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Author Topic: Mechanical Failures Mod Idea  (Read 780 times)

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Tokyo_Express_420

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Mechanical Failures Mod Idea
« on: February 13, 2024, 08:59:43 AM »

Hi all,

I was interested in discussing a potential random mechanical failures mod

This was made once before in a separate mod for 4.09 but never was adapted to 4.12

I think it would be a fun optional mod to increase realism and tension

Potential damage could include:

- Gear Jammed
- Oil leaks
- Gun Jamming after long bursts
- Flaps Jammed
- Magneto damage

Etc etc

What do you all think? Something you'd like to see introducing into the game?

Thanks

- Tokyo Express
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Frankiek

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Re: Mechanical Failures Mod Idea
« Reply #1 on: February 13, 2024, 09:50:09 AM »

In the old Histomod we had some features similar to the ones mentioned by Tokyo_express and actually I find out a mod that was done more than ten years ago.

I can't remember where I got it but maybe somebody will recognize the origin.

This was about the time of the SAS Engine mod 2.5/2.6 that was included in DBW1.71 and there was a need to add a line in the conf.ini in the [MODS] section FailureRate=with values from 0 to 100, and maybe others but unfortunately there is no readme in my download.

Damages would include problem with the variable pitch, the crank case, the oil supply, cylinders, magnetos, supercharger, hydraulic system.

I also remember that after a while people got very annoyed by engine failures at start up as in several occasions you needed to abort the mission and relaunch just to be able to take-off  :P

I am attaching here to facilitate the task of remembering  or resuscitate.

if anybody is interested in trying out this should be installed in DBW 1.71 (methink)
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Tokyo_Express_420

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Re: Mechanical Failures Mod Idea
« Reply #2 on: February 16, 2024, 01:57:10 AM »

Is this suitable for 4.12?

Thanks

- Tokyo Express
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Frankiek

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Re: Mechanical Failures Mod Idea
« Reply #3 on: February 16, 2024, 02:37:41 AM »

Don't think so as this is mod is based on the aircraft class used in DBW that is 4.10.1 based. 
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Epervier

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Re: Mechanical Failures Mod Idea
« Reply #4 on: February 16, 2024, 02:42:15 AM »

Claymore wanted to do this kind of thing for its FW-190 pack (2011).
But he withdrew these features because they were too complex to manage, to avoid the accumulation of failures on the same aircraft, and because of the pseudo-randomisation of failures.

Claymore voulait faire ce genre de choses pour son pack de FW-190 (2011).
Mais il a retiré ces fonctionnalités car c'était trop complexe à gérer pour éviter l'accumulation de pannes sur un même avion et à cause de la pseudo randomisation des pannes.

Note: in the mod you provide, it's the generic "Aircraft" class that has been modified.
There are therefore risks in using this mod in a version other than DBW.
Try it... at your own risk!
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Frankiek

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Re: Mechanical Failures Mod Idea
« Reply #5 on: February 16, 2024, 03:13:45 AM »

Yes if you look at few threads available here at SAS you will see most of the users complaining about having to abort missions or not being able to start. I also think that is really frustrating if you just want to have half an hour fun to have to retry the same mission several times due to mechanical failures.

I suppose that this was the main reason for this mod to be dropped.

With the inclusion of true random class in the sas utilities (not available to Claymore) you could at least avoid some of the problems.

Maybe this code with some improvements could be added to the difficulty section as an option that you could turn on and off. 
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Tokyo_Express_420

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Re: Mechanical Failures Mod Idea
« Reply #6 on: February 16, 2024, 10:35:42 AM »

So this mod seems a bit controversial then 😂
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Frankiek

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Re: Mechanical Failures Mod Idea
« Reply #7 on: February 16, 2024, 10:44:52 AM »

I tried it for a while some time back but then took it down eh eh
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tomoose

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Re: Mechanical Failures Mod Idea
« Reply #8 on: February 16, 2024, 04:56:38 PM »

I know this is VERY artificial but you could use the Trigger message object and place on the map in FMB.  If your plane happens to fly through the trigger area then a message pops up telling you that you have a mechanical issue.  You can customize the message to be as specific or as generic as you want.  If you make the Trigger area really small then the odds of it happening are slim but it could still happen.

It obviously doesn't create an actual mechanical issue that you have to deal with but it's one way of 'playing' it.  You could also have another Trigger that if you fly over it will tell you that the problem is solved or some other type of message.

Again, very artificial and more along the lines of a Dungeon Master giving you a scenario then you use your imagination to deal with it but it is easy to do and does not require any digging into code or modding in any way.

I hope that makes sense.
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Tokyo_Express_420

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Re: Mechanical Failures Mod Idea
« Reply #9 on: February 20, 2024, 07:01:46 AM »

Thanks for the idea Tomoose

- Tokyo Express
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Froge

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Re: Mechanical Failures Mod Idea
« Reply #10 on: February 20, 2024, 09:15:20 AM »

- Gear Jammed
Fun fact: In the original Il-2, there was a gear failure which would display the message "Pneumatics: Failure" and it was very rare.
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Epervier

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Re: Mechanical Failures Mod Idea
« Reply #11 on: February 20, 2024, 03:23:14 PM »

- Gear Jammed

This failure already exists in some Mods/Plane.
It's called "Gear Damage FX".
If a landing gear is hit, the gear drops randomly and makes landing much more difficult.

All the aircraft designer has to do is add a few lines of code...
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -
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