Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Aircraft => Jets => Topic started by: S3231541 on February 11, 2012, 09:20:25 PM
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Hi all,
1.31 patch fix ventral droptank issue
F-4 Phantom II updated beta version 1.3 (14/10/2012)
with new Java engine code and more loadouts!
flares add-on (04/04/2012)
(https://www.sas1946.rocks/images/imageshit/img37/3106/nam66.jpg)
*screen by Vpmedia
Big thanks go to:
Oleg for this wonderful IL-2 game
QTim of enable us to mod
SAS and AMT for the amazing jetwar version 1.2 and DBW 1.7 and UP for UP 3.0
Ranwers: Pilot model and skin
Melissa: M61 Vulcan, AGM-84, SUU-16, MK.20 Rockeye, exhaust flame
F22-Raptor-2006 and US_Grant: AIM-7E/E-2 model
Barnesy12: Wheels
Thank you guys for making this project possible!
Thank you for the one directly involve in making this wonderful aircraft:
LC_Crafts: original external 3D model
OC-Tiger: Skins and template
Wasted: Java class, cockpit texture, skins, ordinaces, FM, sound
Ton414: Cockpit texture
Mario71:Java class
Batbomb: Skins and template
Vega: FM
The_Alaska_Man and 51sfts_FC for extensive researches and testing
Thanks Beowolff, Checkyersix, Rock, F22-Raptor-2006, Anto, US_Grant and Deutschmark for support and advises
And also the guys I may have forgot
Air.ini
F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
Planes_ru.properties
F-4B F-4B Phantom II, 1960
F-4D F-4D Phantom II, 1966
F-4E F-4E Phantom II, 1967
F-4J F-4J Phantom II, 1967
Here it is guys:
https://www.mediafire.com/?fc79d15q8xyib3z For Jetwar 1.2 only
Not compatible with UP3.0 of any version, you can try but no support will be provided and bug report ignored. Thank you
!!!if loadouts work badly, download this file and install folder into DBW!!!!!
https://www.mediafire.com/?4934c73paivxwuv
Just copy and put the folder into your #DBW folder and skins to your skins folder.
you need this mod too, NoOpenCanopy
https://www.mediafire.com/?2jwqr5w4ivhwghz
Thank you all, and enjoy!
s3
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edited Gerax 21-2-13
alternate F9 cockpit as linked here in post #836 in this topic:
https://www.mediafire.com/?f1cjxloukzxdeyg (https://www.mediafire.com/?f1cjxloukzxdeyg)
post is here:
https://www.sas1946.com/main/index.php/topic,21682.msg311240.html#msg311240 (https://www.sas1946.com/main/index.php/topic,21682.msg311240.html#msg311240)
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Holy S$#%- didn't see this coming!!!Looks like I better do that DBW 1.7 update asap. Thankyou for all your hard work!
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oooh, nice! great surprise for a sunday morning...:D....
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I dont normally scream but, youll forgive me here. Its only the most important NATO fighter of the freakin cold war!
You guys are awesome!
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It's a good thing that I don't have to talk right now because my jaw just hit the floor!!! Holy crap!!! What an unbelievable development - thank you!!!!
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Awesome, I got permanent kill marks in the sky............. both Migs I busted remained airborne in a nice little smoking, flame shooting ball.
(http://i702.photobucket.com/albums/ww26/BeoWolf057/Avatars%20and%20stuff/UFOMigs.jpg)
I'm sure you guys have seen this already......................
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I don't seem to have the problem you speak of? Can you post the log file here in Code quote or pm me?
Thanks
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This looks really, really good in game.
Wonderful beta.
Seriously going to need radar now, cause this thing is too fast to keep visual on target!
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o.O
So when Ranwers gets done with his we'll have two Phantoms floating around?
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well, we'd prefer they be flying around rather than floating, but, yeah, seems we'll be spoilt for choice again...:D
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Can't seem to get it to spawn on a Carrier either, I get the cockpit falling out of the sky...............
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Congrats FMT :D ;)
and all involved :) ;D
A dream come true for Mission Bug's and Dixie Captain's South Vietnam map.
A marriage made in heaven :D ;)
Kirby
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OH NO THEY DIDN'T! ??? ;D OH YES THEY DID! :o OH NO THEY DIDN'T! ;D OH YES THEY DID! I could have f@#$ing swore Christmas was a couple of months ago.BIG ASS THANKS GUYS!
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well, we'd prefer they be flying around rather than floating, but, yeah, seems we'll be spoilt for choice again...:D
You know what they say about floating.. reserved for other (http://en.wikipedia.org/wiki/Lavochkin_La-7) aircraft :D
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I would skin the hell outta that thing if I used DBW
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Can't seem to get it to spawn on a Carrier either, I get the cockpit falling out of the sky...............
Hi,
What game version are you using? It only work for DBW 1.7 with AI+Carrier mod enable. ;)
Does anyone have his problem as well? Can someone confirm it?
Thank guys, glad you like it ;D
s3231541
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Many thanks to everybody involved in making such beautiful surprise!
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Congrats guys! This is fantastic!
There was a a F-4C/D in the works here, but it was nowhere near the level of completion of this mod. Maybe in the future we can work together and get those additional models in game.
Now we just need to get those MiG-21s out! We've recruited a cockpit artist and when the texturing is done, it should be joining this Phantom in the skies above Vietnam :) Hopefully not long now.
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Can't seem to get it to spawn on a Carrier either, I get the cockpit falling out of the sky...............
Hi,
What game version are you using? It only work for DBW 1.7 with AI+Carrier mod enable. ;)
Does anyone have his problem as well? Can someone confirm it?
Thank guys, glad you like it ;D
s3231541
Don't need to enable the AI+Carrier mod (in fact delete any old versions), as it is include in DBW by default
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Thanks Anto, I'm really looking toward the MiG-21s. As I am a Vietnamese and making a US aircraft LOL, now I need the MiGs to fight along my comrades 8) against the USAF, USN and USMC ;D
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Freakin unreal... I'm stoked! Never, ever would've expected this so soon.. Many thanks FMT
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(http://i803.photobucket.com/albums/yy313/dsmith71/100524jawdropping.jpg)
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Thank you guys for kind words, we are very happy that you like it 8)
Can someone confirm the bugs that BeoWolf reported?
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Okay, all is well in Phantomville
(http://i702.photobucket.com/albums/ww26/BeoWolf057/Avatars%20and%20stuff/Phantom_2.jpg)
I only see one major bug.............. HUD is AFU it stops at 999mph................................. :P
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Thank you for your reports, BeoWolf!
what HUD is stopping?
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seeing this makes me feel like being Bombarded by B-52.
shakes me to the bones.
Bloody. F'n. 'ell.
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Nice work. Im crashin at 70% tho. Any ideas?
I have working 1.71 with nothing extra. Thanks in advance guys.
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Nice work. Im crashin at 70% tho. Any ideas?
I have working 1.71 with nothing extra. Thanks in advance guys.
Did you add the correct line into your Air.ini? Do you have error in your log?
Thanks.
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hey s3, when i put the phantom in FMB and select me as the pilot, it loads to 100% and i get a mission loading error:null
so i deselect it, and make it AI, it spawns in the ground with its gear down. im also using DBW 1.7.1 and ideas?
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Dang now thats a surprise
Well done all, well done indeed :)
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Hey guys, thank you very much! Never thought we'd see this in IL2. Enjoying the videos and lookin' forward to the day it's available in ModAct 3.6. Please keep up the good work.
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THANK YOU VERY MUCH !!!!! :) Outstanding work, guys!
So when Ranwers gets done with his we'll have two Phantoms floating around?
it's not a problem...how many versions of Bf109 or Spitfire we have, after all ? ;)
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hey s3, when i put the phantom in FMB and select me as the pilot, it loads to 100% and i get a mission loading error:null
so i deselect it, and make it AI, it spawns in the ground with its gear down. im also using DBW 1.7.1 and ideas?
Do you have the same problem with others like campaign and QMB? Do you have an error in your log? I can't do much without the log file, because I can't seem to beable to reproduce the problem. ???
Thank guys,
s3231541
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I am using DBW 1.71. You need to post log file, then we can help you.
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Guess its time for me to finally get round to installing UP3 and DBW ;)
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I have trouble taking off loaded. The runways are too short it seems (long, paved ones of course) or accelleration too weak?
or am I mising to use some boost feature?
just full throttle...
EDIT: it was the airbrakes! close them after engine started up.
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Currently it only work for DBW 1.7. I'll make an UP3.0 compatible soon, but it would base on jetpack 1.1 which doesn't have many cool stuff that DBW 1.7 and jetwar 1.2 have. So why not get yourself a DBW 1.7 :D
The stand-alone JetWar 1.2 should be out soon with all those nice features available for modact users, so maybe JetWar 1.1 based version is not needed. I'd rather concentrate on updating F-8 for JetWar 1.2 so that she can join the battles with F-4E and MiG-21 in DBW 1.7+ and stand-alone JetWar.
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Hi,
It have hydraulic starting features, so basically you need to boost up the hydraulic, close airbrake, deploy flap and boost up your engine. I was able to take up fine with heavy load.
I am still very vague about the "mission: null" error, there are many reason for that error, could someone send me a log file so I can get the bug fixed.
Thanks,
s3231541
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Currently it only work for DBW 1.7. I'll make an UP3.0 compatible soon, but it would base on jetpack 1.1 which doesn't have many cool stuff that DBW 1.7 and jetwar 1.2 have. So why not get yourself a DBW 1.7 :D
The stand-alone JetWar 1.2 should be out soon with all those nice features available for modact users, so maybe JetWar 1.1 based version is not needed. I'd rather concentrate on updating F-8 for JetWar 1.2 so that she can join the battles with F-4E and MiG-21 in DBW 1.7+ and stand-alone JetWar.
Thanks Birdman, but I am not the author of the F-8 so the best I can do is help, I guess. It's all up to Mario71 and actually he got quite done already ;)
Cheers,
s3231541
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Hi brickhacker,
Sadly, no it's not the log file that I want, please look into this https://www.sas1946.com/main/index.php/topic,13457.0.html
Also, please use the code embed of the forum
Like this
Thanks,
s3231541
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OMG!!!!!!!!!!!!!!! I never expected the F4 to come out so soon!! Master piece!!
I have HFSX 5 and now I'm going to have to reinstall Il2 again with UP3 and DBW 1.7, but only when Jetwar 1.2 comes out!
YOU GUYS RULE!!!!!
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OMG!!!!!!!!!!!!!!! I never expected the F4 to come out so soon!! Master piece!!
I have HFSX 5 and now I'm going to have to reinstall Il2 again with UP3 and DBW 1.7, but only when Jetwar 1.2 comes out!
YOU GUYS RULE!!!!!
Jetwar 1.2 is already out and included in DBW 1.7 ;)
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S3 is correct the newest Jet war is included in latest DBW. And this mod came out of the blue, not beeing able to see what is going on over there it was a total surprice :)
Many thanks to all involved for this 8)
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JetWar 1.2 will be out this week as a stand-alone for 4.101m ModAct users. Raptor and I are rapidly writing up documentation for it (and AI Hotkeys mod respectively).
S3, if it's okay with you, I'll move this thread over into the Jets section once JetWar 1.2 is out. And whilst at it, a few of your or other Freemod topics got locked in GuestMods area due to some flaming. Please feel free to post new topics and I'll dump the old ones.
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Outstanding s3231541, thank you very much she looks gorgeous. Not usually a jet jockey but this truly iconic aircraft has the honour of being the only jet I've installed in DBW.
(http://i293.photobucket.com/albums/mm42/Mission_bug/F-41.jpg)
Congratulations to all the team who put this together.
Wishing you all the very best, Pete. ;D
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Thanks guys, glad you like it, it's my first plane after all ;D
Thanks Anto, just do what ever you feel necessary. And please tell me if you need something.
Thanks,
s3231541
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Nice work. Im crashin at 70% tho. Any ideas?
I have working 1.71 with nothing extra. Thanks in advance guys.
hi brickhacker have a look at your file you put in F-4 E phantom . check it shold be 00_F4E you may not have removed the outer file ;) if not removed it will give you 70 % crash ;D
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nope I placed the _00_F-4E file in the #DBW folder but thanks anyways.
I have the log file but im not sure if you want me to post it cuz it huge.
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Jetwar 1.2 is already out and included in DBW 1.7 ;)
Ahh thank you for letting me know that!
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nope I placed the _00_F-4E file in the #DBW folder but thanks anyways.
I have the log file but im not sure if you want me to post it cuz it huge.
Just pm me the log,
and put it in the
so that it won't be huge
Thanks
s3231541
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Was a crew chief on the F-4E for 9 years. It looks like there are some 3D things that need tweeking, but overall, a great start for a beta. I'll be sure to contact the template makers and see if I can help in that area also.
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Hello s3231541
Thank You very much for this great addition!
One of my fav planes ever is alive and kicking in IL2!
Waiting for further development.
All the best.
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YEEEEES!!! THX gents! Gooood morning, Vietnam!
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Thanks US_Grant, I did most of the external 3d model and cockpit 3d. So if it's related to 3d, please pm me with pictures with those area circled. Maybe I can do something within my limited ability :).
Brickhacker, if you select enable mod file cache in your IL-2 selector, please disable/uncheck it.
Thanks,
s3231541
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Thats it TYVM s3231541
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Great job, indeed! And a very big (and pleasant) surprise! Congratulations to all involved! Looking forward for some blank skins too (for IAF etc scenarios). Many thanks, gentlemen!!!! 8)
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COngrats, s3231541 and all other involved modders!..I have to say, without even having flown it, so great to see the first Mach 2 jet in IL-2!! :) :D
Will give it a spin next weekend, when I have proper time to install DBW1.7. :D
Cheers
Tom
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thanks guys, you gave me the airplane because of whom was born my passion for aviation, you are awesome!
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Here are some shots by OC-Tiger that I want to show off ;D
(http://i296.photobucket.com/albums/mm178/NZ-Tiger/F-4E-WW1.jpg)
(http://i296.photobucket.com/albums/mm178/NZ-Tiger/F-4ENavy5800-1.jpg)
Cheers,
s3231541
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Thanks for added my pilots heads.
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Hi,
I have error in QMB at 90%
Mesh 3do/humans/Paratroopers/Russia/mono.sim not created
Im using clean DBW 1.7
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Hi,
I have error in QMB at 90%
Mesh 3do/humans/Paratroopers/Russia/mono.sim
Im using clean DBW 1.7
Hi,
This is not a plane related error, hope you can use search function to solve this error.
Thanks Ranwers! I'm looking toward your aircrafts too.
Thanks,
s3231541
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Hi,
I have error in QMB at 90%
Mesh 3do/humans/Paratroopers/Russia/mono.sim not created
Im using clean DBW 1.7
Yes, this type of error is usually associated with the memory.
Thanks!
I set max RAM size down to 512 MB and it worked :)
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Had a quick battle against some Migs, somehow blew meself up with my own sidewinder :s.
Will try and replicate it to see what happened rofl. nice work though lads.
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Had a quick battle against some Migs, somehow blew meself up with my own sidewinder :s.
Will try and replicate it to see what happened rofl. nice work though lads.
Nice, there is a real storry of a guys manage hit himself with his own guns. LOL. Nice one. Becareful with the missiles, they are tend to premature explode right infront of the launching aircraft. This happen in real life too:
"Its worst tendency was that of detonating prematurely, approximately a thousand feet in front of the launching aircraft, but it also had many motor failures, erratic flights, and fuzing problems." - Wiki-pedia
s3.
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Yeah, a very naughty feature, especially when you are deep in the sky of North Korea ;D sometimes I am being angry with myself for putting that feature there LOL
EDIT: probably you had blown yourself with Sparrow, because I haven`t touched Sidewinders. Maybe S3 did that surprise ::) LOL
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Great work !!!
Thanks to all involved!
I am looking foward for the UP3.0 version release...
;)
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Fantastic. Thank you. :D
Sadly, though, I can't get the thing to show up in the game. (UP3&DBW1.7)
I put the subfile with the plane in the #DBW folder and the skins in the skin file but I can't find the plane anywhere.
I didn't edit the stationary ini. file (or any other file). Should that matter?
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yes.
The game looks in that ini file first, then goes to grab the plane because the ini file says it exists.
no ini edit: game dont see planes and stuff...
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Fantastic. Thank you. :D
Sadly, though, I can't get the thing to show up in the game. (UP3&DBW1.7)
I put the subfile with the plane in the #DBW folder and the skins in the skin file but I can't find the plane anywhere.
I didn't edit the stationary ini. file (or any other file). Should that matter?
In the first post, I have included the entries for: air.ini, plane_ru.properties and weapons_ru.properties. You need to enter those entry to your #DBW\STD\Com\...\air.ini and #DBW\STD\i18n\ plane_ru.properties and weapons_ru.properties file. Just open them with notepad and copy, paste the entry.
Stationary entry are for when you want to have this aircraft as stationary only.
Good luck,
s3231541
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Ahh... thank you for that. 8)
Now if I can just find that damn ini. file...
Edit: Thank you both, very much. I've been into IL2 for 10 years but I'm still a techno-boob.
Edit #2: It works! It works! I'm going to make her call me "HundertzehnGustavs3231541" tonight when we're making out. :D
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Wow :o
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hope tha make 1 4 SAS modact
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Please? 14 modact? Modact 1.4? i think they are at version 3.XX now?
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An outstanding work, really !
So fine tuned!
I flied her this evening, take off, landing, shooting missiles, opening the canopy, etc.
There is only one drawback : because the crate flying is so attractive for me, I cannot get back to my own work - making map of Belarus, LOL !
(Just a joke).
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Thank you for your reports, BeoWolf!
what HUD is stopping?
LOL Taras............... the HUD only has three digits to it, won't show 1000 mph........... we'll have to wait for working gauges................
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LOL I have again misunderstood :)
you posted sreenshot on the carrier. does the catapult works for you, Mike?
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Works great Taras, got it back aboard on the first pass too, love the fuel dump option. I was fully loaded when I took off, flew to Wonson, blew up some stuff and flew back............ dumping fuel on the way. Got to keep the speed up like in the Crusaider.....
I used to have the angle deck carriers in my DBW, but somehow my files got misplaced or I would of tried it on one of those. This plane handles better on deck than any other plane we have in game right now.
Thanks again.
I will get that log file to you guys of the smoking kills in the sky. Those are hard hits on the plane when it does that. When I get a proximity blast the plane comes apart and there is no stationary rolling smoke ball with the jet engine flame coming out the back.....
Looks cool though............. evidence of kills.............. :D
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Yep, a gorgeous mod.
Can the weapons_ru file be edited to change the weapons loads - or simply remove the drop tanks - or would that cause a crash?
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do you want that droptanks to be removed from the name of loadout or you need the same list of loadouts but without droptanks?
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[9:13:38] java.lang.ArrayIndexOutOfBoundsException
[9:13:58] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:13:58] at com.maddox.il2.ai.MsgShot.invokeListener(MsgShot.java:57)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Message.send(Message.java:1079)
[9:13:58] at com.maddox.il2.ai.MsgShot.send(MsgShot.java:46)
[9:13:58] at com.maddox.il2.objects.weapons.Bullet.collided(Bullet.java:86)
[9:13:58] at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:13:58] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:13:58] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:13:58] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:13:58] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:13:58] java.lang.ArrayIndexOutOfBoundsException
[9:13:58] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:13:58] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Message.send(Message.java:1091)
[9:13:58] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:67)
[9:13:58] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:13:58] at com.maddox.il2.objects.air.Aircraft$1.doAction(Aircraft.java:1156)
[9:13:58] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:13:58] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:13:58] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:13:58] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:13:58] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:13:58] java.lang.ArrayIndexOutOfBoundsException
[9:13:58] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:13:58] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Message.send(Message.java:1091)
[9:13:58] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:52)
[9:13:58] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:13:58] at com.maddox.il2.objects.air.Aircraft$1.doAction(Aircraft.java:1156)
[9:13:58] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:13:58] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:13:58] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:13:58] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:13:58] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:13:58] java.lang.ArrayIndexOutOfBoundsException
[9:13:58] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:13:58] at com.maddox.il2.ai.MsgShot.invokeListener(MsgShot.java:57)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Message.send(Message.java:1079)
[9:13:58] at com.maddox.il2.ai.MsgShot.send(MsgShot.java:46)
[9:13:58] at com.maddox.il2.objects.weapons.Bullet.collided(Bullet.java:86)
[9:13:58] at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:13:58] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:13:58] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:13:58] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:13:58] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:13:58] java.lang.ArrayIndexOutOfBoundsException
[9:13:58] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:13:58] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:13:58] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Message.send(Message.java:1091)
[9:13:58] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:67)
[9:13:58] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:13:58] at com.maddox.il2.objects.air.Aircraft$1.doAction(Aircraft.java:1156)
[9:13:58] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[9:13:58] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:58] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:13:58] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:58] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:58] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:13:58] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:13:58] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:13:58] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:13:58] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:13:59] java.lang.ArrayIndexOutOfBoundsException
[9:13:59] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:13:59] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:13:59] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:13:59] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:13:59] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:13:59] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:59] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:13:59] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:59] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:59] at com.maddox.rts.Message.send(Message.java:1091)
[9:13:59] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:52)
[9:13:59] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:13:59] at com.maddox.il2.objects.air.Aircraft$1.doAction(Aircraft.java:1156)
[9:13:59] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[9:13:59] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:59] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:13:59] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:59] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:59] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:13:59] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:13:59] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:13:59] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:13:59] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:13:59] java.lang.ArrayIndexOutOfBoundsException
[9:13:59] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:13:59] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:13:59] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:13:59] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:13:59] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:13:59] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:59] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:13:59] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:59] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:59] at com.maddox.rts.Message.send(Message.java:1091)
[9:13:59] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:52)
[9:13:59] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:13:59] at com.maddox.il2.objects.air.Aircraft$1.doAction(Aircraft.java:1156)
[9:13:59] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[9:13:59] at com.maddox.rts.Message._send(Message.java:1217)
[9:13:59] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:13:59] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:13:59] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:13:59] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:13:59] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:13:59] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:13:59] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:13:59] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:14:08] java.lang.ArrayIndexOutOfBoundsException
[9:14:08] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:14:08] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:14:08] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:14:08] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:14:08] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:14:08] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:08] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:14:08] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:08] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:08] at com.maddox.rts.Message.send(Message.java:1091)
[9:14:08] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:67)
[9:14:08] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:14:08] at com.maddox.il2.objects.air.Aircraft.msgEndAction(Aircraft.java:777)
[9:14:08] at com.maddox.rts.MsgEndAction.invokeListener(MsgEndAction.java:59)
[9:14:08] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:08] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:14:08] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:08] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:08] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:14:08] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:14:08] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:14:08] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:14:08] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:14:08] -------------------------------- MISSION FAILED ---------------------
[9:14:08] warning: no files : music/crash
[9:14:16] Loading mission Quick/MTO/MTORedNoneA00.mis...
[9:14:16] Loading map.ini defined airfields:
[9:14:16] Load bridges
[9:14:16] Load static objects
[9:14:18] Mission: Quick/MTO/MTORedNoneA00.mis is Playing
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_ReviTint'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearEin'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearAus'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapEin'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapAus'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton1'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton2'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_PedalStrut'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverL'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverR'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TailTrim'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter1'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter2'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Speedometer2'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Altimeter2'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Second1'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank1'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank2'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank3'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPML'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPMR'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Compass2'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureL'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureR'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempL'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempR'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureL'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureR'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainV'
[9:14:18] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainIn'
[9:14:19] warning: no files : music/inflight
[9:14:22] Time overflow (342): speed 0.23364486
[9:14:22] Time overflow (362): speed 0.8426966
[9:14:24] java.lang.ArrayIndexOutOfBoundsException
[9:14:24] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:14:24] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:14:24] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:14:24] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:14:24] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:14:24] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:24] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:14:24] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:24] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:24] at com.maddox.rts.Message.send(Message.java:1091)
[9:14:24] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:52)
[9:14:24] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:14:24] at com.maddox.il2.objects.air.Aircraft$1.doAction(Aircraft.java:1156)
[9:14:24] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[9:14:24] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:24] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:14:24] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:24] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:24] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:14:24] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:14:24] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:14:24] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:14:24] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:14:32] java.lang.ArrayIndexOutOfBoundsException
[9:14:32] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:14:32] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:14:32] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:14:32] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:14:32] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:14:32] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:32] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:14:32] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:32] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:32] at com.maddox.rts.Message.send(Message.java:1091)
[9:14:32] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:52)
[9:14:32] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:14:32] at com.maddox.il2.objects.air.Aircraft$1.doAction(Aircraft.java:1156)
[9:14:32] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[9:14:32] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:32] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:14:32] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:32] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:32] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:14:32] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:14:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:14:32] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:14:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:14:38] java.lang.ArrayIndexOutOfBoundsException
[9:14:38] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:14:38] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:14:38] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:14:38] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:14:38] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:14:38] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:38] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:14:38] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:38] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:38] at com.maddox.rts.Message.send(Message.java:1091)
[9:14:38] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:52)
[9:14:38] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:14:38] at com.maddox.il2.objects.air.Aircraft$1.doAction(Aircraft.java:1156)
[9:14:38] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[9:14:38] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:38] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:14:38] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:38] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:38] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:14:38] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:14:38] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:14:38] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:14:38] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:14:38] java.lang.ArrayIndexOutOfBoundsException
[9:14:38] at com.maddox.il2.objects.air.F_4.hitBone(F_4.java:717)
[9:14:38] at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1329)
[9:14:38] at com.maddox.il2.objects.air.Aircraft.splintersHit(Aircraft.java:1006)
[9:14:38] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:1024)
[9:14:38] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[9:14:38] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:38] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[9:14:38] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:38] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:38] at com.maddox.rts.Message.send(Message.java:1091)
[9:14:38] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:52)
[9:14:38] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:22)
[9:14:38] at com.maddox.il2.objects.air.Aircraft$1.doAction(Aircraft.java:1156)
[9:14:38] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[9:14:38] at com.maddox.rts.Message._send(Message.java:1217)
[9:14:38] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:14:38] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:14:38] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:14:38] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:14:38] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:14:38] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:14:38] at com.maddox.il2.game.Main.exec(Main.java:437)
[9:14:38] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:14:39] Time overflow (1530): speed 0.75
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLGreen1'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRGreen1'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCGreen1'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLRed1'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRRed1'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCRed1'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp01'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp02'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp03'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp04'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_MachLamp'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CabinLamp'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampV'
[9:14:49] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampIn'
[9:15:37] -------------------------------- MISSION FAILED ---------------------
[9:15:37] warning: no files : music/crash
[9:16:02] Loading mission Quick/Net8Islands/Net8IslandsRedNoneA00.mis...
[9:16:02] Loading map.ini defined airfields:
[9:16:03] Load bridges
[9:16:03] Load static objects
[9:16:05] WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/TU-4/skin1o.tga'
[9:16:05] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha,tfTranspBorder): '3DO/Cockpit/TU-4/256-1.tga'
[9:16:05] WARNING: ****( Unexpected txr reload (tfMipmap): '3DO/Cockpit/TU-4/skin1o.tga'
[9:16:05] WARNING: ****( Unexpected txr reload (tfMipmap): '3DO/Cockpit/TU-4/skin1o.tga'
[9:16:05] WARNING: ****( Unexpected txr reload (tfMipmap): '3DO/Cockpit/TU-4/skin1o.tga'
[9:16:05] WARNING: ****( Unexpected txr reload (tfMipmap): '3DO/Cockpit/TU-4/skin1o.tga'
[9:16:05] WARNING: ****( Unexpected txr reload (tfMipmap,tfNoDegradation): '3DO/Cockpit/TU-4/skin1o.tga'
[9:16:05] WARNING: ****( Unexpected txr reload (tfMipmap): '3DO/Cockpit/TU-4/skin1o.tga'
[9:16:06] INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Tu-4/hughesa20.bmp'
[9:16:06] INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Tu-4/hughesa20.bmp' size: 0 != 512 | 1024
[9:16:09] Mission: Quick/Net8Islands/Net8IslandsRedNoneA00.mis is Playing
[9:16:09] INTERNAL ERROR: HierMesh: Can't find chunk 'zOilFlap1'
[9:16:09] INTERNAL ERROR: HierMesh: Can't find chunk 'zOilFlap2'
[9:16:09] INTERNAL ERROR: HierMesh: Can't find chunk 'zCompressor1'
[9:16:09] INTERNAL ERROR: HierMesh: Can't find chunk 'zCompressor2'
[9:16:10] warning: no files : music/inflight
[12.02.2012 9:16:57] -------------- END log session -------------
well S3 this is the part of my logfile i could find pertaining to the F-4 hope this helps
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do you want that droptanks to be removed from the name of loadout or you need the same list of loadouts but without droptanks?
I want to remove the drop tanks from some of the loadouts so I don't have to get rid of them in-flight. I never need them.
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The_Alaska_Man: I have no clue what causing that, hope S3 can help with this.
Cold Flying: what exact loadouts do you need without DTs?
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will this work for 1.71? I have no idea how DBW works, I downloaded it just so I could fly this awesome jet
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considering it came out today (the F-4) and 1.71 has been out several weeks, yes though I'll try it myself just to be sure
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does it work for SAS modact 3.6? im really low on hard drive space and dont feel like getting dbw
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will this work for 1.71? I have no idea how DBW works, I downloaded it just so I could fly this awesome jet
1.71 is a hot fix for 1.71, so yes, I should have make it like 1.7 and above.
does it work for SAS modact 3.6? im really low on hard drive space and dont feel like getting dbw
Not until Jetwar 1.2 is released a stand-alone pack for Modact guys.
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I can't get DBW to work, it always crashes at 5% but it works when stock is enabled
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Cold Flying: what exact loadouts do you need without DTs?
Any of them. All of them.
It's not serious, I can dump the tanks as soon as I'm in flight, but if there if I can just edit the file and remove the tanks altogether, I'd just assume do that.
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Work great! Big thanks guys! ;)
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I can't get DBW to work, it always crashes at 5% but it works when stock is enabled
Please use the DBW tech help section to resolve this problem. But here's my recommendation: 5% crash is related to missing .sfs file so make sure that you have all of them.
Thanks.
Cold Flying: what exact loadouts do you need without DTs?
It would require java editing. Are you up for that?
Cheers guys,
s3231541
Any of them. All of them.
It's not serious, I can dump the tanks as soon as I'm in flight, but if there if I can just edit the file and remove the tanks altogether, I'd just assume do that.
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s3231541,
Unfortunately I'm far, far too ignorant to handle Java editing. So no, I am not up for that.
I'll simply continue to enjoy your excellently done Phantom as it is. 8)
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LC_Crafts: original external 3D model
OC-Tiger: Skins and template
Wasted: Java class, cockpit texture, skins, ordinaces, FM, sound
Ton414: Cockpit texture
Mario71:Java class
Batbomb: Skins and template
Melissa: M61 Vulcan, AGM-84
The_Alaska_Man and 51sfts_FC for extensive researches
Beowolff, Checkyersix and Deutschmark: support and advise
Thankyou gents .This is an amazing Jet.A great edition to Jet wars.
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Ummm ........ Am I dead or just dreaming ?!!
Thank you all for this awsome bird !! ;D
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Wow, what a nice Sunday surprise! Thank you s3231541 and all involved in Free Modding team! Bird flys, shoots awesome in DBW 1.7.
Question---Does the Phantom normally have a slight bit of a "bounce" in her front end? Believe this is just normal for this plane but I want to at least share that...and...
Carrier Take-offs---no luck...20% fuel, no weapon load-out...belly flops all four. But I am really not up to speed on CTO's...any helpful advice I will absorb like a sponge on a cool-aid spill...thanks again! :)
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Wow, what a nice Sunday surprise! Thank you s3231541 and all involved in Free Modding team! Bird flys, shoots awesome in DBW 1.7.
Question---Does the Phantom normally have a slight bit of a "bounce" in her front end? Believe this is just normal for this plane but I want to at least share that...and...
Carrier Take-offs---no luck...20% fuel, no weapon load-out...belly flops all four. But I am really not up to speed on CTO's...any helpful advice I will absorb like a sponge on a cool-aid spill...thanks again! :)
Hi,
Can you clearly explain the bounce thingy. For Carrier, please use carrier take-off with catapult boost and you might have to increase the boost level a bit for the aircraft to take off.
Thanks,
s3231541
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Now downloading Pablo's carrier catapult mod. Get back to you on the results.
Will do more tests on the bouncy thing so I can have a better description and also other flight characteristics. Just say for now that its kinda like a car with bad shocks...but thats really a bad description...and this could just be me and my setup...?
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is there a Void available? I'd love to get started on some special skins for my fans :P
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Just wondering, what's the max speed that you guys have been able to get this thing up to (and at what altitude)?
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is there a Void available? I'd love to get started on some special skins for my fans :P
Please pm OC-Tiger over free il2 modding or Batbomb for a template.
@edit: Dead link removed
Just wondering, what's the max speed that you guys have been able to get this thing up to (and at what altitude)?
Around mach 2 at 10,000m. But the FM really need tweaking together with the MiG-21 for a balanced and historical performances.
Now downloading Pablo's carrier catapult mod. Get back to you on the results.
Will do more tests on the bouncy thing so I can have a better description and also other flight characteristics. Just say for now that its kinda like a car with bad shocks...but thats really a bad description...and this could just be me and my setup...?
Carrier mod is already included in DBW 1.7 so no need for independent mod I think. Just need to activate it and enter necessary value.
Cheers guys,
S3231541
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This amazing news and a great surprise! I never thought an F-4 would grace the Il-2 skies but it just has! Thank you for this gift. I hope the UP3.0 version comes up soon so that we can enjoy this one with my squadmates online.
Now just to point out two thingies on the model. I see that the long nose and gunned "E" model has been modeled. This is strictly a USAF and export version. Carrier based planes (F-4B, F-4J) did not have internal gun and had the short nose. An external M-61 in pod could be carried on the centerline. Also the red "Danger Intake" chevron in front of the intakes is a Navy only marking, not to be shown on camo USAF planes. The latter is minor issue that skinners will take of as I'm sure a lot of skins will come out (I intend to make a Hellenic version myself).
Thanks again for this!
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and perhaps an israeli skin too ^^.
Yes, you've read my mind, Yom Kipour war!
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Yes it's USAF alright, but since we don't have any other model yet, I think this one would sufice as stand-in for any other variants, well Until we got the C/D from Ranwers.
Cheers,
S3231541
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Works for me!
Thanks again!
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is there a Void available? I'd love to get started on some special skins for my fans :P
if you make silber, or mindripper, I'll give you a virtual cookie
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is there a Void available? I'd love to get started on some special skins for my fans :P
if you make silber, or mindripper, I'll give you a virtual cookie
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Been studying the bouncy thing very closely and conclude is normal thing w/ this bird and because she has so much power she responds a little differently than the average WW2 bird that I've gotten used to. Happens at low speeds only and when...1-on a steep climb(...takeoff?...), when peaking out plane reverts to dive on loss of speed. She bounces "a little more than the average bird"...(...operative word is "a little"...). Reason is because she has so much power that she countermands the dive to a certain extent and causes a bounce...and...2-upon slowing down to "catch-down" to a slower enemy. If the Phantom is doing 1000km/h in an effort to catch-down with an enemy doing say, 450km/h, a drop in throttle to zero is attempt to slow down plane. On acceleration most planes will have a slight "up-pitch" to the nose. Upon deceleration, there is a slight down pitch to the nose. This is true of all aircrafts to varying degrees>>>>FACTORS CAUSING THIS>>>>a-pitch or angle of climb b-speed of craft c-power of engine d- aero-dynamic design of aircraft e-rate of slowdown...the faster a plane is going, the more effects the "changing factors of the wind" and the more turbulance on a slowdown...hence the bouncy thing...
SUMMARY...CONCLUSION---The birds FM accurately portrays behavior in speed/altitude expectations. The bouncy thing is non-existant in straight normal flying. Slightly more than average WW2 bounciness to be expected due to reasons stated above. The bird so far seems a masterpiece!!!!
A true feather-in-the-cap for Free-Mod team. Opens up Viet Nam era with more interest and demand. CONGRADULATIONS!!!!
CARRIER TAKE-OFFS---PALS mod helped to where I can now take-off only at 20% fuel and no weapon loadout. This doesnt seem right...theres something wrong here. Also, on all CTOs with four planes wings unfold to touch other planes. When one takes off it destroys other planes. In four planes they align either 3x1 or 4x across and planes are too close to eachother. If only two planes they they are right against eachother even though there is available space which would cause this problem not to happen. Hope this is not a cross thread. Any help would be most appreciated! ;)
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the CTO mods catapult power depends on the date, set it as late as you can something like 31st december 1960 and your in business
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I have a problem with missiles fire solution... all Air-Air missiles hit nothing...
I just had a contest with a Mig - 8 missiles, fired from 6 o'clock, basically no angles
but no luck... from 4 km in to under 1km... 8 shots, 8 misses.
I wasted the Mig with the Vulcan.
but is that it? what am i doing wrong here?
is there a missile tutorial or something?
and one more thing... is there a way to toggle the indiviual missiles? weapons toggle key does not do it for me.
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some of the missiles are dependant on g force at which they are launched, are you being careful with the g's?
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early missiles sucked. see the lounge for more info.
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I just had a contest with a Mig21... 8 missiles, fired from 6 o'clock, basically no angles (Mig21 turn like s****t)
but no luck... from 4 km in to under 1km... 8 shots, 8 misses.
Mig-21? Surely you mean Mig-17, right?
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yeah, Mig 17, sorry. I tried Mig 15, 17 and other jets.
same poor results.
early missiles sucked. see the lounge for more info.
so it is what it is.... okay.
there is a reason the reintroduces the Vulcan...
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i have a hard time with them as well - they are almost useless on the Sabre. a Big fat russki Tupolev might ba a valid Target - but twin engined planes or smaller... there it becomes a question of sheer luck for me.
The lesson is the same: a fighter needs a Gun and a gunsight.
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ask twister, he might fix you up with a dozen X4s on your very personal Phantom :)
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yeah, Mig 17, sorry. I tried Mig 15, 17 and other jets.
No, no need apologise. You just got my hopes up. :)
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is there a Void available? I'd love to get started on some special skins for my fans :P
if you make silber, or mindripper, I'll give you a virtual cookie
Silber actually was my first choice, I will work on it as soon as I get DBW working. Also Heartbreaker's F-4
and later will work on MiG-21s also
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The Ai rarly gives you good openings to shoot missiles. You just have to make shure the conditions are good. dont aim at the ground or sun and do it while he is flying straight. Even thow i dont have DBW i will skin this beauty.
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yeah, you completely right. You need to have a very good position to have a 100% missile hit. After some training you will feel the moment when to press the button. But AIM-7 could be fired at any angle, it is all depends on your luck. I had a few kills with AIM-7 that I actually haven`t seen it, so far the target was.
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Game crash when using Drag Chute, anyone?
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Concur w/ vampire pilot. Cant get off the ground loaded even though going 300kph. Have to go to 10% fuel and barely make it. Something not right.
Concur w/ wasted---no option to not have drop tanks on weapon loadout. Would like to dump droptank feature---no pun intended...or have it as option on/off.
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Game crash when using Drag Chute, anyone?
Post log, please. This is only way to help you :)
this plane have hydraulics system modeled, so don`t forget to retract air brakes after engine start. ;)
I didn`t understand about droptanks? do you want to have loadouts without them?
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Game crash when using Drag Chute, anyone?
Post log, please. This is only way to help you :)
this plane have hydraulics system modeled, so don`t forget to retract air brakes after engine start. ;)
I didn`t understand about droptanks? do you want to have loadouts without them?
I'll show the errorcode tomorrow
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Aim-7 will be slightly improve for the next update. :)
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No problem w/ chute.
Yes, ok. When ground t/o airbrake is extended on engine start. When carrier takeoff airbrake retracted on engine start. All ok now that I know. :)
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Was the F4 mod designed to use the A2A missiles on the Phantom as a SAM launch warning system for the Nike and SA-2 mods?
If not, it's a happy accident and it works pretty well. As soon as you hear "Missile ready to fire" (or whatever) in the cockpit, it means the F4's A2A missles have locked onto something: the SAM. Time to hit the deck, turn & burn.
Great stuff!
(Mind you this only works when no other enemy planes are around.)
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LOL
whats next... Patriot Missiles...
awesome. :D
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this may sound stupid, but how do I add this to DBW? does it work the same way as HSFX?
I created a folder called "MODS" in the main directory and added to air.ini but it crashes at 70%
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the folder is #DBW, you should have this folder when you download the pack, if not, I am highly recommend that you search for it.
