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Author Topic: Zonk Mod  (Read 7970 times)

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Fishyyy

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Re: Zonk Mod
« Reply #24 on: March 27, 2025, 04:43:45 AM »

IRL, for a long time, it was german standard tactic to engage Combat Boxes "head on". That's what we were trying to simulate. CY6's solution of making all fighters attack from ten o'clock, all the time, was very rudimentary. That very early version is what has been looked at here.

Head ons have been rewritten completely by DarkenedFantasies. There now is a setting, which let's the mission maker chose a chance, with which the AI will use head ons. AI will now also automatically switch to rear attacks against stragglers. I think I have sufficiently shown the awesome results we get with the mod in my videos.

I don't understand where "It was never intended to be a gameplay mod" comes from. All the FMB and AI changes completelely overhaul the entire gameplay. We can now properly fly in Combat Boxes and Wings. We can even command them.

Also, CY6, is there a specific reason why you don't respond to my e-mails anymore?
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His Fishyyyness

Fishyyy

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Re: Zonk Mod
« Reply #25 on: March 27, 2025, 05:04:50 AM »

This is a good example of what can be achieved with the current Zonk version:



In any other game version, the fighter AI would engage from 6 o'clock level, kill one B-29 and then get shot down. The "head on AI" is an amazing feature. Without Zonk, the bomber formations wouldn't work properly, the gunners would be stupider, lightly damaged bombers would fall out of formation for no reason etc. Zonk mod bomber gameplay is better and more realistic then anything else.

This mission uses our increased flight size. It's 72 B-29s & 33 Japanese fighters - in 8 flights. Such a mission can be made within 5 minutes. This also was just flying me alone and it was the first take. With Zonk, you can simply sit down and simulate heavy bomber missions realisticly.

We could really use more coders to help with the mod btw. There are a lot of AI changes left, which need to be done.
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His Fishyyyness

Knochenlutscher

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Re: Zonk Mod
« Reply #26 on: March 27, 2025, 08:16:28 AM »

This Post is a spiral of BlaBla, sorry, my Asperger kicks in.
If you complain about Coders looking at an older Version, why not release that so cool new Version here?

The New Member area is not the place where you post Mod Content of a Mod not released here on SAS.
That is regarded teasing, you're teasing from the moment knowing it, showing a video not a link for that Red-Black plush Zonk is a not so cool move.
What should Coders look at? That You Tube Video? The BlaBla here?
That's indeed a thing we do not like here, talk BlaBla about a Crystal Ball, Panic room private Mod.

Release that thing here and see you are doing a first step towards Modders or look at the PM wishy well side and wait
until someone is polishing your door bell.

Get to know we do things publicly, stop this PM, private Modding or do not tease us please and ask for Coders publicly in the same sentence.
In case you feel assaulted, no need to, I'm honest, this BlaBla is nerve wrecking, times a wastin.

Best wishes
Tobias
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Frankiek

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Re: Zonk Mod
« Reply #27 on: March 27, 2025, 09:16:06 AM »

I agree the best thing would be to point us to a beta release and I am sure that you will find people interested in supporting the development
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DarkenedFantasies

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Re: Zonk Mod
« Reply #28 on: March 27, 2025, 04:12:04 PM »

This thread just keeps on coming back. ::( Here's my take.
To be clear, only the first line below a quoted post will be a direct response to it. The rest will moreso be addressing everyone about the subject of the quote.

I don't understand where "It was never intended to be a gameplay mod" comes from.
I think what CY6 means by this is that the mod at the time (especially early on) was tailored for achieving a certain result in the video currently being produced, with not much care being taken towards aspects outside of that.

Combining this with a lack of programming experience and familiarity with the codebase, is what lead to strange solutions such as Ace-skilled bombers being blacklisted from being targeted or damaged (which was to prevent wounded formation leaders from dragging the entire flight down).

By the time I picked up the torch as the only programmer for the project, development has continued to be a mess as I started with no coding experience. The growth of the project essentially matched that of my programming skills. And honestly that continues to be the case, as I am still learning, and frequently go back and improve older code. At some point, I moved from doing patchwork onto introducing FMB features and user customization, and the goal of the mod shifted from "whatever Fishyyy needs to make this video come true" to making historical bomber missions possible. I don't know whether these two things are coincidental or not.

