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Author Topic: F-14 Tomcat by Ranwers v1.10 + v1.21 patch (15/Feb/2020)  (Read 30186 times)

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Flash56

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #108 on: September 04, 2019, 11:52:42 AM »

Mod is fine but you can replace the start sound (resolution on launch) on the AIM-54\AIM-7? Remove it completely or replace it with another, is there such a possibility? Thank you in advance.
P.S. sorry for Google translation)
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SAS~vampire_pilot

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #109 on: September 04, 2019, 12:30:27 PM »

"Shoot!"
I think this sound is part of the Engine Mod. look there.
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Flash56

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #110 on: September 04, 2019, 12:42:03 PM »

There are sounds file "Cartrige Start"wav file.(version 2.8.14 w) So I looked up "US_JetCockpitCommonMaterials" but there is also nothing I found exactly the sound I'm looking for amongst the audio files, just not in the folder with the plane then I don't know where he is...
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Flash56

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #111 on: September 18, 2019, 11:28:27 AM »

Please tell me what and how to open these files? I just don't understand how to open these files is there any "guide or what" in Java I'm new to this) any help...
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EliseTheWulf

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #112 on: September 20, 2019, 05:35:25 AM »

i need help im getting a 85% CTD when loading up a QuickMis , its a Fresh Install i only got all thats Required of course here's le Log
Code: [Select]
Loading mission Quick/Solomons_Oct_43/Solomons_Oct_43RedScramble00.mis...
Month = 6 , Hour = 18
Temperature -     0m = 20.0 .
Temperature -  1000m = 13.51001 .
Temperature -  2000m = 7.019989 .
Temperature -  3000m = 0.5299988 .
Temperature -  4000m = -5.9599915 .
Temperature -  5000m = -12.450012 .
Temperature -  6000m = -18.940002 .
Temperature -  7000m = -25.429993 .
Temperature -  8000m = -31.919998 .
Temperature -  9000m = -38.410004 .
Temperature - 10000m = -44.899994 .
Temperature - 11000m = -51.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 12

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 12

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *709045576*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Furniture/5x1_Red/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
FM called 'FlightModels/F-14B.fmd:F14_FM' is being loaded from File: 'f14_fm'
FM called 'FlightModels/F-14B.fmd:F14_FM' is being loaded from Alternative File: 'f14_fm'
Mission error, ID_04: java.lang.RuntimeException: Error loading params from FlightModels/F-14B.fmd:F14_FM
java.lang.RuntimeException: Error loading params from FlightModels/F-14B.fmd:F14_FM
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:316)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:1023)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:131)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:19)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:592)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:98)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:72)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2106)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2091)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2603)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1665)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1343)
at com.maddox.il2.game.Mission._load(Mission.java:761)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
FM called 'FlightModels/F4F-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F4F-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
java.lang.NoSuchMethodError
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:813)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:589)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:512)
at com.maddox.il2.objects.vehicles.planes.Plane$F4F4.<init>(Plane.java:74)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:123)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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SAS~Storebror

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #113 on: September 20, 2019, 06:57:36 AM »

The "F14_FM" flight model file seems to be missing.
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EliseTheWulf

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #114 on: September 20, 2019, 07:57:41 AM »

i fixed it~ i forgot to got rid of the Older version of the SAS Engine Mod
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Flash56

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #115 on: January 14, 2020, 11:24:43 PM »

Please update the AoA landing indicator in the cockpit, when landing (already difficult:)) show the wrong landing angle, in most cases, if you focus on it, you will lose speed and crash. on the channel Steven197106 there is a video where he goes to land on an aircraft carrier with a cockpit from the f-18 and there they kind of work...
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western0221

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #116 on: January 15, 2020, 10:11:57 AM »

Please update the AoA landing indicator in the cockpit, when landing (already difficult:)) show the wrong landing angle, in most cases, if you focus on it, you will lose speed and crash. on the channel Steven197106 there is a video where he goes to land on an aircraft carrier with a cockpit from the f-18 and there they kind of work...

Oh... That's one of failures in simulating F-14.

The official flight manuals are referred to implement instruments or exteriors, but about AoA Indexer --- They describe only about the relationship between "Unit" number and indication.
I cannot know in which method the "Unit" number is calculated from AoA degrees or pitch degrees.
When I'll get the correct formula how to calculate the "Unit" number in IL-2 1946 flights for F-14's AoA Indexer, I'll fix it.
Do you help me ?

Or ..... even if no knowledge about the formula itself.
Some imitated but better AoA Indexer calculation way from AoA and pitch degrees will be given, I'll implement it as an update.

Thank you.
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Flash56

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Re: F-14 Tomcat by Ranwers v1.10 (26/Feb/2019)
« Reply #117 on: January 15, 2020, 11:17:43 AM »

No, I'm sorry, I can't help you... I just thought how to make it easier by putting indexers from the F-18 but apparently the landing angle will not match and still 100% will break, then I do not know what to do.. :(
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western0221

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Re: F-14 Tomcat by Ranwers v1.10 + v1.11 patch (28/Jan/2018)
« Reply #118 on: January 28, 2020, 12:21:42 PM »

Patch V1.11 is released in 1st post , only classfiles.

Change AoA units calculation in landing situations.
AoA Indicator and AoA Indexer become to behave historically.
They refer Speed + Weight , instead of Pitch or Angle-of-Attack.

But !! They are still not useful for landing in IL-2 1946.
From flightmodel and flight engine problems, this F-14 mod stalls easier than real F-14. This mod needs 10 knots or 20 knots faster speed to succeed landing.
New AoA units value doesn't consider that mod-originated speed circumstance.
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Flash56

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Re: F-14 Tomcat by Ranwers v1.10 + v1.11 patch (28/Jan/2018)
« Reply #119 on: January 29, 2020, 10:32:14 AM »

Thank you Western, at least something that would keep this "wild cat" when landing))) ;D
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