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  • C50861 british sas

    @wosgos, I suggest you try to work on the Hydra VTOL jet first in every game session. Once that plane works, all other planes should work for the whole game session.

    24 februari 2019
  • C50861 british sas

    After googling on the Internet on some air-to-air missile physics, it seems to me that the speed of the launching aircraft would affect how fast its fired missile accelerates.

    When the missile is detached from the aircraft body, it already has the same velocity as the aircraft's. Then, the extra thrust generated by the rocket engine of the missile would further boost the missile speed. At the end, the missile can only reach a maximum terminal speed that is co-determined by its thrust (acceleration) and its air drag. Ideally, a realistic air-launched missile mod should function according to the physics involved.

    21 februari 2019
  • C50861 british sas

    Hi @Kryo4lex!

    Firstly, thank you for making such a mod!

    It works for me now. But it seems to only work under some condition that I am not sure - maybe along with some other or any other script mods; or maybe it has to work with the Hydra VTOL fighter jet first then other plane would also work.

    However, I noticed that there is at least one big flaw when flying any fighter jet in super sonic speed (or any fast enough speed) - now the missiles are too slow, not only slow enough that the jet can be as fast as the missile, but also slow enough that the jet can actually be much faster than the missile (and when that happens, the missile actually seems to fire rearwards.

    In reality, are missiles nowadays mostly or typically super sonic?

    Is there any fix or any other mod at the moment so that supersonic military jets are not faster that the missiles that they can launch?

    21 februari 2019
  • C50861 british sas

    Just checked that my GTA5 version is also 1.0.1604.1.

    20 februari 2019
  • C50861 british sas

    I have just relized or noticed that I have been using the latest version of ScriptHookVDotNet (1.0.1604.1).
    Trying Super Sonic 1.9.2b with ScriptHookVDotNet 1.0.1604.0 now. Would that be a problem?

    Sorry but what exactaly and fundamentally are the version numbers like 1.0.1604.0 and 1.0.1604.1 about? ScriptHookVDotNet version or GTA5 patch version (and how to check my version in this case)?

    20 februari 2019
  • C50861 british sas

    This mod doesn't work for my steam version most updated GTA-5, either. While the C+Space+W are being pressed, supposed prompt messages are correctly shown in blue color, indicating either the current plane has been added or is already supported. But all the supposed functionality just don't work.

    ScriptHookVDotNet2.xml is untouched.

    ScriptHookVDotNet2.log shows the following debug content:
    ---------------------------------------------------
    [00:57:51] [DEBUG] Created script domain 'ScriptDomain_3FEE76DA' with v2.10.9.
    [00:57:51] [DEBUG] Loading scripts from 'D:\Steam\steamapps\common\Grand Theft Auto V\scripts' into script domain 'ScriptDomain_3FEE76DA' ...
    [00:57:51] [INFO] Loading assembly 'NAudio.dll' ...
    [00:57:51] [DEBUG] Found 0 script(s) in 'NAudio.dll'.
    [00:57:51] [INFO] Loading assembly 'Super_Sonic.dll' ...
    [00:57:51] [DEBUG] Found 1 script(s) in 'Super_Sonic.dll'.
    [00:57:51] [DEBUG] Starting 1 script(s) ...
    [00:57:52] [DEBUG] Instantiating script 'Super_Sonic' in script domain 'ScriptDomain_3FEE76DA' ...
    [00:57:52] [DEBUG] Started script 'Super_Sonic'.

    20 februari 2019