BittleRyan 10 Posted April 10, 2010 I am officially in love with this plane. Share this post Link to post Share on other sites
trezza 10 Posted April 10, 2010 (edited) Hey, I like the mod it's great, here are a couple of bugs I've gotten, I can't be very specific as i forgot to record them for you. First when starting a mission from the editor just by placing the plane in the mission, after receiving data I got a texture error "Cannot Load Texture: ca\air\data\materialy\skrabance2_detail.paa" Didn't notice anything wrong with the plane's textures though. After playing in 3rd person view the engine sound was very loud, after some time the game's sound disappeared completely. Also when flying in 3rd person if the camera is directly behind the plane there is a grey circle floating under it not attached to anything. I was using the gbu-12 bombcam plane. and lastly during automatic fire the gun makes some funny sounds, seems to change pitch very noticeably :). I'd like to note i was running ACEX and vop_sounds, also used the sara island from CAA1. I hope you find this helpful. Other than these minor problems, pleasure to fly! Edited April 10, 2010 by trezza added more info Share this post Link to post Share on other sites
vasmkd 12 Posted April 10, 2010 Looking good. Will try this when i wake up:) Share this post Link to post Share on other sites
BittleRyan 10 Posted April 10, 2010 Is there anyway to not use the bombcam when the bomb is dropping. or a way to exit it, lets say in middle flight? If not is there any way you can add this feature? Share this post Link to post Share on other sites
quicksilver67 10 Posted April 10, 2010 Is there anyway to not use the bombcam when the bomb is dropping. or a way to exit it, lets say in middle flight?If not is there any way you can add this feature? There are two versions of each "E" plane. Choose the one without the bombcam. I agree, it should be able to be turned on/off via the GUI, like the AB. I like this conversion. It has a good feel to it, and performs well as it is. However, the afterburner bug is still around.... takeoff, get some altitude, throttle back and then turn off the engine. Then turn on the AB, and then turn the engine back on again. Boom! Craziness! Now if it were me, I would fix it so that there is no way to turn on the burner if the engines are off; that'd be the simple fix. A longer term solution would be to get with Myke (who converted the F16), and have him take a look at the scripts. The F16 conversion doesn't suffer from the afterburner bug, and that Myke guy is just too damned talented for words. Share this post Link to post Share on other sites
BittleRyan 10 Posted April 10, 2010 There are two versions of each "E" plane. Choose the one without the bombcam. I agree, it should be able to be turned on/off via the GUI, like the AB.I like this conversion. It has a good feel to it, and performs well as it is. However, the afterburner bug is still around.... takeoff, get some altitude, throttle back and then turn off the engine. Then turn on the AB, and then turn the engine back on again. Boom! Craziness! Now if it were me, I would fix it so that there is no way to turn on the burner if the engines are off; that'd be the simple fix. A longer term solution would be to get with Myke (who converted the F16), and have him take a look at the scripts. The F16 conversion doesn't suffer from the afterburner bug, and that Myke guy is just too damned talented for words. ok cool thanks for the info Share this post Link to post Share on other sites
esco7800 10 Posted April 10, 2010 just tryed it out great job all i need now is a mig Share this post Link to post Share on other sites
CommanderYuri 10 Posted April 10, 2010 Man excellent job. Your work is fantastic and not because the F-15 is my favourite fighter aircraft. ^^ Share this post Link to post Share on other sites
BittleRyan 10 Posted April 10, 2010 I am making a small mission with it right now for myself ;) Share this post Link to post Share on other sites
Schancky 10 Posted April 11, 2010 Downloading now! Looks very nice Eble! Share this post Link to post Share on other sites
1in1class 0 Posted April 11, 2010 Very nice. Love it, the shadows on them are looking crazy all like zig zaged and what not, but very nice convert. Share this post Link to post Share on other sites
eble 3 Posted April 11, 2010 Very nice. Love it, the shadows on them are looking crazy all like zig zaged and what not, but very nice convert. Yeah the shadows are totally messed up, just like the F4, I'll have them fixed and I'll release a revised version soonish with new sounds as well. Southy Share this post Link to post Share on other sites
[frl]myke 14 Posted April 11, 2010 A longer term solution would be to get with Myke (who converted the F16), and have him take a look at the scripts. The F16 conversion doesn't suffer from the afterburner bug, and that Myke guy is just too damned talented for words. Heheh...thanks for the flowers, mate. :D I already sent a PM to Eble with a already reworked AB script. This version allows enabling AB only at full throttle and will disable automatically when throttle goes below 98%...theoretically. ;) @Eble Contact me if the script doesn't work for you and you need a bughunter. Always glad if i can help. And a closing word to quicksilver67: i think you overrate my skills and knowledge. :p Share this post Link to post Share on other sites
