Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Ultrapack Discussion & Support => Ultrapack Downloads & Updates => Topic started by: SAS~Storebror on May 16, 2019, 04:59:25 AM

Title: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on May 16, 2019, 04:59:25 AM
Another year, another Ultrapack 8)

It's time for the next big step in Ultrapack Development.
Today we're proud to release Ultrapack 3.2, incorporating our enhanced IL-2 1946 core engine version 4.50, the famous "Java Wall" fix and a couple of new planes and other improvements.

Starting with this version, we are going to develop Ultrapack further step by step to become the full-blown "online sister" pack to other great offline packs like BAT or VP.
Due to the integration of new mods, fully backward compatibility with Ultrapack 3 RC4 can't be maintained anymore.
Therefore, updating your Ultrapack to the most recent release from now on will become a mandatory task.
There is, however, a limited backward compatibility: You can connect to an Ultrapack 3.2 Server if you are running Ultrapack 3 RC4 yourself, but please be aware that there will be visual glitches, lack of content and possible lockups.

Long story short, here are the download links for the most recent release as of 2019-05-30, Ultrapack "Patch 5":

Download Link (Mediafire):Ultrapack 3.2 Patch 5 (https://www.mediafire.com/file/emob91ad1v8oazu)
Mirror (OneDrive):Ultrapack 3.2 Patch 5 (https://1drv.ms/u/s!Ahp5M3GG5xF_hi2S5WvOyV994lK6)
Mirror (Mega):Ultrapack 3.2 Patch 5 (https://mega.nz/#!MaBgDARC!WEl9QCLRQJ-Z8lCDMZRJiGq3O3jHr_wWWDwk76dq9EA)

Virustotal Report here (https://www.virustotal.com/gui/file/3f69a7e355f8a943968201c33cc9bca836cf58f85ba1d2fb18bca67ca7e0a5b5/detection) (2 false positives on pretty off scanners so far... in case you face a false positive, use this as reference).

Short installation instruction:

Hotfix 2019-06-06:
* Fix for Pe-2 1941 (series 32) loadout issues
* Fix for debugging messages left in CR.32 and CR.42 classes
* Fix for missing texture required for MiG-15, 1949 and a few missing sound samples.
Just extract to your Ultrapack game folder (overwrite existing files if you are asked for):
https://www.mediafire.com/file/e65f4c623t1bweo

Full readme below:
Code: [Select]
Ultrapack 3.2

Installation:
Run Ultrapack 3.2.exe and let the installer do it's job.
Afterwards, you might enable any additional JSGME mod of your choice.
ATTENTION: Do _NOT_ enable "#UP#_Enable_UP3.0", there's no need to anymore, it's outdated.

Credits:
- 1C/Maddox/Ubisoft
- Team Dildos (for nothing, actually)
- Ultrapack dev team
- SAS Team
- FAC (The Flying Ass Clowns)
- CFC (Chuffy's Flying Circus)
- gio963tto, IES Team

Changelog:

Ultrapack 3.2 (Patch 5)
=============
* PZL 24 added (SAS~Loku)
* PZL 11, 23 and 42 3D Updates (SAS~Loku)
* Fw 190 + Ta 152 Family Flight Model Rework
* Gloster Gladiator Family Flight Model Rework
* Henschel Hs 123 Flight Model Rework
* Fiat CR.32 / CR.42 Flight Model Rework
* Hawk 75 Flight Model Rework
* Several other small glitches fixed

Ultrapack 3.2 (Patch 4)
=============
* Added planes: Avro Anson, Lockheed Electra, Lockheed Hudson (I/III), MiG-15 (early Farmer version)
* Added Weapons: Tu-4 nuke and KS-1 missile, MiG-17PF mixed missile loadout (launching IR+Radar missiles in pairs)
* Complete Missile code and parameters reworked
* Opening Canopy net replication changed
* Sabre/MiG Flight adjustments
* Fw-190 gunsight dimmer fixed
* Sabre G-Force indicator fixed
* Lots of other less significant minor tweaks


##################################################################################################################

Old readme from last Patch Pack (303) below:

Contents:
- All fixes listed below
- All feature enhancements listed below
- SAS Common Utils v1.10
- SFS AutoMount v2
- IL-2 Selector 3.5.0

Included feature enhancements:
- Replication of aircraft control surfaces movement over the net and through NTRK recordings
- Replication of pilot head movement over the net and through NTRK recordings
- Animated AI pilot heads, according to pilot's task (watch wing leader, watch enemy etc.)
- Screenshots taken in native code, much faster than before
- "Stabs4All" included, can be activated through conf.ini (*)
- New DiffFM included, capable of reading different FM file versions, less intrusive
- I-16 Planes can hook to TB-3 SPB bombers in flight.
  Hook Parameters on Ground: Distance to hook point max. 5m
  Hook Parameters in Air: Distance to hook point max. 15m, speed difference max. 30km/h, flight vector difference max. 25 degrees
- G4M-2 and Ohka flying bomb can be hooked to each other on ground now (max. distance to hook point: 50m)
- Ju-88 Mistel and 109/190 fighter aircraft can be hooked to each other on ground now (max. distance to hook point: 50m) (needs further testing)
- Torpedo drop parameters shown in command menu (default: Tab key)
- Torpedo water impact values shown in HUD log on impact
- Implemented "smooth" limits for torpedo drop parameters.
  When the drop limits (entry speed, impact angle) are exceeded, the torpedo doesn't break immediately,
  but with a probability according to the proportion of the exceedance vs. the original limits
- WYSIWYG:
  New "smooth" Torpedo Engagement Limits,
  Random Bomb, Rocket, Ordnance drop spread,
  bouncing bombs on water (skip-bombing),
  Detonation Delay (Bomb fuze) settings and
  Random Explosion Radii get replicated over the net, so that everyone sees what you see
  (and your NTRK playbacks always look the same like original as well)
- AI Gunners are slightly better again when being on Veteran or Ace level
- Enhanced Cheater protection
- Flak Burst Flash Light Effects by SAS~Skylla
- PA_Jeronimo improved engine cowling for ME-262V3
- New AI code from TD's Il-2 Patch 4.13.2 implemented
- New TrackIR code from TD's Il-2 Patch 4.11+ available optionally
- Network File Transfer Boost setting available, makes skin transfers about 4 times faster
- New "Mods" GUI for various conf.ini settings, no need to manually edit conf.ini for those settings anymore
- New optional setting to add default "None" country to missions where it's missing by default
- New Fiat CR.32 3D model
- New Moon Textures by TT
- Automatic Track Recording on demand (can be activated in new Mods GUI)
- Cycling through externals shows player planes first, AI and static cameras follow behind
- Additional nightly darkness disabled by default, can be re-enabled (and adjusted) by user in Mod GUI if this is desired
- Nightly moonlight effect enhanced by default, can be disabled (and adjusted) by user in Mod GUI if this is desired
- Auto Admin (for FBDj Admins) and Auto User (for reserved names in Online Gameplay) added to Mod GUI
- User can select specific Username for Online Gameplay, e.g. to override the default Hyperlobby Username
- Skin Download Notifications can be enabled/disabled in Mod Settings
- Bomb Fuze (arming time) can be set in arming screen
- New AC-47 Minigun Mod by SAS~Skylla
- Enhanced WrfGr.21 explosion damage Mod by SAS~Skylla
- IL-2 1941 Fieldmod Gunner Cockpit by Loku
- Enhanced damage code, explosion effects and subammo release code for German "AB" bomb containers
- Enhanced bomb trajectory for german SD2 / SD4 / B2.2EZ bomblets
- 10 seconds minimum delay implemented between subsequent Net Mission Spawns to avoid multi-spawn-crashes
- "Semi Self Illumination" backported from 4.13.4 and enhanced for UP3
- Enhanced "Ordnance View" mode implemented - this is the "Ordnance View" from 4.13 as it should always have been!
- "Camera Mod" implemented
- Optional upgraded 3D and Textures for default Ordnance (use JGSME to activate, courtesy of VPMedia)
- MXY-7 Ohka causes realistic damage on impact
- SPB (TB-3, I-16 Type 5 and 24) improved, including automatic docking mechanism
- Enhanced Weapon Release Control mod by SAS~Skylla integrated
- SB-2 M-100 and M-103 playable nose gunner station added
- Animated FOV mod included as optional JSGME Module
- Enhanced FPS Display Mod included as optional JSGME Module
- Nvidia Screenmode Mod included as optional JSGME Module
- Enhanced Time Compression Mod included as optional JSGME Module
- Widescreen Mod ("Ecran Wide") included as optional JSMGE Module


