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Author Topic: MIG-19 V3.1 (26/07/2015) -  (Read 206217 times)

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S3231541

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #300 on: August 17, 2013, 07:39:38 AM »

Nice explaination! I was HOPING that someone could feed me with these level of information and explaination on how stuffs work while doing these new mods.

For me it's very simple, if someone can explain to me how stuffs work, I'll try to make it. These info are very useful when doing the actual MiG-21 RP-21 radar (exactly reason why I haven't implement there yet, I was looking for information and explanation before modding the actual "simulated" radar. I was also waiting/experiementing for better code as well).

The thing is, TBH, SM-12PMU was never fit with RP-21 (RP-5 max) so basically this is Bullshit in the first place  :P.

Second thing is, I was releasing this mod with radar knowing that someone might complain about how it is not realistic and provide a more releastic explaination.

Anyway, that aside, I'm going to sumarize your points then starting to implement that into this radar and the real RP-21:

1/No target switching

2/If lose a target or target is destroyed, radar needed to be switched back to scan mode for a new target before switch back to track mode.

3/In an event of ground clutter, radar needed to be turn back to scan mode before it can start tracking again (like above).

Anyway, if you can find more explanation on RP-22 (used on 3rd gen MiG-21) it'll be great.

Cheers,

S3
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NS~mati140

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #301 on: August 17, 2013, 07:57:27 AM »

As of #1 I'm not sure about that one. What I explained is based on how radars work in general, so it's basicly more realistic, but not exactly how it should. Probably better option for now is to allow target switching but in scan mode instead of track mode.

However, I've just found something on RP-22 operations, but it's in Polish so I'll have to translate it first. It explains things nicely, and much of this probably can be applied to RP-21 as well. I'll translate it to english and send you.

BTW, I've spotted a bug :P Helmet visor doesn't work on SM-12 for some reason - you can switch it with ctrl-d but it doesn't change anything - in outside view it's always lowered and in cockpit view it's never lowered (unless I'm blind and it's always lowered in pit view as well but it's still bugged).

EDIT: Derp, I just found it in english as well: http://www.flyshark.republika.pl/Stacja_angielska/sapfir.htm

If I were to guess what to ditch to make RP-21 of that is: LAZUR, warning lights (launch authorized, seekeer ready, breakaway) because RP-21 besides M version wasn't integrated with missile systems (intended to use with heat seeking atolls) and it physically doesn't have any warning lights, and possibly IFF, though I think they already did have some form of IFF than.

Also here http://en.wikipedia.org/wiki/RP-21_Sapfir (heil wiki) I found that vertical limit for RP-21 is as low as +/- 20* (60* is horizontal) and it's still 20* even in track mode, bc it's a hardware limitation - radar's had can't move further. So, if target went beyond 20* vertical range in track mode, it would be lost. Also basing on info in that link above, in scan mode limit is even lower.

Anyway, it seems that those 2 horizontal paddles you can move in scan mode are used for choosing target to lock on (it locked onto whatever was inbetween those lines). So one basicly had to adjust heading towards target (so it was inbetween the solid vertical lines) and than move the horizontal marker to select target from those in heading limit. Of course one could fit a whole squadron into that box, so I guess it would lock on to the target that was closest to the center of "highlited" target gate formed by horizontal, paddles and fixed vertical lines (or random one - that's an old radar after old, it has its limitations :D). Once you switch to tracking mode it would simply follow (but this time in real time) the target chosen in scan mode as explained above. Seems pretty similar to how russian radars work today (at least in DCS :P) but in modern ones the target gate is smaller and can be moved horizontally as well, so it's easier to select the target you want. Actually US radars in <insert random flightsim here> work pretty similar (so it should work for F-18), of course marking is differnt in each radar system, but there is still that target gate everywhere that you select the target you want to lock on with.
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Gamecrazy

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #302 on: August 17, 2013, 08:32:24 AM »

Whenever you have a crash, please post the last 1/3 of your logfile here so I can see the problem you are having. also, please use this mod: https://www.sas1946.com/main/index.php/topic,19308.0.html
Okay, I got the logfile. Here it is:

