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Author Topic: NEW turbulence, gusts and wake turbulence for B.A.T.  (Read 3396 times)

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WxTech

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NEW turbulence, gusts and wake turbulence for B.A.T.
« on: October 27, 2023, 11:02:49 PM »

UPDATE #2, Nov 7, 2023:
- I've expanded upon user controllability via additional conf.ini controls, existing ones renamed yet again; REPLACE ALL PREVIOUS ENTRIES.
- This means you can have the difficulty option "Wind 'n Turbulence" enabled, but have just the wind in operation by disabling turbulence--even though a mission would have a turbulence value set (and gust, but this is ignored now). In other words, if you don't like turbulence but do want the wind to be present, you need not edit the mission to make turbulence (and gust) = 0.
- As mentioned, I've taken gusts fully out of consideration, leaving just turbulence to be calculated (separate mechanical and cloud components, for both player and AI.) Where the gust value is actually used is in the (generally unlikely) case where gust > 0 AND turbulence = 0. In such case I use gust as a surrogate for turbulence, and scale the value accordingly.
- I've made a new algorithm for AI turbulence, which has better behaviour. You can elect to use my earlier (but more 'jittery') version or this new one (the conf.ini control here, TurbulenceAI, can have values of 0, 1 or 2--see below.)
-------------------------------- end of update #2 ------------------------------


UPDATE #1, Nov 4, 2023: Due a report of wake turbulence causing an odd plane drift for all AI planes during an online mission, I have added the option to separately enable/disable wake turbulence for the player and AI, via an additional control on the conf.ini [Mods] section. If you have installed the first release, replace all former conf.ini controls with those provided here.
-------------------------------- end of update #1 ------------------------------


Get it here:

https://www.mediafire.com/file/0nqltw2vbrokk4e/%25210_WxTech_Wind.7z/file

From the included UPDATED readme file:

Turbulence, gusts and wake turbulence mod, by WxTech


UPDATE #2, Nov 7, 2023:
- I've expanded upon user controllability via additional conf.ini controls, existing ones renamed yet again; REPLACE ALL PREVIOUS ENTRIES.
- This means you can have the difficulty option "Wind 'n Turbulence" enabled, but have just the wind in operation by disabling turbulence--even though a mission would have a turbulence value set (and gust, but this is ignored now). In other words, if you don't like turbulence but do want the wind to be present, you need not edit the mission to make turbulence (and gust) = 0.
- As mentioned, I've taken gusts fully out of consideration, leaving just turbulence to be calculated (separate mechanical and cloud components, for both player and AI.) Where the gust value is actually used is in the (generally unlikely) case where gust > 0 AND turbulence = 0. In such case I use gust as a surrogate for turbulence, and scale the value accordingly.
- I've made a new algorithm for AI turbulence, which has better behaviour. You can elect to use my earlier (but more 'jittery') version or this new one (the conf.ini control here, TurbulenceAI, can have values of 0, 1 or 2--see below.)



UPDATE #1, Nov 4, 2023: Due a report of wake turbulence causing an odd plane drift for all AI planes during an online mission, I have added the option to separately enable/disable wake turbulence for the player and AI, via an additional control on the conf.ini [Mods] section. REPLACE ALL PREVIOUS ENTRIES WITH THOSE PROVIDED BELOW.


This is my own Wind.class for B.A.T. 4.0. I think it should work with all B.A.T. versions later than this, but cannot test it myself.


- The intrinsic scaling of gust intensity as 0-12 and turbulence as 0-6 is not adhered to. PlMission.class passes on gust values as 0, 8, 10, 12, and turbulence as 0, 3, 4, 5, 6. By skipping over the lower end of both scales, the effect is to go from none to a sudden jump in intensity. The gentler effects are missing; no wonder this aspect of the sim is disliked by many players. I've adjusted for this, and so now quite gentle gusts and turbulence are possible.

- B.A.T. 4.0 and later have adopted my previous work on turbulence. Here I've increased the depth of mechanical turbulence from 600m to 1200m AGL. For whatever degree the player sets, it has 2/3 intensity at the surface and 600m AGL, full intensity at 300m AGL, half intensity at 900m AGL, and zero intensity at 1200m AGL.