Included fixes:
- Bf 109 Series Cockpit Code fix
- Bf 109 G14 Hotfix
- Early 109 Hotfix
- Invincible 20mm Flak Hotfix
- Jet Booster Hotfix
- Ju-87C Hotfix
- Net Max Lag Hotfix
- Objects Hotfix Pack 01
- SM.79 and Cant Z.1007 Gunner Hotfix
- Sniper Gunner Hotfix
- Swordfish Spawn Hotfix
- Typhoon Update Fix (new 3D, fully skinnable)
- Fixed very old online bug that caused wrong visual animation of engine states
  (with 2 or more engines)
- Fixed "Stabs4All" bug preventing that functionality to work on most systems
- Fixed Cockpit bug which showed wrong meshes after repairing the cockpit from
  damage using RRR function, applies to Bf 109 B/C/D/E/F, Fi-156, Ju-87D/G
- Fixed Head Movement bug where, when the head is turned to either side, pitching
  the head up/down got misinterpreted to tilting it left/right when viewed from
  externals
- Fixed a Mission Builder Bug where erratically airspawns were created when the
  mission contained "Standalone" Home Bases, but no single "Standalone" Spawn Point
- Fixed pairwise shooting X-4 missiles on Me 410 D
- Logging relieved from surplus content
- TBM-1 Torpedo loadout fixed
- Me-163 Flight Model from 4.13 implemented to get rid of the lame duck FM which existed up to 4.10
- Bomb rotation axis fixed, was set to a Null-Vector in UP3 (??)
- Replaced the partly predictable and reproduceable "pseudo" random number generator static initialization, now "Random" _IS_ random.
- Initial static random "0" seed for bombs fixed
- Pe-2 wounded gunner bug fixed
- Further fix for gunner position switch bug, reducing log output and defaults to player previous army setting now
- Missing Dead Meshes fixed for following pacific buildings: Flag_ArmeeRouge, Flag_LW, Flag_RAF, Flag_US, Flag_VVS
- Missing Dead Meshes fixed for Train "Platform1_Dmg"
- Disappearing Bombs/Torpedos/Rockets bug fixed
  (this was an old IL-2 Core game bug where Bombs/Torpedos/Rockets would simply disappear instead of being dropped/shot online or during NTRK playback)
- VAP bomb (IL-2 incendiary cluster bomb) rearming fixed, based on hotfix by SAS~Skylla from 22 Sep 2015
- FM2 rocket trigger fixed, now all rockets can be fired with rocket trigger key (previously the last pair had to be fired using bomb trigger key)
- Invincible Opel Maultier Flak fixed
- Do-217 crew position locked up in belly gunner position fixed
- Pairwise Hs-293 and Fritz-X drop on Do-217K-2 fixed
- SBD gunner envelope limits fixed
- B-29 gunner positions fixed
- Fokker DXXI compass fixed
- H8K outer frame parts appearing in cockpit view when plane is damaged: Fixed
- I-16 SPB "Drone" picks up fuel from mothership until it reaches 100%: Fixed, will refuel up to initial mission start limit only
- Enemy planes become available on player homebase not only after (belly/emergency) landing, but even if they crashed there: Fixed
- On maps with more than 256 bridges, when a human player destroys a bridge with index 256 or bigger, another bridge with that index modulo 256 will be destroyed instead: Fixed
- MDS/RRR: other players will only see one rocket being rearmed although you have (and see) all: Fixed
- MDS/RRR: other players will not see any bomb/droptank/torpedo rearming at all: Fixed
- MDS/RRR: other players will see an empty loadout when loadout options are changed: Fixed
- Missing Catapults and arrestor wires on german carriers "Graf Zeppelin" and "Peter Strasser" fixed
- Non-functional arrestor wires on german carriers in online mode fixed
- Bf-109T-1 flight model fixed (inherited from Bf-109E-7/N like in real life now, with larger wing span and increased weight)
- Bf-109T-1 nose over after unhooking from arrestor wires fixed
- Invincible H8K "Emily" fixed
- I-16 Type 24 guns separated on trigger 1 (cowling guns) and trigger 2 (wing guns) (by SAS~Skylla)
- Me-262V3 engine damage on ground start fixed
- Me-262V3 flight model fixed (*)
- Me-262V3 muzzles, cannon bulges, nose gear door seams, gun camera, shell and cartridge exhaust bays removed
- Mistel Hotfix
- FW 190 Schusszaehler Fix
- Bailout Speed Fix (players can bail out at any time now, but risk to get hurt when speed is too high)
- Explosion Fix (gets rid of the big explosion meshes on ground after large bomb detonations even if smaller bombs or actors crash later on)
- IJN Ryujo fixed
- A nasty IL-2 bug has been fixed that prevented IL-2 to actually take the month and day from a mission date into account
- Right Alt (Alt Gr) key works in Chat etc. now
- Wheels turn when plane starts to roll, not just when it rolls with more than 5 km/h
- AI doesn't proceed to further Ground Attack waypoints anymore when there's nothing left to attack with
- AI avoids collisions also when flying heavy planes, as long as they're not much heavier than the plane they're about to collide with.
  In the latter case it's the smaller plane's responsibility to avoid the collision.
- FM2 weapon hooks fixed, bombs and rockets separated and bomb loadout options corrected
- Hs-123 patched by Loku
- TBF/TBM Gunsight fixed by Loku
- F2A series flight model update by Loku
- A6M2-N "Rufe" and Blenheim Nav light fixes by Loku
- A6M Engine Texture update by Loku
- Fw-190 Schusszähler Fix by SAS~Skylla
- Gyro Gunsight Patch for F-51D30NA, Fw-190D-9 late, P-47D late, P-51D20/25/30 NA/NT, P-80, Spitfire Mk.16 & LF.Mk.14, Ta-152C-1, Ta-183 by SAS~Skylla
- Fw-189 gunner patch by SAS~Skylla
- Random Radio Broadcast patch by SAS~Skylla
- CR.32 Patch by Gubi
- Texture file loading bug (core game bug since day one) fixed
- TBF/TBM Gunsight Fix by Loku
- P-40E/P-40M Cockpit Fuel Gauge Fix by Loku
- "Request Runway Lights" command restored (some menu structures had to be changed to achieve this)
- Ballistics bug fixed where the radicand of a square root calculation could become zero, causing JVM 1.3.1 to create page faults in memory
- HookView bug fixed where no minimum object radius was taken into consideration (or at least: Not correctly) when switching to Ordnance View
- BombGunNull/BombNull bug fixed
- Old/New TrackIR code compatibility bug fixed
- P-40M Flight Model fixed, vertical stabilizer and rudder arm values adjusted according to the lengthened fuselage
- MBR-2 top gunner fixed
- SB-2 M-100 and M-103 Top and Ventral gunner fixed
- Cant Z-1007 bis Top gunner fixed
- All bomb/cargo/flare loads with parachutes fixed
- YAK-7 Center of Gravity issues fixed
- YAK-7 Cockpit location fixed
- When a house's dead mesh is not available, the game should proceed normally in case the house gets "killed" (without visual representation of the kill though)

