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Author Topic: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod  (Read 3781 times)

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Old_DaD

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #36 on: August 06, 2023, 05:58:55 AM »

Ive only replaced that classfile and so far everything is good.
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elot

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #37 on: August 06, 2023, 08:58:40 AM »

Have a look in the original WxTech FULL THROTTLE SMOKE MOD for BAT 4.0.. the classfile is dated 29/09/21
Finally found that version and copied it to the 2 mods and indeed seems to work, just like no file at all (probably somewhere in an SRS file).
I try tonight to really fly with it and see if all the effects are still working with the old file.

Update: i tried the old file and everything seems to work, but i have the impression (must check later again) that the Full Throttle mod does not show any smoke anymore.
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WxTech

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #38 on: August 10, 2023, 01:55:49 PM »

The throttle smoke implementation requires that both Aircraft.class and Motor.class be congruent. Hence the lack of full function when changing one of these classfiles.

I very recently found an error I made for jet engine throttle smoke (it's treated separately from non jet engine throttle smoke). I'm working toward rolling this up into my v2.0 effects pack. But I should release a separate update for those who don't use my effects. My preference is to have in operation the carburetor cut-out smoke, full throttle smoke and the AI engine overheat.

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PO_MAK_249RIP

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #39 on: August 11, 2023, 12:32:34 AM »

'I'm working toward rolling this up into my v2.0 effects pack'

Great news cant wait!!
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elot

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #40 on: August 14, 2023, 02:31:00 PM »

Well, i found that the old file gave me some artefacts when looking down, especially on the runway.
So i put that file in a ModsMap directory en added just the old file to it (gave directory a name, so i know what is in it  :P)
Now i can play standard with the new file that works with most campaigns and machines.
When i want to play with the Dutch Fokker G1 for instance, i just add the 'Mod' and after changing to other campaign i remove the mod again.
Works great this way  8)
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Old_DaD

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #41 on: August 14, 2023, 02:58:47 PM »

Sure.
I guess It's not like you'll use the G1 that often, so makes sense to only switch the file as and when.
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Whiskey_Sierra_972

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #42 on: December 29, 2024, 06:28:43 AM »

Hi tested it in last BAT 4.3 and got it working flawless....

Tested the Fokkers D.XXI (danish) and G1 and got NO freezing (but also no full therottle effect) in the 109 I tested full throttle smoke start at 95% power as it should....

@ WxTech....

In prevision of you nex effect pack 2.0 and in consideration of what was write here:

In order to work on B.A.T. 4.2 Java it would be safest to have all classes, due to potential interdependencies when compiling. The latest I could find, and have, is 4.1.3.

In the interim, it would be nice if a more up-to-date modder could look at my changes and incorporate them.



I have zipped the BAT 4.3 classes for each module:

https://www.mediafire.com/file/41oau2ykuvlqqes/Classes-BAT_4.3.7z/file
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Old_DaD

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #43 on: January 01, 2025, 09:21:05 AM »

Well I'm sorry to inform you, but even after installing a new vanilla BAT DANGER ZONE, and then adding on top the mods that you have "cleared", including this one...the 2 offending planes: The Dutch versions of D.XXI and G1
They're still stalling at 100% throttle.
Once again I think it is that class AF5F8A326C3FA53C which is the culprit.
Again I reverted to the old 4.0 version..
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Whiskey_Sierra_972

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #44 on: January 01, 2025, 11:45:01 AM »

Ok Old_DAD thanks for the report....I have checked again and I can assure you that in both my modded and vanilla installation this mod work with the planes indicated....

Please note that this mod work with WxTech effect pack 1.6 and have to load over the Full Throttle folder to which is related:

Here my WAW modded folder where you can find which mods I have installed about effects and their order:



I have also tested this mod stand alone in a vanilla BAT 4.3 WAW installation:



Even in such vanilla WAW BAT 4.3 installation both aircraft work flawless at 110% power settings:

Danish Fokker D.XXI



Fokker G.I

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Old_DaD

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #45 on: January 01, 2025, 01:27:30 PM »

Thanks.
I have a similar set up like yours, with nearly the same order of Mods.
I will move some of the Mods about in my set up, se if there is some other conflicts.
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Whiskey_Sierra_972

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #46 on: January 01, 2025, 01:35:08 PM »

Take care that:

AI overheat involve only 1 classfile the motor.class one...I have unhashed them to compare in the specific....anyway the hashed class have the same name you point: AF5F8A326C3FA53C

This classfile can be found in other 2 folders: !0_WxTech_Full_Throttle_Smoke_Mod_BAT-4.1.2+ AND Classes-BAT

So look at the order of the foders:

TOP: AI OVERHEAT
BELOW: FULL THROTTLE
BOTTOM: BAT CLASSES
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Old_DaD

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #47 on: January 01, 2025, 01:37:56 PM »

Sure. That is the order in my set up now.
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