- I scale turbulence as wind speed. For whatever intensity the player sets, it is scaled such that for the permissible range of set wind speeds from 0-15m/s turbulence intensity is scaled to be 0.3x to 1.0x. This means that for a selected value for turbulence, varying the wind speed will cause the turbulence to vary as well. This is nod to reality.

- NEW in this release, for player and AI, is wake turbulence, taken from ZloyPetrushk0's mod of some years ago. When flying behind another plane, within a certain distance there will be some induced turbulence. The intensity scales as the number of engines the inducing plane has. The intensity is player adjustable, or it can be disabled altogether. One has the option to individually enable/disable this for the player's plane and all other AI planes.

- NEW in this release, for player and AI, is gusts. I had left this out completely before now due to the crude way it was implemented. Recently I have come to better understand Java and so have got to be able to achieve more desirable results. I treat gusts as basically another aspect of mechanical turbulence, and so have it operate in same 1200m deep zone as for mechanical turbulence. Gusts occur at a quite slower frequency to turbulence, this resulting from the transition between different parcels of air moving at different speeds. Its intensity scales as the turbulence and the wind speed.

- I've disabled mechanical turbulence for AI due to 'roughness' resulting from the rapidity of the randomizing process and the simpler AI flight model. As a substitute I use the slower-acting gust algorithm for better smoothness.

- NEW in this release is the addition of three user controls for wake turbulence to add to conf.ini. One entry is to toggle wake turbulence on or off. The other is to apply a scaling value, so that you can tune the intensity to your own liking. I recommend somewhere between 0.6 and 1; there is no upper limit, but setting 2 or 3 will make for a rough ride indeed!

Add these 4 lines to the [Mods] section of conf.ini. The 'doubled' entries starting with ";" are comments--ignored by the game--to remind you of the permitted or recommended values. I have both settings set to OFF; change "0" to "1" if you want that turbulence enabled. NOTE THAT ALL CONTROL NAMES ARE DIFFERENT to those in the first release.

========== add the following 10 lines to [Mods] section of conf.ini ==========
;TurbulencePlayer=0  //0 or 1 for disabled or enabled (mechanical and cloud components)
TurbulencePlayer=1
;TurbulenceAI=0  //0 for NONE, 1 for first method (jittery), 2 for second method (less jittery, better)
TurbulenceAI=2
;WakeTurbulencePlayer=0  //0 or 1, for disabled or enabled
WakeTurbulencePlayer=0
;WakeTurbulenceAI=0  //0 or 1, for disabled or enabled
WakeTurbulenceAI=0
;WakeTurbulenceScaler=0.67  //0.0 to 2.0; scales wake turbulence intensity (equally for player and AI)
WakeTurbulenceScaler=0.75



WxTech
Oct 28, 2023
Nov 4, 2023
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gunny0134

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #1 on: October 27, 2023, 11:47:22 PM »

... o_O :o :-X

I'm scared of the turbulence...also get carsick !!
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TTC Redfield

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #2 on: October 28, 2023, 05:33:48 AM »

Thank you very much WxTech for this mod  :P ]hello2[

He works almost in BAT 4.2.2 hotfix 4, The wind and turbulences works but if we shoot with guns or if AI shoot, we have return desktop

I tried with my custom mod folder and the original mod folder without mods

I tried :

- DOF
- TGA
- WAW
- JTW

I noticed that this Wind.class file is also present in \Classes-BAT\com\maddox\il2\fm


