Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => ModWorx => Topic started by: Checkyersix on January 16, 2011, 03:23:03 PM

Title: Sniper Turret Gunner Fix v 1.1 [4.09] [4.10]
Post by: Checkyersix on January 16, 2011, 03:23:03 PM
This one has been a long time coming ;)

This mod will make AI turret gunners use the same parameters against player aircraft as they do against AI planes.

Long story short, you will no longer find a bulls-eye painted on your face when you approach AI bombers.

Skill levels still apply, but overall AI turret targeting is now much more realistic, with shots hitting your airplane, not you.

NEW VERSION: This version (1.1) combines the Sniper Turret Gunner Fix, Riken's Faster Turrets Fix, and a much reduced turret range at night (21:00 to 5:00).

Download v 1.1: http://www.mediafire.com/?yt1ipw6jncpzpmt

Just unzip to your mods folder.

We are still testing in 4.10, but early trials indicate that this mod is 4.10 compatible as well.

Neither version will interfere with CERT_AI, CTO, Frog's Formation Mod, or Zuti MDS.

Thanks to:

Malone for extensive testing (also thanks to his beta testers).
Beowolff for additional testing.
SAS~Riken for his faster tracking turret mod.

Have fun!

CY6.

Quote
The mod part that I did (with alot of Storebror's help) was to change the speed of the turrets when they move around. The stock version took around 25-35 seconds to rotate around from the rear facing position to attack a head oncomming fighter. Now, this part of the mod will light a fire under the arses of those gunners and make them more responsive to a more realistic speed. This also means that if you are flying that fighter plane, you might not want to come in dead on to attack in a straight flight line. ;) You'll have to move around a bit to avoid the incomming rounds. This works on all ai gunners.

Feedback is appriciated! ;)

Riken
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: CWMV on January 16, 2011, 03:26:41 PM
 :o
Such a long time coming! Thanks a million CY6!
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: hguderian on January 16, 2011, 03:29:30 PM
XMas isn't finished....Thank You!!!

EDIT-------------

P.s. is this based on Cert_AI or it might conflict with that?
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Slikk on January 16, 2011, 03:30:25 PM
You are the man! This is a much needed mod. Thx bro.  ;D
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: cgagan on January 16, 2011, 03:44:15 PM
Many thanks, great add on!
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Checkyersix on January 16, 2011, 03:44:42 PM
XMas isn't finished....Thank You!!!

EDIT-------------

P.s. is this based on Cert_AI or it might conflict with that?

Nope, the turret code is in the FM classfile, it will not affect any AI mods, or any other mods AFAIK :D
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: hguderian on January 16, 2011, 03:59:22 PM
Pfiuuu...thanks!
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: SAS~Malone on January 16, 2011, 04:28:14 PM
i've had the pleasure of testing this for a few days, and i can just say it's made the world of difference to me.... :D ;D :D ;D :D ;D
i'm now actually experiencing getting shot up by turret gunners, and taking damage, even tumbling from th skies, but at least now, most of the time, i'm still alive to experience it!  :D ;D
the regular sniper headshots from an unrealistic distance, seem to now be a thing of the past...you'll still take a hammering in amongst bomber formations, but no more the instant pilot headshot, or at least, very seldom, as would be much more realistic!
to me, one of the all-time great mods, most-needed and most appreciated!
bloody marvelous, old chap!  8) 8)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: PA_Willy on January 16, 2011, 04:42:59 PM
Thank you. Yes, if it works, you have solved one of the main bugs in this title.

Hat off.
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Badmuthafunker on January 16, 2011, 07:46:18 PM
CY6, you are a genius sir! Just the job.  ;D
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: SAS~Malone on January 16, 2011, 10:12:33 PM
i don't normally do things like rate mods, but this one is truly special to me,
and so i am, for the first time in SAS history, awarding this mod with no less than 5 gold stars!
for pure epicness!  :D

(http://storebror.it.cx/sas/archive/sas2/Malone/PICS/goldstar.jpg)(http://storebror.it.cx/sas/archive/sas2/Malone/PICS/goldstar.jpg)(http://storebror.it.cx/sas/archive/sas2/Malone/PICS/goldstar.jpg)(http://storebror.it.cx/sas/archive/sas2/Malone/PICS/goldstar.jpg)(http://storebror.it.cx/sas/archive/sas2/Malone/PICS/goldstar.jpg)

 8) 8)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: CWMV on January 16, 2011, 10:18:25 PM
I figured Malone would go into orgasmic bliss over this.
I cant wait to try it for myself.
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Checkyersix on January 16, 2011, 10:25:01 PM
:D
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Checkyersix on January 16, 2011, 11:09:37 PM
Updated, check above:

Added a version combined with Riken's Faster Turret Tracking Mod.
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Neil Lowe on January 16, 2011, 11:11:12 PM
Excellent stuff CY6, Thank-you. :D

So I can use this with other AI mods ok? Cert 3, Ground attack, AI Heat? Any particular order these shoud be loaded?

