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Author Topic: Training targets & runway equipment  (Read 11706 times)

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Spinnetti

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Re: Training targets & runway equipment
« Reply #12 on: July 13, 2016, 06:18:29 AM »

Very nice!
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spartan18a

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Re: Training targets & runway equipment
« Reply #13 on: July 13, 2016, 06:34:54 AM »

Love this stuff! Keep it coming please :)

Sent from my XT1032 using Tapatalk

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mace

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Re: Training targets & runway equipment
« Reply #14 on: July 14, 2016, 03:58:45 PM »

Excellent mod BOYAN, very much appreciated.  cheers mace
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max_thehitman

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Re: Training targets & runway equipment
« Reply #15 on: July 14, 2016, 07:59:37 PM »

A couple of concrete plates to put under the arrestor wires, for FCLP (field carrier landing practice). Both dark and light versions...

on REPLY #11


THANK YOU Boyan !
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Sharkzz

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Re: Training targets & runway equipment
« Reply #16 on: September 29, 2016, 10:35:57 AM »

Thank you for this. I am running 4.12.(latest) with VP'sModPak.  I have engine mod + common utilities + this beauty.
The arrestor cables work well. only problem is I can only get air spawns on HB's ( I made two maps/missions DF) Hawaii and Wake (I think), But I cannot get the cat to pult me , :), can I use both and or many on the one airfield  for different ends of the runways ? do I need jet wars too ?. & or should I use just one of them at a time on separate airfields ?.. do they work on any type of airfield/runway ?do I need to use the spawn place holder from the stationary planes drop down ?.
hope you can help, regards
Lozza aka Sharkzz
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mace

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Re: Training targets & runway equipment
« Reply #17 on: September 29, 2016, 07:01:36 PM »

Sharkzz thank you for the positive feedback on this mod, much appreciated.

Sounds like you need to add the following to catapults.ini file

[RwyCatTrap]
dCatapultOffsetX 1.6
dCatapultOffsetY -20.0
catapultPower 19
catapultPowerJets 25
bSteamCatapult 1

catapults.ini file is located in #SAS\!SAS_Engine_Mod_\com\maddox\il2\objects folder

Maybe a good idea as well to also check the other installation requirements in the Guide - Project 85 'Osprey' 151221.pdf

To see if the runway catapult is now working, just try the '05 Runway Catapult Launches' mission which comes in the download.

Great to see you are creating your own missions. The following pages may be of assistance with this. cheers mace



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Sharkzz

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Re: Training targets & runway equipment
« Reply #18 on: September 29, 2016, 07:53:58 PM »

Thanks Mace M8, I had been reading the pdf that came with 'Osprey', As I had tried it within VPMedia's modpak, I will ask VPM to see if he has used this and if it works in his version install, I will be slipping this very nice addon  into a more plainer 4.12.2m modded copy to see what happens. I will also , test out the missions as you asked , which in hind thought I should have done as a further test. but at 3.30 in the morning I was a bit 'stuck in a rut' brain wise and needed  to step back a little. :-| from the file shuffling we all go through for our beloved game/simulator. I am a believer that mucking about with things tends to educate one how things work,  & of cause , though I don't like to admit it, I SHOULD and must activate my log file. otherwise I am guessing and it makes it harder to receive any help from you guru's who have the patience and knowledge of the god's ! lol. thanks again & I will post back on my findings,
regards
Sharkzz.
ps. I will also try and place some extra traps and cats onto the missions, (copied and backed up originals 1st) which were provided to see if a few extra placed on  a same runway affects it.
thanks agin
Sharkzz
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Sharkzz

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Re: Training targets & runway equipment
« Reply #19 on: September 29, 2016, 09:02:00 PM »

~S~ G'day again mace  m8.
good news Bro, after placing Osprey into a rather ordinary modded 4.12.2m and trying out the missions, ALL worked perfectly. !..  ;D.. So I can only assume that there is some conflict within VPMedia's mod pack (there is a shit load of stuff in that SAS folder, I wouldn't know where to begin to look  :-[ ). I have pm'd Veeps and asked him if he knew of any conflicts. (oh god no, I have run out of ciggy's), the dark plates from Boyan look good and work too..
big thanks again for the support, as this sticks to hard areas, I wander if I can get it to stick to a jap carrier which ain't got no cat. hmmm I also will see if I can attach it to on of the test runways 1 - 2 - 3 - as I have managed to have moving test runways (sinkable funny enough and they sink end on end too LOL) out on the water, it would be a good moving platform for more training purposes, where you wouldn't damage a carrier, only go into the water with better chance of bailing out/surviving.
all the best
Sharkzz
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mace

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Re: Training targets & runway equipment
« Reply #20 on: September 30, 2016, 12:00:01 AM »

Sharkzz, great to hear that the mod is now working well for you. A very interesting idea about the large moving platform for training. May be an Iceberg Aircraft Carrier ala Project Habakkuk  :) cheers mace

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western0221

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Re: Training targets & runway equipment
« Reply #21 on: September 30, 2016, 03:07:48 AM »

Hi mace.