Was the F4 mod designed to use the A2A missiles on the Phantom as a SAM launch warning system for the Nike and SA-2 mods?
If not, it's a happy accident and it works pretty well. As soon as you hear "Missile ready to fire" (or whatever) in the cockpit, it means the F4's A2A missles have locked onto something: the SAM. Time to hit the deck, turn & burn.
Great stuff!
(Mind you this only works when no other enemy planes are around.)
If you're using the OLD SAM mods, which make them Aircraft, then this might happen. However, There is already a new SAM as stationary object (no longer planes) by Checkyersix @edit: Dead link removed. You should use these advance SAM. They have many more and realistic features stated in the post.
Cheers guys,
s3231541
P/S Beta ver 2 will be out soon also UP-3.0 version with jetwar 1.1
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If you're using the OLD SAM mods, which make them Aircraft, then this might happen. However, There is already a new SAM as stationary object (no longer planes) by Checkyersix @edit: Dead link removed. You should use these advance SAM. They have many more and realistic features stated in the post.
Cheers guys,
s3231541
P/S Beta ver 2 will be out soon also UP-3.0 version with jetwar 1.1
I'm using the SA2 and Nike from the site where the Phantom came from. As I have no RWR on the F4, the AIM-9 missile readiness notice works great.
I'll grab that other SAM, too.
Gotta say, you guys are making some kick ass toys for us to play with. A big fat thank you to all you mod-types. :D
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Perhaps I'm daft, but no matter what I do I can't get the Sparrows to lock. I get a tone for the sidewinders, but the Sparrows always fire first. I tried looking through the original Jetwar guide, but I couldn't find any clues. Any help would be appreciated.
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Perhaps I'm daft, but no matter what I do I can't get the Sparrows to lock. I get a tone for the sidewinders, but the Sparrows always fire first. I tried looking through the original Jetwar guide, but I couldn't find any clues. Any help would be appreciated.
Sparrow is currently code for fire first, and I'm working on improving the AIM-7s a bit.
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Any chance we will ever get this beauty in 4.101 with Modact 3.6 ?
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People,
I don't know what could be causing that and what in the FM should be tweaked, but landing this big baby in a carrier is quite complicated.
It has a high stall speed, something that I figure is normal. So to fly it at less than 300mph you need the flaps fully extended, if not it will stall terribly in the approach to the carrier. Once there (flaps fully extended) approaching the carrier as slow as possible without stalling it is quite unstable and has some lateral deviations regularly. If you manage to reduce the speed at the right moment with the airbrakes and reach the deck of the carrier without crashing it, perhaps you can land. But it is not everything: it's very difficult to really get the plane horizontal and steady in the deck and even if you get it, there is some lateral impulse, some residual force that tend to displace the just landed plane to the side, many times crashing the command bridge.
I know that this is a beta and that many things have to be tweaked, but I think that there is something particularly strange in the FM due to this fact.
It is a nice plane. Thank you.
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Thanks for the good info Benitomuso. we are working on tweaking the FM right now for beta 2. Any body have any comment regarding the FM please don't feel hesitage to post. We need as much information as we can to tweak the FM to a desirable result.
Thank you,
s3231541
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Seems to have a porpoise effect at lower speed, you wind up chaseing her all over the sky, very difficult to trim and she does have a very high stall speed. However, this is a very early model and the problems, I'm sure, are fixable. Hopefully one day she'll be as docile as the L139N.
Having said all the above, you've done an unbelieveable job! Thank you for all the hard work and for sharing with rest of us. Many of us never thought we'd ever see this in IL2.
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Thanks for the good info Benitomuso. we are working on tweaking the FM right now for beta 2. Any body have any comment regarding the FM please don't feel hesitage to post. We need as much information as we can to tweak the FM to a desirable result.
Thank you,
s3231541
My pleasure. Obviously there should be a big difference between landing a real Phantom (very heavy, big fusselage with small wing surface) and langing a Panther (the only carrier jet we were accutomed in the past). I mean: it is reasonable that the stall speed was higher, but I saw some videos of Phantoms landing in carriers and they approach very steady. Look here how steady is a real approach:
http://www.youtube.com/watch?v=PDMtkwMA75A
I think that here the pilot has the flaps fully extended from the beginning, but in the plane everything is stable enough as to drink some hot coffee without fear. The plane is flying not much slower than the speed we need now to approach the deck, and he only very close to the landing point extends the airbrakes and the speed is reduced enormously, but without hitting hardly the surface.
Thanks for your work. Much appreciated.
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I am looking at it right now. We will make it more stable and give more pleasure for you to hendle it at low speed.
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AGM's don't seem to work for me, I press F5 to lock onto a ground target and get a message to go ahead and shoot but it doesn't target them
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it's a bit tricky, currently only lock on moving target. Lock max G force is 3 so you may not want to dive too deep and also keep altitude at around 1000m - 1500m. I would need some training. I'll develop manually guided AGM-12B for this soon.
Good luck,
s3231541
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Wow, s3231541. You have some amazing abilities in the modding game! Aircraft built from scratch, FM and weapons design and development- you want to be careful the defence industry doesnt snap you up and spirit you away to some secret 'area 51' type facility to have you do it for real!!!
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Wow, s3231541. You have some amazing abilities in the modding game! Aircraft built from scratch, FM and weapons design and development- you want to be careful the defence industry doesnt snap you up and spirit you away to some secret 'area 51' type facility to have you do it for real!!!
He is there now lol ;) ;D
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People,
I don't know what could be causing that and what in the FM should be tweaked, but landing this big baby in a carrier is quite complicated.
It has a high stall speed, something that I figure is normal. So to fly it at less than 300mph you need the flaps fully extended, if not it will stall terribly in the approach to the carrier. Once there (flaps fully extended) approaching the carrier as slow as possible without stalling it is quite unstable and has some lateral deviations regularly. If you manage to reduce the speed at the right moment with the airbrakes and reach the deck of the carrier without crashing it, perhaps you can land. But it is not everything: it's very difficult to really get the plane horizontal and steady in the deck and even if you get it, there is some lateral impulse, some residual force that tend to displace the just landed plane to the side, many times crashing the command bridge.
I know that this is a beta and that many things have to be tweaked, but I think that there is something particularly strange in the FM due to this fact.
It is a nice plane. Thank you.
Dump your fuel, reduce weight.............. I got it aboard first and subsequent tries without problems. It wallows like a Elephant in a mud hole with too much fuel onboard.
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Thanks, you are completely right, Mike :) The new FM is ready. There were few errors that is now corrected. You need to have not more then 20% fuel on board to land successfully.
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Modern Jets very seldom launch from Carriers with full fuel and bomb loads, they will launch and then tank from a Tanker on the way to target. This used to be done by KA-6's, A-7's with Buddy Stores/drogue's. I've been retired for 15 years not sure what plane they are using now, could be US-3's with buddy stores. But if an emergency occurred and the plane had to return to the boat they had to dump fuel, remember to be above 10k feet over populated areas............ NATOPS remember.................. LOL.............. :D
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The loadouts need to include with and without both Centre Line and Wing fuel tanks, I never saw an RN version take off from Ark Royal with a centre line tank, it probably did, but not often, and the tank was probably empty (Short RN decks remember).
Still drooling over this model ... ...
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Additional loadouts will be ready for version 2
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Additional loadouts will be ready for version 2
Being nosy, when would that be Taras?....................................heheheee
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My compliments s3231541, you've done a great job :)
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Additional loadouts will be ready for version 2
Being nosy, when would that be Taras?....................................heheheee
I hope we will have a surprise for you ;)
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Alright, you guys are teasing me again........................... :( I really hate that............... :P
Looking forward to anything you guys put on the download page.
Thanks Taras.
check yer email.............
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Will you make the plane to il-2 ultrapack 3.0 RC4?
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Encountered a problem while trying to launch from default Essex. When I release chocks to launch I get the following error msg:
The instruction at "0x5ed0530e" referenced memory at " 0x0000051e". The memory could not be "read".
Anyone else seen or experinced this? Any help appreciated.
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Reg. landing characteristica of the real deal quoting Robin Olds "Lands like a feather". ;)
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does it work for SAS modact 3.6? im really low on hard drive space and dont feel like getting dbw
Not until Jetwar 1.2 is released a stand-alone pack for Modact guys.
Just wondering, when is Jetwar 1.2 going to be finished? I remember someone saying that it was going to be released either this week or last week, but I've heard nothing of it since.
Any news on that?
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patient guys, patient. The modders always want to release it as soon as possible, but the errors, bugs and strange behaviors does not allow it to. Togheter with other issues as well. What will come, will come so no need to ask for it ;D
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we are expecting jetwar 1.2 to be available this weekend, barring any last-minute hiccups...;)
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man i cant wait. i already have the phantom and a TON of skins. all i need is jetwar 1.2 (no DBW)
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Yea, I installed DBW expressly for the F4E. Doesn't work in 3.6 and the Angle Deck CVs don't work in DBW. Between a rock and a hard place.
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will work for anything with 1956 1.2 (when 1.2 comes out stand alone, it will work for modact)
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Lol, I was an idiot and didn't read up on UP and DBW beforehand, so I downloaded DBW 1.71 solely for the F-4, just to find out that I needed to download UP3 first. I just deleted DBW and figured I'd wait until Jetwar 1.2 comes out.
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thats what im doing :)
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And me ... ::)
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Not I.
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The F4E is a beautiful a/c, just a great job and much appreciated. I just can't get it to work with the cats in DBW. Maybe the new updated JetPak will be out soon for ModAct 3.6.
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same problem as Duffy, I was looking forward to CATOBAR practice
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Guys, just so you know that DBW 1.7 already have a carrier mod included, you may just have to make them work (without the need of another carrier mod, which would highly cause conflict with the existing one).
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Can a loadout be made with Aim-9s and Aim-7s separate? as a crappy flier I tend to use the infinite ammo and I can't use Aim-7
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https://www.sas1946.com/main/index.php/topic,17518.0.html
You may want to use this ;)
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https://www.sas1946.com/main/index.php/topic,17518.0.html
You may want to use this ;)
Thanx for the heads up, nice idea.
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Too bad this bird works only with DBW 1.7 .. :(
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Up 3 version with jetwar 3.0 is around this weekend or next week ;) not a promise, but I'll try my best.
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Jet War 3? I don't think so. 1.2 is just out.
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Ooopse...Sorry I mean Jetwar 1.1 (which is currently compatible for UP-3). Thanks for the notice US_GRANT. Been reading your books, very interesting.
Thanks!
s3231541
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https://www.sas1946.com/main/index.php/topic,17518.0.html
You may want to use this ;)
But i love infinite missiles. oh well.
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I used to make AIM-7 fire with missile key while AIM-9s fire with Bomb key but seem the AI doesn't like it. But maybe I can add that loadout for guys like you to have fun with ;D
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I used to make AIM-7 fire with missile key while AIM-9s fire with Bomb key but seem the AI doesn't like it. But maybe I can add that loadout for guys like you to have fun with ;D
you're a hard worker D:
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i love the unlimited gun ammo with limited missles because u can avoid the annoying glitch were the missle points in the direction of the last one that was fired, and u can still spam guys with a 20mm
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Can you guys release some Generic skins? It'd be cool to fly them from other nations, such as Germany or Israel
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Can you guys release some Generic skins? It'd be cool to fly them from other nations, such as Germany or Israel
workin' on it :P
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Ooooh why doesn't internet work just when this comes out :( I got a big big smile when I saw this on my phone (peopl who saw me must have thought i took smething...) but in the same time i was sad cause i couldn't download it :( Now finally it is downloading :)
Superb work, you guys are great 8)
Guys, just so you know that DBW 1.7 already have a carrier mod included, you may just have to make them work (without the need of another carrier mod, which would highly cause conflict with the existing one).
s3, i think there are two different ones : the one in dbw is CTO+cat mod, but i guess most people are talking about the carrier mod (which isn't in dbw 1.7 AFAIK), which sets catapult and wire strength according to the date (from 1956 on catapult is more powerful and the wires harder).
Greetings ;D
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could someone give me a link to this other catapult mod? (the one that sets power by date)
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Guys, just so you know that DBW 1.7 already have a carrier mod included, you may just have to make them work (without the need of another carrier mod, which would highly cause conflict with the existing one).
s3, i think there are two different ones : the one in dbw is CTO+cat mod, but i guess most people are talking about the carrier mod (which isn't in dbw 1.7 AFAIK), which sets catapult and wire strength according to the date (from 1956 on catapult is more powerful and the wires harder).
In fact, DBW1.71 has latest version Carrier MOD codes(powerful catapult / hard arresting wire / all the existent angled deck carriers support) inside, but that has a bug and any MOD carriers' catapults don't work.
I sent bugfix code to Anto and now Anto is checking it.
After some days, bugfix patch to DBW1.7 will be released.
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I know its kind a noob, but, some one coul teach me how to fire te Maveriks and hit some thing, I lock the target, and in the right side of the screen apears the "AGM-68 Engaged", then I fire the missiles, but I dont hit the target, can anyone help?
And a second question, is there any patch to make the avionics work?
Cheers
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I know its kind a noob, but, some one coul teach me how to fire te Maveriks and hit some thing, I lock the target, and in the right side of the screen apears the "AGM-68 Engaged", then I fire the missiles, but I dont hit the target, can anyone help?
And a second question, is there any patch to make the avionics work?
Cheers
I heard the AGMs only work on moving targets. Avionics don't work because it's beta
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watch the video on the first post about it. it should help u a bit.
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Guys,
Jetwar 1.2 is out. Just grab it here https://www.sas1946.com/main/index.php/topic,15649.0/topicseen.html and also the AI mod https://www.sas1946.com/main/index.php/topic,23327.0.html, both for Modact and you'll be able to fly the F-4E in Modact 3.6 8).
I'm also finalizing the UP3.0 version now.
Cheers,
s3231541
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Now that JetWar v1.2 is out, I'll shift this to the *Jets* section
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Please, don´t stop your work on the UP3 version.
Do not make everyone pay for this. I know the Up3ers can wait.
You are doing a great job, and sometimes this kind of interference may happen. Just put an ALQ 101 ECM pod in the plane ;)
Congratulations S3231541 and to all other involved for this great mod.
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Please, don´t stop your work on the UP3 version.
Do not make everyone pay for this. I know the Up3ers can wait.
You are doing a great job, and sometimes this kind of interference may happen. Just put an ALQ 101 ECM pod in the plane ;)
Congratulations S3231541 and to all other involved for this great mod.
Tex, what he did is totally wrong and enters the same subject I talked to you in MP a few days ago. He could at least have told the developers what he was doing.
I also use UP3.0, and would like the Phantom II, working on it. I prefer to use the SASmodact, and DBW until the official version for UP3.0 is properly released.
Another factor, ask him to implement this project, means that you are wrong too. Example: I changed virtually all parts of the template of the Phantom II, made by the OC-Tiger. As I used the original skin to make my project, his name is obligatorily appear in credits.
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No worry guys, I'll work on it and release when ready. No problem at all. :D. UP 3 version would be the one that used for online playing so extensive care are being given. Sorry for the delay.
S3
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Good to hear S3.
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i cant wait. a phantom to use online!
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The most destroyed Aircraft of the Vietnam Conflict.......
http://en.wikipedia.org/wiki/Aircraft_losses_of_the_Vietnam_War
USAF fixed-wing
F-4 Phantom II-- --445 total, 382 in combat
-First loss was operational (non-combat), F-4C 64-0674 (45TH TFS, 15th TFW) which ran out of fuel after strike in SVN on 9 June 1965; first combat loss F-4C 64-0685 (45th TFS, 15th TFW) shot down Ta Chan, NW NVN on 20 June 1965. 9 of the losses were parked aircraft struck by rockets.
-Final loss 1973
USN fixed-wing carrier-based
F-4 Phantom --138 total, 75 in combat
-First loss F-4B 151412 (VA-142, USS Constellation), operational loss (non-combat) 13 November 1964, crew rescued
-Last combat loss (also last USN combat loss of war) F-4J 155768 (VF-143, USS Enterprise), AAA South Vietnam 27 January 1973, Cdr H.H. Hall and Lcdr P.A. Keintzer POW
-Final loss F-4J 158361 (VF-21, USS Ranger), operational loss (non-combat) 29 January 1973, crew killed
USMC fixed-wing
F-4 Phantom --95 lost, 72 combat
North Vietnamese aircraft
[edit] Fixed-wing losses
Claimed by US (air to air combat only)[9]
Antonov An-2 4
Mikoyan-Gurevich MiG-17 110
Mikoyan-Gurevich MiG-19 10
Mikoyan-Gurevich MiG-21 90
Claimed by VPAF: 146 MiG aircraft lost through all causes, including 131 in air combat
:o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o
And thx to the guys behind these mods, many many more will be lost to fumbled A/C landings, mid-air collisions and the odd missile from a Mig or SAM site. ;D
Keep up the good work........
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How many Migs actually took part in the Vietnam War?
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did the real f4 fly like this :O feels like im flying a brick :(
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not very fun to fly but excelent 3D work gents. very high quality.
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Cheers guys, we're working on the FM right now as we speak and v2 will include a better FM. For sure I think. ;D
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[BETA] F-4E Phantom II release.....BETA is Greek for BRICK....I think ;).......I'm sure we will have a nice FM soon, but for the meantime.......I'm enjoying passing my target at an extreme rate of knots....lol
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Pilots called it "the flying brick" LOL
And we will have much better Fm for sure. Actually we already have a very good results ;)
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Yea, it's been said, the Phantom proves that with big enough engines you can make a brick fly.
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i used to wonder why guys in phantoms only got one or two kills in a whole combat cruise. now i see why. try to fight four ace mig 17s.
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Actually i think the real plane is like a flying "brick" or smth ;D
Even Mig-17 has downed the Phantom many times in Vietnam.
Nice work guys.I am not a big fan of the Phantom but this one looks very good.
Greets!
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cant wait for the UP version. :P
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Any quick advice how to START this plane? :-[
It runs 280 km/h on the runway, looks like elevators don't work (?).
Then - crash at the end.
With or without flaps - the same result.
Thanks a lot.
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Retract your air brakes. ;) pleasant flight pilot!
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Any quick advice how to START this plane? :-[
It runs 280 km/h on the runway, looks like elevators don't work (?).
Then - crash at the end.
With or without flaps - the same result.
Thanks a lot.
make sure you retract the Airbrakes and parking brakes :)
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this is only a beta and its perfect. no real problems with this mod
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:'(This would be a great plane for my Dark Blue Install. If i knew how to install it. I guess im just to old to get it.
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this is only a beta and its perfect. no real problems with this mod
Obviously, you have never been around the real thing. Nine years bleeding on this "Bent wing bug sucker". There is most definately room for improvement.
@Alexander. F-4E Crew Chief '82-'92 myself. Spangdhalem AB, West Germany and Seymour Johnson AFB, NC. Did my FTD at Moody in Nov-Dec '81.
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Obviously, you have never been around the real thing. Nine years bleeding on this "Bent wing bug sucker". There is most definately room for improvement.
Agree!
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WWHappy,
I'll tell you how I installed the F-4E in DBW 1.71. I created a jsgmemod for it. Its not very difficult if you know how to create subdirectories. This does require a knowledge of how to use a mouse to select directories, access menus and menu action selection. Below, I will initially give some details on the use of the mouse keys, assuming that may be useful to you or other readers. In later steps, I will assume you have a sufficient understanding of using the mouse and abbreviate the remaining steps.
Using Windows Explorer, all you have to do is select the directory in which you want to create a subdirectory by putting the mouse cursor on that directory and clicking the right button on your mouse. Then, put the cursor on "New folder" shown on the tool bar above the directory window and right click your mouse. You will see a "New folder" subdirectory in the directory you are working in. Select the "New folder" by left clicking your mouse and you will see a pop-up menu. With your mouse cursor, select "Rename", near the bottom of the menu, and right click your mouse. Then type in the name that you chose for the new subdirectory, e.g. "#DBW_Jet_Age".
Below are the steps you can follow to install the F-4E as a jsmemod:
1) In your game's root directory, i.e. \IL-2 Sturmovik 1946, you will find a this subdirectory: \IL-2 Sturmovik 1946\jsgmemods. I created a directory for jet mods: \IL-2 Sturmovik 1946\jsgmemods\#DBW_Jet_Age. Note that the name of the directory could be \#DBW_"anything you want". I called it #DBW_Jet_Age because I plan to put all my "jet age" mods in that directory.
2) I created the following blank subdirectory: \IL-2 Sturmovik 1946\jsgmemods\#DBW_Jet_Age\#DBW
3) Copy the F-4E mod subdirectory, i.e. _00_F-4E, into the \IL-2 Sturmovik 1946\jsgmemods\#DBW_Jet_Age\#DBW subdirectory.
3) I copied a "documentation" subdirectory from one of the other jsgmemods directories into \IL-2 Sturmovik 1946\jsgmemods\#DBW_Jet_Age just in case this is required. I don't know how to revise the documentation file, but that's not important to me yet. It may not be needed at all, but I put it in as a pre-caution and a reminder to learn how to revise it.
4) Create a blank subdirectory: \IL-2 Sturmovik 1946\jsgmemods\#DBW_Jet_Age\Paintschemes
5) Copy the Skins subdirectory for the F-4E mod into
\IL-2 Sturmovik 1946\jsgmemods\#DBW_Jet_Age\Paintschemes
6) From the \IL-2 Sturmovik 1946\#DBW directory, copy the STD subdirectory by (a) right clicking the cursor on that subdirectory, (b) left clicking to get the menu window and (c) selecting "copy" from the menu.
7) Select the \IL-2 Sturmovik 1946\jsgmemods\#DBW_Jet_Age\#DBW directory and plaste the STD subdirectory that copied.
8) Locate and open the following file: \IL-2 Sturmovik 1946\jsgmemods\#DBW_Jet_Age\#DBW\STD\com\maddox\il2\objects\Air.ini.
9) Open Air.ini and locate the section under the "***JETWAR" banner. There, insert the following line: F-4E air.F_4E 2 g01 SUMMER
Save the Air.ini file and close it.
10) Select the game's root directory: \IL-2 Sturmovik 1946 and locate JSGME.exe. Right click your mouse on this program. You will see a window entitled "Generic Mod Enabler - v2.6.0.157" and below you will see all the available JSGME mods listed.
11) Find the JSGME mod you created, e.g. #DBW_Jet_Age, and right click your mouse cursor on it. Then right click your mouse cursor on the buttom with the ">" symbol and wait. There will be a green colored status bar that the bottom of the window indicating the level of completion the JSGME mod installation. When your JSGME mod is transferred to the "Activated Mods" list on the right, you will be able to use it.
12) Start up the game and create a mission with the F-4E as your ride. As zack furora (see his earlier post), and I, found out the hard way, the F-4E initally has its airbrake extended. That's because the airbrake is hydrualically operate and the hydrualic pump only operates when at least one engine is operating. So, prior to beginning your takeoff roll, be sure you have retracted your airbrakes. The F-4E does not take off with the brakes extended.
Things you should know about JSGME mods:
a) When you activate then, they actually overwrite files in your DBW install. So, the Air.ini your revised to get the F-4E working overwrites the original one that comes with DBW 1.71.
b) When you deactivate a JSGME mod, the overwritten DBW files are replaced with the original files. This is the benefit of using JSGME mods. When it comes time to update DBW to 1.8, all you have to do is deactivate all your JSGME mods and follow the installation instructions. Otherwise, installing mods not included in the newer version of DBW, particularly mods like aircraft, ships, tanks, would require that you modify the Air.ini, Chief.ini, Ships.ini and others manually.
c) I deactivate my JSGME mods when I have to make changes to them.
In any case, I hope this helps. You'll find the F-4E is a handful on landing, particular on a carrier. Just be persistent.
I learned something interesting about the F-4E today. A total of 382 of them were lost to hostile action during the Vietnam War. That's the highest loss rate of any plane used during that war, even more than the F-105. This fact does not kill the appeal I find in the F-4E. Instead, I wonder about the details behind its high causality rate.
If you have questions, send me a PM.
Cheers,
Riptide
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I learned something interesting about the F-4E today. A total of 382 of them were lost to hostile action during the Vietnam War. That's the highest loss rate of any plane used during that war, even more than the F-105. This fact does not kill the appeal I find in the F-4E. Instead, I wonder about the details behind its high causality rate.
Well, the Vietnamese must have been very good anti-air crews and combat pilots 8) Also, early stage of war, new pilots are not well trained for close quarter, low altitude, combat dog-fight - which was in fact the main battle situation over Vietnam. As the Multi-layers - Fire Defences (consist of radar assist AAA of several different calibers and SAMs) force the strike forces to approach target on low level to avoid detection, however, that make them vulnerable to ambusing MiG-17s and MiG-21s. And the phantom usually cary heavy ordinances that make them way less maneuverable than the MiGs.
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I do have documents of that sort but it's in Vietnamese. I don't think that there is an English version though. What I've read is that the Russians participate as military advisors. Doing jobs like training pilots, caring the jets, setting up SAMs site, help with tactics in fighting the war. No Direct involvement is what I heard.
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FM-S-3,
Thanks for your insight into the reasons behind the high loss of the F-4 in Vietnam. A few days ago, I bought a book entitled Fighter Pilot. Its the memoirs of American fighter ace Robin Olds. His career extended from WW2 to Vietnam. Regarding what the Phantom had to face during that war, he makes the following comment:
"There were more antiaircraft guns within a 60-mile radius of Hanoi than Germany had possessed in all of Europe. The guns ranged from automatic weapons like our .50 caliber machine guns up through batteries of larger radar-directed artillery spanning the gamut from 23 mm to more than 100 mm. Add the surface-to-air missiles and the MiGs supplied by China and Russia, and North Vietnam had a well-integrated and very effective air defense network. This was a very efficient and sophisticated adversary we faced."
Cheers,
Riptide
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http://www.youtube.com/watch?v=ZORulFLikzo
watch the later parts too! some interesting F-4E and skyraider action
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well, speaking of guns kills
(https://www.sas1946.rocks/images/imageshit/img585/2910/2102201260249.jpg) 8)
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are those SUU-22s!!! awesome ;D
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actually SUU-16 and they are spinning 8)
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awsome. will they be released in a later version?
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;D ;D ;D :P :D ;D Absolutly brilliant in DBW1-7 and I even got it working, got to sort a carrier out now and land it!!
THANK YOU to everyone involved
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tell me if u get the carrier catapult glitch
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Are there any plans to do this aircraft for 4.101 with Modact 3.6. I don't run DBW.
I had hoped to get it installed with the new jetpack but that has been a disaster for me, a complete bork of my setup which has taken me three days to fix.
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Are there any plans to do this aircraft for 4.101 with Modact 3.6. I don't run DBW.
I had hoped to get it installed with the new jetpack but that has been a disaster for me, a complete bork of my setup which has taken me three days to fix.
I can fly this F-4E in 4.10.1m+SASModAct3.06+Jetwar1.2 , I had no problem in Jetwar1.2 installing.
But some BETA Jets MODs (F-8 Crusader or others) are made non-flyable in Jetwar1.2 , I keep my Jetwar1.1 folder stable, and make a copy of it and update to Jetwar1.2.
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Yes, I tried that as well Western, I had three goes at it and gave up in the end when nothing worked any more. My game was so screwed up I had to reinstall everything.
I could never get beyond the Modact selector, could not even get the game to run a bit so that I could get a logfile to see what the problem was.
I guess something in my setup does not like Jetpack 1.2, so I'm back with 1.1 and everything is fine again, apart from no F4.
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I used to make AIM-7 fire with missile key while AIM-9s fire with Bomb key but seem the AI doesn't like it. But maybe I can add that loadout for guys like you to have fun with ;D
Maybe you can use some of new hotkey slots included in AI and Hotkeys mod for switching between missles? It would also allow to add AIM-9 to ground attack loadouts for self defense.
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Little modifications https://www.sas1946.com/main/index.php/topic,23475.msg239781.html#msg239781
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Yes, I tried that as well Western, I had three goes at it and gave up in the end when nothing worked any more. My game was so screwed up I had to reinstall everything.
I could never get beyond the Modact selector, could not even get the game to run a bit so that I could get a logfile to see what the problem was.
I guess something in my setup does not like Jetpack 1.2, so I'm back with 1.1 and everything is fine again, apart from no F4.
Your situation is heard as Jetwar1.2 installing problem to me.
To solve your problem seems to complete installing Jetwar1.2 and not S3's work...
I had nothing problem at installing Jetwar1.2 , and after that, nothing problem at installing this F-4E.
Installing F-4E on Jetwar 1.2 was very smooth and easy.
Don't you forget installing "AI, Carrier, Hotkey MOD" with Jetwar1.2?
Without it, Jetwar1.2 crashes.
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Yes, I tried that as well Western, I had three goes at it and gave up in the end when nothing worked any more. My game was so screwed up I had to reinstall everything.
I could never get beyond the Modact selector, could not even get the game to run a bit so that I could get a logfile to see what the problem was.
I guess something in my setup does not like Jetpack 1.2, so I'm back with 1.1 and everything is fine again, apart from no F4.
Your situation is heard as Jetwar1.2 installing problem to me.
To solve your problem seems to complete installing Jetwar1.2 and not S3's work...
I had nothing problem at installing Jetwar1.2 , and after that, nothing problem at installing this F-4E.
Installing F-4E on Jetwar 1.2 was very smooth and easy.
Don't you forget installing "AI, Carrier, Hotkey MOD" with Jetwar1.2?
Without it, Jetwar1.2 crashes.
Yep, did all that, I examined everything in minute detail to see if I could figure it out, three times, I have concluded it is something in my modac setup that does not like 1.2.
Might have one more go later today.
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Yep, did all that, I examined everything in minute detail to see if I could figure it out, three times, I have concluded it is something in my modac setup that does not like 1.2.
Might have one more go later today.
Umm...
I have no more idea to help you.
Does some MOD conflicts to Jetwar1.2???
When you have a time, make stock4.10.1m, add SASModAct3.06, plus Jetwar1.2 and AI-etc-MOD.
I feel how many times trying to install Jetwar1.2 on MODDed SASModAct, all times it will fail.
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Helo, J have UP3RC. J instal F-4E but weapons dont working. J have only "default" in QMB. WHY!!!!!!!!! :'(
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Have you added the lines to weapons_ru?
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Are you have UP 3.0 RC4 ?
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Have you added the lines to weapons_ru?
i thought that was only cosmetic, works without the lines for me.
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Yes, J added lines to weapons_ru and J have UP 3 RC4 :(
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Yes, J added lines to weapons_ru and J have UP 3 RC4 :(
Currently it only work for DBW 1.7. I'll make an UP3.0 compatible soon, but it would base on jetpack 1.1 which doesn't have many cool stuff that DBW 1.7 and jetwar 1.2 have. So why not get yourself a DBW 1.7
Only works for DBW it says
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This is my F-4F Phantom with my L-39C (C/A/B)
f you wish to download click here (http://rghost.ru/36659209)
Password: 12354
WARNING!
This version only for UP 3.0 RC4 4.10.1 !
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Will this be made available for 4.10.1, ModAct 3.6?
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@duffys tavern, I just tried the basic downloadable version out on 3.6 modact with buttons 9.7, and it seems to work.
And it is such a beautiful thing to fly... :P
EDIT: Well, almost all of it works... except for the AIM-7 and the ground attack missiles...
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to be clear, it works for DBW 1.7 OR SAS modact 3.6 WITH 1956 1.2.
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@mojojojo, well, it kind of works with SAS Modact 3.06 for me. The AIM-7 Sparrows and ground attack missiles crash the game when you try to fire them with Modact, however.
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hmm i will test this but im in the middle of a reinstall
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Thanx Gneisenau, you're right. I launched from the Oriskany with the cat, landing is a diffrent story, she's a real handful. As I remember on the "Big O" we had F-8s only, however on the America, we had Phantoms.
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Duffy, you flew an F-4 AND an F-8? That must have been pretty exhilarating. ???
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Okay, The current version only work for Jetwar 1.2. if you don't have it, you will probably crash when firing missiles.
this version will not work in UP 3 so don't even bother to try. I have update the UP3 version at first post if some one desperately want to try it. But it is a test version only. I don't have the time and energy to updating 2 versions all the time.
Please read the instruction on the first post carefully as it may have already answer what you want to ask.
Thank you for your understanding.
S3
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Wow!!! Thanks a lot S3!!!!
It is working fine on my Up3 and she is just beautiful! Finally she is here and I´ve been waiting for the F-4 since I first saw the MiG-17 in these SAS lands...
I just can´t thank you enought!!! ;)
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Duffy, you flew an F-4 AND an F-8? That must have been pretty exhilarating. ???
No Gneisenau, I didn't fly em, was just onboard with them, however, still exhilarating.
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@duffys tavern, I just tried the basic downloadable version out on 3.6 modact with buttons 9.7, and it seems to work.
And it is such a beautiful thing to fly... :P
EDIT: Well, almost all of it works... except for the AIM-7 and the ground attack missiles...
You must have Jetwar 1.2 and AI +Carrier +hotkey install, otherwise you will have this problem. Otherwise, try UP3.0 version, which is compatible with jetwar 1.1
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@duffys tavern, I just tried the basic downloadable version out on 3.6 modact with buttons 9.7, and it seems to work.
And it is such a beautiful thing to fly... :P
EDIT: Well, almost all of it works... except for the AIM-7 and the ground attack missiles...
You must have Jetwar 1.2 and AI +Carrier +hotkey install, otherwise you will have this problem. Otherwise, try UP3.0 version, which is compatible with jetwar 1.1
I have both Jetwar 1.2 and AI +Carrier+hotkey install. It crashes when I try to fire an AIM-7 or an AGM, basically.
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hmmm wierd. do you have the log? what did it say? regarding this error? Can you pm me the logfile?
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hmmm wierd. do you have the log? what did it say? regarding this error? Can you pm me the logfile?
How do you get the logfile for IL-2 again? (sorry, haven't used this flight sim in a while)
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Please read this tutorial
https://www.sas1946.com/main/index.php/topic,13457.0.html
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@FM-S-3, thanks! That was pretty helpful. The contents of the log.lst will be sent shortly.
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Any quick advice how to TAKE OFF this plane? :-[
It runs 280 km/h on the runway, looks like elevators don't work (?).
Then - crash at the end.
With or without flaps - the same result.
Thanks a lot.
make sure you retract the Airbrakes and parking brakes :)
That's elementary.... :-[
I'm quite experienced pilot, but....still nothing!
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It have hydraulic take off features so you may want to activate your hydraulic system so you can close airbrake, deploy flaps and use aileron. :D
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It was never stated explicitly in the thread so I have to ask - are the cockpit gauges supposed to work?
I am not getting any information from any of them, so I was wondering if the cockpit gauges haven't been "wired up" in the mod yet, or if it's a misconfiguration on my part, or a bug.
I briefly tried out the plane, flight characteristics, performance, munitions, and everything except for cockpit gauges seems to work quite perfectly. The AGM's work well, as do the air-to-air missiles. The gun sounds delightful with the doppler effects. Very reminiscent of an A-10 Thunderbolt II gun sound, except not very high on volume.
The environment I installed it on is:
-HSFX 5.0.1
-SAS Modact folder for HSFX (from https://www.sas1946.com/main/index.php?topic=14767.0 )
-1956 Jetwar 1.2
...and other miscellaneous modifications.
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Nope, they are just textures for now .
The mod is a Beta version :)
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Nope, they are just textures for now .
The mod is a Beta version :)
That's what I thought, but wasn't exactly certain. I know beta versions usually have placeholders, but this wasn't directly specified as one so I figured I might as well ask just to make sure. :)
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so THATS why they dont work. ::)
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man this thread gets longer by about 5 pages every day! certainly a very popular mod!
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indeed....and it doesn't help when people add more comments just to say how long the thread is getting....:D
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Simply amazing, keep up the good work guys! 8)
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Hmm can someone tell me how I deploy the chute ::) I looked for the info in this post and in the equivalent on Freemodding, but couldn't find any. Apparently I'm supposed to assign a key (in the controls section I guess), but couldn't find one for it.
I assume it replaces some functiion that is never used (like with the Hotkey mod : power10 etc..), but which one ?
Except that it flies great, already killed a few tu4, and landed successfully. But it's stall speed is really high, 250 km/h with flaps !
Thanks again to all the team :)
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Except that it flies great, already killed a few tu4, and landed successfully. But it's stall speed is really high, 250 km/h with flaps !
I feel "250 km/h with flaps" is historical parameter of F-4E.
Or... lower than historical and easier landing with some data.
Some data shows me "F-4E's stall speed is 270km/h with full flap".
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completely right. some other says that it is 240.
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lol you think 250 is high? Wait till you fly MiG-21 and land at speeds like 320 kmh...
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I just cannot figure out how you can do a rock solid landing in it, even with only 10% fuel, no bullets rockets or bombs and full flaps. I just go all over the place.
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I feel "250 km/h with flaps" is historical parameter of F-4E.
Yeah I'm sure it is historical, but it's still kinda high if you fly a WWII bird in comparison^^ (then go and see the Fi156, 80km/h :P).
lol you think 250 is high? Wait till you fly MiG-21 and land at speeds like 320 kmh...
Seriously ? If there was no chute it would need a huuuge runway I guess. Looking forward :p
About the chute, no one knows ?
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Does this one have drouge chute BTW? F-4s had them AFAIK.
BTW, engine effects look awesome, too bad I can't download and try it now (my connection is crapped). Are you going to add nozzle diameter changing when swithcing from normal thrust to afterburner? Or it allready moves but I didn't see it on video?
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Yes it has a drag chute
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go into the controls section and set a control for it
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Well I don't find the place where I'm supposed to set the control. I don't see a line where is written "Toggle Drag Chute".
*Checking again*
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its labled *deploy drag chute*
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Under which section ? I cannot find it, and I triple checked. And yes the Phantom itself works fine.
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hmm i just reinstalled and havent added the phantom yet. i will check. i remember it being near airbrake, chocks, and tail hook.
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It's just above the gun key settings in controls
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well then I'm definitely missing it...will try to reinstall and see. Thanks guys
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I believe the keys are only visible for DBW version and not UP3 version? Is it the UP3 version you're using? I personally have tried both versions
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There have been several removal of UP3.0 version: Drag chute, Fuel Dump, etc due to incompatibility issues and non-existence of the AI+Carrier+hotkey mod in UP3.0 environment.
Hope you understand,
s3
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just my $0.02 worth but I think there is a HUGE interest in this bird, plus any other bird from the Vietnam era ie.
F-4 Phantom II
A-7 Corsair II
F-111
F-100 Thud
F-101
all the migs (most done now thankfully!).
I certainly want to add this but am worried I'm going to make a mistake.
Is there any way to do a package for noobs ie. just drag and drop into our JSGME folder for this (plus all the other requirements eg. AI, Carrier t/o, etc) to work?
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I certainly want to add this but am worried I'm going to make a mistake.
Is there any way to do a package for noobs ie. just drag and drop into our JSGME folder for this (plus all the other requirements eg. AI, Carrier t/o, etc) to work?
When an airplane MOD is finished and released (non-BETA),
Ultr@Pack or Dark Blue World will include that finished airplane.
But under WIP or BETA airplanes, they are not finished and going in improving, no MOD pack will include such WIP/BETA version.
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When an airplane MOD is finished and released (non-BETA),
Ultr@Pack or Dark Blue World will include that finished airplane.
But under WIP or BETA airplanes, they are not finished and going in improving, no MOD pack will include such WIP/BETA version.
+1 Beta ver 2 is gonna be a huge surprise for you guys, improvement is on the way 8). If a guy put it in a pack and tomorrow the plane got updated? what's he gonna do? ::)
Cheers,
s3
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is it going to have the SUU-16s?
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I have IL2 updated to 4.101, UP3 was installed and working, DBW was installed and working up to 1.7. What else do I need to make the Phantom work? I installed it as per the instructions and it loads up to 95% and stops and just sits there. Also, I somehow ended up with two F-4E downloads. One is simply called F-4E, and the other one is called F-4E Phantom II by FMTeam. Which one do I need to use? Which one works?
Hey Pharoah, you have a typo on your post. The "Thud" was the F-105. The F-100 was affectionately called the "Hun".
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make sure that you download the one for Jetwar 1.2 and DBW 1.7. It have the folder _00_F-4E. It should work with a clean DBW 1.7 installation. If you experience a crash, it is highly recommend that you check your logfile for error.
Here's a few questions: Did your DBW run without the F-4E? Did your DBW run with only the F-4E installed?
