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Author Topic: Zonk Mod  (Read 9410 times)

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Frankiek

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Re: Zonk Mod
« Reply #36 on: March 29, 2025, 12:05:55 PM »

definitely not
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UberDemon

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Re: Zonk Mod
« Reply #37 on: March 29, 2025, 12:08:30 PM »

Sorry I have not used UP in a few years, I am actually downloading it.  If one installs Zonk mod like Mike showed, does it mess up compatibility with online games?
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FL2070

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Re: Zonk Mod
« Reply #38 on: March 29, 2025, 01:56:13 PM »

Mike wasn't showing Zonk mod functionality in those videos. That's all unmodded UltraPack.
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UberDemon

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Re: Zonk Mod
« Reply #39 on: March 29, 2025, 04:25:37 PM »

Thank you, if I watched Mike's movies before I asked the question I would have known...  [face palm strike in my own face emoji]
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DarkenedFantasies

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Re: Zonk Mod
« Reply #40 on: March 29, 2025, 09:49:49 PM »

A very well written reply mate.

We could certainly use your talents, even if it's only like your recent assistance with coding for WxTech.
Thank you. I'm always happy to help in any way I can, when time allows, and would be glad to assist in other ways in the future. Hopefully the work I've done within Zonk could be useful for other projects. I'll have to get around to setting up a git repository or something for my stuff, for others to peruse.

My understanding at the time was that the head-on AI changes were intended to achieve a very specific effect so my tweaks were pretty brute force, and I thought the mod was being judged a little unfairly so I wanted to explain the context.
It is my understanding as well, but my memory of exactly when you stopped contributing to the project versus when the "spirit" of the project changed is hazy to say the least, so I can't say for certain. I do appreciate the intention of your previous post. Though to be honest, I don't think the criticism from Storebror is unfair for the most part, even without the context; were I to review it myself even one or two years ago, I'd pretty much have said the same things. It's partially why I had decided that I would create a new thread in the future and let this thread be forgotten, rather than address it here directly, since Zonk is pretty much a totally different beast now compared to when this thread was created.

There's no doubt that the missing context about the scope of "Early Zonk" was the cause of confusion, though.

(I assume Zonk mod allows 24 planes to be added to a single regiment flight... say r0100 or g0100)
Yes. It works basically the same as the original game, except that the AirGroup aircraft array is a size of 24 instead of 4. In other words, it remains a single flight (one waypoint path), and 4 flights per squadron, etc.

Of course, it wasn't something as simple as changing the array size; a lot more needed to be done, across many classfiles, to be able to support the size increase alone. But this feat enables the construction of a complete combat box of 72 bombers using only 1 lead flight and 2 attached flights (which was the main purpose of it).
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UberDemon

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Re: Zonk Mod
« Reply #41 on: March 30, 2025, 10:00:35 AM »

(I assume Zonk mod allows 24 planes to be added to a single regiment flight... say r0100 or g0100)
Yes. It works basically the same as the original game, except that the AirGroup aircraft array is a size of 24 instead of 4. In other words, it remains a single flight (one waypoint path), and 4 flights per squadron, etc.

Of course, it wasn't something as simple as changing the array size; a lot more needed to be done, across many classfiles, to be able to support the size increase alone. But this feat enables the construction of a complete combat box of 72 bombers using only 1 lead flight and 2 attached flights (which was the main purpose of it).

Oh that is indeed interesting.  When I wrote the Cloning Algorithm for UQMG Classic almost 20 years ago, it was a nightmare because of the management of regiments and in my case, there is true duplication/triplication/etc of all waypoints, so for UQMG 46 Max which I am have in Alpha phase, I have to do some crazy coding for taxi/takeoff and wave management say, a clone flight appears at 5 minutes and also taxi/takeoff.

Thank you for the explanation.
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Fishyyy

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Re: Zonk Mod
« Reply #42 on: April 06, 2025, 09:03:05 AM »

*cough* Done with one flight of 20 aircraft.
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Cycle

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Re: Zonk Mod
« Reply #43 on: April 06, 2025, 09:13:48 AM »

Nice vid!
But what for me would be interesting, how behave this mod when damaged Bombers are within the formation. Also what happends when shot down bombers are create gaps in the formations!
The Problem is mostly then (at least in DCG campigns) that other planes try to fill these gaps and that creates mostly chaos!
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Fishyyy

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Re: Zonk Mod
« Reply #44 on: April 06, 2025, 09:18:03 AM »

Zonk mod formations are of tree structure. Gaps are dynamically and properly filled. There even are four different modes of formation behaviour. It's all taken care off.
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adrianstu98

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Re: Zonk Mod
« Reply #45 on: April 07, 2025, 10:36:45 AM »

Zonk mod formations are of tree structure. Gaps are dynamically and properly filled. There even are four different modes of formation behaviour. It's all taken care off.
Great job!!
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tomoose

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Re: Zonk Mod
« Reply #46 on: April 07, 2025, 11:14:16 AM »

Interesting mod...but only for Y-Pack eh?  Pity.  :(
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UberDemon

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Re: Zonk Mod
« Reply #47 on: April 07, 2025, 01:02:13 PM »

Zonk mod formations are of tree structure. Gaps are dynamically and properly filled. There even are four different modes of formation behaviour. It's all taken care off.

How is taxi & takeoff and scramble handled?

I imagine for 24 plane formation you have to have separate generic spawn points, correct?
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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)
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