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Author Topic: The Savoia Marchetti S62 seaplane  (Read 44630 times)

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redfox

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Re: The Savoia Marchetti S62 seaplane
« Reply #36 on: July 26, 2012, 03:05:46 PM »


What I found with selecting the guns is that if you go into the front initially you cant move them, this is normal.
Once auto is selected you can, again this is what you expect.

If I then moved to the rear gunner station nothing would happen whatever I did until I went back to the front and de-selected the auto.  I could then go back to the rear and select as you would usualy expect.

Prior to that if I'd say pulled the trigger while in the rear I would still be operating the front gunner. ???

Confused, you bet. :o


Confused I certainly am....

I can't replicate this gunner fault at all, and what you descibe as normal is definately not "normal" on my setup. When I move into any gunner position the 'Auto' is off and the guns can fire and when I leave that position it reverts to 'Auto'.

I can only surmise that we are using different 'Viewpoint' setups in the 'conf.ini'. I have been using 'Viewpoint = 37' for years so that any position I move to the 'Auto' is off and is activated when I leave the position.

If you can let me know which 'Viewpoint' setup you are using I'll try it out....

Agreed on the visual glitch but I didn't touch the 3d files...

Cheers - Redfox
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Mission_bug

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Re: The Savoia Marchetti S62 seaplane
« Reply #37 on: July 26, 2012, 03:25:53 PM »

Hello redfox, the only setting in my config is viewSet=56, I take it this is what you are refering to as when I change that to "37" I go straight to guns without having to select anything. 8)

This is the first I've heard regarding this setting, surprising how little we actually know about a sim we've been playing for around ten years isn't it. :o 

This is obviously why others here are experiencing the problems described.

Maybe a little addition to the readme may be in order. ;)

Wishing you all the very best, Pete. ;D
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juanmalapuente

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Re: The Savoia Marchetti S62 seaplane
« Reply #38 on: July 26, 2012, 03:39:50 PM »

Not so long playing this game, but surprised every day with the easy is to change its features. Having fun with objects reskinning and so on at this moment, but I'll try this 37 thing now. Thanks a lot.
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redfox

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Re: The Savoia Marchetti S62 seaplane
« Reply #39 on: July 26, 2012, 06:12:46 PM »

Yes Pete I tried your 'ViewSet=56' and I got the fault exactly as you described it....weird or what?

I got that tip either from the old 'Pacific Fighters' forum or maybe M4T many years ago. They author also told me to set the conf.ini to read-only as for some reason the viewset tends to change.

The guide at M4T states

 'viewSet=32
Snap view -Even number. Pan view Odd number.'

But you have brought it to my attention that I have assumed that everyone had a similar setup, but it just aint so.

Cheers - Bob
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western0221

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Re: The Savoia Marchetti S62 seaplane
« Reply #40 on: July 27, 2012, 12:04:03 AM »

I've now got around to trying the redfox version and I also have experienced some problems with the gunner stations.  One is a visual glitch, you are in effect looking at two sets of gun sights.

See here ringed in Red:



About this gun visual glitch....
I don't know enough about cockpit 3D....
Cockpit 3D seemt to be drawn 1st-outer of cockpit/rendered by "Plane's" 3D, 2nd-inner of cockpit/rendered by "Cockpit's" 3D.
I see S62 gunner cockpit and decide outer/inner switching length is about 1.5meters.
like this blue circle


And the tip of the gun is outside of this circle.
So, the tip is drawn as outer 3D.


I don't know - what hier.him parameters or Java programming can hide this tip of the gun in gunner cockpit view.
In other word, how to expand the range of "Cockpit's 3D" using.
If it's able, I will do it.
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Dreamk

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Re: The Savoia Marchetti S62 seaplane
« Reply #41 on: July 27, 2012, 12:33:53 AM »

To make this "additionnal" gunsight disappear, use the syntax used to make meshes disappear from cockpit view.
See "Re: Bits of fuselage visible from cockpit":
https://www.sas1946.com/main/index.php/topic,26643.msg282331.html#msg282331
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redfox

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Re: The Savoia Marchetti S62 seaplane
« Reply #42 on: July 27, 2012, 01:42:01 AM »

Dreamk. I'm afraid that your link is off limits to me.