Dead3yez 0 Posted April 11, 2010 I already sent a PM to Eble with a already reworked AB script. This version allows enabling AB only at full throttle and will disable automatically when throttle goes below 98%...theoretically. ;) Well, that's one more piece of work done for me, I guess. :ok: I assume you used the throttle animation phase. If not, then that's another easy option for you. ;) Share this post Link to post Share on other sites
[frl]myke 14 Posted April 11, 2010 I assume you used the throttle animation phase. Neg, i've used direct userinput. (((inputAction 'HeliUp') + (inputAction 'HeliThrottlePos'))>1.95) Share this post Link to post Share on other sites
TBuck 10 Posted April 11, 2010 Great work eble! What are the class names for every version for scripting? Tino Share this post Link to post Share on other sites
_William 0 Posted April 11, 2010 Great work eble!What are the class names for every version for scripting? Tino - name: USAF F-15C CAP fighter (grey) resource: f15c_grey_mesh - name: USAF F-15C CAP fighter (camo) resource: f15c_mod_mesh - name: USAF F-15C CAP fighter (blue) resource: f15c_blue_mesh - name: USAF F-15E fighter-bomber CBU (grey) resource: f15e_cbug_mesh - name: USAF F-15E fighter-bomber CBU (camo) resource: f15e_cbu_mesh - name: USAF F-15E fighter-bomber MK84 (camo) resource: f15e_mk84_mesh - name: USAF F-15E fighter-bomber LGB (blue) resource: f15e_blue_mesh Share this post Link to post Share on other sites
quicksilver67 10 Posted April 11, 2010 Neg, i've used direct userinput. (((inputAction 'HeliUp') + (inputAction 'HeliThrottlePos'))>1.95) *kicking self* You know, I thought about that, but I couldn't get past the airspeed concept, which is silly (and I should have realized it since the burner on/off value was determined by speed and not throttle position). Of course we couldn't find the problem... there wasn't one... it was doing EXACTLY what the script said to do. Ugh. Share this post Link to post Share on other sites
{G&L}ACF{SCOTDG} 10 Posted April 11, 2010 Nice addon Eble Share this post Link to post Share on other sites
quicksilver67 10 Posted April 11, 2010 (edited) Great work eble!What are the class names for every version for scripting? Tino TBuck... get that "show class v1.4" script. I never leave home without it. While one can go piling through the config file for the class names, this is easier, and it generates a handy error report if you let it, which can prove very useful during debugging. Besides, being able to visually connect a classname with a model is important before you go and alter the wrong one by accident. You may want to go into the mission.sqm and remove the ACE references if you do not commonly use ACE. If you decide to do that, there's a couple of listings in the "addons used" section, and then there are some ammo crates down below in the class sections to be deleted. Make a copy of the mission.sqm first, though, in case something goes wrong. ---------- Post added at 11:42 AM ---------- Previous post was at 11:18 AM ---------- Heheh...thanks for the flowers, mate. :DI already sent a PM to Eble with a already reworked AB script. This version allows enabling AB only at full throttle and will disable automatically when throttle goes below 98%...theoretically. ;). :p I can think of only one circumstance that would mess it up, and that would be if the model had a GUI option to turn off the engine which was not linked to a positive value on the throttle position. I just checked, and there shouldn't be an issue that way with the F15; it's engines will not disengage (even though there is a GUI option to turn engines off) while the throttle has a positive value. So hopefully, this is a done deal. Now for that little F4..... and the F14.... time to have some fun.... The difference between the truly talented and the merely capable is the ability to instigate change rather than simply adapt to it. Earned flowers are earned, mate. Well done. Edited April 11, 2010 by quicksilver67 additional information Share this post Link to post Share on other sites
[frl]myke 14 Posted April 11, 2010 The difference between the truly talented and the merely capable is the ability to instigate change rather than simply adapt to it. Earned flowers are earned, mate. Well done. Well, flying will become even more interesting in the future, look what i'm researching and programming about. Surely Eble and other plane makers will adopt this system, at least i'll make it as easy implementable as ever possible and we are already in close contact for several reasons...sooo...enjoy: Yw9NZY7D8_M Share this post Link to post Share on other sites