Cheers, Neil :)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: SAS~Riken on January 16, 2011, 11:23:44 PM
It will actually replace the file inside AI_MOD. (If you have that mod. Check file numbers and see if they match ;))
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: kapitansky on January 16, 2011, 11:44:01 PM
 :Dhi CY6.a question: file turret in mod folder?Tx for the mod!today is a beautifull morning :P
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Checkyersix on January 17, 2011, 12:09:03 AM
Yep, drop it in your mods folder. It will not interfere with other AI mods at all, it affects a different classfile.
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Neil Lowe on January 17, 2011, 01:21:33 AM
[Monty] Excellent [/Monty] :D

Cheers, Neil :)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: [URU]Fox on January 17, 2011, 02:35:15 AM
Excellent MOD!!
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Eexhaton on January 17, 2011, 03:03:51 AM
Blimey!

Downloading it now, gonna test it ASAP!
If this does what it's supposed to do, then this is one legendairy mod. 8)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: CWMV on January 17, 2011, 03:35:13 AM
Blimey!

Downloading it now, gonna test it ASAP!
If this does what it's supposed to do, then this is one legendairy mod. 8)

Oh it definitely seems to!

Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: gianluca on January 17, 2011, 03:45:33 AM
hi Checkyersix, thka a lot for this mod!
just wonder if, being Cert AI mod already present un UP2.01 should this one be compatible...
I try the same of course but other feedbacks would be welcome!
Gianluca
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Eexhaton on January 17, 2011, 04:24:00 AM
Confirmed, it does! :D

I'm not almost instantly killed anymore, just badly wounded lol! :P
No, overall it feels that my chances as player have been increased alot.

4.5/5 star rating from me!
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: SAS~Malone on January 17, 2011, 04:44:11 AM
only 4.5...?          cheapskate!!!....lol  ;D 8)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Dinosbacsi on January 17, 2011, 04:57:09 AM
Awesome mod, downloading now :D
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Eexhaton on January 17, 2011, 10:47:24 AM
I've been flying with this mod for today, and it's a definite improvement.

The only thing that still gripes me, is the absolutely random direction the AI fires in sometimes..
- But -
When that happens, I just think by myself that the gunner just got spooked out and wildly swings his turret letting off some random salvo.
 :o :D

Now if they would fire in the approximate right direction though, i'd find it much more believable.  :D
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: StrykVladzimsky on January 17, 2011, 10:51:48 AM
 AMAZING! SOW ain't got nothing on us.
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Boelcke on January 17, 2011, 11:18:12 AM
thank you, thank you thank you  ;D ;D ;D ;D

i´ve waited for this ... seven years?  :o
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: SAS~Riken on January 17, 2011, 11:21:48 AM
The only thing that still gripes me, is the absolutely random direction the AI fires in sometimes..

Now if they would fire in the approximate right direction though, i'd find it much more believable.  :D

Yeah. I om thinking on the same line there. Something that bugs me is that if there is a fighter 20m away from them and they are still tracking one that's 200m away... But like you said :D

I think to myself that they have tunnel vision at that time
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Kiosk on January 18, 2011, 11:56:04 AM
Thanks ! I won't get my face blown off by super accurate gunners anymore !  :)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Phoenix20 on January 19, 2011, 09:22:57 AM
Hi guys!

Just to confirm - is this compatible with IL2-1946, modded to 4.09 with Ultrapack 2.01 on top?

I have a few other mods on top, mainly effects etc. Are there any mods this doesn't work with?

Looking forward to giving it a try.  :)

Cheers,

Phoenix20
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: gianluca on January 19, 2011, 03:56:59 PM
Hi! Just tried with the R_10 single engine biplane with rear gunner...this one did not lost accuracy: death is guarantee when attacking lastsmore than one second!
For the most other AC's however it works fine indeed!
Thks again, Gianluca
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: SkyHigh on January 19, 2011, 04:12:33 PM
One of the truly essential mods for off-line game-play. Opens up a whole new dimension to the game for me anyway. Wonderful work, and thank you. :)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Checkyersix on January 19, 2011, 11:06:59 PM
I tried it with the R-10, seemed to work  fine - on average he ran out of ammo before he shot me down...
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: SAS~Malone on January 19, 2011, 11:25:16 PM
yeah, i've done extensive testing against a wide variety of planes, flying straight and easy through formations, so that they can 'give it their best shot', and in an entire week of testing, they've only managed to 'headshot' me once......to me, this is perfect, as opposed to how it goes without this mod....when i would only have made it through the formation once without being headshotted first... :D
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: CWMV on January 19, 2011, 11:34:00 PM
This mod has changed the way I play. I can finally attack bombers again!
EDIT: I think Ive noticed something though. Some bombers seem to be WAY better than others.
Ive been doing alot of Nachtjager missions lately, and have noticed that that Wellington gunners are terrible until I get right up on them, seemingly within 100 feet or so. Halifax on the other hand can nail my bird from half a klik away! I don't get headshot very often though, so at least I can dive away and bail from my eviscerated 110.

Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: SAS~Riken on January 20, 2011, 07:25:52 AM
Yeah, some bomber crews seem to have been to the future and snagged up some night vision goggles before they came back to their time :D
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: CWMV on January 20, 2011, 07:33:11 AM
Yeah, some bomber crews seem to have been to the future and snagged up some night vision goggles before they came back to their time :D
Thank you! I thought I was just imagining things!
I was thinking about it, in a 110, on full real settings, and the Cy6 darker night mod, its hard to spot a bomber more than a few hundered meters away silhouetted against the sky. If they are under me Ill never see them. So how is it that these bastards can see a blacked out 110 300 meters below and behind their Halifax?
Oh well, I'm just happy I'm not getting assassinated anymore!
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Checkyersix on January 22, 2011, 01:44:07 AM
Seems turret gunners don't care if it's night-time or not... maybe an update is in order?
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: SAS~Malone on January 22, 2011, 02:04:58 AM
updates are always welcome, mate  ;)
part of Lutz's WIP AOC mod addresses visibility issues, as well as AI seeing through clouds, and more great stuff....anything yo can do in this field will be great, of course!  8)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Mick on January 22, 2011, 03:12:44 AM
... there will be an "export" version of AOC, gently repacked in SFS format ...  ;)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Whiskey_Sierra_972 on January 22, 2011, 03:16:37 AM
... there will be an "export" version of AOC, gently repacked in SFS format ...  ;)

Great!

Any information about compatibility issue with Cert AI & CTO mod?

I'm asking because as well know offliners fell AI a little more effective with them and if is possible add even Lutz one it'll be an over the top satisfaction!!!

All the best!

walter
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Mick on January 22, 2011, 03:32:18 AM
Any information about compatibility issue with Cert AI & CTO mod?
walter

...Lutz has not yet begun working on the "export" version, he first wants to import parts of 4.10 into his AOC mod and also make his Home Chain radar mod, then will come the "export" version ... but well considering his skills, there should be no prob for him to make the two mods compatible ... but of course it's up to him to decide ... ;)
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Whiskey_Sierra_972 on January 22, 2011, 02:01:06 PM
Any information about compatibility issue with Cert AI & CTO mod?
walter

...Lutz has not yet begun working on the "export" version, he first wants to import parts of 4.10 into his AOC mod and also make his Home Chain radar mod, then will come the "export" version ... but well considering his skills, there should be no prob for him to make the two mods compatible ... but of course it's up to him to decide ... ;)

This is the sweetest reply I'll remember immediately after my wife said me that she was waiting our first son eight years ago!!!
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: panzer1b on January 25, 2011, 05:16:32 PM
thank's so much, it really made my day, no more bomber gun snipes pilot (although i have still been sniped once by a very lucky il2 gunner), but also, i really like the fast turret mod, finally my gunners aren't eating dognuts and drinkin coffe, but actually attempting to kill things
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: slipper on January 28, 2011, 05:00:33 PM
Great work on this CY6,

Would it somehow be possible to alter the range at which gunners open up at? this could simulate the player not being seen (in night missions especially). maybe a random range each time the game loads, or different values for different aircraft?

cheers

Slipper
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Checkyersix on January 28, 2011, 06:08:57 PM
I think a day / night thing would be possible, and I'd certainly like to try...
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: gprr on January 29, 2011, 03:59:22 AM
Thanks a lot Checkyersix 8)

Is it relevant/Can Mod with same thinking like be applied for enemy AI pilot at 12 oclock of human plyer? 8) 8) 8)

Thanks
GP
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: Checkyersix on January 29, 2011, 05:02:26 AM
Not sure what you mean. You mean AI turrets firing at human players, or AI fighters coming at players head on?

The mod as-is affects player as well as AI turrets.
Title: Re: Sniper Turret Gunner Fix v 1.0
Post by: gprr on January 29, 2011, 05:56:17 AM
Not sure what you mean. You mean AI turrets firing at human players, or AI fighters coming at players head on?

The mod as-is affects player as well as AI turrets.

Thanks for swift reply

I meant for this: when I'm on enemy AI fighter,6 Oclock, it is toying with me with meny small movements(no matter his skils...) while other firiendly AI's have much easier time shooting down enemy AI's....

Thanks
GP
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Checkyersix on January 29, 2011, 05:56:51 AM
Ok, new version up (1.1), check above.

This version depletes the turret gunners' carrot ration. They no longer have super night-vision and will not track targets further away than 400m between the hours of 21:00 and 5:00. AI skill has a big effect on whether they even open up on you...

I also combined it with Riken's mod so that it's all in one package, since almost everyone was dl'ing the combined one anyway ;)
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Checkyersix on January 29, 2011, 06:00:02 AM
Not sure what you mean. You mean AI turrets firing at human players, or AI fighters coming at players head on?

