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Author Topic: Frogs Formation Mod 4.10m query?  (Read 20892 times)

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CWMV

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Re: Frogs Formation Mod 4.10m query?
« Reply #36 on: November 24, 2012, 10:13:33 PM »

Anyone have a copy of the original Readme for this??
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Flamer50

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Re: Frogs Formation Mod 4.10m query?
« Reply #37 on: November 25, 2012, 09:39:07 AM »

I got the zip to open and I tried these in my DBW but all so far keep crashing my game when the aircraft starts to load in a qmb mission.

Figured it out....should have paid attention to the DL date on my copies(Sept. '010).
Back then I was running 409 based installs only, didn't "convert" to 410 series untill
last year and for whatever reason didn't try the mod again. They work fine in a 409
mod setup. Sorry about that Bomb's :-[
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SAS~Bombsaway

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Re: Frogs Formation Mod 4.10m query?
« Reply #38 on: November 25, 2012, 09:44:31 AM »

No big deal. Thank you for trying. :)
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max_thehitman

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Re: Frogs Formation Mod 4.10m query?
« Reply #39 on: November 25, 2012, 09:47:48 AM »

It would be great if she, yes I said she, would come back and help us get this mod back into the game once again.

Yeah, that would be great. This mod she created would push the latest IL-2 game version into another dimension of
gameplay. I hope she didn´t leave the IL-2 community with any bad feelings towards anyone or something?
I can still remember it was around the time when that AAA forum mess/war was happening. Anyway, that was
a long time ago and that is forgotten and everyone has moved on to better things.

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agracier

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Re: Frogs Formation Mod 4.10m query?
« Reply #40 on: November 25, 2012, 09:56:45 AM »

Anyone have a copy of the original Readme for this??

I'm not sure there was one. However the mod is not hard to use.

For a first try-out, open a map and set a first flight with several waypoints. Now set up a second flight and make sure that a waypint for the second flight is somewhere very near to a waypoint of the first flight. Check for the time so that both are at the waypoints at the same time. Try and keep the heights at around the same height.

Now, on the second fight, on the waypoint menu, choose 'join formation' and then use the 'set' command. Drag the resulting green icon until it hovers over the first flight waypoint and 'latches' on to the first flight. There should now be a green line connecting both flights.

If the parameters are set right, the second flight should at this point on the map, attempt to join up with the first flight. If this works, the second flight will from here onwards, act as if it is part of the first flight and follow all commands. It will bomb, land or whatever, as if it were part of the first flight.

Sometimes though, not all flights or all planes in a flight will hook up together. That can be because they are too far apart, or have arrived at different times than planned. If they do not hook up, these planes will continue to fly in circles around the last waypoint. You can avoid this by placing a new waypoint after the hook-up waypoint. It acts as a sort of provisional waypoint in case the hook up does not work out. It will appear as a green dotted line on the FMB.

You can also disband flights at further waypoints should you wish.

You can also hook up flights to each other apparently without limit, though you must look out for the game performance after a certain number. But you can, should you wish, choreograph a whole set of linked flights together in any way you can come up. It is also wise to have planes of the same general performance join formation. I doubt if a biplane linking up with a Meteor will ever stand much of a chance of formation flying. That said, you can link up as many different types of panes as you wish. Though, remember to keep their performance in mind.

In any case, for a first time, just start with a 2 flight mission that hooks up together. Set to auto pilot and watch how things play out, so you can correct any mistakes that occur the first times ...
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Flamer50

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Re: Frogs Formation Mod 4.10m query?
« Reply #41 on: November 25, 2012, 10:27:41 AM »

Not stepping on AG's post but the copy I have(v1.302) has readme's with it.
I'll post them here:
Code: [Select]
Frog's Formation Mod v1.302 (formally the Wingman_Orders mod)
Suitable for Sinlge Player & On-line Co-Op play. For Co-Op play, all participants should have the mod installed. 
Comms menu option 10 needs to have a key set before it will work. See below.
"Report Your Location" can now include an optional altitude reply. See below.

Not compatible with the Zuti MDS mod.
--------------------------------------------------
Installation:
Please delete any previous version of this mod. Particularly if you have an older version that used the "Wingman_Orders" directory.
Just copy the Frogs_Formation_Mod directory into your MODS directory.  That's it!
--------------------------------------------------
USER NOTES:
* The Rejoin command - Makes planes rejoin to their Wing leader, not their formation leader. 
--------------------------------------------------
Usage of the "10. Cockpit" menu option. 

