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Author Topic: Carrier MOD (Beta)  (Read 49110 times)

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western0221

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Re: Carrier MOD (Beta)
« Reply #60 on: December 16, 2011, 11:20:53 AM »

Sorry, now it's only for Dark Blue World 1.6.
To other MOD environments, after day I will release, one after another.

Catapult/Arresring wire MOD and Diving_Hawk's Essex CV tweak (Temporary version5)
http://www.mediafire.com/?czd4wk56cn7ndcj
Diving_Hawk's Essex CV SCB-125 catapult enable, at the same time, non Diving_Hawks's environment work well, too.
Temporary 5 is an Integrated Version.
Other functions/effects are not changed from Temporary 4.

You have to install +1 this "Variable Temperature MOD" to make steam effect more loudly by mission's season or weather.
http://www.sas1946.com/main/index.php/topic,20264.0.html
On summer fine day, steam clouds are soon disapper.
On winter day or rainy day, steam clouds are more smoky.
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western0221

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Re: Carrier MOD (Beta)
« Reply #61 on: December 16, 2011, 07:38:54 PM »

About Carrier Take-off MOD by Fireball... I write a new topic in my blog.
Today I show "CTO-MOD is much effective".
http://il2itaki.blog135.fc2.com/blog-entry-881.html
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Gaston

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Re: Carrier MOD (Beta)
« Reply #62 on: December 17, 2011, 02:58:46 AM »

I do not want to bother you, but if my memory is correct, there has just been one operation with B-25 taking off from aircraft carriers : the famous Doolittle "30 seconds over Tokyo raid". And it has been a difficult operation because there was no catapult on the carriers in that time (April 1942). So trying to adapt this brilliant mod to use B-25 looks like a heresy to me !
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benitomuso

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Re: Carrier MOD (Beta)
« Reply #63 on: December 17, 2011, 07:49:33 AM »

Gaston,

                       basically there are two different MODs (that you perceive at the end as only one), but is code in two different classes. Here they became mixed up in the development of the thread. The first is the "Carrier Catapult and Arrestor Wire" that controls those both things. The catapult function was already MODded (the original Fireball's MOD) but required somew tweak and the Arrestor Wire by first time is "wise" and now it stops basicaly any plane.

  And the other MOD is the CTO (Carrier Take Off) MOD, which through a different class is thye responsible of setting the spawn points of the planes in the deck when the mission starts. Western is now focused on this one. And as you mention (and as you can see in our pics this was the subject) the Doolittle raid is a first problem (apart of the fact that we don't have a map with Tokio nor the Honshu main island of Japan and absolutely without east China, which should be a big map). Discussion was mainly if this "particular cases" that could count in hundreds if to that situation the user changes settings, etc.

  Regards,
                     Pablo
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western0221

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Re: Carrier MOD (Beta)
« Reply #64 on: December 17, 2011, 09:35:15 PM »

OK.
I make a new topic at WIP section.
Request/Discuss Carrier Take-Off (CTO) MOD
http://www.sas1946.com/main/index.php/topic,20339.0.html

When you want to continue discussion about CTO-MOD, please go there.
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western0221

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Re: Carrier MOD (Beta)
« Reply #65 on: December 18, 2011, 09:49:40 AM »

Sorry, now it's only for Dark Blue World 1.6.
To other MOD environments, after day I will release, one after another.

Catapult/Arresring wire MOD and fitting Diving_Hawk's Essex CV (Temporary version6)
http://www.mediafire.com/?gq1g8h1uluil6k9
Diving_Hawk's Essex CV SCB-125 catapult enable, at the same time, non Diving_Hawks's environment work well, too.
Temporary 6 is an Integrated Version.
In effect smoky up/down is changed. I made FMB "Gust" setting reflecting steam smoke in this version.

