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### AuthorTopic: Morane Saulnier G/H/L/LA  (Read 27831 times)

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#### Mission_bug

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##### Re: Morane Saulnier G/H/L/LA
« Reply #144 on: December 29, 2015, 05:38:26 AM »

Hello guys, this is the latest update I posted for the complete set of aircraft:

http://www.sas1946.com/main/index.php/topic,49180.msg542849.html#msg542849

Please ignore the first page link as that is out of date as is the one below posted by Istvan.

Gio asked me to post my latest additions as he was busy with other things so I was only able to post where I did, sorry if it is confusing but until everything is finalised please just add from those links.

The link Istvan gave comes after that but please only use the 3do folder as I suggest because that was a earlier version sent to Istvan for testing purposes before the I and P models were added.

The new skins look outstanding as always Istvan, looking forward to using them.

These aircraft use the Dreamk weapons packs so they must be installed, DBW 1916 uses a version of that which Istvan put together, if you use other installs then use the pack in Dreamks link.

When everything is complete hopefully we will be able to remove all links in the thread and move the most up to date into the first page.

Take care guys.

Wishing you all the very best, Pete.
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#### vpmedia

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##### Re: Morane Saulnier G/H/L/LA
« Reply #145 on: December 29, 2015, 07:11:42 AM »

Hi Pete! I finished updating the latest planes. Thanks for everything, very nice pack!

http://ulozto.net/xuJ64vs9/aircraft-moranesaulnier-h-and-l-model-family-7z

Basic psd template for Type L Pearly/Plate & Type N + skins for Type N & I:

http://ulozto.net/xQLsDwRs/moranesaulnier-skins-templates-7z
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#### Mission_bug

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##### Re: Morane Saulnier G/H/L/LA
« Reply #146 on: December 29, 2015, 09:01:48 AM »

Thank you very much for the latest update Istvan, greatly appreciated.

We will now use that link as the most up to date for the pack so Gio or one of the admins can now add that in the first post.

For those using the pack posted in the link above for 4.12 with ModAct 5.30 these are the stationary files so if you are using my stationary plane mod for that install these class files can be removed and the entries for staionaries in the readme ignored, use those in the stationary mod.

Code: [Select]
0F2C78D8FCB213D401DA3BFA8A8149EA2AE56594A303115C2E253C687C09D4703C7071CC13AF59DE5E3D8032691F2008353B5C28A35BB6DA529ACF666F435A422248A6C81AEF456616091384B099D97AA70504681E8B211CAEA14D7AAA883C1ECF514A7C30F64068D03852C86B8D10B8DB49C7D675AD44C8E2688F4C80D3190EFBEE16789AB6F8E2FEA16C22DB9E81ECFF8C80A81E7B88B0
http://www.sas1946.com/main/index.php/topic,37950.msg541666.html#msg541666

If you want to use the pack as it comes and do not use my stationary mod then everything can be added as in the download.

Thank you very much to all those involved in this pack, your help and guidance is greatly appreciated.

If a cure is found for the existing problems they will be added later.

Take care guys.

Wishing you all the very best, Pete.
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#### SAS~Storebror

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##### Re: Morane Saulnier G/H/L/LA
« Reply #147 on: December 29, 2015, 10:29:04 AM »

Why this insulting tone??
Sorry Istvan, didn't want to sound rude, I rather tried to express my confusion when I tried to install this mod and suddenly figured that I don't have sufficient knowledge how to get this working properly.
Imagine how confusing all of this must be to new users...

Now that the new pack is there, the required installation of your (fabulous I must say) DBW patch pack has been made clear and now that the instructions are clear, everything works fine and dandy for me too and I get precisely to the point mentioned by vampire when crashing planes don't get killed.
I can also confirm his log entries and the error that causes the LFs to become indestructable:
Code: [Select]
[17:13:58] java.lang.ArrayIndexOutOfBoundsException[17:13:58] at com.maddox.il2.objects.air.MoraneSaulnier_LF2.doWoundPilot(MoraneSaulnier_LF2.java:33)[17:13:58] at com.maddox.il2.fm.AircraftState.doSetPilotState(AircraftState.java:2255)[17:13:58] at com.maddox.il2.fm.AircraftState.setPilotState(AircraftState.java:2058)[17:13:58] at com.maddox.il2.fm.AircraftState.setPilotState(AircraftState.java:2049)[17:13:58] at com.maddox.il2.fm.AircraftState.hitPilot(AircraftState.java:2084)[17:13:58] at com.maddox.il2.objects.air.Aircraft.msgEndAction(Aircraft.java:687)[17:13:58] at com.maddox.rts.MsgEndAction.invokeListener(MsgEndAction.java:59)[17:13:58] at com.maddox.rts.Message._send(Message.java:1217)[17:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1158)[17:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)[17:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)[17:13:58] at com.maddox.rts.Time.loopMessages(Time.java:252)[17:13:58] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)[17:13:58] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)[17:13:58] at com.maddox.il2.game.Main.exec(Main.java:437)[17:13:58] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
One part of the problem, at least in case of the LF2, is the hier.him and the meshes.
For each turret the internal java code logic requires the plane to have a regarding "Turret<x>A_D0" and a "Turret<x>B_D0" section in hier.him (with "x" being the 1-based index of the turret).
The LF2 only has "Turret1A_D0" but no "Turret1B_D0", so from IL2's internal logic it doesn't have any turret at all, therefore calling
Code: [Select]
this.FM.turret[0].setHealth(f);has to fail since "turret" is an empty array, even index "0" doesn't exist.