The mod as-is affects player as well as AI turrets.

Thanks for swift reply

I meant for this: when I'm on enemy AI fighter,6 Oclock, it is toying with me with meny small movements(no matter his skils...) while other firiendly AI's have much easier time shooting down enemy AI's....

Thanks
GP

I've looked through the AI code pretty thoroughly for some of my mods and I don't think the AI treats other AI planes differently than the player. It might be that other AI planes don't maneuver as much because the pursuing AI planes don't maneuver as much either. From what I can tell, the AI just has a series of defensive "moves" it uses when an enemy is behind it at different ranges and under different circumstances...
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: gprr on January 29, 2011, 06:13:44 AM
Not sure what you mean. You mean AI turrets firing at human players, or AI fighters coming at players head on?

The mod as-is affects player as well as AI turrets.

Thanks for swift reply

I meant for this: when I'm on enemy AI fighter,6 Oclock, it is toying with me with meny small movements(no matter his skils...) while other firiendly AI's have much easier time shooting down enemy AI's....

Thanks
GP

I've looked through the AI code pretty thoroughly for some of my mods and I don't think the AI treats other AI planes differently than the player. It might be that other AI planes don't maneuver as much because the pursuing AI planes don't maneuver as much either. From what I can tell, the AI just has a series of defensive "moves" it uses when an enemy is behind it at different ranges and under different circumstances...

Well, for a moment there was some hope for "removing" AI's eyes, located in his back of it's head, seeing through metal and penetrating human minds...
 ;D
Thanks a lot Checkyersix
GP
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: slipper on January 29, 2011, 01:58:07 PM
Thanks CY6 for the update.

Really appreciate your work mate, and the swiftness with which you updated it.

Have not got time to test at the moment, but i'm sure it will be spot on.

regards

slipper
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: CWMV on January 29, 2011, 02:05:47 PM
right...i understand now.  not really for AI turrent gunners though...rather for AI fighter planes.

it seems the AI has rear radar vision...  being able to 'sense' when you are behind him and within gun range whether he can actually 'see' you or not.  this is an old irratating problem with the game.  also...  the AI seem to be able to 'know' when you're going to pull the trigger.  many times...just as you put your finger on the trigger button to shoot and the instant you actually press the key...he will jenk to one side or the other in a series of small, micro moves almost guaranteed to throw off your aim and make you miss.  (this is usually right as you press the trigger but before the bullets actually leave the gun barrels.)  if you do not start to shoot, he will continue to fly along in a perfectly straight line.  lol.

the final irratating thing...  is he knows when you're out of ammo.  many, many times you will have a DEVIL of a time staying with him in his defensive manuvers...however, as soon (i mean the instant) you run out of ammo...he will suddenly consider you harmless and discontinue 99 percent of his defensive flying allowing you to pull right up on his tail and put him right into your gun site ring...cause he knows you can't kill him now.  lol.  a hell of a thing him being able to count the bullets in your guns to know when you are empty.

 :P
Ugh, preach it brother. +1 to all.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: panzer1b on January 29, 2011, 06:37:28 PM
i have 2 questions,

1st: would it be possible to have turrets fire at ground enemies (eg ack-acks, trucks, and maybee tanks), as they completely disregard those.....

and according to my sources, although not very common as the main bombers would tend to fly to high, and smaller ground attack planes didn't have ball turrets or guns below them, the rear gunner would still fire at anything which was of a threat if no other aircraft were nearby

it would add to any ground attacker's game alot, as the immersion would improve alot, just having the gunner fire at ground targets would be so cool to see, as especially b25 raids would be very nice.  even if the gunners didn't do anything to the target, just having them fire occasionally would be both realistic and add to the game

but i guess this won't happen likely as most modders have moved on to 4.10....i'm just waiting for all my planes to be ported, as i just cannot see me flying il2 with just the stock list and maybee 4 or 5 addon planes....


2nd, is there a way to get the 3 mods separetely, as i would like to test each mod alone

by this i mean a separete mod for the accuracy tweaks, separate speed tweak, and separate night ranges

not that it is that important, and i really like the mod, but i would love to test everything separately and use it to compare the differences in code (i am trying to learn coding and still cannot figure it out 100%)
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Checkyersix on January 29, 2011, 06:59:54 PM
i have 2 questions,

1st: would it be possible to have turrets fire at ground enemies (eg ack-acks, trucks, and maybee tanks), as they completely disregard those.....

and according to my sources, although not very common as the main bombers would tend to fly to high, and smaller ground attack planes didn't have ball turrets or guns below them, the rear gunner would still fire at anything which was of a threat if no other aircraft were nearby

it would add to any ground attacker's game alot, as the immersion would improve alot, just having the gunner fire at ground targets would be so cool to see, as especially b25 raids would be very nice.  even if the gunners didn't do anything to the target, just having them fire occasionally would be both realistic and add to the game

but i guess this won't happen likely as most modders have moved on to 4.10....i'm just waiting for all my planes to be ported, as i just cannot see me flying il2 with just the stock list and maybee 4 or 5 addon planes....


