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kikill

ACES

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Quote[/b] ]Nope. After all, this should work for any plane, also for those with cargo spaces for soldiers.

It does, there are action commands for Getin Commander, Gunner and Cargo. Of course for Cargo planes the script gets more complicated.

Quote[/b] ]Also it should IMO be as clean as possible of such work-arounds. They don't really work and cause a lot of inperformant code.

Work-arounds are there to fix problems and reduce bugs. Dead proxies are a problem, you can ignore them, but they won't go away. The above is at least one method to ensure bug free execution, when it comes to cargo proxies. After all, many addons here are work-arounds, inluding ACES.

Quote[/b] ]You certainly know that the current code can't work with passengers.

Yeah, as it stands now. Cargo planes will just add to the bugs.

Quote[/b] ]So UNN should have imagined, as I did, that there's no place in ACES for passengers.

It can be done, you use the method you mentioned above. Revive the logics during the getin event, then kill them off once it's finished. The lock command ensure the player can't move to and from these reserved cargo positions.

But saying all that, who knows what new features and fixes Armed Assault will bring. Unless you intend to continue supporting ACES with OFP, then all these problems may end up being a thing of the past.

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Quote[/b] ]You certainly know that the current code can't work with passengers.

Yeah, as it stands now. Cargo planes will just add to the bugs.

I never tested it, but at least I intended to make ACES usable on cargo planes and helicopters when I designed the structure. It is done pretty easily:

Each ACES compatible aircraft needs the entry _slots in its ACES config file, which defines how many pylons there are on the aircraft (the config names might change, between). Now it is only required that the ACES cargo proxies are the _first cargo proxies_, namely starting with 01, 02 ... number of pylons. The rest of the cargo proxies can just be regular cargo proxies for soldiers etc.

On mission start, all units that _might_ be inside the cargo proxies, are moved out. Then the cargo space is filled either with weapons or with ACES_PROXY_BASE objects until number of pylons is reached. This prevents any AI or player unit from entering into these seats (as long as the proxies aren't dead of course). Whenever the weapon loadout is changed, it is made sure, that proxy 01 until number of pylons is filled with ACES units. The rest of the cargo units won't be touched.

I know there are several bugs with the ejecting units etc., but that's the reason for the Alpha on the label.

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Quote[/b] ]Each ACES compatible aircraft needs the entry _slots in its ACES config file, which defines how many pylons there are on the aircraft (the config names might change, between). Now it is only required that the ACES cargo proxies are the _first cargo proxies_, namely starting with 01, 02 ... number of pylons. The rest of the cargo proxies can just be regular cargo proxies for soldiers etc.

We (me and UNN) know that.

The problem is that the first place a soldier will take when boarding as a cargo a vehicle is:

- the first free one

- the first one that contains a dead unit

that's the reason of the bug which made two proxies disappear after the unit was hit and the trigger pulled. The fix I made works if the cargo is composed only of ACES units.

So no problem if the vehicle is OK, but they may arise if the vehicle is damaged and (and if) repaired subsequently. The possibility can appear remote, but stay sure sooner or later someone will come up saying:

"Guys, I have a problem with a damaged chopper..."

Quote[/b] ]I know there are several bugs with the ejecting units etc., but that's the reason for the Alpha on the label.

Take it easy, cause the critics UNN and I are advancing are constructive critics. They're so constructive that we even posted possible solutions and bug fixes. Did you ever read the words 'this is not worth the download' in our posts ? wink_o.gif

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Take it easy, cause the critics UNN and I are advancing are constructive critics. They're so constructive that we even posted possible solutions and bug fixes. Did you ever read the words 'this is not worth the download' in our posts ?  wink_o.gif

huh.gif Gecko, I don't think Hardrock was reacting .... that was just a fact.

But that aside, nice discussion ..... learning a lot I am biggrin_o.gif

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Would it be possible to get any pointers on where to start with converting an existing addon to use ACES? Specifically, what has to be done to the model?

Thanks for any insight anyone can provide.

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Quote[/b] ]Gecko, I don't think Hardrock was reacting .... that was just a fact.

That's the impression I got. Then , english being not my mother tongue, maybe I misunderstood. In that case, I apologize, Hardrock.

And since we are on the argument, Gnat, I must apologize to you too, cause what I said in an earlier post about your B-52 was based on an erroneous belief.

Quote[/b] ]Would it be possible to get any pointers on where to start with converting an existing addon to use ACES? Specifically, what has to be done to the model?

The best thing you can do is to take the typhoon model apart and see how's done. It's rather easy, anyway, to set up the model. You then need a couple of files to be inserted in your pbo too, as well as some entry in the cfgVehicles>your plane> EH section. The .cfg file may be tricky, if you, like me, don't know what all the options stand for. I guess ACES people will be eager to help you. Anyway, should no one show up, PM me and I'll send you an ACES compatible Footmunch's F-4E, as well as all the instructions you need.

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Would it be possible to get any pointers on where to start with converting an existing addon to use ACES? Specifically, what has to be done to the model?