Thanks,
s3231541
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I had DBW 1.7 up and running. The Phantom I installed was the _00_F-4E (the other is just F-4E). After I installed it, IL2 would load to 95% and just stop and do nothing. Now, I saw no install instructions with the Phantom so I just kind of winged it. I put the _00_F-4E folder in the #DBW folder, the skins/F-4E went in the paintschemes/skins folder, and I saw something somewhere about a generic F-4E entry in the air.ini file so I did that. How should it be installed?
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Hey FM-S-3, thanx to S3 and all those involved for the upcoming update on the Phantom. Really appreciate everyones hard work and their willingness to share with the rest of us.
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I had DBW 1.7 up and running. The Phantom I installed was the _00_F-4E (the other is just F-4E). After I installed it, IL2 would load to 95% and just stop and do nothing. Now, I saw no install instructions with the Phantom so I just kind of winged it. I put the _00_F-4E folder in the #DBW folder, the skins/F-4E went in the paintschemes/skins folder, and I saw something somewhere about a generic F-4E entry in the air.ini file so I did that. How should it be installed?
The entries you need are on the first page of this post.You need to copy and paste them into the appropriate files in the STD folder.
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I had DBW 1.7 up and running. The Phantom I installed was the _00_F-4E (the other is just F-4E). After I installed it, IL2 would load to 95% and just stop and do nothing. Now, I saw no install instructions with the Phantom so I just kind of winged it. I put the _00_F-4E folder in the #DBW folder, the skins/F-4E went in the paintschemes/skins folder, and I saw something somewhere about a generic F-4E entry in the air.ini file so I did that. How should it be installed?
You really need to upload your logfile and send me a link via pm.
thanks,
s3
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There have been several removal of UP3.0 version: Drag chute, Fuel Dump, etc due to incompatibility issues and non-existence of the AI+Carrier+hotkey mod in UP3.0 environment.
Hope you understand,
s3
Sure I do Understand, but thing is that I use DBW and all those hotkeys are not there (Fuel Dump, Drag Chute etc...) !
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Except that it flies great, already killed a few tu4, and landed successfully. But it's stall speed is really high, 250 km/h with flaps !
I feel "250 km/h with flaps" is historical parameter of F-4E.
Or... lower than historical and easier landing with some data.
Some data shows me "F-4E's stall speed is 270km/h with full flap".
Regarding landing speed and stalls.
From the F-4E flight manual (1979)
( http://depositfiles.com/files/qvlcy25cx - I gave the link at freeil2modding early)
Stalls:
Figure 6-4 from the manual:
Here are some examples (for altitudes 3km and below):
- gross weight=38000pounds, flaps down, gear down, slat out =124 knots IAS
- gross weight=50000pounds, flaps down, gear down, slat out =140 knots IAS
If gear and flaps retracted, then the stall speed is just several (~3) knots larger.
Landings:
On figure A8-1 there is data for landing speed. For example (flaps down):
- gross weight 30000pounds, then recommended approach speed 136 knots IAS.
- gross weight 36000pounds, then recommended approach speed 149 knots IAS.
- gross weight 48000pounds, then recommended approach speed 168 knots IAS.
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brett77, make sure u enable UP in jsgme
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p.s.
did i miss something big? does this mod now work for UP3?
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Update 1.1 for Jetwar 1.2 released at first post ^_^
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ah nice 2 F-4s thank god you guys exist! can't say how grateful I am
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Hi,
Actually in the existing code, if you implement TypeSupersonic (allowing sound barrier transition) and TypeFastJet (for true supersonic jets with high landing/take-off speeds, increases threshold for gear/flap failure), it does the same thing without the need for a new interface.
I do have TypeSupersonic and TypeFastJet implemented, as Anto say I think I may not need the AInotopencanopy mod by Western. but could some one confirm it please? I may need to release a hot fix to included this feature.
Thanks,
s3231541
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Hi,
Actually in the existing code, if you implement TypeSupersonic (allowing sound barrier transition) and TypeFastJet (for true supersonic jets with high landing/take-off speeds, increases threshold for gear/flap failure), it does the same thing without the need for a new interface.
I do have TypeSupersonic and TypeFastJet implemented, as Anto say I think I may not need the AInotopencanopy mod by Western. but could some one confirm it please? I may need to release a hot fix to included this feature.
Thanks,
s3231541
About 1 month ago? I talk with Anto about AI opening the canopy...
FJ-3 and F9F are TypeSupersonic or TypeFastJet but have sliding canopies and pilots open them when take-off/land carriers.
AI can't determine canopy open or not with TypeSupersonic or TypeFastJet.
So I prepare TypeNotOpenCanopy for AI determining it.
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Thanks for the confirmation Western, I'll put it in the hot fix version.
Thanks,
s3
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Ah, now you release version 1.1 when I've been working whole day on a ground attack video with the version 1.0! :P
During which, by the way, I noticed an interesting thing. On the loadout with six AGM-65's and four Mark 83 bombs (B2:6xAGM65+4xMk83+1xDT+1xQRC160), the last two Mavericks launch simultaneously instead of individually. I'll check if the same thing happens with the new version, can anyone else confirm this, or is it just me?
I'll post a link to my video as soon as I get it online. It's just a quick mission in Smolensk against armour column protected by AAA, but I think it came out pretty nice...
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Tested
Hi,
Actually in the existing code, if you implement TypeSupersonic (allowing sound barrier transition) and TypeFastJet (for true supersonic jets with high landing/take-off speeds, increases threshold for gear/flap failure), it does the same thing without the need for a new interface.
I do have TypeSupersonic and TypeFastJet implemented, as Anto say I think I may not need the AInotopencanopy mod by Western. but could some one confirm it please? I may need to release a hot fix to included this feature.
Thanks,
s3231541
Tested and got the plane canopy behavour change from always open to open and closed after catapult take off at about 400 kmph , then reopened as landing approach reached....
Adding western fix for AI without F4 classfiles don't solve the issue and adding the F4 classfiles make game CTD at 20%....
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Adding western fix for AI without F4 classfiles don't solve the issue and adding the F4 classfiles make game CTD at 20%....
My No Open Canopy sample patch is F-4E ver1.0's class file.
It doesn't work for F-4 ver1.1.
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Ah, now you release version 1.1 when I've been working whole day on a ground attack video with the version 1.0! :P
During which, by the way, I noticed an interesting thing. On the loadout with six AGM-65's and four Mark 83 bombs (B2:6xAGM65+4xMk83+1xDT+1xQRC160), the last two Mavericks launch simultaneously instead of individually. I'll check if the same thing happens with the new version, can anyone else confirm this, or is it just me?
I'll post a link to my video as soon as I get it online. It's just a quick mission in Smolensk against armour column protected by AAA, but I think it came out pretty nice...
Nope it fire separately for me. And I'm looking toward your movie too 8) does it have anything to do with Sa-2 ;)
Adding western fix for AI without F4 classfiles don't solve the issue and adding the F4 classfiles make game CTD at 20%....
My No Open Canopy sample patch is F-4E ver1.0's class file.
It doesn't work for F-4 ver1.1.
Guys please don't trouble western about this any more, it's my issue and I'll get it fix soon.
Thanks western and all,
s3231541
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Nope it fire separately for me.
Ah, well, it's probably because of my installation which is totally nonstandard, I use HSFX with Sas Modact who-knows-what version, and JetWar 1956 on top of that along with several mod planes and customizations.
And I'm looking toward your movie too 8) does it have anything to do with Sa-2 ;)
Nope, it's just me laying waste on some Soviet tanks and other vehicles. I hope to meet the expectations though!
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hmmm, there seem to be a hook mis-alignment, I'll look into it. :)
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Hi FM-S-3 and western0221!
I have only report my test , I don't ask for nothing because I know that such little bugs are very little issues for such great mod!
Anyway I have also make test for old version of No Open Canopy mod (https://www.sas1946.com/main/index.php/topic,23400.msg241039.html#msg241039) to help develop it.
Here I have only tested for reply at FM-S-3 question about canopy , the part relative at the CTD is to specify that I have also test the v1.1 alone and with the other mod....I have report the result in the three installation condition:
1) without No Open Canpoy mod;
2) with western No Open Canopy but without the F4 dedicated classfiles (this configuration should be with only the no canopy activation classfiles) to report that this don't give benefit (because the plane relative code isn't yet implemented) but also don't make the game CTD;
3) with all classfiles installed to report that the old F4 dedicated no canopy fix must be rewrote accordling to new 1.1 version.
Sorry if I have bothered....
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You're welcome ;D It's actually a simple fix. But I'll do it tomorrow. I'm a bit drunk right now, and you know how drunk pilot fly ;)
Thank you,
s3
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Have a nice rest!
And in the meantime I'll continue with the SBC 125 carriers installation and test them with landings and take offs!!!
All the best at all!!!
walter
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brett77, make sure u enable UP in jsgme
Okay, I have UP3 and DBW, and all I have enabled in JSGME is the #DBW Ecran Wide for 4.101. So I need UP3 enabled also?
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I had DBW 1.7 up and running. The Phantom I installed was the _00_F-4E (the other is just F-4E). After I installed it, IL2 would load to 95% and just stop and do nothing. Now, I saw no install instructions with the Phantom so I just kind of winged it. I put the _00_F-4E folder in the #DBW folder, the skins/F-4E went in the paintschemes/skins folder, and I saw something somewhere about a generic F-4E entry in the air.ini file so I did that. How should it be installed?
You really need to upload your logfile and send me a link via pm.
thanks,
s3
Uhhhhhh... hate to be so ignorant, but where is the logfile? :-[
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Uhhhhhh... hate to be so ignorant, but where is the logfile?
See here :
https://www.sas1946.com/main/index.php/topic,13457.0.html
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We'll, here's the video I mentioned earlier. I hope you guys enjoy it, and that youtube's copyright trolls don't take it down. ::)
http://www.youtube.com/watch?v=nqfByljoiZY (http://www.youtube.com/watch?v=nqfByljoiZY)
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hey i get a 70% CTD when trying to run the UP3 version.
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Okay here's where I'm at... I have 4.101 with Modact 3.06 and the latest buttons. I have UP3 installed and it was operational. I have DBW installed up to 1.71, and it appears operational; it loads and I can get in a plane and fly. It shows the DBW splash screen and version 1.71. I have the latest version of the F-4E installed; 00_F-4E directory in #DBW and the appropriate entries made in air.ini and the plane.ru. It loads okay since I reinstalled the plane and updated the air.ini, etc. But I don't see the F-4E in the planes list at all. In the JSGME I have about a dozen DBW mods, 11 SAS mods and 4 UP mods. I had only the DBW wide screen mod enabled. What else should be enabled. Mojojo, you said to enable the UP mod and I tried that, but then the selector never gave me a DBW selection, only UP. So I am really confused about what should be enabled and what shouldn't be. I'm just tryin to get this F-4 to work. I WANT MY PHANTOM!!! :'(
Okay, I don't know what I did but now all of a sudden, I start it with only DBW wide screen activated and it starts okay and the Phantom is there. However, I can't get the jet to start. Normaly I just use the "I" key, or P8 on my G940, but nothing happens. Since I have upgraded, I have noticed a few buttons that are like this such as the different view keys, F1-F4. I have SAS buttons version 9.5.7. Is there a newer version I should have, or would there be some other reason I have functions that don't work?
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brett, gimmie 5-10mins and I should have an answer, just updating to DBW1.7+ F4 1.1. As long as I didnt stuff my install I'll have something for you soon.
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brett, gimmie 5-10mins and I should have an answer, just updating to DBW1.7+ F4 1.1. As long as I didnt stuff my install I'll have something for you soon.
Much appreciated but read my latest post. Somehow (Dunno what I did) I have a Phantom; I just can't get the darn thing started. I am almost there, but not quite...
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Shot in the dark but do you have Separate Engine Start enabled in difficulty settings?
If so, you need to select and start both engines individually like with all multi-engined aircraft...
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ooooh right, derp on my part.
Make sure you have keys assigned to Engine 1/2 and also ALL Engines. You need to start both engines seperately then switch control to both so your not just throttling up one.
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Okay, thanks to Herra and Dark Apostle I got the thing started. Then after I got the throttles and brakes set up correctly, I could actualy get it moving down the runway. Two thing though..... for some reason I can't get it to lift off, and my HUD info on the lower left shows heading and nothing else, even if I cycle it. Since the airspeed indicator apparently doesn't work yet, I would really like to have airspeed and altitude visible somewhere. I know there is some easy fix to it but I don't remember what it is. As for trying to get it off the ground, I am at full throttle almost at the end of the runway so I know there is enough airspeed. But no matter how much up trim I give it and how much I pull back on the stick, the nose just barely raises but never actualy comes off the ground. So what's the trick there? I have certainly flown jets before but I have never had this problem.
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Okay, thanks to Herra and Dark Apostle I got the thing started. Then after I got the throttles and brakes set up correctly, I could actualy get it moving down the runway. Two thing though..... for some reason I can't get it to lift off, and my HUD info on the lower left shows heading and nothing else, even if I cycle it. Since the airspeed indicator apparently doesn't work yet, I would really like to have airspeed and altitude visible somewhere. I know there is some easy fix to it but I don't remember what it is. As for trying to get it off the ground, I am at full throttle almost at the end of the runway so I know there is enough airspeed. But no matter how much up trim I give it and how much I pull back on the stick, the nose just barely raises but never actualy comes off the ground. So what's the trick there? I have certainly flown jets before but I have never had this problem.
what about your flaps?? are they set??
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Okay, thanks to Herra and Dark Apostle I got the thing started. Then after I got the throttles and brakes set up correctly, I could actualy get it moving down the runway. Two thing though..... for some reason I can't get it to lift off, and my HUD info on the lower left shows heading and nothing else, even if I cycle it. Since the airspeed indicator apparently doesn't work yet, I would really like to have airspeed and altitude visible somewhere. I know there is some easy fix to it but I don't remember what it is. As for trying to get it off the ground, I am at full throttle almost at the end of the runway so I know there is enough airspeed. But no matter how much up trim I give it and how much I pull back on the stick, the nose just barely raises but never actualy comes off the ground. So what's the trick there? I have certainly flown jets before but I have never had this problem.
That'd be the airbrakes still deployed. after your engines start up, press your keybind for airbrakes to undeploy them.
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Okay, thanks to Herra and Dark Apostle I got the thing started. Then after I got the throttles and brakes set up correctly, I could actualy get it moving down the runway. Two thing though..... for some reason I can't get it to lift off, and my HUD info on the lower left shows heading and nothing else, even if I cycle it. Since the airspeed indicator apparently doesn't work yet, I would really like to have airspeed and altitude visible somewhere. I know there is some easy fix to it but I don't remember what it is. As for trying to get it off the ground, I am at full throttle almost at the end of the runway so I know there is enough airspeed. But no matter how much up trim I give it and how much I pull back on the stick, the nose just barely raises but never actualy comes off the ground. So what's the trick there? I have certainly flown jets before but I have never had this problem.
There are other people already have this problem, I thought that you could just read a few previous post for a solution.
Do you guy think I should make "How to take off an F-4" instruction? I'll put it in the next release. Also, it would be great if some-one could write it up :D
What do you guys think of the new FM?
Thanks,
s3231541
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It feels like the whole plane is balanced on the tip of a pin. VERY sensitive to trim input and seems kinda unstable.
But it does turn pretty well when using elevator trim in conjunction with stick-until the pilot blacks out!
This thin is so fast. Were going to need bigger maps!
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Able to turn a bit faster, but yeah control responses are still twitchy in regards to minor input. All in all though an excellent improvement.
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Okay, thanks to Herra and Dark Apostle I got the thing started. Then after I got the throttles and brakes set up correctly, I could actualy get it moving down the runway. Two thing though..... for some reason I can't get it to lift off, and my HUD info on the lower left shows heading and nothing else, even if I cycle it. Since the airspeed indicator apparently doesn't work yet, I would really like to have airspeed and altitude visible somewhere. I know there is some easy fix to it but I don't remember what it is. As for trying to get it off the ground, I am at full throttle almost at the end of the runway so I know there is enough airspeed. But no matter how much up trim I give it and how much I pull back on the stick, the nose just barely raises but never actualy comes off the ground. So what's the trick there? I have certainly flown jets before but I have never had this problem.
what about your flaps?? are they set??
Yeah I think that's what it might be. I was just flying a Sabre and I had a similar issue. I could take off but never get above 250 kias. Airbrakes were on. I don't know why they would be on at start up.
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Okay so I'm up and running in my Phantom and getting use to it. I've used the sidewinders and sparrows to take out a couple MiGs. Everything seems to be working...except none of the gauges or radar work. Is it safe to assume that as the plane gets upgraded, the gauges and maybe even the radar will be operational at some point?
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The cockpit is a WIP and not a beta. Do you want to fly a Phantom in a Sabre pit ::)?
All Beta 3 will be dedicated for cockpit building. Including 3d and texture fix and animating some gauges. Regarding the Radar, code are still under development and once we got it, we'll get it to the F-4s ASAP.
Cheers,
s3231541
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maybe even the radar will be operational at some point?
meanwhile, you could use the Minimap mod. it has a Radial and Frontal radar
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This may not be the problem but perhaps some users may not realise this which is the fact the airbrakes are down by default at the start. If you mistake it to look like flaps then well maybe it'll be causing problems on take off. Last time I tried (not sure if it was old or new fm) the plane took off easily first time.... just remember you must raise your airbrakes after starting the engine. Same as the F-86 which airbrakes will drop down into extended position when the engine is off. The Phantom has the same thing.
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same here, F-86 and F4 has airbrake problem. doesn't raise unless engines are on
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Yes it is the airbrakes that prevent you from taking off if you forget them^^
solo wing pixy, it's not a problem, the airbrakes are controlled by the hydraulics, which only work when the engine is running. So no engine=airbrake out.
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Ok, did some test flying with v1.1. Here's some feedback.
The aircraft is capable of some astonishing things, for example when you fly to about 30,000 ft and accelerate to +2000 km/h (TAS) and initiate a zoom climb, these are the results...
(https://www.sas1946.rocks/images/imageshit/img713/5613/phantomzoomclimb.jpg)
Climbed to altitude of 10000 metres with drop tank on, and accelerated to 2155 km/h which seemed to be the top speed with DT on. Dropped the tank, and she slowly accelerated to 2250 km/h. At this speed it is rather hard to maintain flight level.
After reaching about that top speed I initiated a vertical climb.
She climbs like a rocket; at 20,000 metres altitude she's still doing about 1600 km/h. At 30,000 km, upward speed was still 578 km/h but at about that point she started to pitch down since air was too thin for control surfaces to maintain vertical attitude.
Peak altitude was approximately 31,370 metres, at which point the velocity was merely 193 km/h. Notably, the aircraft feels very stable and I have so far been unable to put her in unrecoverable flight state.
Both unaccelerated and accelerated stalls are very benign and stable. The aircraft is not prone to tip stalling, instead in unaccelerated stall the nose simply starts to gently drop once airspeed goes too low. Accelerated stalls (as in loading the wing to critical angle of attack and beyond by pitching up) are very stable as well, and positive control over all main axes (pitch, roll, yaw) are maintained.
Spins can be initiated with neutral aileron, full elevator up, and rudder at either direction. If these controls are maintained for sufficiently long time, the aircraft will enter a flat spin, rotating about her vertical axis. Spin recovery seems to work best with low throttle setting, neutral ailerons, elevator down and opposite rudder. She recovers well enough, but obviously takes quite a bit of altitude to do so. I initiated spin at about 4500 metres altitude and recovered at 2400. The official guideline was, apparently, to bail if aircraft was out of control below 10,000 ft (about 3000 metres) and I can see why.
I was doing my flight testing with the F-4D with 50% internal fuel load, one drop tank used for initial climb and acceleration, then I dropped the fuel tank and tested the aircraft with low wing loading. (I dropped the bombs in the loadout as the sortie started).
Jettison stores does not work on my installation currently, but I remember seeing issues with it reported by other players. Will look into it.
I also noticed that once in-flight, the hydraulic system remains operative despite loss of both engines due to fuel starvation. Is this intentional? Does the aircraft have a ram air scoop, or does it generate hydraulic power with an APU? I don't know the hydraulics/power system layout for the F-4, but usually APU's generate pneumatic pressure and electricity required to run the aircraft and start the engines, and hydraulic pressure is derived from main engines. If the APU was used to generate hydraulic pressure, then maybe a third engine with zero thrust could be added to the flight model. It would be great to also have batteries and generators simulated (no APU or engines, you run on batteries only; with APU or engine generators online the batteries recharge).
Does the game support variable hydraulic pressure? As in, if you have lower hydraulic pressure, the control inputs would be more sluggish and you would have reduced blowback limits, too. Or is the hydraulics more of an on/off thing at the moment?
Actually it makes sense that with no hydraulic power, the airbrakes wouldn't come out in-flight; the dynamic pressure would keep them retracted. However I fully expected loss of control after running out of fuel.
Also, flaps seem to be unaffected by the hydraulic system. Is this accurate? Were the flaps electrically actuated in the Phantom? If not, then I think flaps should also be fully down with no hydraulic pressure.
With the flight surfaces still functioning despite loss of engine power (and hydraulic pressure, assumedly), deadstick landings are doable but require quite steep approach to keep your speed up, use airbrakes (again with no hydraulic pressure this would be impossible) to control airspeed, and flare above threshold.
There is a strange glitch when opening canopy; wrong part of the 3D model disappears from the view, namely the front window frame. This looks especially strange as the round rivets or whatever they are remain in place, hovering in mid-air in front of the pilot. The actual canopy frame remains in view around the pilot. The rear pilot's canopy can be seen opening and closing.
One of the new pilot textures is a 256^2 texture and the other is a 512^2 texture. Both are indexed TGA's. Brief testing shows that 24-bit TGA works just as well, at least on my installation. Might be worth looking into, considering the increase in quality with 24bit colours compared to indexed colours, and the filesize increase is not substantial either way. GPU-wise, indexed and 24-bit textures of identical resolution consume the same amount of video memory, so I would advocate using as little indexed textures as possible.
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i'd just like to take this opportunity to re-iterate for those who are still new to the Phantom, and experiencing problems of any sort - please guys, do us (and yourself) a favour and READ THROUGH THIS ENTIRE THREAD BEFORE POSTING with questions that have already been asked and answered, on more than one occasion, in the thread, so that you don't push anyone's blood-pressure through the roof by asking questions which have already been covered.
it displays quite a bit of disrespect - if you don't want to be bothered checking the thread first, then why should those that are trying to help be bothered to help with this pure laziness?
come on, folks, let's be fair about this, and at least check that you are not asking the same questions that someone else asked yesterday, or the day before, already.
READ the thread! how hard can that be?
right, back to business - off to down me some MiGs! :D
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To borrow the words of the ancient philosopher Clarksonius, 4th century BC... (http://www.youtube.com/watch?v=QawcAdp394Y)
how hard can that be?
Anyway, I did some additional testing on the FM (F-4D).
It seems impossible to reach or go beyond VNE. Even on a powerdive from 30 km altitude, the airframe won't really accelerate much past 2300 km/h or so and this doesn't seem to be causing any flutter, structural failures, or engine damage.
I did some slow speed flight testing with the F-4D. In dirty configuration (gear down, airbrake retracted, flaps fully deployed) the aircraft seems to have stall speed* of about 180 km/h IAS and maintains level flight attitude at full up elevator and 73% throttle setting, flying at estimated 15% angle of attack and holding steady (again, with 50% internal fuel load, no external stores). Elevator locked in full up position, you can control pitch attitude and vertical speed with throttle. Roll and yaw control is good, aircraft can be accurately banked and turned although this obviously leads to a descent if you don't increase of airspeed.
(https://www.sas1946.rocks/images/imageshit/img406/8785/highalpha3.jpg)
(https://www.sas1946.rocks/images/imageshit/img803/4820/highalpha6.jpg)
(https://www.sas1946.rocks/images/imageshit/img26/7550/highalpha2.jpg)
(https://www.sas1946.rocks/images/imageshit/img803/2093/highalphaturn.jpg)
*I use the term "stall speed" loosely as synonymous to airspeed where you have insufficient lift to maintain level flight. The aircraft doesn't actually stall at this position, since the angle of attack doesn't go beyond critical, but instead the airspeed determines the available lift and thus affects the vertical speed. The high drag of the aircraft at high-alpha attitude with flaps and gear deployed is shown by the amount of thrust required to maintain sufficient airspeed - 73% is actually close to 100% power since afterburners engage at 75% (I'm assuming the orange flames that appear are supposed to be the afterburner flames).
Oh, by the way, is it possible to increase the speed of smoke particles coming out of engine at over 35% throttle? It looks very strange when they just slowly pour out of the tailpipes when you are sitting on the tarmac.
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@Herra Tohtori
Indexed textures are preferable to 24bit. There are more colours in 24bit but if you convert it to indexed mode correctly your eyes can't actually tell the difference. We paint all of our skins in 24bit and save in indexed. 24bit is only required for tga's that need alpha channel. Otherwise indexed should be used, it is the game's native format and it lowers processing time as well as memory space. Cockpits run smoother all in indexed mode than with large 24bit file sizes. All of the cockpits in the jet era package have indexed tga's unless they require alpha channel ;)
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Erm i'm having some problems. my F-4 phantom does not have leading edge flaps and i only have the default skin.
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Ok, did some test flying with v1.1. Here's some feedback.
The aircraft is capable of some astonishing things, for example when you fly to about 30,000 ft and accelerate to +2000 km/h (TAS) and initiate a zoom climb, these are the results...
Climbed to altitude of 10000 metres with drop tank on, and accelerated to 2155 km/h which seemed to be the top speed with DT on. Dropped the tank, and she slowly accelerated to 2250 km/h. At this speed it is rather hard to maintain flight level.
After reaching about that top speed I initiated a vertical climb.
She climbs like a rocket; at 20,000 metres altitude she's still doing about 1600 km/h. At 30,000 km, upward speed was still 578 km/h but at about that point she started to pitch down since air was too thin for control surfaces to maintain vertical attitude.
Peak altitude was approximately 31,370 metres, at which point the velocity was merely 193 km/h. Notably, the aircraft feels very stable and I have so far been unable to put her in unrecoverable flight state.
i have set both D/E versions to climb at 11000m from breaks release in 2 mins with 100% fuel
with 20% fuel the time is about 1.35
climbing from 1000m at 1000kmh in default (100%fuel) it can reach 10k in 42 sec wit an average climb speed of 214m/s
cecking Historical results of operation High Jump the XF4H, that climbed at 12k in 77s from break release, so faster then these F4s
during the test for FM i have build a model able to reach that results with 20% fuel, but i think, contrary to the assertions of McDonnell Douglas, that the plane used in High Jump operation didn't was totally stock (expecially in takeoff performances), then i created a model less exuberant
the top speed is not 2250, both version can go over 2350 if you use propely the trim ;)
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Erm i'm having some problems. my F-4 phantom does not have leading edge flaps and i only have the default skin.
leading edge flaps only deploy at high AOA and relatively low speed. If you want to add skin, please create the corresponding F-4E/F-4D folder and add skins in there.
@everyone: Vega is the guy that did the FM, which I found to be exceptional. I think everyone can keep up the testing and feedback to make the aircraft better.
Cheers,
s3231541
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i have set both D/E versions to climb at 11000m from breaks release in 2 mins with 100% fuel
with 20% fuel the time is about 1.35
climbing from 1000m at 1000kmh in default (100%fuel) it can reach 10k in 42 sec wit an average climb speed of 214m/s
cecking Historical results of operation High Jump the XF4H, that climbed at 12k in 77s from break release, so faster then these F4s
during the test for FM i have build a model able to reach that results with 20% fuel, but i think, contrary to the assertions of McDonnell Douglas, that the plane used in High Jump operation didn't was totally stock (expecially in takeoff performances), then i created a model less exuberant
the top speed is not 2250, both version can go over 2350 if you use propely the trim ;)
Yeah, the aircraft was still accelerating but I got impatient.
@Herra Tohtori
Indexed textures are preferable to 24bit. There are more colours in 24bit but if you convert it to indexed mode correctly your eyes can't actually tell the difference. We paint all of our skins in 24bit and save in indexed. 24bit is only required for tga's that need alpha channel. Otherwise indexed should be used, it is the game's native format and it lowers processing time as well as memory space. Cockpits run smoother all in indexed mode than with large 24bit file sizes. All of the cockpits in the jet era package have indexed tga's unless they require alpha channel ;)
Incorrect on almost all counts.
Indexed textures are severely limited on what they can accurately portray. Indexing a texture will always decrease the quality, and depending on the content of the original image, will have either banding, dithering, or both effects when the original image has more than 256 different pixel values, which they almost invariably do.
Subtle blending effects such as airbrushed camouflage suffers the most. Close second is human skin and baked-in highlights. These types of details suffer from banding and you most definitely can see it, and there's really nothing you can do about it.
24-bit colour texture also scales up much better than indexed texture. Indexed textures end up with more pixellation on close range rendering, while 24-bit textures tend to be smoother (depends on the rendering method and content of the textures themselves, of course).
24-bit textures are RGB textures with no alpha. They have 8 bits per channel, and three colour channels, ergo, 24 bits. If you have alpha channel in the mix, then you have an RGBA texture which has four 8-bit channels, making it a 32-bit texture.
If alpha channel is required, you have to use 32-bit RGBA texture.
If no alpha is required, you can make do with 24-bit RGB texture, which is a lot better than indexed texture.
Indexed textures are not IL-2's "native" format. IL-2 uses many formats for different things. It seems to me that the only thing that 24-bit TGA is/was not supported was the additional skin system, which for some reason only accepts 8-bit indexed bitmap files.
The most probable reason for this is that the game was made in 2001, a time before widescale adoption of gargantual hard drives and high-speed internet connections. So, the game developers decided to make the additional skin system only support 8-bit indexed textures, to limit the hard drive space taken by the textures, and to limit the download times on servers with skin download enabled. The internal workings of the game have, according to my understanding, used 32-bit TGA from the get go for textures that have transparency, and 24-bit TGA for most textures that don't need transparency.
On the topic of performance, the only differences between indexed texture and 24-bit texture of same resolution is this: Because of smaller file size on disk, the indexed texture is loaded slightly faster and has slightly less CPU overhead than a 24-bit texture of same resolution.
However, these things are largely meaningless with today's computers.
-Hard drive space is not a problem (textures can be bigger without filling the hard drive completely)
-loading times are not a problem (read and transfer rates between HDD and memory are very fast and getting faster with the emergence of SSD's)
-CPU overhead is usually not a problem (there's not much of a difference anyway).
-RAM is not usually a problem considering people usually have quite a bit more of it than when IL-2 was originally developed (the only problem here is the limited memory address awareness of IL-2 which can mean running out of memory that the game can access; however with large address aware modifications, I believe this particular problem is pretty much solved)
As far as the process of rendering things goes, this is what happens inside your computer:
-game wants to use a certain texture. It looks through the file tree for where it is supposed to find it, and then if it finds it, the texture is loaded into memory.
-to render the texture, it needs to be passed to the GPU, or graphics processing unit on the system.
-graphics cards, however, cannot just eat a file and spit out game graphics. They need the file in certain format.
-to make the GPU understand the texture, the image needs to be converted to uncompressed bitmap data
-this process is done on the CPU and what happens at this point is that the indexed 256-colour file and 24-bit, 16-million something colour file end up as a bitmap of perfectly identical size.
-the raw bitmap data is passed on to GPU, which then uses it to render the game graphics.
You'll notice that as far as the GPU goes, it's completely irrelevant whether the original texture file is an indexed file or 24-bit image, both end up occupying the same amount of VRAM and give the exact same performance
You can enable S3TC mode in il2setup.exe, which is supposed to (badly) subject all textures to S3 texture compression, or DXT compression as it is also called. This does reduce the memory footprint of a 24bit texture to approximately 1/6th of the original, however it usually ends up looking very horrible and in my opinion is not worth using at all. All it does is reduce the VRAM load, which is not usually a problem in the first place, and causes some additional CPU overhead as the game needs to convert all textures to S3TC format, and GPU memory is rarely the limiting factor with IL-2 - usually the bottleneck factor is CPU single thread performance.
These technical reasons, in addition to superior quality, are why I think that 24-bit TGA files should be used instead of indexed bitmaps or indexed TGA files.
Mind you, the ideal solution would be if the game supported DDS files (or Direct Draw Surface), which can be passed directly from hard drive location to GPU's memory without much CPU or RAM overhead, and the OpenGL API will take care of rendering them. DDS is a wonderful file format and supports many compression methods, both for RGB and RGBA type textures, and would make IL-2 modding so much better, but I suppose adding such core functionality to the game is not possible without modifying the source code to add that as a texture format.
But we digress. If you want to continue the discussion about texture file formats and how they are used in the game, we should do it in another thread and keep this thread dedicated to development of the F-4 Phantom II. :)
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I also noticed that once in-flight, the hydraulic system remains operative despite loss of both engines due to fuel starvation. Is this intentional? Does the aircraft have a ram air scoop, or does it generate hydraulic power with an APU? I don't know the hydraulics/power system layout for the F-4, but usually APU's generate pneumatic pressure and electricity required to run the aircraft and start the engines, and hydraulic pressure is derived from main engines. If the APU was used to generate hydraulic pressure, then maybe a third engine with zero thrust could be added to the flight model. It would be great to also have batteries and generators simulated (no APU or engines, you run on batteries only; with APU or engine generators online the batteries recharge).
Does the game support variable hydraulic pressure? As in, if you have lower hydraulic pressure, the control inputs would be more sluggish and you would have reduced blowback limits, too. Or is the hydraulics more of an on/off thing at the moment?
Actually it makes sense that with no hydraulic power, the airbrakes wouldn't come out in-flight; the dynamic pressure would keep them retracted. However I fully expected loss of control after running out of fuel.
Also, flaps seem to be unaffected by the hydraulic system. Is this accurate? Were the flaps electrically actuated in the Phantom? If not, then I think flaps should also be fully down with no hydraulic pressure.
With the flight surfaces still functioning despite loss of engine power (and hydraulic pressure, assumedly), deadstick landings are doable but require quite steep approach to keep your speed up, use airbrakes (again with no hydraulic pressure this would be impossible) to control airspeed, and flare above threshold.
I can answer some of these questions.
The F-4 had 3 hydraulic systems. PC-1, PC-2 and Utility. PC-1 controlled flight surfaces on the Left side of the acft and PC-2 controlled surfaces on the Right side of the acft. Utility handled both sides, as well as Landing gear, flaps, breaks, etc.. Pumps for these systems were installed on the front accessory manifild of the engines. PC-1 on the left engine, PC-2 on the right with utility having a pump on each engine.
The F-4D had a RAT (Ram Air Turbine) that gave aprox. 15-20 minutes of electrical power, The E did not have this. The E model had an APU, but it only provided about 5 min. of hydraulic pressure for the Stabalator only.
What is not modeled correctly for this acft (and I'm not sure it can be with 1946) is that when you lose both engines, the plane pretty much stops flying right then and there. Unless you have sufficient altitude for a ram air start, you need to bail.
Flaps are hydraulicly operated. Once they are in the up and locked position, they will not unlock and lower unless the emergency flap switch is initiated. They are pneumatically deployed in an emergency, but cannot be retracted once deployed. The landing gear has the same emergency function. Also, there is an emergency brake system (again pnuematic) for use when utility hydraulic pressure is lost.
Speed brakes will only drop when hydraulic pressure is lost and you are right, while in the air they will remain retracted because of airflow. Also, on a side note, the speedbrakes are designed to retract if electrical power is lost and hydraulic power remains.
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a huge thank you to S-3!!! ;D ;D ;D ;D
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I can answer some of these questions.
The F-4 had 3 hydraulic systems. PC-1, PC-2 and Utility. PC-1 controlled flight surfaces on the Left side of the acft and PC-2 controlled surfaces on the Right side of the acft. Utility handled both sides, as well as Landing gear, flaps, breaks, etc.. Pumps for these systems were installed on the front accessory manifild of the engines. PC-1 on the left engine, PC-2 on the right with utility having a pump on each engine.
The F-4D had a RAT (Ram Air Turbine) that gave aprox. 15-20 minutes of electrical power, The E did not have this. The E model had an APU, but it only provided about 5 min. of hydraulic pressure for the Stabalator only.
What is not modeled correctly for this acft (and I'm not sure it can be with 1946) is that when you lose both engines, the plane pretty much stops flying right then and there. Unless you have sufficient altitude for a ram air start, you need to bail.
Flaps are hydraulicly operated. Once they are in the up and locked position, they will not unlock and lower unless the emergency flap switch is initiated. They are pneumatically deployed in an emergency, but cannot be retracted once deployed. The landing gear has the same emergency function. Also, there is an emergency brake system (again pnuematic) for use when utility hydraulic pressure is lost.
Speed brakes will only drop when hydraulic pressure is lost and you are right, while in the air they will remain retracted because of airflow. Also, on a side note, the speedbrakes are designed to retract if electrical power is lost and hydraulic power remains.
We can model this. For the JetWar project we experimented with hydraulic systems and somewhat modelled them accurately (though haven't quite got the emergency gear deployment to work). It's all possible if someone is willing to take the time.
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I'll look into it! Thanks for the notice :D Very interesting walk around history ;D
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I can answer some of these questions.
The F-4 had 3 hydraulic systems. PC-1, PC-2 and Utility. PC-1 controlled flight surfaces on the Left side of the acft and PC-2 controlled surfaces on the Right side of the acft. Utility handled both sides, as well as Landing gear, flaps, breaks, etc.. Pumps for these systems were installed on the front accessory manifild of the engines. PC-1 on the left engine, PC-2 on the right with utility having a pump on each engine.
The F-4D had a RAT (Ram Air Turbine) that gave aprox. 15-20 minutes of electrical power, The E did not have this. The E model had an APU, but it only provided about 5 min. of hydraulic pressure for the Stabalator only.
What is not modeled correctly for this acft (and I'm not sure it can be with 1946) is that when you lose both engines, the plane pretty much stops flying right then and there. Unless you have sufficient altitude for a ram air start, you need to bail.
Flaps are hydraulicly operated. Once they are in the up and locked position, they will not unlock and lower unless the emergency flap switch is initiated. They are pneumatically deployed in an emergency, but cannot be retracted once deployed. The landing gear has the same emergency function. Also, there is an emergency brake system (again pnuematic) for use when utility hydraulic pressure is lost.
Speed brakes will only drop when hydraulic pressure is lost and you are right, while in the air they will remain retracted because of airflow. Also, on a side note, the speedbrakes are designed to retract if electrical power is lost and hydraulic power remains.
That's very interesting and sounds quite promising. The F-4E APU only powered the elevator and rudder? I guess that's manageable.
I also did a little wacky experiment with the wing folding. Turns out that (like with all the rest of the planes with folding wings), folding them will cause the wings to rip out. Despite this, the aircraft remains slightly controllable - with rudder you can slightly adjust direction, and with elevator you can adjust angle of attack to some extent, and while you can't stay in the air very long, it's still a fun thing to do.
Which reminds me to ask, are the ejection seats rocket powered yet? They don't seem to go very high from the aircraft.
EDIT: The seats definitely do eject but I'll leave the actual distance they go up to someone more qualified. What kind of ejection seats did they use in F-4 anyway?
I tried out some of the new loadouts, and I got this:
[15:29:02] Loading mission Quick/Smolensk/SmolenskBlueArmor00.mis...
[15:29:02] Loaded camouflage: SUMMER
[15:29:02] Loading map.ini defined airfields:
[15:29:02] WARNING: ObjectVACache_Clear()
[15:29:02] WARNING: * Buf0 : Obj: 77, Vert 4649, Ind 23988
[15:29:02] WARNING: * Buf1 : Obj: 410, Vert 142509, Ind 284979
[15:29:02] WARNING: * Buf2 : Obj: 23, Vert 18651, Ind 37080
[15:29:02] Load bridges
[15:29:02] Load static objects
[15:29:04] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[15:29:04] java.lang.ArrayIndexOutOfBoundsException
[15:29:04] at com.maddox.il2.objects.air.F_4E.onAircraftLoaded(F_4E.java:243)
[15:29:04] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2451)
[15:29:04] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[15:29:04] at com.maddox.il2.ai.Wing.load(Wing.java:134)
[15:29:04] at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
[15:29:04] at com.maddox.il2.game.Mission._load(Mission.java:455)
[15:29:04] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[15:29:04] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[15:29:04] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[15:29:04] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[15:29:04] at com.maddox.il2.game.Main.exec(Main.java:437)
[15:29:04] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:29:04] null
[15:29:04] java.lang.NullPointerException
[15:29:04] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:445)
[15:29:04] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:408)
[15:29:04] at com.maddox.il2.game.Mission._load(Mission.java:591)
[15:29:04] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[15:29:04] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[15:29:04] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[15:29:04] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[15:29:04] at com.maddox.il2.game.Main.exec(Main.java:437)
[15:29:04] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:29:16] Loading mission Quick/Smolensk/SmolenskBlueArmor00.mis...
