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Author Topic: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)  (Read 99610 times)

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FL2070

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #96 on: August 13, 2014, 12:46:30 PM »

What do I add to weapons.properties? I don't see anything in the readme or the original post...
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western0221

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #97 on: August 13, 2014, 01:18:46 PM »

What do I add to weapons.properties? I don't see anything in the readme or the original post...

This F-4 MOD doesn't need weapons.properties.
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SAS~Skylla

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #98 on: August 14, 2014, 11:33:35 AM »

First of all: Great Work! The F-4 is one of my favourites!

And I have the same problem that Aviar has: The AI does'nt shoot any missiles. Is there an extra mod for this?



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SAS~Malone

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #99 on: August 25, 2014, 01:25:21 PM »

i have the latest 1.40 version on my modact 530 game, i have engine mod 2.7, patched with western's latest patch 21-04-2014, and yet my Phantoms explode at mach 1...
why, oh why, with a tear in my eye....
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kingsley

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #100 on: August 25, 2014, 01:59:15 PM »

copy and paste the org. f4 mod to a -temp folder then overwrite with new one that is what I did and have no problem.
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SAS~Malone

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #101 on: August 26, 2014, 04:15:28 AM »

did that already. actually, more than once, as i did it again and again to fix some other jet issues.
yet, it seems for every issue i manage to fix, the engine mod simply breaks something else.
all advice i've received so far, concerning alternate FM's etc, for some of the jets - well, i have tried every available option - FM's from Paulus, 45_Vega and more. yet nothing solves the issues, without at least breaking one other thing.
life is easier since i made a conscious decision to stick to props, i must admit :D
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Hubberranz

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #102 on: August 26, 2014, 07:45:16 AM »

Explosion and No AI missile firing.

Hi Malone. For me no problem ever at mach1+. But sometimes ( not always/random ) I go into either these modes
- where: if I try to fire AIM7-engaged, diredtly, without selecting missiles, the F4 explodes.
           - when in this mode. I can select and fire, but only if I do not go to missile be re-"engaged".
           - when in this mode. AI try to engage enemy an explode. ( audio response to attack order ).
- where: if I try to fire AIM7-engaged, directly, without selecting missiles, nothing happens.
           - when in this random mod. I select and fire securely, the AIM7 works if selected.
           - when in this mode. AI does not engage at all, nor does it answer to radio call order to attack.

Well , I experimented for 3 weeks on this a while back, using 412.2/SASv5.3/eng1.7; weapons 4 x AIM9s + 4 x AIM7s + cannon in air to air combat situations. Not tried bombing.
This was so random, that I did not post on it, thus waited comments; thought that it was my own bug, may be cause by conflict with other mod.

So you tried all sorts of FMs, I did not. Just regular 412-F4 v1.4 plain install. But explode it did, for that other reason.
( if no enemy use/present during your mission, then it may not be your issue; although I can explode firing-7 the same ).
 
So my observations at the time of these tests ( I did the same v1.3 for DBW ) was that missile selection was introduced in this version and this is probably a cause of trouble, for AI at least; old DBW version- with-no-selection is OK.
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SAS~Malone

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #103 on: August 26, 2014, 09:15:15 AM »

i've been doing all my recent tests with an empty loadout, so no weapons issues, obviously.
last time i tested the missiles, they worked fine, but it's possible, with the changes i've tried to make via different FM's and so on, that they now have problems.
for now, i'd like to just tackle the exploding at mach 1 issue.
if other problems are apparent later, well, i'll cross that bridge when i get to it....
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SAS~Malone

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #104 on: August 30, 2014, 12:19:57 AM »

so, no-one have any suggestions/advice as to how i can get my Phantoms safely over mach 1 without disintegrating in a ball of flame...?
even though i'm not a huge jet fan, the Phantom happens to be my favorite jet, and when i do get the urge to fly jets, it's normally my first choice.
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Fresco23

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #105 on: August 30, 2014, 01:30:17 AM »

pretty sure mine exceed the barrier just fine, will check though tomorrow evening. I need to get some rest now
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SAS~Malone

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #106 on: August 30, 2014, 01:43:32 AM »

thing is, i know for a fact that my Phantoms worked fine at some point, and i haven't made any changes to the Engine Mod in that time - i have, however, been trying different FM's to try and resolve issues with some other jets not working due to canopy problems, and as far as i'm concerned, that issue is still completely up in the air -
i've been advised to try either this or that Fm to fix it, and so far, i've tried every available option, all without success.
the plane in question was the L-159F, which ultimately i've now disabled, due to none of the several (and very confusing) options available, working.
i can live without the 159F, but in the meanwhile, something i've done during this process has broken my Phantom's mach capability, which i would very much like to have working.
which leads me to say that trying to fix one plane, then breaks some others, so it's an ongoing battle trying to figure out what's going on.
if i'm struggling to figure out what's going on, i feel sorry for any newcomers here who are experiencing similar issues.
there are now several threads spread throughout the forum offering 'fixes' for the jets, with little coherent definitive solutions as to what actually works or not.
i'd like to see this situation sorted out, and get all these different threads sorted out into one logical thread.
currently, i'm at a complete loss as to what's what with these jets.
good thing that i am ultimately happiest with my prop planes, and can do without the jets, if it comes down to it.

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Stainless

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Re: F-4 PhantomII v1.40 with full-function cockpit (4.12.2)
« Reply #107 on: August 30, 2014, 05:26:02 AM »

Yes, we have ended up in the situation with huge amounts of very good work, scattered all over the place, often mutually exclusive.

I have noticed that a lot of jets share code, but not in an object orientated way. So say the F4 has a function public float getAirPressure(float paramFloat)  and then the Mig 19 has the same function.

If we had a base class Jet.java  other people could derive from that giving us a central point for bug fixes.

It's the same with the weapons, you download a mod and it's lovely, beautiful bird, nice animations, great skin, but it uses weapons that are included in a different mod. Then you have the nightmare of trying to work out which mod has the weapons.

I wish I had a working copy of the game. I think a system wide code review would make things a lot better for everyone, which is what I get paid to do. I take games that are built on third party engines, then have been modded the hell to "make it work". When you get near the release date, a lot of bugs appear because the quick fixes to make it work build up end up breaking everything.

I fix the code "the right way". Making sweeping changes across large areas of the code base. Scary shit for most people. A normal day in the office for me. 8)



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