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Author Topic: SAS Engine Mod v2.6RC Final  (Read 197872 times)

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Wulfy

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Re: SAS Engine Mod v2.6RC Final
« Reply #396 on: May 21, 2013, 12:35:28 PM »

Oh yeah how do you get the random fail to work? I put in the class files and added the FailureRate=25 no fails though
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POUSSIN1

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Re: SAS Engine Mod v2.6RC Final
« Reply #397 on: May 21, 2013, 01:03:55 PM »

Actually the random fail mod is working fine. I've removed it, relaunched IL2 but still the same sound problem ! I've got a minor trouble with it but I was on sas engine mod 2.5 ! This has been cleared !
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Wulfy

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Re: SAS Engine Mod v2.6RC Final
« Reply #398 on: May 21, 2013, 05:30:18 PM »

No no i just dont know how to install it. Somehow it doesnt work for me
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SAS~Anto

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Re: SAS Engine Mod v2.6RC Final
« Reply #399 on: May 21, 2013, 11:29:38 PM »

Tarakan, I recommend re-reading the manual. It spells out pretty clearly how the differential brakes and passive steering works. The ONLY thing you need in the java code is to define the animation of the steering wheel, that's it. The actual function is handled by core classes and is set from within the flight model. If I was to offer an explaination on it, I'd just quote the manual I wrote :P

As for the flap sound fix, is it needed? I'm sure that these is a default feature of the game!! Just many aircraft fail to use it.
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tarakan67

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Re: SAS Engine Mod v2.6RC Final
« Reply #400 on: May 22, 2013, 12:05:36 AM »

Tarakan, I recommend re-reading the manual. It spells out pretty clearly how the differential brakes and passive steering works. The ONLY thing you need in the java code is to define the animation of the steering wheel, that's it. The actual function is handled by core classes and is set from within the flight model. If I was to offer an explaination on it, I'd just quote the manual I wrote :P

As for the flap sound fix, is it needed? I'm sure that these is a default feature of the game!! Just many aircraft fail to use it.
Then that this phrase means:"Individual aircraft classes must set this variable(DiffBrakesType) to get access to types 1-3"?
I'm copy this from manual. Sorry, may be I don't understand manual, but why in my game(4.11.1) front wheel is not passively follows aircraft movements? I'm set variable CDiffBrake in the [Controls] section of the aircraft’s flight model in 1, and define a limit of the normal range of movement in the method moveSteering.
As for the flap sound fix, by default game You can choose between two types of a sound for flaps(pneumatic and electric).The fix allows a capability to add the third type of a sound a flap(hydraulic)
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POUSSIN1

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Re: SAS Engine Mod v2.6RC Final
« Reply #401 on: May 22, 2013, 12:19:50 PM »

Hi Wulfy,

For the random failure mod, it's easy (When you know how to do it) :

1/Upgrade to sas engine mod 2.6
2/Unzip random failure mod in your MOD directory
3/In your mission files (.mis), add at the end " [Mods] FailureRate 10 "

Make a try with FailureRate 80 and your flight will be very interesting. Normal rate is 10. Troubles begin with 30. You've got to add these lines to each of your missions. I don't know if it is working in the conf.ini - Better to ask !

Cheers
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SAS~Anto

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Re: SAS Engine Mod v2.6RC Final
« Reply #402 on: May 26, 2013, 09:13:23 AM »

Hi tarakan,

I'll post here so others can see. With the passive wheel steering animation, you must define a steering animation within the aircraft's classfile otherwise the wheels will not move. It is done like so using the moveSteering method:

Code: [Select]
public void moveSteering(float f)
{

if(FM.CT.getGear() < 0.99)
hierMesh().chunkSetAngles("GearC_D0", 0.0F, 0.0F, 0.0F*f);
else
hierMesh().chunkSetAngles("GearC_D0", 0.0F, 0.0F, 30F * f);
}

Now what does this mean? Essentially the '30F' bit sets 30 degrees to be the maximum angle of deflection at full lock. That's it. If you have active steering, that means that when your pedal is to the floor, it will be at 30 degrees. For passive steering, it will mean when you are turning in the smallest circle, the wheel will be at 30 degrees.

Hope that makes sense :)
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tarakan67

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Re: SAS Engine Mod v2.6RC Final
« Reply #403 on: May 26, 2013, 12:09:48 PM »

Hi Anto!
Try to use your example. I'm use 1 type of diff brake (CDiffBrake 1). When the airplane gains speed during takeoff animation worked properly. But if speed of airplane comes nearer 0 km/h and I press 'Brake' key and turn the rudder there is a following:

The nose  gear is turned out in the opposite direction. Any idea, how to fix it?
I'm used 4.11.1 with SAS Engine Mod v2.6 Release Candidate Final and IL2 1956 - The Jet Era v1.3
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SAS~Anto

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Re: SAS Engine Mod v2.6RC Final
« Reply #404 on: May 26, 2013, 06:08:42 PM »

That is somewhat expected as it is a freely castoring wheel but the game does tend to exaggerate this. There isn't any fix for it nor do I plan on finding one for such a minor issue.
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buchtik

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Re: SAS Engine Mod v2.6RC Final
« Reply #405 on: May 31, 2013, 08:54:39 AM »

I don't know why, but I cannot use the catapults. I tried with many different planes and ships, and I also checked the Catapults.ini and the Stationary.ini for any mistakes, but everything is all right, or at least seems to be. When I was using the 2.5 version, everything worked fine, but after the release of MiG-21, I upgraded to JetWar 1.3 and the 2.6 version of Engine mod, and the catapults don't work :'(
I post a log of one of the test missions. Please, if anybody has some ideas what is wrong, tell me, any advice would be very helpful.
Code: [Select]
Loading mission single/un/F4F-3/S01.mis...
Loaded camouflage: PACIFIC
Month = 7 , Hour = 17
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 42

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 42

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *706408480*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F4F-3/Default s1=3DO/Plane/F4F-3(USA)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1486)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1393)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1364)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1351)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/F4F-3/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/F4F-3/Default' size: 0 != 512 | 1024
Mission: single/un/F4F-3/S01.mis is Playing
Time overflow (0): speed 0.66079295
warning: no files : music/takeoff
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
Loading mission Records/LL.TRK...
Loaded camouflage: PACIFIC
Month = 7 , Hour = 17
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 226,  Vert 7760,  Ind 38028
WARNING: * Buf1 : Obj: 1787,  Vert 114814,  Ind 257886
WARNING: * Buf2 : Obj: 4,  Vert 384,  Ind 576
Load bridges
Load static objects
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F4F-3/Default s1=3DO/Plane/F4F-3(USA)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1486)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1393)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1364)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1351)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/F4F-3/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/F4F-3/Default' size: 0 != 512 | 1024
Mission: Records/LL.TRK is Playing
warning: no files : music/takeoff
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[31.05.2013 14:19:37] -------------- END log session
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redfox

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Re: SAS Engine Mod v2.6RC Final
« Reply #406 on: June 06, 2013, 12:20:32 AM »

I have the same problem butchtik. Running DBW 1.71 and with the 2.6RC of Jan'13 everythings works fine, but with this final release can't get the catapults to work. Downloaded 2 copies of the mod, and still trying to find a conflict.

Just to let you know your not on your own!

Cheers Redfox.

P.S. Not on the site often these days, as I'm travelling around the Scottish Highlands and getting on the internet is rare and expensive.....
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Dinga

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Re: SAS Engine Mod v2.6RC Final
« Reply #407 on: June 06, 2013, 01:21:11 AM »

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