2nd, is there a way to get the 3 mods separetely, as i would like to test each mod alone

by this i mean a separete mod for the accuracy tweaks, separate speed tweak, and separate night ranges

not that it is that important, and i really like the mod, but i would love to test everything separately and use it to compare the differences in code (i am trying to learn coding and still cannot figure it out 100%)

I've been working on turret ground targeting, but it's tough going so far. I've had some success, but mostly wonky results...

Here's the original accuracy fix for turrets: http://www.mediafire.com/?pvga971415276px

I'm not going to separate the night fix, too much work, but Riken's turret fix is available separately, just PM him.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: panzer1b on February 04, 2011, 01:04:11 PM
thx for the linx, i'll pm riken as well to get the other one, i just like to be able yto test everything separately



also one small problem i see, the turrets tend to freeze up when a plane flies past the bomber, and takes them say about 5 seconds to actually resume turning.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: SAS~Poltava on February 14, 2011, 09:09:29 AM
Another great mod from CY6, that we have needed for a long time!!!
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: flying scotsman on February 19, 2011, 07:36:41 AM
Handy MOD thanks, hopefully it'll put the B-24 Snipers to sleep so's I can sneak up on them (See earlier ref to Wellington's dead Eye gunners)

On a different topic, Turrets freezing on MOD planes.
I have had the B-17, b-24 in 4.08/09/10. The turrets on all planes then lock up and I can't play gunner to defend myself (Not that the pilot ever ran around like we do sorting everything.... Can anyone advise a fix?
Thank you Gentlemen/& any ladies too!!
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: razor1uk on February 19, 2011, 08:01:40 AM
DL-ing the 1.1 from the 1st page, I assume this is the latest 'day version' judging from the thread postings; thank you for letting gunners be gunners, not terminators.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: dietz on February 21, 2011, 08:13:29 AM
Finally- installed & tried last night...works great..oh ,I still get hit when attempting stern attacks...but not with every single bullet!!! Thanks...this has been a long time coming!
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Far77 on February 24, 2011, 04:52:51 AM
This one has been a long time coming ;)

This mod will make AI turret gunners use the same parameters against player aircraft as they do against AI planes.
...


Feedback is appriciated! ;)

Riken
[/quote]

Is it possible to make a "reverse" MOD: make AI turret gunners use the same parameters against AI-aircraft as they do against a player-plane?

I'm am disappointed when AI-gunners in my bombers are "sleeping" being under attack, or firing into nothing.

I think that it would be an interesting fighting! :)

Thank you!

Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Checkyersix on February 24, 2011, 05:11:32 AM
I think if the AI used the same accuracy against AI as the player you'd end up with a lot of very dead fighters very quickly.

It's completely possible though, I'll post it up when I have a minute...
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Far77 on February 24, 2011, 05:22:20 AM
I admit that it could help to save (AI) B-29 from (AI) Ki-27 at low altitudes... :)

Thank you!
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: razor1uk on February 24, 2011, 07:55:15 AM
I admit that it could help to save (AI) B-29 from (AI) Ki-27 at low altitudes... :) Thank you!
Tackling a dragon with a fly, and it works, must be akin to the mosquito that killed Alexander/Iskander...
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Checkyersix on February 24, 2011, 01:22:15 PM
here you go, just for a larf:

http://www.mediafire.com/?bc7fze1rbxdcmd2

Drop this hashfile in the Turret fix folder and ALL your gunners will be deadeye snipers!
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Far77 on February 24, 2011, 04:55:50 PM
here you go, just for a larf:

http://www.mediafire.com/?bc7fze1rbxdcmd2

Drop this hashfile in the Turret fix folder and ALL your gunners will be deadeye snipers!

Thank you!
Unfortunately there is no the Turret fix folder in UP2.01+4.101. Could you please to tell should I create the folder and where? For a novice like me.

LATER ADDITION: I discovered the folder in the file in the first post. Will try a little bit later.
Thank you again!
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: SAS~Malone on February 24, 2011, 11:04:00 PM
lol, i wonder how long he's going to be using that before he starts getting pissed at the 'black screen of death' and the sight of fightersfalling out of the skies like flies as they try and attack a bomber formation... :D
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: CWMV on February 24, 2011, 11:36:29 PM
I almost stopped playing the game several times because of the sniper gunners, and ol' boy there wants to INCREASE their accuracy against all enemies?
Maybe hes one of those people that gets off on pain?  :D
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Checkyersix on February 24, 2011, 11:38:21 PM
Maybe he just prefers to fly bombers ;D
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: CWMV on February 24, 2011, 11:55:51 PM
Ewwwwwwwwwwwwwwwwwwwwww, one of those guys!
I kid, I kid! Really I just don't fly them cause I cant figure out trim settings or bombsights.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: fallout3 on February 25, 2011, 01:40:21 AM
right...i understand now.  not really for AI turrent gunners though...rather for AI fighter planes.