You have to install +1 this "Variable Temperature MOD" to make steam effect more loudly by mission's season or weather.
http://www.sas1946.com/main/index.php/topic,20264.0.html
On summer fine day, steam clouds are soon disapper.
On winter day or rainy day, steam clouds are more smoky.
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sanka

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Re: Carrier MOD (Beta)
« Reply #66 on: December 19, 2011, 05:39:22 PM »

Thanks to everyone involved in this great mod :D
Here is the version of the Carrier Mod for Ultrapack 3, based on western0221's last version:

Download Carrier MOD for UP3

To install, just extract in your #UP# folder.
Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)
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western0221

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Re: Carrier MOD (Beta)
« Reply #67 on: December 19, 2011, 07:30:41 PM »

Hi, Sanka!

Now I try converting HSFX5.
UP3 version will be much late, I'm worry, thanks a lot.

But I install your Carrier MOD folder into my UP3RC4 #UP# folder.
Carrier with Catapult set mission doesn't start.
At "Mission loading 100%" , IL-2 1946 freeze (not crash).
I look at you Catapult MOD folder, Gear$ClipFilter class and Gear$PlateFilter class is missing.
These 2 sub class files of Gear class are needed to work.
When compilng Gear.java, Gear$ClipFilter.class and Gear$PlateFilter.class automatically happens.
At hashing, 2A0BC4B8216AA6A4 and 24A9459A668293DE.
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The_Alaska_Man

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Re: Carrier MOD (Beta)
« Reply #68 on: December 19, 2011, 09:00:27 PM »

Thanks to everyone involved in this great mod :D
Here is the version of the Carrier Mod for Ultrapack 3, based on western0221's last version:

Download Carrier MOD for UP3

To install, just extract in your #UP# folder.
Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)

Well it works!!

The angled Essex has a catapult thanks a bunch

Also the boxer and vallyforge do to

Thanks for all you're work :D
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western0221

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Re: Carrier MOD (Beta)
« Reply #69 on: December 19, 2011, 09:42:08 PM »

Well it works!!

The angled Essex has a catapult thanks a bunch

Also the boxer and vallyforge do to

Thanks for all you're work :D

Really??
My UP3RC4+Sanka's MOD doesn't work, freezes in mission loading 100%.

I test here...
1. only 1 StationaryShip Essex CV-9 set on a sea -- No problem. Mission starts well.
2. add to 1. 4x FJ-3 Jets set "air start" and landing to Essex. -- No problem. Mission starts well, and at landing, Arresting Wire works well as Pablo programed.
3. add to 2. make FJ-3 "Take-off from Essex". -- Problem occurs. IL-2 1946 freezes loading 100%. 3D graphics view doesn't come on.

In disable Sanka's MOD via prefix "-" to folder name, FJ-3 take-off from Essex well by UP3 default old catapult.

I confuse.
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The_Alaska_Man

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Re: Carrier MOD (Beta)
« Reply #70 on: December 19, 2011, 10:17:36 PM »

well now it doesnt work  >:(
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sanka

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Re: Carrier MOD (Beta)
« Reply #71 on: December 20, 2011, 12:04:04 AM »

Hi, Sanka!

Now I try converting HSFX5.
UP3 version will be much late, I'm worry, thanks a lot.

But I install your Carrier MOD folder into my UP3RC4 #UP# folder.
Carrier with Catapult set mission doesn't start.
At "Mission loading 100%" , IL-2 1946 freeze (not crash).
I look at you Catapult MOD folder, Gear$ClipFilter class and Gear$PlateFilter class is missing.
These 2 sub class files of Gear class are needed to work.
When compilng Gear.java, Gear$ClipFilter.class and Gear$PlateFilter.class automatically happens.
At hashing, 2A0BC4B8216AA6A4 and 24A9459A668293DE.

Hi western,
No, these 2 sub classes are not needed in this case because I did not decompile and recompile the mod (it is impossible to successfully decompile most UP3 classes because of obfuscation). I injected the code changes directly in the Java bytecode.
Thanks for noticing the crash; it seems to be a bug with the AI. I'll try to correct it.

Cheers
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