Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 7 ... 12   Go Down

Author Topic: Carrier MOD (Beta)  (Read 60952 times)

0 Members and 1 Guest are viewing this topic.

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Carrier MOD (Beta)
« Reply #36 on: December 10, 2011, 12:38:44 AM »

Western,
                  no, I haven't added any change to that last.

Thanks! Now I begin tweak it.
After tweak and my test, I will send back you in zip.

  Later with everything operating properly we can estandardize all the properties in the Ship.class as I previously propossed.

So, I found Ship.class and Ship.subclasses.class files are contained in your #24 zip.
But I look around this Ship.class java source decompiled, nothing change from original Ship.ini.
#24 zip's Ship.class is a preparing one or non-neccessary one Today?
I won't change any to Ship.class.
Logged

The_Alaska_Man

  • TAM
  • Modder
  • member
  • Offline Offline
  • Posts: 654
  • Map modder
Re: Carrier MOD (Beta)
« Reply #37 on: December 10, 2011, 12:42:51 AM »

Amyone found out how to make it work with UP3 yet. It looks really cool. I d/l and install bit i Play level and get a 100% loading freeze and ctd in my UP3
Logged
Just call me TAM.

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Carrier MOD (Beta)
« Reply #38 on: December 10, 2011, 01:09:05 AM »

Amyone found out how to make it work with UP3 yet. It looks really cool. I d/l and install bit i Play level and get a 100% loading freeze and ctd in my UP3

Now I'm tweaking latest version and I will add something and up version.
After checking working it, I will test it again on UP3RC4.
But I'm not sure it will work on UP3RC4 or not.
My wish is latest Catapult MOD works well on each DBW/UP3/HSFX5/SASModAct3.
I strive, but result is God only knows.
Logged

Diving_Hawk

  • member
  • Offline Offline
  • Posts: 423
Re: Carrier MOD (Beta)
« Reply #39 on: December 10, 2011, 03:51:50 AM »

Thx for your work here gents.

Yes it's a bit complicated I can't make planes landing in angle cause the wires are too weak and they end up in sea and I can't place catapult spawn points till it is actually working.

S! and thx
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Carrier MOD (Beta)
« Reply #40 on: December 10, 2011, 08:38:38 AM »

This isn't this MOD's problem, maybe.
One side story...

Today, I test Catapult Take-Off and Landing with Arresting wire.
I try "most heavy" environment flying by AI.
Aircraft: F9F2 Panther
Loadout: Default with 100% bullets
Fuel: 100%
Carrier: Boxer or Colossus or new SCB125-Essex , all Stationary.

Successful landing is 30%. Arresting wire works well.
Main gear broken and crash landing is 30% because of down impact.
Rear half of body broken is 30%.
Explosion by crash is 10%.

What is this?
Stationary carrier... this is not historical. Usually carriers are running in top speed heading to wind in Take-Off and Landing.
Fuel100%... this is not historical, too. Much fuel causes heavy weight and need more speed.
I feel... we need "Jettison Fuel to 10%" function in IL-2 1946 main program, and AI select it right before landing.
How do you think?
Logged

Whiskey_Sierra_972

  • Modder
  • member
  • Offline Offline
  • Posts: 6420
  • In memory of my beloved hero: Saburo SAKAI!
Re: Carrier MOD (Beta)
« Reply #41 on: December 11, 2011, 07:23:54 AM »

the only thing in the last download is an index.php file.

I just opened the file online with Winrar and copied to my computer, was the only way I could get past the index.php!

Did you use firefox?

I got the same trouble but solved it by extension changer editing php to rar....
Logged

NS~mati140

  • member
  • Offline Offline
  • Posts: 727
  • #27 of the New Squadron (NS)
Re: Carrier MOD (Beta)
« Reply #42 on: December 11, 2011, 10:06:38 AM »

Just a small bug report: noticed that jets somtimes don't deattach from wire after stoping, and start spining and getting thrown around the entire deck by it. It happens mainly when the angle between wire and hook is different then 90* - e.g. on Colossus class carriers or when landing with side wind. As for player it's quite easy to solve - simply chocks in after touchdown - AI sometimes get blown up bc of this.

F-8 Crusader by Mario seems to be most affected by this bug, so you can check it out with this one. However, other jets get affected as well.
Logged

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: Carrier MOD (Beta)
« Reply #43 on: December 11, 2011, 01:12:21 PM »

Just a small bug report: noticed that jets somtimes don't deattach from wire after stoping, and start spining and getting thrown around the entire deck by it. It happens mainly when the angle between wire and hook is different then 90* - e.g. on Colossus class carriers or when landing with side wind. As for player it's quite easy to solve - simply chocks in after touchdown - AI sometimes get blown up bc of this.

F-8 Crusader by Mario seems to be most affected by this bug, so you can check it out with this one. However, other jets get affected as well.

