SAS Engine Mod v2.6 Release Candidate FinalDownload 2.6 Release Candidate Final *Both Game Versions*(updated 02 May 2013)Hotfix for non-destructive missile effects*NB* Comprehensive readme included in download. Whilst this is a release candidate, it is currently considered stable for offline play. The experience may vary online. Please delete ALL old versions before installing and make sure it is running BEFORE your JetWar files.*NB FOR 4.101M USERS* Some users have noted that catapults don't seem to work in 4.101m. This is due to an outdated Catapults.ini being included in that folder. To fix it, please take the Catapults.ini from the 4.111m version and replace yours with it. v2.6 Notes:- 'No Open canopy' AI is assigned in flightmodel .fmd as "CCockpitDoor 2", old "TypeNoOpenCanopy" is erased
- Dragchute is assigned in flightmodel .fmd as "CDragChute 1"
- AI process using Airbrake and Dragchute is coded in this AI MOD , no need to write in several aircrafts' classes
- Enable Open/Close refueling probe is assigned in flightmodel .fmd as "CRefuel 1"
- old "TypeBayDoors" is erased. Now manual bay doors is assigned in flightmodel .fmd as "CBayDoors 1"
- wingspan of folded wings is assigned in flightmodel .fmd like "WingspanFolded 7.0" <--7.0 is meters
wingspan folded is mainly automatic calculated in this Carrier MOD , this new parameter is not neccesary for all
when you see your new aircraft overwrapping wings left/right on a carrier, then set WingspanFolded in .fmd as you like
- HydraulicPressuerSystem is coded partly in this Engine MOD , no need to write in several aircrafts' classes
To enable it in "public void onAircraftLoaded()" ... using
setHasHydraulicPressuerSystem(true);
setHydraulicPressuer(false);
and you can read HydraulicPressuer in "getHydraulicPressure()"
some codes to set CT.bHasAileronControl = false; or CT.AirBrakeControl = 1.0F; are still needed in each aircrafts' classes
- Note a bug with BombBayDoors still remains in 4.11.1m version. It will automatically close on some aircraft at random
- Restored supersonic flight in 4.101m (previously excess default drag was being applied causing aircraft to explode at sound barrier)
- Corrected folder names to allow for correct loading order on all systems
- Removed TypeSchrageMusik form 4.101m and replaced it with 4.11.1m's TypeJazzPlayer
- Packaged both versions into one simple download. Freezing development at this point and writing new documentation for release.
- Small update to Motor and MotorSound class. Aircraft with Coffman starters will now have a distinct 'gunshot' on engine start
- Fixed AI pairs take-off issue in 4.111m version. As long as you align the first waypoing along runway, AI will now stay the course when taking off in pairs
- Carrier take-off restored in 4.11.1m
- Missile selection code fixed thanks to Storebror. Missiles will now track targets properly in their correct tracking mode
- Net code updated (big thanks to Storebror for this!) Weapon firing mod, release delay and missile selection will now display accurately online and on recorded tracks
- Fixed issue in 4.11.1m version prevent AI from taking off on carriers (thanks Bravo for the bug report)
- Blown flaps added. Simulates 3 types: internally blown, Russian SPS (essentially internally blown) and externally blown. Please see readme for more details
- Fixed bouncing bug in 4.11.1m version, which was due to missing effects files
- Added new 'thrust' parameters to engine presets, allowing you trigger sound effects based on thrust being produced. Useful for afterburning aircraft.
- Fixed a rare taxiing bug, which caused aircraft to freeze mid-runway. Only occurred on specific maps where there were no defined taxiways.
- First test version for 4.11.1m!!
- Further class clean-up and additional commenting
- Added new Conf.ini parameter: printFMinfo. When set to 1, prints FMD data to log as it loads. Useful for modders troubleshooting 60% crashes. Set to 0 by default.
- Introduced new Catapults.ini file. This will allow ship builders to add new carriers and catapults without having to touch core classes. In it, you can define the position of the catapults (maximum of two), the power produces (for prop and jet aircraft respectively) and whether it is steam powered. A set of values for the currently available carriers is provided
- Fixed bug preventing individual release of RocketBombGun ordnance
- Included all core classfiles from JetWar v1.2 mod. Considering JetWar alters many core classes, it makes sense that all important classes (such as GuidedMissileUtils) are packaged with the default core classes. This should hopefully end ANY compatibility issues people have with JetWar etc.
- Added western0221's Variable Temperature mod
- Enabled nuclear armed rockets
- Added flight model value for drag chute and refuelling gear respectively (CDragChute and CRefuel)
- Variable geometry/incidence wings hotkeys and animations added. This is visual only and has no affect on flight model. Coded as follows by adding extra parameters to flight model:
CVarwing 1 //Turns variable wings on
CVarwingPos 2 //How many stages
CVarwingStage0 25 //Angle in degrees of first stage
CVarwingStageMax 44.5 //Angle in degrees of final stage
CVarIncidence 0 //When set to 0, variable sweep. Set to 1, variable incidence
- New triggers for flares and chaff. Assign your flares to trigger 7 and chaff to trigger 8
- New missile selection hotkey. Add you missiles to triggers 2, 4, 5 and 6. Using this key it will cycle through them. N.B. Bug present when AGM and AAM are carried, tracking mode won't switch
- Deployable refuelling gear added. Animated by using moveRefuel(f) method
- Passive front wheel steering 'spin' bug resolved. Previously there were no limit set on how far they would move.
