Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Ships => Topic started by: asheshouse on March 28, 2017, 03:09:53 AM
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Designed in WWI as a Light Battlecruiser and converted to an aircraft carrier during construction.
HMS Furious had a long and distinguished career and although old at the start of WWII went on to provide invaluable service.
(https://s6.postimg.cc/u7l8zrhq9/image09_zpsrnzx4cay.jpg)
Commissioned: 26 June 1917
Placed in Reserve: Sept 1944
General characteristics:
Displacement: 26,500 tons
Length: 224.1m
Beam: 26.8m
Draught: 8.3m
Speed: 30 knots
Armament: (after 1939 refit)
12x4.0in Mk XVI guns (6x2)
32x40mm PomPom AA guns (6x8)
12x20mm Oerlikon (12x1)
Aircraft
36
Service History: (WWII)
Convoy protection
Norwegian Campaign
Aircraft Ferry Operations - North Africa
Aircraft Ferry Operations - Malta
Attacks on Petsamo, Northern Waters
Operation Torch
Attacks on Tirpitz in Norway
Download 1 - Class Files: https://www.mediafire.com/file/6bkndjau7ag8kum/000ShipAsheClasses270317.rar - Extract 000ShipAsheClasses folder into the #SAS folder
Note: These classes cover all ships with the prefix ShipAshe$ in the text entries and supersede ShipAshe$ classes prior to March 2017. Do not overwrite if installing earlier models which use the ShipAshe$ text entry in chief.ini
Download 2 - Model Files: https://www.mediafire.com/file/o7k0k22ygcv4a10/HMSFurious_280317.rar
Download 3 - Patch: https://www.mediafire.com/?02c09rc19n60koj -- Extract into model folder and overwrite existing files.
Patch Notes 29-03-17: Fix missing stack smoke. Increase size of aircraft deck park area.
Credits:
Modelling, skinning template and Class Files - Asheshouse
Texture Artwork - Based on profile in Warship Profile 24 by G. Davies and D. Palmer
Installation Instructions:
Checked with SASModActv6.1 - v4.12 compatible. Should work fine in other versions except v4.09.
Extract the contents of the two download to a temporary folder on Desktop.
Extract 000ShipAsheClasses folder into the #SAS folder. These classes must load before any existing ShipAshe$ classes.
Extract the HMSFurious folder into your #SAS folder.
The class files supercede all earlier ShipAshe classes. Do not overwrite these with earlier ship mods.
Check the game still runs ok.
You will find the required text entries in txt files within the HMSFurious folder.
Make text entries in chief.ini and ships.ini and check game runs and HMS Furious appears.
Make remaining text entries.
Folder structure should be: game root\#SAS\HMSFurious\3do\Ships\HMSFurious\ or game root\#SAS\ShipAshe\3do\Ships\HMSFurious\
Notes: The model includes "placeholder" damage meshes and textures only. Further work will be required to produce a visually detailed damage model. Collision boxes are simplified.
The Barracuda aircraft model does not takeoff from flightdecks -- not unique to Furious
The Avenger aircraft is not able to negotiate the ramp intact. No historical use of this aircrft on Furious is known.
References:
https://en.wikipedia.org/wiki/HMS_Furious_(47)
http://www.naval-history.net/xGM-Chrono-04CV-Furious.htm
Aircraft Skins:
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Campaigns and Missions:
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Squadrons:
818 Oct 1939-May 1940 Swordfish I
816 Oct 1939-Sept 1940 Swordfish I
801 May 1940-Feb 1941 Skua II
804 May 1940 Sea Gladiator
825 July 1940-April 1941 Swordfish I
804 Sept-Oct 1940 Martlet I
807 March-April 1941 Fulmar I
800, May-Aug 1941 Fulmar I
812 July-Aug 1941 Swordfish I
880A July-Sept 1941 Sea Hurricane Ib
810 Sept 1941 Swordfish I
835 April 1942 Swordfish I
822 July 1942-July 1943 Albacore I
823 July-Sept 1942 Albacore I
804 Aug 1942 Hurricane IIb
807 Aug 1942-Feb 1943 Seafire L.IIc
801 Oct 1942-Sept 1944 Seafire
817 Dec 1942-March 1943 Albacore I
881 July 1943 Martlet II
827 Oct 1943-June 1944 Barracuda II
830 Oct 1943-Sept 1944 Barracuda II
880 Feb-Oct 1944 Seafire I/FIII
831 April-May 1944 Barracuda II
842 April 1944 Wildcat V
882 May-June 1944 Wildcat V
840 July 1944 Hellcat I
842 July 1944 Swordfish II
827 Aug-Oct 1944 Barracuda II
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Next jewel for IL2! Thanks Ashe 8)
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Thank you Asheshouse! It's a great ship! Outstanding work!
