# Special Aircraft Service

## Individual Mod Downloads for IL-2 1946 => Aircraft => Other_Singles => Topic started by: Epervier on January 15, 2012, 06:04:26 PM

Title: Rogožarski IK-3 - v3 [4.09] [4.10]
Post by: Epervier on January 15, 2012, 06:04:26 PM
Whenever DT distributes a patch is with great pleasure and a great respect that I put my claws in their work.
With the advent of this new patch I enthusiastically thank all the modders who contributed to this patch 4.13!
Thank you, thank you very much !

For Rebels 4.09 !
For Privateers 4.10 !
Rogožarski IK-3
(http://www.mediafire.com/?ass53vfukf1mwam)

- DiffFM_4xx needed except DBW ! !
- Self Stationary Plane (SSP) included !
- Ground Automatic Canopy Opening
- fixes by WxTech (Jan 2, 2020)

(https://www.mediafire.com/file/wfu6p3c544c26do/271957IK3by411for409.jpg)

(https://www.mediafire.com/file/65907se16e3ung7/232365cockpitIK3.jpg)

Link for 4.09/4.10 (v3) : https://www.mediafire.com/?2e9ynke9tcik06o

Credits :
- 3d model, import, skin, FM, coding  : - Turelio & Zimbower [Daidalos Team (4.11)]
- new cockpit by [Daidalos Team (4.13)]
- conversion 4.09 & SSP : Epervier
- fixes by WxTech (Jan 2, 2020)

Bons vols !

Title: Re: Rogožarski IK-3 (4.09)
Post by: tancw19 on January 15, 2012, 09:57:59 PM
Good work! Beautiful bird?
Title: Re: Rogožarski IK-3 (4.09)
Post by: .50calBMG on January 15, 2012, 10:54:18 PM
interesting, kinda looks like an ms406 with a hurricane cockpit. cool
Title: Re: Rogožarski IK-3 (4.09)
Post by: Jirpilot1 on January 15, 2012, 11:51:59 PM
Title: Re: Rogožarski IK-3 (4.09)
Post by: warhawk on January 16, 2012, 01:03:56 AM
interesting, kinda looks like an ms406 with a hurricane cockpit. cool

It does so for a reason!
The IK-3 was designed by Serbian engineers Ljubomir Ilic, Kosta Sivcev and Slobodan Zrnic. Sivcev had worked in France for Morane, including working on the MS-406. Ilic had experience working at Fairey in the UK and had worked on the Fulmar.
Title: Re: Rogožarski IK-3 (4.09)
Post by: .50calBMG on January 16, 2012, 02:23:43 AM
interesting, kinda looks like an ms406 with a hurricane cockpit. cool

It does so for a reason!
The IK-3 was designed by Serbian engineers Ljubomir Ilic, Kosta Sivcev and Slobodan Zrnic. Sivcev had worked in France for Morane, including working on the MS-406. Ilic had experience working at Fairey in the UK and had worked on the Fulmar.
the hurricane was made by hawker though, so how does him working at fairey relate to the hurri?
Title: Re: Rogožarski IK-3 (4.09)
Post by: warhawk on January 16, 2012, 02:37:16 AM
The first IK-3 has a canopy like this

(http://s1.e-monsite.com/2009/08/13/10/47263228ik-unknown-3-jpg.jpg)

Then it was decided to add armor and framing, so the canopy ended resembling Hurri's one as a result of engineering.
The shape could have been influenced by the Hurricane, since Yugoslav airforce had them...
Title: Re: Rogožarski IK-3 (4.09)
Post by: Samurai999 on January 16, 2012, 04:33:12 AM
Give FM for DBW 4.101!  :'(
Title: Re: Rogožarski IK-3 (4.09)
Post by: Whiskey_Sierra_972 on January 16, 2012, 06:14:47 AM
Great work as always mate!

A great THANKS to the developer TD which give this plane to the community!!!

