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Author Topic: SAS Engine MOD 2.8.14 western & JC's Merge Effect (Beta) Full-pack 04/Mar/2019  (Read 67562 times)

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MADMICK71

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Koty

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Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018
« Reply #373 on: November 08, 2018, 10:00:58 AM »


I also wrote the codes each Jets can have specific those pitch degrees in FM file.
Code: [Select]
CTargetPitchDegreeAITakeoffRotation 10.0
CTargetPitchDegreeAITakeoffClimb 13.0
Those lines in the FM mean rotation target is 10 degrees and climb target is 13 degrees for some short tail jet fighters.


I have been playing aronud with the F-104 mod lately and found out something:

After rotating, the plane begins to pitch down and so generates no lift. So I used the new FM lines. The plane now rotates to a correct angle - but it then begins pitching down back to "flying" flat (it does not fly at all, it just drives on the runway at 400 km/h). It will do this with any kind of load, although with the lighter ones it will lift off for a second or two.
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Seb

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I'm sorry, the fault was on my side, I had an old version of AI / Torpedo Ship Extension.
greetings
seb
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VasyafromBelarus

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With SAS Engine mod 2.8.11 not working afterburner sound
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western0221

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With SAS Engine mod 2.8.11 not working afterburner sound

Umm... I've not found the bug you say.
Please tell me more detailed to quickly debug.

1. which version Engine mod was the last one "bug-free" of Afterburner sound ?
I want to compare two versions of the last "bug-free" one and the first "bug" one.

2. which variant of Engine mod do you use in 6x or 8x subtypes ?

3. which jets do you find the bug ? All or specific ?

4. some sound mods are installed or not ? like Pablo's Cockpit sound mod, dirtbloxxMC's Ultimate Jet Sounds mod.

5. some error or warning lines recorded in your error log or not ? like "sound preset XXXXXX missing".
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BT~wasted

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Problem is here:
Code: [Select]
//   By western, comment out next 2 lines, no lines in stock MotorSound.class ; unknown code meaning
// float f5 = motor.getThrustOutput();
// sndMotor.setControl(1001, f5);
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western0221

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Problem is here:
Code: [Select]
//   By western, comment out next 2 lines, no lines in stock MotorSound.class ; unknown code meaning
// float f5 = motor.getThrustOutput();
// sndMotor.setControl(1001, f5);

Ahhh .....

Thanks, just it, certainly my comment line.

In my change logs ..... that was Updating time of 2.8.1w ---> 2.8.2w .
Stock game's MotorSound.class was added "my_preset" function in 4.12.2m update,
but Engine mod looked like carried over 4.10.1m time MotorSound.class + tweak ----- lost "my_preset" function.
Rebuild from 4.12.2m codes and not know Afterburner sound codes.

OK. Next 2.8.12 update will contain its fix.
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western0221

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New 2.8.12w is published in 1st-2nd posts.

Many bug fixes are contained, highly recommended.

Fixing old 2.7.x / 2.8.x version bugs
Code: [Select]
- Jet engine Afterburner sound missing. (fixed 13/Feb./2019, occurred 08/Feb./2018)
- Carrier Catapult push power calculation to avoid gears breaking with heavier loadouts. (fixed 13/Feb./2019)
- Chock 3d models are shown on carrier decks. (fixed 13/Feb./2019, occurred 23/Apr./2018)
- AI doesn't fire IR-AAM to friendly in very short distance. (fixed 13/Feb./2019)
- IR-AAMs , Image guidance missiles are disturbed by clouds. (fixed 13/Feb./2019)
- Trigger 4/5/6 rockets use "Rocket Delay" seconds value as same as Trigger 2. (fixed 13/Feb./2019)

New feature
Code: [Select]
- More realistic Semi-Active Radar Homing AAM guidance (Fire-and-Forget impossible) and its RWR notice function. (13/Feb./2019)
- Implement TypeHelicopter and its small landing pattern. (13/Feb./2019)
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max_thehitman

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OK, if you recomend, I will try it and test it.

Thank you Western

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SAS~vampire_pilot

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noticed this by chance, the changelog looks good!
I will test drive this in the upcoming BAT!
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baggo

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western thanks for japancats merge effects and engine mod 2.8.12w,when bat came out I noticed all the effects where there except one, that was when straffing german opel blitz fuel trucks they would explode has they did in cup but then turned into strange little white clouds instead of the huge volumes of smoke and fire I had in cup with the same missions,a real immersion killer.i tried various effects packages but none worked, saw your update and thought id give it a try, so I minused out the latest bat engine mod and installed your update and the effects where back again, only downside was I could have full throttle flames or bullet casings turning to smoke but not both, so I set it to full throttle flames in jsgme, but I can revert to original bat engine mod when required,but so far everything seems to work,just wondered if this could be tweaked for the new bat update,but anyway I thought I would let you know what id tried, and really just to say thankyou very much for everything you do for us all. kev.
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western0221

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My Engine mod 2.8.12 game folder is no problem about generating screenshots.

Beta VP Modpack #JETWAR folder may have "TGA_screenshot" folder and 9782E66223D1856A classfile inside.
That's getting screenshot function classfile not related to Engine mod.


.... and ....

conf.ini --- "Hotkey game" block ?
Mine is
Code: [Select]
[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause
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