Best regards - Mike
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While love lives, while suns set, while snowmoons rise in november skies, while ties bind, while souls cry, while oceans ride in an endless tide, while love grows, while blood flows, while truth is real you need never feel alone.
In loving memory of times when I cared.

#### vpmedia

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##### Re: Morane Saulnier G/H/L/LA
« Reply #148 on: December 29, 2015, 11:43:49 AM »

Thanks for the advice. I'm really doing this pack without any java knowledge which makes things difficult sometimes but Pete (and Kant) has been a big help in this last two years. The current install format of DBW-1916 is indeed not ideal but I plan to make it easier, it will be one (split) 7z extraction and the whole thing is done.

Cheers
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#### Mission_bug

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##### Re: Morane Saulnier G/H/L/LA
« Reply #149 on: December 29, 2015, 12:26:00 PM »

Hello Mike, glad the confusion is now sorted out for you and hopefully everyone else.

Thank you very much for pointing out where the error was I will see if using the entries from one of the other similar aircraft can rectify the issue.

I have not actually touched the original aircraft hier files so it must have been there all along.

Take care.

Wishing you all the very best, Pete.
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#### Mission_bug

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##### Re: Morane Saulnier G/H/L/LA
« Reply #150 on: December 30, 2015, 02:05:17 AM »

Hello guys, I looked through each hier of the pack and all these have the entry Mike mentions:

Code: [Select]
GG2HILLFLF2NRGA1A2E1E3
This is that entry:

[Turret1A_D0]
Mesh Turret1A_D0_00
Parent cf_D0
Hidden
Separable
Attaching 0 1 0 0 0 -1 -1 0 0 0.0031 0.25402 0.32515

I removed it from each hier in the plane folder and started a QMB mission to see what happened, the result was mixed.

The angle at which the aircraft hits the ground seems to have some effect, some aircraft were completely destroyed and the text would dissapear, but others appeared to continue to burn so in effect remained as vampire_pilot mentions.

The two seat aircraft that do not have a turret essentially have two pilots cockpits in the java with no mention of Turret1A_D0 or 1B in that class file or any other for the type, although there is something about murder pilot and turret but that is most likely how all aircraft are to designate that the crew are in a position within the aircraft.

Maybe as Walter mentioned earlier the collision box might have a effect although the aircraft do break up, some though have parts that continue to burn through the mission.

Strange behaviour indeed but what is the cure.

Hopefully Mike will be able to advise further on this.

Take care.

Wishing you all the very best, Pete.

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#### SAS~Storebror

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##### Re: Morane Saulnier G/H/L/LA
« Reply #151 on: December 30, 2015, 05:11:46 AM »

I can take a look at this next year, right now I don't feel much like taking more tasks on my desk.
Just to clarify the internal structure from IL-2's point of view:
Turrets are "created" when the aircraft mesh is getting loaded.
The game just looks for "Turret<x>A_D0" and "Turret<x>B_D0" inside the hier.him, with "x" going from 1 to 9.
As soon as these two are found, a Turret is created, and as soon as these two are not found, the game stops searching.
So if for instance your hier.him has "Turret1A_D0", "Turret1B_D0", "Turret2A_D0" and "Turret2B_D0", then this makes two turrets.
If in contrast it has "Turret1A_D0", "Turret1B_D0", "Turret2A_D0" and "Turret2C_D0", then this makes one turret.
And if it has "Turret1A_D0", "Turret1C_D0", "Turret2A_D0" and "Turret2B_D0", then this makes no turrets at all.

