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Author Topic: AC-47 Rework  (Read 7035 times)

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SAS~Skylla

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AC-47 Rework
« on: April 22, 2017, 06:19:43 AM »

Hi Gents :)

lately Mike and me came across the AC-47 gunship during one of our "evening sorties". We soon noticed that because of the unrealistically high recoil of the Miniguns it is almost impossible to aim ... this had to be fixed of course!

While looking for more information, I also came across the excellent 3D upgrade by SAS~GJE52. Go figure, in UP3 we still had the old Franken model ..

But why should we stop there?
The pilot of a real AC-47 had the possibility to control the number of guns to fire and the number of rounds they would fire per minute ..

This Mod will add these features (and some more) and it also replicates them over the net and into ntrks 8)

Code: (Readme) [Select]
+---------------------------------------------------------------------------------------------
| AC-47 "Spooky" Rework, v1.0:
+---------------------------------------------------------------------------------------------

Contents & fixes:

- original AC-47 Mod by Checkyersix
  ( https://www.sas1946.com/main/index.php/topic,6350.0.html )

- 3D upgrade by SAS~GJE52
  ( https://www.sas1946.com/main/index.php/topic,32003.0.html )

- Landing & Navigation Lights for AC-47 by wcat
  ( https://www.sas1946.com/main/index.php/topic,46402.0.html )

- It is now possible select the rpm values on the Miniguns:
   + The "3000rpm" Minigun can be set to 2000rpm / 4000rpm.
   + The "6000rpm" Minigun can be set to 3000rpm / 6000rpm.
  This feature is controlled by the Increase / Decrease Bombsight Speed keys.

- You can also select either one, two or all three guns to fire:
  This is controlled by the Increase / Decrease Bombsight Altitude keys.

- The recoil on the Miniguns got reduced.

- The flares will now be "thrown" out of the open cargo door instead of hanging right below
  the miniguns like before.

- All changeable Minigun values will get replicated over the net and into ntrk records.

               >> This Mod can be used online on the SAS Gameserver <<

+---------------------------------------------------------------------------------------------
| Installation:
+---------------------------------------------------------------------------------------------

UP3 users have to run at least Patch Pack Version 210 to use this Mod.

To install, drop this folder into your MODfolder (#SAS, #UP#, #DBW etc). If you have any old
version of the AC-47 Mod, remove it (In this case you will not need to add the air.ini entry
again).

=> Required air.ini entry:

AC-47            air.AC_47 1                                  usa01 SUMMER

=> Optional plane.properties entry:

AC-47    AC-47 "Spooky", 1964

=> Optional weapons.properties entry:

#####################################################################
# AC-47
#####################################################################
AC-47.default               3xMinigun @ 6000rpm/3000rpm, 45 flares
AC-47.3000rpm               3xMinigun @ 4000rpm/2000rpm, 45 flares
AC-47.none                  Empty

This Mod was tested with:
- v4.10.1 + UP3 RC4 + Patch Pack 210
- v4.12.2 + SAS Modact 5.3

Other Game Versions might work but weren't tested so far.

+---------------------------------------------------------------------------------------------
| Classes:
+---------------------------------------------------------------------------------------------
PLEASE NOTE
This Mod changes/introduces the following Java classes:

553D2D884C36D18C = CockpitAC47 & nested classes
30F284D283407F52 =    "
40FE8178854104A8 =    "
4364CBCEE21E4AEA =    "
19905340635064B6 = AC_47
371EEC481BD63190 = MGunAdjustableMiniGun
A6D30766FB3F0860 = MGunMiniGun3000
F936AFE0A0FFF9AE = MGunMiniGun6000
02AAFF50A78F43DA = BombGunFlareLight
AA202FEA9ECE4FF8 = BombMk24FlareLight

If your Modfolder already has these classes (in a different version), then you might face
issues. In this case I strongly advise you to either disable this Mod or the other one(s)
containing one (or more) of these classes.

+---------------------------------------------------------------------------------------------
| Versions:
+---------------------------------------------------------------------------------------------

- v1.0:
  + Initial release.