- Entire game flap system redone. Based on kumpel's original customizable flap mod, this has been expanded significantly to create new flight model parameters to allow you to define as many stages of of flaps as you wish. The code also shows the correct flap setting (in degrees) on the HUD. This was required to remove a major compatibility bug with the MiG-21 project. Defined as below:
CFlapPos 2 //How many stages of flaps
CFlapStage0 25 //Angle in degrees of first stage
CFlapStageMax 44.5 //Angle in degrees of final stage
- Fixed problems with engine statup for some engine types (e.g. Rotary)
- Added level stabilizer as a flight model setting. Enabled by setting "CStabilizer 1"
- Added differential brakes as a flight model setting. Enabled by setting "CDiffBrake 0". 0 is default, 1 is passive steering with normal brakes, 2 is semi-differential brakes, 3 is true, 4 is passive steering but with brake pedal disabled (handbrake only)
- Cleaned files
- Deleted class AircraftHotkeysAlt as it is now redundant.
- Support for aircraft with 8 engines added.
- New engine starters. There is now a new variable in engine models called 'Starter' which allows you to define a starter motor type. You can choose "Inertia", "Manual", "Electric", "Cartridge" and "Pneumatic". Still WIP but example buttons included. Suggested you try out Bf-109G (inertia, inline), Fw-190 (inertia, radial), Spitfire Mk V (electric inline), Tempest Mk V (inline cartridge) and Tiger Moth (inline manual).
- Engine startup and windmilling behaviour tuned. No long will you see aircraft with rediculously long shutdown times. With exception to a few aircraft variants, all aircraft have a more realistic windmilling time.
- Engine cut-out on prop-strike added. When the windmilling code was introduced, it had a side-effect of causing engines to continue to run for a while after a prop strike (even after hitting ground). Now engine shutdown occurs almost instaneously.
- Auto DiffFM by Benitomuso added.
- 'No Open canopy' for high-speed jets on carriers added. Prevents aircraft such as F-4 Phantom from opening canopy before take-off. Adapted from code by wasted and western0221
- Airbrake period parameter added. In flight model can now define how long it takes for airbrakes to deploy.
- MiG-21 flap positions added to AircraftHotkeysAlt.
- Added custom ejection seats code (for use with MiG-21 and future JetWar versions)
AI, Engines, Hotkeys & Carriers Mod v2.5 Public ReleaseDownload from MediafireDownload from SASUpdate 2.5 notes- Catapult bug fixed. Should now work for most, if not all carriers
- Updated to include new features by western0221 and resolve outstanding carrier bugs
AboutThis is not an AI mod per say, instead this is a collection of over a dozen related mods which alter engine behavior, add additional hotkeys, new aircraft features and most of all, tweak the default AI routines. For a while, many of these mods weren’t compatible with each other as they all used the same core class files. This compilation has taken away that difficulty and combined them all in one, easy to use pack.
Now standard in the DBW compilation (from v1.7 onwards), it is hoped this pack will one day be part of the standard ModAct and help achieve the dream of a unified modding code base. For the end-user, it means expansion of the games features and access to new elements such as air-to-air refueling, fuel dumping, realistic air start procedures, carrier operations and eventually, radar and modern electronic warfare.
It is a continual work in progress and is be updated to allow for new features. Currently it is only compatible for 4.101m, but in future will be made compatible with 4.11m (albeit minus Cert’s AI component).
Installation InstructionsFor DBW Users
1) This pack is virtually identical to what is included in DBW1.71 already. There is a minor tweak to gunner behavior. Otherwise the rest is the same
2) To install, add to your #DBW directory
3) Enjoy
For ModAct 4.101m Users
1) Extract to your #SAS or MODS directory
2) Enjoy
Credits- Certificate's AI (HSFX5 version) with Anto's AI throttle fix and Nightfighter AI tweak. Additional AI tweaks by Recruit, Skipper and JG53_Valantine
- Carrier & Catapult Mod by Fireball, Benitomuso and western0221
- GATTACK mod by CY6, updated by Anto
- Ground Attack Orders mod by CY6
- Sniper Gunner fix by CY6, Riken, Lutz and Sputnikshock
- AI Overheating and Supercharger mod by Sani and Burn
- Zuti’s Friction mod
- Engine Mod by Sani and Anto
- Aircraft Hot Keys by Fireball, Zuti, Anto, Gerd, Kumpel and benitomuso
- PAT Air Show Smoke (extracted by F22-Raptor)
- Full Throttle Mod by Aed and Br!x
- New flap settings, differential brakes and steering by Kumpel and Gerd
- Compatible with realistic lights mod by Santobr
- Weapon control mod (inspired by Zloy_Peroshki), updated Fuel Dumping and Drag Chute by Anto
- Radar (still WIP and not yet functioning) by Anto and benitomuso
- SAS Superschool for testing
- Special thanks to SAS~Storebror for his patience and troubleshooting. Without him guiding me, this mod wouldn’t be here.
*THIS MOD IS ESSENTIAL FOR JETWAR V1.2 OR LATER*