[frl]myke 14 Posted April 18, 2010 Sorry for doublepost......Eble, clean up your message box. Tried to send you a PM but it was rejected because you have no quota left to receive it. :D Anyway, i still wait for the missiles and bombs models to include them into the missilebox. Don't waste time by doing some work on them, i just need the p3d as-is and the main textures. Normal and specular mapping aswell as rvmat files i can do myself. Also adjusting file paths in the models i can (have to do) myself. Would be nice if you could do it in the next days. Greetz Myke Share this post Link to post Share on other sites
ANZACSAS Steven 395 Posted April 23, 2010 Eble, I tried to send over the F15 stuff m8.But ya Pm box is full. Steve. Share this post Link to post Share on other sites
quicksilver67 10 Posted April 29, 2010 (edited) Okay ladies and gents... after hours of pouring over the scripts for the afterburners (and knowing that you'll be going a completely different direction on the next release), I have solved Eble's afterburner issue by the careful application of editorial skills. And yes, it is still based on speed, but I have removed a single line of script which was probably causing all the issues. I removed the "looptime" and adjusted a couple of other things after finally realizing that the looptime was making the entire particle and boost routine bunch up on itself. The entire Afterburner.sqs script is below (albeit for the F4 - but it will work on the F15, too, with different particle positions... i.e., don't mess with the particle attachment locations): <Adjusted 4/29/10, 9:07 p.m. Pacific Time> // --------------------- // Original FX scripts by Lethal // Modified by Gnat // --------------------- private ["_MaxIntensity","_Boost","_leftengine","_rightengine","_emitters","_Intensity","_looptime", "_plane"]; _MaxIntensity = 0.24; _Boost = 0.25; _Intensity = 0.20; //_this setvariable ["afterburner",false]; _maxspeed = 1450; _plane = _this; _plane animate ["ABSwitch",1]; sleep 0.5; _this say "RKTF4_burner"; _leftengine = "#particlesource" createVehicle position _this; _rightengine = "#particlesource" createVehicle position _this; _emitters = [_leftengine,_rightengine]; {_x setParticleRandom [0.05,[0.05,0.05,0.05],[0.05,0.05,0.05],0,0.8,[0.1,0.1,0.1,0],0,0]} foreach _emitters; {_x setDropInterval 0} foreach _emitters; _looptime = 0.1; _runtime = 200; while {(alive _plane) and (_plane animationphase "ABSwitch" >= 0.1)} do { if (isengineon _plane) then { if (time >= (_timestamp + 0.8)) then { _plane say "RKTF4_burner"; _timestamp = time; }; if (_Intensity < _MaxIntensity) then {_Intensity = _Intensity + 0.1*(15*_looptime)}; if ((speed _this) < _maxspeed) then {_this setVelocity [(velocity _this select 0)+((vectordir _this) select 0)*((_Boost*_Intensity)*(15*_looptime)),(velocity _this select 1)+((vectordir _this) select 1)*((_Boost*_Intensity)*(15*_looptime)),(velocity _this select 2)+((vectordir _this) select 2)*((_Boost*_Intensity)*(15*_looptime))]}; if (fuel _this > 0) then {_this setFuel ((fuel _this)-((0.500/12500)*(3*_looptime)))}; } else {if (_Intensity > 0) then {_Intensity = _Intensity - 0.2*(15*_looptime)}}; _leftengine setParticleParams ["\Ca\data\cl_exp","","Billboard",1,0.07,[-0.40,-6.0,-.80],[(velocity _this select 0) - ((vectordir _this) select 0)*30,(velocity _this select 1) - ((vectordir _this) select 1)*30,(velocity _this select 2) - ((vectordir _this) select 2)*30],1,1.2745,1,0,[0.6+(2*(speed _this/_maxspeed)),0.5+(10*(speed _this/_maxspeed))],[[0.040,0.100,0.900,0.1500*_Intensity],[0.200,0.200,0.800,0.1000*_Intensity],[0.500,0.200,0.000,0.0250*_Intensity],[0.000,0.000,0.000,0.0000*_Intensity]],[0],0,0,"","",_this]; _rightengine setParticleParams ["\Ca\data\cl_exp","","Billboard",1,0.07,[0.40,-6.0,-.80],[(velocity _this select 0) - ((vectordir _this) select 0)*30,(velocity _this select 1) - ((vectordir _this) select 1)*30,(velocity _this select 2) - ((vectordir _this) select 2)*30],1,1.2745,1,0,[0.6+(2*(speed _this/_maxspeed)),0.5+(10*(speed _this/_maxspeed))],[[0.040,0.100,0.900,0.1500*_Intensity],[0.200,0.200,0.800,0.1000*_Intensity],[0.500,0.200,0.000,0.0250*_Intensity],[0.000,0.000,0.000,0.0000*_Intensity]],[0],0,0,"","",_this]; {_x setpos (getpos _this)} foreach _emitters; if (_Intensity > 0) then {{_x setDropInterval 0.001} foreach _emitters} else {{_x setDropInterval 0} foreach _emitters}; sleep 0.05; // mod by Crowe _runtime = _runtime -1; }; deleteVehicle _leftengine; deleteVehicle _rightengine; sleep 3; And I know, you knew that all along, Myke. *LOL* I'm going to put this on the F4 post so that those folks like me who like to tinker can fix their F4 models before the next release. It'll work on the F14, too. Edited April 30, 2010 by quicksilver67 performance tweak Share this post Link to post Share on other sites
Nightrain 10 Posted July 12, 2010 You haven't given up on this have you. Even with the version you released in April I still have the sonic boom screeching sound. I love this plane and the variants but the sreeching sounds and the texture error for the dark camo are small annoyances. Share this post Link to post Share on other sites