(*) Me-262V3 flight model:
    Like in real life, you have to tap the brakes in order to get the 262V3 off the ground.
    Let the plane accelerate to 180km/h, tap the brakes until the tail comes up and you will soon get airborne automatically.
    Remember to move the throttle gently below 6000rpm.
    VERY GENTLY!
    This plane is equipped with very early stages of the Jumo 004 jet engines which are still under development.
    The specified spool up time from idle to full throttle is ==>> 40 Seconds <<==
    This means that e.g. when using keyboard for throttle, you're allowed to increase throttle by one step (=5%) every 2 seconds only !!
    You might be lucky and manage to spool up within half of that time (20 seconds) but we cannot guarantee that the engines will survive it.
    If you spool up any faster, your engines will go up in flames, mark these words!
    The same applies when you throttle back: GENTLY!
    You can do it quicker than throttling up, actually about twice as fast, but you still have to do it GENTLY once you fall below 6000rpm.
    That much for the bad news about the engines, the good news is that above 6000rpm you can move the throttle as quick as you like.
    Watch your RPMs!

    Note: * Trim setting for ground start is "full up".
            It will be applied automatically on ground start, however if you have a joystick axis attached for elevator trim,
            remember to trim up all the way when you start on ground, otherwise you risk to nose over when you tap the brakes.
          * Don't let the plane accelerate beyond 200 km/h without lifting the tail.
            Otherwise eventually the wings might lift the plane into the air (especially with low fuel load),
            but you have no elevator authority yet since they're still wing alee: -> Crash.
          * Don't tap the brakes too soon when you try to lift the tail.
            If you do so below ~160km/h, the tail will come up, but since you don't have sufficient elevator authority yet, your plane will nose over.

    ATTENTION: If you have installed PA_Jeronimo's Engine Cowling Mod, please deactivate the Me-262V-3 folder inside of that mod, otherwise
               Your engine will get damage once started on ground, see deactivation details below.

Additionally implemented Debugging Switches:
You can adjust log.lst debugging by setting the following values in the conf.ini [Mods] section:

DEBUG_ZSM_BUILDER=<0/1>    ZutiSupportMethods_Builder enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_ZSM_RESM=<0/1>       ZutiSupportMethods_ResourcesManagement enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_ZSM=<0/1>            ZutiSupportMethods enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_RRR=<0/1>            Repair, Refuel and Rearm enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_ZSM_NET=<0/1>        ZutiSupportMethods_Net enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_ZSM_NETRECEIVE=<0/1> ZutiSupportMethods_NetReceive enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_NETAIRCRAFT=<0/1>    NetAircraft enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_HOUSE=<0/1>          House enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_HIERMESH=<0-3>       HierMesh enhanced debugging, default=0, 0=disable, 1=enable, 2=enable detailed error report, 3=extremely detailed (handle with care!)
DEBUG_USER=<0/1>           User enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_TORPEDO=<0/1>        Torpedo enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_ZSM_GAMEORDER=<0/1>  ZutiSupportMethods_GameOrder enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_ZSM_ENGINE=<0/1>     ZutiSupportMethods_Engine enhanced debugging, default=0, 0=disable, 1=enable
DEBUG_GEAR=<0-2>           Gear enhanced debugging, default=0, 0=disable, 1=enable, 2=detailed, useful for carrier takeoff mod debugging
DEBUG_NETAIRCRAFT=<0/1>    NetAircraft debugging, default=0, 0=disable, 1=enable, useful e.g. for weapon trigger replication
DEBUG_BOMB=<0/1>           Bomb debugging, default=0, 0=disable, 1=enable, useful e.g. for Bomb Fuze / Delay replication (also for Torps and Rockets)

Additionally implemented Logfile Switches:
You can adjust log.lst Date/Time output by setting the following values in the conf.ini [Mods] section:

LogDate=<0/1>              Date output in log.lst, default=0, 0=disable, 1=enable
LogMilliseconds=<0/1>      Milliseconds in time output in log.lst, default=0, 0=disable, 1=enable
LogTicks=<0/1>             "Tick Delta" output in log.lst, default=0, 0=disable, 1=enable, this is the time difference between two log lines in game's internal "Ticks"
InstantLog=<0/1/2>         Instant Logging support. "0" uses Stock IL-2 Logging, "1" uses old (slow) Instant Logging, "2" uses new "Piped" Instand Logging (available since PP 303)

********************

Installation:
1.) Download the file
2.) Run the installer
3.) At the end, JSGME will open up. UP3 + Patch Pack will be enabled automatically and you can choose additional JSGME Options as you like.