Code: [Select]
[14:23:31] Maximum texture size : 16384
[14:23:31] Maximum simultaneous textures :8
[14:23:31] MaxAnisotropic (1.0 = none) : 16.000000
[14:23:31] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[14:23:31] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[14:23:31] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:23:31] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:23:31] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:23:31] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[14:23:31] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[14:23:31] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[14:23:32] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
[14:23:32] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
[14:23:32] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[14:23:32] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[14:23:32] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[14:23:32] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[14:23:32] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[14:23:32] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[14:23:32] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[14:23:33] Plane: Parameter [MI8MT]:<Class> not found
[14:23:33] Can't set property
[14:23:33] java.lang.RuntimeException: Can't set property
[14:23:33] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:735)
[14:23:33] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:761)
[14:23:33] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:804)
[14:23:33] at com.maddox.il2.objects.vehicles.planes.HeliStatic.<clinit>(HeliStatic.java:36)
[14:23:33] at java.lang.Class.forName0(Native Method)
[14:23:33] at java.lang.Class.forName(Unknown Source)
[14:23:33] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[14:23:33] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[14:23:33] at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:210)
[14:23:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1597)
[14:23:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[14:23:33] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[14:23:33] at com.maddox.il2.game.Main.exec(Main.java:420)
[14:23:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[14:23:33] Problem in spawn: com.maddox.il2.objects.vehicles.planes.HeliStatic$MI8MT
[14:23:33] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
[14:23:33] Main begin: GUIQuick: file 'com/maddox/il2/objects/air.ini' is empty
[14:23:33] java.lang.RuntimeException: GUIQuick: file 'com/maddox/il2/objects/air.ini' is empty
[14:23:33] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1452)
[14:23:33] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
[14:23:33] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[14:23:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1845)
[14:23:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[14:23:33] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[14:23:33] at com.maddox.il2.game.Main.exec(Main.java:420)
[14:23:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17.08.2013 14:23:33] -------------- END log session -------------

So there is the part where things start to fail. Have any ideas what is the problem here?
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NS~mati140

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #303 on: August 17, 2013, 08:36:40 AM »

I'm not a specialist in log files, gamecrazy, but you can clearly see from it that it's a problem with Mi-8 not with this plane.

BTW, note my previous post had multiple edits S3.

Also if you want to look there is a lot more stuff here: http://www.secretprojects.co.uk/forum/index.php?topic=110.0
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S3231541

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #304 on: August 17, 2013, 08:53:05 AM »

@gamecrazy911 can you show the content of your air.ini here? Seem like you accidentally delete one of the Mi-8 mod files.
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Gamecrazy

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #305 on: August 17, 2013, 09:38:12 AM »

@gamecrazy911 can you show the content of your air.ini here? Seem like you accidentally delete one of the Mi-8 mod files.
LOL, okay I guess I found the problem. I checked my air.ini and there it was:

[AIR]MER

When I removed that "MER", it started working again. Now I feel really stupid. But anyway, thanks very much for helping! That really made my day.  :D

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HotelAlpha

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #306 on: August 17, 2013, 10:00:51 AM »

Will all the skins that I have seen in S-3's screenshots be released? IMHO the look excellent and I just have to ask...  8)
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"All modern aircraft have four dimensions: span, length, height and politics" -Sydney Camm

S3231541

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #307 on: August 17, 2013, 10:04:11 AM »

Those are the same skin as the MiG-19, if you search around, you'll find them.
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HotelAlpha

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #308 on: August 17, 2013, 10:05:15 AM »

Thanks Eric.
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SAS~Tom2

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #309 on: August 17, 2013, 11:04:41 AM »

Well, there is one skin which is not with the others, a brown Pakistani AF skin. ;)
Edit: Make that two :D
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Draken

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #310 on: August 18, 2013, 01:23:11 AM »

Requirement:
You MUST be running at least 4.101m with SAS Modact 3.06 or later, OR DBW 1.71 OR 4.11.1m with SAS ModAct 4 OR HSFX6. If not, see this thread.
You MUST be running Il-2 1956 The Jet Era v1.3 or later, see this thread.

Does JetWar 1.3 work with HSFX 6 ?
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SAS~Malone

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Re: MIG-19 V2.02 (17/8/2013) - Now including SM-12PMU
« Reply #311 on: August 18, 2013, 02:59:20 AM »

Draken, as stated in the Jetwar thread opening post, yes.
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