I hope, you think about USS Ranger in future ;)
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Congrats Asheshouse. And Thanks again.
Kopfdorfer
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Thank you for the beautiful ship 8)
(https://s16.postimg.cc/6nlfl9dn9/Screenshot_2017-03-28_14.53.20.png)
*OMG! Working ramp O.O*
*Change aircraft to F-18*
*Full throttle and chocks away*
*Unexpected explosion on ramp*
*Whistling and kicking pieces of the aircraft into the sea*
;D
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I must admit, the F-18 was not one I tested.
The ramp relies on a transition slope to ease aircraft onto it.
Whether or not it works depends on aircraft weight and speed.
All historically correct aircraft seemed to work, but not tested with the full range of weapon load out.
Heavier weapon load may require an increase ship speed or stronger wind to take off ---- just like real life maybe.
HMS Furious has no catapults.
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Nice one, but no Catapults on the F-18 for you Andee, only Slow Aircraft like Barracuda can Land the carrier.
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Nice one, but no Catapults on the F-18 for you Andee, only Slow Aircraft like Barracuda can Land the carrier.
Landed 8)
(https://s2.postimg.cc/i0m8ngstl/Screenshot_2017-03-28_17.23.32.png)
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Many Thanks Ashe!!!
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Thank you Ashe. A piece of art as always.
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Ashe, in HSFX7+carrier takeoff mod with Barracuda AI start correct from moving Furious.
I tried Default, 2x 250lbs, 3x 250lbs + 60% fuel ... all ok.
Only is there problem that are sorted only first two airplanes. Next planes start from air ..
takeoff AI Barracuda from Furious with bombs
(https://s25.postimg.cc/fpsxv9txr/grab0546.jpg)
(https://s25.postimg.cc/6jan7zopb/grab0548.jpg)
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I guess with CTO the aircraft is given a catapult boost. The immediate forward motion overcomes the nose tipping. This is not really a good solution. However if you want to fit more Baracudas on deck you can adjust the _Park hook coordinates in Hull2.msh. The Baracuda is a pretty large aircraft.
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Ashehouse
I tried placing the files, folders and .ini entries in Bat08 with 000ShipAsheClasses and the ShipAshe folders in BAT08 #SAS (In the download the HMSFurious 280317.rar extracts as HMSFurious and I assumed your instructions meant for me to change that top folder name to ShipAshe). IL2 doesn't crash but the HMS Furious does not show up as an object in FMB. Is BAT08's #SAS folder the proper folder for this magnificent beast? or is BAT08 not ready for this ship just yet? or what else might I check?
Thanks for any advice.
Mechanic
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I've not tried installing it in BAT so I'm not certain.
The name of the top folder should not matter.
Within the top folder (which you renamed) you should have a 3do folder.
You need to post your logfile to get a clue to what is going on.
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Thank you ashe for this FAA must have!
Tried in FMB and in mission (take of and landing will be tested asap). I noted that in your WIP thread is smoke from funnels but in game and in this thread screenies is no smoke. Is this correct?
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Probably an error. i'll take a look at it.
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Bravo and thank you very much ! :) :) :)
Very good work !
1- work fine in 4.09 with these archive : https://www.mediafire.com/?sfnt96rxduxvpjp
2- Here is the list of planes I have tested in AI pilot!
The others will be tested later!