Do you think this is easy to fix ?  ]dontknow[


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[2023-10-28 12:56:28.199 UTC +2] dT:    0 Hardware    - disabled [buffers : 0]
[2023-10-28 12:56:28.199 UTC +2] dT:    0 Extensions  - enabled :
[2023-10-28 12:56:28.199 UTC +2] dT:    0   EAX ver. 1 [ ]  - disabled
[2023-10-28 12:56:28.199 UTC +2] dT:    0   EAX ver. 2 [ ]  - disabled
[2023-10-28 12:56:28.199 UTC +2] dT:    0   EAX ver. 3 [ ]  - disabled
[2023-10-28 12:56:28.199 UTC +2] dT:    0   I3D ver. 2 [ ]  - disabled
[2023-10-28 12:56:28.199 UTC +2] dT:    0   ZoomFX     [ ]  - disabled
[2023-10-28 12:56:28.199 UTC +2] dT:    0   MacroFX    [ ]  - disabled
[2023-10-28 12:56:28.199 UTC +2] dT:    0 SIMD render [X]
[2023-10-28 12:56:28.199 UTC +2] dT:    0 num channels 32
[2023-10-28 12:56:28.199 UTC +2] dT:    0 Cannot open audio file samples/infinite 1
[2023-10-28 12:56:28.199 UTC +2] dT:    0
[2023-10-28 12:57:05.301 UTC +2] dT:    0 INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Pilots/CAT_DESPEREAUXFW190-CAT.bmp'Bad BMP Format!
[2023-10-28 12:57:05.301 UTC +2] dT:    0 Valid BMP format is only  uncompressed 8bit (palette) image
[2023-10-28 12:57:05.301 UTC +2] dT:    0 With width and height equals power of 2
[2023-10-28 12:57:05.301 UTC +2] dT:    0 Pilot PaintSchemes/Pilots/CAT_DESPEREAUXFW190-CAT.bmp NOT loaded
[2023-10-28 12:57:05.348 UTC +2] dT:    0 INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Noseart/Emblem_3_KGrzbV9.bmp'Bad BMP Format!
[2023-10-28 12:57:05.348 UTC +2] dT:    0 Valid BMP format is only  uncompressed 8bit (palette) image
[2023-10-28 12:57:05.348 UTC +2] dT:    0 With width and height equals power of 2
[2023-10-28 12:57:05.348 UTC +2] dT:    0 Noseart PaintSchemes/Noseart/Emblem_3_KGrzbV9.bmp NOT loaded
[2023-10-28 12:57:10.208 UTC +2] dT:    0 INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Pilots/CAT_DESPEREAUXFW190-CAT.bmp'Bad BMP Format!
[2023-10-28 12:57:10.208 UTC +2] dT:    0 Valid BMP format is only  uncompressed 8bit (palette) image
[2023-10-28 12:57:10.208 UTC +2] dT:    0 With width and height equals power of 2
[2023-10-28 12:57:10.209 UTC +2] dT:    0 Pilot PaintSchemes/Pilots/CAT_DESPEREAUXFW190-CAT.bmp NOT loaded
[2023-10-28 12:57:10.254 UTC +2] dT:    0 INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Noseart/Emblem_3_KGrzbV9.bmp'Bad BMP Format!
[2023-10-28 12:57:10.254 UTC +2] dT:    0 Valid BMP format is only  uncompressed 8bit (palette) image
[2023-10-28 12:57:10.254 UTC +2] dT:    0 With width and height equals power of 2
[2023-10-28 12:57:10.254 UTC +2] dT:    0 Noseart PaintSchemes/Noseart/Emblem_3_KGrzbV9.bmp NOT loaded
[2023-10-28 12:57:12.530 UTC +2] dT:    0 INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Pilots/CAT_DESPEREAUXFW190-CAT.bmp'Bad BMP Format!
[2023-10-28 12:57:12.530 UTC +2] dT:    0 Valid BMP format is only  uncompressed 8bit (palette) image
[2023-10-28 12:57:12.530 UTC +2] dT:    0 With width and height equals power of 2
[2023-10-28 12:57:12.530 UTC +2] dT:    0 Pilot PaintSchemes/Pilots/CAT_DESPEREAUXFW190-CAT.bmp NOT loaded
[2023-10-28 12:57:15.014 UTC +2] dT:    0 INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Pilots/CAT_DESPEREAUXFW190-CAT.bmp'Bad BMP Format!
[2023-10-28 12:57:15.014 UTC +2] dT:    0 Valid BMP format is only  uncompressed 8bit (palette) image
[2023-10-28 12:57:15.014 UTC +2] dT:    0 With width and height equals power of 2
[2023-10-28 12:57:15.014 UTC +2] dT:    0 Pilot PaintSchemes/Pilots/CAT_DESPEREAUXFW190-CAT.bmp NOT loaded
[2023-10-28 12:57:22.465 UTC +2] dT:  -35 Loading mission QuickQMBPro/Reno/Renorednone00.mis...
[2023-10-28 12:57:22.499 UTC +2] dT:    0 Y=1941 / M=12 / H= 10 , Temperature - 0m = -1.0 .
[2023-10-28 12:57:22.499 UTC +2] dT:    0 Loading map.ini defined airfields:
[2023-10-28 12:57:22.501 UTC +2] dT:    0 Detected Vertex Shaders 3.0.