Mati,
            pay attention brcause it could be a problem related to the code or even the FM of the plane. I have been using the Colossus quite frequently and I never saw that behavior (I've never used the F8). What other planes?

  Regards,
                   Pablo
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Carrier MOD (Beta)
« Reply #44 on: December 12, 2011, 12:33:45 AM »

I searched Colossus/Majestic/Centau's blueprints after angled deck.
I can find only 1 blueprint of Argentina 25 de Mayo.
That shows 25 de Mayo had 6 arresting wire and they were angled with deck angle. Not as Flak's Colossus MOD.

At my Colossus other countries family pack, I will version up with arresting wire angled to landing airplanes 90 degree.

But it has a problem.
Arresting wires are implemented in Carrier 3D model by _TOW Hooks.
_TOW Hooks have x,y,z positions of wire's left-end and right-end, and wire direction vector.
wire direction vector is easy to get, only use Kumpel's Matrix Tool.
But x,y positions are hard to get right parameters. When wire is just side, left's x and right's x are the same number. y are width.
When wire is angled, left's x is minus, right's x is plus, left's y is minus, right's y is plus.... To get the right parameters is... calculate by sin cosin.
At the same time, I have to edit deck's 3D model wire end object moving.
I will do this.
Logged

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: Carrier MOD (Beta)
« Reply #45 on: December 12, 2011, 03:51:53 AM »

Western,
                  Argentina used to have two active carriers. Both of them were Colossus class. The original Flakiten's work represents the eldest one (with not angled arresting cables), the ARA Independencia:

-ARA Independencia (V-1), a Colossus-class light aircraft carrier, the former HMS Warrior (R31), commissioned into the Argentine Navy in 1959, decommissioned in 1970, and scrapped in 1971


This propaganda video is just great:



But we had the other one (which was modernized and served for longer time):

-The ARA Veinticinco de Mayo (V-2) was an aircraft carrier in the Argentine Navy from 1969 to 1997. The English translation of the name is the Twenty-fifth of May, which is the date of Argentina's May Revolution in 1810. The ship previously served in the Royal Navy as HMS Venerable and the Royal Netherlands Navy as HNLMS Karel Doorman. She was deployed south during the Beagle Crisis in 1978 and in the first weeks of the Falklands War, where her aircraft were deployed against the Royal Navy task force, but spent the bulk of the war in port.[1]

You will find some interesting information in English about this last one here:


In Spanish there is plenty of resources, but I think that it would not be easy for you. The fact is that for most of what could be representative in Il-2 game we need only the ARA Independencia (which we have because Flakiten did that originally). The other one represents (specially with its modifications) an era of Skyhaws and Super Etendarts.

Regards,
                     Pablo
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Carrier MOD (Beta)
« Reply #46 on: December 12, 2011, 04:37:15 AM »

Western,
                  Argentina used to have two active carriers. Both of them were Colossus class. The original Flakiten's work represents the eldest one (with not angled arresting cables), the ARA Independencia:

Thanks Pablo, it's very interesting.
I don't plan "Replacing Flakiten's Colossus CV".
I plan version-up to only my(a half of them skins are drawn by crazyeddie) family ships.
Logged

NS~mati140

  • member
  • Offline Offline
  • Posts: 727
  • #27 of the New Squadron (NS)
Re: Carrier MOD (Beta)
« Reply #47 on: December 13, 2011, 10:22:38 AM »

Just a small bug report: noticed that jets somtimes don't deattach from wire after stoping, and start spining and getting thrown around the entire deck by it. It happens mainly when the angle between wire and hook is different then 90* - e.g. on Colossus class carriers or when landing with side wind. As for player it's quite easy to solve - simply chocks in after touchdown - AI sometimes get blown up bc of this.

F-8 Crusader by Mario seems to be most affected by this bug, so you can check it out with this one. However, other jets get affected as well.

Mati,
            pay attention brcause it could be a problem related to the code or even the FM of the plane. I have been using the Colossus quite frequently and I never saw that behavior (I've never used the F8). What other planes?

  Regards,
                   Pablo

I saw this behaviour in AI controlled FJ-3 landing crosswind in bad weather at USS Valley Forge. It started to spin around Z-axis after stopping. This issue happens pretty rarely and randomly (except Crusader + Colossus combo which almost always ends up with crash) and only at unusual conditions (like attaching to arresting cable at high angle or during bad weather and wind from side), so it isn't very important thing to worry about. Just fought I'll let you know.

BTW, I have some suggestion: Is it possible to make first 2 planes in take-off queue (or 1 - depending on number of catapults) spawn already on catapult, attached? That would increase space on deck a bit and make take-off more time efficient.
Logged
Pages: 1 2 3 [4] 5 6 7 ... 12   Go Up
 

Page created in 0.042 seconds with 25 queries.