********************

(*) Deactivation / Deinstallation of previously installed Hotfixes and/or Hotfix Packs:
Previously installed Hotfixes and Hotfix Packs have to be deactivated from within JSGME.
The Hotfix Packs appear like this in JSGME, watch out for them and deactivate them if they appear to be activated:
- #UP#_Hotfix_Pack_v1.00
- #UP#_Hotfix_Pack_v1.01

The Hotfixes appear like this in JSGME, watch out for them and deactivate them if they appear to be activated:
- #UP#_Early_109_Hotfix_for_UP3
- #UP#_Jet_Booster_Hotfix_for_UP3
- #UP#_Ju87C_Hotfix_for_UP3
- #UP#_SM.79_and_Cant_Z.1007_Gunner_Hotfix_for_UP3
- #UP#_Sniper_Gunner_Hotfix_for_UP3

The Bf 109 G14 Hotfix installs directly into the #UP# folder, please remove or deactivate that folder:
- UP3 Bf 109G-14 Hotfix

Several other Hotfixes installed directly into the #UP# folder are to be removed or deactivated as well:
- UP3 ##MISTEL FIX##
- Fw-190_Schusszaehler_fix_v1.3
- UP3 ##BAILOUT SPEED FIX##
- UP3 ##EXPLOSIONS FIX##
- 0_F2A_series_update
- 0_up_fix_Hs-123_update
- Hawks_GearDoorNOTMod
- FM-2 Loadout Fix
- FW 190 Schusszähler Fix
- !Flak Burst Flash
- TB3_G4M2_JU88_Parasite_Fix
etc...


IMPORTANT: If you have PA_Jeronimo's Engine Cowling Mod installed in your game, please make sure to Rename the folder
           3do/plane/Me-262V-3
           inside that mod folder (e.g. the path in your game might be like "#UP#\Fixed cowling engine & props\3do\plane\Me-262V-3") to
           3do/plane/-Me-262V-3
           or simply remove the "Me-262V-3" of it.
           If you don't do so, your engines will die on ground start.

https://www.youtube.com/watch?v=J4Rz1r2gbdA

Cheers!
Mike
Title: Re: Ultrapack 3.2
Post by: bomberkiller on May 16, 2019, 06:00:59 AM
Hallo Mike,

vielen Dank!

Gerade getestet und für sehr gut befunden.

Gruß, Gerhard  :)
Title: Re: Ultrapack 3.2
Post by: SAS~Skylla on May 16, 2019, 06:52:58 AM
Many thanks Mike! This rocks! ;D
Title: Re: Ultrapack 3.2
Post by: larschance on May 16, 2019, 08:45:13 AM
Hi Mike. Your continued development of this sim is greatly appreciated.
It may be a silly question or two but
1. Do I need previous UP versions to start this.
2.Which stock game do I need to add this to.
3. Is this for mainly online or offline use.
4. What are the main differences to BAT and Vp that I thoroughly enjoy already.
I thought BAT had replaced UP and DBW which were based on the older Il2 versions. I already have five different setups of Il2 1946 and am running out of space!
Title: Re: Ultrapack 3.2
Post by: SAS~Storebror on May 16, 2019, 08:57:13 AM
Ultrapack 3.2 installs on top of Ultrapack 3 RC4 (with or without Patch Pack, stated in the installer).
Stock game version to start with for Ultrapack is 4.10.1.
Ultrapack is mainly for online use.
The difference to BAT and VP is that Ultrapack is mainly for online use ;)
Plus the fact that Ultrapack is the only game version which features the full blown Zuti "Moving Dogfight Server". You don't find that anywhere else.

BAT replaced CUP replaced TFM replaced DBW 2.0 replaced DBW. All of these are offline packs. Ultrapack took a completely different direction of development with a completely different focus.
Prior to being a "has everything in one big can" pack, Ultrapack's focus is on smooth, reliable, predictable behaviour when being used online.

]cheers[
Mike
Title: Re: Ultrapack 3.2
Post by: larschance on May 16, 2019, 09:04:50 AM
Thanks Mike. I am shot down enough offline without worrying about online threats as yet. I do appreciate the appeal of online and was once recruited for a London based Squadron but felt out of my depth. I read somewhere you need to be cockpit view only and I have become external view preference to keep me better orientated, especially in bad weather or heavy clouds. Not so realistic I know but hey the aim is to enjoy is it not.
Title: Re: Ultrapack 3.2
Post by: SAS~Storebror on May 16, 2019, 09:18:31 AM
On our SAS/FAC gameserver, we have disabled "wonderwoman" view so you will sit in the real cockpit if you are inside, but outside views are available as well (except for a very few missions where it's necessary to keep you from stalking others on externals).
On our server two squads hold regular sessions, for one that's the FAC on sundays at 2PM Zulu.
Additionally the Chuffy's, a mostly UK based squad, is around on thursdays usually at around 6PM Zulu IIRC.

We're all online playing offliners, that is we are not from the "one guy blows everyone else out of the skies alone" breed, it's rather that we're happy about any landing we can walk away from.
That being said, if you can't fly or look straight if your life would depend on it, you'd probably fit perfectly to our crowd of mindsick clowns 8)

]cheers[
Mike
Title: Re: Ultrapack 3.2
Post by: larschance on May 16, 2019, 10:07:32 AM
Nice to know Mike. At present I walk away from over 80pc crash landings. Trainer offered to help me conquer landing circuits.
I am currently flying Luftwaffe Fighter South stock campaign and after 76 missions have only landed properly twice! lol. Still only killed myself on landing about three times so getting better. What is it with ground or target fixation. I am glad I wasn't there to help the enemy back then!!
Title: Re: Ultrapack 3.2
Post by: SAS~Ghost129er on May 16, 2019, 10:18:37 AM
Long live the UltraPack squad!  8)

Title: Re: Ultrapack 3.2
Post by: whistler on May 16, 2019, 12:39:05 PM
Happy to see great ModPacks are still supported and developed. SAS cares. Well done.
Title: Re: Ultrapack 3.2
Post by: shardana on May 16, 2019, 04:02:18 PM
Hi all! any chance to have a sort of one place full organized download page where to download everything from scratch up to this last version? I'd love to try on line gaming.
Title: Re: Ultrapack 3.2
Post by: FL2070 on May 16, 2019, 04:23:56 PM
Pardon my ignorance - what is this IL-2 v4.50?

Also, is there a conf.ini setting or a mod I'm missing that allows me to control how far away a tracer round gets before it switches from the 3d tracer model to the little line? Tracers are disappearing almost as soon as they leave the muzzles of my guns...  :-X
Title: Re: Ultrapack 3.2
Post by: KingTiger503 on May 16, 2019, 10:29:20 PM
It Works, and the Missile Noise thing are OK,

I see you back on Sunday Folks.


Best Regards KT503
Title: Re: Ultrapack 3.2
Post by: SAS~Storebror on May 16, 2019, 11:16:53 PM
have a sort of one place full organized download page where to download everything from scratch up to this last version
Good call, will do.

