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Old 01-25-14, 10:48 AM   #2131
TheDarkWraith
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Originally Posted by gap View Post
In SHIII & IV they were reportedly working. Any hope that they can be fixed one day? They are an important part of the game, especially since when the air raid ctd issue has misteritously been ironed out

On a side note: is there any hope that we can make stationary air units not to crash on soil (they do, no matter their mass(max speed settings in sim and cfg files). That would allow blimp esorts for convoys and collisionable barrage balloons
Getting the land units to work is going to take a lot of time. I don't know if I have the skill/time to fix this one. I've been working on it on/off for about a year now already.

Look at how the blimps were done in SH3. I think it was Privateer who managed to find a way to get blimps to not crash into the ground. I could be wrong though.
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Old 01-25-14, 11:05 AM   #2132
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Originally Posted by TheDarkWraith View Post
Getting the land units to work is going to take a lot of time. I don't know if I have the skill/time to fix this one. I've been working on it on/off for about a year now already.
Okay. Unfortunately the game doesn't let us to put sea units on land, otherwise dummy boats equipped with coastal guns would have been a possible workaround...

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Originally Posted by TheDarkWraith View Post
Look at how the blimps were done in SH3. I think it was Privateer who managed to find a way to get blimps to not crash into the ground. I could be wrong though.
I think Uekel and Trevally have tried importing GWX blimps, but whatever was the trick deviced by privateer, it didn't work in SH5
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Old 01-25-14, 01:20 PM   #2133
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Originally Posted by gap View Post
I think Uekel and Trevally have tried importing GWX blimps, but whatever was the trick deviced by privateer, it didn't work in SH5
Yes - Uekel and I tried for some time to add these. Always ended in unit crashing into the sea (sometimes after many loop the loops)

I am not sure what privateer did to make them work - we did not ask and thus did not try
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Old 01-25-14, 01:41 PM   #2134
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Originally Posted by Trevally. View Post
Yes - Uekel and I tried for some time to add these. Always ended in unit crashing into the sea (sometimes after many loop the loops)

I am not sure what privateer did to make them work - we did not ask and thus did not try
If you imported the unit from GWX, it is likely that you also imported privateer's "tricky settings" (unless they are elsewhere than within the blimp files)
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Old 01-26-14, 11:49 PM   #2135
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With the IRAI_0_0_39_ByTheDarkWraith_Patch_1 I still get the red flares, is that normal?

Even though IRAI_0_0_39_ByTheDarkWraith_Patch_1 stutters a little after a good kill, I don't get CTD like when I use SH5_Starshells_patch mod.

I tried testing out SH5_Starshells_patch and I get some CTD after some kills.
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Old 02-16-14, 11:06 AM   #2136
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Seeing one day some land-to-sea, land-to-air and air-to-air action in SH5 would be so nice...
Air-To-Air combat is working Another first for the Silent Hunter series Just doing some final testing currently...

It involves a new patch for the SHSim.act file and a new version of IRAI to support air-to-air combat.
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Old 02-16-14, 11:11 AM   #2137
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Quote:
Originally Posted by TheDarkWraith View Post
Air-To-Air combat is working Another first for the Silent Hunter series Just doing some final testing currently...

It involves a new patch for the SHSim.act file and a new version of IRAI to support air-to-air combat.


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Old 02-16-14, 12:27 PM   #2138
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Any anticipation on your upcoming patch/IRAI version?

I wonder how you are going to handle the complexity of dogfights, given the dumbed-down AI of SH aircraft...
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Old 02-16-14, 12:52 PM   #2139
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Originally Posted by gap View Post
Any anticipation on your upcoming patch/IRAI version?

I wonder how you are going to handle the complexity of dogfights, given the dumbed-down AI of SH aircraft...
Will be releasing today the new patch and new IRAI version. I'm currently having fun watching the dogfights

Right now a torpedo bomber is giving a fighter a run for it's money. The torpedo bomber is relentless and the fighter has a hard time getting off any shots...

I have included a new single mission for air-to-air combat that has the two planes mentioned above in it.
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Old 02-16-14, 01:01 PM   #2140
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fighter finally gave up and bugged out. That was awesome
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Old 02-16-14, 01:05 PM   #2141
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Originally Posted by TheDarkWraith View Post
fighter finally gave up and bugged out. That was awesome
Very nice and TY TDW, should we expect any changes in zones.cfg file?
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Old 02-16-14, 01:09 PM   #2142
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Very nice and TY TDW, should we expect any changes in zones.cfg file?
no changes. Only changes in IRAI are to the AIX files.
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Old 02-16-14, 01:13 PM   #2143
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Quote:
Originally Posted by TheDarkWraith View Post
no changes. Only changes in IRAI are to the AIX files.
Good, we shouldn't expect any compatibility issues then...

EDIT:
Dooohh, I thought this is FXU thread...
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Old 02-16-14, 01:16 PM   #2144
gap
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Quote:
Originally Posted by TheDarkWraith View Post
Will be releasing today the new patch and new IRAI version. I'm currently having fun watching the dogfights

Right now a torpedo bomber is giving a fighter a run for it's money. The torpedo bomber is relentless and the fighter has a hard time getting off any shots...

I have included a new single mission for air-to-air combat that has the two planes mentioned above in it.
Quote:
Originally Posted by TheDarkWraith View Post
fighter finally gave up and bugged out. That was awesome
That's awesome, but shouldn't the action be reversed (the fighter attacking and the torpedo bomber evading)?

Will aircraft behaviour (towards other aircraft) vary based on unit type?
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Old 02-16-14, 01:18 PM   #2145
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Yeaaah ..... very good job
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