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Author Topic: WxTech's F2A-1 (B-239) Cockpit Tweaks  (Read 14886 times)

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WxTech

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #48 on: October 27, 2021, 07:59:35 PM »

As far as I understand, BAT 4.0 uses Engine Mod 2.7, and is built on 4.12.2. Based on that, I shouldn't expect incompatibilities.
Hi WxTech
I am writing a late but I just came back home. Attempt the cockpit mod and mod fm vasya inherit the same cockpit classes. Are you absolutely sure that these classes
32D6D860570A8AF6
C572203C06B0C572
F65A54BC5D461E02
F668394AA1662B60
The first FM mode load first. This is in my installation and works tip-top

I installed the 4.12.2 version of Vasya's mod, which I presume to be compatible with BAT 4.0. The mod is read before anything else B-239 related. But I still don't have the LKk42 gun option in the loadout menu; only "empty" and "default".

I looked over the cockpit.class Java, and see the same tachometer adjustment I recently discovered as needing to be done, but with a new wrinkle; a check on whether the RPM is less than 1000, for which a different gauge scaling applies. Other than that, I see nothing that would necessitate these 4 classes *having* to be present...
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ben_wh

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #49 on: October 27, 2021, 08:12:18 PM »

WxTech,

If I remember correctly, there is a version of the LKK42 MGun classes in this mod:  https://www.sas1946.com/main/index.php/topic,63051.msg733326.html#msg733326


Cheers,
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WxTech

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #50 on: October 27, 2021, 08:38:48 PM »

ben_wh,
Thanks for chiming in. In both versions of Vasya's mod the LKk42 gun classes are present. And the plane class has the loadout option present.

It seems at least the motor aspects of the mod are working, as the tachometer needle's range is clearly different now. And I know these cockpit classfiles are being used due to the stock compass behaviour and more restricted 6dof ranges, compared to my fixed classfiles. But not having the gun loadout option available is stumping me.
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cestode

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #51 on: October 27, 2021, 10:42:30 PM »

I'm looking forward to the results of this! When you guys are finished, would it be possible to include instructions for a beginner to install everything? The instructions for the cockpit tweaks were clear, but the flight model stuff is way over my head.

Also, when BAT gets the next upgrade would all of these changes get lost from my installation? Would I need to install these tweaks all over again?
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Repetier_71

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #52 on: October 28, 2021, 12:01:16 AM »

But dear gentlemen, historically the LKk - 42 (Browning clone) appeared later than the Buffaloes themselves in Finladia. I would like to add that it was not a successful construction, cracking the barrel. And we have it included in the modification B-239-63. LKk-42 were used in Buffalo and Curtiss Hawk 75, which were in service in Finland in the later stages of the war. and here the author of the modification has kept the historical reference.

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WxTech

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #53 on: October 28, 2021, 12:20:38 AM »

There is an additional oddity around the B-239 in my BAT 4.0 install. And that is that while the default skin in the preview window shows a nice green camo paint job, the actual skin that the plane wears at mission start is a completely different metal skin that looks so out of place. So, I suffer a couple strange issues, it would seem.
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Repetier_71

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #54 on: October 28, 2021, 12:23:28 AM »



[/quote]

Other than that, I see nothing that would necessitate these 4 classes *having* to be present...
[/quote]

I will not agree on this. In my installation it was essential for the mod to work properly. Anyway, the fact that BAT has a backbone from 4.12 + modact + engine mod does not mean that it will work similarly.
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WxTech

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #55 on: October 28, 2021, 12:29:26 AM »

I'm looking forward to the results of this! When you guys are finished, would it be possible to include instructions for a beginner to install everything? The instructions for the cockpit tweaks were clear, but the flight model stuff is way over my head.

Also, when BAT gets the next upgrade would all of these changes get lost from my installation? Would I need to install these tweaks all over again?

I'm not sure about packing in the FM mod with my revamped cockpit. It might be poor form due to a separation from the author who might do further work on it down the road. Disparate mods by different authors might best be left under the care and maintenance of their creators.

In any event, the FM mod is installed as easily as any other mod.

As to what gets included in BAT updates, that's up to the BAT developers. And that depends on the quality of the mod, and how well integrated it is, and the degree of internal consistency and that there are no potential points of failure or conflict.
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Repetier_71

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #56 on: October 28, 2021, 12:29:55 AM »

Not only that. Even with an assimilation like 4.12 with mod act and engine mod there are problems. Example? ... GearDamage in 4.12, same class in engine mod and effect distorted, only after giving the original files a high hierarchy, the effect appears as it should.
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Repetier_71

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #57 on: October 28, 2021, 02:25:27 AM »

I know BAT has many favorable opinions. It's a complex organism, and I'm taking my hat off my head before the authors do. However, my philosophy is different.
Uno-I only want what I need, no extra inventory. 200 other planes.
Secundo-I want to have full control and knowledge of what I have installed, what-for-what-and why.
Anyway, gentlemen, the discussion takes place in the section "Individual Mod Downloads for IL-2 1946" not "BAT"
For now, I'm still working on new cockpit textures  ;D
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WxTech

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #58 on: October 28, 2021, 02:28:54 AM »

OK, so I just added the air.ini entry from the file, A6M2-AM+F2A_B239_M63--TEST.txt, and now I see the LKk42 gun loadout when I select the newly added M63 plane version. When I saw the "TEST" in the file name, I thought it was some irrelevant file accidentally left in place.  ;)

But now I'm a bit in doubt of the new FM being utilized. I've ascertained that the different tachometer response is only due to the code for that gauge as set in the cockpit class, after swapping out my own class file in the testing process. Furthermore, it looks like the LKk42 gun should be using the included MG_BredaSAFAT127 sound files, which are very different from the sounds for the Browning 50. But I'm still hearing the latter sound.

In the past, when installing new planes that had their own FM, I recall that it was required to have the FM file located in the mod's root folder (where classfiles must reside). Is this no longer the case?


Note that I've named this mod folder with a preceding "!!0_", and so it sits in 4th place from the top of the folder listing, with absolutely nothing present in those higher folders which could possibly cause a conflict.
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WxTech

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Re: WxTech's F2A-1 (B-239) Cockpit Tweaks
« Reply #59 on: October 28, 2021, 02:42:27 AM »

I know BAT has many favorable opinions. It's a complex organism, and I'm taking my hat off my head before the authors do. However, my philosophy is different.
Uno-I only want what I need, no extra inventory. 200 other planes.
Secundo-I want to have full control and knowledge of what I have installed, what-for-what-and why.
Anyway, gentlemen, the discussion takes place in the section "Individual Mod Downloads for IL-2 1946" not "BAT"
For now, I'm still working on new cockpit textures  ;D

I too am a control freak! For one thing, I've never used JSGME. For another, if the option exists, I prefer a completely manual install of every file into its rightful place. Even for maps, I assiduously move over every file, being certain that I'm not overwriting anything. If there are conflicts, I'll rename files or create new folders as necessary and where feasible, altering the files that point to them, of course.

In the context of this discussion, BAT 4.0 is fundamentally 4.12.2 with the Engine Mod 2.7 incorporated. I guess the question is this; does the Engine Mod cause an incompatibility here?

And I might add... This is MY thread and I'll tolerate what might nominally be called 'out of bounds' subject matter. Or else I'll take my ball and go home!   :baby_banana:
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