The number of pilots solely depends on the defined number of pilots in the fmd file, the hier.him has to have their regarding Pilot meshes, otherwise loading the plane fails.

The problem of these planes is that when they crash, the game tries to damage the turrets, then kill the pilots (and thereby the gunner) and finally destroy the aircraft.
Since at the first step the code already bails out with an exception, step 2 (kill pilots) and 3 (destroy aircraft) never gets reached, that's why the planes keep floating.
When you hit the ground very steep, the order might change because a vital part of the plane (like the tank) might get damaged to a degree where the game destroys the aircraft automatically, already before the turret or the pilot(s) get hurt.
They will get hurt later (and throw the same error), but then the plane is already gone.

Best regards - Mike
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While love lives, while suns set, while snowmoons rise in november skies, while ties bind, while souls cry, while oceans ride in an endless tide, while love grows, while blood flows, while truth is real you need never feel alone.
In loving memory of times when I cared.

#### Mission_bug

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##### Re: Morane Saulnier G/H/L/LA
« Reply #152 on: December 30, 2015, 09:16:45 AM »

Hello Mike, thank you very much for explaining exactly what happens, greatly appreciated.

Ok, so using what you say I added the entries you say to use for no turret to the hier
of three of the offending aircraft:

Code: [Select]
[Turret1A_D0]Mesh Turret1A_D0Parent cf_D0HiddenSeparableAttaching 0 1 0 0 0 -1 -1 0 0 0.0031 0.25402 0.32515[Turret1B_D0]Mesh Turret1A_D0Parent cf_D0HiddenSeparableAttaching 0 1 0 0 0 -1 -1 0 0 0.0031 0.25402 0.32515[Turret2A_D0]Mesh Turret2A_D0Parent cf_D0HiddenSeparableAttaching 0 1 0 0 0 -1 -1 0 0 0.0031 0.25402 0.32515[Turret2B_D0]Mesh Turret2A_D0Parent cf_D0HiddenSeparableAttaching 0 1 0 0 0 -1 -1 0 0 0.0031 0.25402 0.32515

In this instance L, LF and LF2.

Also added to the plane folder were four meshes named according to the entries added to the hier:

Code: [Select]
Turret1A_D0Turret1B_D0Turret2A_D0Turret2B_D0
A number of missions were flown using AI, my aircraft the pursuer in Nieuports and kills were confirmed:

The previous issue of parts burning and bouncing was gone, only a fire where the destroyed aircraft crashed.

Previously you could scroll through what was the flight and still have your view take you to where the offending burning
was, now no more, also gone was the text that remained showing the aircraft type.

So, effectively what you imply in the reply is that even though the aircraft might not have a turret you still need to
add those entries if there are two crew, is that correct?

Just for completness sake I removed the meshes and just left the entries but that loaded my aircraft with a disabled engine
so they were returned.

Can we now conclude the issue reported by vampire_pilot has now been overcome or was my testing just lucky in those instances?

Take care.

Wishing you all the very best, Pete.
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#### Whiskey_Sierra_972

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##### Re: Morane Saulnier G/H/L/LA
« Reply #153 on: December 30, 2015, 09:45:32 AM »

You can send the modified flies to vampire pilot and let him reply for successful debugging....
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#### Mission_bug

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##### Re: Morane Saulnier G/H/L/LA
« Reply #154 on: December 31, 2015, 06:03:42 AM »

You can send the modified flies to vampire pilot and let him reply for successful debugging....

Hello Walter, the information was posted above so anyone who wished to experiment could.

I spent most of yesterday off and on trying to sort the issue and I think I have it dealt with, however, the tests showed another issue of extra pilots bailing out of a single seater so I had to trace that issue.

The FMs were altered so that the aircraft now have a dedicated FM for the single seaters where previously they used the same as the two seaters, it turned out that was not the issue of the extra bailout, that was a hook in the CF_D0 where the original two seat aircraft had been converted to a single.

There is a further issue in that the cockpit folders have no damage model but that will have to wait for another time, most of these aircraft will I suppose be used as cannon fodder so as long as the external damage model works that will be sufficient for the moment.

Today will be taken up watching the Nieuports shooting everything up again just to make sure all is well with the bug vampire_pilot pointed out, once I am satisfied a new update will be uploaded.

Take care.

Wishing you all the very best, Pete.

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#### Whiskey_Sierra_972

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##### Re: Morane Saulnier G/H/L/LA
« Reply #155 on: December 31, 2015, 06:26:45 AM »

Great news mate!