All the best!

walter
Title: Re: Rogožarski IK-3 (4.09)
Post by: Uzin on January 16, 2012, 06:27:56 AM
Just a question:
there are roundels on photo on both left and right upper wing surfaces, while only on the left one in 4.11 picture: what is correct, please ?
Title: Re: Rogožarski IK-3 (4.09)
Post by: Whiskey_Sierra_972 on January 16, 2012, 06:30:10 AM
It should have roundels on both upper and lower wings....
Title: Re: Rogožarski IK-3 (4.09)
Post by: Epervier on January 16, 2012, 07:36:08 AM
Exact ! Only one !
It does not seem to accept the markings.
An error of modding?
A wish of the author?
No sé !
But it does not matter ... I like it this bird!
Title: Re: Rogožarski IK-3 (4.09)
Post by: Birdman on January 16, 2012, 07:42:28 AM
Since Yugoslavia doesn't exist as a country in stock game, they just put fixed skin markings there just like with Danish and Dutch Fokker D.XXI. I hope some 3d modeler adds proper markings overlays some day for these planes (and many mod planes without overlays) so that we can use correct markings and all others with forgotten countries mod.
Title: Re: Rogožarski IK-3 (4.09)
Post by: Radoye on January 16, 2012, 07:59:18 AM
Both marking schemes are correct, the one with slightly larger roundels in all 4 positions on the wings for the prototype, as this was the official practice at the time, and also the one with the smaller roundel in two positions only for the operational machines. The markings were changed shortly before german invasion and this applies for all types in RYAF service - Messers, Hurris and everything else. So depends what exactly you want to depict.
Title: Re: Rogožarski IK-3 (4.09)
Post by: warhawk on January 16, 2012, 11:34:03 AM
there are roundels on photo on both left and right upper wing surfaces, while only on the left one in 4.11 picture: what is correct, please ?

The overall gray scheme should have roundels on both wings, upper and lower.
After the introduction of three-color upper cammo, the top "Kosovo cross" was reduced in size and kept only on port wing.
Now, when it comes to bottom crosses, it gets a little tricky: There are photos of camouflaged planes both with only the left lower retained, only right lower retained, and under both wings. Given the poor quality of the photos it's a bit hard to pin exactly which aircraft had which...
Title: Rogožarski IK-3 [4.09] [4.10]
Post by: Epervier on January 17, 2012, 04:01:29 AM
For 410 users (ModAct, UP3 and DBW) see first post for a link about you!  ;)
Title: Re: Rogožarski IK-3
Post by: cgagan on January 17, 2012, 04:07:46 AM
8) 8) 8) 8)
Title: Re: Rogožarski IK-3
Post by: fritzofpeace on January 17, 2012, 08:54:57 AM
And another thank you to Epervier from a 4.101m SASModact 3.0 user!!!! :P :P :P
Title: Re: Rogožarski IK-3
Post by: Jirpilot1 on January 17, 2012, 11:48:56 AM
Great work! I used this plane in my Yugoslavian campaign  8)

But I've got one problem. If I'm not in a mission, all is functioning normally. But if I'm in mission in some plane, my game crash down. What is wrong?
Title: Re: Rogožarski IK-3
Post by: Barkhorn on January 17, 2012, 02:15:40 PM
Man, this plane is very pesky!!! They do some nice aerobatic maneuvers during dogfight, is really very nice to fight against it. also, did anyone managed to de-wing one of them? Tested every single weapon on it, only managed to remove the ailerons.
Title: Re: Rogožarski IK-3
Post by: Radoye on January 17, 2012, 11:47:20 PM
I think there are some issues with the DM, i never noticed a hole from a cannon hit either, like the ones you see in the wings or fuselage of other planes.
Title: Re: Rogožarski IK-3
Post by: baronbutcher on January 18, 2012, 02:38:50 AM
I think there are some issues with the DM, i never noticed a hole from a cannon hit either, like the ones you see in the wings or fuselage of other planes.
AGREE totally. Seems to take unrealistic amount of hits and damage from canon or machine gun hits. Nice plane though. 8)
Title: Re: Rogožarski IK-3
Post by: KENZO on January 18, 2012, 02:33:14 PM
THX SAS~Epervier for Rogožarski IK-3 version for 4.09 and DBW!!!  ;D

I have an idea - maby you can do flayable version (like for Devastator with SBD canopy) by using MS.Morane/Morko or Hurricane cockpit!  ;D

Cheers Mate!