Pardon my ignorance - what is this IL-2 v4.50?
It's written in the release post: Ultrapack uses an enhanced IL-2 1946 core game engine.
The code base is from 4.10.1, incorporating lots of things from later game versions.
Currently the reverse-implemented parts reach up to 4.13.4, for instance the AI is based on 4.13.4 currently, but we're going to introduce relevant features of 4.14.x like the new atmosphere model in future.
On top of that, we have fixed and sorted many things TD never did, like net replication of bombs and rockets and the famous "Java Wall" to mention but two.
Last but not least, this pack is the only available IL-2 version featuring the full blown Zuti "Moving Dogfight Server".
All in all, it's a core game version much advanced over anything a Stock game has to offer, which is why we use a separate branch "4.50".

The only core game version being beyond this can be found in BAT (5.00).
BAT is ahead of Ultrapack in the core game engine because it can utilize newer technologies which have not matured in the process of being made 150% online compatible.

is there a conf.ini setting or a mod I'm missing that allows me to control how far away a tracer round gets before it switches from the 3d tracer model to the little line? Tracers are disappearing almost as soon as they leave the muzzles of my guns...
Can't confirm the issue and I have no idea what you're talking about.
There has never been any such issue, in no IL-2 game I've ever seen, and there's no such conf.ini setting ever either.
Whatever issue you have, it's probably coming from an incompatible mod you've smashed on top.

]cheers[
Mike
Title: Re: Ultrapack 3.2
Post by: macgiver on May 16, 2019, 11:46:22 PM
The step from 4.10.1 to 4.50 implies change of mods? I mean if instead of using airplanes for 4.10 have us use for example v.4.12.
Title: Re: Ultrapack 3.2
Post by: SAS~Storebror on May 16, 2019, 11:49:20 PM
No, don't worry.
In contrast to the Stock developers we are taking care of compatibility issues.
Most of what has been working with UP3 RC4 will work with UP 3.2 as well.
For instance, all the addons we've published for out "Patch Pack" series which has been released for UP3 RC4 are still valid for UP 3.2.
Same goes for aircraft: If they worked on UP3 RC4, they will work on UP 3.2.
If not, report back and we'll look at it.

]cheers[
Mike
Title: Re: Ultrapack 3.2
Post by: shardana on May 17, 2019, 01:12:14 AM
Thi Is funny I never wrote a post about tracers rounds, how strange it goes under my name.....
Title: Re: Ultrapack 3.2
Post by: SAS~Storebror on May 17, 2019, 09:41:34 AM
Sorry, mismatching quotes. Fixed now.

any chance to have a sort of one place full organized download page where to download everything from scratch up to this last version
People come a long way to Ultrapack, as a result there's many different things to consider when you install Ultrapack on top of an existing game.
This should cover most of it and give a good starting point for almost everyone:
https://www.sas1946.com/main/index.php/topic,61481.0.html

]cheers[
Mike
Title: Re: Ultrapack 3.2
Post by: printenduevel on May 17, 2019, 12:08:40 PM
Great, thank you.
Title: Re: Ultrapack 3.2
Post by: printenduevel on May 18, 2019, 07:58:25 AM
Hi Mike,

actuall I have in JSGME only the UP3.2 Mod activated.

But what is with the other Mods, which are come with UP 3.0?

#UP#_Animated_FOV_Mod
#UP#_Catapult_Mod_Enhanced_for_UP3
#UP#_FPS_Display_Enhanced
#UP#_Instant_Logs_enhanced
#UP#_Nvidia_Screenmode
#UP#_Ordnance_3D_and_Texture_Upgrade
#UP#_Sniper_Gunner_Hotfix_for_UP3
#UP#_Time_Compression
#UP#_Widescreen_Support
Ecran_Wide_4101
Ordnance 3D and Texture Upgrade

Are they part of the new 3.2?

Thx
Printe
Title: Re: Ultrapack 3.2
Post by: SAS~Storebror on May 19, 2019, 02:10:04 AM
None of the JSGME mods listed come with UP3.
Some come with Patch Pack 303, all of which are part of UP3.2 as well.

All in all, these come with UP 3.2:
#UP#_Animated_FOV_Mod
#UP#_FPS_Display_Enhanced
#UP#_Nvidia_Screenmode
#UP#_Ordnance_3D_and_Texture_Upgrade
#UP#_Time_Compression
#UP#_Widescreen_Support

These are outdated/superseded and should be removed from your installation:
#UP#_Catapult_Mod_Enhanced_for_UP3
#UP#_Instant_Logs_enhanced
Ecran_Wide_4101
Ordnance 3D and Texture Upgrade

]cheers[
Mike
Title: Re: Ultrapack 3.2
Post by: SAS~Storebror on May 19, 2019, 02:37:44 AM
*bump*

A hotfix for PBY planes has been released in first post.

]cheers[
Mike
Title: Re: Ultrapack 3.2
Post by: Kashmiro on May 19, 2019, 07:54:50 AM
Fl2070: i pm'd u. I can help u with that mod since i encoutered the same problem. Uve put no entries on conf.ini/mod section. I can send u that mod and those entrirs. As i said. Via pm to not flood it here by my spam:)
Title: Re: Ultrapack 3.2
Post by: Geschirr on May 19, 2019, 01:12:40 PM
Got it updated and working.  Hope I can play with y'all next week.
Title: Re: Ultrapack 3.2
Post by: Father Ted on May 20, 2019, 12:33:22 PM
Thanks Mike. I am shot down enough offline without worrying about online threats as yet. I do appreciate the appeal of online and was once recruited for a London based Squadron but felt out of my depth. I read somewhere you need to be cockpit view only and I have become external view preference to keep me better orientated, especially in bad weather or heavy clouds. Not so realistic I know but hey the aim is to enjoy is it not.

To clarify Mike's point ("onliners playing offliners"): about 95% of the time we play coop missions against the AI, so there's none of that "continually getting blasted out of the sky by experts who've been at the game for 10 years"  on the SAS server. What you do get is the chance to fly with a few like-minded souls (and maybe have a chat on Teamspeak if so inclined).  Although we are nominally two "squads" the server is up for people to join at any time - you don't have to become a squad-member or anything to join in our sessions.
Title: Re: Ultrapack 3.2
Post by: Unca-Fester on May 26, 2019, 12:13:25 PM
 OK help this UP3.4 patch Feeb figure out where I messed up  My install of 3.2 started out warning that it couldn't find JSGMEmods folder but installed anyways.. I suspect I f#cked this up  can I just copy and paste to JSGMEmods or am I bolloxed..?

Yup, it's bolloxed  I can't run either ModAct DBW or UP3 anymore. oddly enough DBW1916 still works.

Dammit I didn't want to reinstall this again but it's looking highly likely now  GAH!
Title: Re: Ultrapack 3.2 [Update 2019-05-30]
Post by: SAS~Storebror on May 30, 2019, 02:00:53 AM
Ultrapack 3.2 "Patch 5" has been released in first post.
Please update your Ultrapack game at the next opportunity.
This update is cumulative, it replaces previous Ultrapack 3.2 versions and fixes.