Albacore I ok ! (3 planes)
Barracuda II ok ! (2 planes)
Fulmar I ok ! (3 planes)
Hellcat I
Martlet I
Martlet II
Seafire I
Seafire IIc
Sea Gladiator ok ! (4 planes)
Sea Hurricane Ib
Sea Hurricane IIb
Swordfish I ok ! (4 planes)
Swordfish II ok ! (3 planes)
3- To avoid a hook assignment error "Vapor" ( *** Bigship: vapor hook 'Vapor' MUST be linked to baseChunk) it is advisable to delete all lines [Hooks] & [HookLoc] in the "Hull3_dmg.msh" file!
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Work of art! D/loading now, will install it in my game in two days whee=n I'm back home. Many many thanks for your continuing contribution to our gaming experience!!!!
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hi all.
Ship shows up in BAT(08)WAW and in HSFX 7.1
No smoke, Can land aircraft ok but can not take off with aircraft
in both BAT or HSFX, as soon as game loads plane either explodes
or shows up beneath the deck then explodes.
below is log from HSFX
cHEERS EDC1 (STAN)
*** 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
LongBridge: too big offset
LongBridge: too big offset
Load static objects
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/46/GunTrench/live.sim)
##### House without collision (3do/Buildings/46/GunTrench_W/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
Loading mission tester HMS Furious1a.mis...
Total number of airports for loaded mission: 0
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0, Vert 0, Ind 0
WARNING: * Buf1 : Obj: 180, Vert 11160, Ind 29601
WARNING: * Buf2 : Obj: 0, Vert 0, Ind 0
Load bridges
LongBridge: too big offset
LongBridge: too big offset
Load static objects
sFMDir = gui/game/buttons
s1 = flightmodels/rolls-royce-merlin.emd
s = FlightModels/Rolls-Royce-Merlin.emd
m_lastFMFile = gui/game/buttons
INTERNAL ERROR: HierMesh: Can't find chunk 'RackL_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RackR_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'filter'
*** Bigship: vapor hook 'Vapor' MUST be linked to baseChunk
ERROR file: File users/doe/Icons not found
Mission: tester HMS Furious1a.mis is Playing
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
Total number of airports for loaded mission: 0
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 40, Vert 7418, Ind 25404
WARNING: * Buf1 : Obj: 253, Vert 30154, Ind 63966
WARNING: * Buf2 : Obj: 6, Vert 816, Ind 1584
Load bridges
LongBridge: too big offset
LongBridge: too big offset
Load static objects
[28.03.2017 20:50:56] -------------- END log session -------------]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
LongBridge: too big offset
LongBridge: too big offset
Load static objects
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/46/GunTrench/live.sim)
##### House without collision (3do/Buildings/46/GunTrench_W/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
Loading mission tester HMS Furious1a.mis...
Total number of airports for loaded mission: 0
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0, Vert 0, Ind 0
WARNING: * Buf1 : Obj: 180, Vert 11160, Ind 29601
WARNING: * Buf2 : Obj: 0, Vert 0, Ind 0
Load bridges
LongBridge: too big offset
LongBridge: too big offset
Load static objects
sFMDir = gui/game/buttons
s1 = flightmodels/rolls-royce-merlin.emd
s = FlightModels/Rolls-Royce-Merlin.emd
m_lastFMFile = gui/game/buttons
INTERNAL ERROR: HierMesh: Can't find chunk 'RackL_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RackR_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'filter'
*** Bigship: vapor hook 'Vapor' MUST be linked to baseChunk
ERROR file: File users/doe/Icons not found
Mission: tester HMS Furious1a.mis is Playing
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
Total number of airports for loaded mission: 0
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 40, Vert 7418, Ind 25404
WARNING: * Buf1 : Obj: 253, Vert 30154, Ind 63966
WARNING: * Buf2 : Obj: 6, Vert 816, Ind 1584
Load bridges
LongBridge: too big offset
LongBridge: too big offset
Load static objects
[28.03.2017 20:50:56] -------------- END log session -------------
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Works in my BAT WAW. You must load folders above the BAT class folders for mods to work. The classfiles for this ship will load above them as is but I renamed the folder to ! HMSFuious so that it loads above the BAT class folders. I just tested and a Swordfish shows on deck and took off on auto pilot, didnt have my stick hooked up at the moment, I can confirm that I have no smoke from rear funnels.