KENZO
Title: Re: Rogožarski IK-3
Post by: Mangas on January 19, 2012, 02:10:01 AM
1st of all, thanks for the SAS~Epervier & over guys involved for the mod.
But after installing it, Ki-45s & TBD-1, IK-3 is the only plane that is absent from the plane selection menu...
Others work fine... No CTD, no other bugs... All entries/files added properly...  ::)
Title: Re: Rogožarski IK-3
Post by: Docholiday on January 19, 2012, 04:29:04 AM
1st of all, thanks for the SAS~Epervier & over guys involved for the mod.
But after installing it, Ki-45s & TBD-1, IK-3 is the only plane that is absent from the plane selection menu...
Others work fine... No CTD, no other bugs... All entries/files added properly...  ::)
The same for me:

I Use heavy modded DBW

after installing TBD, Ki45s and HS-123   the Ki-3 and the Cant can not be seen in the planes menu !

No Clue why ;-(

Thx for bringing this plane in DBW !

Doc
Title: Re: Rogožarski IK-3
Post by: Ectoflyer on January 19, 2012, 06:21:05 AM
...  the IK-3 and the Cant can not be seen in the planes menu ...

Do you mean in QMB friendly and enemy lists also? or only in playable aircrafts?
Because they are AI only, the cockpits are still to come
Title: Re: Rogožarski IK-3
Post by: KENZO on January 19, 2012, 08:59:01 AM
the cockpits are still to come

Nice to hear! We look forward for it!  ;D

Cheers!
Title: Re: Rogožarski IK-3
Post by: Whiskey_Sierra_972 on January 19, 2012, 02:22:57 PM
....plane limit reached?
Title: Re: Rogožarski IK-3
Post by: cgagan on January 19, 2012, 02:49:11 PM
No, because I added the Hs123 afterwards and the game loads fine... ::)
EDIT: Walter, you were right after all! I removed two more aircraft and the game loas fine with the beautiful Yugoslavian bird! Many thanks for the tip,  8) (removed original post)
Title: Re: Rogožarski IK-3
Post by: Epervier on January 19, 2012, 04:44:00 PM
@Costas
Combien d'avions tu avais au total pour causer ce blocage, stp ?
Mci !
Title: Re: Rogožarski IK-3
Post by: Mangas on January 19, 2012, 11:08:38 PM
....plane limit reached?
Is there such a thing at all? If it is, what's the exact figure? Is it a button limit or air.ini text limit?
Title: Re: Rogožarski IK-3
Post by: Docholiday on January 19, 2012, 11:42:57 PM
...  the IK-3 and the Cant can not be seen in the planes menu ...

Do you mean in QMB friendly and enemy lists also? or only in playable aircrafts?
Because they are AI only, the cockpits are still to come

Oh !   my fault !!

I thought these planes would be already flayble too..  :(

Doc
Title: Re: Rogožarski IK-3
Post by: badderger on January 19, 2012, 11:50:35 PM
Craving to fly this bird. Hope somebody does an FM someday...
Title: Re: Rogožarski IK-3
Post by: cgagan on January 20, 2012, 01:03:45 AM
@Costas
Combien d'avions tu avais au total pour causer ce blocage, stp ?
Mci !

643 (lignes au air.ini)
Title: Re: Rogožarski IK-3
Post by: Whiskey_Sierra_972 on January 20, 2012, 01:19:30 AM
....plane limit reached?
Is there such a thing at all? If it is, what's the exact figure? Is it a button limit or air.ini text limit?

