#4619321 - 01/24/23 07:21 PM
Re: Possible Engine Mod
[Re: Bletchley]
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Joined: Dec 2018
Posts: 364
Becker01
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Joined: Dec 2018
Posts: 364
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Hallo,
@Bletchley, I forgot to mention that the first error-message from the system was "SignalCrashEventAndWait: dump failed WAIT_object_0+1". This message was new and I haven't had it with the previous mod-versions. The runtime-error was the second message.
@orbyxP, yes, test it!!! It is not good for this big and specific mod that only one user is testing it. @Bletchley needs more feedback, as @Pol has written on page 2: "Testing is the key - probably easier to test a base set, then extrapolate from there. It would need many missions, and preferably on different PCs, to get a feel of failure rate in sim - even then luck will play a part."
I will wait now for the next steps / results and will fly with the solution, I have written in my last posting: A small version from the EngineFailure-mod via jsgme, only with the actual campaign-relevant aircrafts.
Greetings
Last edited by Becker01; 01/24/23 07:22 PM.
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#4619442 - 01/27/23 08:54 AM
Re: Possible Engine Mod
[Re: Bletchley]
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Joined: Nov 2010
Posts: 300
Bletchley
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Posts: 300
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Thanks Polovski, I have checked and both Becker01 and OrbyxP are patched to 1.35. But I have re-read your advice and I think I may have the answer...
The xdp / bdp combo works on my PC because the bdp files are generated from the xdp files and therefore have a later time stamp, but when anyone else copies these files onto their PC, replacing the existing xdp and bdp files, they copy over together and therefore have the same time stamp applied to both xdp and bdp files (give or take a few seconds). The game software checks the xdp files when the first mission is run, and if the xdp files do not pre-date the bdp files then there is an assumption that the xdp files have been edited since the associated bdp files were generated, and the game therefore attempts to regenerate all those bdp files 'on the fly' (as it does if only the xdp files are copied over). I think I will need to repackage the mod into two 'aircraft' folders, one containing the xdp files (Part A) and the other containing the bdp files (Part B), with instructions to copy over (or activate via JSGME) the one containing the xdp files first (Part A), wait several minutes, and then copy over the one containing the bdp files (Part B). The time stamps for all the bdp files will then be later, on the player's PC, than the xdp files - so that the software, when it checks, will see that everything is then OK and will not try to regenerate the bdp files.
B.
Last edited by Bletchley; 01/27/23 08:57 AM.
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#4619537 - 01/29/23 07:57 PM
Re: Possible Engine Mod
[Re: Bletchley]
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Joined: Nov 2010
Posts: 300
Bletchley
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Posts: 300
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Ah, OK, thats great, thanks Polovski! So if Becker01 and orbyxP download and copy in my file containing the paired xdp and bdp files (not using JSGME, but making a backup of the aircraft folder), and then run BDPStamp from the WOFF Toolbox this should square everything up, assuming that we are all on the same patch 1.35 and no one has modified any of the 3D models. When a campaign mission is then started there will be no mass regeneration of bdp files and everything should be OK , assuming that is the problem. Although, of course, as you say, the problem may be caused by JSGME time stamping files so that they can be rolled back....  But splitting the mod into two , Part A with xdp files to be copied over first and Part B with matching post-dated bdp files to be copied over next, should do the same (and may be compatible with JSGME), and this may be easier and more reassuring for people than asking them to also run a utility from the WOFF Toolbox, so I will continue with this as well (and in case the above doesn't work). Thank you! B. At least on my system the mod is working very well. Checking the Mission log I can see when engine failures start and how they progress, and aircraft within the mission area are now clearly drawing their instructions from the modified xdp files in the 'aircraft' folder and not the 'simulation' xdp file. In my last mission there were a total of 7 minor failures in the sector (those that increment very slowly), and only two of those aircraft had to break formation and return to their home field (which they did without crashing) and 2 major failures, one of which resulted in a fatal crash. One of those 'minor' failures was to my own aircraft, half way through the mission, but I managed to complete the mission and return (although the rotary engine was clanking and spitting oil by the time I landed) 
Last edited by Bletchley; 01/29/23 08:24 PM.
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#4619665 - 02/01/23 05:52 AM
Re: Possible Engine Mod
[Re: Bletchley]
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Joined: Nov 2010
Posts: 300
Bletchley
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Posts: 300
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Thanks for taking the time to help with this Polovski. I think JSGME might be part of the problem,but orbyxP seems to be finding anomalies that aren't related, but puzzling that files that work fine for me don't translate well when applied to other people's systems. I will have to take a good look at the xdp/bdp combo to see if I have inadvertently introduced some corruption to some of the xdp files. Becker01 is quiet, so I think he must have got the mod to work by loading just the modified xdp files in small batches and is now test-flying the result  B.
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#4619844 - 02/03/23 06:31 AM
Re: Possible Engine Mod
[Re: Bletchley]
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Joined: Nov 2010
Posts: 300
Bletchley
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Joined: Nov 2010
Posts: 300
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Hi Becker01/OrbyxP and all those who have contributed up to now.
I am going to put my attempt to make this Engine Failure mod by editing the individual aircraft xdp files on hold.
Although I have been able to get it to work on my system, and think that with persistence and following Polovski's advice, I could eventually produce a mod that is easily transferable to other systems, the effort and time required to to do this (and then to do it again, every time a new patch or version of WOFF is released by the developers) is going to make it impractical as a mod. The idea of editing the individual aircraft xdp is, I think, in theory a good one and has several advantages over the alternative one of editing the generic 'simulation' file, but in practice it is likely to be unworkable unless it be done in such a way as to be easy to install and update (and I can't think of any easy way to do the latter, although the former might be possible). The alternative, of making several edited 'simulation' files that can be swapped in and out for different engine types is less satisfactory but more workable, I think, as it is easier to update and less likely to introduce problems, as only one file (in several different versions) needs to be edited and updated rather than 800 plus!
If anyone else wants to have a go and to carry on with this approach based on editing the aircraft xdp files, then I am happy to pass on my folder of 800 plus edited aircraft xdp files!
B.
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6/6/44
by Sunchaser. 06/06/23 11:54 AM
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