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Yes, I moved the files, folders and .ini's out from BAT08 #SAS and into #WAW2, loaded high and all works fine - take off and landing. As with others no smoke.
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Beautifully crafted as always asheshouse, thank you very much, really appreciated. 8)
Wishing you all the very best, Pete. ;D
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Hi guys i still use CUP and #WAW is it ok to add the classfiles to #WAW/ Classfiles_objectsShip... and allow an overwrite?
Mick
FYI This worked all aok in my CUP/#WAW install
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Bug patch added to first post, download 3. This fixes the missing stack smoke and increases the deck area for aircraft spawning.
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I guess with CTO the aircraft is given a catapult boost. The immediate forward motion overcomes the nose tipping. This is not really a good solution. However if you want to fit more Baracudas on deck you can adjust the _Park hook coordinates in Hull2.msh. The Baracuda is a pretty large aircraft.
Look's that barracudas start normal, without catapult. And takeoff without problem. (in my HSFX7 install)
I can't see any immediate forward motion. First plane start with tail on board, after several seconds give nose up and on jumping platform jump in the air and continue in flight .. retract gear. All looks normal on my side. :) But maybe is there any difference, HSFX can have any differ things in EM and FM.
Yep, I try sort the hooks for this bombers. Thanks for hint.
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Yep, I try sort the hooks for this bombers. Thanks for hint.
Sorted, in the patch in first post.
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1- work fine in 4.09 with these Class : https://www.mediafire.com/?t89rjdayrr03foz
Install only these new Class!
Thanks to the 7 Rebels who downloaded these Classes!
I forgot to attach the new files "ADD to ini files"!
Please reload the archive. Thank you !
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Yep, I try sort the hooks for this bombers. Thanks for hint.
Sorted, in the patch in first post.
Thanks, now all Barracudas are sorted on board and know takeoff from both positions :)
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I think this ship is deserving of a Skua.
Just a thought.
Zflyer48
(https://s21.postimg.cc/7pc6qbdcn/30.03.2017_4-04-38.jpg) (https://postimg.cc/image/5krtp8bpv/)
(https://s27.postimg.cc/6b9wnr0qb/30.03.2017_4-06-56.jpg) (https://postimg.cc/image/lwr87pcof/)
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I agree. Lets have a Skua. :)
Will suit HMS Eagle and HMS Ark Royal as well.
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Hey Zflyer48,
When will you release this great plane?
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The Skua is good choice :)
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This is a fantastic work Ashes, thank you a thousand times over! ;D The classic RN Carriers you have given us are real game changers and this is top quality.
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Is anyone else having incompatibility troubles with the Long-Hull Essex ships? I'm getting 70% CTDs with either Furious or the Essexes being responsible depending on the load order:
With the Furious classfiles on top:
PlMisChief: class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSBoxerCV21_48' not found.
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS$USSBoxerCV21_48
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:144)
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:104)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Failure
java.lang.RuntimeException: Failure
at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:150)
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:104)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main begin: java.lang.RuntimeException: Failure
java.lang.RuntimeException: java.lang.RuntimeException: Failure
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:119)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 31, 2017 2:52:58 PM] -------------- END log session -------------
With the "ShipAsheUSS" classfiles loading first (not surprisingly, Furious fails to load):
PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAshe$HMSFurious
java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAshe$HMSFurious
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:107)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main begin: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAshe$HMSFurious
java.lang.RuntimeException: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAshe$HMSFurious
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:119)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 31, 2017 3:00:46 PM] -------------- END log session -------------
Uninstalling the Long-Hulled Essex pack fixes the 70% CTD with HMS Furious.
My question I guess then is, are the "ShipAsheUSS" classfile ships (IE: the Long-Hulled Essex pack) incompatible with the new classfiles from Furious?
Am on 4.12.2 w/CUP-WAW.
That one bug aside; its another really beautiful ship; hence why I want *all* of Ashe's warships.
