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Author Topic: Zonk Mod  (Read 9439 times)

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Fishyyy

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Re: Zonk Mod
« Reply #60 on: April 14, 2025, 09:50:36 AM »

Zonk also adds triggers. Quite the elaborate system, actually. Triggers aren't necessarily incompatible with 4.13.4.

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Sergent Pepper

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Re: Zonk Mod
« Reply #61 on: April 14, 2025, 10:46:17 AM »

Thank you Fishhyyy!  :)
I hadn't noticed that.
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GeraltNotRivia

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Re: Zonk Mod
« Reply #62 on: April 14, 2025, 01:04:58 PM »

Zonk also adds triggers. Quite the elaborate system, actually. Triggers aren't necessarily incompatible with 4.13.4.

Oh snap!  :o
More points for Zonk mod!

Yes, you're right, it's SAS ENGINE mod.
It's neccessary to install it WITH jets mods in Jet Era or JetWar (et some other modern planes).
Why in WAW, DOF, and TGA????
In other mod packs WWII dedicated, game and behaviour of planes (AI or player) are  the same , but without this SAS engine mod and no issue with ntracks, ammo view, and so on.
So...WHY?
Not better but only issues.
Edit: When you add SAS engine mod in #SAS folder,(for example in SAS mod Act 5.30) issues do appear, immediatly.
When you remove it...no more issues. Immediatly.
Try...

I think it's necessary for other modules because of buttons addition it has? Don't know for sure. Yes it has problems, but I have always had desync problems with ntrack, was it vanilla, Ypack or BAT. I like how it makes plane startups more varied than vanilla game or Ypack even for WWII planes. Would like to have that feature for 4.13.4M and Ypack also.

But we shouldn't discuss about this in a discussion that focuses on the Zonk mod. Ypack and BAT both are good in their own way, and would love to see more mods for 4.13.4M for better compatibly. 4.13.4M, with Ypack, Zonk, NGSE, startups from IES, and now so many 4.12.2M / BAT exclusive mods would be dream, but it's not reality where we are living in. :(

 
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UberDemon

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Re: Zonk Mod
« Reply #63 on: April 14, 2025, 05:51:23 PM »


Besides having the 24 plane formations, my absolute favorite feature is the Auto Spawn feature.  I have only begun to discover how to use the auto spawn feature (because there are some ways to make it do exactly what you want with it!) but it is truly amazing.  Fishyyy and his team have been able to do something that I have been trying to figure out for years:
* It takes a map and analyzes the taxi features of every map runway
* IL-2 only knows how to use the taxi points for landing patterns that leads to parking and despawning
* Zonk mod uses those patterns to allow taxi and take off
* Depending on where you place your waypoints you can make aircraft taxi to the exact take off runway or location... and it only take a few
* I was able to get really good taxi patterns using only 3 taxi waypoints, without using spawn objects


Unless I misunderstand, we have the same capability in the latest editions of BAT. It's not perfect, but it works in most scenarios.

Not the same Dimlee.  In BAT, like 4.12, you need to place generic spawn point for the planes to spawn in the locations and direction you want.  If you do not use that, they spawn in line fashion, lined up to the right of the lead plane, based on the spacing you set, and they face the next waypoint.  You have to lay each taxi waypoint for the taxi pattern.  It is not automatic, at least not today.

The Zonk mod has an additional takeoff parameter, which is an auto runway spawn, you select that as the first option, and you drop it in the runway, or you can drop it in a parking area by where some spawn points (that you can see in the FMB filter, in all versions since 4.12).  That is a "TAKEOFF_006" command in the mission file.  That makes the planes, up to 24 in a flight auto spawn in the map areas which you can see.  If you notice there are some taxi waypoints that show up, and 4.12, BAT, etc, uses those only for after landing... unless I am missing something.  So the in Zonk mod, after you pick that waypoint, you can lay another one in the runway that you want to takeoff and you pick a normal takeoff point and then the flying patterns, etc...

The planes (up to 24 in a flight) will spawn on spawn points that are used in DF/or for parking after landing in non-Zonk versions.  If there are no more spawn points then they will be at the runway... what I found out is that you could have different flights pick different parking areas then you can tell them to taxi to the side of the runway you want with like 3 waypoints, instead of tracing the entire taxi pattern, again because it picks the waypoints which are encoded in the maps...

I have not seen that in any other version of IL-2 1946.  The example I posted that I made had a 6xFw190 flight, and a 5xBf110 flight that I placed in different areas but taxied using the waypoints embedded in the map to get to the runway... again, those are used in 4.12+ versions only for after landing... that is why they taxi to landing spots... those are spawn points for DF arenas, and are used for the  final parking spot depending on where you land... so if you think about it, Zonk reverses the functionality, using the already embedded DF spawn points (parking points) and the taxi patterns for landing in the map-runways, but use them for auto-spawn and auto-taxi for takeoff.
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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

Dimlee

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Re: Zonk Mod
« Reply #64 on: April 15, 2025, 12:02:02 PM »

UberDemon, thank you for the explanation. Yes, it looks more sophisticated than in other versions.
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UberDemon

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Re: Zonk Mod
« Reply #65 on: April 15, 2025, 09:01:18 PM »

Obviously the auto spawn becomes more relevant with larger flights.



I tried a mission in the old Sand of Times map, and noticed that it has 22 total parking/spawn points in one of the Island runway.  I laid the auto spawn waypoint for a flight of 24 Beaufighters in the end of the runway I wanted the takeoff to start, and added a couple of taxi points plus takeoff point.  When the mission starts, 22 planes take the parking/spawn spots, and the extra 2 are lined up in the runway.  The planes use those gray waypoints in the map to taxi to the takeoff point then fly.  Fairly easy.
















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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)
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