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Author Topic: F-4 Phantom II - Version 3.3 - 20181001  (Read 74061 times)

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western0221

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #96 on: March 19, 2017, 07:23:49 AM »

Then I'm wondering where this comes from..:

when I try to load the F-4C with this weapons:
GAttack: 1xSUU Gunpod+6xBLU32Napalm+3xAIM7E+1xQRC160+2xDt

I get a 30% freeze with this log:

One of my 4.12.2m game folder not having DreamK fuze and WWII US bombs can handle latest Vega's F-4, "1xSUU Gunpod+6xBLU32Napalm+3xAIM7E+1xQRC160+2xDt" loadout F-4C and others.


Other small loadout mismatching are seen like
- Navy uses almost only Zuni rocket, no 2.75" series.
- AirForce uses only 2.75" series, almost no Zuni.
- MarineCorps may use both Zuni and 2.75". When the targets are soft skins and another weapon is Napalm, 2.75" may be chosen. In the times the target is big boats or hard fort etc., Zuni may be used.
- B28 EX/RE nukes are better match for early models B/C/D.
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4S_Vega

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #97 on: March 19, 2017, 07:59:42 AM »

@Gerax

So i will add Dreamk pack between required mods

@cucco

Maybe yu didn't install last weapons pack from western
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SAS~Gerax

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #98 on: March 19, 2017, 08:33:10 AM »

Sorry, false alarm, completely my fault ...  :-[

so, no, Fuzes mod isn't needed for new Phantoms.   
doesn't matter as I need it for the Banshee anyway..  ;)
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cuccos19

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #99 on: March 19, 2017, 09:38:12 AM »

Here too. I had western weapons mod one version older, sorry.
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Used mod: 4.12.2m + ModAct 5.3; Mostly used aircrafts: Bf-109s, P-38s, F4Fs, B.239 and Japanes fighters.

Kilo

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #100 on: June 14, 2017, 03:48:25 AM »

Bug report: Plane gets stuck in midair. Fps drops to ~1. Game still kinda running (still getting shot at while stuck, still taking damage, speed and altitude values continue to change).

Log entry for this kind of event:
Quote
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/Pullingvapor.eff' NOT loaded
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SAS~Storebror

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #101 on: June 14, 2017, 03:53:16 AM »

Error confirmed.
Relevant code section is in the update() method of F_4 java class:
Code: [Select]
    if ((this.FM.getSpeed() > 7.0F) && (World.Rnd().nextFloat() < getAirDensityFactor(this.FM.getAltitude())))
    {
      if (this.FM.getOverload() > 5.7F)
      {
        this.pull01 = Eff3DActor.New(this, findHook("_Pull01"), null, f, "3DO/Effects/Aircraft/Pullingvapor.eff", -1.0F);
        this.pull02 = Eff3DActor.New(this, findHook("_Pull02"), null, f, "3DO/Effects/Aircraft/Pullingvapor.eff", -1.0F);
        this.pull03 = Eff3DActor.New(this, findHook("_Pull03"), null, f, "3DO/Effects/Aircraft/Pullingvapor.eff", -1.0F);
        this.pull04 = Eff3DActor.New(this, findHook("_Pull04"), null, f, "3DO/Effects/Aircraft/Pullingvapor.eff", -1.0F);
      }
      if (this.FM.getOverload() <= 5.7F)
      {
        Eff3DActor.finish(this.pull01);
        Eff3DActor.finish(this.pull02);
        Eff3DActor.finish(this.pull03);
        Eff3DActor.finish(this.pull04);
      }
    }

The problem is that the file "3DO/Effects/Aircraft/Pullingvapor.eff" is neither shipped with this mod nor with any of it's declared dependencies.

Best regards - Mike
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4S_Vega

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #102 on: June 14, 2017, 04:36:48 AM »

mmhh, probably i need to add F-16 as requested mod

(for now)
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steven197106

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #103 on: June 20, 2017, 06:56:07 AM »

could the AIM-4 Falcon be added to the F-4D,E with poor performance only five kills were scored, all with the AIM-4D version.
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Vampire_pilot

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #104 on: October 03, 2017, 10:25:03 AM »

I don't know if that has been asked before but is there a way to make the F-4 AI act like a fighter and actually engage the enemy on its own?

I can order wingmen to attack but AI on patrol simply does not engage. I have tried all kinds of loadout, made sure it's only fighter armament and so on. Is the AI always acting as if they are bomber?

In comparison, F-5 behaves like a fighter in the very same missions and engages.
Playing from BAT but I presume it's the latest F-4 in there.



poiana44

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #105 on: October 03, 2017, 01:12:11 PM »

I don't know if that has been asked before but is there a way to make the F-4 AI act like a fighter and actually engage the enemy on its own?

I can order wingmen to attack but AI on patrol simply does not engage. I have tried all kinds of loadout, made sure it's only fighter armament and so on. Is the AI always acting as if they are bomber?

In comparison, F-5 behaves like a fighter in the very same missions and engages.
Playing from BAT but I presume it's the latest F-4 in there.

Yes, it's an old issue well know from many users.
For me too when I'm flying  F4 Phantom and  I order to wingman (or other pilots of my flight)  to attack enemies they proceed straight to the next waypoint without engage any enemy fighters.
This issue occours also with F-16 and AV8 Harriers (at least in my case with CUP).
For the case of F4 Phantoms I read in some topic that with certain loadout this issue doesn't occour and I have discoreved that it's right but when I fly the same mission as enemy (with Migs for example) vs Phantoms carrying that loadout they just go ahead
without engaging myself or any of my flight.
I think that some modders  as Vega, Ranswers and the others are trying to solve this issue for some time.
I trust in them...  ;)
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4S_Vega

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #106 on: October 04, 2017, 01:37:02 PM »

I don't know if that has been asked before but is there a way to make the F-4 AI act like a fighter and actually engage the enemy on its own?

I can order wingmen to attack but AI on patrol simply does not engage. I have tried all kinds of loadout, made sure it's only fighter armament and so on. Is the AI always acting as if they are bomber?

In comparison, F-5 behaves like a fighter in the very same missions and engages.
Playing from BAT but I presume it's the latest F-4 in there.

An F-4 update is planned, so i will look into it
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western0221

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Re: F-4 Phantom II - Version 3.0 - 20170316
« Reply #107 on: October 22, 2017, 07:15:32 AM »

Does F-4's AGP radar method have a hidden bug writing out many exception error lines ?


1. fly a mission 3x or 4x F-4 in player's formation

2. player's F-4 crashes to the ground first, but not to stop the mission and continue AI F-4 flying at least 5 minutes

3. long exception lines are written out by AGP radar method
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