[15:29:16] Loaded camouflage: SUMMER
[15:29:16] Loading map.ini defined airfields:
[15:29:17] Load bridges
[15:29:17] Load static objects
[15:29:18] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[15:29:18] java.lang.ArrayIndexOutOfBoundsException
[15:29:18] at com.maddox.il2.objects.air.F_4E.onAircraftLoaded(F_4E.java:243)
[15:29:18] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2451)
[15:29:18] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[15:29:18] at com.maddox.il2.ai.Wing.load(Wing.java:134)
[15:29:18] at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
[15:29:18] at com.maddox.il2.game.Mission._load(Mission.java:455)
[15:29:18] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[15:29:18] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[15:29:18] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[15:29:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[15:29:18] at com.maddox.il2.game.Main.exec(Main.java:437)
[15:29:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:29:19] null
[15:29:19] java.lang.NullPointerException
[15:29:19] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:445)
[15:29:19] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:408)
[15:29:19] at com.maddox.il2.game.Mission._load(Mission.java:591)
[15:29:19] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[15:29:19] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[15:29:19] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[15:29:19] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[15:29:19] at com.maddox.il2.game.Main.exec(Main.java:437)
[15:29:19] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[26.02.2012 15:29:31] -------------- END log session -------------
Do we need to add some entries to weapons_ru.properties?
The Rockeye weapon also seems to act somewhat strangely. In many loadouts it says there's six of them, but only four appear on the plane; additionally when they are released, the weapon just tumbles around in the air aimlessly, then explodes a few seconds afterwards. I didn't see any bomblets coming out of them either...
EDIT: It looks like the loadouts with a single centerline SUU-16 cause the null pointer exception.
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Just another dumb quest, since the readmes here are not always cristall clear for cave-men:
When you write "just copy it into your DBW folder"...that means additional air.ini, Plane_Ru etc entries are still mandatory..?
Since I want to install it on top of the Jet Era (whose guide ain't crystall clear neither TBH
'ALTERNATIVELY
1) Extract over DBW1.71 install. Should run without any further modification.
.rc entries for SFS archives
(insert before @sfs MOUNT sasup_decals_01.sfs) '
That .rc entry to me is a further modification ;)
).
Tom
Sorry if I sound like a prick, but some of us are quite busy testing other sims as well and for us cavemen such a new install (DBW1.71 was piss easy) can be slightly frightening. :) ;) When I write a readme at FF or elsewhere, I always make it so clear that even dumbbombs like myself get it.
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Just another dumb quest, since the readmes here are not always cristall clear for cave-men:
When you write "just copy it into your DBW folder"...that means additional air.ini, Plane_Ru etc entries are still mandatory..?
???
From S3's first post...
air.ini:
F-4E air.F_4E 2 usa01 SUMMER
F-4D air.F_4D 2 usa01 SUMMER
Plane_ru.properties:
F-4E F-4E Phantom II, 1967
F-4D F-4D Phantom II, 1966
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Yes, I know. I was anal because of the "just copy"...remarks.
That is on purpose here, not to piss the gents off but because IMHO every extra step should be outlined explicitly like "copy into xx" AND add the following lines.
If you seperate these remarks, noobs might easily get confused. ;)
-
@Herra: I don't seem to beable to reproduce that bug ??? Doesn't anyone have it as well?
Also, the MK20 Rockeye is a clustered-free-fall-with drag fins. Basically what they are is a combine between MK82 snakeye and German AB1000 Cluster. You have to approach target at a very low altitude when you're right above target release the bomb, it will explode the several clusters and hit the target. Very effective against convoys and even tanks. The 6xMk20 are just typo, sorry.
Hope all well,
s3
-
All right, I narrowed the null pointer to loadouts with a single centerline SUU-16, haven't seen it elsewhere. It's entirely possible that it's caused by my specific installation type. If it works for people using UP3 or DBW, don't worry about it.
Good to hear that the Rockeye weapon is essentially working as intended, then.
-
Hi, thanks for the F-4D!
I´m using UP3 without the 1.2 Jetpack and I´m crashing at 15%.
Until now I was running fine the F-4E beta with these specifications...Does the new release demands the 1.2 jetpack?
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Hi, thanks for the F-4D!
I´m using UP3 without the 1.2 Jetpack and I´m crashing at 15%.
Until now I was running fine the F-4E beta with these specifications...Does the new release demands the 1.2 jetpack?
Yes, there is a BIG SIGN beside the DOWNLOAD LINK that said FOR JETWAR 1.2 AND DBW 1.7 ONLY. I pulled the link of the UP 3.0 version because it's too buggy and not ready yet. I will not constaintly keep updating version for UP3. I will, however, do so only for major pack of the aircraft.
So please be patient guys. ANYONE have the capability and time of doing the conversion IS very, very welcome by me. Just give me a word.
thanks,
s3231541
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Hi, thanks for the F-4D!
I´m using UP3 without the 1.2 Jetpack and I´m crashing at 15%.
Until now I was running fine the F-4E beta with these specifications...Does the new release demands the 1.2 jetpack?
Yes, there is a BIG SIGN beside the DOWNLOAD LINK that said FOR JETWAR 1.2 AND DBW 1.7 ONLY. I pulled the link of the UP 3.0 version because it's too buggy and not ready yet. I will not constaintly keep updating version for UP3. I will, however, do so only for major pack of the aircraft.
So please be patient guys. ANYONE have the capability and time of doing the conversion IS very, very welcome by me. Just give me a word.
thanks,
s3231541
Make it bigger and put it on the front of link 1 here. ;) :)
Thanks, installing now..
Cherio
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first post edited, :D
thanks,
s3
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Ok S3, no need to get upset.
I´ve got confused with some Up3 references in your post. Sometimes there are just too many configurations in this mod game.
4.101 is different of 4.101 with modact 3, that is different of 4.101 with UP3, that is different of 4.101 with DBW....I admit I am still struggling to get this all figured out.
An aircraft mod is a gift, and no one should complain about a gift. I certainly apreciate your efforts and will understand the possible non availability to all mods in the future. I just can´t keep the pace to catch the last game configurations. I still have not made it to DBW, even with all SAS efforts to bring it in one pack only.
It probably has to do with my ability to understand the detail behind modding.
If I had the skills to help you on this, I certainly would.
Thanks again! ;)
-
The APU on the E model only ran the Stabalator. The rudder was manual with power assist. Most of the time it was partially locked out (Rudder limiter) above a certain speed (Don't remember what that speed was).
The ejection seats were the Martin-Baker Mk-7. The old Phrase, "Meet your maker in a Martin-Baker", came partially from these seats. The earlier marks could often times be more deadly than enemy fire. The seats are also known as 0-0 seats, meaning zero speed, zero altitude. In other words, you could eject from the plane while sitting in chocks and seat would go high enought to deploy the pilot drogue chute and main chute so the pilot could land safely on the ground. Safely being relative, of course.
-
first post edited, :D
thanks,
s3
Thanks man!
Actually the install was very easy from DBW 1.6 to DBW 1.7/1.71 and the Jet Era 1.2 to this F-4E Phantom II.
Muchas Gracias.
I like the 3D model and the pit looks much better than I had expected.
For the FM, I really would like to forward the FreeFalcon F-4 FM if I can get the permission from the FF boss, since the values used there are good and ready and that is a looong used bird in FF.
Keep it up...
(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/2602201218-59-03.jpg)
(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/2602201218-54-31.jpg)
;D :D :)
-
Tom if you use DBW1.7 you don't need JetAre1.3, it's already part of DBW 1.7 ;)
-
(https://www.mediafire.com/imgbnc.php/242e15bcc15e54da9534be93b3d48032ec0ead74bc0e09e4d7ed5391b5da30806g.jpg)
Thank you s3231541 and the Free Modding Team.
Edit: MediaFire link was broken
-
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
Farmer Bernard had the surprise of his lifetime when he went out to plow the turnip field this morning...
-
Hi all . how do i toggle from AIM-7E to AIM-9D ? thanks
-
hi,
There is no such thing as weapon controll in IL-2 yet. Sorry,
s3
-
ok thanks ;)
Neil
-
you had to shot first all AIM7
after you drop all AIM7 you will continue to read "AIM7E engage" but the locked missile will be the AIM9
-
thanks
4S_Vega
Neil
-
Hi,
Nice work vpmedia! Thank you.
Just a notice guys, if you're planning or working on the cockpit texture or anything related to the cockpit, please let me know, I'm currently working on a major rework of the cockpit, with many changes and I don't want your work to be wasted.
Thanks,
s3231541
-
ok, I put in 4-5 hours of work, its nothing, mostly recolored things...I suspected future updates so this is my quick works final stage, but thanks for the info ( and the mod of course)!
-
Oh boy: Hot to Trot....thank you from an enthusiast. I hope someone will make a Fleet Air Arm 892 Sqn skin at some stage!
-
I've run into a problem I hope you can help solve.
Installed F-4E to DBW 1.7.1 w/ Air, etc. INI and plane.properties updated.
Using QMB Pro, S. Vietnam map and the F-4E, quick mission will load to 100% then IL2 hangs (blank screen, no response) and I have to use Task Manager to force end to IL2.
JSGME mods loaded:6Dof, Forgotten Countires Full, Jive's sound mod, e-cranwide and Gurner FX mod.
Eventlog just shows mission loaded and stops logging at that point.
I've tried dropping FX mod sound mod, same result.
Any idea where to look?
Thaniks,
Smilinjack
-
try pressing reset button in QMB or run it with a single mission
-
S!
Excellent work in cockpit vpmedia
Tks
S!
-
FM-Wasted.
Thanks for the reply. Tried Reset in QMB in MissionPro Combo and same result.. hang after mission loaded 100%.
Dropped QMB Combo mod and tried stock QMB w/ Okinawa map and it worked.
Problem must be related somehow to PAL MissionPro Combo in conjunction with F-4E as I've had no problems with MissionPro combo otherwise.
Thanks again for the help.
-
I am using latest version of QMB pro and it works fine. I am using version that comes with DBW 1.7
-
FM-Wasted,
I'm using the MissionPro Combo that was packaged with DBW 1.7 and included in the JSGME DBW files.
I can't figure out what the problem is.. as I mentioned I don't have any problems with Mission Pro (or otherwise) until I try to set a quick mission using the F-4E.
I have not tried a map other than S. Vietnam. I'll play around a bit but I don't think the map or mission will make a difference. When I use the stock QMB, all is well.
Go figure.
-
reproduce the error and send me the log, please
-
FM-Wasted,
I played around and the F-4 works on other maps (using Mission Pro Combo). I uninstalled and re-installed Mission Pro Combo via JSGME, tried the F-4E on the S. Vietnam map and it worked. ??
Throughout the problem, the Eventlog only displayed Mission loaded (or something to that effect) and no entries after that. I'm afraid the log will not be helpful.
The "problem" remaining is that I've noticed that the F-4E will not convince itself to land when using autopilot. Airspeed remains 750+Kph and does not reduce below. When the airspeed reaches app. 750Kph, the plane accelerates and climbs. Result is an endless circle around airfield. You may want to look at that before the "final" release of the aircraft.
Thanks again for your help.
Smilinjack
-
it it AI relative problem. But also depends on when you turn on the autopilot
-
FM-Wasted,
Don't understand "AI relative problem". Autopilot engaged immediately upon mission start (air start). Other Jets in Jet Pack included in DBW don't appear to have a problem landing under autopilot.
In any event, it's minor and not a show stopper.
You can experience problem by selecting "Red None" mission on S. Vietnam or Okinawa map and engaging autopilot immediately upon starting the mission.
Smilinjack
-
The landing mechanism of auto-pilot and AI has been fixed (for the next patch), they will even deploy drag chute when the gear touch the ground. But remember F-4 are way heavier/bigger/faster than a Sabre. You'll have to give it a larger landing approach way point (a bomber one) or it won't be able to follow it.
s3
-
First of all, I would like to thank you for bringing to life this great aircraft in IL2.
Are their any plans concerning aerial refueling for the F4? To my understanding most F4's lifting off from carriers with heavy ordnance had to refuel in the air after taking off before reaching their objectives. It would really nice to have this bird connect to the few existing il2 tankers (skyraider and KB-29)
I'm assuming it wouldn't require any extra modeling, looking at these pictures (see below) the F4 could either refuel from a side hatch, or on a dorsal hatch:
side
http://www.veteran.com/files/images/22-VMFA-232%20Refuel.jpg
http://upload.wikimedia.org/wikipedia/commons/thumb/4/46/A3D-2_refueling_F4H-1F_during_Project_LANA_1961.jpeg/800px-A3D-2_refueling_F4H-1F_during_Project_LANA_1961.jpeg
dorsal
http://www.patricksaviation.com/files/photos/550/29945.jpg
http://www.flickr.com/photos/hz536n/4325562482/
-
Yes, there are plan or arial refueling ;)
-
the dorsal hatch one looks like it would be the easiest to make.
-
E variant will be dorsal, while earlier version will be side with retractable probe ^_^
-
Just remember, The D model was never flown by the Navy and had Dorsal refueling. The Navy flew the B, J and N models. Also, S-3, the D model you have would be an early configuration model, but not flown for very long by the Air Force. You might try making a late configuration D with the IR sensor pod under the radome.
Here is a pic with what I am referring too.
(http://i677.photobucket.com/albums/vv134/BAD_GRANT/D_model.jpg)
-
Already did that US_Grant. Thanks for the notice. I'm waiting for the new Loadout from wasted and new FM from Vega and I'll release a patch soon ;D
I'm thinking of making B or J Variant for the Navy, but will use the E cockpit (for now). Anyone against it?
Cheers,
s3
-
Already did that US_Grant. Thanks for the notice. I'm waiting for the new Loadout from wasted and new FM from Vega and I'll release a patch soon ;D
I'm thinking of making B or J Variant for the Navy, but will use the E cockpit (for now). Anyone against it?
Cheers,
s3
Nope... you've alot already... i don't know how to thank you for this awesome plane :)
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sorry but... is there a version for ultrapack 3?
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there was one but it didnt work. i believe its currently being corrected, but im not sure.
-
there was one but it didnt work. i believe its currently being corrected, but im not sure.
+1
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G'day! ;D
Loving the Phantom mates! Astonishing job on this iconic bird.
I have a little issue though:
(http://i1014.photobucket.com/albums/af262/Outlaw2101/040320121-10-20.jpg)
Saw a post on this before. The MiGs, when falling victim to the Phantom's Air-To-Air missiles, AIM-7, AIM-9 etc. Explode into three plumes of smoke. Strange. Any work around this?
Also. Any RAAF skins for this Bird? I dunno how to reskin. :P
Cheers! :)
Jake.
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Hi,
it's a common problem with jetwar 1.2 I think, not because of the F-4 :-[ And I think there is a few RAF skin around, I think you could search for it in the skin section.
Cheers,
s3231541
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G'day! ;D
@s3231541, RAAF... Not RAF. :D :P
Cheers! :)
Jake.
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mission up for those interested
https://www.sas1946.com/main/index.php/topic,23765.0.html
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G'day! ;D
@s3231541, RAAF... Not RAF. :D :P
Cheers! :)
Jake.
I'll be doing a couple of basic RAAF ones once the A&A template is ready :)
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Awesome news!
-
I'm use the work, the IL2 UP v3.0 RC4
But not included in these files: air.ini, plane_ru, weapons_ru !
What to do in such cases?
Any idea?
Thank you!
Zsolt
-
G'day! ;D
Just thought I'd mention one more thing. The F4 in my install doesn't seem to reach it's Mach Number. Is that normal?
Cheers! :)
Jake.
-
I'm use the work, the IL2 UP v3.0 RC4
But not included in these files: air.ini, plane_ru, weapons_ru !
What to do in such cases?
Any idea?
Currently not compatible for UP 3.0
Just thought I'd mention one more thing. The F4 in my install doesn't seem to reach it's Mach Number. Is that normal?
Maximum speed, just like in real life, can only be reach at a set of condition: low fuel, no ordinance, and reach its maximum speed height.
Cheers guys,
s3231541
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Beta 1.2 updated guys, with new fixes and features.
-
sweeeet!!
thanks for the update, muchachos! :D
-
Heads up, some of the bomb loadouts on the F-4E give you a Mission Load Null error.
-
Happen only for Heavy load, I think, I'll have a check at this.
Thanks,
s3
-
Game was being a git with what I thought was a hook issue with the B1 loadout on the F-4D. Alt tabbed back in to check and it was okay...Imma kill my computer I think.
Although the 6x Rockeye on said loadout only seems to show 4 for me :s
-
I've been recently having trouble with the loadouts where whenever the plane is rotated away from the centre position, the loadout gets pointed up or down rather than properly horizontal.
That said, the drop tanks seem to have a problem - when you drop them, the model instantly snaps to the direction it was when you spawned into the game (pointed in spawn heading, and completely horizontal regardless of aircraft attitude and heading).
-
Game was being a git with what I thought was a hook issue with the B1 loadout on the F-4D. Alt tabbed back in to check and it was okay...Imma kill my computer I think.
Although the 6x Rockeye on said loadout only seems to show 4 for me :s
What really happen with B1 type loadout? the 6x Rockeye is a typo, sorry.
I've been recently having trouble with the loadouts where whenever the plane is rotated away from the centre position, the loadout gets pointed up or down rather than properly horizontal.
That said, the drop tanks seem to have a problem - when you drop them, the model instantly snaps to the direction it was when you spawned into the game (pointed in spawn heading, and completely horizontal regardless of aircraft attitude and heading).
Are you talking about the arming screen? It's common for many aircraft.
The tanks can be fix, but I'm just feeling lazy LOL I'll do it one day.
Cheers,
s3231541
P/S: link fixed at orignal post, solving the "Mission Load Failed: Null" on some loadouts for the F-4E.
-
I've been recently having trouble with the loadouts where whenever the plane is rotated away from the centre position, the loadout gets pointed up or down rather than properly horizontal.
That said, the drop tanks seem to have a problem - when you drop them, the model instantly snaps to the direction it was when you spawned into the game (pointed in spawn heading, and completely horizontal regardless of aircraft attitude and heading).
Are you talking about the arming screen? It's common for many aircraft.
The tanks can be fix, but I'm just feeling lazy LOL I'll do it one day.
The weapons changing position on loadout screen is due to either scaling of the wing mesh or scaling of their hooks. Once the hooks are scaled back to original size, then this bug will resolve.
-
i made a skin for it
https://www.sas1946.com/main/index.php/topic,23775.0.html
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I have a few small problems, I have no burner flame and my Suus don't have any textures
-
I have a few small problems, I have no burner flame and my Suus don't have any textures
Can some one confirm this please?
Thanks,
s3
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Suus textures are OK in my DBW1.71 with latest Phantom Version. But I have this problem with burner flame: I have throttle on a slider and when putting thottle slider from ~ 70-100% burner flame is there but when putting the throttle slider over 100% up to 110% it dissappears ..
i have this 2
-
Afterburner flames appear at 75% but disappear at 95% throttle.
If there's an intended flame size increase or effect change at 95%, it doesn't seem to be happening.
-
2 .. what?
As you see I'm a non english native speaker, so please give me some more specific answers.
i hav this, too=i hav this 2.
what im trying to say is that i also hav this problem.
-
dont worry :)
-
I have a few small problems, I have no burner flame and my Suus don't have any textures
Can some one confirm this please?
Thanks,
s3
I shall get a screenshot ASAP
-
I don'? face this problem (either with the afterburner flame, or with the SUU textures) in my DBW1.7 setup
-
(http://i1181.photobucket.com/albums/x423/AndytotheD/il2fb2012-03-0418-41-17-89.jpg)
that illustrates the tailpipe under full power and the gunpod is the centerline object
(http://i1181.photobucket.com/albums/x423/AndytotheD/il2fb2012-03-0418-38-15-79.jpg)
-
S-3,
I noticed you used the better wheels mod for the wheels. I was wondering if you might consider doing the same for the engine exhaust nozzles. Would give them more detail.
-
Maybe some great sounds for Jafa (startup at least). http://www.youtube.com/watch?v=TbMDqHezW8Q&feature=fvwp&NR=1
-
Thanks guys,
Link updated at original post, I've also post a link for a hotfix resolving the afterburner effect issue.
S-3,
I noticed you used the better wheels mod for the wheels. I was wondering if you might consider doing the same for the engine exhaust nozzles. Would give them more detail.
I thought that the exhaust nozzles were already very detailed. I don't know what else I can do to it. :(. Can you give me a hint.
Thanks,
s3231541
-
Well what you have right now is just a texture that wraps only half way around one side then repeats on the other, BUT it has to be warped so it does not twist up as it goes around. on the actual 3D model, you have the feathers made with raised pieces and non raised pieces. these could be mapped seperately and modeled with greater detail so they look this:
(http://i677.photobucket.com/albums/vv134/BAD_GRANT/f-4e_74-1040_5_of_7.jpg)
(http://i677.photobucket.com/albums/vv134/BAD_GRANT/f-4e_munich_12_of_56.jpg)
I also noticed one other thing. The stabalator was a single control surface that does not move as you have it in game at this time. the wings had spoilers just infront of the ailerons that served this purpose. I will post some pics in just a little bit to show you.
-
Here are the pics I was talking about.
Stabalator:
(http://i677.photobucket.com/albums/vv134/BAD_GRANT/Stab.jpg)
Spoilers in front of aileron.
(http://i677.photobucket.com/albums/vv134/BAD_GRANT/Spoiler.jpg)
The ailerons on the Phantom only raised about 10 degrees so spoilers were used.
-
hi,
I'll look into the engine exhaust ;D
On the other hand, I am confuse with the stabilator, did you mean the elevator? so the elevator doesn't move at all? in this clip http://www.youtube.com/watch?v=TbMDqHezW8Q&feature=fvwp&NR=1 I saw that the pilot was testing the elevator, up and down? Also, for the wind foil as well, because you mention about "do the job for the elevator" and both rise when aileron is in up position? Sorry I can't get the picture :(. If I can get what it behave like, I'll model it :). Does this apply for all variant, D, E, B, J (which I'm planning to do)?
Thanks,
s3231541
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In the video you see him move the "elevator" (Actually called Stabalator; it is called that because of it's combined function. Stablizer / Elevator.) You only saw one side move because you could only see one side. Both sides move together.
If you look at the first pic in my last post you will notice the "stab" is connected in the middle making it a single control surface.
The spoilers aid the aileron in the turns. They raise up higher than the aileron (as I said, the aileron only moves up about 10 degrees).
The spoilers are the same on all variants of the F-4.
-
I see, thanks! Will look more into simulate it!
-
Many thanks for the update and all your hard work! I've always loved this jet since I was a kid.
First time I an F4 was when I saw the blue angels as a kid. Loved it ever since.
-
Thanks guys,
Link updated at original post, I've also post a link for a hotfix resolving the afterburner effect issue.
Does it mean that I have to download my 1.2 again?
It will be perfect for the future to add date of update above/under the main link (page 1) .
We have almost 40 pages of this thread so far...
Thank You for this absolutely stunning plane!
-
Just for effects, the title of the post says 2011, yet it obviously is 2012 ;)
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Hi and thanks for this bird !
I downloaded and installed it on my DBW 1.71 (normally, Jetwar 1.2 comes in this DBW). Nice plane to fly !
Just a problem I have : when trying to take off from a carrier (I tried from the Oriskany), I have the plane spawning on the deck alright, I taxi to the catapult and have no problem. When near the catapult, I put the chokes on, give full throttle for a while and release the chokes. And the game crashes at this moment with the famous "the command xxxxblablabla can not be read, etc...".
Anyone else have this problem ?
I did not try with older version.
-
There is a FIX (https://www.sas1946.com/main/index.php/topic,23327.0.html) for it ;) Just redownload v 2.5, it is included in there
-
Just installed the phantom, and im having a rather bizarre issue: When Im flying the phantom, about a minute into a mission, all the phantoms in the game freeze in midair. All other planes in the mission continue to fly and function like normal. Anyone else encountered this?
-
G'day! ;D
Having some issues too. After installing 1.2 of the Phantom these happened:
Game would crash when deploying drag chute.
Both AIM missiles were missing from the aircraft's belly and wings with loadouts. All other loadouts without AAMs were fine.
Sometimes when restarting, the Phantom would freeze and start stuttering in midair, the afterburner would be spazzing out.
No afterburner above 95% power. Downloaded the Hotfix, didn't work. Redownloaded the Phantom, didn't work.
So I've gone back to 1.1 of the Phantom. Had no issues with that. Just thought I'd report the above.
Cheers! :)
Jake.
-
I don't know, it is highly because of a mod conflict. I'll have a look at it however. What version of game are you running?
Cheers,
s3231541
-
Hi,
I can imagine from the size of the forum that many pilots are flying the F4 :)
I understand it's a beta, and the cockpit instruments aren't ready yet. I don't mean to sound like an ass, I'm just asking, not pushing you or anything, but would it require a lot of work just to add the fuel indicator? We can all use the speedbar in the meantime that their is no cockpit instruments, but for the fuel there is no indicator in il2 except for the cockpit, so we're more or less blind on our fuel consumption.
On quite a few occasions I had to end my missions parachuted over Laos ^^. Well, I would understand if now isn't right the time to work on cockpit instruments, just thought I'd bring up my concern...
Good job on the F4 updates so far FM-S-3, we really love your work!
-
but would it require a lot of work just to add the fuel indicator? We can all use the speedbar in the meantime that their is no cockpit instruments, but for the fuel there is no indicator in il2 except for the cockpit, so we're more or less blind on our fuel consumption.
I am directly on it ;) will be for the next release :D
Here's the instruments planed (for the next patch)
(https://www.sas1946.rocks/images/imageshit/img39/5950/f4efrontbeforeslatsk.jpg)
Cheers,
s3231541
-
I don't know, it is highly because of a mod conflict. I'll have a look at it however. What version of game are you running?
Cheers,
s3231541
G'day! ;D
I'm using DBW 1.7 Phantom and Plutonium effects is all I have installed.
Related to one of my previous posts. Is there a way to fix the floating smoke glitch?
Cheers! :)
Jake.
-
Hi,
I'm terrible sorry that since I can't be able to reproduce the error, I really don't know what cause it. If you could upload your logfile (the entire file) and send me a link. It would be great. Also, other might have issues with plutonium effect running with the Phantom, I really don't know why :(.
The thing is I will solve problems that many people and the majority have that is caused by what is in the aircraft download pack itself, I do not have the time to solve each and every different problem each individual person have. I hope you understand.
Thanks,
s3231541
-
It has to be due to a conflicting mod somewhere. I'm running DBW 1.7.1 and have the latest F-4 update installed and have no problems whatsoever.
-
I have one question.
I have il-2 1946 4.10 3 up-and I really want to install F-4 Phantom.
Please help.
:(
We don't know what is your question...
-
I do not know where to paste (copy) to the Il-2 1946 files from the F-4 Phantom.
Please help
:-\
#SAS (you use SASModAct + Jet Era 1956 ver1.2)
or
#DBW (you use DBW1.71)
-
Hi Guys,
Bug report:
1. The gear wheels are visible thru the wing surface when gear is up (marked by red circles):
(https://www.sas1946.rocks/images/imageshit/img580/5277/fsscr003.png)
(https://www.sas1946.rocks/images/imageshit/img41/7628/fsscr001i.png)
2. I have afterburner flame at last! But - please take a look (marked with red arrow):
(https://www.sas1946.rocks/images/imageshit/img32/7976/fsscr002a.png)
(https://www.sas1946.rocks/images/imageshit/img803/7467/fsscr000.png)
I think version 1.1 was "less - buged".
I'm running DBW 1.71.
Thank You.
-
Just installed the phantom, and im having a rather bizarre issue:
Where have you installed it? DBW1.?, ModAct
3.?, Jetwar1.?.
What says logfile?
I installed it in DBW 1.71, but the problem appears to have fixed itself. I had sounduse turned off in my confi.ini; when I turned it back on, everything was working as it should. No idea how that was relate to the problem...
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Guys, just remember that bugs are normal in beta versions, and as the development progresses, some bugs get squashed and new ones are introduced as the product slowly becomes more and more ready for release.
The aircraft isn't even feature-complete yet as far as I can see, so in actual software development it would probably be in alpha or pre-alpha stage even. When it gets feature-complete (working cockpit, all loadouts that are intended, all hydraulics and other features discussed in the thread) it would go through beta testing, then enter release candidate stage, and once all bugs are squashed from the final RC version, it would be branded Gold aka release version 1.0.
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Hi Guys,
Bug report:
1. The gear wheels are visible thru the wing surface when gear is up (marked by red circles):
(https://www.sas1946.rocks/images/imageshit/img580/5277/fsscr003.png)
(https://www.sas1946.rocks/images/imageshit/img41/7628/fsscr001i.png)
2. I have afterburner flame at last! But - please take a look (marked with red arrow):
(https://www.sas1946.rocks/images/imageshit/img32/7976/fsscr002a.png)
(https://www.sas1946.rocks/images/imageshit/img803/7467/fsscr000.png)
I think version 1.1 was "less - buged".
I'm running DBW 1.71.
Thank You.
Everything is OK with 1.2 version. The problem is definitely in your installation. Please remember to delete your Phantom folder before you put there new version. Try to delete mod at all and download 1.2 version again and install it.
Be more attentive, please ;)
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Re - downloaded and re - installed.
Reported bugs - dissapeared.
Sorry for the mess.
My damn fault. :-[
EDIT: This bug was caused by "Barnesy12's F-4 better pilots" mod.
So - I didn't installed it this time, and still have my default ww2 pilot :( on the front seat:
(https://www.sas1946.rocks/images/imageshit/img19/9213/fsscr001xj.png)
What should I do to have proper - era pilot instead?
Thanks a lot.
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you can choose default pilot skin in the loadout screen or download pilot mod, find the pilot skin, put your face in it or whatever you want and then save as .bmp and put in the pilots folder in your paint schemes folder in your game installation folder.
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In v1.2 (04/03/2012), "default" loadout still has NULL error at mission starting.
[2:34:21] Mission error, ID_04: java.lang.RuntimeException: Weapon set 'default' not registered in air.F_4E
[2:34:21] java.lang.RuntimeException: Weapon set 'default' not registered in air.F_4E
[2:34:21] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2794)
[2:34:21] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2447)
[2:34:21] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[2:34:21] at com.maddox.il2.ai.Wing.load(Wing.java:134)
[2:34:21] at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
[2:34:21] at com.maddox.il2.game.Mission._load(Mission.java:455)
[2:34:21] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[2:34:21] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[2:34:21] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[2:34:21] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[2:34:21] at com.maddox.il2.game.Main.exec(Main.java:437)
[2:34:21] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
I havn't seen this error with other loadouts.
Only default.
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hmmmm, I'll look into it, thanks!
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G'day! ;D
What would be the best program to reskin the Phantom with?
Cheers! :)
Jake.
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Either Gimp or Photoshop I'd belive.
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I use Paint.net.
For me is easier and is free to
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Is the F-4 supposed to be hard to maneuver at high speeds? I know it was heavy, but the controls should at least be somewhat easier to maneuver. All it does is the controls usually lock, and I have to throttle down, and get struck by a missile from a Mig, usually knocking out an engine, and elevator control.
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the phantom made for long-range combat, so maneuverability wasn't a big concern. then, the USAF realized that close-range dog-fighting still happened, and the F/A-18 replaced the phantom. US pilots had quite a hard time countering the slower, but far more maneuverable MiGs.
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Is the F-4 supposed to be hard to maneuver at high speeds? I know it was heavy, but the controls should at least be somewhat easier to maneuver. All it does is the controls usually lock, and I have to throttle down, and get struck by a missile from a Mig, usually knocking out an engine, and elevator control.
So much for a flying brick with rockets eh? Now you came back to blame me for being shot down? It's seriously your piloting skill, mate. No one is complaining about this. We will continue to modify the FM but not to your accord.
Cheers and happy flying,
S3
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S-3 is right. the phantom is quite difficult to master, but its a killer once you get the hang of it. don't try to maneuver with MiGs. use your speed and rate of climb to your advantage.
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S-3, I was not complaining. I am saying was it supposed to be hard to maneuver, that is it. Also will you be developing the F-4 naval versions, or will you be keeping the E/D as Air Force and Navy?
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E/D/J/B is the plan ;)
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Ah... Is the wing supposed to break off around 1100kph? I keep having it happen, and I am getting experienced fast with the Phantom. Now to build a campaign for this aircraft...
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do you have G-force setting enable? If yes, please disable it, that setting is eff-up for most planes ???
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E/D/J/B is the plan ;)
¨
What about C? ::)
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Regarding the F-4 FM, I think she is more or less spot on.
You really need to re think the way in which you fly this her as her characteristics are quite frankly as different from the usual IL-2 aircraft as is possible. It really is a case of almost learning to fly all over again.
Yes, the controls lock up, but then again this is more or less accurate. If you attempt to make a tight turn at high speed, the F-4 will fight you. Hell, if you are not careful you will pull a wing off very easily.
You cannot dogfight in the way that you could in a Wildcat, Corsair or even a Sabre. You need to plan ahead much more. The extreme speed of the F-4 requires that you know (or can estimate) the relative speed and heading of your opponent (difficult using the Mk1 Eyeball only, granted - just wait for working RADAR ;) ) and then anticipate where he will be in 5 seconds or so...
You then need to smoothly guide your aircraft onto an intercept heading (yanking and banking in the F-4 does NOT produce the desired result) while remembering to give yourself enough range between you and your target so that you can either a) achieve missile lock or b) maneuver appropriately to bring your guns to bear on him. careful co ordination of the rudder ailerons and elevator are needed. Again, you cannot yank and bank. Just as has been said earlier in the thread; don't even try to turn and burn - use your massive speed and climb advantage. You are not flying an A6M.
You will use the vertical much more often in the F-4 than you ever did in any other fighter in order to reduce your turning circle. But this is good as the F-4 usually has a shit load of airspeed to trade for altitude.
Lastly, the AiM 7 is a joy to use, so long as you take your time and get a good lock (just keep the target in your reticule for a couple of seconds longer than you think you'll need). I also personally have the habit of launching the Sparrow in pairs - so if one goes rouge the other generally hits.
As for the low speed handling - she's fairly stable and lands on rails once she settles into the glide path. Even carrier landings are not out of the question.
Gerax is correct too; a lot of the QMB missions that exist don't have the capacity as they are now to handle the F-4; she is just too fast for the AI to handle.
That said; I think I have fallen in love with IL-2 all over again...
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do you have G-force setting enable? If yes, please disable it, that setting is eff-up for most planes ???
It doesn't screw up, just for these high-speed jets, you need to use higher limits in the flight model than real life (as modelling of, well everything, falls off in the Il-2 engine as you go past Mach 0.8). Look at the F-86 flight models. We have tuned it so at tran-sonic speeds and droptanks, you can bend the wings (which matches real life reports). Once 'bent' becomes easier to rip wings off (though this is an unheard of event in RL as pilots trained to stay within limits).
For example, this is what we use in the MiG-21 and seems to work well
G_class_coeff 20.0
G_class 14.0
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I see, will have a look at it. Thanks Anto.
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S-3, I was not complaining. I am saying was it supposed to be hard to maneuver, that is it. Also will you be developing the F-4 naval versions, or will you be keeping the E/D as Air Force and Navy?
F-4e turning was worse than of Mig-17, but a little bit better (at least at low altitudes) than of Mig-21bis (see some data I gave: @edit: Dead link removed )
So don't turn with Mig-17, but you could outturn Mig-21bis (when it appears...).
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E/D/J/B is the plan ;)
¨
What about C? ::)
rawners is making that
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Navy's B version in USAF have codname C ;)
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S-3 is right. the phantom is quite difficult to master, but its a killer once you get the hang of it. don't try to maneuver with MiGs. use your speed and rate of climb to your advantage.
exactly
F4's climb rate and acceleration where competitive at least until the 80/90
considered that his immediate successor in 'USN, ie Tomcat, wasn't superior in terms of performance as well, it was slightly faster at high altitude but the phantom still won as a climb speed
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considered that his immediate successor in 'USN, ie Tomcat, wasn't superior in terms of performance as well, it was slightly faster at high altitude but the phantom still won as a climb speed
yes the tomcat officially replaced it, but in practice, the F/A-18 is really the plane that replaced it.
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What about C? ::)
rawners is making that
Nope he's not. Once this project was released, we cancelled all plans for our F-4C/D. Ours was little more than a VERY early alpha. As it is, the F-4C is a very similar aircraft to the F-4D and in fact, many were upgraded to its standard.
Navy's B version in USAF have codname C ;)
Not really. The F-4C was a USAF, purpose-built variant that had numerous changes include different undercarriage, engines, radar and completely different rear cockpit layout (which featured a second set of controls).
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I thought I should mention a visual bug which hasn't been mentioned before, in order to help out in improving the F4.
I tried a night mission the other day, pitch black night, in external view it's the darkest possible, you can't see anything. However, when I am in the F4's cockpit view, I can see pretty well what's all around outside, as if the canopy were night goggles. That sorta put me off in playing night missions, as it's a bit cheating night darkness.
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not historically and filmwise correct, but it does give me a nice feeling flying with these songs: http://www.youtube.com/watch?v=aDDnThgNWnU&feature=related and http://www.youtube.com/watch?v=NEOem7U2LPE
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New update 1.21 at first post with the new B and J variants for the Navy and Marine!
Enjoy,
s3
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Thanks mate for the update and for the new versions....now Navy and Marines have their dedicated mount!!!
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Wonderful ... I have just spent a week upgrading to DBW just to fly this beauty ... and the day I get it up and running with all the new carriers you give me more presents.
Cheers boys ... a great bit of work.
Can you update the static aircraft to include them all when you have some time S3.
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I cannot read Vietnamese. How the hell do I download this thing!? Clicked the wrong button, and now I have to wait 30 minutes till it resets.
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You'll see a countdown...after the countdown is expired the download link 'll appear....
I't a kind of magic.... ;) ....
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Can You provide an alternative link?
This vietnamese one takes +2 hours to complete download!
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Can You provide an alternative link?
This vietnamese one takes +2 hours to complete download!
yes I have that too, 50 kb/s with a file of 41,2 mb :'(
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Fixed that, and now it is almost finished.
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This Vietnamese web site asks me to log in? Is there another site?
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Please post the lines that should be added to weapons_ru.properties file. I see this referred to as being in the first post but I cannot find it.
Thanks :)
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Please post the lines that should be added to weapons_ru.properties file. I see this referred to as being in the first post but I cannot find it.
Thanks :)
no line are required for the weapons_ru
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Hi I need some help (again..).
I deleted the previous 1.2 version and added the new 1.21 version. I also by accident deleted the Noopencanopy folder as added in 1.2. Now when my game starts it crashes at 5%. what can it be.
Also: DBW 1.71
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download link fixed guys, now include the "Noopencanopy" mod which needed for this plane.
Cheers,
s3231541
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Thank you s-3! You are my god!
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jesus christ.
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please try the latest download, and put the Noopencanopy folder also to you #SAS or #DBW mod folder. and it should fix this.
Cheers,
s3
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Mk7 nuke. I can see it listed on the loadouts but when selected it doesn't appear on the a/c. Anyone else got this problem?
Cheers - Redfox
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I'll try to get it fix soon, thanks
s3
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mine works fine.
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Realy realy great work !!!!! ;D
Thank You very much mates ! It´s incredible !
Doc
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Apart form awesome job You made - when can we expect first working gauges in the cockpit?
Thank You.
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Thanks guy, glad you like it.
The moving head code was made by the authors of the L-39C, Big thanks to them, I just simply use their great work. :D
Apart form awesome job You made - when can we expect first working gauges in the cockpit?
Thank You.
LOL, I only have 2 hands and 1 head, and I'm trying my hardest to get it done :). Guys PLEASE, any help is welcome, if you want to participate in making this mod even better, please lend me a hand. Currently, I really need help with coding the cockpit.
Thanks,
s3
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i love this mod this plane is great im only have one prob tho every time i or the AI depoys the drag chute my game freezes and crashes any know whats wrong?
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i love this mod this plane is great im only have one prob tho every time i or the AI depoys the drag chute my game freezes and crashes any know whats wrong?
Hi,
what version of mod game are you using? some info on the logfile that would possibly cause this would be nice too.
Cheers,
s3
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Iff got the 70% crash at the Start, I have DBW 1.71 and installed like this
DBW / _00_F4E.
INI: F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
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re-download and re-install. as far as i can tell, you did everything right, so it must be a faulty download.
