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Author Topic: SemiAtmosphere modV4  (Read 21296 times)

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shardana

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Re: SemiAtmosphere modV4
« Reply #24 on: March 13, 2011, 12:39:31 PM »

Hi gentlemen!!! I've got an idea... what if any of us would take a set of missions and modify them with zoy parameters, and also with other mods that modify missions like for example the ground control one, and then make them available to the community? this way we will fly missions edited by others and therefore unknown to us.... just my two cents, what doy think???
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Whiskey_Sierra_972

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Re: SemiAtmosphere modV4
« Reply #25 on: March 13, 2011, 02:44:40 PM »

I apologize before you read the tread because if the joke of word isn't correctly translate you can misunderstand!

Sorry but I don't think that wind condition should be unknown!

Weather condition are the first data given to pilots in every flight breafing!!

And you should take off without even know the wind status you have on?

How did you go into the cockpit....by Star Trek teletrasportation?
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gianluca

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Re: SemiAtmosphere modV4
« Reply #26 on: March 13, 2011, 04:13:02 PM »

I apologize before you read the tread because if the joke of word isn't correctly translate you can misunderstand!

Sorry but I don't think that wind condition should be unknown!

Weather condition are the first data given to pilots in every flight breafing!!

And you should take off without even know the wind status you have on?

How did you go into the cockpit....by Star Trek teletrasportation?

sure u are right walter, one of my favourite IL-2 dreams would be that one where one can get those infos asking the tower or looking at (as real pilots do also today on small airplanes and looking for landing on small towerless grass airfields....) the wind (?) donno the name in english but in italian it would sound "manica a vento".
as crazyflak said I just add a quantum of imprevisibility in the game: how many times, at the end of the day, u get infos which later reveal to be not that real!
and, of course, one thing is knowing the conditions other to "decide" which will they be......
so I think shardana´s idea is a good one (I said no extreme conditions!)
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shardana

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Re: SemiAtmosphere modV4
« Reply #27 on: March 13, 2011, 04:34:43 PM »

OK then, I'll try as soon as I get some spare time....
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shardana

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Re: SemiAtmosphere modV4
« Reply #28 on: March 14, 2011, 12:39:34 PM »

Crazy enough my modified missions just freeze a few seconds from starting... If I delete all the parameters in the .mis file it works again.... but of course without the mod working any idea? I run a 4.09 sas modded game.....
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shardana

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Re: SemiAtmosphere modV4
« Reply #29 on: March 14, 2011, 12:45:52 PM »

Also there's no read me file in the mod.....
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Whiskey_Sierra_972

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Re: SemiAtmosphere modV4
« Reply #30 on: March 14, 2011, 12:49:50 PM »

Hi at all mates!

Don't be so negative, Walter  :)

True is you know wind conditions on runway... but it would be nice (and that is what he means) to have surprise on wind conditions elsewhere as meteorology is always an educated guess, but still a guess  ;)

It is nice to find out on the cockpit instead of already knowing exactly what you did put in your mission file  :)

I'm absolutely not negative mate!

The trouble is that in our sim the weather condition you find at take off are the same for all the map so we can't have random weather on target!

A randomizer area weather condition mod 'll be a great jump towards real life environment!!!!

ATM in the mission building is possible add into mission a little weather breafing that we can be show like map by Game Map Radar mod!

...................................
sure u are right walter, one of my favourite IL-2 dreams would be that one where one can get those infos asking the tower or looking at (as real pilots do also today on small airplanes and looking for landing on small towerless grass airfields....) the wind (?) donno the name in english but in italian it would sound "manica a vento".
as crazyflak said I just add a quantum of imprevisibility in the game: how many times, at the end of the day, u get infos which later reveal to be not that real!
and, of course, one thing is knowing the conditions other to "decide" which will they be......
so I think shardana´s idea is a good one (I said no extreme conditions!)

Too I hope for a mod that make....windsock (?) ....showing wind intensity and direction....at least for now the actual 3 level windsocks can be useful to reproduce random intensity (no wind to light - light to moderate - moderate to strong) and can be placed by mission builder in the correct orientation!

All the best at all!!!!
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Whiskey_Sierra_972

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Re: SemiAtmosphere modV4
« Reply #31 on: March 14, 2011, 12:54:53 PM »

From my readme:

from v3

Code: [Select]
User-Configurable Wind Parameters mod
=====================================


This mod lets the user configure five wind parameters: velocity, direction, top, turbulence and gust.

Extract the WindConfig_v3 folder in the rar file to the MODS folder in your IL-2 1946 game folder.

This mod is not currently compatible with uf_josse's modified wind gusts mod.