Changelog:
Code: [Select]
Ultrapack 3.2 (Patch 5)
=============
* PZL 24 added (SAS~Loku)
* PZL 11, 23 and 42 3D Updates (SAS~Loku)
* Fw 190 + Ta 152 Family Flight Model Rework
* Gloster Gladiator Family Flight Model Rework
* Henschel Hs 123 Flight Model Rework
* Fiat CR.32 / CR.42 Flight Model Rework
* Hawk 75 Flight Model Rework
* Several other small glitches fixed

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-05-30]
Post by: BalDaddy on May 30, 2019, 02:38:28 AM
That was quick Mike! Thanks a lot, don't know how you find the time for all this! Will post link on Chuffer's board.....................*edit* oh! you beat me to it! ;D
Title: Re: Ultrapack 3.2 [Update 2019-05-30]
Post by: TXZCJSP on May 30, 2019, 05:19:03 AM
In the game, MiG-15 (1949) does not display
Title: Re: Ultrapack 3.2 [Update 2019-05-30]
Post by: SAS~Ghost129er on May 30, 2019, 06:44:14 AM
In the game, MiG-15 (1949) does not display

Confirmed.

Error Log (arming screen):
Code: [Select]
[2019-05-30 12:41:36.216] dT:    0 INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/jacket_RAF_256.tga'
[2019-05-30 12:41:36.216] dT:    0 WARNING: object '3DO/Plane/TEXTURES/jacket_RAF_256.tga' of class 'TTexture2D' not loaded
[2019-05-30 12:41:36.216] dT:    0 INTERNAL ERROR: Texture required
[2019-05-30 12:41:36.216] dT:    0 WARNING: object '3DO/Plane/MiG-15(Multi1)/Jacket_GB_256.mat' of class 'TMaterial' not loaded
[2019-05-30 12:41:36.216] dT:    0 INTERNAL ERROR: Material: Can't load 'Jacket_GB_256.mat'
[2019-05-30 12:41:36.217] dT:    0 INTERNAL ERROR: Material: Can't load 'Jacket_GB_256.mat'
[2019-05-30 12:41:36.217] dT:    0
[2019-05-30 12:41:36.217] dT:    0 java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_GB_256.mat'
[2019-05-30 12:41:36.217] dT:    0
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.engine.HierMesh.Load(Native Method)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:640)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:94)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:122)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.objects.ActorSimpleHMesh.<init>(ActorSimpleHMesh.java:26)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.gui.GUIAirArming.setMesh(GUIAirArming.java:1813)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java:1395)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.game.GameState.enterPush(GameState.java:16)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:726)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:514)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[2019-05-30 12:41:36.218] dT:    0 at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.rts.Message._send(Message.java:1217)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.rts.Message.sendToObject(Message.java:1191)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.rts.Message.sendToArray(Message.java:1147)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.rts.Message.sendTo(Message.java:1128)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.rts.Message.trySend(Message.java:1115)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.rts.Time.loopMessages(Time.java:180)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:452)
[2019-05-30 12:41:36.219] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2019-05-30 12:41:36.222] dT:    0 null
[2019-05-30 12:41:36.222] dT:    0 java.lang.NullPointerException
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.gui.GUIAirArming.prepareSkin(GUIAirArming.java:2015)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java:1398)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.game.GameState.enterPush(GameState.java:16)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:726)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:514)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.rts.Message._send(Message.java:1217)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.rts.Message.sendToObject(Message.java:1191)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.rts.Message.sendToArray(Message.java:1147)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.rts.Message.sendTo(Message.java:1128)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.rts.Message.trySend(Message.java:1115)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.rts.Time.loopMessages(Time.java:180)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:452)
[2019-05-30 12:41:36.222] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

In Flight:
Code: [Select]
[2019-05-30 12:43:24.208] dT:    0 INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/jacket_RAF_256.tga'
[2019-05-30 12:43:24.208] dT:    0 WARNING: object '3DO/Plane/TEXTURES/jacket_RAF_256.tga' of class 'TTexture2D' not loaded
[2019-05-30 12:43:24.208] dT:    0 INTERNAL ERROR: Texture required
[2019-05-30 12:43:24.208] dT:    0 WARNING: object '3DO/Plane/MiG-15(Multi1)/Jacket_GB_256.mat' of class 'TMaterial' not loaded
[2019-05-30 12:43:24.208] dT:    0 INTERNAL ERROR: Material: Can't load 'Jacket_GB_256.mat'
[2019-05-30 12:43:24.209] dT:    0 java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_GB_256.mat'
[2019-05-30 12:43:24.209] dT:    0
[2019-05-30 12:43:24.209] dT:    0 at com.maddox.il2.engine.HierMesh.Load(Native Method)
[2019-05-30 12:43:24.209] dT:    0 at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:640)
[2019-05-30 12:43:24.209] dT:    0 at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:94)
[2019-05-30 12:43:24.209] dT:    0 at com.maddox.il2.objects.air.Aircraft._setMesh(Aircraft.java:2750)
[2019-05-30 12:43:24.209] dT:    0 at com.maddox.il2.objects.air.Aircraft.<init>(Aircraft.java:1675)
[2019-05-30 12:43:24.209] dT:    0 at com.maddox.il2.objects.air.AircraftLH.<init>(AircraftLH.java:13)
[2019-05-30 12:43:24.209] dT:    0 at com.maddox.il2.objects.air.Scheme1.<init>(Scheme1.java:25)
[2019-05-30 12:43:24.209] dT:    0 at com.maddox.il2.objects.air.Mig_15F.<init>(Mig_15F.java:124)
[2019-05-30 12:43:24.209] dT:    0 at com.maddox.il2.objects.air.Mig_15.<init>(Mig_15.java:10)
[2019-05-30 12:43:24.209] dT:    0 at java.lang.Class.newInstance0(Native Method)
[2019-05-30 12:43:24.210] dT:    0 at java.lang.Class.newInstance(Unknown Source)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.il2.game.Mission.loadAir(Mission.java:1413)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.il2.ai.Wing.load(Wing.java:197)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.il2.game.Mission.loadWings(Mission.java:1238)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.il2.game.Mission._load(Mission.java:658)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.il2.game.Mission.access$600(Mission.java:119)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:397)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:452)
[2019-05-30 12:43:24.210] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2019-05-30 12:43:26.520] dT:    0 Searching for missing resources...
[2019-05-30 12:43:26.520] dT:    0 Done!
[2019-05-30 12:43:26.939] dT:    0 Loading RRR objects resources data...
[2019-05-30 12:43:26.939] dT:    0 Done.
[2019-05-30 12:43:26.946] dT:    0 Mission: Quick/Crimea/CrimeaRedAirbase00.mis is Playing
[2019-05-30 12:43:33.662] dT:    0 ObjState.finalize: Object of com.maddox.il2.objects.air.Mig_15 NOT destroyed

It's to do with the Pilot's jacket... I just replaced the texture/missing texture and it loads up fine.
Title: Re: Ultrapack 3.2 [Update 2019-05-30]
Post by: SAS~Storebror on May 30, 2019, 07:13:50 AM
Hotfix available in first post.