You need to define what key you would like to use for that menu selection. The key is defined by adding a single line to your settings.ini file found in your user profile directory.  This directory is <root of game>\users\doe after a clean install.  If you have changed the name of your "pilot" within the game, the folder may have a different name. 

The new line must be placed in the [HotKey orders] section of the settings.ini file, where the other 10 menu keys are defined.  If your settings.ini file does not have a [HotKey orders] section, just create one. 

SETTINGS.INI EXAMPLE:
...
...
[HotKey orders]
Q=activate
Alt F=order10   <-------   This makes "Alt F" select the Cockpit option when the menu is up. 
9=order9
...
...
MORE EXAMPLES:
Enter=order 10   <-------   This makes the Enter key select the the Cockpit option when the menu is up.
NumPad-0=order 10   <-------   This makes the Zero key on the numberpad select the the Cockpit option when the menu is up. 
You need to choose a key not already in use. You can't use any form of a key already assigned to another Comms menu option.  Sometimes if it's hard to guess what the game calls a particular key it's easier to start the game, assign the key you want to something obscure (like prop pitch 10) and then come back to your settings.ini file and cut & paste. 
The new line can be anywhere in the [HotKey orders] section, the order of definitions does not matter. 
--------------------------------------------------
"Report Your Location" optional altitude response. 
Your conf.ini file (in your game root directory) needs to include a designation line in the [Mods] section. if your conf.ini file does not have a [mods] section, just create it like in the example. 
CONF.INI Example:
...
...
[Mods]
Wingman_Orders.Report_Altitude=1      <-- Altitude reported in meters.


MORE EXAMPLES

Wingman_Orders.Report_Altitude=2      <-- Altitude reported in feet. 

Wingman_Orders.Report_Altitude=0      <-- same as not having this line at all.
----------------------------------------------------

Thank you for looking.

11th~Frog

Code: [Select]
Frog's Formation Mod v1.302   (Formally the Wingman_Orders mod)

This mod adds support for formation sizes up to 16 planes.  (1 Squadron)

The FMB now has 3 new waypoint types as well as formation selectors so AI planes can be to programmed to join and leave larger formations.
The human player has several new commands on the comms menu to request other wings to come over and join or leave their formation.

Release Notes for v1.302:

The only functional change is a small tweak to the Rejoin command behavior. 
The rest of this update is focused on FMB enhancements.  The centerpiece of which is a new mouse scrollwheel controlled zoom for the FMB.  Once you've used scrollwheel zooming, you'll never want to go back.  (Credit: benitomuso for cluing me in on reading the scrollwheel)
The unlabeled Regiment pulldown has now been broken into an Air Force pulldown and a second pulldown containing only the regiments of that air force.  I think you'll find this vastly easier to use than the stock version. 
I've also reworked the Object floating menu thing to make it take up less space on the screen.  The tabs sizes have been changed so all tabs are accessible without having to widen the box or scroll the tab list. 


New commands for human players:

•"Assemble on Me" - Makes other flights in your squadron come over and join your formation. All formations have been expanded to accommodate up to 16 planes.
•"Resume Your Mission" - Makes them break from your formation and return to their prescribed mission.
•"Bombs Away" - Makes your formation drop their bombs on your command.
•"Report your location" - They report their map grid position in standard X, Y keypad K format (Now works for other flights & includes optional altitude in meters or feet) The reply shows up in the top HUD text.  (if you have this text completely off, you won't get the information)
•"Set Formation Scale" -  This becomes a menu where you can choose the formation scale you want.
•"Bomber Diamond" - A new formation taken from a USAAF handbook. (Credit: 11th~Badger) Lots of vertical offsets. (see last image) Being closer to real world spacing, this formation is tighter than a typical il-2 game formation.  Use with care, and consider using a larger scale setting.
•"Rigid Diamond" - Another new formation with a new property I've come up with.  The planes don't all bunch up to the front slots like race cars under a yellow flag. They always park in their numbered position regardless of how many planes come or go from the formation.
•"My Formation" - A means of addressing as a group, the various planes and wings you have in your own formation.
•"Briefing Room Notes" - A command that graphically shows you (right in the Comms menu itself) the starting configuration of your squadron.  What slot you're in, what squadron slots are filled with AI or human players and what slots are empty. (You'll need to activate menu option "10. Cockpit" to get to the "Briefing Room Notes" command (see the readme file))

This mod also includes a feature that enables you to be field promoted to Squadron or Flight Leader.
    If the lower number plane or planes in your flight have met their end, you inherit the Flight Leader position. (a flight is up to 4 planes)
    If the lower number plane or planes in your squadron have met their end, you inherit the Squadron Leader position.  (a squadron is typically up to 16 planes)

If you'd like to activate the 10th menu option, see the readme file in the archive.
To activate the optional altitude component of the location reply, see readme file.


