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Author Topic: Random Failures Mod public beta 0.5  (Read 21993 times)

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BT~wasted

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Re: Random Failures Mod public beta 0.5
« Reply #12 on: February 24, 2013, 01:15:20 AM »

Yeah, I was thinking about that. Because I need the very same code for YakB four barrel turret of Mi-24 that had problems with jamming, so I'll think over it :)
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PO_MAK_249RIP

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Re: Random Failures Mod public beta 0.5
« Reply #13 on: February 24, 2013, 01:34:18 AM »

Apologies BT I thought this was intended for the conf.ini - didnt read your post properly !!
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PlaneEater

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Re: Random Failures Mod public beta 0.5
« Reply #14 on: February 24, 2013, 01:54:40 AM »

i think it would be cool if there was an increased chance of a jam, the longer the pilot keeps the guns depressed without releasing the trigger.
even better if it could be applied to specific planes which suffered historically from the problem.
i understand that might be quite a bit of work, but these are just ideas, for now...
something to think about. :D

Long strings of fire would be more likely to cause cookoffs (runaway guns) that either eventually jammed or ran dry.  Random jams aren't that unrealistic.  They're the reason most guns had a way to remotely cycle the action on the chance it would clear a jam.   :)

I really can't wait to try this mod - it actually gives some purpose to the magneto controls and having to check your mags before takeoff.  Equipment issues were one of my grandfather's biggest fears when he was flying photo-nose P-38s over occupied Italy... even moreso than the Luftwaffe.

One thing I would love to see is for the stock mod to provide a whole bunch of different types of potential failures, and then be able to have customizable templates that users can fine-tune to specific aircraft.  For me, on the P-40B that I love to fly, there's a cockpit placard that says you're not supposed to fire the nose guns below 1000rpm or above 3000 rpm... but I'm not sure why.  I'm betting there's a good reason.  Also, wing gun jams may be clearable with the charging handles in the cockpit, where other planes might not have that option.

If I could create a specific profile for the early P-40s to depict its failure behaviors more uniquely than a default version, and then be able to do the same for a twin-engine medium like the A-20, that would be freaking AWESOME!
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bren

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Re: Random Failures Mod public beta 0.5
« Reply #15 on: February 24, 2013, 03:19:29 AM »

Wasted, can you make russian version of this mod?
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BT~wasted

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Re: Random Failures Mod public beta 0.5
« Reply #16 on: February 24, 2013, 03:35:50 AM »

Hallo bern, surely it is possible, as I am from Ukraine, but what you mean by Russian? You mean the message's text? If so I think it is possible, but yet I don't know how to convert the text of the message into Russian. I think IL-2 uses a special algorithm for this and I think there should be a program to convert it. Later I'll think on it more when the final release will be closer :)
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buchtik

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Re: Random Failures Mod public beta 0.5
« Reply #17 on: February 24, 2013, 04:30:23 AM »

It doesn't work for me. When I start a QMB mission, I get an error message that "IL-2 6Dof/TIR Enabled Executable for modded IL_2 Sturmovik 1946 stopped working." I have DBW 1.71 an I don't know at all what is this error caused by, because I don't use neither 6Dof nor TIR, as far as I know.
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BT~wasted

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Re: Random Failures Mod public beta 0.5
« Reply #18 on: February 24, 2013, 05:30:03 AM »

What version of AI Engines Hotkeys mod are you using? This mod is based on the RC 2.6, not 2.5. Check this please :)
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buchtik

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Re: Random Failures Mod public beta 0.5
« Reply #19 on: February 24, 2013, 05:39:23 AM »

That might be the issue, but the link for the 2.6 version seems to be broken...
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bren

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Re: Random Failures Mod public beta 0.5
« Reply #20 on: February 24, 2013, 01:16:48 PM »

You mean the message's text?
Yes, of course.
how to convert the text of the message into Russian
Use the Stierlitz program, Luke (if you mean the problems with charset).
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slipper

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Re: Random Failures Mod public beta 0.5
« Reply #21 on: February 24, 2013, 03:38:43 PM »

BT-wasted

making the failiures dependent on rpm and and G's sounds a great idea, i like that a lot.

When i refered to guns jamming i was talking about planes like the early P-51's where the ammo belts would jam in high G turns, so your solution above sounds great.

Ashamed to say i still have not had time to try this yet, had a busy family weekend sorry, i have a few questions that i thought of though.

How are the random failiures called? for example if i set FailureRate 20 does that mean there is a 20% chance of any one of the failiures occuring? or a 20% chance for each individual failiure? so i could in effect have all failiures occur in a mission.

Does the random failiures mod run continuosly from mission start untill end? or is a check made at various times and a failiure applied then if the conditions are met?

Does this mod also affect jets? or only prop aircraft?

I was thinking maybe in the future it may be possible to have the defects have individual probabilities of occuring, maybe something like

[MODS]

FailureRate: Engine Prop Angle 10
FailureRate: Engine Cylinders 10
FailureRate: Engine Crank Case 40
FailureRate: Engine Cylinders Damaged 30

Users could then fine tune a profile for different aircraft, rather than trying to implement different code for each individual aircraft.

for example, late war German jets might have quite a high chance of engine failiure due to there engines being new technology. I understand early Typhoons had a fairly high rate of engine failiure on takeoff. P-38's had trouble with superchargers at high altitude etc.

just a few thoughts mate anyway, hopefully have a chance to test tomorrow.

regards

slipper




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Whiskey_Sierra_972

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Re: Random Failures Mod public beta 0.5
« Reply #22 on: February 26, 2013, 08:52:58 AM »

Hi mate!

Thanks for this great release!

I give you my first feedback about this beauty.

I have run a quick search into my mods folder and noticed that it have doubled classfiles into:

1) SAS Hotkeys (This mean that your should specify users to make your load above it)
2) Gurner FX for 410 (only C6EF065E....) maybe some effect management can conflict
3) XTD folder but since it should load long way before....

At first I think that (IIRC I'm taking the thought from what was wrote about carrier take off mod) a good solution could be add the FailureRate choice also into mods section of conf.ini because so we can have a personal setting for all our mission and if a mission builder 'll add a different value into .mis mods section it should anyway overwrite our conf.ini settings....

As second thought I feel that FailureRate should at least splitted into FailureRateblue and FailureRatered because axis and aliies planes have different failure percentage that can be so introduced

Hope to be useful!

Thanks for the great mods you're developing!

All the best!

walter
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max_thehitman

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Re: Random Failures Mod public beta 0.5
« Reply #23 on: February 27, 2013, 06:05:32 PM »



SUPER!  8) I love mechanical malfunctions!
The more the better! Makes me nervous and sweating in the seat until I land this diabolical flying machine.

Thank you for this cool mod. Pretty amazing stuff.
You guys are amazing IL2 artists!

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