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Author Topic: Variable Temperature MOD BETA0.06 for DBW/SAS/HSFX5/4.11.1m  (Read 22813 times)

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singüe

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Re: Variable Temperature MOD ver0.01
« Reply #12 on: December 15, 2011, 01:01:27 AM »

Good idea!
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juanmalapuente

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Re: Variable Temperature MOD ver0.01
« Reply #13 on: December 15, 2011, 08:11:04 AM »

Great work. Very important factor when you're flying in extreme conditions.
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western0221

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Re: Variable Temperature MOD ver0.03
« Reply #14 on: January 18, 2012, 05:03:43 AM »

I release ver0.03.
DL link is my 1st post.

Changes: read Map's default month and set Temperature as that month.
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SAS~Malone

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Re: Variable Temperature MOD ver0.03
« Reply #15 on: January 22, 2012, 12:54:48 AM »

this is a great little mod, thanks western! :D
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.....taking fun seriously since 1968.....  8)

TT

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Re: Variable Temperature MOD ver0.03
« Reply #16 on: January 24, 2012, 12:25:47 PM »

This works with 4.11  :D
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Whiskey_Sierra_972

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Re: Variable Temperature MOD ver0.03
« Reply #17 on: February 26, 2012, 03:52:48 AM »

Quote
ADDING: I fogot one.
Southern half sphere!!!
In Southern half sphere, seasons odds 6 months with Northern half sphere.
This MOD's temperature moving is Northern half sphere's one.
But Southern half sphere is also... not able to implement.
IL-2 1946's Map doesn't have any Latitude parameter or existing Northern/Southern half sphere parameter.
MOD cannot decide south or north.

Hi mate!

If I understand how your mod work it should use the maps load.ini temerature data to make temperature correction!

If so , to overcome the missing emisphere location what about simply add a new string in load.ini that give value for north/south/tropical/equatorial location?

To test if possible I have add this to my Puertorico map:

[WORLDPOS]
CAMOUFLAGE = SUMMER
MONTH=6
DECLIN = 10
PRESSURE    = 745
TEMPERATURE =  32
EMISPHERE = SOUTH

My game load the map flawless in FMB and play missions over it without any trouble or log error:

Code: [Select]
s1 = flightmodels/b-29kj1.fmd
s = FlightModels/B-29KJ1.fmd
m_lastFMFile = j_b
getting fm file gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 32]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 0
Cannot open audio file samples/infinite 1

Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *142945904*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
WARNING: * Buf1 : Obj: 50,  Vert 3264,  Ind 9138
WARNING: * Buf2 : Obj: 0,  Vert 0,  Ind 0
Load bridges
Load static objects
Loading mission Single/Maps_Test.mis...
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Load bridges
Load static objects
sFMDir = gui/game/buttons
s1 = flightmodels/dh_german.emd
s = FlightModels/DH_German.emd
m_lastFMFile = gui/game/buttons
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Fi-156/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Fi-156/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
Mission: Single/Maps_Test.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
INTERNAL ERROR: HierMesh: Can't find chunk 'Body'
INTERNAL ERROR: HierMesh: Can't find chunk 'BodyE4'
INTERNAL ERROR: HierMesh: Can't find chunk 'Top'
INTERNAL ERROR: HierMesh: Can't find chunk 'TopE4'
INTERNAL ERROR: HierMesh: Can't find chunk 'PanelE4_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'PanelE4B_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'PanelE7_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7z'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_ATA1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_PropPitch1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_PropPitch2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRGreen1'
Time overflow (0): speed 0.6749156
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC1_D0'
warning: no files : music/inflight
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 12,  Vert 86,  Ind 342
WARNING: * Buf1 : Obj: 121,  Vert 7812,  Ind 21387
WARNING: * Buf2 : Obj: 46,  Vert 32288,  Ind 59952
Load bridges
Load static objects
[26.02.2012 11:44:18] -------------- END log session -------------

All the best!

walter
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Whiskey_Sierra_972

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Re: Variable Temperature MOD ver0.03
« Reply #18 on: February 26, 2012, 10:53:23 AM »

EMISPHERE

Where does this variable come from?
Is it coded anywhere?
And when, shouldn't it be "hemisphere"?

This variable came from nowhere , is only a my suggestion to western for overcome the north south hemisphere.

If my suggestion can be useful I bet that western 'll give it the correct name but for the moment it's italian origin from word "emisfero" is vanished and nothing is left of it....
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western0221

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Re: Variable Temperature MOD ver0.03
« Reply #19 on: March 05, 2012, 09:07:37 AM »

I was told that "DECLIN= is Latitude and in South sphere DECLIN=minus".
I looked at some Solomon map's load.ini , so DECLIN=-10!

I can detect DECLIN=plus is North sphere / DECLIN=minus is South sphere.

But a problem... many maps' DECLIN= is not correct parameter.
Some Solomons are DECLIN=plus, some 30deg Latitude,N map has DECLIN=10...
I can't decide each map's DECLIN= is reliable or not.

If someone help me, checking all Daidalos/MOD map's load.ini DECLIN= and when bad parameter correct it,
I will update this MOD using DECLIN= .


Besides DECLIN, adding Climate in load.ini is in my plan.
But this is also needed all tha map checking and adding.
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western0221

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Re: Variable Temperature MOD ver0.03
« Reply #20 on: April 28, 2012, 12:32:23 AM »

I plan to version-up this MOD in this weekend.

I have to learn air temperature decreasing in height up.

International Standard Atmosphere
http://en.wikipedia.org/wiki/International_Standard_Atmosphere

At 15 degree Celcius in 0m hight,
ISA decreases temperature 6.5 degree per 1km high upto 11km.
From 11km to 20km , constant -56.5 degree Celcius.

But ISA doesn't show other 0m height temperatuers like 5 , -10 , 25 deg C.
Or other Latitudes , climinates or seasons.

Anyone knows about it?
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Dakpilot

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Re: Variable Temperature MOD ver0.03
« Reply #21 on: April 28, 2012, 02:45:37 AM »

Generally the standard lapse rate of temp with altitude is 2degrees celsius for every 1000ft, so whatever ground level temp is recorded, this formula is applied, however it is more complicated

http://en.wikipedia.org/wiki/Lapse_rate

In real world flying, 2degrees per 1000ft is considered standard and used in calcultions

Cheers Dakpilot
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Ace

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Re: Variable Temperature MOD ver0.03
« Reply #22 on: April 28, 2012, 05:45:30 AM »

Thus this mod work on UP 3.0??
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western0221

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Re: Variable Temperature MOD ver0.03
« Reply #23 on: April 28, 2012, 05:57:40 AM »

Thus this mod work on UP 3.0??
No.

UP3 prohibits this type MOD working.
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