The New Member area is not the place where you post Mod Content of a Mod not released here on SAS.
That is regarded teasing, you're teasing from the moment knowing it, showing a video not a link for that Red-Black plush Zonk is a not so cool move.
This isn't a release or teaser thread. Checkyersix's post is the first on this thread to be from someone that was ever involved with the project.

I've wanted for a long time to have a public beta so that I could get more data from regular testers and, as Frankiek pointed out, garner more interest from modders who would want to support development, but Fishyyy has been strongly against any form of public release and wants to keep it closed until the mod achieves an officially functional state; a "1.0 release". The significance of such a release escapes me, but he has his reasons and in the end it's his project.

The videos he creates have produced a fair amount of interest in the project, but interest from viewers is of no use to me while development advances at a glacial pace due to my being a mere mortal with a million other things to do. To be fair, if the videos had grabbed the interest of programmers we would have taken them on board, but I don't think YouTube is the place to go fishiiing for il2 1946 coders, and approaching them privately doesn't work. It's much better if people decide to donate their time out of their own interest or passion for the project, as was the case for my involvement.

For the past couple of months, the idea of creating a thread showcasing some of my work on this project would occasionally cross my mind, but it has remained pretty low on my to-do list. Maybe I should finally do it so we can have a more constructive discussion about the mod, and finally let this thread die.
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genXgamer

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Re: Zonk Mod
« Reply #29 on: March 27, 2025, 06:30:58 PM »

A very well written reply mate.

We could certainly use your talents, even if it's only like your recent assistance with coding for WxTech.
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Checkyersix

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Re: Zonk Mod
« Reply #30 on: March 28, 2025, 11:57:10 AM »

I'm sorry, I didn't mean to stir anything up! That's what I get for necro-posting!

I didn't know about the actual "Zonk Mod" until a few days ago, I thought it sounded really cool and then I came across this thread and recognized some of my changes and thought I could add some insight.

Fishyyy was gracious and a lot of fun to work with. My understanding at the time was that the head-on AI changes were intended to achieve a very specific effect so my tweaks were pretty brute force, and I thought the mod was being judged a little unfairly so I wanted to explain the context.

The current version of Zonk Mod looks very cool and has progressed far beyond anything I could do! The ability to make 24-bomber formations is a huge deal!

Also, sorry for being out of touch Fishyyy, I'll send you an email!

CY6.
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SAS~Storebror

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Re: Zonk Mod
« Reply #31 on: March 28, 2025, 03:34:08 PM »

The ability to make 24-bomber formations is a huge deal!

*cough*















]cheers[
Mike
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UberDemon

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Re: Zonk Mod
« Reply #32 on: March 28, 2025, 04:01:04 PM »

That is definitely cool.

For anyone interested I already started the conceptual work on the Universal Aircraft Cloner for UQMG 46.  Users will be able to load ANY IL-2 mission (I mean a "mis" file, not a UQMG file), regardless of version, and will be able to copy/clone any existing aircraft flight multiple times... say if you really wanted a 100 copies you can have it, either all together (so you can break your PC) or you can have them appear in size defined waves with massive formation choice.

Obviously if you use Zonk mod, a clone of a 24 plane flight would yield even more planes... say, 5 copies of 24 planes is ... well, a lot.

Because in UQMG you can define clone flight separation by X, Y and height... you could have enormous clusters of 24-planes... more akin to the huge 8th AF bomber formations.

(I assume Zonk mod allows 24 planes to be added to a single regiment flight... say r0100 or g0100)
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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

vonofterdingen

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Re: Zonk Mod
« Reply #33 on: March 28, 2025, 05:13:49 PM »

@Storebror...Ok, that's impressive. And I mean impressive.
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larschance

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Re: Zonk Mod
« Reply #34 on: March 29, 2025, 02:16:23 AM »

Amazing work. Well done. The extra commands for changing formation will make bombing raids more interesting and immersive, and the straight in command will cut time wasted in landings which can be a nuisance if you are time limited. I fear ground control is going to get annoyed with the latter. lol.

I expect your next step is to allow for different skill levels, novice to ace, and different damage levels.

Do you think the present individual hovering of altitude levels within a formation will be necessary to keep.

Will this find its way into BAT.
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UberDemon

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Re: Zonk Mod
« Reply #35 on: March 29, 2025, 11:45:57 AM »

A quick question.  Is Zonk mod included in UltraPack Cassie?
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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)
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