[2023-10-28 12:57:22.501 UTC +2] dT:    0 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[2023-10-28 12:57:22.501 UTC +2] dT:    0 Vertex texture units: 32
[2023-10-28 12:57:22.501 UTC +2] dT:    0
[2023-10-28 12:57:23.660 UTC +2] dT:    0 PBuffer: suitable formats: 12
[2023-10-28 12:57:23.660 UTC +2] dT:    0
[2023-10-28 12:57:23.662 UTC +2] dT:    0 Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[2023-10-28 12:57:23.662 UTC +2] dT:    0 Depth = 24, stencil = 8
[2023-10-28 12:57:23.676 UTC +2] dT:    0 PBuffer: suitable formats: 12
[2023-10-28 12:57:23.676 UTC +2] dT:    0
[2023-10-28 12:57:23.677 UTC +2] dT:    0 Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[2023-10-28 12:57:23.677 UTC +2] dT:    0 Depth = 24, stencil = 8
[2023-10-28 12:57:24.663 UTC +2] dT:    0 Loading vertex/fragment programs: *705441416*
[2023-10-28 12:57:24.663 UTC +2] dT:    0 *** Loading: [vpFogFar2Tex2D]
[2023-10-28 12:57:24.663 UTC +2] dT:    0 *** Loading: [vpFog2Tex2DBlend]
[2023-10-28 12:57:24.663 UTC +2] dT:    0 *** Loading: [vpFogFar4Tex2D]
[2023-10-28 12:57:24.663 UTC +2] dT:    0 *** Loading: [vpFogFar8Tex2D]
[2023-10-28 12:57:24.663 UTC +2] dT:    0 *** Loading: [vpFogNoTex]
[2023-10-28 12:57:24.663 UTC +2] dT:    0 *** Loading: [vpFog4Tex2D]
[2023-10-28 12:57:24.664 UTC +2] dT:    0 *** Loading: [vpFog4Tex2D_UV2]
[2023-10-28 12:57:24.664 UTC +2] dT:    0 *** Loading: [vp4Tex2D]
[2023-10-28 12:57:24.664 UTC +2] dT:    0 *** Loading: [vp6Tex2D]
[2023-10-28 12:57:24.664 UTC +2] dT:    0 *** Loading: [vpTexUVTex2D]
[2023-10-28 12:57:24.664 UTC +2] dT:    0 *** Loading: [vpWaterGrid_NV]
[2023-10-28 12:57:24.664 UTC +2] dT:    0 *** Loading: [vpWaterSunLight_NV]
[2023-10-28 12:57:24.664 UTC +2] dT:    0 *** Loading: [vpWaterSunLight_ATI]
[2023-10-28 12:57:24.664 UTC +2] dT:    0 *** Loading: [vpWaterSunLight_FP]
[2023-10-28 12:57:24.664 UTC +2] dT:    0 *** Loading: [vpTreeSprite]
[2023-10-28 12:57:24.665 UTC +2] dT:    0 *** Loading: [vpTreeTrunk]
[2023-10-28 12:57:24.665 UTC +2] dT:    0 *** Loading: [vpVAObjectsN]
[2023-10-28 12:57:24.665 UTC +2] dT:    0 *** Loading: [vpVAObjectsL0]
[2023-10-28 12:57:24.665 UTC +2] dT:    0 *** Loading: [vpSprites]
[2023-10-28 12:57:24.665 UTC +2] dT:    0 *** Loading: [vpSimpleGL]
[2023-10-28 12:57:24.665 UTC +2] dT:    0 *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[2023-10-28 12:57:24.665 UTC +2] dT:    0 *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[2023-10-28 12:57:24.665 UTC +2] dT:    0 *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[2023-10-28 12:57:24.666 UTC +2] dT:    0 *** Loading: [fpCoastBump] -> NV3X Optimized!
[2023-10-28 12:57:24.666 UTC +2] dT:    0 *** Loading: [fpCoastFoam] -> NV3X Optimized!
[2023-10-28 12:57:24.666 UTC +2] dT:    0 *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[2023-10-28 12:57:24.666 UTC +2] dT:    0 *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[2023-10-28 12:57:24.666 UTC +2] dT:    0 *** Loading: [fpCausticSimple] -> NV3X Optimized!
[2023-10-28 12:57:24.666 UTC +2] dT:    0 *** Loading: [fpCaustic] -> NV3X Optimized!
[2023-10-28 12:57:24.666 UTC +2] dT:    0 *** Loading: [fpSprites] -> NV3X Optimized!
[2023-10-28 12:57:24.667 UTC +2] dT:    0 *** Loading: [fpObjectsL0] -> NV3X Optimized!
[2023-10-28 12:57:24.667 UTC +2] dT:    0 *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[2023-10-28 12:57:24.667 UTC +2] dT:    0 *** Loading: [fpSimpleGL]
[2023-10-28 12:57:24.667 UTC +2] dT:    0 *** Loading: [fpNearLandFog] -> NV3X Optimized!
[2023-10-28 12:57:24.667 UTC +2] dT:    0 *** Loading: [fpFarLandFog] -> NV3X Optimized!
[2023-10-28 12:57:24.667 UTC +2] dT:    0 *** Loading: [fpRiverCoastAA]
