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Author Topic: Random Failures Mod public beta 0.5  (Read 21992 times)

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Dauntless1

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Re: Random Failures Mod public beta 0.5
« Reply #24 on: February 27, 2013, 09:45:29 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!

What he said!!  8)
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NS~mati140

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Re: Random Failures Mod public beta 0.5
« Reply #25 on: February 28, 2013, 05:30:21 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

+1. F-8 crusader had this as well, guns jammed at high G.

Great mod. I've been waiting for this feature in IL-2 since I first bumped into it in FS 2002. +9000 to immersion, I think I'm gonna get back to transport planes with this installed.
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Whiskey_Sierra_972

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Re: Random Failures Mod public beta 0.5
« Reply #26 on: April 30, 2013, 10:45:55 AM »

Any news about this great mod?

I was reading about the early Typhoon and noticed that often when they chase german intruders they must break due engine failure....apart my previous suggestion an interesting future could be enabling a string that we can add into missions.ini or conf.ini to set also a specific plane failure ratio....

....like

[FAILURE]

air.Typhoon_Mk_Ia=45

Mean for example that the failure rate of the plane is 45%

....or better....

[FAILURE]

air.Typhoon_Mk_Ia=4520

Mean for example that the failure rate of the plane engine is 45% and of the other devices is 20%
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Wulfy

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Re: Random Failures Mod public beta 0.5
« Reply #27 on: May 13, 2013, 07:31:08 PM »

do i put in FailureRate=10 or FailureRate 10?
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Wulfy

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Re: Random Failures Mod public beta 0.5
« Reply #28 on: May 14, 2013, 01:08:11 PM »

any help i tried both and no failures. also any one have sugjestion about the number? like 10 or 20 or something?
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kind_boy

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Re: Random Failures Mod public beta 0.5
« Reply #29 on: May 20, 2013, 10:45:25 AM »

CTD after loading in QMB... what's wrong?
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Wulfy

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Re: Random Failures Mod public beta 0.5
« Reply #30 on: May 20, 2013, 12:47:34 PM »

Do you have Engine Mod 2.6?
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kind_boy

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Re: Random Failures Mod public beta 0.5
« Reply #31 on: May 23, 2013, 02:35:12 PM »

guess no... will try
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Semor

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Re: Random Failures Mod public beta 0.5
« Reply #32 on: May 26, 2013, 09:21:22 AM »

Does this mod get an update for the current version of IL2 ? (4.11/HSFX)

I think many of us would be more than happy about it.  ;)

Regards
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slejsa

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Re: Random Failures Mod public beta 0.5
« Reply #33 on: May 27, 2013, 02:44:05 AM »

What failures this mod actually contains?
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Bonez

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Re: Random Failures Mod public beta 0.5
« Reply #34 on: May 27, 2013, 03:03:15 AM »


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. 

Most likely a synchronicity issue with the rate of fire for the guns. Would kinda suck to shred your prop with .50 cals
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CWMV

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Re: Random Failures Mod public beta 0.5
« Reply #35 on: May 27, 2013, 04:28:41 PM »

Looks intriguing!

You know, it may be easier to just assign red and blue failure rates rather than one for each and every system.

Add the REDFailureRate 60 and BLUEFailureRate 10 for 1941 eastern front, REDFailureRate 10 and BLUEFailureRate 50 for the end of the war, it would be pretty flexible with just that change.

But I know nothing of coding so take that for what it is...
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