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Author Topic: MIG-19 V3.1 (26/07/2015) -  (Read 205989 times)

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razor1uk

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #456 on: August 20, 2015, 12:56:27 PM »

No problem there then.
Mmm maybe I should find out about 4.12 moding instead.

..I have something like 7 different complete IL2 version backups, and only 4 of them work, 4.12m, 4.10 Modact/UP, 4.11m & 4.07m, let alone backups of DBW aircraft installs, working patch files and couple of 7GB paintschemes folders, and a templates & personal skins folder. ...and also one day I will manage to get working uncorrupted patches for updating from 4.12 to 4.13 with too, for my stock version backup.

Mm it sounds like I'm moaning, sorry, not intended, just a bit aghast at how quickly behind I've gotten, tech, mods & updates wise, in one manner or another, when you slip from that/the cutting edge, it takes so much more to catch up and stay on/with it - balancing on the keen blades edge I mean.
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wolfiz

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #457 on: December 03, 2015, 03:12:39 PM »

Ok I'm finally getting around to this pressing matter: The Mig-19 and all the planes and frankens based on it all have one grievous flaw:

The AI simply will not take off. The nose comes up but they stick to the ground until they hit something.

The only way to get them in the air is using a runway that has a drop off to a lower level: then they will retract their gear and stay airborne.

This has always been an issue for me, both in #SAS and #JTW. Can anybody confirm this and is it fixable?

Once they are in the air the Mig-19s are some of the best AI opponents of all the IL2 jets.

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SAS~Monty27

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #458 on: December 03, 2015, 09:03:22 PM »

Ok I'm finally getting around to this pressing matter: The Mig-19 and all the planes and frankens based on it all have one grievous flaw:

The AI simply will not take off. The nose comes up but they stick to the ground until they hit something.

The only way to get them in the air is using a runway that has a drop off to a lower level: then they will retract their gear and stay airborne.

This has always been an issue for me, both in #SAS and #JTW. Can anybody confirm this and is it fixable?

Once they are in the air the Mig-19s are some of the best AI opponents of all the IL2 jets.

Such a 'grievous flaw' might merit posting the mission? - Or any example other than anecdotal?

Nothing personal; but I always need hard evidence in order to identify an issue and work towards solving it.

If I wanted the MiG-19s in a campaign as adversaries then there would be no need to even set up takeoff or recovery, as I would be focussed on the Player's side.  Its a simple matter to spawn airborne adversaries when and where you want them, or set up an intercept or an ambush, then take the enemy players off the board when you have finished with them.  Ie; any survivors fly off out of range and are removed when out of sight.  (timed spawn and C&C DZ placement)

If instead we want to fly MiG-19s as part of a MiG-19 unit, then we need to take greater care to setup takeoff and recovery; starting by testing some simple circuits like this:

Here is a short test circuit based on the Northern European Map.  You can watch 2 of the MiG-19s taxi from dispersal and takeoff.  A third aircraft is availble for the player to join them, or you may continue as an observer while the AI complete some circuits and land.

With several AI's established for Taxi - Takeoff - Recovery we would now add some more detailed scenery, ground traffic and people, using this pattern to extend waypoints to cruise altitude and fully encompass the wider mission, date, weather, windspeeds, mission type: CAP/CAS/Escort/Intercept etc and write a short brief...

Code: [Select]
[MAIN]
  MAP nweurope/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player 2GvIAP02
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  1GvIAP00
  1GvIAP01
  2GvIAP02
[1GvIAP00]
  Planes 1
  Skill 1
  Class air.Mig_19S
  Fuel 50
  weapons 2xR-3
[1GvIAP00_Way]
  TAKEOFF_004 85157.29 39521.92 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85221.50 39495.72 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85339.33 39429.22 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85449.16 39339.21 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85506.26 39298.43 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85547.95 39308.40 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85563.36 39331.96 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85557.02 39366.21 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85501.73 39444.35 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF 85489.95 39457.95 0 0 &0
  NORMFLY 83362.03 42553.25 500.00 300.00 &0
  NORMFLY 82237.71 42751.33 500.00 300.00 &0
  NORMFLY 81717.28 41920.01 500.00 300.00 &0
  NORMFLY 86080.10 35533.45 500.00 300.00 &0
  NORMFLY 87418.75 35366.28 500.00 300.00 &0
  NORMFLY 87746.13 36185.19 500.00 300.00 &0
  LANDING 85584.21 39324.18 0 0 &0
[1GvIAP01]
  Planes 1
  Skill 1
  Class air.Mig_19S
  Fuel 50
  weapons 2xR-3
[1GvIAP01_Way]
  TAKEOFF_004 85139.26 39595.82 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85176.04 39586.13 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85262.19 39513.54 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85404.54 39370.42 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85504.47 39297.82 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85546.20 39308.40 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85564.78 39332.12 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85566.21 39374.14 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85518.48 39448.75 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF 85506.18 39462.75 0 0 &0
  NORMFLY 83390.01 42537.82 500.00 300.00 &0
  NORMFLY 82202.63 42697.92 500.00 300.00 &0
  NORMFLY 81735.68 41924.12 500.00 300.00 &0
  NORMFLY 86004.91 35520.29 500.00 300.00 &0
  NORMFLY 87365.72 35373.53 500.00 300.00 &0
  NORMFLY 87819.33 36174.01 500.00 300.00 &0
  LANDING 85584.21 39324.18 0 0 &0
[2GvIAP02]
  Planes 1
  Skill 1
  Class air.Mig_19S
  Fuel 50
  weapons 2xR-3
[2GvIAP02_Way]
  TAKEOFF_004 85136.80 39493.25 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 85162.30 39491.29 0 0 &0
  TRIGGERS 0 0 20 0
[NStationary]
  0_Static vehicles.planes.Plane$Mig_19S 1 85127.01 39457.62 340.00 0.0 null 1 1.0 null 1
  1_Static vehicles.planes.Plane$Mig_19S 1 85127.63 39532.31 375.00 0.0 null 1 1.0 null 1
  2_Static vehicles.planes.Plane$Mig_19S 1 85126.49 39577.41 350.00 0.0 null 1 1.0 null 1
  3_Static vehicles.planes.Plane$Mig_19S 1 85127.35 39614.81 365.00 0.0 null 1 1.0 null 1
[Buildings]
[Bridge]
[House]

