HSFX 6
Re: HSFX 6
Ya vamos por la v. 6.0.14 vía auto updater:
http://www.242sqn.com/phpBB2/viewtopic.php?t=3346
Saludos.
http://www.242sqn.com/phpBB2/viewtopic.php?t=3346
Saludos.
- PA_Steiner
- Mensajes: 2918
- Registrado: 08 Feb 2009, 12:53
- Ubicación: Aquí, en Madrizzz
Re: HSFX 6
Algunos detalles interesantes sobre la 4.11 y, en consecuencia sobre el HSFX 6.0:
En esencia, que en la 4.11 (y HSFX 6) han aumentado la aletoriedad en el daño inflingido a los buques. Han implementado un factor aleatorio que afecta al daño que producen las bombas en los buques, de forma que puede hacer variar la potencia de una bomba un +/- 50%. Así, una misma bomba no tendrá siempre el mismo efecto. Ya que Il-2 no tiene implementado correctamente el daño a buques intentan "suplirlo" con estos truquis.
En fin, ya tengo excusa cuando falle al lanzar mis bombas
Link originalUne info que je viens d'avoir de Maraz:
I forgot to say that randomness in ship damage has been greatly increased in 4.11 (and so in HSFX 6.0). Now there is a random factor that can make the bomb energy about 50% smaller or 50% bigger than its nominal value. This is to better reflect the complex nature of ship damage (that is not simulated in IL-2) so that the same bomb does not always make the same damage.
Autrement dit, les dégâts aux navires sont rendus plus aléatoires depuis la version 4.11 donc dans l'HSFX6. Un même impact bombe peut causer 50% de dommages en moins ou en plus, ceci pour simuler la complexité des dégâts navires qui n'était pas prise en compte dans IL2. Attendez-vous à ce qu'une bombe au but ne fasse pas toujours les mêmes dégâts.
La version d'HSFX6 est aujourd'hui la 6.014. Toutes les versions depuis la 6.01 sont compatibles entre elles, sauf si vous volez sur la carte WestFront (nouvelles versions dans la 6.014)
En esencia, que en la 4.11 (y HSFX 6) han aumentado la aletoriedad en el daño inflingido a los buques. Han implementado un factor aleatorio que afecta al daño que producen las bombas en los buques, de forma que puede hacer variar la potencia de una bomba un +/- 50%. Así, una misma bomba no tendrá siempre el mismo efecto. Ya que Il-2 no tiene implementado correctamente el daño a buques intentan "suplirlo" con estos truquis.
En fin, ya tengo excusa cuando falle al lanzar mis bombas


Capitán Stranszky: - Le enseñaré cómo lucha un oficial prusiano.
Sargento Steiner: - ...y yo le enseñaré dónde crecen las cruces de hierro.
- PA_Centauro
- Líder-Piloto
- Mensajes: 7134
- Registrado: 26 Abr 2010, 14:36
Re: HSFX 6
Interesante.
Por cierto, he estado haciendo pruebas la 6.014 y los mods de la PA, sin problemas offline. Una delicia bombardear en alfombra junto con tus puntos.
Por cierto, he estado haciendo pruebas la 6.014 y los mods de la PA, sin problemas offline. Una delicia bombardear en alfombra junto con tus puntos.
Re: HSFX 6
Estoy haciendo pruebas con HSFX 6 en ataque a tierra con bombas y no sé qué pasa que la mayor parte de las veces no estallan... Hay una nueva configuración de espoleta y retardo (nada que ver con la anterior versión), pero es que ni aún así. Y vuelan más de dos segundos antes de alcanzar el blanco.
¿Habéis hecho alguna prueba?
¿Habéis hecho alguna prueba?