Cheers - Redfox
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Dreamk

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Re: The Savoia Marchetti S62 seaplane
« Reply #43 on: July 27, 2012, 03:03:56 AM »

The condition must be entered in the main java file of the aircraft (not the cockpit java files) and must include an "order" to be effective only in cockpit view and not in external view. Example: to suppress the meshes Blister1_D0, Blister2_D0, Pilot1_D0, HMask1_D0, Head1_D0

Code: [Select]

 public void update(float f)
    {
        super.update(f);
        super.onAircraftLoaded();
        if(super.FM.isPlayers())
            if(!Main3D.cur3D().isViewOutside())
            {
                hierMesh().chunkVisible("Blister1_D0", false);
                hierMesh().chunkVisible("Blister2_D0", false);
                hierMesh().chunkVisible("Head1_D0", false);
                hierMesh().chunkVisible("HMask1_D0", false);
                hierMesh().chunkVisible("Pilot1_D0", false);
            } else
            {
                hierMesh().chunkVisible("Blister1_D0", true);
                hierMesh().chunkVisible("Blister2_D0", true);
                hierMesh().chunkVisible("Head1_D0", true);
                hierMesh().chunkVisible("HMask1_D0", true);
                hierMesh().chunkVisible("Pilot1_D0", true);
            }
        if(super.FM.isPlayers())
        {
            if(!Main3D.cur3D().isViewOutside())
                hierMesh().chunkVisible("Blister1_D1", false);
            hierMesh().chunkVisible("Blister2_D1", false);
            hierMesh().chunkVisible("Blister1_D2", false);
            hierMesh().chunkVisible("Blister2_D3", false);
            hierMesh().chunkVisible("Pilot1_D1", false);
        }
    }
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redfox

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Re: The Savoia Marchetti S62 seaplane
« Reply #44 on: July 27, 2012, 03:19:55 AM »

Dreamk - Thank You
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Mission_bug

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Re: The Savoia Marchetti S62 seaplane
« Reply #45 on: July 27, 2012, 04:26:42 AM »

Hello Bob, glad you were able to replicate the problem some of us were having. 8)  It is very difficult sometimes for the user to explain these problems to the modder in a clear and coherent way that they can understand, this is further complicated by the fact that quite a few members here use translaters to put across their thoughts, so you now being able to see first hand for yourself means you can at least get the jist of what I was blabbering on about. ;)

Even with your new setting I'm still experiencing problems on some aircraft were when firing one weapon the fire is actually coming from another. ???  This happens on the CantZ-506, yet strangely not on a Heinkel 111, wtf, must be problems inside some of the modded aircraft eh.

Hello Western, thank you very much for the explanation of what we are seeing with the guns, you guys that deal with all that techie stuff certainly have a lot to contend with in these mods, hopefully you will be able to sort it out eventually.  This is not a great problem with the rear gun shield in place, that is probably masking the effect, but in redfox's version that shield is gone so it is visible.  I do prefer the guns without the shield though.

Dreamk, thank you very much for giving the guys the info they need, that is all way above my head, but hopefully they will be able to put it to good use. :)

I'll stick to skinning me thinks, now were is that template I've started.

Wishing you all the very best, Pete. ;D
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western0221

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Re: The Savoia Marchetti S62 seaplane
« Reply #46 on: July 27, 2012, 09:59:56 AM »

Thanks Dreamk !
I apply your advises.

Here is new BETA...
4.10.1m - ttp://www.mediafire.com/?ujd9989o4yfnw8y
4.11.1m/4.09m - ttp://www.mediafire.com/?45du3hqi947dmje


But now I have a problem.
I want to limit Turrets angles not to rotate 360degrees.
I write codes in SM_62.java
Code: [Select]
    public boolean turretAngles(int i, float af[])
    {
        boolean flag = super.turretAngles(i, af);
        float f = -af[0];
        float f1 = af[1];
        switch(i)
        {
        case 0: // '\0'
            if(f < -120F)
            {
                f = -120F;
                flag = false;
            }
            if(f > 120F)
            {
                f = 120F;
                flag = false;
            }
            if(f1 < -10F)
            {
                f1 = -10F;
                flag = false;
            }
            if(f1 > 52F)
            {
                f1 = 52F;
                flag = false;
            }
            break;
        case 1: // '\1'
            if(f < -120F)
            {
                f = -120F;
                flag = false;
            }
            if(f > 120F)
            {
                f = 120F;
                flag = false;
            }
            if(f1 < -10F)
            {
                f1 = -10F;
                flag = false;
            }
            if(f1 > 52F)
            {
                f1 = 52F;
                flag = false;
            }
            break;
        default :
            break;
        }
        af[0] = -f;
        af[1] = f1;
        return flag;
    }
But turrets are not limited in thier rotation.
360 degrees rotating freely.

and more... this needs much time to solve...
"hitBone()" function is not prepaired.
I have to write hitBone() codes and make collisions in 3D.
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Mission_bug

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Re: The Savoia Marchetti S62 seaplane
« Reply #47 on: July 27, 2012, 12:14:46 PM »

That sorted the guns Western, thank you very much. 8)





The AI aircraft still refuses to take off though in your version, any chance you could revert back to the MBR
specs in regard to that please.

I have to confess I usually only actually fly some aircraft to see how they behave, usually they are
then just used as eye candy within missions and for testing skins. ;)

Wishing you all the very best, Pete. ;D
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