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Old 05-08-13, 07:34 PM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Jace11 View Post
I forgot to mention I might have changed the proxy to the heavybomber model for the VLR already. It makes sense to, it is meant to represent a liberator and that model is closer than the sunderland.
Yes, it makes sense, though in this case I don't know what is wrong with your new textures not being applied. Have you checked that cfg settings and general file structure are corret?

Quote:
Originally Posted by Jace11 View Post
I'm not keen on releasing a big JSGME mod or anything (I dont use JSGME) but I will release what ever I come up with for people to integrate into other mods, or their own installations. There are a couple of mods that already cover planes I think (OH is one).
I have read the list of changes you have done over vanilla game, and I am really amazed by them

How can I convince you to release your stuff as an independent mod?
If you need it, I can help you making it compatible with OHII and other popular mods.

Quote:
Originally Posted by Jace11 View Post
I've already added extra bomb hardpoints to many of the stock patrol planes and edited all configs so that they carry the new DC models. They all drop their DCs etc in game. Some turrets needed fixing too. I found the front turret on the heavy bomber and other planes will fire aimlessly sometimes, as if its controller is trying to switch to the rear turret but cant (for some reason) I havent fixed that yet. Also damage to aircraft (via zones.cfg and plane.zons) is still an issue for me.
What do you need to know? Having worked on naval guns during the last months, I have become quite familiar with turret settings and damage zones.

Quote:
Originally Posted by Jace11 View Post
Core to it all is the AI behaviour, the script that controls bomb aiming seems to have not changed in 7 years, I encountered similar problems then. IRAI changes some behaviour but for the actually act of bombing the same script has to be called "Plane:SetCourseBombs" which seems to have many constraints which the AI has trouble with (speed, angle, and crew veterancy being just some).
Going by what TDW has stated on many occasions, aircraft AI is very limited, and there is little space for improving it. Anyway, have you seen the pictorial account on a kamikaze attack that Trevally has posted today in OH's thread?

Quote:
Originally Posted by Jace11 View Post
All aircraft now use bomb models from ship parts rather than the old bombs.dat this requires all .cfg and eqps to change. This was inconsistant in stock. I found that adding bombs to Basic loadouts actually borks the AI and they dont attack!!. So all basic loadouts are empty, while anti-sub (type5) is the one that seems to affect campaign gameplay the most.
I haven't ever understood how different plane's loadouts work in game. I mean, how are they triggered? Are they related with their veterancy level, or to the setting of the airfiled from where they spawn?

Also, why have you replaced bomb models of bombs.dat? What was wrong with them?

Quote:
Originally Posted by Jace11 View Post
Added possible small dc loadouts to most patrol craft and allied fighters / fighter bombers early war... so they are a threat early war.
Stock plane's equipment definitions are missing start/end date settings. Can they be added anyway?

Quote:
Originally Posted by Jace11 View Post
changed US CVLate proxy to use buccaneer instead of mosquito model etc.
changed VLR proxy to use heavy bomber model (with new skin) but this is WIP...


Quote:
Originally Posted by Jace11 View Post
larger patrol craft have slightly increased dcs (eg floatplane has 4 underwing, centerline removed, heavy bomber has 2 underwing dcs while centerline removed (though I plan to increase it to 4) - I thought maybe planes with centerline bombs were not dropping and only 1 dc for a liberator was pretty poor). Also this model appears as though the bomb bays were going to be animated.. who knows...
I guess you have used TDW's GR2 editor for adding the required new bones...


Quote:
Originally Posted by Jace11 View Post
The sunderland was really broke. Its front cannon rarely fired so I increased its turret azimuth and elevations slightly. It now carries 4 underwing DCs and no longer uses the level bomber AI (so it can dive and drop)

Many aircraft have altered .sim files to adjust their min altitudes as some would come in too steep and end up crashing, or drop their DCs and crash after the resulting explosion hit them...


Quote:
Originally Posted by Jace11 View Post
I'll do the cloning thing for the VLR and reassign textures in the roster, that should work. If I can remember how to it... You have to clone but everything need new IDs right? I think I saw an option in TDWs GR editor to clone models, I'll check it out right away.

Cloning GR2s? Is it possible, can you just save it under a new name?
When possible, it is better using the cheap method of creating proxy units through cfg files, rather than actually cloning their GR2/dat model, as the cloned units would occupy precious memory.

As for your question on cloning GR2 units, yes it is possible. You must change their file name and, using GR2 Editor (bones tab), rename accordingly the model, the skeleton and the main bone. The tedious part is that bones ID will be messed up in the process, and you will need to remap accordingly parent ID's of sim, zon, dsd, etc. fcontrollers
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