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Author Topic: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-93 open Beta 14/Feb/2020  (Read 23523 times)

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Vampire_pilot

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-94 open Beta 06/Feb/2018
« Reply #48 on: February 16, 2019, 04:19:13 AM »

Whistler, pay attention that BAT 3.5 not yet has the last Eng Mod (still at 2.8.11) and also not the latest Marine Aviation!

Get my 3.6 beta for that test.

Stefan SG

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-94 open Beta 06/Feb/2018
« Reply #49 on: February 16, 2019, 04:29:44 AM »

the NG-CAM must be placed below some other mod

NG-MAP is main conflicting mod. Nothing happened if only NG-CAM and NG-HUD are activated.
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whistler

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-94 open Beta 06/Feb/2018
« Reply #50 on: February 16, 2019, 04:38:29 AM »

Hold your horses! :D

The EngineMod and Aviation pack versions in question came after NG-MAP. Let's investigate what happened here.
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

Seb

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-94 open Beta 06/Feb/2018
« Reply #51 on: February 16, 2019, 05:49:47 AM »

Hi Seb,

BAT / VP #Jetwar / your own build / other? EngineMod version? Aviation pack version?

It all works (quick test) in my BAT Musketeer v3.5 + NG-mods

Hi Whistler
I have SAS Modact 5.3 for version 4.12, and the latest SAS Enginemod and armament.
Greetings
Seb
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Vampire_pilot

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-94 open Beta 06/Feb/2018
« Reply #52 on: February 16, 2019, 08:13:55 AM »

the NG-CAM must be placed below some other mod

NG-MAP is main conflicting mod. Nothing happened if only NG-CAM and NG-HUD are activated.

now it even makes less sense since you suggested to rename NG-CAM mod to move it down the load order... I use neither so I leave it to you guys.

Koty

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-94 open Beta 06/Feb/2018
« Reply #53 on: February 16, 2019, 08:23:37 AM »

@western

your problem with nodes can be solved, but the actual programming is quite complicated: you can in fact draw the RWR information as a texture in a code; I will be trying to look into ways of drawing such information - it is in fact the same process used in the air-to-ground radar by Benito.

One way would be to load the bit map of the symbol and simply paste it into the RWR texture at an appropriate position, where it would pixel by pixel read the original and re-write the screen texture.



Following is just a draft, not actual Java; it will take someone to actually translate this into Java!

So let's say you have 64x64 symbols and 1024x1024 screen, and want to put one in the middle of first quadrant:


so the coordinates from the center of the screen will be [+256;+256]

what IL-2 allows as far as I could tell is:

Load wanted position of the picture: [256;256]
Then translate it to the position on the actual texture with [0;0] being the top-left corner, instead of the center of the texture
= [256;256] (position relative to center) + [512;512] (position of the center)

You of course do not want to start drawing there; you want centre of your mark to be there. The actual starting position for this example is then:
[256+512-32; 256+512-32] (256 is position from centre, 512 is half of the size of the screen texture; 32 is half of the size of your mark texture)


and then just
Code: [Select]
wanted_position_x=X
wanted_position_y=Y
Array_for_texture[1024][1024]
for(i; 0 --> 63)
{
for(j; 0--> 63)
{
brightness = load_brightness(mark_texture, i, j)
Array_for_texture[512+X-32+i][512+X-32+j] += brightness
}}

>repeat for all the marks you want to render, you can in fact stack marks on top of each other so you have just one for a plane, one for a primary threat, one for radar lock - and you simply render them with the same coordinates
>when you have all marks loaded, apply the array as a texture


I hope this gets the idea across and someone might know the actual code used to make this work. I could try and have a look into the radar code, but it is very long...
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whistler

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-94 open Beta 06/Feb/2018
« Reply #54 on: February 16, 2019, 09:29:10 AM »

Seb, Stefan,

Perhaps you are missing a dependency
Perhaps you are missing a file
Perhaps your files are not in the right order
Perhaps you have a conflicting mod or a wrong entry somewhere

I cannot confirm freezes or CTDs.

I hope western or any other guru can make sense of the log and identify a potential issue.

In the meantime, help yourself by trying different versions of EngineMod / Aviation pack / Weapons. Share conclusions, mod-folder screenshots, more details...
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

western0221

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-94 open Beta 06/Feb/2018
« Reply #55 on: February 16, 2019, 05:54:15 PM »

Even 2 classes (classfiles are more separated) in Engine mod 2.8.x are conflicted with NG-CAM classes (NG-CAM's fully including Engine mod's , so only setting higher folder superior for NG-CAM than Engine mod) ,
 No classes in USMC Jet pack is conflicted with NG-CAM / NG-MAP / NG-HUD classes.
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whistler

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-94 open Beta 06/Feb/2018
« Reply #56 on: February 17, 2019, 04:06:01 AM »

Thanks western.

In order to guarantee compatibility across different installs I included some references to EngineMod functionality in NG-CAM. You don't need EngineMod to run NG-CAM, but NG-CAM must load before EngineMod if you have EngineMod.

Still, I don't see how any of this could cause freezes or CTDs.
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

western0221

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Re: US Marine Aviation pack (F/A-18C/D, AV-8B+) V4.0.-93 open Beta 14/Feb/2020
« Reply #57 on: February 14, 2020, 04:23:53 AM »

Java_Pack is updated as V4.0.min93 .

- Switching loadout style into cod/ one for saving memory.
- Clean up update(f) loop methods to decrease fps damages in subsonic ~ supersonic speeds.
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FsMaster2018

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I am having some problems with the ai using the F-18. In fmb some ai controlled F-18's will fly off randomly rather than following waypoints or following my aircraft. I am using BAT 4.1.2.
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wave04

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Clicking on the preview button of the quick mission editor doesn't do anything, starting the mission offsets the camera somewhere off the map, F2 doesn't work, plane is unresponsive. F-16 and A-10 using the same mods listed here work perfectly fine.

I uploaded the log to https://sharetext.me/cundedjhwt because it was too long for the site here.

If anyone can decipher these magic words I'd be very thankful. Western you're a hero by the way
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Please be patient, I'm not very smart.
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