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Iff got the 70% crash at the Start, I have DBW 1.71 and installed like this
DBW / _00_F4E.
INI: F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
Look up the post about 5% 60% and 70% CTD crash, it is really helpful
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i didn't get to congratulate S-3 and the others on the new update when it came out, so i will now.
CONGRATS GUYS!!!
now all we need is some nice gauges for the pit and this bird is finished!
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SOLVED,
GUYS, don't try to install the F-4 1.1 and use the INI of 1.2 ;)
TANKS TO ALL HELP
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Hi,
I am terribly sorry to inform that I might have to put this project on hold for at least 3 months from now. However, I will get back at this and complete this for a final version. On the other hand, depend on how the situation go, I can shorten the delay time.
Thank you for your understanding,
s3
-
S!
F-4 skins updated for new model's
https://www.sas1946.com/main/index.php/topic,24054.0.html
S!
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Hi,
I am terribly sorry to inform that I might have to put this project on hold for at least 3 months from now. However, I will get back at this and complete this for a final version. On the other hand, depend on how the situation go, I can shorten the delay time.
Thank you for your understanding,
s3
Will the Download Links still Be up?
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Will the Download Links still Be up?
of course yes, I'm not pulling anything ^_^
-
will a UP3 version be coming out at some point?
-
after I've got the cockpit done ;)
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Guys PLEASE, any help is welcome, if you want to participate in making this mod even better, please lend me a hand. Currently, I really need help with coding the cockpit.
Thanks,
s3
Hi,
I am terribly sorry to inform that I might have to put this project on hold for at least 3 months from now. However, I will get back at this and complete this for a final version. On the other hand, depend on how the situation go, I can shorten the delay time.
Thank you for your understanding,
s3
A big shame to hear the project will be on halt, so close from a completed version!
Is there anyone in the community willing to continue the work on the F4 (with of course the consent of S3) ? There surely are a lot of talented modders who have experience with cockpit instruments right? Why not ask the Jet Era team perhaps?
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im useing il2 4.101 with UP3.0 RC 4 Modded with DBW 1.7 and it dont say anything it just freezes and i have to shut it down
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im useing il2 4.101 with UP3.0 RC 4 Modded with DBW 1.7 and it dont say anything it just freezes and i have to shut it down
when does it freeze? (loading screen, during gameplay, upon loading 100% with the phantom as selected plane, etc.)
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during game play when ever i or the ai deploy the drag chute
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hmm i dont know. ask S-3 or someone else.
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Just a small tribute to the Phantom. :D ;)
I'm sure glad I didn't get hit by that Sam missle
(http://i282.photobucket.com/albums/kk242/kirbicus/phantom1-1.jpg)
(http://i282.photobucket.com/albums/kk242/kirbicus/Phantom3-1.jpg)
(http://i282.photobucket.com/albums/kk242/kirbicus/Phantom4-1.jpg)
(http://i282.photobucket.com/albums/kk242/kirbicus/Phantom5-1.jpg)
Thanks to all involved for creating this awesome aircraft ;D :D
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A big shame to hear the project will be on halt, so close from a completed version!
Is there anyone in the community willing to continue the work on the F4 (with of course the consent of S3) ? There surely are a lot of talented modders who have experience with cockpit instruments right? Why not ask the Jet Era team perhaps?
Not that close to completion. They still have the huge task of successfully getting a working cockpit in game, finishing off loadouts, finding other bugs etc. And even the Jet Era/Aviator Mod Team haven't had much experience with getting cockpits in. When these guys are back on the project and we have the spare time, will be happy to help, even if its some advice or tips, to get the cockpit done :)
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I may have found another issue for the issues log on this project. I downloaded this http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1093 (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1093), created a folder called F-4B in my skins folder. Next I create a mission (temp version) using the FMB and added a Phantom for me to fly and added 2 wingmen. I used the JollyRoger.bmp for the skin on all of the planes. When I launched the mission and was sorely disappointed that I wasn't flying for the Jolly Rogers Sqd. However, my wingmen were . . . (see the tail in the background) :( Perhaps there is a problem with my procedure??
(https://www.sas1946.rocks/images/imageshit/img59/4758/18032012184551.jpg) (https://www.sas1946.rocks/images/imageshit/download/59/18032012184551.jpg)
Uploaded with ImageShack.us (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
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I may have found another issue for the issues log on this project. I downloaded this http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1093 (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1093), created a folder called F-4B in my skins folder. Next I create a mission (temp version) using the FMB and added a Phantom for me to fly and added 2 wingmen. I used the JollyRoger.bmp for the skin on all of the planes. When I launched the mission and was sorely disappointed that I wasn't flying for the Jolly Rogers Sqd. However, my wingmen were . . . (see the tail in the background) :( Perhaps there is a problem with my procedure??
Fullquote edited by Admin Team !
I am not an expert, but it may be that the skins you DL'ed are not for the F-4B.
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If selected your skin in fmb. You still have to select the
Skin at mission start or your skin will revert to the last skin you
Used previously or the default skin.
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ie - go to arming/aircraft customisation, Redspade
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Edit: Nvm i got to work, for this to work in HSFX 5.01 dont add the planes .ru only the air.ini least thats how i got it working
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Arrrrrrr mateys, that be me problem (one of the many :-*) - Not reselecting the skin when running the mission. Thanks guys!
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I extracted everything into the #DWB folder and its not showing up in game.
Is there some step I missed? This is the latest version of both DWB and the F4. Are there steps Im supposed to follow other than just extracting files?
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Have you added the lines to conf.ini and in plane_ru ? That'll probably be it.
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I extracted everything into the #DWB folder and its not showing up in game.
Is there some step I missed? This is the latest version of both DWB and the F4. Are there steps Im supposed to follow other than just extracting files?
https://www.sas1946.com/main/index.php/topic,1353.0.html
You have to add the lines to air.ini and planes_ru.properties in the STD folder.
Also, you have to extract a .rar file that is inside another .rar file :P
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I extracted everything into the #DWB folder and its not showing up in game.
Is there some step I missed? This is the latest version of both DWB and the F4. Are there steps Im supposed to follow other than just extracting files?
https://www.sas1946.com/main/index.php/topic,1353.0.html
You have to add the lines to air.ini and planes_ru.properties in the STD folder.
Also, you have to extract a .rar file that is inside another .rar file :P
Yea... this has always been my gripe with the IL-2 modding community from day 1, and something I've seen in quite a few modding communities - incomplete or inadequate documentation. I literally read that post 5 times and gave up to wait for an answer.
Thank you though.
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I extracted everything into the #DWB folder and its not showing up in game.
Is there some step I missed? This is the latest version of both DWB and the F4. Are there steps Im supposed to follow other than just extracting files?
to install this plane follow these steps.
1. put the _00_F-4 Phantom II folder into your #DBW folder
2. go to "your il2 main folder"\#DBW\STD\com\maddox\il2\objects.
3. open the file labelled "Air"
4. copy and paste the following lines in anywhere beneath where it says "[AIR]"
here are the lines:
F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
5. OPTIONAL (if this step confuses you, skip it)
in "your il2 main folder"\#DBW\STD\i18n, open the plane_ru. copy and past the following lines anywhere into it.
here are the lines:
F-4B F-4B, 1960
F-4D F-4D, 1966
F-4E F-4E, 1967
F-4J F-4J, 1967
NOTE: feel free to change the last section to whatever you want. these entries effect what the plane will be labelled in the game. the first part identifies which plane you are talking about, and the second part effects it's actual name. for example if you wanted to call the F-4J "my favorite plane", you would simply change the line for the F-4J to:
F-4J my favorite plane
plane_ru lines are often featured in mods, yet they are never necessary. the same goes for weapons_ru lines, although this plane doesn't have any.
6. start DBW
7. yay
hope this helped.
these are the basic steps for installing a plane. pretty much any mod aircraft you find will be installed this way. the air.ini method can be a hassle, so if you get a 70% CTD (crash to desktop), make sure you added the lines right.
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I extracted everything into the #DWB folder and its not showing up in game.
Is there some step I missed? This is the latest version of both DWB and the F4. Are there steps Im supposed to follow other than just extracting files?
https://www.sas1946.com/main/index.php/topic,1353.0.html
You have to add the lines to air.ini and planes_ru.properties in the STD folder.
Also, you have to extract a .rar file that is inside another .rar file :P
Yea... this has always been my gripe with the IL-2 modding community from day 1, and something I've seen in quite a few modding communities - incomplete or inadequate documentation. I literally read that post 5 times and gave up to wait for an answer.
Thank you though.
Dude, that link is the "documentation" you need to install an aircraft. It is complete, more adequate than any answer we provided. Read that 5 times? I used to read that like 100 times before I could make my first mod plane into game :D. Have you even try to DIY? Do it yourself? Or you expect us to hand feed you for your own convienient? Why should we do that? If you can give me a good answer, I'll do it for you no problem.
Cheers, and good luck
S3
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I extracted everything into the #DWB folder and its not showing up in game.
Is there some step I missed? This is the latest version of both DWB and the F4. Are there steps Im supposed to follow other than just extracting files?
https://www.sas1946.com/main/index.php/topic,1353.0.html
You have to add the lines to air.ini and planes_ru.properties in the STD folder.
Also, you have to extract a .rar file that is inside another .rar file :P
Yea... this has always been my gripe with the IL-2 modding community from day 1, and something I've seen in quite a few modding communities - incomplete or inadequate documentation. I literally read that post 5 times and gave up to wait for an answer.
Thank you though.
Dude, that link is the "documentation" you need to install an aircraft. It is complete, more adequate than any answer we provided. Read that 5 times? I used to read that like 100 times before I could make my first mod plane into game :D. Have you even try to DIY? Do it yourself? Or you expect us to hand feed you for your own convienient? Why should we do that? If you can give me a good answer, I'll do it for you no problem.
Cheers, and good luck
S3
With all due respect that link is nowhere in the first post for this thread nor the one linked in the first post where you download it. The entries for the .ini files are just put in there without any instructions, the installation instructions are explained at the bottom of the post separate from the .ini entires and if you assume that I don't know how you install planes cause I never have because I always just used packs and left it at that then maybe you can understand why it isn't so plainly obvious to me. I've been a part of community modding for sims before and its never seemed so absurd to mod creators that they'd want to actually be clear how to install their mods. The problem is that people who get into these niche communities often end up being blind to how little people understand because they just assume you know how the mod works. If I've never used these mods before I'd be instantly discouraged and probably a lot of people would say 'screw it' rather than go looking for a link to another thread that explains how planes are installed when the first post just says "All you have to do is drop them in the folders". When you start having 4.10.1, 4.11, UP3, HSFX, DBW, its a lot to think about and its just frustrating when there isn't one bold phrase that says 'btw if you don't know how to install planes read this'.
I'm not trying to be a dick but I hate that dismissive attitude. You don't want to have to 'do all the work' for us so we can enjoy your mod? Talk about taking people for granted. You should want people to have no doubts at all about how to use the mod so that they think its great. Without them the mod has no value so forgive me if I think thats a bit arrogant. I gave up cause even if I thought 'okay there's an air.ini' then I have no idea where it is and I spent enough time downloading and installing DBW just to try this mod out and I chose to actually play the game while I waited for help.
Its a great mod, I can't wait to see more from it. But I know I'm right. From the earliest days of AAA I just looked at the mess of it and got a headache thinking about getting help if something didn't work properly. Most of the time I just gave up on anything that gave me a CTD. Thinking back to my days in the Silent Hunter 3 community I remember how if had any problems you'd get scores of people both from the mods and just who played helping you til it was fixed. Not that that was a problem most of the time cause you had documentation and instructions coming out of your ears. Without a doubt this is a much more mature atmosphere than AAA was but there are still inconsistencies for those of us not fully indoctrinated into how these mods work.
But I don't expect anyone to listen, I'm not inside the modding community. I'm just an irrelevant person from without who popped in to try something out. I must be a fool then.
Good day, and good luck with your mods.
BTW thank you mojo for that detailed answer. Thats the kind of thing I was looking for.
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your welcome
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Hi P.Funk,
Relax, LOL, so long as you can enjoy the mods, no need for such lengthly discussion :D
cheers,
s3
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Thanks for all the hard work to start with.
Looks great, flys like a turd on fire. I love the lumbering response of this this big thing. Been having a blast attacking convoys on south east Asia maps.
Reading through the posts I was embarrassed for the guy complaining away about what to do. I was pissed/confused when I first saw that extra rar., but then remembered it was mentioned that it would have two file included. I bet a guy like that hasn't even screwed up six installs yet, SSShhheeezzzz!!! :P
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Looks great, flys like a turd on fire.
Nice! ;D
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I extracted everything into the #DWB folder and its not showing up in game.
Is there some step I missed? This is the latest version of both DWB and the F4. Are there steps Im supposed to follow other than just extracting files?
https://www.sas1946.com/main/index.php/topic,1353.0.html
You have to add the lines to air.ini and planes_ru.properties in the STD folder.
Also, you have to extract a .rar file that is inside another .rar file :P
Yea... this has always been my gripe with the IL-2 modding community from day 1, and something I've seen in quite a few modding communities - incomplete or inadequate documentation. I literally read that post 5 times and gave up to wait for an answer.
Thank you though.
Dude, that link is the "documentation" you need to install an aircraft. It is complete, more adequate than any answer we provided. Read that 5 times? I used to read that like 100 times before I could make my first mod plane into game :D. Have you even try to DIY? Do it yourself? Or you expect us to hand feed you for your own convienient? Why should we do that? If you can give me a good answer, I'll do it for you no problem.
Cheers, and good luck
S3
With all due respect that link is nowhere in the first post for this thread nor the one linked in the first post where you download it. The entries for the .ini files are just put in there without any instructions, the installation instructions are explained at the bottom of the post separate from the .ini entires and if you assume that I don't know how you install planes cause I never have because I always just used packs and left it at that then maybe you can understand why it isn't so plainly obvious to me. I've been a part of community modding for sims before and its never seemed so absurd to mod creators that they'd want to actually be clear how to install their mods. The problem is that people who get into these niche communities often end up being blind to how little people understand because they just assume you know how the mod works. If I've never used these mods before I'd be instantly discouraged and probably a lot of people would say 'screw it' rather than go looking for a link to another thread that explains how planes are installed when the first post just says "All you have to do is drop them in the folders". When you start having 4.10.1, 4.11, UP3, HSFX, DBW, its a lot to think about and its just frustrating when there isn't one bold phrase that says 'btw if you don't know how to install planes read this'.
I'm not trying to be a dick but I hate that dismissive attitude. You don't want to have to 'do all the work' for us so we can enjoy your mod? Talk about taking people for granted. You should want people to have no doubts at all about how to use the mod so that they think its great. Without them the mod has no value so forgive me if I think thats a bit arrogant. I gave up cause even if I thought 'okay there's an air.ini' then I have no idea where it is and I spent enough time downloading and installing DBW just to try this mod out and I chose to actually play the game while I waited for help.
Its a great mod, I can't wait to see more from it. But I know I'm right. From the earliest days of AAA I just looked at the mess of it and got a headache thinking about getting help if something didn't work properly. Most of the time I just gave up on anything that gave me a CTD. Thinking back to my days in the Silent Hunter 3 community I remember how if had any problems you'd get scores of people both from the mods and just who played helping you til it was fixed. Not that that was a problem most of the time cause you had documentation and instructions coming out of your ears. Without a doubt this is a much more mature atmosphere than AAA was but there are still inconsistencies for those of us not fully indoctrinated into how these mods work.
But I don't expect anyone to listen, I'm not inside the modding community. I'm just an irrelevant person from without who popped in to try something out. I must be a fool then.
Good day, and good luck with your mods.
BTW thank you mojo for that detailed answer. Thats the kind of thing I was looking for.
documentation was quite frustrating for me when i was learning how to install planes, but nobody expects modders to write thousand-line explicit, highly detailed guides for installing mods. i you ask me, there should be a short set of instructions that modders copy/paste at the bottom of there posts. this would be handy and a useful new method to prevent a flood of comments saying "how do i install it?"
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Thank you very much for this wonderful F-4 Phantom upgrade!
Regards, Gerhard
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A couple years ago I have never heard of IL2 and had no idea that you could mod a game.
Now I dont think I could go back to using a stock IL2 install , not without all the hard work other people had done to make it so much better....at no charge.
I have tons of mods crammed into my install , planes , effects, sounds and maps.......and Im a complete idiot when it comes to computers.
It was not easy........ya I screw up , alot , but Im learning.
I still have trouble with things , but I try to seek out information that is usually quite well posted on all the sites that I find the mods.
I have never been turned away when I have asked for help on any of the mod sites , after I have tried on my own.
These guys do all the hard work , for FREE , and spend countless hours making things that a casual user such as myself could never dream of.
The least we can do is put a alittle effort into research on how to use them.
They dont have have to share them with anyone !
None of this is owed to us .... its a gift.
Sorry .... just my 2 cents.
By the way ,Love the Phantom , Thank you
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Well for what it's worth, I believe a readme included within the MOD with the .ini entries for the mod in question should be included. It has been known to happen that a mod gets "lost" in website upgrades, etc. and if the instructions or .ini entries are only in the post.... Well you can see where that could cause some problems later if a person has a hard drive unexpetently meltdown and they lose most if not all of their stuff. Yeah, they have the mod saved on a seperate drive, but the instructions are on a website that no longer exists....
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Well for what it's worth, I believe a readme included within the MOD with the .ini entries for the mod in question should be included. It has been known to happen that a mod gets "lost" in website upgrades, etc. and if the instructions or .ini entries are only in the post.... Well you can see where that could cause some problems later if a person has a hard drive unexpetently meltdown and they lose most if not all of their stuff. Yeah, they have the mod saved on a seperate drive, but the instructions are on a website that no longer exists....
No problem. If the mod does not include a readme then copy the info that you want from the post and paste it into a txt file in the mod folder. I do this often when the post includes interesting info about the mod...
Cheers - Redfox
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A very funny read for all us virtual F-4 Drivers ( I wonder if the FM includes these...er..subtilties?) :-\ ;)
F-22 Pilot flies F-4:
F22 pilot for Virginia ANG had honor of flying the Phantom down at Eglin....
I flew your jet a couple days ago. I had a little trouble getting the
engines started, so I climbed out and shoveled some more coal in the back;
after that she fired right up. Ground ops were uneventful, although I
couldn't figure out why the cockpit smelled like body odor, Jack Daniels and
cigars and that was BEFORE I got in it! By the way, what's with the no slip
crap on top of the intakes, it's like you have permanent icing conditions
due to that spray on rhino truck bed liner on top of the aircraft. It's no
wonder you needed so much coal (I mean thrust) to get airborne.
Take off scared the sh*t out of me. I lit the burners at brick one and 2
miles and 45 minutes later we were ready to rotate. After barely clearing
the tree tops, the gear came up and I climbed away at a VERY impressive 2
degrees nose high. In case you don't remember, Trim is your friend in the
F-4 (pretty sure it's also a good friend on the ground too). Once I got her
up to speed and a moderate altitude, we were ready for the G-Ex. Two G-turns
later and I'm sinking like a rock the F-4's energy seems to bleed like
Holyfield's ear in the Tyson fight! After the G-Ex it was time to do a
little Advanced Handling Characteristics (AHC) and by 'advanced handling' I
mean the same crap the Wright Brothers were doing back in 1903, just trying
to keep it airborne.
The jet flies much like my old man's station wagon used to drive. You turn
the wheel (push the stick) a few inches and nothing happens, then all of a
sudden the steering kicks in, inertia takes over, and all HELL breaks loose!
You're pretty much along for the ride at that point and only gravity has a
real say in your lift vector placement. 'Checking 6' was really quite easy
because you CAN'T! Scratch that off the list of Sh*t I need to do to keep
myself alive in combat today. Breathing, however, was surprisingly easy in
the F-4 when compared to that of the F-22 (thank you Lockheed) LOX works,
who knew!
I think I may have burned my legs a bit from the steam pouring out from
behind the gauges. Where are my 6 mini-flat screen TVs, I'm lost without my
HD jet displays (editors note: actually, I'm an analog guy stuck in a
digital world too. I really do like the steam driven gauges). After the AHC,
I decided to take her up high and do a supersonic MACH run, and by high I
mean 'where never lark nor even eagle flew'; but not much higher, a foot or
two maybe. I mean, we weren't up there high-fiving Jesus like we do in the
Raptor, but it was respectable. It only took me the width of the Gulf of
Mexico to get the thing turned around while above the Mach. After the Mach
run we dropped to the deck and did 600 kts at 500'; a ratllin' and shakin'
we will go. I though all the rivets were going to pop out. Reference
previous station wagon analogy! Very quickly we were out of gas and headed
home.
As I brought the jet up initial, I couldn't help but think that the boys who
took this thing into combat had to have some pretty big brass you know
whats!
My first F-4 landing was a little rough; sub-standard really by Air Force
measure but apparently 'best seen to date' according to the Navy guys. Did
you know that there's no such thing as an aerobrake in the F-4? As soon as
the main gear touches down, the nose comes slamming down to the runway with
all the force of a meteor hitting the earth.I guess the F-4 aerobrake
technique is to dissipate energy via denting the runway.
Despite an apparently 'decent' landing, stopping was a whole different
problem. I reached down and pulled the handle to deploy the drogue chute, at
which point a large solid mass of canvas, 550 cord, metal weights and cables
fell out and began bouncing down the runway; chasing me like a lost puppy
and FODing out the whole runway. Perfect. I mashed down on the breaks and
I'm pretty sure at this point the jet just started laughing at me. Why
didn't you warn me that I needed a shuttle landing strip to get this damn
thing stopped?
All kidding aside, VERY COOL jet! Must have been a kick to fly back when you
were in Vietnam! Just kidding!
-
A very funny read for all us virtual F-4 Drivers ( I wonder if the FM includes these...er..subtilties?) :-\ ;)
F-22 Pilot flies F-4:
F22 pilot for Virginia ANG had honor of flying the Phantom down at Eglin....
I flew your jet a couple days ago. I had a little trouble getting the
engines started, so I climbed out and shoveled some more coal in the back;
after that she fired right up. Ground ops were uneventful, although I
couldn't figure out why the cockpit smelled like body odor, Jack Daniels and
cigars and that was BEFORE I got in it! By the way, what's with the no slip
crap on top of the intakes, it's like you have permanent icing conditions
due to that spray on rhino truck bed liner on top of the aircraft. It's no
wonder you needed so much coal (I mean thrust) to get airborne.
Take off scared the sh*t out of me. I lit the burners at brick one and 2
miles and 45 minutes later we were ready to rotate. After barely clearing
the tree tops, the gear came up and I climbed away at a VERY impressive 2
degrees nose high. In case you don't remember, Trim is your friend in the
F-4 (pretty sure it's also a good friend on the ground too). Once I got her
up to speed and a moderate altitude, we were ready for the G-Ex. Two G-turns
later and I'm sinking like a rock the F-4's energy seems to bleed like
Holyfield's ear in the Tyson fight! After the G-Ex it was time to do a
little Advanced Handling Characteristics (AHC) and by 'advanced handling' I
mean the same crap the Wright Brothers were doing back in 1903, just trying
to keep it airborne.
The jet flies much like my old man's station wagon used to drive. You turn
the wheel (push the stick) a few inches and nothing happens, then all of a
sudden the steering kicks in, inertia takes over, and all HELL breaks loose!
You're pretty much along for the ride at that point and only gravity has a
real say in your lift vector placement. 'Checking 6' was really quite easy
because you CAN'T! Scratch that off the list of Sh*t I need to do to keep
myself alive in combat today. Breathing, however, was surprisingly easy in
the F-4 when compared to that of the F-22 (thank you Lockheed) LOX works,
who knew!
I think I may have burned my legs a bit from the steam pouring out from
behind the gauges. Where are my 6 mini-flat screen TVs, I'm lost without my
HD jet displays (editors note: actually, I'm an analog guy stuck in a
digital world too. I really do like the steam driven gauges). After the AHC,
I decided to take her up high and do a supersonic MACH run, and by high I
mean 'where never lark nor even eagle flew'; but not much higher, a foot or
two maybe. I mean, we weren't up there high-fiving Jesus like we do in the
Raptor, but it was respectable. It only took me the width of the Gulf of
Mexico to get the thing turned around while above the Mach. After the Mach
run we dropped to the deck and did 600 kts at 500'; a ratllin' and shakin'
we will go. I though all the rivets were going to pop out. Reference
previous station wagon analogy! Very quickly we were out of gas and headed
home.
As I brought the jet up initial, I couldn't help but think that the boys who
took this thing into combat had to have some pretty big brass you know
whats!
My first F-4 landing was a little rough; sub-standard really by Air Force
measure but apparently 'best seen to date' according to the Navy guys. Did
you know that there's no such thing as an aerobrake in the F-4? As soon as
the main gear touches down, the nose comes slamming down to the runway with
all the force of a meteor hitting the earth.I guess the F-4 aerobrake
technique is to dissipate energy via denting the runway.
Despite an apparently 'decent' landing, stopping was a whole different
problem. I reached down and pulled the handle to deploy the drogue chute, at
which point a large solid mass of canvas, 550 cord, metal weights and cables
fell out and began bouncing down the runway; chasing me like a lost puppy
and FODing out the whole runway. Perfect. I mashed down on the breaks and
I'm pretty sure at this point the jet just started laughing at me. Why
didn't you warn me that I needed a shuttle landing strip to get this damn
thing stopped?
All kidding aside, VERY COOL jet! Must have been a kick to fly back when you
were in Vietnam! Just kidding!
it is a funny story but:
Did you know that there's no such thing as an aerobrake in the F-4? As soon as
the main gear touches down, the nose comes slamming down to the runway with
all the force of a meteor hitting the earth.I guess the F-4 aerobrake
technique is to dissipate energy via denting the runway.
There is isn't it? Or is an aerobrake something different from an airbrake?
-
A couple years ago I have never heard of IL2 and had no idea that you could mod a game.
Now I dont think I could go back to using a stock IL2 install , not without all the hard work other people had done to make it so much better....at no charge.
I have tons of mods crammed into my install , planes , effects, sounds and maps.......and Im a complete idiot when it comes to computers.
It was not easy........ya I screw up , alot , but Im learning.
I still have trouble with things , but I try to seek out information that is usually quite well posted on all the sites that I find the mods.
I have never been turned away when I have asked for help on any of the mod sites , after I have tried on my own.
These guys do all the hard work , for FREE , and come up with things that a casual user such as myself could never dream of.
The least we can do is put a alittle effort into research on how to use them.
They dont have have to share them with anyone !
None of this is owed to us .... its a gift.
Sorry .... just my 2 cents.
By the way ,Love the Phantom , Thank you
dont be sorry. what u said is very true. modding make a game much better, and it does it for free. so all of u modders who may be reading this, give urself a pat on the back.
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this mods is what makes me love this site so damn much!
thanks for all the work, i really appreciate it!
-
Well I know I can confirm the part about aerobraking in the F-4. Not much there and YES, when it hits the runway, it HITS the runway, which is why it's buit so tough. Proof that if you put in a big enough engine (in this case 2) you can make a brick fly.
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There is isn't it? Or is an aerobrake something different from an airbrake?
It is a technique to slow down the jet and use it as drag body to slow down before lowering the nose.
Well, that's what I remember..
Cheers
Tom
Freakin A anecdote! :'( :)
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There is isn't it? Or is an aerobrake something different from an airbrake?
It is a technique to slow down the jet and use it as drag body to slow down before lowering the nose.
Well, that's what I remember..
Cheers
Tom
Freakin A anecdote! :'( :)
Ah thank you, wikipedia told me it was something with satelites or something. Not really my interest.
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Ah thank you, wikipedia told me it was something with satelites or something. Not really my interest.
Aerobraking (in spaceflight) is a non-propulsive maneuver, usually performed in order to lower a spacecraft's apoapsis (the point on its orbit which is farthest from the body it is orbiting). The spacecraft is oriented in a way that its maximum aerodynamic cross-section is facing in the direction of its velocity vector. Its flight path then needs to intersect the upper atmosphere of a celestial body, to a degree that the spacecraft is being slowed down by aerodynamic friction, while at the same time the heat developing during this procedure remains within tolerable limits. Since aerobraking is usually done by spacecraft which do not have TPS (thermal protection systems/heatshields), the amount of deceleration is little, and the procedure needs to be repeated for a number of revolutions until the desired (usually nearly circular) orbit is reached. The benefit however is that while it takes a long time, it also uses zero fuel (except for the tiny amounts needed for trajectory corrections and spacecraft orientation changes). Aerocapture on the other hand can be done if TPS is available, and is basically the same procedure as aerobraking, but achieved in just one go. You dive deeper into the atmosphere, loose a lot of speed, gain alot of heat, and do it in a way that you don't slow down enough for re-entry, but rather leave the atmosphere again on a dramatically altered orbit.
Sorry for the OT, but as my username suggests, I had to answer this. ;D
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F-4 discussion going to space! Whoohooo! LOL ;D
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Ah thank you, wikipedia told me it was something with satelites or something. Not really my interest.
Aerobraking (in spaceflight) is a non-propulsive maneuver, usually performed in order to lower a spacecraft's apoapsis (the point on its orbit which is farthest from the body it is orbiting). The spacecraft is oriented in a way that its maximum aerodynamic cross-section is facing in the direction of its velocity vector. Its flight path then needs to intersect the upper atmosphere of a celestial body, to a degree that the spacecraft is being slowed down by aerodynamic friction, while at the same time the heat developing during this procedure remains within tolerable limits. Since aerobraking is usually done by spacecraft which do not have TPS (thermal protection systems/heatshields), the amount of deceleration is little, and the procedure needs to be repeated for a number of revolutions until the desired (usually nearly circular) orbit is reached. The benefit however is that while it takes a long time, it also uses zero fuel (except for the tiny amounts needed for trajectory corrections and spacecraft orientation changes). Aerocapture on the other hand can be done if TPS is available, and is basically the same procedure as aerobraking, but achieved in just one go. You dive deeper into the atmosphere, loose a lot of speed, gain alot of heat, and do it in a way that you don't slow down enough for re-entry, but rather leave the atmosphere again on a dramatically altered orbit.
Sorry for the OT, but as my username suggests, I had to answer this. ;D
yes I get it now, but doesn't aerobraking mean flaring in flight but not seconds before landing then? (very cryptic description I know)
F-4 discussion going to space! Whoohooo! LOL ;D
NF-104 type rockets ;D!!
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lol welp i would love to rate this but i cant yous it ive been modding il2 for years backtracked every thing and did my research on the forms i just cant get this sucker to work so if eney 1 can help my that would be great lol its probably sumthing small that ime missing or a corrupt file lol
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lol nm i was right it was something very very small lol o and this is a super awesome plane good job 8) 8) 8) 8) 8)
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Hey fellas. Was doing some missile testing and I ran into a strange problem. When I first get into a fight and use an AIM-7, no problem if it hits a target or just blows up (75%+ fail rate historically). The problem happens when the missile misses and just keeps going into the wild blue yonder. After about 30 seconds to a minute my game turns into a slide show and I have to quit the game to get it to stop. Has anyone else run into this?
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hmmm....strange issue. can you send me your log file?
-
I have a Similar problem regarding the L-139 variants, and the AIM-9s. I can use the AGMs no problem, I switch armament to R-55, fired, game crash. OK... Reload and uses the L-139 and AIM-9, crashes. Reload fired an AIM-9 on a Sabre... another crash.
I will also compile a logfile, just for more detailed information, but it's good to know I'm not entirely alone on the issue.
Logfile
https://www.mediafire.com/?uuqop3ycthyugbs
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I have a Similar problem regarding the L-139 variants, and the AIM-9s. I can use the AGMs no problem, I switch armament to R-55, fired, game crash. OK... Reload and uses the L-139 and AIM-9, crashes. Reload fired an AIM-9 on a Sabre... another crash.
I will also compile a logfile, just for more detailed information, but it's good to know I'm not entirely alone on the issue.
Logfile
https://www.mediafire.com/?uuqop3ycthyugbs
Nothing I see in that file that would tell me what happened. I think it has to do with some sort of conflict with visual effect mods. look for classfile 8CFCD632574D5B72 within the visual mod and put a "--" in front of the name to disable that part. what's weird is that is should have affected the AGMs too
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its not the log. it is an eventlog. look for 'log.lst' in your directory, and post it here or send via PM :)
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Hi,
I would like to solve the problem with your L-139 but please post your L-139 problem here and keep this post to the F-4, please:
https://www.sas1946.com/main/index.php?topic=20426.0
If you're using the Jetwar 1.2, please go to the end of this post: @edit: Dead link removed and download a version that is compatible with jetwar 1.2
Regarding how to use your logfile, please see it here, you should only recieve a file name log.lst and please upload the entire file and post here a link.
https://www.sas1946.com/main/index.php?topic=13457.0
Thank you,
s3
-
Could someone tell me what I have to do to see the chaff countermeasures deploy?
I have a key assigned "Shift /" in Controls.
Are they even implemented yet in the F-4? It is still a beta so they will probably do that later.
-
Understood I will delete the above post...
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Could someone tell me what I have to do to see the chaff countermeasures deploy?
I have a key assigned "Shift /" in Controls.
It's currently a WIP. Wasted has been working on this lately. We have achieved a good result with actually feature of blocking incoming missiles. Once deploy, the missiles will either lose target, hit the flare or just blow up. We also achieve a good visual effect for this to. However, there are still some minor error in the log file that we would like to solve then maybe release as an add-on to this project.
Understood I will delete the above post...
Much appreciated.
Thanks,
s3
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WOW! This really looks nice!
Unfortunately, I can't get it to work. I installed everything that was needed, added the air.ini lines but it crashes even before the game starts loading. Once I press play on the selector, the game won't even show up and the selector will CTD. What am I doing wrong? I have read all the tutorials on how to install a plane. I'm running jetwar 1.2 on SAS modact 3.6 with 4.10.1. The game crashes even before a logfile is created somehow. Thanks for making these mods guys, these are what keep il2 the leading flight sim on the planet. ;)
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Can you post log here, please :)
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WOW! This really looks nice!
Unfortunately, I can't get it to work. I installed everything that was needed, added the air.ini lines but it crashes even before the game starts loading. Once I press play on the selector, the game won't even show up and the selector will CTD. What am I doing wrong? I have read all the tutorials on how to install a plane. I'm running jetwar 1.2 on SAS modact 3.6 with 4.10.1. The game crashes even before a logfile is created somehow. Thanks for making these mods guys, these are what keep il2 the leading flight sim on the planet. ;)
Is your "IL-2 Selector" version latest 2.2.2?
"The game crashes even before a logfile is created " seems to be old IL-2 selector feature limit.
I faced the same accident.
Latest 2.2.2 IL-2 selector is chaned that filename to "il2selector.exe" instead of "il2fb.exe".
Even if you installed Latest 2.2.2 IL-2 selector, when you double-click il2fb.exe , old 1.5.2 IL-2 selector is executed and make bad.
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Where can I see what version I have? And where can I find this latest version? Thanks :)
EDIT
nvm, I found it... ;D
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Well, when I disable the f-4 a logfile is made. Once the mod is activated however, the game crashes and doesn't create a new logfile. (I do have selector 2.2.2 enabled now.)
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at what percent of game loading it crashes?
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Don't know, it crashes even before the loading screen appears...
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Try disable all other mods and leave just F-4
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What other mods are installed?
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I have Jetwar 1.2, plutonium effects, no open canopy, ecran wide, pal minimapV2.4, engine/hotkey/carrier mod and some planes installed. The game even crashes when the F-4 is the only enabled mod.
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what planes?
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Don't know, it crashes even before the loading screen appears...
i had the same issue, and fastest way to fix it was to just reinstal,
are u running DBW? my first instal where i had the crash was with the superpack, then i tried to instal it the slow way (with all the loose packages), from DBW1 to the latest version and everything worked fine after.
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I'm running modact 3.6 with jetwar 1.2, not DBW. The planes I have installed are 0000_MiG15UTI and F80_Shootingstars, both from this site. I seem to have the same problem with the F9F2 Panther. Jente, reinstall what? The F-4? Jetwar? The entire game? THanks for the input guys ;)
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To be able to run jetwar 1.2 you'll need AI_hotkey_carrier mod. if you have it but still experience the problem, remove F-4 and test if it run, which I highly doubt that it would, because if the game crash before load screen, it usually related to game selector errors, conf.ini error.
If you recently switch to selector version 2.2.2 please follow the instruction carefully. You might have to delete a few thing before it actually work for you.
Cheers and good luck,
s3
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The game works with jetwar 1.2 without the F-4, I have the carrier mod installed. Once the F-4 is activated, it doesn't. I can fly all the planes from the jetwar (sabres/migs), all weapons work and there are no crashes at all without the F-4.
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When crashes before splash screen, some Microsoft Windows's error dialog will be shown.
What is written on that Windows's error dialog?
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me too and i want the aircraft desperately!!!
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when compressing the pack, I accidentally compressed it 2 times, so when unrar the F-4 pack. You'll recieve a _000_noopencanopymod and another _0000_F-4 Phantom II.rar. Please put the Noopencanopy folder into the #SAS/#DBW and you'll need to unrar AGAIN the _0000_F-4 Phantom II please make sure that when you open the folder you'll see a bunch of classfile, then you'll need to copy the folder that contain those classfile into your #SAS/#DBW
Cheers,
s3
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No error shows up somehow. I already did unpack it twice, but still it doesn't work. I think I'll make a new modded game and try installing this jet again.
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Don't know, it crashes even before the loading screen appears...
i had the same issue, and fastest way to fix it was to just reinstal,
are u running DBW? my first instal where i had the crash was with the superpack, then i tried to instal it the slow way (with all the loose packages), from DBW1 to the latest version and everything worked fine after.
I installed DBW1.71 by "SAS UP3 DBW F'nBigSuperPack".
F-4PhantomII MOD flys well in this DBW1.71 environments.
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Hi guys,
flares add-on released at original post. Anyone interest can give it a go :D
Cheers,
s3
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Well guys, it works! After reinstalling the game, it doesn't crash anymore ;D. Thanks for the help and a big thumbs up for the F-4!
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So I have up3 and il2 4.101 installed. I gotta get Jetwar1.2 or DBW?
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DBW includes Jetwar1.2. If you mean SAS Modact, then either is fine. Depends on what you like. Modact is more flexible and you can install whatever you want, DBW is a mod pack.
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so much to install... I might just wait till its compatible with UP3. the creator is working to get it up with up3 correct?
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Bug report. After install v.1.21 I can't grab any screen - game frozen.
Use DBW 1.71.
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It is due to classfile limit I think. I had such issues due to this.
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I use Fraps instead.
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hi ...thanks for this super mod.can i ask something?why the ai F-4 of my flight dont engage the enemy fighters(with missiles or guns) i do something wrong?i give order to engage them and they answer unable.and something else please...at weapons selection i cant find unguided rockets.thanks
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Hi,
1/AI in IL-2 is limited to "visual only", which combat radius is extremely small for fast jet like the F-4 so sometime they'll give you that answer, so you may need to get them close to the enemies for them to engage.
2/Unguided rocket is on the "to do" list ;)
Cheers,
s3
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1/AI in IL-2 is limited to "visual only", which combat radius is extremely small for fast jet like the F-4 so sometime they'll give you that answer, so you may need to get them close to the enemies for them to engage.
Is it possible to extend AI's sight radius for certain aircraft?
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thanks for the reply!!!
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1/AI in IL-2 is limited to "visual only", which combat radius is extremely small for fast jet like the F-4 so sometime they'll give you that answer, so you may need to get them close to the enemies for them to engage.
Is it possible to extend AI's sight radius for certain aircraft?
I think it is possible, to create and implement a special aircraft type with extended combat radius.
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is it possible to install this amazing aircraft for sas mod activator cos it couldn't work
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Yes it is possible, you need jetwar 1.2 installed first.
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i have jet war but the game freezes and a runtime library notice appears
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i have jet war but the game freezes and a runtime library notice appears
Is IL-2 Selector's version 2.2.2 ?
1.5.2 or earlier has problem (I hit an accident) and 2.2.2 solved.
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i have jet war but the game freezes and a runtime library notice appears
I have the same problem it's so fustrating!
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Ive tried installing these twice and I either get a 20% or a 70% CTD, CAN ANYONE HELP ME? Im running DBW 1.71
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no open canopy mod is the problem with the 20%
you also seem to have a conflict with a stationary or ground based object/vehicle for the 70%
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The "_00_F-4 Phantom II" and "00000_000_NoOpenCanopyAI" folders go in #SAS or #DBW. Not doing this may cause 20% or 70% crashes.
If you have those folders in the right place, make sure you added the correct lines to the air.ini in #DBW\STD\com\maddox\il2\objects.
