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Author Topic: Random Failures Mod public beta 0.5  (Read 21744 times)

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BT~wasted

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Random Failures Mod public beta 0.5
« on: February 23, 2013, 02:41:51 AM »

Defender of the Fatherland Day

Today it is the "man's" day here, and our site has mainly male population so I wish all the very best to all of you, because every man is defender of his home, his family and his country. Here is my humble present for you gentlemen. 8)


Random Failure Mod beta 0.5


picture by SAS~BravoFxTrt

Credits:
Java Work: Wasted

Big Thanks to SAS~Storebror and benitomuso for advice and help.

Features used from other mods:
Season code from Bf-109 pack by SAS~Anto
Based on classfiles of the latest AI Engines Mod by SAS~Anto

This mod was made and tested on DBW 1.7 installation (Jet War 1.2) along with latest AI Engine Mod 2.6.

DOWNLOAD:
http://www.sendspace.com/file/wy82vn

alternative link (Griffon_301) : https://www.mediafire.com/download/y3m4noz229f3936/Random_Failure_beta0.5.rar


Important Notes:
To get this mod working you need to have Reliability difficulty option ON. Default failure rate is quite rare and very random. It works for both AI and human. You will have slightly higher failure rate on winter and desert maps. And when smth happens you will get a message with information about what happened. Various problems can happen. Some serious some not. Every failure same chance, so everything is just dependent on how unlucky you are  :P

Mission maker can adjust failure rate for his mission by inserting a few lines in his mission text file:

You need to add a [Mods] section at the bottom of the file and then add there a line FailureRate X. X is your number. default value is 10, the higher the value the higher is the failure possibility. It can be between 1 and 100.

Please remember that this is only the first beta and there might be bugs etc. I've decided to make this beta public because it is unusual mod and it needs alot of time to test, so I need as many opinions as possible.

Play your game and test how unlucky you can be  :D :P 8)
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BT~walker

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Re: Random Failures Mod public beta 0.5
« Reply #1 on: February 23, 2013, 02:48:56 AM »

 ;D ;D PLZ!... Can't catch up with you today !... I really have to go and wash the dishes now !... ;D
no time to check... It would be nice to post a small catalogue of kind of failures being simulated...
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SAS~Malone

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Re: Random Failures Mod public beta 0.5
« Reply #2 on: February 23, 2013, 02:53:41 AM »

i had the pleasure of testing this in its earlier stages, and i can say, it works a treat!
i have experienced magneto failures, engine crankcase failures, hydraulics, gears, and many more...
immersion factor +10 :D
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BT~wasted

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Re: Random Failures Mod public beta 0.5
« Reply #3 on: February 23, 2013, 02:54:47 AM »

Surely, why not:

Failure: Engine Prop Angle Device Damaged!
Failure: Engine Cylinders Damaged!
Failure: Engine Crank Case Damaged!
Failure: Engine Crank Case Damaged! (different result)
Failure: Engine Cylinders Damaged - Engine On Fire!
Failure: Engine Compressor Out!
Failure: Engine Magneto #0 Destroyed!
Failure: Engine Magneto #1 Destroyed!
Fuel Tank Leak
Failure: Engine Oil Filter Damaged!
Failure: Engine Oil Tank Leak!
Gear: Hydraulic system Failed!
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Semor

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Re: Random Failures Mod public beta 0.5
« Reply #4 on: February 23, 2013, 03:15:49 AM »

Very nice Bt~Wasted. Many thanks!

Question: could this work in HSFX6?

Edit: No,it´s incompatible! The game won´t start with your mod. Very,very sad.  :-[

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SAS~Malone

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Re: Random Failures Mod public beta 0.5
« Reply #5 on: February 23, 2013, 03:22:47 AM »

Semor, you could test it for us, and let us know....
go on, you know you want to be the guinea pig....:D

edit: there you go then....too bad the experiment failed...  :P
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BT~wasted

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Re: Random Failures Mod public beta 0.5
« Reply #6 on: February 23, 2013, 03:25:49 AM »

I think it is clearly visible that it is for 4.10 only. But 4.11 will be available when we will come to at least RC version.
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Semor

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Re: Random Failures Mod public beta 0.5
« Reply #7 on: February 23, 2013, 03:29:05 AM »

Ok...keep my fingers crossed.  :)
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PO_MAK_249RIP

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Re: Random Failures Mod public beta 0.5
« Reply #8 on: February 23, 2013, 07:06:46 AM »

I assume you mean; FailureRate=X not FailureRate X ??
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slipper

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Re: Random Failures Mod public beta 0.5
« Reply #9 on: February 23, 2013, 08:46:36 AM »

BT wasted

Have not had time to try it yet but it sounds like a really good mod, have wanted something like this for ages.

I wondered if you had any plans for future development? If so do you plan to add more defects? Like guns jamming, rudder/ailerons/flaps jammed etc.

Also some planes were prone to specific problems, so the chance of say an engine fire may be much higher than hydraulic gear failiure, would it be possible to add a random chance for each seperate defect? Rather than one generic setting for all?

Just a few suggestions, looking forward to trying this out later.

Cheers

Slipper
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BT~wasted

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Re: Random Failures Mod public beta 0.5
« Reply #10 on: February 23, 2013, 03:50:12 PM »

I assume you mean; FailureRate=X not FailureRate X ??

mmm from what I know in mission file it works with FailureRate 25 for example, without "=". You can try and tell me what will happen. I think "=" works only in your Conf.ini.

BT wasted

Have not had time to try it yet but it sounds like a really good mod, have wanted something like this for ages.

I wondered if you had any plans for future development? If so do you plan to add more defects? Like guns jamming, rudder/ailerons/flaps jammed etc.

Also some planes were prone to specific problems, so the chance of say an engine fire may be much higher than hydraulic gear failiure, would it be possible to add a random chance for each seperate defect? Rather than one generic setting for all?

Just a few suggestions, looking forward to trying this out later.

Cheers

Slipper

I had plans for adding more types of failure, but I think it would be strange to have your guns jammed suddenly. The thing that I am planning to add is making failures dependent not only on random value, but on RMP setting for engine for example etc. As for control surfaces for example dependent on your Gs etc. I need more opinions on this matter.

Test and tell me what you tink about current default fail rate. Maybe it is too low?
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SAS~Malone

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Re: Random Failures Mod public beta 0.5
« Reply #11 on: February 24, 2013, 12:35:54 AM »

i think it would be cool if there was an increased chance of a jam, the longer the pilot keeps the guns depressed without releasing the trigger.
even better if it could be applied to specific planes which suffered historically from the problem.
i understand that might be quite a bit of work, but these are just ideas, for now...
something to think about. :D
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