It's more a classfiles limit!

I got such in DBW x example adding new vehicles....

Title: Re: Rogožarski IK-3
Post by: cgagan on January 20, 2012, 01:38:47 AM
I too believe Walter is right, 'cause besides planes, I've got numerous other mods (vehicles, ships, armour, etc..., effects, etc.) installed
Title: Re: Rogožarski IK-3
Post by: agracier on January 20, 2012, 03:34:31 AM
Is there such a thing at all? If it is, what's the exact figure? Is it a button limit or air.ini text limit?

I don't know if anyone has ever calculated how the limit is reached. It does not come down to the number of new planes added, nor to the number of new vehicles added or even to the number of mods added. It does have to do with the classfiles or java files (so i gather), those odd numbered files without suffixes that are contained in mod folders. The more of those, the faster you approach the limit.

For instance, the Plutonium Effects mod has almost 80 while other plane mods can have as few as 3 or 5 ...

There is no way to set a limit, cause one mod can pass the limit by a lot, while maybe 5 or 6 other mods will not get you there. It all depends on what you have installed.

Once you start getting crashes while starting up a mission (NOT the game, but a mission) then you can take that as a sign you had better start to cull your mos folder.
Title: Re: Rogožarski IK-3
Post by: Benelli on January 20, 2012, 03:47:08 AM
EDIT: I started an explanation topic if we want go further on the subject. Hope it will help.
http://www.sas1946.com/main/index.php/topic,21101.msg228855.html#new

Memory limit==> I repost here my post I wrote for another topic (Hs-123 411 mod).

As I learned by my direct experience and by the teaching of modders more experienced than me, the so called "plane limit" is, in reality, a memory limit caused by the number of classfiles loaded by the game (the same number of classfiles that influence the starting loading time of the whole game).

Said that, all mods that add classfiles in the MODS folder (not only planes, but also vehicles, effects, etc etc etc...) can lead to exceed the memory limit.

We usually talk about "plane number limit" because, instead of removing/disabling visual-structural-effects mod, it's easier (and got more sense) to "disable" a plane putting // in front of the plane line in the air.ini file (without the entry line, the game will not load classfiles for that plane). This also give you the "solution" for this "problem": you don't have to delete mod folders, you can mantain all your effects and structural mods, and create different themed air.ini files (by now I have 7 air.ini, characterized by containing planes of a specific period or theatre of war) that you can choose before starting the game. This also give you a little more speed in game starting time (at least I think).

Just an observation: disabling a plane does not works exactly like "remove a plane and add a plane": the mod weight is essentially given by the number of classfiles (and, if we go further in analysis, the dimension of the classfile).
So, for example, a mod with 6 classfiles and 4 air.ini entries could be lighter than a mod with 1 air.ini entry and 14 classfiles, and consequently disabling many "light" planes could not prevent from a memory error when you add a "heavy plane".
This is useful to keep in mind when you will split your air.ini in many little "themed air.ini".
Hope this will help, I tried to be as clearer as I can with my poor english.
Title: Re: Rogožarski IK-3
Post by: cgagan on January 20, 2012, 05:51:51 AM
Many thanks, Benelli, this will (unfortunately) prove very useful from now on! 8)
Title: Re: Rogožarski IK-3
Post by: agracier on January 20, 2012, 05:59:36 AM
This is useful to keep in mind when you will split your air.ini in many little "themed air.ini".

I've read that a number of members here split their air.ini in a number of themes or theaters of operations. Which is a good way of keeping the number of plane mods to an acceptable level. It is a straightforward method.

But I have also read that classfiles will be read anyway for a particular plane, if there is a stationary plane of the same name.