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Got it working now, thanks gents! 8)
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i have NO working instruments in cockpit..... is it normal?
no speed, no altitude...nothing.
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i have NO working instruments in cockpit..... is it normal?
no speed, no altitude...nothing.
Thay are Works In Progress.
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i have NO working instruments in cockpit..... is it normal?
no speed, no altitude...nothing.
No one has working instruments in the cockpit. This is an open beta.
So, in the grand scheme of things (for a real life 100% operational Phantom) no. Not normal. In the somewhat smaller scheme of things (in so far as the remit if this mod) Yes. It is normal. Quite simply they are not finished yet.
S3 is working his fingers to the bone, day and night, going hours with out food water or sleep willing his poor weakened emaciated frame onward with every last ounce of his flagging strength and stout hearted willpower to get this done.
Don't worry - he'll get there. He's a stayer, that man. ;)
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Hi,
I am terribly sorry to inform that I might have to put this project on hold for at least 3 months from now. However, I will get back at this and complete this for a final version. On the other hand, depend on how the situation go, I can shorten the delay time.
Thank you for your understanding,
s3
Isn't the project on pause right now? Please let us know FM, if there is any news, or resuming on the project. A whole stadium packed full of followers of your work are, I am sure, eager to hear of any news.
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Hi,
I am terribly sorry to inform that I might have to put this project on hold for at least 3 months from now. However, I will get back at this and complete this for a final version. On the other hand, depend on how the situation go, I can shorten the delay time.
Thank you for your understanding,
s3
Isn't the project on pause right now? Please let us know FM, if there is any news, or resuming on the project. A whole stadium packed full of followers of your work are, I am sure, eager to hear of any news.
I'm from FM. I'm a co admin. basically I was saying it'll be done eventually. ;)
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there will be an update soon, I think, with new more historical Flight Model by Vega and some more surprises ;)
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how do you use the flares? i cant figure out how to
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how do you use the flares? i cant figure out how to
Read the flares readme.
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Did the wings fold on the F-4E, as they did on Naval F-4s ?
Yes. The C and D model wingfolds were identical to USN craft. The hydraulic actuators were removed on the F-4E/G - but they could be manually folded. One AF crew of the 57th Fighter Interceptor Squadron, Keflavik, Iceland even proved that you can LAND that way ! ( Two NAVY crews bailed out when this sort of thing was encountered - though they would have had a tougher time landing on a ship. )
(http://webspace.webring.com/people/hu/um_688/wingfold.jpg)
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Can't the flares be assigned to "Deploy Countermeassures" key slot, so that cannon remains free?
EDIT: The flares addons works awesome - good idea about releasing mini-planes. BTW, any chance for having them auto-fired from AI planes when missile locks at them (pretty much like it works with missiles - automatic action, without AI input).
Also I spotted a couple of bugs (as always :P ):
1. Flares are invisible at night (though smoke they live behind is visble) and the darker it is, the less they glow.
2. About plane itself - I noticed that exhaust effects (those textures, not particle effects I mean) of both engines are strangely connected - if one engine fails and second is still working with afterburner on, the dead engine keeps glowing.
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This is the definition of amazing, now the only thing i need is my B52 (doubt i'll ever get one) and my X-1...
Now here is my problem, i never figured out how to install planes like this and i've ruined an install or two...can someone help me on this?
im running DBW...
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now the only thing i need is my B52 (doubt i'll ever get one)
I would not be so sure about that... ;)
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now the only thing i need is my B52 (doubt i'll ever get one)
I would not be so sure about that... ;)
rawners posted a pic of one a while ago
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now the only thing i need is my B52 (doubt i'll ever get one)
I would not be so sure about that... ;)
rawners posted a pic of one a while ago
That's what bat meant... don't be so sure that you won't get something...
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now the only thing i need is my B52 (doubt i'll ever get one)
I would not be so sure about that... ;)
Oooh, sounds awesome! but it better let go nuclear carpet bombing...
Also, can someone tell me how you install individual planes? because i really have no idea when it comes to doing that...
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here you go...
to install this plane follow these steps.
1. put the _00_F-4 Phantom II folder into your #DBW folder
2. go to "your il2 main folder"\#DBW\STD\com\maddox\il2\objects.
3. open the file labelled "Air"
4. copy and paste the following lines in anywhere beneath where it says "[AIR]"
here are the lines:
F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
5. OPTIONAL (if this step confuses you, skip it)
in "your il2 main folder"\#DBW\STD\i18n, open the plane_ru. copy and past the following lines anywhere into it.
here are the lines:
F-4B F-4B, 1960
F-4D F-4D, 1966
F-4E F-4E, 1967
F-4J F-4J, 1967
NOTE: feel free to change the last section to whatever you want. these entries effect what the plane will be labelled in the game. the first part identifies which plane you are talking about, and the second part effects it's actual name. for example if you wanted to call the F-4J "my favorite plane", you would simply change the line for the F-4J to:
F-4J my favorite plane
plane_ru lines are often featured in mods, yet they are never necessary. the same goes for weapons_ru lines, although this plane doesn't have any.
6. start DBW
7. yay
hope this helped.
these are the basic steps for installing a plane. pretty much any mod aircraft you find will be installed this way. the air.ini method can be a hassle, so if you get a 70% CTD (crash to desktop), make sure you added the lines right.
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here you go...
to install this plane follow these steps.
1. put the _00_F-4 Phantom II folder into your #DBW folder
2. go to "your il2 main folder"\#DBW\STD\com\maddox\il2\objects.
3. open the file labelled "Air"
4. copy and paste the following lines in anywhere beneath where it says "[AIR]"
here are the lines:
F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
5. OPTIONAL (if this step confuses you, skip it)
in "your il2 main folder"\#DBW\STD\i18n, open the plane_ru. copy and past the following lines anywhere into it.
here are the lines:
F-4B F-4B, 1960
F-4D F-4D, 1966
F-4E F-4E, 1967
F-4J F-4J, 1967
NOTE: feel free to change the last section to whatever you want. these entries effect what the plane will be labelled in the game. the first part identifies which plane you are talking about, and the second part effects it's actual name. for example if you wanted to call the F-4J "my favorite plane", you would simply change the line for the F-4J to:
F-4J my favorite plane
plane_ru lines are often featured in mods, yet they are never necessary. the same goes for weapons_ru lines, although this plane doesn't have any.
6. start DBW
7. yay
hope this helped.
these are the basic steps for installing a plane. pretty much any mod aircraft you find will be installed this way. the air.ini method can be a hassle, so if you get a 70% CTD (crash to desktop), make sure you added the lines right.
okay so i did what you told me to do here, and every single time i start IL2 it crashes at 70%
any ideas?
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Hi,
Are you running DBW? Do you know how to use the log file? some information in the log file might be of help.
Please use these 2 links as a guide:
70% crash error: https://www.sas1946.com/main/index.php/topic,22.0.html
How to use your log file: https://www.sas1946.com/main/index.php/topic,13457.0.html
Thanks,
s3
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here you go...
to install this plane follow these steps.
1. put the _00_F-4 Phantom II folder into your #DBW folder
2. go to "your il2 main folder"\#DBW\STD\com\maddox\il2\objects.
3. open the file labelled "Air"
4. copy and paste the following lines in anywhere beneath where it says "[AIR]"
here are the lines:
F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
5. OPTIONAL (if this step confuses you, skip it)
in "your il2 main folder"\#DBW\STD\i18n, open the plane_ru. copy and past the following lines anywhere into it.
here are the lines:
F-4B F-4B, 1960
F-4D F-4D, 1966
F-4E F-4E, 1967
F-4J F-4J, 1967
NOTE: feel free to change the last section to whatever you want. these entries effect what the plane will be labelled in the game. the first part identifies which plane you are talking about, and the second part effects it's actual name. for example if you wanted to call the F-4J "my favorite plane", you would simply change the line for the F-4J to:
F-4J my favorite plane
plane_ru lines are often featured in mods, yet they are never necessary. the same goes for weapons_ru lines, although this plane doesn't have any.
6. start DBW
7. yay
hope this helped.
these are the basic steps for installing a plane. pretty much any mod aircraft you find will be installed this way. the air.ini method can be a hassle, so if you get a 70% CTD (crash to desktop), make sure you added the lines right.
okay so i did what you told me to do here, and every single time i start IL2 it crashes at 70%
any ideas?
make sure you also put the "no open canopy AI" folder into your #DBW folder.
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Look in your #DBW folder and ensure the Phantom folder says '_00_F-4 Phantom II' and not '_00_F-4_Phantom_II_v1.21_14-03-12'.
Inside the '_00_F-4 Phantom II' folder there should be folders called '3do', 'Presets' and 'Samples' and a load of class files like '0DC968540C32010E'.
If that is OK then your air.ini entries are wrong
You should tell us what your log file says....
Cheers - Redfox
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it works, turns out i didn't have it in the #DBW folder correctly
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Hello everyone!
Check out Free Modding for new FM update! :D
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Link on site doesn't work for me....
Cheers - Redfox
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Hi Redfox, did u try just copying and pasting the line on the browser? it worked for me
Gianluca
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Link updated! ;)
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Thank you FM-wasted.
Yes Gianluca I tried that, but good old Google took over and kept giving me a 'Not found', but I've now forced it onto the browser top line and all's well - thank you.
Cheers - Redfox
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deleted....... there is a anew one
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last FM update
https://www.mediafire.com/?u4ky9t8895kwc94
now it reach realistic top speed at all altitude
i don't know if it work preopely with UP3.0 too
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Holy S$#%- didn't see this coming!!!Looks like I better do that DBW 1.7 update asap. Thankyou for all your hard work!
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i don't know if it work preopely with UP3.0 too
It should work, at least AFAIK :)
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On weapon selector the default mg is working fine. But selecting any of the weapon options causes a crash to desktop on fire.
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On weapon selector the default mg is working fine. But selecting any of the weapon options causes a crash to desktop on fire.
Probably a mod conflict. What else do you have installed?
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I love this plane!
And it seems that to return my love they do not shoot at me~ latest SAS modact for 4.101, jetwar 1.2, and when engaging the F-4s at any altitude they are terribly reluctant to shoot, in an engagement of 16 F-4s VS 16 MiG-17s, only one of them fired a sparrow before the entire fleet was wiped out. They behave like bombers, no weapon fire, just cruising in formation endlessly. Ground attack works normal, though it seems they only drop bombs, and ignore the guns and rockets they have.
Btw, I have newest FM on Freemodding, just dropped it into the main F-4 folder and overwrote, though finding the new FM is much smaller than the default one in the original download. 70% fuel in game, the A/C is reluctant to fly, need a whole lot of trimming, and pitch control input is quite prone to ocillation, though I could land, misile, bomb, even gun normally,flying the phantom is tedious in this way, the A/C control calls for much attention, have I done something wrong and messed things up?
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In the classfile they are likely set to type sturmovik. This means they'll perform G/A and attack slow moving aircraft.
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In the classfile they are likely set to type sturmovik. This means they'll perform G/A and attack slow moving aircraft.
Yep, they cruise around like target drones! Ground attack is impressive though.
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Just a short question... When loaded with Sidewinders (AIM-9) and Sparrows (AIM-7), is there any way to select which weapon is fired, for example Sidewinders for short ranges and Sparrows for long ranges?
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Just a short question... When loaded with Sidewinders (AIM-9) and Sparrows (AIM-7), is there any way to select which weapon is fired, for example Sidewinders for short ranges and Sparrows for long ranges?
nope
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Not yet. For now, due to limitations in the game's coding, all the missiles behave like AIM-7's.
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Not yet. For now, due to limitations in the game's coding, all the missiles behave like AIM-7's.
No. AIM-9 behaves like AIM-9, and AIM-7 behaves like AIM-7. Its only that there is only one trigger for rockets/missiles in game, and no way to chose which rocket to fire.
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Hm, well, I was able to launch an AIM-9 from 3 miles out head-on. I don't think they are supposed to do that :-\
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I don't know much about weapons in IL-2, but is it seems to be possible:
The L-139N somehow is able to fire homing AGM's using another key (not the rocket key) than for triggering the Sidewinders in the same loadout, so it seems like there are at least two triggers for rockets (the only problem is that the AGM's can't be engaged/ unengaged by the player).
Why shouldn't that work with AIM-7s on the Phantom? Or is that possible because AGM's are targeting ground targets while Sidewinders are targeting air targets? That's weird... :(
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Kaze, maybe you've fired a sparrow but thought it was a sidewinder?
hans, yes agm's use bombs trigger, and asyou said they cannot be disengaged/engaged. except the mavericks for the phantom, not sure which trigger thèy use (?)
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yes. you can launch AIM-9 in the front of the enemy aircraft :-[
The thing is when it is launched from aircraft it will behave like AIM-9, so take it in to account that it wont hit target from the front. Sorry, it is hard to explain.
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So if AGM's can use the bomb trigger, shouldn't air-to-air missiles be able to use it, too?
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So if AGM's can use the bomb trigger, shouldn't air-to-air missiles be able to use it, too?
yeah. it would probably be easy to implement. all you would have to do is de-hash the classfile, and change a couple of things of java, but i dont fully understand how to do that.
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Yo mojojojo! Don't comment about things you don't know about please! If it were easy they would have implemented it by now. S3 said that he encountered problems when mapping the missiles to different keys.
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Yo mojojojo! Don't comment about things you don't know about please! If it were easy they would have implemented it by now. S3 said that he encountered problems when mapping the missiles to different keys.
o
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Mo, you're killing me :D
if you dont fully understand it. How can you say it is easy?
ok, making it use bomb trigger would indeed be easy. But : sparrows are also combined with bombs. Usually u would drop the bombs on trgt first, then engage a2a. but what if some migs are jumping on u?
at least on sparrow vs sidewinder both are a2a. but if sparrow is on bombs key it will make even more probs.
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LOL
Probably you all don`t understand :P Joking
The main thing that I tried to map Sparrows for Cannon key BUT then AI have very big problems. AI planes freeze in the mid-air. Completely unusable, unfortunately :-\
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LOL
Probably you all don`t understand :P Joking
The main thing that I tried to map Sparrows for Cannon key BUT then AI have very big problems. AI planes freeze in the mid-air. Completely unusable, unfortunately :-\
Just an idea: what about together <alt>+<bomb> ?
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mapping Sparrows to bomb key mean AI will fire EVERY SINGLE Sparrow they have when encounter enemies. According to experience, some hits enemies, some hit nothing, and most of all, some hit allies ;D. So....Nope... :P
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mapping Sparrows to bomb key mean AI will fire EVERY SINGLE Sparrow they have when encounter enemies. According to experience, some hits enemies, some hit nothing, and most of all, some hit allies ;D. So....Nope... :P
It just like me when flying coop :-\ :D :P
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LOL same for me :D And usually none hit :P
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current FM development status
Speed curve for B version is done!!
Sea level: 1440 km/h
1500m: 1530
3000m: >1620
5000m: >1800
9000m: >2250
12000m: 2340
now that i find basic drag parameters for F-4 i can make other versions fast ;)
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Hi Vega, I hope I may put here some thoughts on the subject "speed" perhaps a little bit off topic....
Do you mean (this question is of course rethorical) this new FM should make possible to actually read these speeds (and with TAS accordingly)?
It sounds very interesting and much more if this could be applied to ALL aircrafts in game which, even if the overheating feature is disabled in "difficulty" tab, barely reach maybe 85 to 90% of theoretical max speed given a certain altitude...
I was told realistic speeds according to manuals are never to be reached (it's a online game so maybe not so important in the end...) due to game limitations which, in reverse, can simulate quite well stall speeds (and I wonder why)!
Anyway, sorry to bother and thks for your work!
Best regards,
Gianluca
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Is it just me or does this thing seem very underpowered, and sluggish as hell, I can't turn with a mig even remotely, and can barely get a climb. And it stalls at 160mph.
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The Phantom could never turn with a MiG, especially the MiG-17. However, the Phantom's strong suit was it's ability to outclimb and opponent. Often, Phantom pilots would go into the vertical to maintain the advantage in a dogfight. The Phantom is not a turn fighter, but an energy fighter.
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Hello all. I installed the 4.07m to DBW 1.71 Superinstall; and installed the F-4's.. and getting a 20% CTD.. any idea why?
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Hello all. I installed the 4.07m to DBW 1.71 Superinstall; and installed the F-4's.. and getting a 20% CTD.. any idea why?
I don't think the new versions work on DBW, I know at least the early versions do
EDIT: NVM I'm just dumb
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20% probably means you didn't install the 00000_000_NoOpenCanopyAI mod. It is required for the F-4 to work.
Mavvrikk, the F-4 is supposed to stall at high speeds, and can not turn with a MiG. It's a very heavy jet fighter... also, I don't know why you think it is underpowered. I can zoom climb to 10,000 meters from take off while accelerating the whole time at a 45 degree angle. Maybe you don't take the time to accelerate before attempting a climb?
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Wrong, at low altitude it can turn inside a MiG-21
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20% probably means you didn't install the 00000_000_NoOpenCanopyAI mod. It is required for the F-4 to work.
Mavvrikk, the F-4 is supposed to stall at high speeds, and can not turn with a MiG. It's a very heavy jet fighter... also, I don't know why you think it is underpowered. I can zoom climb to 10,000 meters from take off while accelerating the whole time at a 45 degree angle. Maybe you don't take the time to accelerate before attempting a climb?
Thanks! that did it. I can't believe it was something that simple. I feel really dumb after that. lol.
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Wrong, at low altitude it can turn inside a MiG-21
...Which is of course well known for its maneuvrability... ::)
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Some that's been bugging me lately, may be a conflict not sure, but F-4 AI just crash into the ground a few seconds after QMB start. I've tried reinstalling the mod and that hasn't worked.
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That happens when you start at low altitudes because the AIs speed up before pulling up, so they crash in the ground while you pull up in time and then speed up (the default speed in the beginning of the mission is only 300 km/h I think, that is too slow for F-4 AIs at low altitudes). Also, the AIs increase engine power very slowly.
Try setting the mission altitude in QMB to a few 1000m, that should give the AIs enough time to take up enough speed.
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Hi Guys,
Just a little hint but there's a brand new 3d model for the F-4 underway, the MiG-19 project delayed me a bit but now I'll continue to work on this. :P
Cheers,
s3
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Great! Thanks for the update!
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How bout the Mig 19?....... :)
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It's already have public beta if you don't mind searching around before asking....;)
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Fantastic. Thank you. :D
Sadly, though, I can't get the thing to show up in the game. (UP3&DBW1.7)
I put the subfile with the plane in the #DBW folder and the skins in the skin file but I can't find the plane anywhere.
I didn't edit the stationary ini. file (or any other file). Should that matter?
In the first post, I have included the entries for: air.ini, plane_ru.properties and weapons_ru.properties. You need to enter those entry to your #DBW\STD\Com\...\air.ini and #DBW\STD\i18n\ plane_ru.properties and weapons_ru.properties file. Just open them with notepad and copy, paste the entry.
Stationary entry are for when you want to have this aircraft as stationary only.
Good luck,
s3231541
Sorry S3, but in your opening post I can't see any entries for weapons_ru.properties. Would you please tell me where I could find them?
And I need a little more specification: in the F4 mod's .rar file there is another .rar file, so have I to leave it as .rar archive into the "_00_F-4 Phantom II v1.21 (14-03-12)" subfolder I've just extracted to #DBW folder or do I need to extract again it into that subfolder as sub-subfolder?
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Hi,
Here's the air.ini and plane_ru.properties lines:
Air.ini
F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
Planes_ru.properties
F-4B F-4B Phantom II, 1960
F-4D F-4D Phantom II, 1966
F-4E F-4E Phantom II, 1967
F-4J F-4J Phantom II, 1967
also: when unrar, there'll be another rar which the stupid me double the zipping process. In your mods folder there should not be any rar, only F-4 folder. Inside that F-4 folder you'll see a 3do folder and a bunch of classfile.
Also for skinner, note that the new 3d model will have a complete different mapping so old skin won't work on those. I am sincerely appology for this inconvenient, but I really have to do it because the old layout and moddel have been bugging me out.
Thank you for your understanding,
s3
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Hi,
Here's the air.ini and plane_ru.properties lines:
Air.ini
F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
Planes_ru.properties
F-4B F-4B Phantom II, 1960
F-4D F-4D Phantom II, 1966
F-4E F-4E Phantom II, 1967
F-4J F-4J Phantom II, 1967
also: when unrar, there'll be another rar which the stupid me double the zipping process. In your mods folder there should not be any rar, only F-4 folder. Inside that F-4 folder you'll see a 3do folder and a bunch of classfile.
Also for skinner, note that the new 3d model will have a complete different mapping so old skin won't work on those. I am sincerely appology for this inconvenient, but I really have to do it because the old layout and moddel have been bugging me out.
Thank you for your understanding,
s3
Ok, now I'm really confused!! ??? :-[
First issue:
in the post that I've previously quoted you said to edit THREE FILES: "air.ini", "planes_ru.properties" AND "weapons_ru.properties", as stated in your Opening Post, but there I've found entries related only to the first two files, not also to "weapons_ru.properties". And I've placed new lines in the middle of the list for both files: is it the correct place or maybe should I add to the end of the queue?
So, either did you mention the last one simply for a mistake or maybe do I really need to edit also the file "weapons_ru.properties"?
In this case which are the entries? Maybe should I take one of the entries related the first two others files? Which of them?
Second issue:
I unzipped the F-4 mod's archive, named "F-4 Phantom II v1.21 (14-03-12).rar" into my #DBW folder (is it correct?). Thus now I have got a mod folder named ...\IL-2 Sturmovik 1946\#DBW\_00_F-4 Phantom II v1.21 (14-03-12) that contains: 1) a subfolder named "00000_000_NoOpenCanopyAI" + 2) another .rar archive, named "_00_F-4 Phantom II v1.21 (14-03-12).rar", which contains one folder named simply "_00_F-4 Phantom II" (with no version number).
Ok, you said any .rar should be in mods folder, so what have I to do now?
A) Unzip the "_00_F-4 Phantom II" folder into ...\IL-2 Sturmovik 1946\#DBW\_00_F-4 Phantom II v1.21 (14-03-12) beside the other subfolder "00000_000_NoOpenCanopyAI"?
B) Delete the present main F-4 mod folder "_00_F-4 Phantom II v1.21 (14-03-12)" and put both "_00_F-4 Phantom II" + "00000_000_NoOpenCanopyAI" folders directly under ...\IL-2 Sturmovik 1946\#DBW?
C) Unzip the rar archive, put the "00000_000_NoOpenCanopyAI" folder into the extracted folder "_00_F-4 Phantom II" and then put this one directly into ...\IL-2 Sturmovik 1946\#DBW?
Besides, according to these solutions, where should I put the F-4 flares mod too: into the F-4 mod folder or beside of that, both under #DBW folder?
Would you please forgive me, but IL-2 mods' structure is very unfamiliar to me so I need a specific explaination to understand for what I have to do.
Thx in advance for any help.
C.
-
Hi,
Here's the air.ini and plane_ru.properties lines:
Air.ini
F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
Planes_ru.properties
F-4B F-4B Phantom II, 1960
F-4D F-4D Phantom II, 1966
F-4E F-4E Phantom II, 1967
F-4J F-4J Phantom II, 1967
also: when unrar, there'll be another rar which the stupid me double the zipping process. In your mods folder there should not be any rar, only F-4 folder. Inside that F-4 folder you'll see a 3do folder and a bunch of classfile.
Also for skinner, note that the new 3d model will have a complete different mapping so old skin won't work on those. I am sincerely appology for this inconvenient, but I really have to do it because the old layout and moddel have been bugging me out.
Thank you for your understanding,
s3
Ok, now I'm really confused!! ??? :-[
First issue:
in the post that I've previously quoted you said to edit THREE FILES: "air.ini", "planes_ru.properties" AND "weapons_ru.properties", as stated in your Opening Post, but there I've found entries related only to the first two files, not also to "weapons_ru.properties". And I've placed new lines in the middle of the list for both files: is it the correct place or maybe should I add to the end of the queue?
So, either did you mention the last one simply for a mistake or maybe do I really need to edit also the file "weapons_ru.properties"?
In this case which are the entries? Maybe should I take one of the entries related the first two others files? Which of them?
Second issue:
I unzipped the F-4 mod's archive, named "F-4 Phantom II v1.21 (14-03-12).rar" into my #DBW folder (is it correct?). Thus now I have got a mod folder named ...\IL-2 Sturmovik 1946\#DBW\_00_F-4 Phantom II v1.21 (14-03-12) that contains: 1) a subfolder named "00000_000_NoOpenCanopyAI" + 2) another .rar archive, named "_00_F-4 Phantom II v1.21 (14-03-12).rar", which contains one folder named simply "_00_F-4 Phantom II" (with no version number).
Ok, you said any .rar should be in mods folder, so what have I to do now?
A) Unzip the "_00_F-4 Phantom II" folder into ...\IL-2 Sturmovik 1946\#DBW\_00_F-4 Phantom II v1.21 (14-03-12) beside the other subfolder "00000_000_NoOpenCanopyAI"?
B) Delete the present main F-4 mod folder "_00_F-4 Phantom II v1.21 (14-03-12)" and put both "_00_F-4 Phantom II" + "00000_000_NoOpenCanopyAI" folders directly under ...\IL-2 Sturmovik 1946\#DBW?
C) Unzip the rar archive, put the "00000_000_NoOpenCanopyAI" folder into the extracted folder "_00_F-4 Phantom II" and then put this one directly into ...\IL-2 Sturmovik 1946\#DBW?
Besides, according to these solutions, where should I put the F-4 flares mod too: into the F-4 mod folder or beside of that, both under #DBW folder?
Would you please forgive me, but IL-2 mods' structure is very unfamiliar to me so I need a specific explaination to understand for what I have to do.
Thx in advance for any help.
C.
there are no weapon_ru lines for this plane. regardless, lines to any _ru.properties files are always optional, as they only change how the plane or some of its loadouts appear as text in the game.
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Yes, you can just as well enter "hello kitty" instead of "250 lb bomb" or "Mk 12 Nuke" :) It really is unimportant.
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Hi,
1/in your DBW should contain 2 folders: _00_F-4 Phantom II and 00000_000_NoOpenCanopyAI
2/only air.ini is important Plane_ru.properties and weapon_ru.properties is optional
3/Please read the instruction on how to install aircraft carefully to clear up any confusion: https://www.sas1946.com/main/index.php/topic,1353.0.html
Thank you,
s3
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Thx, that's just what I was looking for!!
And, yes, I read the tutorial, but I wasn't sure if the correct plane folder was the first or the second extracted...
And I'm not yet sure about one thing (and it's impossible to me to check it now, because the sim is on my other dual-booting OS, so I'll test it ASAP and then will let you know).
In fact yesterday I've tested all possible combinations and I experienced CTD on game loading at 60% also having the two folders beside into my #DBW, if I'm not going wrong.
However I solved that issue by myself, putting 00000_000_NoOpenCanopyAI's content into _00_F-4 Phantom II merging the files with the others similar in the root directory of the mod. Unfortunately it was late in the night so I couldn't test if now it's possible to run an F-4 mission too: I'll do it asap and will report the outcome.
Cheers and thx again for support.
C.
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Test done!
Really I've gone wrong: probably I've tested only with 00000_000_NoOpenCanopyAI placed INTO F-4's mod folder, not beside it, both under #DBW.
The really strange thing is, as I said, that the mod works well also with the 00000_000_NoOpenCanopyAI's files MERGED with the similar files into the root directory of the mod (this one correctly placed under #DBW directory)!! :o :-\
However is a great mod and I'm looking forward to have time to play it.
C.
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Test done!
Really I've gone wrong: probably I've tested only with 00000_000_NoOpenCanopyAI placed INTO F-4's mod folder, not beside it, both under #DBW.
The really strange thing is, as I said, that the mod works well also with the 00000_000_NoOpenCanopyAI's files MERGED with the similar files into the root directory of the mod (this one correctly placed under #DBW directory)!! :o :-\
However is a great mod and I'm looking forward to have time to play it.
C.
it doesnt matter which folder the contents of no_open_canopy_AI are in. they just have to appear above the F-4 folder in alphabetical order, so the game reads them first, but if its working for you that way, keep it that way.
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Wrong, at low altitude it can turn inside a MiG-21
...Which is of course well known for its maneuvrability... ::)
I kid you not, during operation bolo, they tried to keep the MiGs low because at higher altitude the MiG could out turn the phantom
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Wrong, at low altitude it can turn inside a MiG-21
...Which is of course well known for its maneuvrability... ::)
I kid you not, during operation bolo, they tried to keep the MiGs low because at higher altitude the MiG could out turn the phantom
but why then only MiG-19 and 17 were allowed to fly at low altitude? ;)
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The Mig-21 was mainly used for hit and run missions, USAAF tryed many tricks to make them scramble and fight. It was only a handful times this was successful. I guess the Mig 21 was such a bigg asset s and they would not risk them in dogfights
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Wrong, at low altitude it can turn inside a MiG-21
...Which is of course well known for its maneuvrability... ::)
I kid you not, during operation bolo, they tried to keep the MiGs low because at higher altitude the MiG could out turn the phantom
but why then only MiG-19 and 17 were allowed to fly at low altitude? ;)
It was not forbidden for MiG-21 to fly at low altitude, it was just better. The MiG-21 unfolded it's whole potential at high altitudes, where MiG-17's and MiG-19s began to lack and stall. F-4s where very vulnerable at low altitudes, so ideal for the vintage MiG-17 and transsonic MiG-19. The Aircraft roles where simply devided due to effectivity.
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yep, that is what I meant :)
EDIT:
also we must keep in mind about what versions of MiG-21 and F-4 we are talking about.
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F-4Ds Es and Js as far as I know and whichever MiG-21 the NVA used during the 1968-1972 time frame
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I think MF model was a very big surprise for them :D
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I think MF model was a very big surprise for them :D
yes, Mf was a general improvement of Mig-21
Internal cannon, better avionics and better climb performances and acceleration
The Phantoms (expecially E version) remains much better as 360° plane but in a close combat at low and medium alt a good pilot can give bad surprises to F-4s pilots
Obviously in the hands of Israeli pilots, who knew how to exploit the best features of the Phantom, the F-4E was too much for the Mf
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I think MF model was a very big surprise for them :D
yes, Mf was a general improvement of Mig-21
Internal cannon, better avionics and better climb performances and acceleration
The Phantoms (expecially E version) remains much better as 360° plane but in a close combat at low and medium alt a good pilot can give bad surprises to F-4s pilots
Obviously in the hands of Israeli pilots, who knew how to exploit the best features of the Phantom, the F-4E was too much for the Mf
'cause ireali pilots are ninjas!
:D
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Israeli pilots were trained by the USAF.
They are of equal caliber IMO
The reason the air war over Vietnam went so pear shaped up until 1972 (where the USAF annihilated the NVAF) was because of the way Lyndon Baines Johnson ran the war. That and the tactics used during the early part of the war. And the lessons learned are clear to see.
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yes. the USAF relied relied on long-range missiles, but according to the rules of engagement, hostiles had to be visually confirmed before firing.
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I think MF model was a very big surprise for them :D
yes, Mf was a general improvement of Mig-21
Internal cannon, better avionics and better climb performances and acceleration
The Phantoms (expecially E version) remains much better as 360° plane but in a close combat at low and medium alt a good pilot can give bad surprises to F-4s pilots
Obviously in the hands of Israeli pilots, who knew how to exploit the best features of the Phantom, the F-4E was too much for the Mf
If you go only by Israeli sources, then what you say is true. The reality is commonly believed to be somewhat different.
The NVAF got the MFs in '72 (I think), and they were first encountered on 10 May. US intelligence knew about the possibility of MFs but did not know of the true asset they really possessed: increased thrust. The F-4s used to be B 'n Zers, but when they tried to outrun the MFs at low level, the MiGs slowly caught up and launched missiles. The surprise was great and aviators needed to reevaluate how they would defeat these improved interceptors.
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If i remember correctly the only USAF losses on 10th may was 1 navy F-4J to a SAM (Showtime 100)
the other was a USAF F-4D shot down by gunfire from a MiG 19
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I think MF model was a very big surprise for them :D
yes, Mf was a general improvement of Mig-21
Internal cannon, better avionics and better climb performances and acceleration
The Phantoms (expecially E version) remains much better as 360° plane but in a close combat at low and medium alt a good pilot can give bad surprises to F-4s pilots
Obviously in the hands of Israeli pilots, who knew how to exploit the best features of the Phantom, the F-4E was too much for the Mf
If you go only by Israeli sources, then what you say is true. The reality is commonly believed to be somewhat different.
The NVAF got the MFs in '72 (I think), and they were first encountered on 10 May. US intelligence knew about the possibility of MFs but did not know of the true asset they really possessed: increased thrust. The F-4s used to be B 'n Zers, but when they tried to outrun the MFs at low level, the MiGs slowly caught up and launched missiles. The surprise was great and aviators needed to reevaluate how they would defeat these improved interceptors.
the problem is: to what source believe
I personally find much more reliable data Israelis
1) the Arabs declared a number of victories but the same were never confirmed by scrap found on the ground or by guncamera (i can declare 50 Phantoms too but i had to show the pieces of enemy plane or show guncamera kill)
2) is much more difficult to hide losses in a democratic state that in the Arab states of the years 60/70
3) those aerial defeats generated deep reflections also in the Soviet
4) for what regards Vietnam, most of the Phantom losses where relate to the planes shot down by enemy fighters during ground attack missions over enemy fields. If we consider the pure fighter missions, the ratio would have been much more favorable for the F 4 (vietnamese makes only fighter, and in friendly territory!). This fact is very significant and should not be underestimated!
so, talking about planes, Mf was a good opponents for F-4 in certain areas of the flight invelopment, but is like compare an F-16 with an F-15......the last can do things that the first cannot and not vice versa
Bis version is very close as interceptor and slightly better in dogfight
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I have another question about the mod itself: are the cockpit's gauges animated in F-4?
I can't see them in that way: maybe I've done a wrong installation or missed some addon?
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I have another question about the mod itself: are the cockpit's gauges animated in F-4?
I can't see them in that way: maybe I've done a wrong installation or missed some addon?
no. its a beta, and the cockpit gauges aren't finished.
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I don't mean to look a gift horse in the mouth . . . well, maybe I do. The HUD on the Phantom seems to need a good cleaning. It is very hard to see through. Is it just me? Is that realistic? Was it done on purpose? Should I stop complaining now. . . :D
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could i be a pain and ask for an alternative d/l link for v1.21?
hotfile just doesn't work for me - after 48 hours and numerous failed attempts, i give up.
any chance for mediafire, or pretty much anything else instead of hotfile?
thanks in advance.
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Cool, I'll wrap things up and update a link soon.
Cheers,
s3
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thanks mate, i look forward to it :D
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I don't mean to look a gift horse in the mouth . . . well, maybe I do. The HUD on the Phantom seems to need a good cleaning. It is very hard to see through. Is it just me? Is that realistic? Was it done on purpose? Should I stop complaining now. . . :D
Yes, F-4s were SO claustophobic, so it's correct. Besides that cokpit is early alpha and it doesn't work yet. Working, animated modern HUD is possible in IL-2 and I've already seen one, fully operational, in one of Mirage's videos including his Kawasaki T-4. So, early HUD should be even easier to do. I guess we can expect it when cockpit is finnished.
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I don't mean to look a gift horse in the mouth . . . well, maybe I do. The HUD on the Phantom seems to need a good cleaning. It is very hard to see through. Is it just me? Is that realistic? Was it done on purpose? Should I stop complaining now. . . :D
Yes, F-4s were SO claustophobic, so it's correct. Besides that cokpit is early alpha and it doesn't work yet. Working, animated modern HUD is possible in IL-2 and I've already seen one, fully operational, in one of Mirage's videos including his Kawasaki T-4. So, early HUD should be even easier to do. I guess we can expect it when cockpit is finnished.
I think you misunderstood him. He means the reflector glass (where the gunsight is) is hard to see through. The F-4 didn't have a HUD.
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I think Kazegami is be correct, the gun sight area. If you are on a ground pounding mission it is difficult to view your target thru the glass. I fly this plane so much (too much fun), I forgot that it was still a beta, so I apologize for my complaint and I shall await the pending work. Thanks for your efforts. You know how to make this guy and a hundred more smile!
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new FM update! (13/06/2012)
https://www.mediafire.com/?hyvefc567t7lb3c
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Thanketh thou!
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Can somebody explain to a relatively new guy, where this is suppose to go? I assume it goes in
\#DBW\_00_F-4 Phantom II\ but then in here 3do\plane\F-4E ? or somewhere else.
Thanks so much.
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the first one ;) It goes into the main folder, along with all the hashed classfiles. There will already be a file with the same name (and no extension) in there, you have to replace it.
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Duh! Ok. Can I claim that I had a brain cramp? ;D Thanks BT~MT.
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Small tinkering of mine, by request of Teacher originally, but sharing here too :
making the F-4 capable of refuelling with the KB-29, while waiting for a better solution. Only D and E variants. The navy variants need a basket, and the only one we have (Skyraider) is definitely too slow for the Phantom ::)
Little readme inside how to use it, make sure to set the tanker at its maximum speed in FMB, or you'll have a hard time docking.
credits to Flakiten for the code and the Tanker :)
enjoy ;)
DOWNLOAD (https://www.mediafire.com/?8sk0cc856ttumbc)
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May I ask if there has been any progress at all?
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With what?
He's working on new 3d model, and other nice stuff :D It just takes time, because there are also other projects ;)
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Sorry if I missed this, but is there a reason why specifically this mod and the Grumman Cougar would not work on my installation of the latest version of DBW?
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Sorry for the long delay but I've been very busy with real life :(. To be honest, I'm working on 2 projects right now: F-4 new model with many improvements, features, and Su-17 including cockpit.
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It's okay, S3. Now 2012, year of the jets. LOL. I assume you'll be doing the Su-17K, Su-17M and the Su-17M4? Except for the M4, we get TV missiles.
Besides the fact, is the AGM-84 Harpoon supposed to be guided or not?
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AGM-84 is radar guided anti-ship missiles, and only lock-on to ships. :) additionally, it only work in campaign or custom mission, somehow doesn't work in quick missions.
And I'll only do Su-17M4.
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Woah! Su-17 also? FM is awesome!
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I'm no longer part of FM, mate. Sadly...
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Hello everyone !!
Yesterday I played the Phantom 8) 8). WOW !!! And today i´ve a question: How can I select which the missile I want to lock (When I have the AIM 7, the AIM 9 and the AGM 65 i can only lock the AIM7).
Finally regards to all people who has participated on this project !!
Cheers
Alberto
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hi S3
going through a book on Phantoms the other day, i found a photo of an F-4B flown by USMC VMFA-531 'Gray Ghosts' who saw action while based at Da Nang AB, 1965.
what struck me was the loadout - a pretty impressive 6 x Zuni pods inboard, and 12 x Mk.82 500lb'ers outboard!
being a big fan of outrageous loadouts, i thought i'd just mention it, in the hope that you might one day add this loadout to the already impressive list. :D
the fact that it was actually used in action also drove me to ask. ;)
i can post up the pic if you like, just have to scan it in.
cheers! :D
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Yeah,
I was planning going back on "working full-time" on the Phantom once the Su-17 beta is out :) I was fan of outrageous loadout too. How about 5 external M61 + 1 internal M61 = 6 Vulcans 8)
Cheers,
s3
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sounds great! i can see the debris and destruction already.... 8)
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Hello everyone !!
Yesterday I played the Phantom 8) 8). WOW !!! And today i´ve a question: How can I select which the missile I want to lock (When I have the AIM 7, the AIM 9 and the AGM 65 i can only lock the AIM7).
Finally regards to all people who has participated on this project !!
Cheers
Alberto
Sorry man, you can't select them individually yet. Hopefully some time soon they will implement it :) Right now, if you have the AIM-7 and AIM-9 loadout, the AIM-7s will all be launched first before you can use the AIM-9s :-\
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Thanks Kazegami !! This is a very enjoyable Mod !!
Cheers
Alberto
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Yeah,
I was planning going back on "working full-time" on the Phantom once the Su-17 beta is out :) I was fan of outrageous loadout too. How about 5 external M61 + 1 internal M61 = 6 Vulcans 8)
Cheers,
s3
6 Vulcan??
36000 rounds for minute??
600 rounds for second??
who is the target?? Godzilla? :o
the plane have stability problems with 3 vulcan.....i think with 6 :-[ :'(
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GAU-8 anybody?? ;D
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GAU-8 anybody?? ;D
Totally!
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Avenger coming right your way.