[2023-10-28 12:57:24.667 UTC +2] dT:    0 *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[2023-10-28 12:57:24.667 UTC +2] dT:    0 *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[2023-10-28 12:57:24.668 UTC +2] dT:    0 *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[2023-10-28 12:57:24.668 UTC +2] dT:    0 *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[2023-10-28 12:57:24.668 UTC +2] dT:    0 *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[2023-10-28 12:57:24.668 UTC +2] dT:    0 *** Loading: [vpWaterDM_CPU]
[2023-10-28 12:57:24.668 UTC +2] dT:    0 *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[2023-10-28 12:57:24.669 UTC +2] dT:    0 *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[2023-10-28 12:57:24.669 UTC +2] dT:    0 *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[2023-10-28 12:57:24.669 UTC +2] dT:    0 *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[2023-10-28 12:57:24.669 UTC +2] dT:    0 *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[2023-10-28 12:57:24.669 UTC +2] dT:    0 *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[2023-10-28 12:57:24.670 UTC +2] dT:    0 *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[2023-10-28 12:57:24.670 UTC +2] dT:    0 *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[2023-10-28 12:57:24.670 UTC +2] dT:    0 *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[2023-10-28 12:57:24.670 UTC +2] dT:    0 *** Loading: [fpWaterLFogDM]
[2023-10-28 12:57:24.670 UTC +2] dT:    0 *** Loading: [fpIceWater] -> NV3X Optimized!
[2023-10-28 12:57:24.670 UTC +2] dT:    0 *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[2023-10-28 12:57:24.670 UTC +2] dT:    0 *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[2023-10-28 12:57:24.670 UTC +2] dT:    0 *** Loading: [fpNearBlend] -> NV3X Optimized!
[2023-10-28 12:57:24.670 UTC +2] dT:    0 *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[2023-10-28 12:57:24.671 UTC +2] dT:    0 *** Loading: [fpFarBlend] -> NV3X Optimized!
[2023-10-28 12:57:24.671 UTC +2] dT:    0 *** Loading: [fpForestPlane] -> NV3X Optimized!
[2023-10-28 12:57:24.671 UTC +2] dT:    0 *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[2023-10-28 12:57:24.671 UTC +2] dT:    0 *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[2023-10-28 12:57:24.671 UTC +2] dT:    0 *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[2023-10-28 12:57:24.746 UTC +2] dT:    0 Load bridges
[2023-10-28 12:57:24.746 UTC +2] dT:    0 Load static objects
[2023-10-28 12:57:27.258 UTC +2] dT:    0 1>mp_dotrange FRIENDLY DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[2023-10-28 12:57:27.260 UTC +2] dT:    0 1>mp_dotrange FOE DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[2023-10-28 12:57:27.262 UTC +2] dT:    0 Mission: QuickQMBPro/Reno/Renorednone00.mis is Playing
[2023-10-28 12:57:27.685 UTC +2] dT:   14 warning: no files : music/inflight
[2023-10-28 12:58:35.070 UTC +2] dT: 2246 java.lang.NoSuchMethodError
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.il2.objects.weapons.Gun.doStartBullet(Gun.java:133)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.il2.engine.GunGeneric.interpolateStep(GunGeneric.java:198)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.il2.engine.GunGeneric$Interpolater.tick(GunGeneric.java:232)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:380)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.rts.Message._send(Message.java:1217)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.rts.Message.sendToObject(Message.java:1191)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.rts.Message.sendTo(Message.java:1134)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.rts.Message.trySend(Message.java:1115)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.rts.Time.loopMessages(Time.java:252)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:422)
[2023-10-28 12:58:35.070 UTC +2] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Logged
Impossible n'est pas français !