So, my question is, when you make separate air.ini's, do you also make corresponding separate staionary.ini's to accompany the air.ini files?
Title: Re: Rogožarski IK-3
Post by: redfox on January 20, 2012, 06:32:56 AM
That's what I'm doing at the moment agracier. Creating separate air.inis for different theatres of operations and when I remove an a/c from an air.ini I have been removing the corresponding a/c from the stationary.ini. Therefore as you mentioned both separate air and stationary inis for each theatre loaded in DBW via JSGME.

Early days yet but seem to getting more modded a/c in than I would dare otherwise...

Cheers - Redfox

Title: Re: Rogožarski IK-3
Post by: agracier on January 20, 2012, 06:49:13 AM
That's what I'm doing at the moment agracier. Creating separate air.inis for different theatres of operations and when I remove an a/c from an air.ini I have been removing the corresponding a/c from the stationary.ini. Therefore as you mentioned both separate air and stationary inis for each theatre loaded in DBW via JSGME.

What I do is keep different versions of the air.ini handy, and then rename one of them into air.ini whenever I wish to load a particular one ...
Title: Re: Rogožarski IK-3
Post by: redfox on January 20, 2012, 07:12:50 AM
The one I'm working on at the moment is a Pre-War air.ini and the folder that's dropped into jsgme is called #DBW_PreWar the full path for the inis are:-

and

and any new or additional a/c folders required are dropped in the #DBW_PreWar/#DBW folder next to the STD folder.

Using it via jsgme I can switch between the normal air and stationary inis and the new ones easily.

Cheers - Redfox

Title: Re: Rogožarski IK-3
Post by: Mangas on January 20, 2012, 08:43:36 AM
Summarizing all the said above, I wonder is it possible to make a switcher -- like ModAct Options switcher -- for that?
I don't mean the different instances of the game  -- just one with the ability to load, let's say, "Early War" or "Late War" or "JetEra" objects?
Or, for example, PTO or ETO stuff?
Title: Re: Rogožarski IK-3
Post by: Radoye on January 20, 2012, 09:25:20 AM
At this point it might be even worth getting deep into the core game engine code itself. A frighteningly huge and complex task, but possibly the only way forward.

I have next to none experience with Java but i did dabble with C/C++ which is sufficiently similar, what i suspect is the issue here is that originally when the engine was designed 10+ years ago nobody suspected it will be stretched this far. The programmers set a reasonable limit on the max number of classes being loaded based on the availabe technology at the time (what a top line PC would be able to crunch) as well as on their own plans for the game which they probably didn't even dream would be still around in 10 years time.

Basically you'd load your "objects" into an array-like structure with a pre-defined size which is initialized on game load. The size of this array (or whatever type of data structure they actually use) would determine how much total "memory" is there available for all objects to load. Once the maximum number is reached the following objects won't load, and if you're unlucky that scenario you're trying to fly needs exactly these you get a crash due to object not found error.

If one could locate the initializing routine for all these structures that hold all objects and other goodies, it would be then possible to change their allocated size (instead of say 1024 to 2048 or even more, as much as modern hardware is able to cope with) thus enabling the game to be further expanded without the need to have separate installs for different time periods or enabling/disabling multiple ini and properties files through JSGME each time you play the game.

It has been done before by modders of some other old games which exceeded their initial design parameters using similar techniques, most likely it would be possible to do the same for Il-2 too, at least in theory. But i cannot even begin to describe how difficult this would be to do without the source code with a code base of this size and this complex.

And modders are human too and have their own lives to live, they don't get paid for their modding work but do it on their own time. So i wouldn't hold my breath someone will volunteer to tackle this issue anytime soon...
Title: Re: Rogožarski IK-3
Post by: agracier on January 20, 2012, 10:40:53 AM
But you have explained it in a manner that I can understand ... for which my thanks.
Title: Re: Rogožarski IK-3
Post by: Paulo Hirth on January 20, 2012, 12:44:16 PM
I notice IK-3 is a agile oponent, need be hits like a P-47, and dont show real damage on wings.
Maybe SAS can fix this and do the cockpit.
Title: Re: Rogožarski IK-3
Post by: Hound Dog on January 20, 2012, 04:03:46 PM
We would like to fly on this plane, once it is included in 4.11
Maybe somebody will be able to tie him to the cabin?