DOWNLOAD LINK: Frogs_Formation_Mod_v1.302.7z


Installation:
    Please delete any previous versions of this mod.  Particularly if you have an older version that used the "Wingman_Orders" directory.
    Just copy the "Frogs_Formation_Mod" directory into your MODS directory.  That's it.


Compatibility & Mod loading order:
    This mod is compatible with both Single Player and on-line Co-Op play.  For Co-Op play, all participants must have the mod installed.
    This mod is built upon UP2.01.
    This mod is not compatible with the Zuti MDS mod.
    Unfortunately, when this mod is loaded you can no longer join servers or games that do NOT also have the mod running. 

    Various people have kindly reported their findings on what loading sequences help this mod be reasonably compatible with other mods.
    In most cases small bits of functionality are lost from the Formation Mod, but nothing you can't live without. 

    Can be loaded BEFORE the Formation mod:
    MissionPro, QMBPro, HUDConfig, Minimap v2.1

    Can be loaded AFTER the Formation mod:
    AI_3_0_and_Carrier_Takeoff_5_3_3

    I'm happy to help people find or resolve conflicts but you have to state what mod or mods you are trying to get the Formation mod to co-exist with.


Mission builder notes:   (bare-bones tutorial, hopefully improved in the future)

•The new waypoint types having to do with super-formations activate when the plane crosses them, not when the plane is traveling to them like all other stock waypoint types.
•The new waypoints do not work if they are the very first waypoint of a wing's path.
•JOIN waypoints are issued to the Wing you would like to go form on someone else. You select the Host formation as the Target.
•When designating the Target for a JOIN waypoint, it doesn't matter which waypoint of the host's path you select.
•LEAVE waypoints are issued to the main formation, not the wing you want to do the leaving.  The wing doing the leaving is selected as the Target.
•When a wing leaves a formation, it seeks the waypoint at the end of it's dashed line.
•When you place a JOIN waypoint, the very next waypoint after that should be just after where you expect the wing to exit the main formation.  The Wing flies everything except the dashed line.
•The DISBAND waypoint is just like telling everyone to leave one at a time, it's just a user convenience feature.
•Always place a waypoint immediately before a landing waypoint.
•Wings that are joining to another wing always assume the formation of the host wing.

Known issues:
    Formations have a hard limit of 16 planes but as yet there is nothing to tell you this.
    The AI planes are impressively slow at changing formations.  If you're not using accelerated speed, you have to wait a minute or two to really notice they're working on it.


Possible future ideas:
    Be able to address planes 3 & 4 in your flight as a unit.
    Communicate "up the ladder" to your wing or squadron leader. 
    Permit AI planes to change formations at a designated waypoint in the FMB.
    Designate initial formation scale.
    Make "Rigid" a property that can be applied to any formation.
    Create a slot for a programmable formation that the user can alter by editing a .ini file. 
    Stick Like Glue & Attack at Will commands for keeping the leash on your formation.
    Ability to order wings to escort you at higher altitudes.


So far it has never been a problem, but just for the record I'm going to formally state: Please don't take my work & include it in your publicly released work without obtaining my permission first.  Just common courtesy.


I'd like to humbly thank the modders and website operators that keep this game thriving.  You're all heroes in my book.