TXZCJSP

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #3 on: October 28, 2023, 05:41:03 AM »

VP modpack also encounters this type of situation
https://pastebin.com/MBUv4C4N
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Frankiek

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #4 on: October 28, 2023, 07:14:39 AM »

The problem seems to be in the com.maddox.il2.objects.weapons.Gun.class that is lacking the
doStartBullet(Gun.java:133) method so maybe the wind gust mod needs a tweaked gun.class as well
Logged

SAS~Storebror

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    • STFU
Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #5 on: October 28, 2023, 07:27:59 AM »

No, not quite.
com.maddox.il2.objects.weapons.Gun.doStartBullet(Gun.java:133) is where the error happens.
At this line, the method "getVectorWeapon" from the "Wind" class is being called.
The Wind class is the only one modified by this mod, and the "problem" is that this mod has the methods "getVectorWeapon" and "getVectorRocket" disabled (by commenting the whole code block of these two methods), but the methods are required by other classes (namely, like illustrated by the given logs, the "Gun" class, and by a modded "Rocket" class from wxtech himself, if you happen to have that class installed).

]cheers[
Mike
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Don't split your mentality without thinking twice.

WxTech

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #6 on: October 28, 2023, 08:30:44 AM »

Try again, lads; I've updated the archive.

First thing I did upon opening my crusty eyes this AM was to check with dreadful foreboding that I might have messed up something. In blocking out my extensive, new method, getVectorRocket (to be included with the new effects pack overhaul), I inadvertently included in the blocking out the important method getVectorWeapon. Stupid mistake! So sorry for that!

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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #7 on: October 28, 2023, 08:34:12 AM »

If I was a salaried developer, upon getting called to the office I'd be nervously anticipating plastic sheeting on the floor!  ;D
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

SAS~Storebror

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #8 on: October 28, 2023, 08:48:49 AM »

If I was a salaried developer
I've been one for more than 17 years and trust me, I did sillier things than that.

]cheers[
Mike
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Don't split your mentality without thinking twice.

TTC Redfield

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #9 on: October 28, 2023, 08:54:10 AM »

Thank you for your expertise Mike and Frankie,

No WxTech, bugs are normal ;D, these days video games come out unfinished and in DLC, maybe the "shooting" is DLC?  :D
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Impossible n'est pas français !

WxTech

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #10 on: October 28, 2023, 07:09:58 PM »

So, has anyone got round to trying out the fixed class? I take it as a hopeful sign of quietude that no silly glitches remain.   :-|
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

TXZCJSP

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #11 on: October 28, 2023, 09:43:07 PM »

No problems so far.
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