-----------------------------------------------
Sorry for my English. I use elektornnym translator.
Title: Re: Rogožarski IK-3
Post by: warhawk on January 21, 2012, 05:33:20 AM
As I already mentioned, the original cockpit is in WIP stage for ages (the guy who was PAID to do it is clearly procrastinating...)
A simple stand-in from Hurri or Morane will sufice.
Title: Re: Rogožarski IK-3
Post by: Hound Dog on January 21, 2012, 06:21:03 AM
I think of Hurricane cab would fit. Grid lamp is the same.
Title: Re: Rogožarski IK-3
Post by: KENZO on January 21, 2012, 06:29:27 AM
Hurri or Morane/Morko will be OK. (some similarities with Hurri - canopy grid, Morane - wings (shorter than in Hurri)
Whatever - every solution will be fine until somebody make the original model of the cockpit.  ;)

Title: Re: Rogožarski IK-3
Post by: agracier on January 21, 2012, 02:39:01 PM
Link to a basic template for the IK-3

http://www.sas1946.com/main/index.php/topic,21144.msg229397.html#msg229397
Title: Re: Rogožarski IK-3
Post by: Stefan SG on January 29, 2012, 10:36:20 AM
Just found where to get flyable IK-3.

http://www.fusionpack.net/grab/$_cockpits/ Title: Re: Rogožarski IK-3 Post by: agracier on January 29, 2012, 11:06:07 AM Thanks for the cockpit ... Title: Re: Rogožarski IK-3 Post by: Barkhorn on January 30, 2012, 08:09:53 AM The cockpit works like a charm on 4.10 HSFX 5.0.1 Title: Re: Rogožarski IK-3 Post by: Radoye on January 30, 2012, 08:36:54 AM Seems all non-flyable cockpits work on 4.11 too, so far no problems encountered! Title: Re: Rogožarski IK-3 Post by: warhawk on January 30, 2012, 09:19:23 AM Thanks a lot, agracier! Title: Re: Rogožarski IK-3 Post by: cgagan on January 30, 2012, 09:35:16 AM Thanks a lot, Stefan2! 8) Title: Re: Rogožarski IK-3 Post by: Paulo Hirth on January 30, 2012, 01:49:22 PM I am having 30% stop when starting a quick mission... is compatible the cockpit with 4.09 version ? if yes, will be did one for 4.09? Anyway thank you Stefan2! Title: Re: Rogožarski IK-3 Post by: Birdman on January 30, 2012, 02:31:51 PM Actually, that cockpit download site seems to be Neuro's (the man behind the Fusion pack and Fusionizers for UP/HSFX) and Neuro likely added the Hurricane cockpit to IK-3 himself. You can check his forum with this IK-3 flyable mod posted there http://www.thefoxbats.ch/forums/viewforum.php?f=11 The IK-3 flyable mod works fine in my DBW, but one warning though: That IK-3 classfile loads FM from buttons instead of the separate FM file in this Epervier's IK-3 cutout mod. Luckily, SAS buttons includes some IK-3 FM with the right name, but that flight model is not the same as in v4.11m. So, the flight behaviour and performance may be different than without the flyable mod, but I haven't actually tested the FM in SAS buttons since I'm using a custom buttons I've built with original v4.11m FMs in my DBW. The other mods at Neuro's download server may be old versions (least Ki-45 and Hs-123 were when I checked), so I'd suggest using them only if SAS versions don't exist. Title: Re: Rogožarski IK-3 Post by: doctor on January 31, 2012, 12:51:18 PM :DHello guys, working flawless in heavily ( SAS ) modde 409 ;D Doctor Title: Re: Rogožarski IK-3 Post by: FANATIC MODDER on February 07, 2012, 10:22:48 AM I downloaded the one from fusionpack, and I had no problems...thanks to everyone involved. Title: Re: Rogožarski IK-3 Post by: dietz on February 18, 2012, 03:37:00 PM Just found where to get flyable IK-3. Pls check address below. http://www.fusionpack.net/grab/$_cockpits/
Thanks for this tip..I was just going to ask...
Works great with DBW modded into the DBW JSGME Mod packs(s)/Aircraft  & flyable folder dropped into #DBW folder ;)
Title: Re: Rogožarski IK-3 - v1.01
Post by: Epervier on April 26, 2012, 12:04:46 PM
Application patches 4.11.1 for 4.09 & 4.10 users !

