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#4450726 - 11/27/18 02:56 PM Question for EAWPro (public release version) users  
Joined: Apr 2002
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MrJelly Offline
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MrJelly  Offline
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If you destroy an enemy bomber enough to disable it, but without causing it to completely disintegrate, are you seeing any parachutes (as you would in 1.26e or 1.2)?
I am not, so I wonder if it is a problem with my installation.

wink Jel


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#4450777 - 11/27/18 06:30 PM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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VonBeerhofen Offline
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Hi Mr. Jelly, as you can see in your source code the creation of parachutists depends on various factors, one of which is a random chance and another is the altitude above ground level.
If I recall damaging the plane isn't enough to create them, but if you shoot their wing off or create other catastrophic damage they can be there when the proper parameters are met. Ofcourse they won't bail under a certain altitude either, for bombers it's 5000 feet and other planes 2000 feet. I haven't really missed them but will keep an eye on it.

VonBeerhofen

#4450853 - 11/28/18 07:24 AM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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MrJelly Offline
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At high altitude I took a wing off, and followed this B17 down.
[Linked Image]
No parachutes appeared.
There should have been several
Does anyone else have any feedback to give on this matter?


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4450866 - 11/28/18 10:53 AM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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MrJelly Offline
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An equivalent from 1.26e

[Linked Image]
For the screenie I flew close to one, but there were 7 parachutes from the downed B-24 when I was further away.

Last edited by MrJelly; 11/28/18 11:00 AM.

Fly EAW online at GameRanger: GameRanger Site

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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4450867 - 11/28/18 11:00 AM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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VonBeerhofen Offline
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Due to a recent change to create paratrooper droppings the parachutist was inadvertently removed from it's 3D.FXE archive. I've uploaded the missing 3D model to my FTP site here:

https://rabartel.home.xs4all.nl/Parachutist.zip

Just extract the .ZIP into your EAWPRO game folder (where the EAW.EXE resides) and the problem should be solved.
My excuses for the inconvenience

VonBeerhofen

#4450868 - 11/28/18 11:02 AM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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MrJelly Offline
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Thanks, I will try it smile


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4450870 - 11/28/18 11:47 AM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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MrJelly Offline
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Great to see that my report of a problem resulted in it being fixed smile
With the new file in the folder I saw parachutes.
In the same spirit I am reporting another problem.

In order to test your parachute fix I flew a P47D escorting B-24s, with no enemy planes That meant I could shoot down one of my own bombers, which worked, and I saw parachutes wink
However, I had also turned the AAA off in mission parameters to make life even easier, but in the test there was heaps of flak

[Linked Image]
[Linked Image]

wink


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4450871 - 11/28/18 12:19 PM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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VonBeerhofen Offline
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No provisions have been made to bypass flack, the extra option was required to get some other things working and although a silly choice for a veteran pilot I can see that this choice may be usefull for beginners. I've made a notice about it in my todo list and perhaps in due time will be able to add this extra functionality to it.

VonBeerhofen

#4450874 - 11/28/18 12:40 PM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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MrJelly Offline
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MrJelly  Offline
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I have it in 160 because it is very useful or testing things such as torpedoes. It is difficult enough getting low and slow to release a torpedo when you are testing it, and having flown for several minutes to get to the release point it is a PITA when you get hit by enemy fire before you can launch, and have to start the test again wink


Fly EAW online at GameRanger: GameRanger Site

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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4450875 - 11/28/18 01:09 PM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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Rotton50 Offline
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Rotton50  Offline
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Many years ago we found anecdotal evidence that the amount of flak a player experienced was affected by the processor capabilities of the individual's PC. For that reason we instituted adjustable flak settings.

For heavy flak you add these two lines in the [EAW] section of your ini file:

FlakAccuracy=2
FlakRof=2

The values are 0-5 and you can fiddle with them until you get a good balance.

For medium and light flak there is a file called Flakdata,dat ( Or it may now be called Flakdata.mpf. I have both in my gamedata folder and I'm not sure which one the game reads but in any case make both and you will be good to go)

Simply make a text file with the following values and then rename it as flakdata.dat and flakdata.mpf.

02
140
10
2
190
20

The first three numbers determine the light flak, the second three determine the medium flak.

The first value is the sound you will hear, 01=30 cal, 02=50 cal, 03=20MM and 04=30MM
The second value determines the range of the flak, from 1 to 254
The third value determines the rate of fire from 1 to 254.

In my case with SPAW, the light and medium flak was deadly accurate and I couldn't finish a a torpedo mission ever.

However, I wanted the visual of a lot of traces and water splashes so I set the light flak ROF high, the sound to 20MM but the range to 90 and the medium flak ROF to high, the sound to 30MM and the range to 90.

The results were lots of tracers and water splashes and heavy cannon sounds but about a 75% chance of surviving a torpedo run.


Heck, even paranoids have enemies.
#4450879 - 11/28/18 01:36 PM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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VonBeerhofen Offline
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Yes, the amount of flack is directly related to a computer's framerates as well as the number of AAA objects on the ground. That's why EAWPRO and v1.2 have 3 choices for it, light, medium or heavy. Ofcourse EAWPRO's relocatable flack positions will always produce a maximum of Flack and AAA, untill all positions have been destroyed.

It works like this, when more AAA and Flack are active it will munch CPU power (read FPS) from other routines, like AI skill, making them less dangerous. That's why most graphics routines in EAWPRO were optimised to get the highest possible framerates, so a much more realistic air defense was realised without the need for any additional settings.

VonBeerhofen

#4450883 - 11/28/18 01:59 PM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
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MrJelly Offline
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MrJelly  Offline
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It is now "Flakdata.mpf" wink


Fly EAW online at GameRanger: GameRanger Site

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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4450885 - 11/28/18 02:10 PM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
Joined: Feb 2006
Posts: 4,859
Rotton50 Offline
3DZ / campaign designer
Rotton50  Offline
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Posts: 4,859
Cape Charles, Virginia, USA
One of the additional benefits of the 1.6 line is that you can actually assign flak to any of the TMOD's.

In the original SPAW we "hid" light AA inside of the ship TMOD's because we didn't have this ability, it was a bodge but a very effective one. If I recall, the only medium flak that was available was assigned to TMOD72 ( Destroyer turret) and we didn't use it at all.

Later on we figured out how to add any flak type we wanted to any object we chose, thus doing away with the bodge.

So now we can have things like fake hospitals that are actually flak sites, mixed in with other objects, or a parking lot full of new tanks outside a factory with a couple of them able to shoot back.

Adds to the variability factor.


Heck, even paranoids have enemies.
#4450886 - 11/28/18 02:48 PM Re: Question for EAWPro (public release version) users [Re: MrJelly]  
Joined: Oct 2002
Posts: 7,555
VonBeerhofen Offline
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That sounds a little like what I programmed in EAWPRO, except that in EAWPRO you can't predict to which object AAA or flack capabillity will move, but it can be any object or even a person.

VonBeerhofen


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