it seems the AI has rear radar vision...  being able to 'sense' when you are behind him and within gun range whether he can actually 'see' you or not.  this is an old irratating problem with the game.  also...  the AI seem to be able to 'know' when you're going to pull the trigger.  many times...just as you put your finger on the trigger button to shoot and the instant you actually press the key...he will jenk to one side or the other in a series of small, micro moves almost guaranteed to throw off your aim and make you miss.  (this is usually right as you press the trigger but before the bullets actually leave the gun barrels.)  if you do not start to shoot, he will continue to fly along in a perfectly straight line.  lol.

the final irratating thing...  is he knows when you're out of ammo.  many, many times you will have a DEVIL of a time staying with him in his defensive manuvers...however, as soon (i mean the instant) you run out of ammo...he will suddenly consider you harmless and discontinue 99 percent of his defensive flying allowing you to pull right up on his tail and put him right into your gun site ring...cause he knows you can't kill him now.  lol.  a hell of a thing him being able to count the bullets in your guns to know when you are empty.

 :P

You said what I want to say...

BTW, so the last thing I do in a battle is often ramming...
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: SAS~Tom2 on February 25, 2011, 05:28:32 AM
Hi, pasted this mod (thanks!) in my mod folder. Problem is I run Histomod ATM waiting for the Jet Era.
So-in my case-I don't see a big difference. Still almost impossible to attack something like a B-17 other than from above in a fast dive-otherwise sudden death or aircraft fubar.
A chance that my misery ends when I switch to 4.01m with the new mod-activator?

I'm one of those guys who often wants to kill bombers for some chillout time but mostly get blown away thanks to killer-gunners- ;) :)

Cheers
Tom
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Checkyersix on February 25, 2011, 05:59:20 AM
This mod might not be compatible with Histomod. You could try adding a "+00000_" to the folder to make sure it loads on top of Histomod, but I can't guarantee that it won't break something in Histomod...
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Far77 on February 25, 2011, 06:35:34 AM
Yes, I like bombers!... :)

To summ up (to get "sniper" AI-gunners):
there must be 2 files
106BE08E745DD716 and 106BE08E745DD716.txt
in the folder:
\jsgmemods\TurretFix+FasterTurrets\
And then to activate the mod by JSGME.exe

Do I understand correctly?
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: razor1uk on February 25, 2011, 02:52:40 PM
I'm not amazed that some want AI machine snipers, I suppose then it's elite anti bomber training - just without paintballs/BB's and a virtual pre-requesite of a wooden textured box shaped mesh thats suitable for ceramonial placing underground- assuming that much survives or burning.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Checkyersix on February 25, 2011, 03:13:45 PM
Yes, I like bombers!... :)

To summ up (to get "sniper" AI-gunners):
there must be 2 files
106BE08E745DD716 and 106BE08E745DD716.txt
in the folder:
\jsgmemods\TurretFix+FasterTurrets\
And then to activate the mod by JSGME.exe

Do I understand correctly?

No, just replace the old 106BE08E745DD716 with the new one in the download above in the turretfix folder in your mods folder.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Far77 on February 25, 2011, 10:56:38 PM
Thank you very much!
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Crazy G on March 06, 2011, 03:01:39 PM
Wow! Finally I´m no longer a drunk turkey in the hunting season! Thanks!
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Aussie Pilot on March 09, 2011, 04:36:01 PM
right...i understand now.  not really for AI turrent gunners though...rather for AI fighter planes.

it seems the AI has rear radar vision...  being able to 'sense' when you are behind him and within gun range whether he can actually 'see' you or not.  this is an old irratating problem with the game.  also...  the AI seem to be able to 'know' when you're going to pull the trigger.  many times...just as you put your finger on the trigger button to shoot and the instant you actually press the key...he will jenk to one side or the other in a series of small, micro moves almost guaranteed to throw off your aim and make you miss.  (this is usually right as you press the trigger but before the bullets actually leave the gun barrels.)  if you do not start to shoot, he will continue to fly along in a perfectly straight line.  lol.

the final irratating thing...  is he knows when you're out of ammo.  many, many times you will have a DEVIL of a time staying with him in his defensive manuvers...however, as soon (i mean the instant) you run out of ammo...he will suddenly consider you harmless and discontinue 99 percent of his defensive flying allowing you to pull right up on his tail and put him right into your gun site ring...cause he knows you can't kill him now.  lol.  a hell of a thing him being able to count the bullets in your guns to know when you are empty.