+---------------------------------------------------------------------------------------------
| Credits:
+---------------------------------------------------------------------------------------------

- original AC-47 Mod: Checkyersix
  ( https://www.sas1946.com/main/index.php/topic,6350.0.html )

- 3D upgrade: SAS~GJE52
  ( https://www.sas1946.com/main/index.php/topic,32003.0.html )

- landing & navigation light hooks: wcat
  ( https://www.sas1946.com/main/index.php/topic,46402.0.html )

- Java upgrade & other little fixes: SAS~Storebror & SAS~Skylla

______________________________________________________________________________________________
21.04.2017, SAS~Skylla @ www.sas1946.com

Concerning Online Use:
This Mod uses a rather unintrusive way to replicate the additional information over the net. This makes it compatible with the old AC-47 Mod. Therefore you can use it on the SAS Gameserver ;)

Download:


How did Spooky get its name?
Quote
One afternoon the 4th ACSq operations shack received a call from 7th Air Force Headquarters wanting to know what the call sign was for AC-47 aircraft. The 4th ACSq had none! Two 4th officers, both exfighter jocks, looked at each other with one exclaiming "What! Give that damn spooky Gooney Bird a tactical call sign? I'll kiss your ass!" On the other end of the line came the reply "Ok, Spooky it is!"

Best Regards,
skylla
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SAS~Gerax

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Re: AC-47 Rework
« Reply #1 on: April 22, 2017, 08:10:57 AM »

Vielen Dank Vincent!  :)
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SAS~Storebror

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Re: AC-47 Rework
« Reply #2 on: April 22, 2017, 08:13:27 AM »

Well done Vincent 8)
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Dimlee

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Re: AC-47 Rework
« Reply #3 on: April 22, 2017, 10:10:57 AM »

"The moaning roar of the three guns spooked the VC who first thought it a fire-breathing dragon. Spooky was also referred to as Puff The Magic Dragon, or just plain Puff."

"Before he could expend, a Spooky pilot had to have clearance from 7th Air Force, the regional U.S. Army commander, the regional ARVN commander, and the local province chief who might be out for dinner."

"Spoogy, Spoogy, this is Shina Boy, Shina Boy. You make flare, yah?" "Ah, China Boy, we want China Boy Two. Put the American on, please." Spears and Myers collapsed in muffled mirth, banging the ground with their fists. The Spooky pilot thought an indidge, a Nung, was using the radio. "GOTTAMM. MUDDERFUG. I YAM DE HAMERIGAN," Krocek yelled back overmodulating his radio badly. Myers and Spears had to bite grass."


Berent, Mark. ROLLING THUNDER: An Historical Novel of War and Politics (Wings of War).

Sorry for extended quotation. Love this book.
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SAS~Monty27

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Re: AC-47 Rework
« Reply #4 on: April 23, 2017, 03:27:43 AM »

Thanks Vincent, I was playing with this yesterday over Khe Sanh, thought I was the only one who loved the Spooky...
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SAS~Skylla

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Re: AC-47 Rework
« Reply #5 on: April 23, 2017, 06:27:05 AM »

Nah, I could never not sympathize which such a strange invention ;D

Apart from that, there's unfortunately still something missing here. Checkyersix introduced an AC-47 with AI loadout here, and as I overlooked that AI can't use the 'spooky Gooney Bird' so far ..
I'll try to include checkyersix' way to make the AC-47 AI usable, but for the reason of backward compability I cannot add new loadouts (at least not if this Mod should stay usable on our Gameserver).
Please bear with me, maybe I can find a way around ...

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SAS~Storebror

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Re: AC-47 Rework
« Reply #6 on: April 24, 2017, 12:54:46 AM »

I don't think there's a feasible way to teach AI to use a Spooky right, at least not without messing around with lots of base game classes, which would mean "goodbye compatibility".
Frankly CY6's approach is rather a "hack" where the guns are turned into a moving turret.
Even that doesn't work well: AI doesn't know which targets it can fight and which are not suitable.
Let such an AI fly across a tank column and they will happily spend all their ammo on knocking on the tank's doors - useless.

This plane is too special for AI.
It's a "human player only" one.

Best regards - Mike
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SAS~GJE52

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Re: AC-47 Rework
« Reply #7 on: April 24, 2017, 02:37:19 AM »

Good grief...

Quote

AC-47 3d upgrade
« on: January 27, 2013, 02:04:25 PM »


4 years ago .... I had forgotten that one ....  :-[

Quote
This plane is too special for AI. 
   :D :D :D

G;
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4S_Vega

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Re: AC-47 Rework
« Reply #8 on: January 25, 2018, 10:36:28 AM »

Guys

Here a fast BAT update for this mod, it simply add the separated autopilot for altitude & direction
https://www.sas1946.com/main/index.php/topic,57018.0.html

Turning on autopilot for altitude, you can easily fly around the target and shooting long brust to it as in RL  8)

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sosezi

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Re: AC-47 Rework
« Reply #9 on: March 12, 2019, 01:25:17 PM »

HOT BABY!!!!! 4.12.2m PERFECT!!!!!

changed her wheels and gonna change skin to something colorful  :)
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