EDIT:
Disregard above; Completely replaced all my classfiles; double-checking I had the latest ones, and now all Ashe's carriers are coexisting nicely!
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There is smoke from funnels again after patch. Thank you. Really peace of art ashe.
Well, Skua... Königsberg is needed than :)
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Glad to see you got it fixed Ace162. For reference, the ShipAsheUSS$ classes are completely separate from the ShipAshe$ classes. In addition some models include new gun classes. Overwriting with the latest classes generally sorts any problems. In the future I'm intending to separate the model files from the class files to simplify installation.
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I guess if the Skua was to make an appearance I would be obliged to dust off and polish up this old model.
(http://i239.photobucket.com/albums/ff113/Asheshouse/Image7_zpswln8fays.jpg)
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... curiously enough, the rear turrets were in fact offset, and not centered in the ship axis ... o_O
... and I don't have any idea why ... :-[
(http://img4.hostingpics.net/pics/510517Konigsbergh80970.jpg) (http://www.hostingpics.net/viewer.php?id=510517Konigsbergh80970.jpg)
(http://img4.hostingpics.net/pics/521821gercr69.jpg) (http://www.hostingpics.net/viewer.php?id=521821gercr69.jpg)
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... and I don't have any idea why ... :-[
In theory it gave an improved field of fire forward. In practice any benefit was marginal. The succeeding Leipzig Class reverted to the normal centreline arrangement.
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... THX, Asheshouse, this evening I'll go to bed a little more intelligent that when I got up this morning ... :D
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Asheshouse
I was contentedly sailing this ship over the past few days launching a single 1940 Swordfish with 1 torpedo off the deck. Today when replaying the mission the Swordfish (both 1940 and 1936 versions) spawned half off the deck onto a gun emplacement (see image) needless to say when the chocks were released it fell into the sea. I applied your latest deck sizing patch and also tried reverting to the original. In either case the aircraft spawned half off deck. Any thoughts on what may be the cause? The Gladiators, Fireflys and Barracudas spawn correctly.
(https://s16.postimg.cc/nnjuf2db9/2017.04.03_03-04-50.jpg) (https://postimg.cc/image/x83h1y2n5/)
Thanks again for this handsome carrier.
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I cant replicate this on my install.
Can you confirm what you mod setup is? -- what version?
Relevant added mods --- cat mods, chock mods etc?
Can you post your .mis file?
Anyone else got this problem?
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I have now successfully replicated the problem.
It only occurs with certain combinations of number and type of aircraft.
I'm not sure exactly what the critical arrangement is yet.
For a quick fix adjust the y coordinate in the hooks Park03, Park04 and Park 05 to shift the spawn point further inboard. --- These are found in Hull2.msh
The previous patch shifted the spawn point out in response to other requests, but perhaps this was overdone?
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Thanks for the quick fix instructions but just when I was about to go in and try to shift the spawn point inward, BAT10 came along and adopted your HMS Furious (and rightly so). I am still having the spawn point problem with the Swordfish in BAT10 but now I do not know where to find the model file folder with the hull2.msh to edit. I don't normally dig around in the guts of BAT but for some reason I feel compelled to do so with this ship and this plane (if for no other reason than to educate myself). Can you (or any other reader)direct me to where the 3DO/Ships/HMSFurious folder resides in BAT10 for HMS Furious - or should I just leave this to the professionals and fly a Gladiator ;D
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Had an odd occurrence on the Furious when landing the Fulmars. I'm playing BAT up to EP10. When using the AI on landing the Fulmars lands nicely, the wings fold smoothly. But the plane turns to port and taxis right over the side. I usually try my initial landings with the AI to get a handle on airspeed, flaps, etc, before trying to land manually. I had a flight of four planes, and each one landed successfully and taxied over side. Manual landings work a dream. I just have to fold wings and taxi forward.
Gil
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Propnut27 --- Do you get the same happening if you change HMS Furious to HMS Illustrious in your *mis, with the ships set to the same speeds?
mechanic --- if you keep the Furious model files in #SAS then they should take precedence over the BATEP10 files. So any edits you make to Hull2.msh should be effective. You can probably disable the folder with the Ashe classes though since Monty has those included in BATEP10.