To set the parameters, after you've created a mission open up the mission file (.mis) with a text editor such as Notepad, and add a [Weather] section at the end. It would look something like:

[Weather]
  WindVelocity 10
  WindDirection 45
  WindTop 1800
  WindTurbulence  4
  WindGust 5

Parameter Descriptions:

WindVelocity:  This is the windspeed measured in METERS PER SECOND. This parameter must be a number between 0 and 70. For reference, 1 MPS equals 1.9 knots, 2.2 mph, or 3.6 kmh.  There are all sorts of converter websites you can use to convert knots, mph, or kmh to mps. Here's one I use:  http://www.srh.noaa.gov/elp/wxcalc/windconvert.shtml

WindDirection:  This is measured in DEGREES and sets the direction the wind is coming FROM. Must be a number between 0 and 359.

WindTop:  This is measured in METERS and is the altitude at which the wind disappears. This parameter must be a number between 500 and 10000.

WindGust:  This must be a number between 0 and 6. It's not an actual measure of the speed of the gusts, rather it equates to the seven types of weather you can set in the FMB (Clear-0 through Thunder-6). For example if you set it to 5, you get the same type of wind gusts you would get in the mod-less game if the Weather was set to 'Rain/Snow'. Without the mod the best four weather conditions (Clear, Good, Hazy, and Poor) have no wind gusts, likewise with this mod, WindGust values of 0, 1, 2 and 3 have no effect. To experience some gusts you must set the value to 4, 5, or 6. (Although, having said all that, I haven't been able to tell that this setting has much effect one way or the other.)

WindTurbulence:  Like the WindGust parameter, this must be a number between 0 and 6, equating to the turbulence you would get in the seven types of weather in the FMB. Without the mod the best three weather conditions (Clear, Good, and Hazy) have no turbulence, likewise with this mod, WindTurbulence values of 0, 1, and 2 have no effect. To experience some turbulence you must set the value to 3, 4, 5, or 6.


Some notes:

- In multiplayer, the wind parameters set by the server in the mission file get sent to all players who have the mod. Players without the mod will see the normal mission weather. If the server does not send the parameters, then all players will normal mission weather, even if they have the mod installed.

- Both real players and AI are affected by the wind.

- At full stop on the ground the wind has no effect on your aircraft. As you increase your speed while on the ground the wind will have more and more effect. At 40 MPS ( 144 kmh, 88 mph, 79 knots) the wind will have full effect. The reverse is true as you slow down on the ground. The wind will have full effect anytime you are airborne, regardless of your aircraft's speed. Depending on wind direction, this may cause your indicated airspeed to be not quite accurate while you're on the ground. (I did it this way, because the wind acts strangely on aircraft on the ground, making it very difficult to taxi with much wind blowing.)

- After adding a [Weather] section to a mission file, if you later edit and save the mission in the FMB, the Weather section will go away. You'll have to manually add it again with Notepad.

- If you leave out any of the five parameters, the missing parameters will default to whatever they would have been if you did not have the mod, based on the Weather setting in the FMB.


Changes in version v3
---------------------

- First non-beta release.

- No changes from version b3.


Changes in version b3
---------------------

- Modified wind effect on aircraft on the ground, so that wind gradually takes effect as the aircraft's speed increases while on the ground. This eliminates the sudden jerk that occurred in previous versions as the full wind suddenly kicked in when the aircraft's wheels left the ground.

Changes in version b2
---------------------

- Fixed problem of game locking up with a memory error when max speed is exceeded.

- Fixed problem of AI planes flipping over at mission startup when wind direction is from the rear.

- Lowered the minimum WindTop value from 800 meters to 500 meters.

- Increased the maximum WindVelocity value from 50 mps to 70 mps. (Just for those who want to have fun with it.)

from v4.1

Code: [Select]
English Readme:
What's new in v4.1
-windgust's simply depends on altitude: gust=(1000-alt)/1000*gust at sea level
 example: if gust at sea=20m/s,at 500m it will be 10m/s,and at 1000m gust=0m/s
- if turbulanse=1 it plane will have small constast vibrations
from 0 to 10000m. IMHO it simulate vibrations of aircraft+any small turbulence.
- if turbulance=2-6, effects will be for 450m.

in v4 ( http://aviaskins.com/vb/showthread.php?t=696 )
-wind depend's by altitude by special law
-remake widgust-it is randome gust's
- thermal on summer maps till 10 to 16 o'clock

sorry for my bad English :)
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shardana

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Re: SemiAtmosphere modV4
« Reply #32 on: March 14, 2011, 01:23:49 PM »

Grazie Walter, ci do un'occhiata.....

Thank's Walter I'll give it a look.....
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gianluca

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Re: SemiAtmosphere modV4
« Reply #33 on: March 18, 2011, 03:49:17 AM »

Hi Shardana, strange what you say, never had this kind of problem, just in 4.10 of course...
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shardana

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Re: SemiAtmosphere modV4
« Reply #34 on: March 18, 2011, 09:40:04 AM »

Hi Gianluca, everything's fine now thanks.... I solved the problem.... :-)
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Hangman

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Re: SemiAtmosphere modV4
« Reply #35 on: November 20, 2011, 06:59:52 AM »

Links are dead could someone fix them please
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