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Posted by: S3231541
« on: June 20, 2012, 08:32:52 AM »Insert Quote
Yeah,
I was planning going back on "working full-time" on the Phantom once the Su-17 beta is out
Su-17 :o :) :D ;D 8)
You guys rock – we “almost” can’t keep up - but keep them coming! 8)
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WOW!!! now an Su-17?
you guys are great!!!!!
;D
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Posted by: S3231541
« on: June 20, 2012, 08:32:52 AM »Insert Quote
Yeah,
I was planning going back on "working full-time" on the Phantom once the Su-17 beta is out
Su-17 :o :) :D ;D 8)
You guys rock – we “almost” can’t keep up - but keep them coming! 8)
I have modified my phone so if there's a new plane release, it will tell me and I check on my phone.
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Hi guys, I'm dying to fly this plane but I'm getting a constant 60% crash.
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That doesnt seem like the complete log
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Thanks for the observation. Edited.
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[quote author=Metatron link=topic=21682.msg277320#msg277320 date=1340565784]
Thanks for the observation. Edited.
[/quote]
To get a code you need to put
at the end of what ever you want to be in a code
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Dunno if I've missed something, but is there a way to switch between AIM-7 and AIM-9 missiles if you are carrying both?
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No there isn't
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I tried installing the Phantom II mod and got the following error at 20% in DBW splash screen:"The instruction at 0x0a641147 referenced memory at 0x0a938488.The memory could not be read. " This is what I did prior to that:
I downloaded the mod and extracted _00_F-4 Phantom II v1.21 (14-03-12).rar which gave me:
_00_F-4 Phantom II v1.21 (14-03-12)
00000_000_NoOpenCanopyAI
3727C4BC97895F8A
EEBBE344D2C2A05A
_00_F-4 Phantom II v1.21 (14-03-12).rar
I extracted _00_F-4 Phantom II v1.21 (14-03-12).rar and got:
_00_F-4 Phantom II
3do
arms
cockpit
Effects
plane
Presets
00000_000_NoOpenCanopyAI
I then constructed the folder
#DBW_F-4 Phantom II v1.21 (14-03-12)
#DBW
_00_F-4 Phantom II
3do
Presets
Samples
00000_000_NoOpenCanopyAI
3727C4BC97895F8A
EEBBE344D2C2A05A
and added it to my jsgme mods folder, changed the ini and properties files, installed the mod using jsgme and ran the selector.
IL2-Selector settings
DBW
Max RAM 512MB
6DoF/TrackIR enabled
Running DBW 1.7.1 + JetWar 1.2 in 3GB XP system.
What did I do wrong? BTW, I've successfully run a number of other mods (Cougar,Go220) following the above procedure.
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Flares add on for F-4 Phantom II
I had done it with readme but i cannot find 'FLARES' loadouts at end of the list.
Can someone tell me how to install this addon? pls.
Vindy
Intallation instruction:
1/Unrar
2/Copy all then content of the "Flres_mod_F4E_04_04_12" folder to your _00_F-4 Phantom II
3/Overide any if necessary *Warning: it must overide something otherwise, you're installing it wrong.
4/Enjoy
Feature instruction:
1/Use loadouts that are at the end of the list and marked with 'FLARES'
2/Deploy flare using cannon key.
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Cheers, I successfully installed the "F-4 Phantom II" mod using in a Modact directory, but I failed to do the same in DBW installation. I added the lines to plane.ru and air.ini files correctly. However there is a "BEX" error(game freezes) at 20% in the loading screen for the Jetpack v.1.2 version(this page).
I tried the Jetpack v.1.1 Version(alternate file for UP 3.0 RC4) and I successfully was able to run a test without any flaws...DBW is 1.71 installed over UP 3.0RC4(no mods installed).
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Was a crew chief on the F-4E for 9 years. It looks like there are some 3D things that need tweeking, but overall, a great start for a beta. I'll be sure to contact the template makers and see if I can help in that area also.
Where?
I Flew the F-4 from 1982 to 1990
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I also noticed that once in-flight, the hydraulic system remains operative despite loss of both engines due to fuel starvation. Is this intentional? Does the aircraft have a ram air scoop, or does it generate hydraulic power with an APU?
In the REAL F-4 hydraulics would work from a 'windmilling' engine down to 90 KIAS.. which was well below minimum flying speed.. The C and D model had a 'RAT' that could be deployed to provide electrical back up.. I DON'T Remember if it also applied Hydo backup.. I would have to dig pout my old F-4 manuals and check..
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The C and D model "RAT" (Ram Air Turbine) only produced electrical power. Certain E models had an APU installed that provided hydraulic power for longitudinal control starting with acft No. 69-304 and up, although 68-452 thru 69-303 were retrofitted.
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what was that APU fed with? special fuel?
no fuel in tanks but special fuel for aPU?
how was it pumped when the engines were dead ? using RAT?
Complex Bird... compley systems.
INTERESTING systems.
:)
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The APU pump is electrically driven.
This will give you a more detailed description for the APU. Info starts on page 28.
http://www.scribd.com/doc/49325041/1979-T-O-1F-4E-1-Flight-Manual-USAF-Series-F-4E-Aircraft
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Was a crew chief on the F-4E for 9 years. It looks like there are some 3D things that need tweeking, but overall, a great start for a beta. I'll be sure to contact the template makers and see if I can help in that area also.
Where?
I Flew the F-4 from 1982 to 1990
That's pretty funny beercamel because I crewed them from 82-90
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Was a crew chief on the F-4E for 9 years. It looks like there are some 3D things that need tweeking, but overall, a great start for a beta. I'll be sure to contact the template makers and see if I can help in that area also.
Where?
I Flew the F-4 from 1982 to 1990
That's pretty funny beercamel because I crewed them from 82-90
My F-4 'Fini Flight' was a pick up on Midway Island. The jet had diverted there after a failed AAR.. I went to Midway at the behest of 2nd ADG, Fixed the jet with the help of two outstanding wrench benders from Clark AFB.. FCF'ed the jet... and sat for 27 days waiting for a tanker.. Felt like Gilligan.. except WITHOUT Ginger and Mary Ann... The Tanker eventually showed and I flew my last two F-4 sorties from Midway to Anderson AFB on Guam.. then to Korea to deliver the jet to the ROK Air Force...It was rather sad as I signed the Forms.. knowing I was finished with the F-4 forever.. or more 'correctly' spelled.. 'Phorever'... Six months later I went F-16 RTU..
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I started working F-4s in Oct 81 with FTD at Moody AFB,GA. Went to Spangdhalem AB, West Germany (at the time). After PCSing from there to Seymour Johnson AFB, NC, I worked them until Aug 90 just before Desert Shield kicked off. Started FTD for the F-15E, but finished out the F-4 in Oct then went to OJT on the F-15E full time and said goodbye to my last F-4, 74-0166 in Dec 90.
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Phew and Woah! just wnet through all posts til this page 30, I will try out later muhuahahah.
Just one idiotic (more likely..) query, might all the fixes, tweeks, related WIP updates are contained/sorted/plugged in to the the '1st' Post download?
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Dammit, I'm pretty sure I followed the install instructions to the book and i'm receiving a 70% Crash to desktop with the plane :(. I disabled the air.ini lines with double dashes in front and it stops crashing. Anyone way to correct it without having to use backup? I must have the phantom :)
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I extracted everything into the #DWB folder and its not showing up in game.
Is there some step I missed? This is the latest version of both DWB and the F4. Are there steps Im supposed to follow other than just extracting files?
to install this plane follow these steps.
1. put the _00_F-4 Phantom II and 00000_000_NoOpenCanopyAI folder into your #DBW folder. By Folder I mean really have to be folder, no rar or anything else.
Inside _00_F-4 Phantom there must be a 3do and some classfiles, inside 00000_000_NoOpenCanopyAI there are 2 classfile. If you place the folder the wrong way then it will cause 70% crash.
2. go to "your il2 main folder"\#DBW\STD\com\maddox\il2\objects.
3. open the file labelled "Air"
4. copy and paste the following lines in anywhere beneath where it says "[AIR]"
here are the lines:
F-4B air.F_4B 2 NOINFO usa01 SUMMER
F-4D air.F_4D 2 NOINFO usa01 SUMMER
F-4E air.F_4E 2 NOINFO usa01 SUMMER
F-4J air.F_4J 2 NOINFO usa01 SUMMER
5. OPTIONAL (if this step confuses you, skip it)
in "your il2 main folder"\#DBW\STD\i18n, open the plane_ru. copy and past the following lines anywhere into it.
here are the lines:
F-4B F-4B, 1960
F-4D F-4D, 1966
F-4E F-4E, 1967
F-4J F-4J, 1967
NOTE: feel free to change the last section to whatever you want. these entries effect what the plane will be labelled in the game. the first part identifies which plane you are talking about, and the second part effects it's actual name. for example if you wanted to call the F-4J "my favorite plane", you would simply change the line for the F-4J to:
F-4J my favorite plane
plane_ru lines are often featured in mods, yet they are never necessary. the same goes for weapons_ru lines, although this plane doesn't have any.
6. start DBW
7. yay
hope this helped.
these are the basic steps for installing a plane. pretty much any mod aircraft you find will be installed this way. the air.ini method can be a hassle, so if you get a 70% CTD (crash to desktop), make sure you added the lines right.
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You sir....are a godsend. I spent 3 hours trying to figure out what was wrong, turns out the install guide for aircraft sort of mislead me and I didn't put the entire mod folder into DBW. Thank you soo much.
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grrrrrrrrr - I'm running DBW 1.71; when I add this, specifically, the air.ini lines, I keep getting a 20% crash!
[15.09.2012 12:36:33] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: ATI Technologies Inc.
Render: ATI Radeon HD 5700 Series
Version: 4.0.10317 Compatibility Profile Context
Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-14.fmd
s = FlightModels/Fw-190D-14.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
Fw190-D15 Loading FMD: FlightModels/Fw-190D-14.fmd
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-15.fmd
s = FlightModels/Fw-190D-15.fmd
m_lastFMFile = gui/game/buttons
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Spawn.get( com.maddox.il2.objects.air.F_4B ): com/maddox/il2/objects/air/TypeNoOpenCanopyFly
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeNoOpenCanopyFly
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
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.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeNoOpenCanopyFly
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
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.game.Main.preloadAirClasses(Main.java:165)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
near as I can tell, the no_open_canopy mod is in DBW; so, ....?!?!?!?!?!?!???????????
(don't understand the problem with the 190d-14&15 either, but at least they work when the game runs, so I don't care about that)
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You'll need the folder 00000_000_NoOpenCanopyAI, it's already included in the download of F-4 for jetwar 1.2, just put them #DBW also and they should work fine.
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finally found that canopy folder, got it in place, and I'm in business. Thanks for everything!
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After initial DL's were corrupted, re DL'ed, and installed as easy as pie - no different to installing in previous mods, I put latest FM in phantom folder before testing, with no obvious problems yet.
Like the transonic instabilities pre 'barrier' smashing, just got to get used to the amount of negative trim required for fast flight - and size & position of the tailplane when trimmed, when in the 'chase' view of the 'brick' still seems too much nose down - although that is likely an optical illusion caused by the massive size, angle and profile of the stabilator/elevator.
Although, yet to get used to trying to land it on deck - AI just can't seem handle higher speeds; I decided that after seeing that AI appear flummoxed in the new high speed environments to try and land myself on a escort carrier on the Biscay Map.
I Only got the slot and slope a bit wrong since theres no meetball mirror system or equivelant yet (or a narrow 'pencil' beam dim light..).
I ended up thinking I was alright, until the last few seconds when the carrier seemingly jumped towards me and upon flaring; just like described in many books, like 'Pheonix Squadron' etc, missed all the wires; touched down heavy mid deck forward of the lift, drifted portwards/left, and then took out myself and the port bow AA pits... the landing pattern was a bit hot for a first, all hanging down, airbrakes out, rock steady down til 300 Knots at 70 to 80 % power, A/C starts to fluff/wallow below that, mind still had brakes out...
Must attempt again many times methinks, possible even over land first.
Well done so far, long may it continue. and long may development carry on too :)
Monday 17th, @ 21:07
Opps, I'm using DBW 1.71 Feckin Big Download Pack upon v4.10.1/v4.1.0.1/v4101m with v9.7 Buttons
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Lol what are you doing trying to land a Supersonic Jet fighter on an escort carrier? I mean you could but the room for error is tiny, try landing on a fleet carrier, far more deck space to screw up on.
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Lol, impatience, in for a pound, (try to) land on a penny...
Just as well, cos' I didn't add the catapult and arrestor lines to the conf.ini, so even had I landed central, I would have drifted over the bow, looking like I was towing the ship before splashind down and being keelhauled in-plane..
Cheers 4S Vega (for your below info posting), and for all (additional posts/R&D compilations etc,) so far :D and continuing advice :P
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to allow AI landing on carrier you need the mod command and control 3.031
put the object land into your mission and jets will land on carrier without problems ;)
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I cant seem to download successfully???
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Guys, new link at first post. :)
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Thanks S3 :)
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IMPORTANT UPDATES HERE!
https://www.sas1946.com/main/index.php/topic,27908.0.html
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Any idea why I can select AGM84 in QMB but this option is not available in coop missions?...
Thnx.
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IMPORTANT UPDATES HERE!
https://www.sas1946.com/main/index.php/topic,27908.0.html
Thanks, I have come to love your work on testing the other Beta aircraft. ;)
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Sorry for digging this out of the grave, really don't mean to be a party pooper.
I love this plane, really, but the only thing blocking me from flying it in missions is the lack of cockpit indicators, especially the fuel gage. I'm sure many out there think the same, is there any plan to adress this issue, or the F4 is on halt for some more time?
but would it require a lot of work just to add the fuel indicator? We can all use the speedbar in the meantime that their is no cockpit instruments, but for the fuel there is no indicator in il2 except for the cockpit, so we're more or less blind on our fuel consumption.
I am directly on it ;) will be for the next release :D
Here's the instruments planed (for the next patch)
(https://www.sas1946.rocks/images/imageshit/img39/5950/f4efrontbeforeslatsk.jpg)
Cheers,
s3231541
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IMPORTANT UPDATES HERE!
https://www.sas1946.com/main/index.php/topic,27908.0.html
Thanks, I have come to love your work on testing the other Beta aircraft. ;)
How to install this update?
When I put directly into #DBW folder (overwrite) I have only DEFAULT armament options for all Phantoms...
Thanks.
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I just tried the update and I can attest that Zack is right, I only get default load out as well.
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Same here, only Default loadouts...
-
IMPORTANT UPDATES HERE!
https://www.sas1946.com/main/index.php/topic,27908.0.html
Thanks, I have come to love your work on testing the other Beta aircraft. ;)
How to install this update?
When I put directly into #DBW folder (overwrite) I have only DEFAULT armament options for all Phantoms...
Thanks.
you had to install it into "DBW#"
the most important news in that pack is the new engine code and FM that give correct performances to the plane
loadouts are few more because default loadouts are still enough
you have more AGM12 and Rocket for F-4D version, a new combo for F4E and bombsight for all version
later or tomorrow i will post an update in code ;)
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Thanks for tip Vega
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Rrrrrrrrrrrr, I think I'm loosin' it. Downloaded latest updates and installed it in DBW overwriting the "old" _00_F-4 Phantom II files. Tried it several times and stil get te same results as the others. All versions F-4 only have default loadouts.
Am I missing something ????
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my last post.......i explain ;)
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OK I'll wait for your update, Thnx for your beautifull work m8. :D
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my last post.......i explain ;)
YES and NO.
Because - BOTH folders:Phantom "main" and Yours "update" got exactly the same names. So - it is "overwriting" situation.
Is it allowed to change at least one name?
I'm sure this causes all problems with missing armament.
Thanks Vega.
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you had to overwrite all files
my files replaces the stock ones
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Any news about cockpit for this one?
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you had to overwrite all files
my files replaces the stock ones
Hi Vega,
When overwrite - all Phantoms got only default armament/loadouts!
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So I did exactly what you orderd. I put your files in DBW folder and "overwriting" all existing files. Still the same problem....only default loadout. Than I tried something different.
Because there is already a file called _00_F-4 Panthom II in my DBW folder I renamed yours in 00_F-4 Panthom II (whitout the underscore) and put it in my DBW folder. And see what happens.....as soon as i put your file in all phantoms have default loadout.
I guess i'm doing something wrong cause the file works with other players :-\
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So I did exactly what you orderd. I put your files in DBW folder and "overwriting" all existing files. Still the same problem....only default loadout. Than I tried something different.
Because there is already a file called _00_F-4 Panthom II in my DBW folder I renamed yours in 00_F-4 Panthom II (whitout the underscore) and put it in my DBW folder. And see what happens.....as soon as i put your file in all phantoms have default loadout.
I guess i'm doing something wrong cause the file works with other players :-\
first of all you had to overwrite! this files in future become standard for F4
i think that you don't find new loadouts because they are very few
F-4B and J have only default loadouts
F-4D have loadouts with AGM12 and with rockets, so 5 or 6 combos more respect default
F-4E have more only 18x Mk82+Fueltank
maybe you don't see them between a lot of strings, F-4 already have enough weapons ;)
the most important thing of these upgrades, i repeat, is the engine code
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If it may help someone regarding loads...
DBW 1.71 + Total MODder.
All the files related to the F-4 in one folder named "JET F-4 Phantom II".
Last update from Vega made, overwriting when required.
(I was late, so I didn't made at least the 2 previous updates).
With Total MODder, I have a lot of configurations, including:
- Test: Basic DBW + mods to be tested. Currently Open canopy + Phantom + Mave Payloads on F-4 B, no payloads on D / E / J.
- Jet ERA: All the jets mods + a lot of effects mods. A lot of payloads on the 4 F-4 versions. And more options for F-4 B than on the Test configuration!
(By the way, bomber visor OK on the 2 configurations for all F-4).
2 possibilities to explain I have so many loads:
- The fact I have only one phantom folder
- The fact I didn't made some updates before the last one.
And thank you to all the modders.
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OK, I downloaded again, double checked if it did download properly then replaced the stock files with 4s_Vega's updated ones and in game I get the following loadouts:
(http://i148.photobucket.com/albums/s35/gargoyle_05/il2fb2012-10-0518-41-02-41.jpg)
Are they supposed to be like this? I mean is the "F-4B" the only version with multiple loadouts? Thanks.
Regards,
Gargoyle
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Try this guys, d/l S3's F-4 package, d/l Vega's package, then install Vegas folder first, then drag and drop all the files and folders from S3's folder into Vega's folder. see what happens. :)
Ooops edit
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Try this guys, d/l S3's F-4 package, d/l Vega's package, then install Vegas folder first, then drag and drop all the files and folders from S3's folder into Vega's folder. see what happens. :)
Ooops edit
Still no luck. It does bring back all the loadout options but it also reverts to the normal version, before the update. Meaning no bombsight, the engine code is the old one and the Aim-7's fire instantly instead of falling off the pilons first (as it is in the updated version). Those are the only differences I managed to find so far, there might be more.
Well anyway... I guess I'll have to wait for the next update and hope that it works for me then. Thanks for the suggestion Bravo.
-
my 2 cents
maybe there is come conflict with mods that you already have
try this:
delete F4 folder
install again S3s F4 from 0
drop into it my mod ;)
-
maybe there is come conflict with mods that you already have
try this:
delete F4 folder
install again S3s F4 from 0
drop into it my mod ;)
Still no luck....
I'm not sure if this is a conflict with another mod.
-
this sound me very strange
maybe you have U.P 3.0?
-
Nope.
Awesome DBW 1.71 on board!
-
@ ggm1989, I have the bomb site and the new FM with the loadouts, try what I posted above the only install Vega's 3do folder.
-
I just did what you suggested and there's still no magic. I also tried various combinations of the original and updated files - none of them worked in the end I either got the bombsight and the new engine code but with the default loadouts for 3 of the variants, or I got multiple loadouts for all 4 but with the old code and no bombsight for none of the variants... Welp. I'll try some more combinations of this and that later. I'm leaving it for now, I need a drink.
-
Hi,
I'll try to put all together in 1 pack, do some testing myself, and update a new link at first post, hopefully it'll work good for all you guys.
Vega, if people getting short on list, mean that they don't have all the needed classfile that you have. I'll do a blank mod folder to test it.
Cheers,
s3
-
I just did what you suggested and there's still no magic. I also tried various combinations of the original and updated files - none of them worked in the end I either got the bombsight and the new engine code but with the default loadouts for 3 of the variants, or I got multiple loadouts for all 4 but with the old code and no bombsight for none of the variants... Welp. I'll try some more combinations of this and that later. I'm leaving it for now, I need a drink.
Hi,
I'll try to put all together in 1 pack, do some testing myself, and update a new link at first post, hopefully it'll work good for all you guys.
Vega, if people getting short on list, mean that they don't have all the needed classfile that you have. I'll do a blank mod folder to test it.
Cheers,
s3
Thank you s3. I was going nuts also trying one way or another and getting the same results as ggm1989.
-
Thank you to Total MODder, easy to activate/desactivate mods...
To have the full payloads options on all F-4, you need to have the Crusader, updated I think.
-
Thanks guys for all the help, so correct me if i'm wrong, the link in the very first post is now updated and has all the files I need?
And when I install this in my DBW folder I will have all loadouts and bombview option on all F-4?
Do I also need the Crusader installed because this plane I don't have yet installed.
-
Thanks guys for all the help, so correct me if i'm wrong, the link in the very first post is now updated and has all the files I need?
And when I install this in my DBW folder I will have all loadouts and bombview option on all F-4?
Do I also need the Crusader installed because this plane I don't have yet installed.
not yet, when I have time, there'll be a notification at first post.
Cheers,
s3
-
Meanwhile I enjoy the Phantom as it is right now and start working again on my ejection seat Aces II
(https://www.sas1946.rocks/images/imageshit/a/img84/2846/phantomcq.jpg)
(https://www.sas1946.rocks/images/imageshit/a/img594/6328/acesii.jpg)
-
I tried to get me a REAL Aces II, SAS~BravoFxTrt, but found it way to expensive. That's why I'm working on my Look alike now. It's now 7 weeks work, and I hope it will be ready somewhere around Januari.
-
Rrrrrrr, that's wierd, and 30 years to late......... :D :P
-
Does anyone else get a problem where the AGM-84 missiles are selectable in QMB but not availible in FMB? I can select the AGMs as an armament option in the FMB before I actually start it, like when I'm editing waypoints etc but when I go to the mission screen and select aircraft customization I can't find the 84s as an option.
-
HAhahahahahahhahaha SAS~BravoFxTrt no way man, I'm old to, LOL :D :D :D, .......
-
Sorry again for digging this out of the grave, but it got buried alive in the other posts...
any update status on the cockpit panels?
but would it require a lot of work just to add the fuel indicator? We can all use the speedbar in the meantime that their is no cockpit instruments, but for the fuel there is no indicator in il2 except for the cockpit, so we're more or less blind on our fuel consumption.
I am directly on it ;) will be for the next release :D
Here's the instruments planed (for the next patch)
(https://www.sas1946.rocks/images/imageshit/img39/5950/f4efrontbeforeslatsk.jpg)
Cheers,
s3231541
[/quote]
-
Version 1.3 at first post
now Vega's mod pack and FM are standard ;)
-
In the first post, I have included the entries for: air.ini, plane_ru.properties and weapons_ru.properties. You need to enter those entry to your #DBW\STD\Com\...\air.ini and #DBW\STD\i18n\ plane_ru.properties and weapons_ru.properties file. Just open them with notepad and copy, paste the entry.
Stationary entry are for when you want to have this aircraft as stationary only.
Good luck,
s3231541
I cant find the Weapons_ru properties and I think that's why my game keeps CTDing. I've got the Planes_ru and air.ini modified and the folder in the correct place in DBW etc.
-
do you download the version 1.3??
it has exactly the same files that i have in my folder
i don't have any F-4 string in weapon_ru
-
It seems then it could be more related to other installed weapons or A/C mods then - the more natural differences between indivuals own DBW set ups...
Also wondering, does anyone else, when using QMB, with jets, and having more than one/your-own jet on your 'side', why do they all start with there engines off unable to switch their engines on unless your doing a scamble? Only WW2 era jets can aerostart with engines on it seems for me.
-
do you download the version 1.3??
it has exactly the same files that i have in my folder
i don't have any F-4 string in weapon_ru
I downloaded whatever is currently on the front page.
I unzipped the plane folder in DBW, edited the two text files and the game CTDs at 20% loaded. Is there any special place i have to put the Air.ini and plane_ru info in the files?
I am also running the CLEAN mods for DBW. What am I doing wrong? The OP mentions skin files but I didnt see any.
-
Post your log file, if you want help :)
-
Post your log file, if you want help :)
2012-10-14 10:46:28:580 : JVM Parameters injector activated
2012-10-14 10:46:28:580 : Applying JVM Memory Settings from IL-2 Selector...
2012-10-14 10:46:28:580 : Adding JVM Option: -Xms443M
2012-10-14 10:46:28:580 : Adding JVM Option: -Xmx443M
2012-10-14 10:46:28:580 : Adding JVM Option: -Xss4096K
2012-10-14 10:46:28:580 : Adding JVM Option: -XX:PermSize=64M
2012-10-14 10:46:28:580 : Adding JVM Option: -XX:MaxPermSize=64M
2012-10-14 10:46:28:580 : Checking duplicate JVM Options...
2012-10-14 10:46:28:580 : Checking mandatory JVM Options...
2012-10-14 10:46:28:580 : Adding JVM Option: -Djava.class.path=.
2012-10-14 10:46:28:580 : Adding JVM Option: -Xincgc
2012-10-14 10:46:28:580 : Adding JVM Option: -Xverify:none
2012-10-14 10:46:28:580 : Adding JVM Option: -Xcomp
2012-10-14 10:46:28:580 : Final JVM Option List:
2012-10-14 10:46:28:580 : -Xms443M
2012-10-14 10:46:28:580 : -Xmx443M
2012-10-14 10:46:28:580 : -Xss4096K
2012-10-14 10:46:28:580 : -XX:PermSize=64M
2012-10-14 10:46:28:580 : -XX:MaxPermSize=64M
2012-10-14 10:46:28:580 : -Djava.class.path=.
2012-10-14 10:46:28:580 : -Xincgc
2012-10-14 10:46:28:580 : -Xverify:none
2012-10-14 10:46:28:580 : -Xcomp
2012-10-14 10:46:28:600 : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2012-10-14 10:46:28:620 : JVM Parameters injected successfully
2012-10-14 10:46:28:630 : MODS Folder = "#DBW", No FILES Folder set.
2012-10-14 10:46:29:000 : Scanning #DBW folder took 373 milliseconds.
2012-10-14 10:46:29:000 : Total number of modded files = 34603.
2012-10-14 10:46:29:010 : Sorting modded files list took 8.686 milliseconds.
2012-10-14 10:46:29:010 : Removing 170 Duplicates took 0.868 milliseconds.
2012-10-14 10:46:39:800 : Total files opened = 58827
2012-10-14 10:46:39:800 : Total search time consumed = 5.038 milliseconds (0.005037706811 Seconds)
2012-10-14 10:46:39:800 : Search Time per File = 85.636 nanoseconds (0.000000085636 Seconds)
2012-10-14 10:46:39:801 : Average Search Iterations required per File = 9.3
2012-10-14 10:46:39:814 : JVM Parameters injector deactivated
-
Nevermind I figured it out, needed the no open canopy thing.
Now to fix the loadouts issue, everything except the F4B has only a default loadout, also there are like 4 skins total, thought there'd be more.
-
Thank you for the update. :)
F-4B DT bug. I installed fresh from first post "DBW"
-
Nice.
-
F-4B DT bug. I installed fresh from first post "DBW"
oh lol.....is a loadout that i had to delete but i've forget to do it!
it will be deleted.....do not consider it! ;)
-
lol roger that Vega.
-
Just a query, what might those fin-less pods be that are in the pic above, on the inner pylons, some sort of targetting/data link/avionics pod or some think?
I ask because in some loadouts they are singular, in other they are in pairs, and other times they're in alone a Sparrow reccess, but they don't fire or drop...
-
Just a query, what might those fin-less pods be that are in the pic above, on the inner pylons, some sort of targetting/data link/avionics pod or some think?
I ask because in some loadouts they are singular, in other they are in pairs, and other times they're in alone a Sparrow reccess, but they don't fire or drop...
ECM, pretty sure.
-
Thank you for the update. :)
F-4B DT bug. I installed fresh from first post "DBW"
That's a great design!!! Why nobody thought about it in reality?
Thanks for V1.3!
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I can evisage it now
(Engauging fictious mode; complete with Good Morning Vietnam or Battlefield Vietnams 'US_Radio' voice)
'Project Closeline' was an amazing idea of using cross-wise mounted DT as a Napalm Tank.
This was intended to dropped upon structures and positions within heavily forested cover for instance; where a broader flame front and wider initial splash zone was needed, but due to greater than evisaged drag and aiming difficulties it didn't pass muster, not at all, infact it wasn't not even close, just like its real impact to target ratio.
Plus it more often than not struck the releasing A/C causing damage and flash burns to the phantoms paintwork, which upset the techies artistic notions.
It was quietly swept under the rug by General Bullpucky, after those wonderful tech guys, weapons crews and pilots gave it the traditional one finger salute, aww shuchs, them guys.
-
Do we still the non-open canopy class, correct?
Because after I deleted it the other classes started to complaint and didn't load.
Regards,
Pablo
-
Since no-opening canopy class is being integrated into the next-comming jet war. We didn't put it in, to avoid conflict with the later jetwar release. :). So later, you'll just need to delete that particular no-open canopy folder :)
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Hello S3231541,
Could You explain me one thing, cause I'm a bit confused now:
After installing Your last Phantom's update (new engine code etc...) I've lost all selected weapons in all variants except F-4J. Nothing on external pylons...
Is that correct?
Thanks a lot.
-
Zack the only fix I know is you need the Crusader pack installed to whatever game version i.e. Mods, DbW, #SAS, etc. Then you will see all your Loadouts.
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Thanks again for updating the Phantom pack. Installed crusader pack, deleted old phantom, installed the new pack in my DBW folder and.... voila everythink works. :D :D :D
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at first post
version 1.31, droptank bug is fixed :)
-
20% CTD ::) ;D
ends @ [20:43:22]
[17.10.2012 20:43:17] ------------ BEGIN log session -------------
[20:43:17] OpenGL provider: Opengl32.dll
[20:43:17] OpenGL library:
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[20:43:17] Size: 1680x1050
[20:43:17] ColorBits: 32
[20:43:17] DepthBits: 24
[20:43:17] StencilBits: 8
[20:43:17] isDoubleBuffered: true
[20:43:17]
[20:43:17] *** Looking for Advanced CPU Instructions...
[20:43:17] [x] PentiumPro
[20:43:17] [x] Multimedia (MMX)
[20:43:17] [x] 3D (SSE)
[20:43:17] [x] 3D (SSE2)
[20:43:17] [x] 3D (3DNow)
[20:43:17] ColourBits 32, ABits 8, ZBits 24
[20:43:17]
[20:43:17] *** Looking for Render API Extensions ...
[20:43:17] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[20:43:17] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[20:43:17] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[20:43:17] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[20:43:17] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[20:43:17] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[20:43:17] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[20:43:17] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[20:43:17] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[20:43:17] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[20:43:17] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[20:43:17] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[20:43:17] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[20:43:17]
[20:43:17] Maximum texture size : 16384
[20:43:17] Maximum simultaneous textures :8
[20:43:17] MaxAnisotropic (1.0 = none) : 16.000000
[20:43:18] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[20:43:18] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[20:43:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[20:43:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[20:43:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[20:43:19] INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
[20:43:19] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[20:43:19] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[20:43:22] Spawn.get( com.maddox.il2.objects.air.F_4B ): com/maddox/il2/objects/air/TypeNoOpenCanopyFly
[20:43:22] java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeNoOpenCanopyFly
[20:43:22] at java.lang.ClassLoader.defineClass0(Native Method)
[20:43:22] at java.lang.ClassLoader.defineClass(Unknown Source)
[20:43:22] at java.lang.ClassLoader.defineClass(Unknown Source)
[20:43:22] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[20:43:22] at java.lang.ClassLo
-
much better
(http://i163.photobucket.com/albums/t283/BravoFxTrt/1710201210-08-30_zpsbf933b5a.jpg)
-
Ice , your missing the NoOpenCanopyAI mod
-
Oh! Lol. Is there a link please? Used the 'search' but it sucks! :-[
-
Resource Limit Is Reached
The website is temporarily unable to service your request as it exceeded resource limit. Please try again later. ::)
anyways went to the FM site.. link is DOA. Is it that ' SAS AI, Engines, Hotkeys & Carriers Mod v2.4' in your link the one your talking about?
-
lol perhaps its me.. sorry is there a direct link to the no open canopy mod? I have the hotkey one from awhile ago. Thanks
-
i'm reading that max F-4 bombload is 18xM-117 but i had to be sure about it, anyone of you can confirm?
if yes i will update it
-
No problem Buddy.
-
NoOpenCanopy mod link at first post ;)
-
Do the avionics work now?
-
Do the avionics work now?
not yet
-
http://www.sendspace.com/file/e2mi89
Here is a working cockpit for F-4. Unfortunately it uses F-9 cockpit but better then nothing. Thanks for suggestion to BT~walker
Enjoy :)
Edit Gerax: Link updated, see first post too.
https://www.mediafire.com/?f1cjxloukzxdeyg (https://www.mediafire.com/?f1cjxloukzxdeyg)
-
hey guys,i have some problems with f4:
1.no one of them fires the primary weapon (the vulcan) except f4D,the others simply say: "weapon out of ammo"
2.the central droptank isn't in the right position: he must be like this: | ,but instead he is like this: - ,any suggestions? (sorry for the "badass" example,but i don't know how to say it,i'm italian,sorry!)
3.the f4D doesn't have flaps
4.the planes are very difficult to control at low speeds,now i don't know if it is normal or is a problem
5.when i put the engines at 0% power,the right turbine still appears with the blue flame from the afterburner
now,are these project errors or it's just my game that have this bugs?
-
1/ No other version than F-4E have internal cannon, So you have to select the loadout which have SUU-11 gunpod in order to beable to use M-61. Just do some reading.
2/ That problem is already fixed in latest pack. It's not a problem to begin with, it's an experimental loadout :).
3/ Flaps are locked at high speed.
4/ Again, better do some reading :P
5/ Negative, it's gotta be your game.
Cheers,
s3
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ok man,thank you!
by the way,this mod rules!
-
Thanks Guys
(http://i163.photobucket.com/albums/t283/BravoFxTrt/1810201214-38-09_zps7da698f1.jpg)
-
oh yeah,now i can have a lot of fun!
but there is just a last problem:i can only choose the loadout for the f4b,the others give me only the "default" option
suggestions?
-
oh,thank!
the [1] doesn't appeared near "my messages" icon!
-
hey guys,i have some problems with f4:
1.no one of them fires the primary weapon (the vulcan) except f4D,the others simply say: "weapon out of ammo"
2.the central droptank isn't in the right position: he must be like this: | ,but instead he is like this: - ,any suggestions? (sorry for the "badass" example,but i don't know how to say it,i'm italian,sorry!)
3.the f4D doesn't have flaps
4.the planes are very difficult to control at low speeds,now i don't know if it is normal or is a problem
5.when i put the engines at 0% power,the right turbine still appears with the blue flame from the afterburner
now,are these project errors or it's just my game that have this bugs?
small italian OT
scarica l'ultima versione ;)
come già ti ha detto S3, solo l'F4E ha il cannone interno
si, c'è un piccolo bug, al minimo sembra che il motore destro sia più alto di giri ma in realtà non è cosi, è solo il 3d ;)
i flap lavorano fino a 700km/h
è un incrociatore volante da 20 tonnellate, non può essere maneggevole alle basse velocità ;)
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Any Body having troubles making the F-4's work i n DBW 1,71. Please make sure your folder contains the following. Your DBW Folder should look like this
First of all many thanks to BT~Wasted for a functional cockpit of a very favourite plane of mine !... Now speed bar can be off in missions ;)
I would also add to the above list of needed mods for people that will use the new cockpit, that also HudCustomize mod is needed otherwise you'll
experience major crash of the game !... That was my experience with a friend using this new cockpit & not having the refered mod !... After install no problem,
even flew some time together.
EDITED : Of course I'm not in position to know if the presence of all mentioned folders by BravoFx solve this problem containing already the necessary files in them,
cause we managed to fly not having 3 of the above mentioned folders...
Thank's again & Cheers !
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Hi Guys,
Is it possible (somehow) to have new version of Phantom (loadouts mainly), but without installing "Crusaders pack"?
I must admit that Crusader causes "micro - stutters" in my DBW game.
Thanks.
-
Lol, Zack you dont have to put the air.ini lines in for the crusaders, you just need the package.
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AT least you have the latest version of DBW, 1.71 I am still using 1.1 with Jet War 1.2 have 3 copys of same and works fine in all due to " DiffFmUP3.0RC " downloaded from Ultra Pack site, on recommendation fro one of the bloggers. Works with F-100D A-7s and F-8s. I use one version to test installs, and another to see what caused crashes. I hope this helps. Great work,and thanks for this update.
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I am having a ton of fun with the Phantoms, but I need to report a bug. When I throttle down to zero the starboard (right side) engine looks like it's still firing.
-
Hey guys im having an issue where only the F-4B has ammo... every other version of the F-4 only shows it as default...
-
Hey guys im having an issue where only the F-4B has ammo... every other version of the F-4 only shows it as default...
Do you have the crusader pack installed?
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I am having a ton of fun with the Phantoms, but I need to report a bug. When I throttle down to zero the starboard (right side) engine looks like it's still firing.
same. and yes to the crusader pack.
-
+1.
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don't care about engine 3d at minimum power, it is only 3d issue but not works on FM
i investigate on the loadouts problem
but....
in my opinion we need a fixed big pack with all planes.....
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this pack should fix the loadouts bug, download it and tell me if it work, if yes it will be fixed at first post
place it into DBW !!not into F4 folder!!!
https://www.mediafire.com/?c9tn55vccc7y5fk
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Thanks Vega.
-
Thanks for the pack Vega ! I had to rename the folder "#_00_F-4_weapon" to make it work and now I have all the loadouts for every other version of the F-4. :)
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3 very loud Cheers for 4S_Vega. Dude, I can Confirm that with your latest update with DBW 1.71, all you need now is 00000_000_NoOpenCanopyAI.
All Loadouts are showing in QMB.
The F-4's are totally Independent. Congratulations My Friend. ;D 8)
My #DBW Folder
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More good news. The F-4's work in SAS Modact 3.06 Whats Needed are:
00000_SAS_AI_Engine_HotKeys_Carriers
IL2 1956 - The Jet Era v1.2
00000_000_NoOpenCanopyAI
My #SAS Folder contents
-
rename it as Korrigan said few posts ago
-
I had to rename the folder "#_00_F-4_weapon" to make it work and now I have all the loadouts for every other version of the F-4. :)
WORKS FOR ME TOO!
Thanks Vega and Korrigan!
-
Liking the steady improvements and tweeks 8) I have noticed some things ::) , I am not intending to be pedantic)...
..All the F-4 models appear to me that the right (starboard) wings spoiler, seems to sit naturally a fraction of a degree above the wings surface - more so than the left/port one does; even without any aerilon trim.
..Without going specifically into libraries, I have noticed that above differing speeds and altitudes differences in flying attitude/handlings - this is I suppose to attempt to replicate its quirks.
As of yet I have been flying usually the Jay patten Brick, seems to not go above 49,000 on Grand Canyon, Biscay, Okinawa, Coral Sea 'Carrier Ops' (maps I have normally used), I haven't yet tried altitudes on Crimea.
Mind due I was unable to get past 40,000 without more than 90% throttle; normally 110%, even with careful trimming and gently smooth & 'held' stick inputs, either with only Sparrows and Sidewinders, Empty and less than starting with 70% fuel (although with say 100% enough fuel, should be for a 3.5-ish hours at 45% throttle).
..With the D & E 'Airforce' models, (as of the September update, prior to latest update & weapons pack fix,) that they are unable to load with engines 'started' for the AI any QMB; in FMB I don't know, as I find it very wierd to try and use.
..The main wings Leading Edge flaps seem more to drop, rather than droop/roll down or extend slightly and droop, and the left/port one has a cap on its inner root-wards face, but the right/starboard one doesn't.
..The nose gear turns as if opposite to the rudders direction - shouldn't it be the same if manouvering using rudder/Y-Axis.
I can and will continue to use them and ignore these little things, it is early days still, but I just thought some should be made aware of; those that could seem to be tweekable without having to redesign the model.