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Asheshouse,
All is good and centered - with funnel smoke and all. Thanks for the tip - I cut and pasted the Parts 03-05 from the original hull2.msh model into the revised patch model.
(https://s24.postimg.cc/sk7ysd5qt/2017.04.04_17-20-55.jpg) (https://postimg.cc/image/nybuk0k7l/)
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Tested three other aircraft on the Furious: the Swordfish, Sea Gladiator, and the Firefly. All stayed on the flight deck until the landing protocol timed out. Only the Fulmar taxied over the side. It did the same thing on the Illustrious. I guess I just never noticed it before.
Gil
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For a quick fix adjust the y coordinate in the hooks Park03, Park04 and Park 05 to shift the spawn point further inboard. --- These are found in Hull2.msh
Sorry my noob question, are this these values (in red) ?:
[HookLoc]
1 0 0 0 1 0 0 0 1 77.3000 0.0000 17.9000
1 0 0 0 1 0 0 0 1 -59.0443 -18.0561 18.2060
1 0 0 0 1 0 0 0 1 -80.5984 -18.0561 18.2060
1 0 0 0 1 0 0 0 1 -102.1036 -14.6886 18.2060
1 0 0 0 1 0 0 0 1 -102.1036 11.7484 18.2060
1 0 0 0 1 0 0 0 1 -80.5984 15.0094 18.2060
1 0 0 0 1 0 0 0 1 -59.0443 15.0094 18.2060
-1.000000 0 0 0 -1.000000 0 0 0 1 -91.4550 0.0000 18.2062
1 0 0 0 1 0 0 0 1 120.4470 0.0000 0.0051
-1.000000 0 0 0 -1.000000 0 0 0 1 -119.2070 0.0000 -0.0691
-1.000000 0 0 0 -1.000000 0 0 0 1 39.6484 0.0000 -0.1769
0 -1.000000 0 1 0 0 0 0 1 39.6484 11.5000 -0.1769
0 1 0 -1.000000 0 0 0 0 1 39.6484 -11.5000 -0.1769
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Yes. Thata correct.
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Tested three other aircraft on the Furious: the Swordfish, Sea Gladiator, and the Firefly. All stayed on the flight deck until the landing protocol timed out. Only the Fulmar taxied over the side. It did the same thing on the Illustrious. I guess I just never noticed it before.
Gil
Its a fault in the core game programming. The stock models have a parking area defined. The aircraft should taxi there after landing and apply chocks before despawning, i guess, but they dont. Its above my pay grade to fix this.
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:( Nothing to do ... I tried in every way to install the Furious but the game goes into crash at 70% ... I installed all the previous ships of Asheshouse and all work perfectly .. long ago I had surrendered but now that seems to be completing the Kriegsmarine I would like very much to include the Furious in the fleet ... I can not block all the previous Asheshouse Class Files to start the Furious ... what to do? :-[
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... what to do?
LOG ?
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:) :)Thanks Guardian Angel ... magically I solved what I could not do for months ... I simply inserted the folder Ships_HMS_Furious before the other folders of Asheshouse and voila everything worked ... even the previous ships of Asheshouse work .. was just a matter of precedence in Class files !! Thanks anyway for your disposability. ;)
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Dear Asheshouse
Quote from: asheshouse on April 03, 2017, 09:02:59 AM
For a quick fix adjust the y coordinate in the hooks Park03, Park04 and Park 05 to shift the spawn point further inboard. --- These are found in Hull2.msh
11.7484
15.0094
15.0094
Can you advise what these numbers should be? I applied the fix with the swordfish, and that worked fine.
I tried a group of Skuas and 2 out of 4 blew up, but not the leader's plane which I was flying.
Just wondering. I do love this game and these ships. Please forgive my ignorance.
CV
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And just for the record, the version of the Furious in WAW works fine. I was just trying to add it to TGA. Thanks for any advice.
CV
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it will come to TGA ;)
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I will be patient!
CV