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Author Topic: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3  (Read 120912 times)

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<Gunny>

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #240 on: October 27, 2018, 11:38:11 AM »

 Thanks for your reply.. At times it is hard to find every thing... LOL

Again Thank You for every thing you DO... ;)
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milvipes

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #241 on: October 08, 2019, 12:11:44 PM »

Hi bug:

I really admire the great effort you're putting into this; however, there's one minor issue that I must chime in.
See this beaut here?

The default N1K1-Jb紫電, same airframe as N1K1-J, but with 4x 20mm cannons fully embedded in the wings.
Upon installing your stationary planes pack, the default stationary N1K1-Jb was disabled.

Unfortunately, it happens to be one of my favorite Japanese fighters. This renders your pack unusable for me. Would you be so kind to look at this issue?

Thanks in advance.
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Mission_bug

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #242 on: October 09, 2019, 12:18:15 PM »

Hello milvipes, as far as I can see my 4.12.2 modded has the same stock N1 types as any of my un-modded 4.12
versions so not sure what the issue is I am sorry to say:



I have these additional versions added to my 4.12 modded but I am not knowledgeable on the Japanese types
so do not know the differences that you might:




The 4.12 stationary mod is built on the stock class file and has to have all those stock aircraft to allow it to function. ;)


For 4.13 and 4.14 stock there is a stationary for the N1K1-Jb but as my mod is using the class from 4.12 it will not contain
any static from later versions unless I start again using the latest class file so if you have it in a 4.13 or 4.14 install then it
will not show the latest additions from TD.


Take care.


Wishing you all the very best, Pete. ;D
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Epervier

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #243 on: October 09, 2019, 12:51:44 PM »

SSP of N1K1_Jb are included in "my" Mod : https://www.sas1946.com/main/index.php/topic,46670.0.html
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

milvipes

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #244 on: October 09, 2019, 09:26:49 PM »

SSP of N1K1_Jb are included in "my" Mod : https://www.sas1946.com/main/index.php/topic,46670.0.html
Thanks a bunch, you've solved my problem once again. ]thumright[
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Whiskey_Sierra_972

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #245 on: January 22, 2025, 12:07:23 PM »

Hi!

I'm revamping this old tread because I find here some stationary plane missing in last BAT 4.3 and try to test them....

The missing planes I find in this tread are (the entry are from BAT 4.3 air.ini):

OK SiemensSchuckertD1                       air.SiemensSchuckertD1           2 NOINFO   g01 SUMMER
OK Aviatik                                  air.Aviatik                      2 NOINFO   g01 SUMMER
x Albatros_CX                              air.Albatros_CX                  2 NOINFO   g01 SUMMER
x MoraneSaulnier_I                         air.MoraneSaulnier_I             1 NOINFO  fr01 SUMMER
x MoraneSaulnier_L_Pearly                  air.MoraneSaulnier_L_Pearly      1 NOINFO  fr01 SUMMER
x MoraneSaulnier_L_Plate                   air.MoraneSaulnier_L_Plate       1 NOINFO  fr01 SUMMER
x Anasal                                   air.Anasal                       1 NOINFO   r01 SUMMER
x AeroA26                                  air.AeroA26                      1 NOINFO  cz01 SUMMER


Actually I got 2 of them (marked with OK in front of their line) working and showing in BAT (both FMB window and mission) , the others (marked with x in front of their line) even if doesn't give a CTD doesn't show in the FMB window....

Here the log:

Code: [Select]
Maximum texture size : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'
Car: Parameter [Renault]:<PanzerSubtype> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.getF(CarGeneric.java:42)
at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.LoadCarProperties(CarGeneric.java:80)
at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.<init>(CarGeneric.java:188)
at com.maddox.il2.objects.vehicles.cars.CarWW1.<clinit>(CarWW1.java:100)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:115)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in car spawn: com.maddox.il2.objects.vehicles.cars.CarWW1$Renault
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$Albatros_CX'   <<<<<     I THINK THIS IS THE ISSUE
ScreenMode Library Version 0.01 loaded successfully.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1


[Jan 22, 2025 8:03:23 PM UTC +1] -------------- END log session -------------

If these could be updated I think that I could provide , if necessary , the planes BAT 4.3 classes needed to create the static....
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Mission_bug

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #246 on: January 24, 2025, 11:46:00 AM »

Hello Walter, sorry to say I only noticed your post today. :(

I stopped work on this as it got too big, essentially the java would not be hashed so I then started just making the SSP. ;)

At one time I was thinking of modifying it somewhat to maybe remove certain aircraft where I had included the whole family of types but I abandoned the idea as how to decide what best to remove?

I will not be revisiting it, what is there is there and anything else will have to be SSP.

Take care and be safe.

Wishing you all the very best, Pete.  ;D


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Whiskey_Sierra_972

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #247 on: January 24, 2025, 02:43:46 PM »

Thanks for your reply Pete!

Just for my personal knowledge...what are the difference between this kind of stationary aircrafts and the SSP type?

Please....keep the reply as simple as possible because I'm a java ameba....

:)
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Mission_bug

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #248 on: January 24, 2025, 03:52:43 PM »

Hello Walter.

It is primarily how they are entered in the java, for the full pack the java was added as per how the stock game does it in that all the entries are added into the existing java files of the game as originally set up so it becomes an extended list of the stock stationary if you will and the entries need to worded in a specific way, if you pull the java files from the extracted classes you will see what I mean. ;)

For the SSP you are just adding in a single aircraft at a time so people can chose what they want whereas the full pack has to be used as is with all the types added to it, as far as I know there is nothing different in the stationary you see as they use the hier from each plane but without you being able to see crew or weapons.

To be honest that is not the best explanation and you would be better asking Mike the question as he will be able to answer it far more eloquently than I.


Take care and be safe.



Wishing you all the very best, Pete. ;D


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Whiskey_Sierra_972

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #249 on: January 25, 2025, 02:00:46 PM »

No Pete I understand!

Initially they were added to an existing list and each time a new stationary became needed it has to be readded into a 'motherclass' like a new ship in a family of ships....

SSP are individual planes that could be added/deleted working only with their 2 classes....
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vonofterdingen

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #250 on: January 25, 2025, 04:14:57 PM »

The only limitation I know of with SSP is that they cannot be used as spawn points for Taxi-to-Takeoff missions. The simple workaround is to use the Generic Spawn point object. Problem is that I know of no way to tell whether a stationary plane is SSP in the FMB, so some trial and error comes into play.
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Frankiek

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Re: PS_Stationary Planes mod for 4.12.2 with ModAct 5.3
« Reply #251 on: January 25, 2025, 04:27:25 PM »

The only limitation I know of with SSP is that they cannot be used as spawn points for Taxi-to-Takeoff missions. The simple workaround is to use the Generic Spawn point object. Problem is that I know of no way to tell whether a stationary plane is SSP in the FMB, so some trial and error comes into play.
you need to create a different title for SSP in your stationary.ini so that they will appear as a separate group in the object list of the FMB
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