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Author Topic: A vexing problem with instrument damage SOLVED  (Read 8045 times)

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WxTech

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Re: A vexing problem with instrument damage
« Reply #24 on: February 06, 2017, 10:44:02 AM »

Thanks, Mike! So, my earlier instinct to look into collision object xcf1 was correct after all.

Just to be certain I understand, us old dinosaurs creaking along with 4.08 do NOT require to use the stub class method, it being only for 4.09?
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SAS~Storebror

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Re: A vexing problem with instrument damage
« Reply #25 on: February 06, 2017, 11:24:09 AM »

Yep, your xcf1 instinct was spot on.
But no, the Stub class isn't "just" for 409m, to be precise it's for anything before 4.10, so you will have to use that class too.
Don't worry about side effects, it's really just an additional class to fill the gap, it re-routes all existing methods to your game's "aircraft" class and blocks those which don't exist in there.

Best regards - Mike
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WxTech

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Re: A vexing problem with instrument damage
« Reply #26 on: February 06, 2017, 12:26:34 PM »

Mike,
The link for the '4.09 Rebels' stub class is unclickable.

Which one do I use? (I tried running without this stub class and the game hung immediately upon spawning.)

[Edit] I did try the stub class for 4.09m--that one which I could download--and it worked... But should I instead use the 'Rebel' version? ;)

By the by, I looked in files.sfs, fb_3do.sfs and fb_3do08p.sfs and did not find the cockpit class file FEBEA748........... I peeked in case I might have to send it to you.
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SAS~GJE52

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Re: A vexing problem with instrument damage
« Reply #27 on: February 06, 2017, 04:02:36 PM »

As requested, I would like to inform the obviously dyslexic "special" modder   ;)  who posted this .....

Quote
###### said in your thread at sas he'll give it a 'proper' fix, so let's us know how that worked   

 ... that Mike, aka Storebror has indeed identified the cause of the problem and fixed it ....

Well done Mike,  ;)

G;
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SAS~Storebror

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Re: A vexing problem with instrument damage
« Reply #28 on: February 06, 2017, 10:50:53 PM »

I did try the stub class for 4.09m--that one which I could download--and it worked... But should I instead use the 'Rebel' version? ;)

By the by, I looked in files.sfs, fb_3do.sfs and fb_3do08p.sfs and did not find the cockpit class file FEBEA748........... I peeked in case I might have to send it to you.
Yes WxTech, that is the 409 version (we call 409 players "Rebels", in these terms you as a 408 player would be "antic" probably 8) ).
In my previous post you see two colored lines in the end.
The upper (green) is just a caption, the one below reading "AircraftLH Stub Class Mod for 4.09m based games only" is the link.

The file "FEBEA748A341D780" is the "F4F" classfile, it's not the cockpit class but the plane class (the code where damage is caused is part of the plane's class, the visual representation inside the cockpit is part of the cockpit class). The file is inside files.sfs, but classfiles are encoded there. You don't need to send it to me, should I need a 408 version I can easily get one myself ;)

Best regards - Mike
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WxTech

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Re: A vexing problem with instrument damage SOLVED
« Reply #29 on: February 07, 2017, 12:24:46 AM »

Great, Mike; it's finally percolated through the almost impermeable shell of ivory sheilding the knot of neural tissue encased within.  :-|
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SAS~Storebror

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Re: A vexing problem with instrument damage SOLVED
« Reply #30 on: February 07, 2017, 02:21:34 AM »

Haha 8)
Well you know WxTech, this was just a tiny thing to be done to add a little more perfection to your great cockpit mod.

Just for the sake of completeness, here's a video demonstrating the working panel damage (*wink* Gumpy :P ):


Best regards - Mike
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Mick

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Re: A vexing problem with instrument damage SOLVED
« Reply #31 on: February 07, 2017, 02:44:01 AM »

... no wonder you couldn't down your opponents, Mike, your reticle is not centered, way too low ...  :P
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SAS~Storebror

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Re: A vexing problem with instrument damage SOLVED
« Reply #32 on: February 07, 2017, 02:45:21 AM »

Glad someone told me, I'll let AI know 8)
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SAS~Storebror

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Re: A vexing problem with instrument damage SOLVED
« Reply #33 on: February 07, 2017, 07:38:00 AM »

Some more testing and a small update.
Some people complained about missing gore effects.
As a matter of fact, the F4F has no gore mesh that shows gore effects on the canopy.
However in today's version of this mod fix I've included Wolfighter's brilliant "Gore for all planes" pilot model with gore effects included (on the pilot at least).
All credits go to Wolfighter for this.

Furthermore I've tried shooting the panel forth and back.
Turns out that from certain angles it was a tad too hard to score hits on the panel, especially with deflection shots from the back at small deflection angles.
So this version enhances the panel's hitbox to the back a little in order to give higher panel hit probability in situations mentioned before.

You can see a test video below.
For testing purpose I shot the cockpit area from a Blenheim's turret.
At first I'm starting to shoot from back to front, you can see how the panel gets damaged when the bullets reach the front third of the cockpit area (note that the aimpoint of the turret isn't exactly right, the bullets go slightly low and to the right).
Second half is doing the same from front to back, panel gets damaged exactly when the bullets reach panel area.
Finally at the end of each part the pilot gets shot.



The enhanced version of this fix can be found here:
https://www.mediafire.com/file/16bki6nuu37huh6/F4F_Hitbox_Fix_2017-02-07.7z
It works with all base game versions.
IL-2 4.09 Rebels need to have the "AircraftLH Stub Class Mod" installed (it's a mod that add's a "placeholder" AircraftLH class to close the gap for something that has been introduced with 4.10m).
If you don't have it yet, get it here:
AircraftLH Stub Class Mod for 4.09m or earlier games only

Hope this helps.

Best regards - Mike
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SAS~Storebror

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Re: A vexing problem with instrument damage SOLVED
« Reply #34 on: February 07, 2017, 09:40:17 AM »

*bump*

As a matter of fact, the F4F has no gore mesh that shows gore effects on the canopy.

Just for the record: This is no big deal, I'll provide an additional fix for the missing canopy blood spats tomorrow, it's just a small combined mesh + additional Java code thing.

Best regards - Mike
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SAS~Storebror

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Re: A vexing problem with instrument damage SOLVED
« Reply #35 on: February 08, 2017, 05:33:20 AM »

*bump*

Since this thread dealt with a different issue which has been solved some days ago, let's continue with further addons in the cockpit mod release thread:
--> https://www.sas1946.com/main/index.php/topic,53510.msg587268.html#msg587268

Best regards - Mike
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