it better.
Tested LercheIII = everything (is back) to normal !
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SAS~Storebror

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #150 on: February 10, 2015, 08:52:26 AM »

Now that this one gets airborne at around 65% thrust with 100% plus nuke applied, and the engine's critical height is 6000m, I think it should have enough power to even take off from Mt. Everest :D

Best regards - Mike
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Hubberranz

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #151 on: February 10, 2015, 11:20:25 AM »

Excellent! Much improved performaces Mike. Thanks for solving all the bugs. Glad you put your heart into it !

Like a rocket blast take off at sea level.    ( 412.2m SAS Modact.V5.3 )

At 2000m (51) had to bend forward 35' , and go towards HZ flight more quickly: ( .. note it was near impossible before.. ).    412   


ok running 4.12.2 with modact 5.3 and jetman cant take off haha but in flight so far i have not found any issues
Tips to take- off :     - remember it is two engine craft. Engage both engines and insure both are running.
                                 - 412.2m often miss-start an engine; so you need to verify with separate engine trust test. ( or use an autopilot start ).
                                 - although I managed to ATOMIC jump start towards horizontal without airbrakes on...
                                 - using air-brakes allows VTOL flight, like LercheIII.
Tips VTOL Landing  - engage airbrakes; this gives stable VTOL. + Use 3rd person view.
                                 - use ONLY rudder to rotate or correct unwanted rotation; to point/vector towards the runway lenght.
                                 - precision is key; slightly and momentarily push ( tiny hits ) forward or backward on elevator to hz-move or stop motion.
                                 - Avoid ailerons at all cost: if engaged, you will need to abort.
                                 - LercheIII lands with 53% power at sealevel. Jetw'man with 57% at 2000m altitude.
                                 - you need to achieve vertical air immobility (hover) at any power needed, before U can easedown slowly.
                                  ( usually hovering finally settles in at and around 55% of power, over low altitude lands ).
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FL2070

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #152 on: May 16, 2015, 11:34:08 AM »

Code: [Select]
[5:31:39 PM] java.lang.RuntimeException: PlMisAir: class 'air.Jetman' not found
[5:31:39 PM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1064)
[5:31:39 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
[5:31:39 PM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[5:31:39 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
[5:31:39 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[5:31:39 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[5:31:39 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[5:31:39 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[May 16, 2015 5:31:39 PM] -------------- END log session -------------

It CTD's at 60% loading screen... and I'm sure I installed it correctly...

4.12.2m, MA5.3, EngineMod 2.7 with western patch, JetWar 1.33
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SAS~Gerax

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #153 on: May 16, 2015, 02:33:13 PM »

60% loading screen

try this version by SAS~Storebror here.
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FNRennier

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #154 on: May 16, 2015, 04:51:23 PM »

there is a possibility you do JatMan compatible with CUP?  ;D
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Cloyd

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Re: Jetman NOW IN ITS OWN SLOT
« Reply #155 on: May 16, 2015, 05:25:30 PM »

Jetman Lives!

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