Re: HSFX 6
Con la 4.11 en los aparatos que permiten el modo Bomb fuzes se puede seleccionar el tipo de espoleta...los que domináis el inglés
aquí lo aclara:
Bomb fuzes
Bomb fuze feature is made in such a way that if the new "Bomb Fuzes" difficulty option is
turned off, bombs behave like in 4.09 (zero arming time). When diff. option is on, the arming
UI has extra fuze type selection box and available detonation delay values are limited to the
values available for the selected fuze.
Several historic fuzes are modelled and bombs now store a list of different fuzes that they can
use. Complexity is hidden from the user by grouping the fuzes to few different groups so user
doesn't need to learn several dozen of fuze names. Availability of fuzes even change by
mission date. User only needs to select type of the fuze needed for the bombing task he is
going to perform.
Instant
Required longer arming time/distance, but allows instant detonation (no long delays) or very
very short delay of 0.1-0.5 seconds. Typical fuze for med/high-alt level bombing.
Low level
These fuzes are armed very quickly but the safety comes from delay. Usually doesn't allow
delays below 4 seconds or so. Like the name says, these fuzes are suitable for low level
attacks, but don't allow instant detonation for pilot's safety.
Delay
Generic fuzes that allow longer delays and have medium arming times. Something between
types 1 & 2.
Long delay
Fuzes that allow very long delays like 90 seconds etc.
When player selects a loadout which has bomb, the fuze type selection box is populated with
the fuze types that are available for the selected bombs. Not all bombs have all different types
available. When the fuze selection is made, the fuze detonation delay selection box is
populated with the available values that the fuze supports. The actual fuze selection is made
automatically when the mission starts or user spawns in dogfight mission.
German electric fuzes are exception to this. These fuzes do not provide delay selection at all.
Fuze has three different modes that can be changed during flight. This requires a new mapping
at the controls menu. Available modes are "instant", "short delay" and "long delay".
Detonation delay & arming time depend of the actual fuze type that is selected automatically.
Electric fuze circuits work so that if the fuze fails to arm on instant or short delay mode, it
automatically reverts to long delay mode which needs lower arming time.
Generic fuze changes
In all previous IL-2 version, the selected detonation delay time was not propagated over the
network. So other players that were not the "owners" of the bomb would always see visual
effect of bomb exploding instantly when it hit ground. Actual invisible explosion (with killing
effect) could happen even ten seconds after. In 4.11 the delay and everything else related to
the bomb is propagated over network, so clients should see the effects in sync with the actual
explosion.
4.11 introduces some changes to the bomb's penetrating effect which is related to the
detonation delay. Bomb with instant detonation (zero delay) doesn't penetrate into ground or
into target that it might hit and therefore its explosion is little different than if it would dig into
ground/house/ship. Bomb digging into ground before exploding has slightly reduced "daisy
cutter" effect, so its power against ground units is slightly reduced. In general you want to
attack ground troops with zero delay or drop the bomb in so shallow angle that it doesn't dig
into ground. Against houses and ships the penetration is desired effect. Bomb explosion makes
more damage to confined space when it explodes inside it. Small bomb dropped on roof of a
house might do only superficial damage to the roof if it explodes immediately and house it not
destroyed. If the same bomb would penetrate the roof and explode inside the house,
destruction is much more probable.

Una vez elegida la configuración tecleando tabulador por defecto en controles (órdenes), arriba a la derecha de la pantalla aparecen
reflejados los parámetros escogidos:
Tipo de bomba seleccionada
Altitud mínima para que explosione el proyectil
Demora de la explosión