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-05-30]
Post by: Kashmiro on June 01, 2019, 09:50:03 AM
Just a quick question here. Since i have 3.2 UP im not able to see the custom skin of other players in online games...is it all about the "skin download" button being turned off or can it be something else? Thanks
Title: Re: Ultrapack 3.2 [Update 2019-05-30]
Post by: SAS~Storebror on June 01, 2019, 10:50:25 AM
is it all about the "skin download" button being turned off
This.

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-05-30]
Post by: Sun on June 03, 2019, 01:00:43 PM
Hey everyone!

Great to have a new patch for UP, thanks to the gifted hardworking ones!

I didn't fly yet the FW190 family warbirds to observe/notice the changes, could you guys please write here some things/changes you did observed at the FW 190 flight model?

Thanks a lot, ]cheers[

Sun
Title: Re: Ultrapack 3.2 [Update 2019-05-30]
Post by: TXZCJSP on June 06, 2019, 07:41:49 AM
weapon loadout BUG
PE-2 1941(32 series)

I can't post an image link
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on June 06, 2019, 08:39:04 AM
New hotfix available in first post, fixes Pe-2 1941 (series 32) loadout issues and removes debug messages from CR.32 and CR.42 classes.

The hotfix is cumulative, it replaces all previously released/installed hotfixes for UP 3.2 Patch 5.

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: bomberkiller on June 06, 2019, 11:43:05 AM
Hallo Mike,

DANKE!

 ]cheers[

Gerhard
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: TXZCJSP on June 06, 2019, 08:09:23 PM
(https://i.postimg.cc/SRT0Sjz4/2019-06-07-02-07-05.jpg)
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on June 07, 2019, 12:56:42 AM
Yep, that's exactly what it's supposed to look like.

(https://i.postimg.cc/hPYT2F5s/pe-2-andreev-2.jpg)

(https://i.postimg.cc/RZnf8srB/pe-2-andreev-8.jpg)

(https://i.postimg.cc/d0PdK2vT/TU-2-COHETES-TRASEROS.jpg)

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: TXZCJSP on June 07, 2019, 10:12:03 AM
 :o :o :o
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: TXZCJSP on June 10, 2019, 06:44:15 AM
This is a historical Aircraft Guns patch modified by my friend.
I hope you can add it to the next up3 upgrade package after review.
The original version of gunpowder is too small

(machine translation)

https://www.mediafire.com/file/6tpusqeq38x0lun/Aircraft+Guns.rar
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on June 10, 2019, 08:54:19 AM
Thanks for your efforts (or the ones of your friend), but:

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: E69STARK on June 14, 2019, 09:46:48 AM
Any Idea to add new maps?
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on June 14, 2019, 10:39:10 AM
Which one for instance?
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: TXZCJSP on June 15, 2019, 04:13:23 AM
The standard M-Gesch warhead contains 18g of HA41 explosive (PTEN). In the same amount, the PTEN is approximately equal to 1.2 times the power of TNT.

(https://i.postimg.cc/7L3Z7pz4/QQ-20190615181257.jpg)
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: boilingmetal on June 15, 2019, 07:01:13 AM
How to upgrade my up3.0 rc4 dedicated server to 3.2? Is there any server side patch?
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: macgiver on June 15, 2019, 09:50:02 AM
The standard M-Gesch warhead contains 18g of HA41 explosive (PTEN). In the same amount, the PTEN is approximately equal to 1.2 times the power of TNT.


I don't think this is subject to discussion in this thread, I think it would be better to open one for this (it's in the hands of moderators).

In the sketch we can see "Rechlin" which makes us suppose that this has been tested, but it can also be just a proposed project.The German bureaucracy at the time was very developed, there have to be more documents and reports, where does this sketch come from? Take a look at page http://www.wwiiaircraftperformance.org/ (http://www.wwiiaircraftperformance.org/) to see how the German documents of the time were. If it was manufactured, who manufactured it and when did it start (in the sketch we see that it has been edited in 12.42)? If it has entered service, when? What were the results of the quality tests if some have been made? What are the results of the supposed tests in Rechlin? Where is evidence that this ammunition was really used in combat (assuming it was manufactured)?
I am neither a modder nor a historian but I think that proposals presented in this way lack seriousness, this seems to be guided more by personal preferences and sympathies than by strictly historical and well documented bases (as far as possible).


Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on June 15, 2019, 10:39:47 AM
The standard M-Gesch warhead contains 18g of HA41 explosive (PTEN). In the same amount, the PTEN is approximately equal to 1.2 times the power of TNT.
Funny thing but that page doesn't even show the 151/20 ammo I've been talking about.
Anyway, we can cut this short: You cannot simply translate the explosive's weight 1:1 from real life to IL-2.
For instance, the AIM-9B uses a 10lb blast/fragmentation warhead in real life. If you put these 10lb into IL-2, the result is that an aicraft at a distance of ~100m will just blow up, shredded to 1000 pieces when the missile detonates, whereas in real life the effective range of the explosive charge was ~15m. We've performed excessive tests and ended up with reasonable results when the warhead weight was cut to 1/10th of the real life weight. Smaller charges need less adjustment, but you will never achieve believable results if you put the real life's warhead weight straight into the IL-2 props.
And then, whatever you try to adjust, document all changes and apply it to all comparable weapons in the same way, otherwise you come across biased, working on an own (different) agenda.

How to upgrade my up3.0 rc4 dedicated server to 3.2? Is there any server side patch?
UP3.2 patch applies to both server and client.

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: boilingmetal on June 23, 2019, 08:19:34 AM
How to upgrade my up3.0 rc4 dedicated server to 3.2? Is there any server side patch?
UP3.2 patch applies to both server and client.
[/quote]

thank you for your reply.

I checked my dedicated server file again. I found that il2fb.exe has been updated after installing the UP3.2 patch5 installation file. But the il2server.exe file is still the 2013 version. If I try to run the old version of il2server.exe, the CMD window will continue to report errors.

CMD window shows error like this:
Quote
IL-2 Server starting...

Error in mount sfs file.
IL-2 Server finished with exit code 00000001.

restarting IL-2 Server after Error.

IL-2 Server starting...

Error in mount sfs file.
IL-2 Server finished with exit code 00000001.

restarting IL-2 Server after Error.

.....looooping.....

Based on previous experience, an online il2-UP server requires a separate dedicated server patch that provides il2server.exe and other necessary game files to run.When setting up the original game's dedicated server, if the game version is updated, you also need to upgrade the new version of the dedicated server patch to update the il2server.exe file and other necessary files for the game.

