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Author Topic: OutOfDate - SAS Engine MOD 2.7 patch western 19/Sep/2016  (Read 99412 times)

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poiana44

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #96 on: September 07, 2015, 01:52:29 PM »

Dear Western I use Ctrl + B as default key for Toggle chocks, used also to leave the catapult...as explained in the intructions for using catapults. It's obvious that anyone can use what he prefers.
Maybe I didn't understand what you mean asking me that.
Bye,
Poyana.
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4S_Vega

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #97 on: September 08, 2015, 05:58:52 AM »

i had to report another bug

after takeoff AI start to attack bridges

if have guided missiles as AGM65, they fire

if have bombs, they drop
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western0221

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #98 on: September 08, 2015, 09:20:50 AM »

...
Only AI, human can do all he wants

I haven't installed A-1 Skyraider or Sea Fury, so I test stock prop fighters F6F and Seafire....
AI's those prop fighters use catapults as planned.


I'll install A-1 Skyraider and Sea Fury next..... but is your problem really coming from my patch?
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western0221

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #99 on: September 08, 2015, 12:27:46 PM »

Dear Western I use Ctrl + B as default key for Toggle chocks, used also to leave the catapult...as explained in the intructions for using catapults. It's obvious that anyone can use what he prefers.
Maybe I didn't understand what you mean asking me that.
Bye,
Poyana.

Now I first know you keep the default key bind "Ctrl + B for Toggle chocks".
IL-2 1946's players can set any keys to any functions as they like.... so no one can know who use which key as which function without his description. OK?

And you said: "(or Fury)"
What Fury?
I know at least 3 different "Fury" mod aircrafts exist in IL-2 1946 world.
Even I suppose which of them you want to voice, but I cannot convince it.
When I misunderstand it, I may lose time to modding / bug-fixing.
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4S_Vega

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #100 on: September 08, 2015, 12:45:57 PM »

....
I'll install A-1 Skyraider and Sea Fury next..... but is your problem really coming from my patch?

With Jets all is ok also in my game, like i wrote first  ;)

i think that th problem is in Engine mod, is the only mod that manage these stuffs i think
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western0221

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #101 on: September 08, 2015, 12:51:45 PM »

With Jets all is ok also in my game, like i wrote first  ;)

i think that th problem is in Engine mod, is the only mod that manage these stuffs i think

I cannot understand what you say.

Stock prop fighters F6F and Seafire use catapults as you can see in my movie.
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poiana44

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #102 on: September 08, 2015, 02:29:37 PM »

And you said: "(or Fury)"
What Fury?
....

Dear Western, yes I use Ctrl+B as default key for toggle chocks and to leave catapult (I thought it was implied, but it is better to be precise as you said  ;) )...
About "Fury" I mean Sea Fury as Vega reported in his post before mine.
Bye,
Poiana.
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4S_Vega

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #103 on: September 08, 2015, 02:32:40 PM »

...
Stock prop fighters F6F and Seafire use catapults as you can see in my movie.

Ok, i will try hellcats and seafury
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western0221

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #104 on: September 08, 2015, 03:20:15 PM »

I haven't installed A-1 Skyraider or Sea Fury, so I test stock prop fighters F6F and Seafire....

I'll install A-1 Skyraider and Sea Fury next..... but is your problem really coming from my patch?

I installed ..... HurricanePackSAS -- czk_101tfs_Typhoons & Tempests PACK V2c -- CY6_Skyraiders_410 and tested them with catapults / AI.

- Sea Hurricane .... OK
- Sea Fury .... OK
- Skyraider .... NG ; The catapult catches the Skyraider, the JBD becomes up, but never be released and stays on the catapult.

I think that comes from Skyraider's Java codes.... some parts of them around Gear or AI taking-off may override Engine MOD codes (that is possible) working as carrier catapults and ignore those functions.
Vega, you are working on new Skyraider codes! Do you know something about it?
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western0221

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #105 on: September 08, 2015, 04:50:32 PM »

Without any "Toggle Autopilot" key, Player's Skyraider and SeaFury can use catapults as planned taxing by myself onto the catapult and Set chocks -- release chocks by "Toggle chocks" key.
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4S_Vega

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #106 on: September 08, 2015, 07:38:21 PM »

I haven't installed A-1 Skyraider or Sea Fury, so I test stock prop fighters F6F and Seafire....

I'll install A-1 Skyraider and Sea Fury next..... but is your problem really coming from my patch?


Vega, you are working on new Skyraider codes! Do you know something about it?

I never work on this kind of issue, but i can compare Skyraider javaclass with F6F or Seafire to find the code that i need
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western0221

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Re: SAS Engine MOD 2.7 patch western 22/Aug./2015
« Reply #107 on: September 09, 2015, 01:10:52 AM »

i had to report another bug

after takeoff AI start to attack bridges

if have guided missiles as AGM65, they fire

if have bombs, they drop

It is a half bug, but another half planned feature.
This feature was implemented in the version 20141017.
From then, no one requests me to change the AI behavior.

I think it's not easy, not quick work to change that code, but possible for me.
I'll try it regarding your request.
Modern guided weapons for modern jets are complex to be manipulated by AIs. I havn't finished to make codes I want to make them working I hope.
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