Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4   Go Down

Author Topic: WIP - Fighters RTB sooner  (Read 4232 times)

0 Members and 1 Guest are viewing this topic.

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6014
Re: WIP - Fighters RTB sooner
« Reply #12 on: September 08, 2023, 04:18:27 AM »

Mick,
Have you, or someone else, adapted this to 4.09?
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Epervier

  • 4.09 Guardian Angel !
  • SAS Team
  • member
  • Offline Offline
  • Posts: 9529
  • I'm French and Rebel_409! Nobody is perfect!
    • Some tinkering here
Re: WIP - Fighters RTB sooner
« Reply #13 on: September 08, 2023, 05:15:43 AM »

Adapted to 409MA and UP2.
Only one element needs to be modified:
aircraft.FM.Skill instead of aircraft.FM.subSkill
Logged
If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

Mick

  • Modder
  • member
  • Offline Offline
  • Posts: 5457
Re: WIP - Fighters RTB sooner
« Reply #14 on: September 08, 2023, 07:28:15 AM »

Mick,
Have you, or someone else, adapted this to 4.09?

... man, I wish I could, but I better understand ancient Chinese than java language ...!  8)

Hopefully, my friend Epervier can speak java fluently, so he made the necessary code changes ...!  :P
Logged

Frankiek

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2883
Re: WIP - Fighters RTB sooner
« Reply #15 on: September 08, 2023, 08:32:13 AM »

I was thinking in doing this adaptation but if Master Gabriel already worked on the code then it will be easier to make good use of his expertise. Could you kindly make it available for any rebel interested? Thank you
Logged

Epervier

  • 4.09 Guardian Angel !
  • SAS Team
  • member
  • Offline Offline
  • Posts: 9529
  • I'm French and Rebel_409! Nobody is perfect!
    • Some tinkering here
Re: WIP - Fighters RTB sooner
« Reply #16 on: September 08, 2023, 08:35:47 AM »

Could you kindly make it available for any rebel interested?
:D
Done !
See above...  ;)
Logged
If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

Frankiek

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2883
Re: WIP - Fighters RTB sooner
« Reply #17 on: September 08, 2023, 08:40:10 AM »

Thank you thank you....actually many thanks to both masters :) :)
Logged

TXZCJSP

  • member
  • Offline Offline
  • Posts: 175
Re: WIP - Fighters RTB sooner
« Reply #18 on: September 08, 2023, 11:42:08 PM »

Tested in VPmod, it's especially effective on single-engine airplanes. Basically, the AI will disengage from the fight if it takes a certain amount of damage.
It seems to be less noticeable with multi-engine bombers, which will ditch their bombs, but stick to the path point instead of heading back immediately.
I know it only works on single-engine airplanes for now.
I'd still like to see it work for multi-engine aircraft, so that many bomber interceptor formation missions become more realistic.
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6014
Re: WIP - Fighters RTB sooner
« Reply #19 on: September 09, 2023, 03:53:01 AM »

There is a certain degree of randomness. It's never the case that X damage causes the same, predictable result. There is a wide range of damage that can and will be induced before the 'decision' to disengage is taken. It can occur in the first second, after the first few bullets damage the oil system, or after a number of volleys of shot and shell have knocked off parts and caused a couple of smokes and a fire.

If there is some concensus on multi-engined crates being given more consideration in this sphere, I can do that.

Naturally, for any such AI creature as kamikaze, for instance, this may or may not have an impact. I don't know, not having delved into the AI code. Hopefully the deliberately designed berserkers ignore these kinds of decisions in their actions, pressing on relentlessly.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

TXZCJSP

  • member
  • Offline Offline
  • Posts: 175
Re: WIP - Fighters RTB sooner
« Reply #20 on: September 09, 2023, 04:06:31 AM »

If there is some concensus on multi-engined crates being given more consideration in this sphere, I can do that.

Maybe open a poll?
Or maybe make two versions that players can decide to use.
Logged

Tokyo_Express_420

  • member
  • Offline Offline
  • Posts: 167
Re: WIP - Fighters RTB sooner
« Reply #21 on: September 09, 2023, 04:37:57 AM »

Hi WxTech,

What is the correct install path for this mod?

Is it [mod folder]
[RTB mod]
[4.12]

(I deleted the files inside the RTB mod folder except for the 4.12 folder

That's what I'm thinking just looking for confirmation

Thanks,

- Tokyo Express
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6014
Re: WIP - Fighters RTB sooner
« Reply #22 on: September 09, 2023, 05:26:02 AM »

For a 4.12 Modact game, drop this folder inside the #SAS folder. Then copy/paste the two classfiles in the 4.12 subfolder up a level into the parent folder, replacing that two BAT-compatoble classfiles already there as the default.

If you want to be rid of the subfolders, that's OK. You need only the parent folder and the correct pair of classfiles within it. (I include the .java and .class files for completeness of content.)
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Tokyo_Express_420

  • member
  • Offline Offline
  • Posts: 167
Re: WIP - Fighters RTB sooner
« Reply #23 on: September 09, 2023, 02:54:35 PM »

Thanks

I've tested the mod and it works nicely

In quick Mission builder I had 8 F4U-1A attack a Japanese airbase defended by 9 fighters (6x A5M and 3x A6M)

4 Japanese fighters were lost (all A5Ms) and 3 Corsairs were lost

This is really a win for the mod - much more realistic than one side being wiped out completely

All 5 surviving corsairs suffered some damage such as fuel tank leaks and bullet holes

It's so nice to see planes withdraw without fanatically fighting to the death - top mod

Thanks for the mod Wx, it's fantastic

- Tokyo Express
Logged
Pages: 1 [2] 3 4   Go Up
 

Page created in 0.045 seconds with 26 queries.