About your Windsock mod....
When you add self canceling code for its own rotating , the Stationary Object becomes free setting not to force its direction to the North by players' hands.


In my code written in December/2014 , the direction of the Windsock object set is recorded in the value of poleYaw and the value is used to calculate how windsock rotating regarding the wind, its own set direction is canceled and players' don't have to set it to the North.

Code: [Select]
    private WindsockGeneric(WindsockProperties windsockproperties, ActorSpawnArg actorspawnarg)
    {
        super(windsockproperties.meshName);
        prop = null;
        outCommand = new NetMsgFiltered();
        prop = windsockproperties;
....
        Align();
        Loc loc = new Loc();
        loc = this.pos.getAbs();
        poleYaw = -loc.getOrient().getYaw();
        for(; poleYaw >= 360F; poleYaw -= 360)  ;
        for(; poleYaw < 0F; poleYaw += 360)  ;
        startMove();
....
    }

Code: [Select]
    class Move extends Interpolate
    {

        public boolean tick()
        {
....
            double angle = 0.0D;

            if(windV > 0.01F)
            {
                Orient oTemp = new Orient();
                vectorWind.normalize();

                oTemp.setAT0(vectorWind);
                angle = oTemp.getAzimut() - 90F;
            }
            float new_deg_rot = -(float) angle + poleYaw;
            for( ; new_deg_rot >= 360F; new_deg_rot -= 360F) ;
            for( ; new_deg_rot < 0F; new_deg_rot += 360F) ;
            float div = (float) Math.floor(25F - windV);
            new_deg_rot += World.Rnd().nextFloat(-0.5F * windV - 0.5F, 0.5F * windV + 0.5F);
            deg_rot = ((div - 1F) * deg_rot + new_deg_rot) / div;
            float new_deg_up = Aircraft.cvt(windV, 0F, 11F, 0F, 92F);
            new_deg_up += World.Rnd().nextFloat(-0.5F * windV - 0.5F, 0.5F * windV + 0.5F);
            deg_up = ((div - 1F) * deg_up + new_deg_up) / div;
            hierMesh().chunkSetAngles("Root", deg_rot, 0.0F, 0.0F);
            hierMesh().chunkSetAngles("Windsock", 0.0F, 0.0F, deg_up);
            return true;
        }
....
    }
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mace

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Re: Training targets & runway equipment
« Reply #22 on: September 30, 2016, 01:53:19 PM »

western0221, thank you for this coding advice, very much appreciated.  cheers mace
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VF_Jetdoc

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Re: Training targets & runway equipment
« Reply #23 on: August 07, 2017, 08:31:37 PM »

Code: [Select]
[2:12:17 AM] *** Looking for Render API Extensions ...
[2:12:17 AM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2:12:17 AM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2:12:17 AM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2:12:17 AM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2:12:17 AM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2:12:17 AM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2:12:17 AM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2:12:17 AM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2:12:17 AM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2:12:17 AM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2:12:17 AM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2:12:17 AM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[2:12:17 AM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[2:12:18 AM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
[2:12:18 AM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
[2:12:18 AM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/WhiteSmoke.tga'
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[2:12:18 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
[2:12:19 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
[2:12:19 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[2:12:23 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[2:12:23 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2:12:23 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[2:12:23 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2:12:23 AM] Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipRwyArst$RwyArst3nimitz ): com.maddox.il2.objects.ships.ShipRwyArst
[2:12:23 AM] java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipRwyArst
[2:12:23 AM] at com.maddox.rts.LDR.loadClass(LDR.java:27)
[2:12:23 AM] at java.lang.ClassLoader.loadClass(Unknown Source)
[2:12:23 AM] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[2:12:23 AM] at java.lang.Class.forName0(Native Method)
[2:12:23 AM] at java.lang.Class.forName(Unknown Source)
[2:12:23 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[2:12:23 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[2:12:23 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[2:12:23 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[2:12:23 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[2:12:23 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2:12:23 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[2:12:23 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Aug 8, 2017 2:12:33 AM] -------------- END log session -------------
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