How can I get the dedicated server patch for UP3.2 patch5?
Just like UP3 RC1/4 server patch in this post: UP3 Server Patches (https://www.sas1946.com/main/index.php/topic,43594.0.html)

PS: I am using a windows 2003 server x86 server.
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on June 24, 2019, 03:06:39 AM
UP3.2 really, really just installs on top of a working UP3 RC4 server installation.
il2fb.exe indeed isn't required, the server gets started using il2server.exe (which needs no change).

Your log...
Error in mount sfs file.
IL-2 Server finished with exit code 00000001.
...rather looks like UP3 RC4 isn't installed at all or not correctly and therefore filesserver.sfs is missing or incorrect.

There is no dedicated server patch for UP3.2 patch5 since you don't need one.
You don't even need to believe me, the fact that we operate our own server that way for several years now speaks for itself.

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: boilingmetal on June 24, 2019, 08:26:39 AM
UP3.2 really, really just installs on top of a working UP3 RC4 server installation.
il2fb.exe indeed isn't required, the server gets started using il2server.exe (which needs no change).

Your log...
Error in mount sfs file.
IL-2 Server finished with exit code 00000001.
...rather looks like UP3 RC4 isn't installed at all or not correctly and therefore filesserver.sfs is missing or incorrect.

There is no dedicated server patch for UP3.2 patch5 since you don't need one.
You don't even need to believe me, the fact that we operate our own server that way for several years now speaks for itself.

]cheers[
Mike



Thank you very much for your feedback.
I found that I did not activate UP3 RC4 in the MOD management tool.

After I activate UP3 RC4 and UP3.2P5 in order, il2server.exe can be started normally.

But the server is still in an abnormal state. After the player connects to the server, the server will crash when selecting the aircraft and spawning.

At this time, the CMD window will have a display like this:
Quote
E:\Server\IL2>il2server.exe
Starting SAS/UP IL-2 Server
Version 3.0.2.2 Build 11062701 (UltraPack 3 RC2 Version)

Server Type:           Ultrapack 3.x Server
RAM usage setting:     1024MB
Large Address setting: true
Command line params:   /f:none /m:#UP#


IL-2 Server starting...

  *** Library **** DT ****  Loaded *** 102
RTS Version 2.2
Core Version 2.0
Sound: Native library (build 1.1, target - P IV) loaded.
UP 3.2 dedicated server without obfuscation
Patch Pack: 5
confIniFileName=confs.ini, mainSectionName=il2 server, consoleIndex=1

...
...
...
...


81>
81>
81>
81>D/L Aircraft Skin (owner filename=Bf-109G-4/=UAAS=FGK.bmp) from I/JG54_LieRen
 starting!
D/L Pilot Skin (owner filename=UAAS.bmp) from I/JG54_LieRen starting!
helpException in thread "main" java.lang.OutOfMemoryError
        <<no stack trace available>>

It seems that I still have something wrong here.

The servers used by our community come from images made by an old player a long time ago. To be honest, many of the details at the time could not be retrieved.
This server has been running in a variety of strange bugs for almost a decade, new players come and go, but all kinds of bugs are left behind.
The leader of our community is a respectable virtual pilot, but he is not good at computers. I am not proficient in IL2 server management too, but we are still trying to keep this old server running.

Hope to get your help to fix this problem and help our UP3 community move towards the era of 3.2.

Once again, I would like to express my sincere gratitude for your excellent work!
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on June 24, 2019, 08:47:10 AM
Well in that case it's probably best if I put a full featured and "ready to use" server folder together for you to download.
That will take a few days, probably until the weekend comes, but it will save you from the headache of nailing out unknown bugs left behind by your predecessors.

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: boilingmetal on June 24, 2019, 08:48:36 AM
Well in that case it's probably best if I put a full featured and "ready to use" server folder together for you to download.
That will take a few days, probably until the weekend comes, but it will save you from the headache of nailing out unknown bugs left behind by your predecessors.

]cheers[
Mike

God
You are our savior!
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on June 27, 2019, 06:15:58 AM
Since dedicated Servers have always been free for all, we can even officially distribute this one.
Please find the fully fledged Ultrapack 3.2 dedicated Server here:
https://1drv.ms/u/s!Ahp5M3GG5xF_hi5tZ8HwhgSlXbwY?e=8bN0ve

You will probably want to adjust parts of confs.ini to your server's settings, as well as maybe server.cmd and other ini files.
The server can be started either running il2fb.exe or il2server.exe.

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: boilingmetal on June 30, 2019, 06:38:45 PM
Since dedicated Servers have always been free for all, we can even officially distribute this one.
Please find the fully fledged Ultrapack 3.2 dedicated Server here:
https://1drv.ms/u/s!Ahp5M3GG5xF_hi5tZ8HwhgSlXbwY?e=8bN0ve

You will probably want to adjust parts of confs.ini to your server's settings, as well as maybe server.cmd and other ini files.
The server can be started either running il2fb.exe or il2server.exe.

]cheers[
Mike

After a long weekend, rent a VPN to connect to MS Onedrive, endure unimaginably low speed to download and upload server package files, solve all kinds of weird problems on windows2003-x86 server, install .net framework, UP3.2p5 finally runs normally. !

Thank you for helping to provide server packaging, which provides a reliable foundation for our flight community.

Once again, I would like to extend my most sincere thanks!
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: macgiver on August 14, 2019, 11:50:50 PM
I've been looking at "Compare" included in the game and I've seen that airplane performances have changed a lot.
Are the new FMs from DT 4.13 or 4.14? or are they new "elaboration"?
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: SAS~Storebror on August 15, 2019, 12:00:52 AM
No performances except for the Fw 190 family have changed.
IL-2 Compare in it's previous versions had a habit of showing level speeds you could never achieve ingame.
We've corrected that fact, which is why most planes now show slower speeds in IL-2 Compare.
Ingame there's no difference, but now what you see in IL-2 Compare is much closer to what you can actually reach ingame than before.

The Fw 190 family flight models have been completely reworked in order to match real life figures.
The has been evaluated ingame during the past weeks and the result is that speed figures are spot on, whereas the turning abilties will be toned down a bit again in Ultrapack 3.3.

]cheers[
Mike
Title: Re: Ultrapack 3.2 [Update 2019-06-06]
Post by: Angerjoker on December 21, 2021, 04:18:54 PM
Hello
I have a problem launching the game after moving all #UP # in JSGME. The launch image is present but the loading stops at 5% and then closes.
I noticed that # UP # _Enable_UP3.2 is greyed out, I also tried with only # UP # Nvidia_Screenmode and the latter but nothing works
If anyone could give me the reason and how to fix it
Title: Re: Ultrapack 3.2
Post by: FL2070 on December 21, 2021, 05:20:43 PM
Hello
I have a problem

Problem -> logfile. A 5% usually has something to do with SFS files, but until we get the log, we don't know. The logfile is called log.lst (you may see it as just log, it's the same file), and it's in the game's root folder—the folder with il2fb.exe in it.