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10-10-20, 03:55 PM | #1 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
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GR2 aircraft debugging (Whitley)
So here's little something I'm currently working on, a test import of aircraft model in GR2 format. The original model was created by manilov.ap (you can find his amazing aircraft models collection on Sketchfab HERE), it's Coastal Command's
Armstrong Whitworth Whitley bomber: Textures are still unfinished and there's no campaign integration yet, I left this for when I am sure plane works 100% correctly. Which it currently does not, because I got stuck on a few bugs: 1. I have no idea which file stores ammunition types for machine guns used on aircraft. Because of this, I can't select any ammo type for wpn_Cannon controllers other than "NONE", meaning guns don't shoot. 2. For reasons unknown, "Basic" loadout of the plane does not show up in test single mission (it does in Museum), and since I seem to remember that in campaigns planes use this loadout by default, I'm worried it would show in campaign without crew and bombs. 3. This one is not "fatal" but also annoying - plane parts can break off (wings, tail etc) but it is for some reason very rare - when Sunderland gets destroyed it almost always breaks apart, while Whitley falls down in one piece in 9 out of 10 cases. I'll keep trying to fix problems mentioned above, but I also made this thread hoping that someone might be able to point me in the right direction The test package (containing new plane and test mission in which you can see it in action) here (requires TWoS 2.2.20 to run) can be downloaded from here: TEST PACKAGE DOWNLOAD |
10-11-20, 02:11 AM | #2 |
Admiral
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Re: plane damage when crashing down...
Seem to recall watching dog fight/plane-ship attacks... that not always did planes fall apart mid-crash or prior to crashing....
So, the fact that the plane isn't coming apart at the seams 100% of the time.. is not really a problem. At least in My own opinion... any way... that's just My own personal observation. Others, may or may not agree with that assessment.. & that's ok... Other than that looks nice.. Hopefully you can get some help on sorting out the other issues you are facing with working on this aircraft... Looking forward to seeing this being added to the roster... M. M.
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10-13-20, 05:32 AM | #3 | ||
Navy Seal
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Looking great Kapuhy!
Quote:
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EDIT: Disregard this, other airplanes don't have dates in their eqp files as well...
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... Last edited by vdr1981; 10-13-20 at 05:42 AM. |
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10-13-20, 06:09 AM | #4 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
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They have it set to "Unknown" - usually it means you cannot edit value unless you merge file containing these values into project in Goblin. It's similar with funnel smoke, effect type is displayed as "unknown" unless you merge particles_funnelsmoke.dat with opened unit in Goblin, then you can choose smoke types.
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10-13-20, 07:25 AM | #5 |
Loader
Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
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Welcome, kapuhy
try this: Open your plane.GR2 + plane.sim, next MERGE with (…\data\Library\) shells.dat AND +shells.sim (This should reveal the mysterious “Unknown” in the source files) Last edited by Rosomaha; 10-13-20 at 07:56 AM. |
10-13-20, 08:29 AM | #6 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
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Quote:
Thank you so much EDIT: Allright - weapons free: By the way, smallest guns in shells.dat file are 20mm, is this what all aircraft in game are armed with? This would make planes armed (historically) with 7.7 and 12.7 mm guns tad overpowered. Last edited by kapuhy; 10-13-20 at 02:18 PM. |
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10-22-20, 03:02 AM | #7 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
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I somehow debugged basic loadout, though I don't really understand what was the cause. I changed ordnance carried from Bomb_Cluster to DC_Cluster and suddenly crew and bombs were visible, and plane started to drop DC's.
So, I thought Bomb_Cluster is bugged and to test it, changed back to Bomb_Cluster... to my surprise it still works. I suspect now the problem lied with txt file, I had situations before with ships where adding one more empty line (aka hitting enter) at end of file magically debugged it. Must have been something of that sort |
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