 :P

I hear you here Beo, I reckon it comes down to what you set your convergence at. The AI know you have it set at 150 so just as you get into that range they bugger off. So i reckon try setting your convergence to 100 and then blast em at 150 anyway...lol
I have tried this with mixed success but most times forget my plan and end up chacing them all over the place anyway. I know that shooting them outside of your convergence paramiters isn't ideal, but once you've winged them a bit you can get closer to finish them off with the full convergence affect.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Murph on March 14, 2011, 07:34:51 PM
Would this work in a co-op mission? If so, would all the players need to have this mod, or just the host?
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: razor1uk on May 05, 2011, 10:48:28 AM
I vote for this fix to be passed on upto TD/1C for implimentation - be nice if it could be retro engineerined into the 409m patch or something like that; naturally with due credit and permissions given.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Whiskey_Sierra_972 on May 05, 2011, 01:28:46 PM
Note that anyway it's working on 4.09.....
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: SAS~Malone on May 08, 2011, 03:52:13 AM
yep, it works perfectly fine on 4.09, as well..... ;)
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: razor1uk on May 08, 2011, 09:37:30 AM
"Excellent" *in Mr Burns voice*
I will see how it adds up - I was never really bothered before by gunners, suppose I've been going to fast or not at shallow enough angle most times to get head-shotted unless I was reallly takin the urine - Gunner Baiting.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: razor1uk on May 09, 2011, 07:08:40 AM
It could be a clash with another mod - see my recent Classchecker post, but although they shoot my realsiticaly - non snipers, I've noticed that unused/non-fired turrets seem to disappear now and then.

The missing turret glitch I had hasen't repeated itself - although I haven't used standard il2 4.09m  hsfx 4.01 'missing markings' countries. or same A/C & map, since I restarted my PC.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Plowshare on May 12, 2011, 06:01:17 PM
I ran the classfilechecker and found that AI_3_0_and_Carrier_Takeoff_5_3_3 and this mod have the same class file: 106BE08E745DD716

Do I replace the file in AI_3_0_and_Carrier_Takeoff_5_3_3 or what - I'm getting mixed signals:

Yep, drop it in your mods folder. It will not interfere with other AI mods at all, it affects a different classfile.


Bob
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Checkyersix on May 12, 2011, 10:36:08 PM
Try loading the turret fix above the AI_Mod (add a "+" to the folder name). It shouldn't cause problems, AFAIK.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Winston D. on June 03, 2011, 09:49:34 AM
Will this mod work in 4.10.1 with UP 3.0 ? I know that UP 3.0 has a form of this that involves manually editing each mission, but will this work as a drop in mod instead?
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: mojojojo on April 24, 2012, 05:37:26 PM
is this compatible with the SAS AI mod?
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: SAS~Anto on April 26, 2012, 09:17:08 AM
An updated versions is included in the SAS AI mod
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: panzer1b on May 16, 2012, 07:29:18 PM
Is it possible for u guys to update this for 4.11?

I mean honestly this mod is most probably the most important mod ive ever used as it fixes a huge bug in il2.

The mission gets stuck at 30% loading aircraft, so i know this mod causes it, but im really hoping to add this to my 4.11 install.

And the only reason im using 4.11 is cause it accepts all my 4.08 mods including the very very old AAA mod pack which added many ai planes to the game.

Actually for anyone who wants to know all 4.08 and most 4.09 mods which dont add programming to the planes (eg new features) work well.  Im running the old AAA mods which i have to say are old but still quite good, and im my online compatible install i still own people with the 50turrets on american bombers....

Anyways what in 4.11 makes this incompatible, and i know its still a tad early to request this but at least if its not much work please make this work in the 4.11 mod activator.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: SAS~Anto on May 16, 2012, 10:05:13 PM
4.11m apparently already has this fixed.

Its my intention to convert some of these AI tweaks to 4.11 BUT finding time to do so is difficult. Plus we don't fully understand how the 4.11m AI code works.
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: panzer1b on May 20, 2012, 11:35:20 AM
4.11m apparently already has this fixed.

Its my intention to convert some of these AI tweaks to 4.11 BUT finding time to do so is difficult. Plus we don't fully understand how the 4.11m AI code works.

i believe 4.11 has the accuracy edits as i am yet to get headshot but a rear gunner (although i am not to bad at tactics)...

as for the really important thing in my opinion, the increased turn speed, i think it is such a huge problem as i am the only gunner capable of tracking a quickly maneuvering fighter.  Not saying that it is realistic for the turrets to be able to accurately hit a quickly maneuvering fighter but at least they should be able to keep shooting in its general direction (actually id love to see the turrets become less accurate during maneuvers of the bombers and increase accuracy when flying relatively level, but not sure if the ai can alter their accuracy based upon factors such as rapid change in orientation ect)

anyways im fine for now as i can still turn my own guner fast enough to drop 1-2 fighters per flight but at least try to make this oart of 4.11 as its really hard seeing the turrets just unable to keep up with the target....
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: gianluca on May 27, 2012, 11:34:06 AM
I know this feature is inside the v2.5 of AI hotkeys etc etc which goes in DBW 1.71 and I have it also as standalone in my 409UP201 install but at least for one plane it does not work: try downing a Letov S-328 and you will still get shot right dead straigth as always....
I wonder if there could be a fix for this!