- Self Stationary Plane (SSP) in separate option!
- Option "flyable aircraft" in separate option!

See first post for link !
Title: Re: Rogožarski IK-3
Post by: David Prosser on May 05, 2012, 09:07:09 AM
Yes, FANATIC MODDER. It's good to have this flyable. My thanks to everyone concerned. It didn't do too well against a Me 109 E/4 though. Couldn't catch it.

cheers

David Prosser
Title: Re: Rogožarski IK-3 - v1.01
Post by: David Prosser on May 05, 2012, 09:35:00 AM
Good work, Fly! It's in my skin folder now.

cheers

David Prosser
Title: Re: Rogožarski IK-3 - v1.01
Post by: David Prosser on May 10, 2012, 10:25:28 AM
Hi Fly! I have a Greece-Crete campaign that I started in HSFX5. I'll release it eventually. The plane and skin will appear. I just finished a mission in my imaginary Canaries2 campaign. Sp v UK.  I-16 type 28s v Greek Spitfire 5Cs, and PBYs.

cheers

David Prosser
Title: Re: Rogožarski IK-3 - v1.01
Post by: warhawk on September 27, 2012, 10:28:44 AM
Title: Re: Rogožarski IK-3 - v1.01
Post by: agracier on January 15, 2013, 08:11:41 AM

Here's a copy of the Hurricane cockpit I downloaded a while ago.

http://www.sendspace.com/file/2z7d1s
Title: Re: Rogožarski IK-3 - v1.01
Post by: John R. on January 15, 2013, 08:26:08 AM
I download 4.10 vers. without cockpit mod and it is flyable! :o
Title: Re: Rogožarski IK-3 - v2 [4.09] [4.10]
Post by: Epervier on June 09, 2015, 02:19:23 AM
Version 2

New cockpit by DT/413 !

(https://www.mediafire.com/file/65907se16e3ung7/232365cockpitIK3.jpg)

See first post for link !

Beware upon installing this Mod !
Notice that no Class is provided in the main folder of the Mod !
It's up to you to put them ...
Title: Re: Rogožarski IK-3 - v2 [4.09] [4.10]
Post by: barney on June 12, 2015, 07:48:35 AM
Thank you very much for this new cockpit, it looks like this plane has not much fans  :)
Title: Re: Rogožarski IK-3 - v2
Post by: texaco on June 12, 2015, 01:21:59 PM
Thank you!
Title: Re: Rogožarski IK-3 - v2
Post by: Griffon_301 on June 21, 2015, 01:43:10 PM
works nicely in 4.12 CUP using the 4.10 classfiles
Title: Re: Rogožarski IK-3 - v2 [4.09] [4.10]
Post by: Fresco23 on June 21, 2015, 05:43:15 PM
Definitely count me and my brothers as fans we fly this beautiful plane once in a while. Very nice cockpit work!
Title: Re: Rogožarski IK-3 - v2 [4.09] [4.10]
Post by: WxTech on January 01, 2021, 08:39:19 PM
I just installed this into my 4.12.2 modact 5.3 game. Lovely! Previously I've been enduring the Hurri 'pit frankenthing.

After the first couple of test flights, I naturally got down to fixing the more bothersome elements. ;)

- The rear ring sight has been raised a bit so as to better align with the front post bead and the bullet stream.

- The CAMERAAIM (SHF-F1) position has been aligned accordingly.

