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Author Topic: Zonk Mod  (Read 7967 times)

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Consul

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Re: Zonk Mod
« Reply #12 on: May 30, 2023, 11:55:36 PM »

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SAS~Storebror

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Re: Zonk Mod
« Reply #13 on: May 31, 2023, 12:40:01 AM »

Source was this video?


]cheers[
Mike
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SAS~Storebror

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Re: Zonk Mod
« Reply #14 on: May 31, 2023, 01:00:13 AM »

Quick check reveals tons of issues.
Just to point out the most obvious: Stock AI has trouble handling formations of 4 airplanes correctly already. They tend to collide when turning at waypoints.
Did you ever try it with this mod and a 24-ship flight? The chaos is epic.

]cheers[
Mike
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ZtheE

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Re: Zonk Mod
« Reply #15 on: May 31, 2023, 02:12:37 AM »

Did you ever try it with this mod and a 24-ship flight? The chaos is epic.
I like chaos, I want to the chaos myself
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SAS~Storebror

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Re: Zonk Mod
« Reply #16 on: May 31, 2023, 02:28:04 AM »

Well then :D
From the code side of things, raising the formation limit seems to be a feasible thing to do as long as you have full control over all involved classes.
The latter translates to: Feasible for Ultrapack, out of scope for BAT - at least unless someone wants to pick up the baton and fully integrate and update the Engine Mod accordingly, and that "someone" is definitely not me.
The scope of such mod would solely be the formation size limit. No further AI adjustments (Zonk mod doesn't deal with that either). Which means that as a mission builder, you have to be extremely careful when setting waypoints for such formations, i.e. any turn must be very small (think of 5° or less per waypoint) and you need to leave lots of space between consecutive waypoints.
Just saying.
Schedule: For Ultrapack it could be ready for UP 3.4 Patch 3, read: At some time in next year. Maybe.

]cheers[
Mike
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Consul

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Re: Zonk Mod
« Reply #17 on: May 31, 2023, 03:41:20 AM »

Quick check reveals tons of issues.
Just to point out the most obvious: Stock AI has trouble handling formations of 4 airplanes correctly already. They tend to collide when turning at waypoints.
Did you ever try it with this mod and a 24-ship flight? The chaos is epic.

]cheers[
Mike

Ah. I did create a small Kyushu raid using the mod's "Combat Box (wide)" formation and a 24-strong flight of B-29s. While the formation became slightly less coherent at certain turns and some were having trouble rejoining the main group after doing these turns (they began bobbing up and down seemingly at a loss as to how to join at some points), they did not collide. To be fair, the turns were quite small and that likely created contributed to avoiding mid-air strikes.

I also created a second mission where I had two 24-strong kamikaze flights of A6M7s and Ki-61s respectively, however only using the default formation. Even with 90-degree waypoint turns, they did not seem to suffer any mid-air collisions in the multiple times I played the mission.

FYI, the B-29s were all Ace proficiency and the Japanese aircraft were all Rookies. However this likely isnt very relevant to how they fly in formation.

I have not tested with Zonk's normal combat box, maybe this one is more susceptible to collisions?
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SAS~Storebror

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Re: Zonk Mod
« Reply #18 on: May 31, 2023, 07:53:19 AM »

1.) Fighters don't suffer from AI collisions anywhere near to what bombers do.
2.) Try your 24-ship bomber formation with a 45° turn and you'll see what I mean.

The question here would be how much a mission builder gains from putting just one 24-ship flight on a map instead of 8 3-ship flights when at the same time he has to split the 45° turn (which works perfectly well with 3-ship flights) into 9 5° turns.
But that might be just me.
And as mentioned earlier, for Ultrapack it seems feasible to implement the 24-ship formations, no need to convince me of that anymore.

]cheers[
Mike
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vonofterdingen

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Re: Zonk Mod
« Reply #19 on: May 31, 2023, 10:25:03 AM »

The Quick Mission Tuner, available at M4T, lets you duplicate a single flight up to 9 times. It handles turns well, though the mission builder must still refrain from doing anything stupid with the large formation. Use common sense and it will work.. Parameters allow adjustment of distance and altitudes among duplicate flights. Find it in the Essential Files->Mission Building Tools download section.
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Hans-Joachim Marseille

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Re: Zonk Mod
« Reply #20 on: June 02, 2023, 10:03:31 AM »

I'm trying to test this in BAT 4.1.3 but game won't start when folders are in #WAW or another module. Can someone pls tell me how to use it or doesn't it work with BAT in the first place and how about this folder called "@STD"!? Thx.
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Frankiek

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Re: Zonk Mod
« Reply #21 on: June 02, 2023, 10:06:45 AM »

it seems that this mod is for 4.13.4 not for BAT that  is 4.12.2 based
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Checkyersix

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Re: Zonk Mod
« Reply #22 on: March 26, 2025, 01:21:16 PM »

I just realized that a lot of this was code I shared with Fishyyy to help make videos for his group. That's why the Fighter AI is forced to charge bombers from the front - it was never intended to be a gameplay mod. I didn't write any of the FMB stuff...
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SAS~Storebror

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Re: Zonk Mod
« Reply #23 on: March 26, 2025, 01:25:32 PM »

I just realized that a lot of this was code I shared with Fishyyy to help make videos for his group. That's why the Fighter AI is forced to charge bombers from the front - it was never intended to be a gameplay mod. I didn't write any of the FMB stuff...
Ah... now it starts making sense.
Thanks for the insight CY6!

]cheers[
Mike
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