Best regards,

Gianluca
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: SAS~Malone on May 27, 2012, 11:44:58 AM
lol, i gotta admit, that S-328 rear gunner is like an uber cyborg sniper, deadliest rear gunner of WW2....
must be something specific with that plane, i don't have any real complaints about other planes, but the last place you want to be is on the six of one of them Letov's...:D
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: panzer1b on June 04, 2012, 10:42:06 AM
lol, i gotta admit, that S-328 rear gunner is like an uber cyborg sniper, deadliest rear gunner of WW2....
must be something specific with that plane, i don't have any real complaints about other planes, but the last place you want to be is on the six of one of them Letov's...:D

i noticed that the turret gunner in that plane was overpowered from the start as it has very very very fast tracking speed, honestly i think all planes should have this speed with the exception of maybee electric turrets which had a historical limit to max turn speed. 

as for the accuracy of the thing i love it online, and with the cockpit it is byfar my favorite byplane because every other guyt who is dumb enough to get on my tail gets headshot....

anyways seriously im not sure why that one plane has different turret code but it is quiet annoying fighting againt the things.  as i learned a while ago turn speed and the accuracy from pre-4.11 is horrendously overpowered, but as it is right now gunners have no chance to even do minimal damage as they spend half the time turning to face the enemy.  Id just plain love if maybee 4.12 or something fixed this HUGE problem but until then im just hoping something can be done for 4.11 as to address this issue.

and as for the s328 i think its not to big of a deal as its a rarely seen or used plane but if possible that could be fixed as well, not sure though where its code would be as its clearly not using the main ai turret code all other planes do.

well ill be waiting for this much needed fix, does anyone know where i could post a suggestion to the actual il2 dev team to maybee get this in the next patch?
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: SAS~Malone on June 04, 2012, 10:58:26 AM
post at the 1C forum, linked in our Links section. ;)
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Tran Long on March 08, 2013, 08:15:46 PM
Did DBW already have this mod?
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: SAS~Malone on March 08, 2013, 11:06:30 PM
yes, but many thought it didn't work properly in DBW.
if you think it's not working, then you could just try this, and see if it makes a difference. :D
Title: Re: Sniper Turret Gunner Fix v 1.1
Post by: Tran Long on March 09, 2013, 03:04:22 AM
Thanks, Malone ;)
Title: Re: Sniper Turret Gunner Fix v 1.1 [4.09] [4.10]
Post by: printenduevel on May 14, 2017, 05:53:30 AM
Sorry for pushing that old thread to the top, but I don't wanted to start a new topic und used the search function.
And also sorry for bad english, I use the google translator.

Well, I fly since a few month with the guys from FAC squadron and enjoy the friendly and funny atmosphere there.
For this I have installed 4.10 with UP and I got knowledge about a mod which made the turret gunner from bombers more realistic.
Unfortuntely this mod doesn't work with 4.12 with or without HSFX or 4.13 versions.

In newer versions like 4.12.x and 4.13.x although the gunner are no more sniper and hit the player pilots with the first shot directly into the head.
But it seems to me that the AI gunner's behavior is different to the AI fighter pilots than to human pilots.
My impression is that the AI Gunner hit more accurately and with a higher success rate the human pilots.
They also recognize the human enemy much earlier and begin shooting, before a human pilot come in a reasonable distance to open the fire.
When I fly a bomber I always have the impression that the gunner are very bad, especially when AI Fighter attack.

Therefore it would be very nice, when this mod will be updated. This will make life a little bit easier when attacking bombers.

Thanks in advance
Printe
Title: Re: Sniper Turret Gunner Fix v 1.1 [4.09] [4.10]
Post by: SAS~Storebror on May 14, 2017, 10:36:54 AM
They also recognize the human enemy much earlier and begin shooting, before a human pilot come in a reasonable distance to open the fire.
That's physics.
German fighter pilots can tell endless stories about it.

When I fly a bomber I always have the impression that the gunner are very bad, especially when AI Fighter attack.
That's just the biased perception when you feel like the tide is against you all the time.

Best regards - Mike
Title: Re: Sniper Turret Gunner Fix v 1.1 [4.09] [4.10]
Post by: printenduevel on May 14, 2017, 11:11:51 AM
I like your kind of humor  8)
Title: Re: Sniper Turret Gunner Fix v 1.1 [4.09] [4.10]
Post by: Atoka220 on February 27, 2018, 05:42:36 AM
Confirmed
Crash with 4.12 hsfx7
Goddamn those snipers

Here's a logfile maybe
Code: [Select]
[27.02.2018 12:37:57] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce 9600 GT/PCIe/SSE2
  Version: 3.3.0
  Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to R

Edit: Nevamind. LOG=1 crashes my game at 70%. This mod crashes when mission loading reaches 30%