Now you can rely on the sight!

- The front glass pane has been separated from the sidelights and treated differently. It no longer produces specular glare from the Sun. This is because such a tilted pane could only produce such glare if the floor of the plane was transparent!

- All glass uses a different texture, and the surface normals for all vertices have been reversed so as to emphasize the greater efficiency of forward scattering by schmutz.

- The compass disk has been lowered by 1cm, to improve readability through the gauge's window.

- For 4.12 players using head tracking gear, I've added to the 4.10 cockpit class the 6DoF control code, increasing notably the range of head movement in the forward and up/down directions.

Remaining to tackle... The annoying spasm the waypoint indicator ring on the compass goes through when the azimuth to the waypoint passes through 270 degrees. This is a longstanding and perennial problem for many compass-related gauges, due to the code employed for them in numerous cockpit classes. Others use a different calculation to avoid this; which is what I want to employ here.

Quickly looking over the damage code in the plane class, I see a suspicious-looking issue with the oil damage, which I'll scrutinize more closely. And the rest, too.

Title: Re: Rogožarski IK-3 - v2 [4.09] [4.10]
Post by: WxTech on January 02, 2021, 01:11:13 AM
So, there was no hook assigned for oil smoke, even though oil damage is incurred. I added a hook for this smoke. And in the HitBone method in IK-3xyz.class I added a chance of oil damage when the water radiator is hit. Just as is done for the P-51. And considering the large cooler slung below this crate, such an approach seems eminently sensible.

Now I get the whole panoply of damage effects. And I take down the IK-3 with no great expenditure of ammo. For instance, armed with one each of a .50 and a .30, a burst of effectively a couple or 3 seconds often suffices. With a pair of .30s it often takes no more than about 5-6 seconds.

I'll soon release this stuff for your delectation...
Title: Re: Rogožarski IK-3 - v2 [4.09] [4.10]
Post by: WxTech on January 02, 2021, 05:43:43 PM
Mod released, available here:  https://www.sas1946.com/main/index.php/topic,65675.0.html
Title: Re: Rogožarski IK-3 - v3 [4.09] [4.10]
Post by: Epervier on January 03, 2021, 05:14:46 AM
Version 3
by WxTech

See first post for link !
Title: Re: Rogožarski IK-3 - v3
Post by: andrey65 on January 03, 2021, 05:59:09 AM
I have BAT 4.1.1. But Ik-3 flies only with a Hurri cockpit. FM does not change. Fixes doesn't help.
Title: Re: Rogožarski IK-3 - v3
Post by: WxTech on January 03, 2021, 06:05:03 AM
I have BAT 4.1.1. But Ik-3 flies only with a Hurri cockpit. FM does not change. Fixes doesn't help.

Did you install this thread's mod for the plane? It was extracted from 4.13. BAT's version is the old Franken thing. This one will replace the Franken thing. Once you install this main mod, then apply the small number of files in my fix to update it.
Title: Re: Rogožarski IK-3 - v3 [4.09] [4.10]
Post by: WxTech on January 03, 2021, 06:06:15 AM
Version 3
by WxTech

See first post for link !

Gabriel,
Thanks for jumping on this right away!
Title: Re: Rogožarski IK-3 - v3
Post by: Epervier on January 03, 2021, 09:23:41 AM
I have BAT 4.1.1. But Ik-3 flies only with a Hurri cockpit. FM does not change. Fixes doesn't help.
Here you are in the world of Rebels and Privateers!  ;)
For the Imperialists, see elsewhere!
https://www.sas1946.com/main/index.php/topic,65675.0.html
Title: Re: Rogožarski IK-3 - v3
Post by: Vampire_pilot on January 03, 2021, 10:54:02 AM
I have BAT 4.1.1. But Ik-3 flies only with a Hurri cockpit. FM does not change. Fixes doesn't help.

BAT contains a different (and probably older) version of this plane.
I'll put it on my review list.