If you have a specific desire to set up some missions, or even a campaign with such aircraft, please post the missions if you get stuck.  There are loads of people here who can help you.

Since CUP - The Jet Age has the best content and mission building tools of Il2, or any other sim, then you can be sure one of us will get to a MiG-19 campaign and mission set before very long...

These shots are screenies of the first AI aircraft - no human control - as he taxis from dispersal and takes off...













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wolfiz

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #459 on: December 04, 2015, 02:33:01 PM »

Thanks for your reply. I'll post some specific examples over the weekend and see if there is a common denominator . I'll use a stock map for testing. A runway all other AI jets with a full load can take off from. Let's say the large north airfield on Okinawa, IE Shima, with a fixed runway takeoff to the south.  Starting with default load; guns only.
 Class air.Mig_19S
 Fuel 100
 weapons default
This isn't about objects or anything else, just the main takeoff waypoint and the first normfly waypoint.
[MAIN]
  MAP Okinawa/load.ini
  TIME 17.0
  CloudType 2
  CloudHeight 2800.0
  player r0100
  army 1
  playerNum 0
[SEASON]
  Year 1960
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0

Anyone else can try it too
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Ranwers

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #460 on: December 04, 2015, 03:33:52 PM »

I added default number for MiG-19



DOWNLOAD => https://www.mediafire.com/?176n64gulncovll
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Remember, that it takes considerably longer to create a mod than a pretty screen shot

wolfiz

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #461 on: December 04, 2015, 03:54:30 PM »

A quick test on Ie Shima: the Mig19S with 100 fuel and default load will take off both N and S, since there is a drop-off after both ends to help it get airborne after running off the runway.

With full load, drop tanks and missiles, it explodes when it reaches the incline past the end of the runway, both N and S.

Feel free to test the same.
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SAS~Monty27

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #462 on: December 05, 2015, 12:33:12 AM »

I added default number for MiG-19



DOWNLOAD => https://www.mediafire.com/?176n64gulncovll

Thanks Ranwers!

A quick test on Ie Shima: the Mig19S with 100 fuel and default load will take off both N and S, since there is a drop-off after both ends to help it get airborne after running off the runway.

With full load, drop tanks and missiles, it explodes when it reaches the incline past the end of the runway, both N and S.

Feel free to test the same.

A quick test for what?  Are you making a campaign?  What are you trying to achieve?

In my experience every mod, map, location and loadout in modded Il2 has its quirks and can be un-predictable.  This is one place where a heavily laden MiG-19 struggles.  That's not an issue at all.  There are many ways to make it work, lighten the load, change the parameters.

Your mission example is mostly missing.  Try to use the 'Superscript' forum function to contain it all.


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wolfiz

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #463 on: December 05, 2015, 01:11:39 AM »

Great job with the numbers Ranwers!

Ok folks here's the deal: I dug through my file archives and did some takeoff tests to see if I could pinpoint the issue with AI and the MiG-19.

The last fully functional FM I have: MIG19, is dated 8/18/2013.  I presume that is from the final update to Jet Era for Modact. All later FMs I can find I downloaded, starting with MiG-19_upgrade_by_Vega.rar on up to 00_MiG-19_V3.1.rar, are FUBAR when it comes to AI taking off.

That's really all there is to it. Hopefully you can check into this and see if it's fixable. ;D
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Whiskey_Sierra_972

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #464 on: December 06, 2015, 03:12:51 AM »

I added default number for MiG-19
....

Thanks dear Ranwers for this update!

Ant chance to fix your old work about numbers on Panthers?

https://www.sas1946.com/main/index.php/topic,48681.0.html

Please....

 :-[
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starling

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #465 on: December 30, 2015, 08:53:08 AM »

MiG-19 Pak of interceptors for Vietnam MiG-19 P, MiG-19 of PM, MiG-19SU, MiG-19SV,  J-6

happy New Year

http://forum.aviaskins.com/showthread.php?p=147772#post147772










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urmel

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #466 on: December 30, 2015, 09:14:50 AM »

Many Thanks starling and a happy new Year
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starling

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Re: MIG-19 V3.1 (26/07/2015) -
« Reply #467 on: December 30, 2015, 09:16:43 AM »

Many Thanks starling and a happy new Year

without Bison that wouldn't be. it is his merit.

happy New Year
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