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Author Topic: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020  (Read 168211 times)

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KingTiger503

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Hey Wes, about that flares and chaff behavior, when the missile hits my plane while Flares, it didn’t missed, it hits directly into my plane, can you test it, on those Missiles Behavior,

I’m using B.A.T JTW3, with  latest SAS_Engine Mod 2.8.4.


Best Regards KT503
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western0221

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Hey Wes, about that flares and chaff behavior, when the missile hits my plane while Flares, it didn’t missed, it hits directly into my plane, can you test it, on those Missiles Behavior,

I’m using B.A.T JTW3, with  latest SAS_Engine Mod 2.8.4.

I'm not sure 100% missiles in B.A.T. JTW3 keep Engine mod 2.8.4w standard even AAMs.

SAMs are 100% NOT. SA2/NIKE/Crotale/Mistral/Igla .... Their guidance codes are their own original ones, not using Engine mod one ..... so Chaff or Flare function in Engine mod is 100% ignored about them.
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KingTiger503

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Hey Wes, about that flares and chaff behavior, when the missile hits my plane while Flares, it didn’t missed, it hits directly into my plane, can you test it, on those Missiles Behavior,

I’m using B.A.T JTW3, with  latest SAS_Engine Mod 2.8.4.

I'm not sure 100% missiles in B.A.T. JTW3 keep Engine mod 2.8.4w standard even AAMs.

SAMs are 100% NOT. SA2/NIKE/Crotale/Mistral/Igla .... Their guidance codes are their own original ones, not using Engine mod one ..... so Chaff or Flare function in Engine mod is 100% ignored about them.

Can you test them again. that F-100 with AIM-9E Just Hit my plane while Flares and Chaff. other Missile also Same.
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western0221

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Can you test them again. that F-100 with AIM-9E Just Hit my plane while Flares and Chaff. other Missile also Same.

Doesn't the Jet you ride carry correct coded Chaff or Flare ?
I don't know what Jets have correct countermeasure weapons and what don't.

A-6 Intruder has correct ones in BAT, I've checked.
All F-100 launched AIM-9E are disturbed by A-6's Flares I deployed.

Or confused between Illuminating parachute flare or Countermeasure flare ?
Some loadouts in JTW mean Illuminating parachute flare for night bombing.
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KingTiger503

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Can you test them again. that F-100 with AIM-9E Just Hit my plane while Flares and Chaff. other Missile also Same.

Doesn't the Jet you ride carry correct coded Chaff or Flare ?
I don't know what Jets have correct countermeasure weapons and what don't.

A-6 Intruder has correct ones in BAT, I've checked.
All F-100 launched AIM-9E are disturbed by A-6's Flares I deployed.

Or confused between Illuminating parachute flare or Countermeasure flare ?
Some loadouts in JTW mean Illuminating parachute flare for night bombing.
I do not thing those missile just Explode too close to hit me, When I Pop those Flares, That AAM ignored the Flares and Chaff to Jammed the Air to air Missiles and it hits me, It Might be a Bug or Something, It must be a Mistake, If you can Test those Other Planes,
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western0221

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I do not thing those missile just Explode too close to hit me, When I Pop those Flares, That AAM ignored the Flares and Chaff to Jammed the Air to air Missiles and it hits me, It Might be a Bug or Something, It must be a Mistake, If you can Test those Other Planes,

Please contact authors of the bug plane you found of chaff and flare.
Not Engine mod side ones you told me.

Engine mod cannot know what planes carry incorrect chaff / flare loadouts.
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western0221

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New bugfix release of 2.8.4w is in 1st - 2nd posts.

Bugfix list
- SeaPlanes + Chocks bug , AI Parking with Chocks make continuous scratch noise bug. (fixed 23/Apr./2018)
- AI landing speed and altitude control not to continue endless Go-Around in failing enough descending. (fixed 23/Apr./2018)
- No more Flashing NavLights in AI Jets Go-Around. (fixed 23/Apr./2018)
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western0221

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So, how long would it take to make anti-shipping missiles interceptable?

Ah.... even for me, hard to say how long to finish its implements ......

When a minimum reworking plan about the most simple missile intercept addition will be done without bugs ...... 1 week ?

When more expanded functions like All weather radar targeting simulating, +RWR found-able, +EMC jamming-able ...... or complicated bugs will be generated and harder to fix ...... impossible to guess.

Anyway, I'll try.


As discussed here, please consider merging the Disable head-tracking in external views (use mouse) feature into your Ordinance View mod. The option should be user-configurable via conf.ini. If you compare both modded and stock classes, you will see little work is required to adopt it.

Hi.
When I understand your request correctly, that's only about Optional one and completely separated from main parts of Engine mod .... is it OK ?

It's priority will be set not so high even I've minded it in my future TODO list.
Thanks.
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western0221

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Quick progress report .....

So, how long would it take to make anti-shipping missiles interceptable?

Ah.... even for me, hard to say how long to finish its implements ......

When a minimum reworking plan about the most simple missile intercept addition will be done without bugs ...... 1 week ?

In adding codes writing out detailed logs how values moving or what decisions done by AIs,
I find cruise missile objects are not set ARMY number.

AIs make decisions to attack something as an enemy by the ARMY number (Blue side or Red side), so no ARMY number means it is Neutral not to fire.

But Engine mod Guided missiles codes looks like already having ARMY number set function ..... so something bugs hidden in Guided missiles codes. I'll try to fix it.
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KingTiger503

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Don’t forget to fix the Countermeasures like Flares and chaff code to save our planes from being shot down by AAM.

Best Regards KT503
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whistler

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As discussed here, please consider merging the Disable head-tracking in external views (use mouse) feature into your Ordinance View mod. The option should be user-configurable via conf.ini. If you compare both modded and stock classes, you will see little work is required to adopt it.

Hi.
When I understand your request correctly, that's only about Optional one and completely separated from main parts of Engine mod .... is it OK ?

It's priority will be set not so high even I've minded it in my future TODO list.
Thanks.

Hi western,

This is not a priority, do what you can, when you can, if you feel like it.

May I ask, why don't you formally include the Ordinance View mod into the EngineMod? What's the worst that could happen? We can always load other mods (ie VisualMod) "on top" if we want.

Actually, why don't you merge the Ordinance View mod, the Camera Mod and the Disable head-tracking in external views feature in a big update to the EngineMod? All three make use of the same class and we could benefit of all features instead of one at a time as things are now.

Just some thoughts...

Best regards,
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western0221

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Actually, why don't you merge the Ordinance View mod, the Camera Mod and the Disable head-tracking in external views feature in a big update to the EngineMod? All three make use of the same class and we could benefit of all features instead of one at a time as things are now.

That's a reason I don't merge Ordinance View into Engine mod.
I can avoid classfile conflicting at Engine mod.
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