Thanks for any insight anyone can provide.

Fox - I'll PM you a link for an ACES-converted Su-33 that will be released soon. Pic below:

su33.jpg

(Full KAB-500L loadout shown.)

The process is essentially simple - you place a proxy at each missile position. You also need a swPayload switch-anim and then some config and payload.cfg editing. You can compare the config for the Flanker with the EF and the non-ACES Flanker*

* - Link for non-ACES flanker - http://www.footmunch.org.uk/beta/rktsu33.rar

Gecko - Can you be a bit careful with your ACES-compatible F-4 please? wink_o.gif There will be an 'official' F-4 soon, and I don't want there to be any conflicts or crossovers:

aces_f4.jpg

Thanks in advance.

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OooooooOOooooo...

A resurrection of Footmunch Fridays, I detect? yay.gif

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Footmunch:

Quote[/b] ]Gecko - Can you be a bit careful with your ACES-compatible F-4 please?

Don't worry, I don't have any intention to release it: first, I would have asked you permission; second, it's only a test-bed. It was in this form that I offered it to AgentFox2: he would have had another platform to learn from besides the Typhoon (not to mention the instructions about quick-fixing ACES, in the meantime he and we are waiting for the next release).

bugs detected:

@ Kikill

- perhaps this has already been pointed out, so sorry if I say it again, but the MK82s launched from a TER (ACES_MK82x3AP), as well as those from ACES_OFAB100x4AP, don't disappear when launched. They first give an error when installed, cause in their cfgVehicles>EH section the parameters passed to the setObjectTexture command are inverted. Fixing this will not solve the problem, but you can do that in two ways:

- the easier one is to change these lines in vehicles.hpp file:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ACESLauncher: Default

{

sectionsInherit="Default";

sections[]={"p1","p2","p3","p4","p5","p6"};

};

with these:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ACESLauncher: Default

{

sectionsInherit="Default";

sections[]={"p1","p2","p3","p4","p5","p6","bomb1","bomb2","bomb3","bomb4"};

};

- the other way requires you to change 'bombX" to "pX' in the p3d models of the weapons as well as their hiddenSelections entries.

I know these are easy fix that you could have figured out by yourself, but this way is faster.

- launching a Sparrow from the ventral position of either a Typhoon or a modified F-4 with the proxy position method often results in the plane being destroyed by its own missile. Deleting the just ejected proxy (_selP) seems to solve this issue 90% of the times. Also helped fixing the geometry of the missile and reducing its mass from 225 to 50.

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Gnat @ July 12 2006,17:23)]
Take it easy, cause the critics UNN and I are advancing are constructive critics. They're so constructive that we even posted possible solutions and bug fixes. Did you ever read the words 'this is not worth the download' in our posts ? wink_o.gif

huh.gif Gecko, I don't think Hardrock was reacting .... that was just a fact.

Exactly. smile_o.gif

Be careful with the convertamania though, as some things might change for an upcoming release of ACES. Vektorboson is rewriting the core right now (I think) and some things might be changed or simplified, so expect that you will have to adapt your conversions then.

Thank you for the support though! I wouldn't have expected this when I decided to release the Alpha thumbs-up.gif

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Well, the only plane I converted was the F-4E (guess why...) and for my personal use only: I just wanted to see how easy it was, and I must say it was really easy, a part that I think that the proxies killing if the plane is damaged should be done inside ACES, adding an EH 'hit' to the plane: maybe not everyone can figure out how to stop the 'weapons' from ejecting the plane when damaged beyond a certain level.

Quote[/b] ]Thank you for the support though! I wouldn't have expected this when I decided to release the Alpha

Am I way off target or too presumptuous if I think that what you says is especially directed towards UNN and me ? The reason behind me is that I like this project: otherways I wouldn't have spent hours on it trying to figure out how it worked and how to better it and solve bugs. Unfortunately I lost some fixes when one of my harddisks died today: the copy I have is two days old, so no more bug 'hunting & fixing' or 'customer support' for some time biggrin_o.gif

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Quick update picture: A6-E (beta) providing CAS over Tatu displaying TER (triple ejector rack) and MER (multiple ejector rack) functionality:

acesa6_1.jpg

acesa6_2.jpg

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this is all lookin very very good.

im updating the F302 fighter plane for stargate mod how would i go about appling ACES weapon systems to the fighter?

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Glad to see that planes are getting better!

Appeal:

please include the possibility of ZOOMED VIEW on the HUD!

It helps a lot, especially in identifying targets during ground attacks.

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Oh, go on then. All planes are ACES-compatible.

RAF Jaguars over Tonali desert:

aces_jag.jpg

Draken escorts a 'lost' MiG-27 out of Swedish air space:

aces_drakflog.jpg

Begorra - I'll check and make sure zoom is available.

John - ACES conversion is fairly easy. I'll put up a tutorial once the new version is out.

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If the next version of ACES is as good as it sounds (and now looks), I....er......I'll...I dunno.

Anyway notworthy.gif Great stuff!

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