Saludos
aquí lo aclara:
Bomb fuzes
Bomb fuze feature is made in such a way that if the new "Bomb Fuzes" difficulty option is
turned off, bombs behave like in 4.09 (zero arming time). When diff. option is on, the arming
UI has extra fuze type selection box and available detonation delay values are limited to the
values available for the selected fuze.
Several historic fuzes are modelled and bombs now store a list of different fuzes that they can
use. Complexity is hidden from the user by grouping the fuzes to few different groups so user
doesn't need to learn several dozen of fuze names. Availability of fuzes even change by
mission date. User only needs to select type of the fuze needed for the bombing task he is
going to perform.
Instant
Required longer arming time/distance, but allows instant detonation (no long delays) or very
very short delay of 0.1-0.5 seconds. Typical fuze for med/high-alt level bombing.
Low level
These fuzes are armed very quickly but the safety comes from delay. Usually doesn't allow
delays below 4 seconds or so. Like the name says, these fuzes are suitable for low level
attacks, but don't allow instant detonation for pilot's safety.
Delay
Generic fuzes that allow longer delays and have medium arming times. Something between
types 1 & 2.
Long delay
Fuzes that allow very long delays like 90 seconds etc.
When player selects a loadout which has bomb, the fuze type selection box is populated with
the fuze types that are available for the selected bombs. Not all bombs have all different types
available. When the fuze selection is made, the fuze detonation delay selection box is
populated with the available values that the fuze supports. The actual fuze selection is made
automatically when the mission starts or user spawns in dogfight mission.
German electric fuzes are exception to this. These fuzes do not provide delay selection at all.
Fuze has three different modes that can be changed during flight. This requires a new mapping
at the controls menu. Available modes are "instant", "short delay" and "long delay".
Detonation delay & arming time depend of the actual fuze type that is selected automatically.
Electric fuze circuits work so that if the fuze fails to arm on instant or short delay mode, it
automatically reverts to long delay mode which needs lower arming time.
Generic fuze changes
In all previous IL-2 version, the selected detonation delay time was not propagated over the
network. So other players that were not the "owners" of the bomb would always see visual
effect of bomb exploding instantly when it hit ground. Actual invisible explosion (with killing
effect) could happen even ten seconds after. In 4.11 the delay and everything else related to
the bomb is propagated over network, so clients should see the effects in sync with the actual
explosion.
4.11 introduces some changes to the bomb's penetrating effect which is related to the
detonation delay. Bomb with instant detonation (zero delay) doesn't penetrate into ground or
into target that it might hit and therefore its explosion is little different than if it would dig into
ground/house/ship. Bomb digging into ground before exploding has slightly reduced "daisy
cutter" effect, so its power against ground units is slightly reduced. In general you want to
attack ground troops with zero delay or drop the bomb in so shallow angle that it doesn't dig
into ground. Against houses and ships the penetration is desired effect. Bomb explosion makes
more damage to confined space when it explodes inside it. Small bomb dropped on roof of a
house might do only superficial damage to the roof if it explodes immediately and house it not
destroyed. If the same bomb would penetrate the roof and explode inside the house,
destruction is much more probable.

Una vez elegida la configuración tecleando tabulador por defecto en controles (órdenes), arriba a la derecha de la pantalla aparecen
reflejados los parámetros escogidos:
Tipo de bomba seleccionada
Altitud mínima para que explosione el proyectil
Demora de la explosión

Saludos
Re: HSFX 6
Me he acordado de ti al ver esto:PA_Asis escribió:...siempre que cambia un buttons, en este caso el que viene en la actualización del mod de sonido de la UV3 para la HSFX 6.0.13, tambien cambio los demás.
http://www.sas1946.com/main/index.php/t ... #msg302411
Un Diff FM que trabaja perfectamente con buttons del modo experto, en este caso es un AutoDiffFM, pero viene a ser lo mismo.
El artífice de ello ha sido chrisgibon, ahora ya puedes poner los buttons del modo experto en la carpeta MODS.
Aquí te dejo el que he editado y compilado yo, tomando como referencia el de chrisgibon, he tenido que cambiar algunas cosillas en la edición pero al final he conseguido que compilara.
Solo tienes que ponerlo en la carpeta MODS y quitar el DiffFM que tenías instalado.
Todos los créditos para chrisgibon y benitomuso.
http://www.mediafire.com/?717x54tj6tf4np7

Re: HSFX 6
Gracias Ton, esto es como explicarle algebra a un chimpancé pero vamos que te quedo muy agradecido y procedo a instalarlo siguiendo tus indicaciones.
Te reitero mi agradecimento.
Te reitero mi agradecimento.

Re: HSFX 6
Pregunta: los fuses para las bombas... ¿con qué modelo salen? porque cargando una SC50 en un F2 me sale como siempre

1.- Por encima de todo está la misión.
2.- La línea divisoria entre As y Prisionero de Guerra es terriblemente delgada