11th~Frog


Change Log:
1.302 - September 9 - FMB Scrollwheel zooming, split Regiment pulldown & tweaked Rejoin command.
1.30.beta1 - September 1 - Added AI and FMB support for super-formations
1.22 - August 13 - Added "Rigid Diamond" formation & "Briefing Room Notes" commands.  Improved interoperability with non-Wingman_Orders servers.
1.21 - August 8 - Added "My Formation" menu and corrected issue with "Resume Your Mission" behavior.
1.2 - August 3 - Added 16 plane super-formations, added Bombs Away command, Report Location command expanded to all flights in your squadron.
1.11 - July 8 - Fixed bug that sometimes caused comms menu to not appear at all.   
1.1 - June 19 - Added squadron leader promotions and reorganized new menus to improve standardization. (Thanks Slikk)
1.05 - June 18 - Split the wingman orders into two pages and added flight leader field promotions.
1.01 - June 16 - Initial version 1.0 had incorrect "Report_Your_Location" text on Flight order menu's
1.0 - June 16 - Initial public release.


Code: [Select]
Mission builder notes:   (bare-bones tutorial, hopefully improved in the future)

x) The new waypoint types having to do with super-formations activate when the plane crosses them, not when the plane is traveling to them like all other stock waypoint types.
x) The new waypoints will not function if they are the very first waypoint of a wing's path.
x) "Join" waypoints are issued to the Wing you would like to go form on someone else.
x) When designating the "target" for a Join waypoint, it doesn't matter which waypoint of the host's path you select.
x) "Leave" waypoints are issued to the main formation, not the wing you want to do the leaving.  The wing doing the leaving is selected as the Target.   
x) When a wing leaves a formation, it seeks the waypoint at the end of it's dashed line.
x) When you place a "join" waypoint, the very next waypoint after that should be just after where you expect the wing to exit the main formation.  The Wing flies everything except the dashed line.
x) The Disband waypoint is just like telling everyone to leave one at a time, it's just a user convenience feature.
x) Always place a waypoint immediately before a landing waypoint.
x) Wings that are joining to another wing always assume the formation of the host wing.

Known issues:
Formations have a hard limit of 16 planes but as yet there is nothing to tell you this.


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agracier

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Re: Frogs Formation Mod 4.10m query?
« Reply #42 on: November 25, 2012, 11:19:38 AM »

Not stepping on AG's post but the copy I have(v1.302) has readme's with it.

This is much much better ... and it's new to me and very useful ... thanks
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slipper

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Re: Frogs Formation Mod 4.10m query?
« Reply #43 on: November 25, 2012, 01:24:05 PM »

I have a version labelled

Frog's Formation Mod for 4.10m - v2.0beta(x)

It works fine in DBW 1.71 and with Montys modpack (as far as i can tell, have not tried every possibility). I believe the main problem was to do with compatibility issues with MDS for offline play, i do not play offline so couldn't comment.

I have pm'ed a few people with a link to it, it contains the readme above posted by Bwf. I have no problem posting a link, that is why i started the topic.

However i am very short of time at the moment due to work and familiy life, so have not really got the time to pm everyone (hence i wanted to post a link).

So would it be possible to pm one or two people a link for the mod and leave it up to them to distribute?

If thats ok could a moderator let me know please? Also need a few people who have the time and are willing to distribute it.

It really is a superb mod, especially for Heavy bomber formations, you can get some pretty realistic formations using the 'bomber diamond' setting, that stack up very similar to US 8th Airforce groups, you can also get bombers to release bombs on your command, great for group leader missions or for torpedo strikes when you get your formation in line abreast.

would hate to see this mod dissapear, did not realise so many people do not have a working 4.10 version


regards

slipper
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BravoFxTrt

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Re: Frogs Formation Mod 4.10m query?
« Reply #44 on: November 25, 2012, 01:27:39 PM »

Sure post the link, please.
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slipper

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Re: Frogs Formation Mod 4.10m query?
« Reply #45 on: November 25, 2012, 01:35:00 PM »

Bravo

Thanks for the reply mate, if you see my first post and Anto's reply, then there has been an agreement between SAS and frog, not to post her mod as far as i am aware.

Don't want to step on anyones toes mate so if its ok i'll pm you it, as your an admin you can decide how best to proceed.

pm sent

regards

slipper
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BravoFxTrt

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Re: Frogs Formation Mod 4.10m query?
« Reply #46 on: November 25, 2012, 01:40:06 PM »

Ah, Roger that.
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Flamer50

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Re: Frogs Formation Mod 4.10m query?
« Reply #47 on: November 25, 2012, 03:40:22 PM »

Slipper has made an offer for a link to the 410 version of
frogs mod. Not to be a copy cat but I would be happy to make the
same offer for the 409 version(v1.302).

You have the link(pm)

Regards

Bwf.
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