Keep up all and any work you do, keep it flying and BBQ them with your burners..
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@Razor1uk: if I give you the F-4 new model with all those fixed, would you make it work?
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man, Phantom weight 20 tonns
without AB it cannot outpass 40000/45000 feet
is not an issue, if you look at the speed graph the max ceeling without AB is not much more 12000m ;)
-
speed graph of B version (other are very close)
(http://i265.photobucket.com/albums/ii206/Fuzz77/speedcurve.png)
as you can see, the speed curve in military power (our 100% power) reach max 42000 feet (few more than 12000m)
and the climb speed curve tell us that the climb rate over 40000 feet is 0
in game we can do level flight a bit over 12000m in mlitary using a bit of trim
however, install the latest version, noone has your same issues with controls
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Ah, ok S3231541 & Vega apologies again, I wasn't intending to be demanding.
I''m out of date FM-wise currently ???
And still reading a novel to do with 1968/69's creation of the Fighter Tactics School at Miramar following the Ault Report; left me thinking it was under hieghted, apologies, read upto midway through 'Scream of Eagles' by Robert K. Wilcox for the 2nd time, in that they he/suggested they could get up to 60,000ft on burners - they must have been breathing in avcat fumes through rose gilded glasses of bourbon or drinking a refined version of methenol water thats injected into the intakes above M1.6 (supposedly) to keep the engines cool - it would appear some facts, some bullshit and a hell a lot of bravado are written into it. :o
Now I've got the weapons patch, I should be able to install the newer updated phantom pack files too without loading conflict Thank You 8)
Mm, I cannot code, or for that matter 3D model (unless in AutoCAD which isn't compatable ot my knowledge.) and as I said towards the end of my previous post,
"I can and will continue to use them and ignore these little things....
...Keep up all and any work you do, keep it flying and BBQ them with your burners" :P
Edited Wednesday 24th @17:21GMT DST; Corrected book author and name, also methinks thereference was to do with the F4D Skyray...
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Phantoms can excede a bit 60000 feets ;)
our versions in game climb till 18500m
-
I just replayed my Nam65 campaigns chopper mission(#4) and the F-4E's went crazy. With a simple targetless ground attack waypoint they almost dive into the ground but the waypoint height is set to 1000m//500kmh, with speed of 600 kmh the second plane always crashes. With the older version I used before there were no problems at all.
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I think I know what is the problem. I`ll try to fix that for next beta and send it off to Vega :)
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Thanks mate but I managed to find the previous version (2012 03 14 FM), which seems to fixed the problem so no hurry! I'd rather see the Cobra weapons you posted about :)
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Managed to get the J upto 50K ft on Crimea.
Started FMB Scramble with Center DT & 12 Mk 82's, a QOC pod (and only 3 Sparrow's if they were included - the lightest kit with D-Tank). Took off eastwards climbing. Dropped the bombs once over water post take-off, straightening up 'till 270 W, once by map edge, gradual climbing 180 across the map.
Dropped the central big tank past Freoydov (spelling?) 'till by other edge above Kerch at around 36,000-ish ft; once past 30K alt gaining further hieght required slight dive then climb, I started a gentle M1 initiated 180deg turn; it held steady around with only a couple of trimming units and a few units of AoA.
It took maybe 70 secnds to come about at high alt and mach, down to 240-ish (or roughly M0.8+ at that altitude) and about 50,100-ish ft by completion using 110% full burner all the way; and holding the stick steadily & gently still using early September's Phantom pack +Crusader packless less weapons fix - will get latest in a mo.
Ahem, I got the book name wrong and the reference I believe was Skyray related - such is the vaguaries of reading, your memory of it jumbles unless you note each specific references page & details etc, and I'm maybe 50 pages pasta 3 or 4 lines paragraphical referance.. Sorry.
Thursday 17:08GMT DST;
Managed to get 62,250ft from a high speed pull up & into stall - like making the the pointier curve/line of an egg shape with latest 8) and bombsight is very useful.
Its also helpfull on approach to landing too :D - unless you triple tap the ctr f1 past the frozen screen bug to cross hair only nose-cam-a-like mode; the frozen bug screen is 2nd ctrf1 function where an enabled hudmod conflicts with virtual pit gauges not being allowed, buit hit change pit view ctrf1 again to clear it - for those that think its buggered, its a glitch, not a crash.
If using Snakeeyes (Retarded Bombs - yeah their dumb compared to Pave GBU's) remember the drop point is between the bar marker and the lower scope edge - the faster or/and lower you are, the closer to the scopes bottom edge.
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Hello, this device is very good, I want to install it but do not know how, I have installed UP 3 RC4 with DBW, anyone can help me? thanks
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Alejo5515 Read in here it will guide you https://www.sas1946.com/main/index.php/topic,3969.msg40749.html#msg40749
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alejo this mod is for DBW 1.71
it will not work with DBW
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nice!!!!!!
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I have some problems whit the installation. I copy the _00_f-4_PhantomII in the the #DVB folder and add the mod 00000_000_NoOpenCanopyAI also in the #DVB folder. I have add to the air.ini 4 lines and also to the plane_ru the other 4 lines.
When i try to start the game, he closes itself at 70%.
What can it be?
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can you post here the log?
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This is it
[30.10.2012 16:39:28] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: ATI Technologies Inc.
Render: ATI Mobility Radeon HD 5470
Version: 4.0.9901 Compatibility Profile Context
Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_gpu_shader5 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1366x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
Spawn.get( com.maddox.il2.objects.air.F_4B ): com.maddox.il2.objects.air.F_4B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4B
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.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F_4D ): com.maddox.il2.objects.air.F_4D
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4D
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.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F_4E ): com.maddox.il2.objects.air.F_4E
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4E
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.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F_4J ): com.maddox.il2.objects.air.F_4J
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4J
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.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
com.maddox.il2.objects.air.F_4B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4B
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.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.F_4D
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4D
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.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.F_4E
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4E
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.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.F_4J
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4J
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.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-1sas.fmd
s = FlightModels/Bf-109B-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-2sas.fmd
s = FlightModels/Bf-109B-2SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109c-1sas.fmd
s = FlightModels/Bf-109C-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109d-1sas.fmd
s = FlightModels/Bf-109D-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-1.fmd
s = FlightModels/Bf-109E-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-3.fmd
s = FlightModels/Bf-109E-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4.fmd
s = FlightModels/Bf-109E-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4b.fmd
s = FlightModels/Bf-109E-4B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4n.fmd
s = FlightModels/Bf-109E-4N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7.fmd
s = FlightModels/Bf-109E-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7nz.fmd
s = FlightModels/Bf-109E-7NZ.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7n.fmd
s = FlightModels/Bf-109E-7N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2_mod.fmd
s = FlightModels/Bf-109F-2_Mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2.fmd
s = FlightModels/Bf-109F-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4.fmd
s = FlightModels/Bf-109F-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4z.fmd
s = FlightModels/Bf-109F-4Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-1.fmd
s = FlightModels/Bf-109G-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-2trop.fmd
s = FlightModels/Bf-109G-2trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-3.fmd
s = FlightModels/Bf-109G-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-4.fmd
s = FlightModels/Bf-109G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-5.fmd
s = FlightModels/Bf-109G-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6asn.fmd
s = FlightModels/Bf-109G-6ASN.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6early.fmd
s = FlightModels/Bf-109G-6Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6erla.fmd
s = FlightModels/Bf-109G-6Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6mid.fmd
s = FlightModels/Bf-109G-6Mid.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6late.fmd
s = FlightModels/Bf-109G-6Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10.fmd
s = FlightModels/Bf-109G-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10erla.fmd
s = FlightModels/Bf-109G-10Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10c3.fmd
s = FlightModels/Bf-109G-10C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14.fmd
s = FlightModels/Bf-109G-14.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14as.fmd
s = FlightModels/Bf-109G-14AS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4.fmd
s = FlightModels/Bf-109K-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4-c3.fmd
s = FlightModels/Bf-109K-4-C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109z.fmd
s = FlightModels/Bf-109Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109t-4.fmd
s = FlightModels/Bf-109T-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110cvroeg.fmd
s = FlightModels/Bf-110Cvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4.fmd
s = FlightModels/Bf-110C-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4b.fmd
s = FlightModels/Bf-110C-4b.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110evroeg.fmd
s = FlightModels/Bf-110Evroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110fvroeg.fmd
s = FlightModels/Bf-110Fvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-2.fmd
s = FlightModels/Bf-110G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-4.fmd
s = FlightModels/Bf-110G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-196a-3.fmd
s = FlightModels/Ar-196A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234b-2.fmd
s = FlightModels/Ar-234B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234c.fmd
s = FlightModels/Ar-234C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-1.fmd
s = FlightModels/Do217K-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-2.fmd
s = FlightModels/Do217K-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335.fmd
s = FlightModels/Do-335.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335v-13.fmd
s = FlightModels/Do-335V-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fi-156b-2.fmd
s = FlightModels/Fi-156B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-189a-2.fmd
s = FlightModels/Fw-189A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-2.fmd
s = FlightModels/Fw-190A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-3.fmd
s = FlightModels/Fw-190A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-4.fmd
s = FlightModels/Fw-190A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5.fmd
s = FlightModels/Fw-190A-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5-165.fmd
s = FlightModels/Fw-190A-5-165.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7.fmd
s = FlightModels/Fw-190A-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7sturm.fmd
s = FlightModels/Fw-190A-7sturm.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-8.fmd
s = FlightModels/Fw-190A-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-9.fmd
s = FlightModels/Fw-190A-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9.fmd
s = FlightModels/Fw-190D-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9late.fmd
s = FlightModels/Fw-190D-9Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-11.fmd
s = FlightModels/Fw-190D-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-13.fmd
s = FlightModels/Fw-190D-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152h-1.fmd
s = FlightModels/Ta-152H-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152c.fmd
s = FlightModels/Ta-152C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190f-8.fmd
s = FlightModels/Fw-190F-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-200c-3u4.fmd
s = FlightModels/FW-200C-3U4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ho-229.fmd
s = FlightModels/Ho-229.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he45.fmd
s = FlightModels/He45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he51c.fmd
s = FlightModels/He51C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111p2.fmd
s = FlightModels/He-111P2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-2.fmd
s = FlightModels/He-111H-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-6.fmd
s = FlightModels/He-111H-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-12.fmd
s = FlightModels/He-111H-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-21.fmd
s = FlightModels/He-111H-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111z.fmd
s = FlightModels/He-111Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162a-2.fmd
s = FlightModels/He-162A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162c.fmd
s = FlightModels/He-162C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162b.fmd
s = FlightModels/He-162B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-219.fmd
s = FlightModels/He-219.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-lercheiiib2.fmd
s = FlightModels/He-LercheIIIB2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs123.fmd
s = FlightModels/HS123.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-2.fmd
s = FlightModels/Hs-129B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-3.fmd
s = FlightModels/Hs-129B-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg4e.fmd
s = FlightModels/Ju-52_3mg4e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg5e.fmd
s = FlightModels/Ju-52_3mg5e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-1.fmd
s = FlightModels/Ju-87B-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-2m.fmd
s = FlightModels/Ju-87B-2m.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-3j.fmd
s = FlightModels/Ju-87D-3j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-5j.fmd
s = FlightModels/Ju-87D-5j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-7.fmd
s = FlightModels/Ju-87D-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-8.fmd
s = FlightModels/Ju-87D-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-1j.fmd
s = FlightModels/Ju-87G-1j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-2.fmd
s = FlightModels/Ju-87G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87c.fmd
s = FlightModels/Ju-87C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4.fmd
s = FlightModels/Ju-88A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4mistel.fmd
s = FlightModels/Ju-88A-4Mistel.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-17.fmd
s = FlightModels/Ju-88A-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4torp.fmd
s = FlightModels/Ju-88A-4torp.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88c-6.fmd
s = FlightModels/Ju-88C-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-163b-1a.fmd
s = FlightModels/Me-163B-1a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-210ca-1.fmd
s = FlightModels/Me-210Ca-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-410a.fmd
s = FlightModels/Me-410A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-410b.fmd
s = FlightModels/Me-410B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262a-1a.fmd
s = FlightModels/Me-262A-1a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262a-1au4.fmd
s = FlightModels/Me-262A-1aU4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262b-1a.fmd
s = FlightModels/Me-262B-1a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262hg-ii.fmd
s = FlightModels/Me-262HG-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-321.fmd
s = FlightModels/Me-321.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-323.fmd
s = FlightModels/Me-323.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-183.fmd
s = FlightModels/Ta-183.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/beaufightermk1.fmd
s = FlightModels/BeaufighterMk1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/beaufightermkx.fmd
s = FlightModels/BeaufighterMkX.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/beaufightermk21.fmd
s = FlightModels/BeaufighterMk21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mki.fmd
s = FlightModels/Blenheim_MkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mkif.fmd
s = FlightModels/Blenheim_MkIF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mkiv.fmd
s = FlightModels/Blenheim_MkIV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/battlemkii.fmd
s = FlightModels/BattleMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fulmarmki.fmd
s = FlightModels/FulmarMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seagladiatormkii.fmd
s = FlightModels/SeaGladiatorMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/gladiatormki.fmd
s = FlightModels/GladiatorMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/gladiatormkii.fmd
s = FlightModels/GladiatorMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/halifaxbmkiii.fmd
s = FlightModels/HalifaxBMkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seahurricanemki.fmd
s = FlightModels/SeaHurricaneMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seahurricanemkii.fmd
s = FlightModels/SeaHurricaneMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkivroeg.fmd
s = FlightModels/HurricaneMkIvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemki.fmd
s = FlightModels/HurricaneMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkia12lbs.fmd
s = FlightModels/HurricaneMkIa12lbs.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkiia.fmd
s = FlightModels/HurricaneMkIIa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkii.fmd
s = FlightModels/HurricaneMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkiid.fmd
s = FlightModels/HurricaneMkIId.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkiimod.fmd
s = FlightModels/HurricaneMkIIMod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkiv.fmd
s = FlightModels/HurricaneMkIV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lancaster.fmd
s = FlightModels/Lancaster.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/magm14a.fmd
s = FlightModels/MagM14A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mosquito-fbmkvi.fmd
s = FlightModels/Mosquito-FBMkVI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mosquito-bmkiv.fmd
s = FlightModels/Mosquito-BMkIV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mosquito-bmkxvi.fmd
s = FlightModels/Mosquito-BMkXVI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mosquito-tsts.fmd
s = FlightModels/Mosquito-tsts.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafirei.fmd
s = FlightModels/SeafireI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafireii.fmd
s = FlightModels/SeafireII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafire-lf-mkiii.fmd
s = FlightModels/Seafire-LF-MkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafire-f-mkiii.fmd
s = FlightModels/Seafire-F-MkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafirexv.fmd
s = FlightModels/SeafireXV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireivroeg.fmd
s = FlightModels/SpitfireIvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireia.fmd
s = FlightModels/SpitfireIa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireib.fmd
s = FlightModels/SpitfireIb.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireiia.fmd
s = FlightModels/SpitfireIIa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireiib.fmd
s = FlightModels/SpitfireIIb.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireva.fmd
s = FlightModels/SpitfireVa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-09.fmd
s = FlightModels/Spitfire-F-Vb-M45-09.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/Spitfire-F-Vb-M45-16-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-vb-m45m-18.fmd
s = FlightModels/Spitfire-LF-Vb-M45M-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-vb-m45m-18-cw.fmd
s = FlightModels/Spitfire-LF-Vb-M45M-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-12.fmd
s = FlightModels/Spitfire-F-Vb-M45-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/Spitfire-F-Vb-M45-16.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-hf-vb-m46-16.fmd
s = FlightModels/Spitfire-HF-Vb-M46-16.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vc-2h-m45-16-trop.fmd
s = FlightModels/Spitfire-F-Vc-2H-M45-16-trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/Spitfire-F-Vc-2H-M45-12-trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vc-4h-m45-12-trop.fmd
s = FlightModels/Spitfire-F-Vc-4H-M45-12-trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-viii-m66-18.fmd
s = FlightModels/Spitfire-LF-VIII-M66-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-viii-m66-18-cw.fmd
s = FlightModels/Spitfire-LF-VIII-M66-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixc-m66-18.fmd
s = FlightModels/Spitfire-LF-IXc-M66-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixc-m66-18-cw.fmd
s = FlightModels/Spitfire-LF-IXc-M66-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-hf-ixc-m70-18.fmd
s = FlightModels/Spitfire-HF-IXc-M70-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-ixc-m61-15.fmd
s = FlightModels/Spitfire-F-IXc-M61-15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/Spitfire-F-IXc-M63-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixe-m66-18.fmd
s = FlightModels/Spitfire-LF-IXe-M66-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixe-m66-18-cw.fmd
s = FlightModels/Spitfire-LF-IXe-M66-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/Spitfire-HF-IXe-M70-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixc-m66-25.fmd
s = FlightModels/Spitfire-LF-IXc-M66-25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixe-m66-25-cw.fmd
s = FlightModels/Spitfire-LF-IXe-M66-25-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-xii-g3-cw.fmd
s = FlightModels/Spitfire-F-XII-G3-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/Spitfire-F-XIV-G65-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfirexviclp.fmd
s = FlightModels/SpitfireXVICLP.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfirexvi25.fmd
s = FlightModels/SpitfireXVI25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfirexviclp25.fmd
s = FlightModels/SpitfireXVICLP25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/swordfish.fmd
s = FlightModels/Swordfish.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2tm.fmd
s = FlightModels/U-2TM.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/typhoon1b.fmd
s = FlightModels/Typhoon1B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/typhoon1blate.fmd
s = FlightModels/Typhoon1BLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tempestmkii.fmd
s = FlightModels/TempestMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tempestmkv.fmd
s = FlightModels/TempestMkV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafurymki.fmd
s = FlightModels/SeaFuryMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3b.fmd
s = FlightModels/DB-3B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3m.fmd
s = FlightModels/DB-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3t.fmd
s = FlightModels/DB-3T.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3f.fmd
s = FlightModels/DB-3F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bi-1.fmd
s = FlightModels/BI-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bi-6.fmd
s = FlightModels/BI-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-11.fmd
s = FlightModels/G-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15bis.fmd
s = FlightModels/I-15bis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/I-15-M22.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15-m25.fmd
s = FlightModels/I-15-M25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-153-m62.fmd
s = FlightModels/I-153-M62.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type15.fmd
s = FlightModels/I-16type15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type5.fmd
s = FlightModels/I-16type5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type5skis.fmd
s = FlightModels/I-16type5Skis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type6.fmd
s = FlightModels/I-16type6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type6skis.fmd
s = FlightModels/I-16type6Skis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type10.fmd
s = FlightModels/I-16type10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type10wc.fmd
s = FlightModels/I-16type10WC.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type17.fmd
s = FlightModels/I-16type17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type18.fmd
s = FlightModels/I-16type18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type24.fmd
s = FlightModels/I-16type24.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type27.fmd
s = FlightModels/I-16type27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type28.fmd
s = FlightModels/I-16type28.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type29.fmd
s = FlightModels/I-16type29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-185m-71.fmd
s = FlightModels/I-185M-71.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-185m-82a.fmd
s = FlightModels/I-185M-82A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-250.fmd
s = FlightModels/I-250.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2-1940.fmd
s = FlightModels/Il-2-1940.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2-1941.fmd
s = FlightModels/Il-2-1941.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2i.fmd
s = FlightModels/Il-2I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2mearly.fmd
s = FlightModels/Il-2MEarly.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2mlate.fmd
s = FlightModels/Il-2MLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2m3.fmd
s = FlightModels/Il-2M3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2m3ns.fmd
s = FlightModels/Il-2M3NS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-4.fmd
s = FlightModels/Il-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-10.fmd
s = FlightModels/Il-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series4.fmd
s = FlightModels/LaGG-3series4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/LaGG-3series29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/LaGG-3series35.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3it.fmd
s = FlightModels/LaGG-3IT.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series66.fmd
s = FlightModels/LaGG-3series66.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3rd.fmd
s = FlightModels/LaGG-3RD.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5.fmd
s = FlightModels/La-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5f.fmd
s = FlightModels/La-5F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5fn.fmd
s = FlightModels/La-5FN.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-7.fmd
s = FlightModels/La-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-7r.fmd
s = FlightModels/La-7R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/li-2.fmd
s = FlightModels/Li-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mbr-2-am-34.fmd
s = FlightModels/MBR-2-AM-34.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3.fmd
s = FlightModels/MiG-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3ud.fmd
s = FlightModels/MiG-3ud.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3am-38.fmd
s = FlightModels/MiG-3AM-38.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3u.fmd
s = FlightModels/MiG-3U.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-9.fmd
s = FlightModels/MiG-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series1.fmd
s = FlightModels/Pe-2series1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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s = FlightModels/Pe-2series32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series84.fmd
s = FlightModels/Pe-2series84.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series110.fmd
s = FlightModels/Pe-2series110.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series359.fmd
s = FlightModels/Pe-2series359.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-3series1.fmd
s = FlightModels/Pe-3series1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-3bis.fmd
s = FlightModels/Pe-3bis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-8.fmd
s = FlightModels/Pe-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-5.fmd
s = FlightModels/R-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-10.fmd
s = FlightModels/R-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sb-2m-100a.fmd
s = FlightModels/SB-2M-100A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sb-2m-103.fmd
s = FlightModels/SB-2M-103.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/su-2.fmd
s = FlightModels/Su-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tb-3-4m-17.fmd
s = FlightModels/TB-3-4M-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tb-3-4m-34r.fmd
s = FlightModels/TB-3-4M-34R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tu-2s.fmd
s = FlightModels/Tu-2S.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-29.fmd
s = FlightModels/B-29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2vs.fmd
s = FlightModels/U-2VS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2nb.fmd
s = FlightModels/U-2NB.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2lsh.fmd
s = FlightModels/U-2LSH.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-1.fmd
s = FlightModels/Yak-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-1b.fmd
s = FlightModels/Yak-1B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3.fmd
s = FlightModels/Yak-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3vk-107.fmd
s = FlightModels/Yak-3VK-107.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3r.fmd
s = FlightModels/Yak-3R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7a.fmd
s = FlightModels/Yak-7A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7b.fmd
s = FlightModels/Yak-7B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7b_pf.fmd
s = FlightModels/Yak-7B_PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7uti.fmd
s = FlightModels/Yak-7uti.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9.fmd
s = FlightModels/Yak-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9b.fmd
s = FlightModels/Yak-9B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9d.fmd
s = FlightModels/Yak-9D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9m.fmd
s = FlightModels/Yak-9M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9k.fmd
s = FlightModels/Yak-9K.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9t.fmd
s = FlightModels/Yak-9T.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9u.fmd
s = FlightModels/Yak-9U.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9ut.fmd
s = FlightModels/Yak-9UT.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-15.fmd
s = FlightModels/Yak-15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a-20b.fmd
s = FlightModels/A-20B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a-20c.fmd
s = FlightModels/A-20C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a-20b3s.fmd
s = FlightModels/A-20B3S.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a-20g.fmd
s = FlightModels/A-20G.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ad4.fmd
s = FlightModels/AD4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a1h.fmd
s = FlightModels/A1H.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a1j.fmd
s = FlightModels/A1J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-17d.fmd
s = FlightModels/B-17D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-17e.fmd
s = FlightModels/B-17E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-17f.fmd
s = FlightModels/B-17F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-17g.fmd
s = FlightModels/B-17G.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-24j.fmd
s = FlightModels/B-24J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-29sp.fmd
s = FlightModels/B-29SP.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25c.fmd
s = FlightModels/B-25C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25d5-strafer.fmd
s = FlightModels/B-25D5-Strafer.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25d20-strafer.fmd
s = FlightModels/B-25D20-Strafer.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25g.fmd
s = FlightModels/B-25G.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25h.fmd
s = FlightModels/B-25H.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25j.fmd
s = FlightModels/B-25J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25j15.fmd
s = FlightModels/B-25J15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25j-strafer.fmd
s = FlightModels/B-25J-Strafer.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/dc-3.fmd
s = FlightModels/DC-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/c-47b.fmd
s = FlightModels/C-47B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cw-21.fmd
s = FlightModels/CW-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f2a-1.fmd
s = FlightModels/F2A-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f2a-2.fmd
s = FlightModels/F2A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4f-3.fmd
s = FlightModels/F4F-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4f-4.fmd
s = FlightModels/F4F-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fm-2.fmd
s = FlightModels/FM-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1a.fmd
s = FlightModels/F4U-1A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1c.fmd
s = FlightModels/F4U-1C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1d.fmd
s = FlightModels/F4U-1D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1aclipped.fmd
s = FlightModels/F4U-1Aclipped.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1dclipped.fmd
s = FlightModels/F4U-1Dclipped.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f6f3early.fmd
s = FlightModels/F6F3Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f6f-3.fmd
s = FlightModels/F6F-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f6f-5.fmd
s = FlightModels/F6F-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/l5sentinel.fmd
s = FlightModels/L5Sentinel.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/l5sentinel_ex.fmd
s = FlightModels/L5Sentinel_Ex.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-2v.fmd
s = FlightModels/P-2V.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-26.fmd
s = FlightModels/P-26.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mohawk_iii_bob.fmd
s = FlightModels/Mohawk_III_BoB.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-36a-4.fmd
s = FlightModels/P-36A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38e.fmd
s = FlightModels/P-38E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38f-1-lo.fmd
s = FlightModels/P-38F-1-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38g-15-lo.fmd
s = FlightModels/P-38G-15-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38h-5-lo.fmd
s = FlightModels/P-38H-5-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38j.fmd
s = FlightModels/P-38J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38j-15-lo.fmd
s = FlightModels/P-38J-15-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38l-5-lo.fmd
s = FlightModels/P-38L-5-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38l.fmd
s = FlightModels/P-38L.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38llate.fmd
s = FlightModels/P-38LLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38droopsnoot.fmd
s = FlightModels/P-38DroopSnoot.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-400.fmd
s = FlightModels/P-400.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39d.fmd
s = FlightModels/P-39D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39n.fmd
s = FlightModels/P-39N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-1.fmd
s = FlightModels/P-39Q-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-10.fmd
s = FlightModels/P-39Q-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40c.fmd
s = FlightModels/P-40C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40b.fmd
s = FlightModels/P-40B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40e.fmd
s = FlightModels/P-40E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40e-m-105.fmd
s = FlightModels/P-40E-M-105.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40m.fmd
s = FlightModels/P-40M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-10.fmd
s = FlightModels/P-47D-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-22.fmd
s = FlightModels/P-47D-22.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-27.fmd
s = FlightModels/P-47D-27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-27_late.fmd
s = FlightModels/P-47D-27_late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51a.fmd
s = FlightModels/P-51A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51b-10na.fmd
s = FlightModels/P-51B-10NA.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51b.fmd
s = FlightModels/P-51B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51c.fmd
s = FlightModels/P-51C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-20.fmd
s = FlightModels/P-51D-20.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-25.fmd
s = FlightModels/P-51D-25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-30.fmd
s = FlightModels/P-51D-30.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51cm.fmd
s = FlightModels/P-51CM.fmd
m_lastFMFile
Edit and Coded~SAS~
-
Spawn.get( com.maddox.il2.objects.air.F_4B ): com.maddox.il2.objects.air.F_4B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4B
Spawn.get( com.maddox.il2.objects.air.F_4D ): com.maddox.il2.objects.air.F_4D
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4D
Spawn.get( com.maddox.il2.objects.air.F_4E ): com.maddox.il2.objects.air.F_4E
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4E
Spawn.get( com.maddox.il2.objects.air.F_4J ): com.maddox.il2.objects.air.F_4J
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4J
seem that you doesn't have the plane classfiles.....how is possible
mmmm
try to install again the pack and tell us
-
I have try three time but nothing. All the time at 70% crash.
In future the new planes will be integrated in the dbw updates?
-
Can it possible that i have put the 4 lines in air.ini in the wrong place? I have try to change the place in the file but it doesn't change the result.
-
I can't believe. I'm crying. It work. I have disabled mod files cache and it work
-
Can you please modify your comment and change it to code, to save space.
-
Can some moderator do this? Because it doesn't work or i'm f****g crazy
-
Make sure you add the [/code] tag at the end of your log file, so it comes out like this:
[30.10.2012 16:39:28] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: ATI Technologies Inc.
Render: ATI Mobility Radeon HD 5470
Version: 4.0.9901 Compatibility Profile Context
Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_gpu_shader5 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1366x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached
*** Looking for Advanced CPU Instructions...
PentiumPro
Multimedia (MMX)
3D (SSE2)
3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
'GL_ARB_multitexture' extension - Multitexturing.
'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
'GL_ARB_texture_compression' extension - Saves texture memory by 400%
'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
Spawn.get( com.maddox.il2.objects.air.F_4B ): com.maddox.il2.objects.air.F_4B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4B
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.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F_4D ): com.maddox.il2.objects.air.F_4D
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4D
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.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F_4E ): com.maddox.il2.objects.air.F_4E
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4E
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.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F_4J ): com.maddox.il2.objects.air.F_4J
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_4J
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.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
... ... ...
;)
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I have some issues with installing my f-4 on my version of game. I use SAS Modact3 and I already installed mig-19 without problems, but when I tried ti install the f-4 my game crashes at 20%. Can someone advise me what to do to install in properly.
I have done everything acording to the instructions on forum.
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The "00000_000_NoOpenCanopyAI" must be in your #DBW modsfolder!
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Adler, you have made 2 Posts and those are for help, please read all relevant criteria needed for each Mod, we dont mind helping you but we are not going to Mod your game for you. That is your responsibility. Thanks SAS~ADMIN!
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Don't know what I'm doing wrong but whenever I put this plane in the DBW folder and put the entries in the air.ini and plane_ru.properties, I get a 20% load and then it just stops. It doesn't lock my machine up; I can shut IL2 down with the task manager. But I just can't get the sim to load past 20% if this plane is present. I have DBW, 1.71, and Jetwar 1.2. What am I missing?
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Okay great, I'll try that. I have the mod but just hadn't installed it yet. The 00000_000_NoOpenCanopyAI folder just gets dropped into the DBW folder, correct?
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Okay got it! The Phantom is a handful to fly for sure but that's the way it should be. I have a friend who was a pilot in the Israeli Air Force and he flew Phantoms and F-16s. He said the F-16 is a sissy plane and anyone could fly it, but the F-4 is a man's plane and you really have to fly the thing. Are more of the cockpit gauges going to be functional at some point?
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I have a quick ? I have the air.ini info and the plane.ru info...Where oh where!!! is the weapons info...It is not listed in the install notes because there are none..does any one have them? Could you please post them...Thank you Taypay
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you dont need weapon_ru lines for all planes. they are optional, so this plane doesnt have them
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Ok! Thanx.... Mojojojo I'll try reloading it again, the Cougar F9F loaded fine but the F-4 and Mig 19 are being a pain....
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WOW!!! What a hand full...The F-4 Rocks!! The first bird I worked on in the Corps(USMC). I was able to load it and the Mig-19S, now if I could get the F8 Crusader to play nice....As always you guys as well as M4T and Il-2 freemodding are the best!! sites to work with...Thanx again.....Taypay
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HI, ive installed the F-4 mod and the crusader pack but i dont seem to have the ZUNI missile pods. help?
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Eril, try the loadouts bug fix on the first page. Also, what mod system are you using? DBW/UP3/HSFX?
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im using SAS modact. my DBW cant seem to work at all.
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You have all the required support files at the start of the thread? Jetwars and what not?
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Yes. i have the jetwars mod and the the noopencanopy installed including the crusader pack. i just cant seem to find the ZUNI pack and new AGM missiles. would be nice to have them for ground attack scenarios. Dogfighting in the F-4 phantom is almost impossible for me.
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the front page said to install the loadout bug fix into the DBW file. i put it into my modact file with confidence the game will crash..instead it worked and i only managed to find the weapons in the F-4D. is it only for the F-4D?
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Erilcartul- you may have to install Vegas Crusader Pack for your F-4's to have all load outs. https://www.sas1946.com/main/index.php/topic,27908.msg292920.html#msg292920
scroll down you will see it.
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I have the crusader pack installed
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Ok. i have installed EVERYTHING from the F-4 MOD pack along with the noopencanopy and the crusader pack. I also installed the loadout bug fix for DBW but somehow it works for modact as well. The loadouts are fine the only problem im facing is that the ZUNI missile pods and the new AGM missiles are only in the F-4D loadouts. Is this intended or is the ZUNI and new AGM missiles also meant for the other F-4 variants?
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hi what goes in the weapon.ru? DBW quits for some reason.
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Boeing you need to go in the Tech Help section, all your answers are there waiting for you.
https://www.sas1946.com/main/index.php/board,7.0.html
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Yeah I know! I HAVE MANY TIMES BEFORE ADDED NEW PLANES it's just that after i put the entries in my air.ini under the jets section, and the entries in the plane.ru DBW crashes at 70%!
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Just a quick question cause i am curious. Is this project still in developement? I like this plane, flies well, kills everything we throw at her, but i CANT land her! This is quite frustrating for me who loves flying cockpit view only/full realism. As it is with no proper cockpit instruments, it is INCREDIBLY dificult to judge landing approach speeds and even formation flying is difficult! My younger brother is building a Phantom campaign, and a working cockpit would be awesome! Id rather not crash on landing at the end of EVERY sortie! lol Especially since he wants it to be carrier operations....
I know, i know, i could turn on those little speed bar thingys on the side of my screen, but it just feels wrong.
i was just wondered if it would be futile to hope for one one day????
fresco
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Just a quick question cause i am curious. Is this project still in developement? I like this plane, flies well, kills everything we throw at her, but i CANT land her! This is quite frustrating for me who loves flying cockpit view only/full realism. As it is with no proper cockpit instruments, it is INCREDIBLY dificult to judge landing approach speeds and even formation flying is difficult! My younger brother is building a Phantom campaign, and a working cockpit would be awesome! Id rather not crash on landing at the end of EVERY sortie! lol Especially since he wants it to be carrier operations....
I know, i know, i could turn on those little speed bar thingys on the side of my screen, but it just feels wrong.
i was just wondered if it would be futile to hope for one one day????
fresco
sheesh quit yer yappin'
if you read, you'll see that the guys at freemodding are gonna make a workin pit for this plane :D
hope this gets rid of any confusion,
mojojojo :)
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Yeah I know! I HAVE MANY TIMES BEFORE ADDED NEW PLANES it's just that after i put the entries in my air.ini under the jets section, and the entries in the plane.ru DBW crashes at 70%!
can some one help?
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Post the results of your log.lst file. The answer to your problem may be listed there. If not others, may see what your issue is.
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Just a quick question cause i am curious. Is this project still in developement? I like this plane, flies well, kills everything we throw at her, but i CANT land her! This is quite frustrating for me who loves flying cockpit view only/full realism. As it is with no proper cockpit instruments, it is INCREDIBLY dificult to judge landing approach speeds and even formation flying is difficult! My younger brother is building a Phantom campaign, and a working cockpit would be awesome! Id rather not crash on landing at the end of EVERY sortie! lol Especially since he wants it to be carrier operations....
I know, i know, i could turn on those little speed bar thingys on the side of my screen, but it just feels wrong.
i was just wondered if it would be futile to hope for one one day????
fresco
sheesh quit yer yappin'
if you read, you'll see that the guys at freemodding are gonna make a workin pit for this plane :D
hope this gets rid of any confusion,
mojojojo :)
oops sorry, i did try to read back several pages before i asked this question but i didnt notice anything about it, but to be honest, havent even looked for it at freeil2modding! ;D ill check it out! thanks
fresco
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man what you mean with "cant land her"
seem to me that Phantoms are the jets more "landable", in carrier too (obviously except small fighters as Sabres, Fagots/Frescos and Cougars)....you can land with it in a road too if you want
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seem to me that Phantoms are the jets more "landable", in carrier too
............ :-\
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large carriage, high lift at low speed, stable.....what do you want more! 8)
Fresco, which is you approach speed?
optimal is around 250/60 km/h
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F-4 is a 20 tonns plane that reach mach 2.3..... you cannot hope to fly it as a Me-109 or like a small jet as Sabre
but, with right tecnics:
You can land in airfields
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4D_01.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4D_02.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4D_03.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4D_04.png)
In a carrier
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4B_01.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4B_02.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4B_03.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4B_04.png)
and, if you need............
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4E_01.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4E_02.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4E_03.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4E_04.png)
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Just curious - you are not the ones who work on cockpit, are you? Still, do you have any news about cockpit progress?
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it took me a while to land this bird, but its been pretty easy ever since i figured it out.
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Just curious - you are not the ones who work on cockpit, are you? Still, do you have any news about cockpit progress?
I am the one who work on it and still doesn't know any news about the cockpit progress...LOL. Sorry guys, there's some "priority" going on in the back ground. But I'm still active, so it'll get done one day...
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lol yeah i guess getting out one of those amazing new planes you're working on (F/A-18 or Su-22 prehaps?) would be more important. im patiently waiting for the cockpit and these new planes. best of luck on these projects!
mojojojo
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man what you mean with "cant land her"
seem to me that Phantoms are the jets more "landable", in carrier too (obviously except small fighters as Sabres, Fagots/Frescos and Cougars)....you can land with it in a road too if you want
i get what you all are sayin... lol, and i dont expect it to fly anything like a 109! ...i should know.... i can fly the 109s in my sleep! The 109s are my all-round favorite aircraft STILL! So i fly them a lot and fully appreciate the differences between them and the phantom.
And YES the phantom handles beautifully! You can dogfight with her, fly on the edge of a stall and still turn cause she's still stable/powerful... and she carries a HECK of a bombload if you feel like layin' a hurtin' on some poor guy on the ground!
but landing is just not working out for me... its frustrating cause my brother(the one building the campaign i mentioned) can set her down nicely about 95% of the time, while, try as i might, i explode EVERY time. Its probably... yeah.. i think its the ONLY plane in the game that i CANT get to land safely.... im starting to doubt myself :-[
I'll try to be more particular with my touch down speeds, but im pretty sure mine are about the same and certainly never over 300. The plane feels like its about to fall out the sky on approach. sometimes it just explodes, sometimes it touched down fine on the main gear but when i set the nose wheel down it immediately snaps and i explode anyway. I have tried with and without loadouts. Probably more practice is needed is all.... ill keep at it!
I more often fly the SuperSabre, and Crusader anyway and those i can set down without a hitch using cockpit instruments only. Touching down right at 200knots( according to indicator).
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man what you mean with "cant land her"
seem to me that Phantoms are the jets more "landable", in carrier too (obviously except small fighters as Sabres, Fagots/Frescos and Cougars)....you can land with it in a road too if you want
i get what you all are sayin... lol, and i dont expect it to fly anything like a 109! ...i should know.... i can fly the 109s in my sleep! The 109s are my all-round favorite aircraft STILL! So i fly them a lot and fully appreciate the differences between them and the phantom.
And YES the phantom handles beautifully! You can dogfight with her, fly on the edge of a stall and still turn cause she's still stable/powerful... and she carries a HECK of a bombload if you feel like layin' a hurtin' on some poor guy on the ground!
but landing is just not working out for me... its frustrating cause my brother(the one building the campaign i mentioned) can set her down nicely about 95% of the time, while, try as i might, i explode EVERY time. Its probably... yeah.. i think its the ONLY plane in the game that i CANT get to land safely.... im starting to doubt myself :-[
I'll try to be more particular with my touch down speeds, but im pretty sure mine are about the same and certainly never over 300. The plane feels like its about to fall out the sky on approach. sometimes it just explodes, sometimes it touched down fine on the main gear but when i set the nose wheel down it immediately snaps and i explode anyway. I have tried with and without loadouts. Probably more practice is needed is all.... ill keep at it!
I more often fly the SuperSabre, and Crusader anyway and those i can set down without a hitch using cockpit instruments only. Touching down right at 200knots( according to indicator).
do you have the last version of F-4?
i repeat, landing with it is very easy....look at the pic posted by me in the previous page ;)
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With the jets, certainly the faster and heavier F4 and the Mig19, come about/around to line up your approach to the runway when the runway is almost off the edge of the screen/view distance, to give you a 'smoother' chance of getting it aligned and engines and flaps set, use airbrakes every now and again to lower speeds, and keep them open whence your about to touch down on the runway, with some backwards stick pressure.
I myself have more landing crashes with the 19; I'm still attempting to get used to its low speed/landing behaviour - itself seem to need to come in very very fast, than I do with the F4; its ingame carrier landing gear can make a plowed field seem like nothing; just try not to 3 point them or the nose gear will dig in and fly off - you might be letting the nose 'smack down' to quick/hard - apologies to second guess you.
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pretty sure i have the latest phantom update but ill double check! i keep a close eye out for updates on it and mig 19 but i may have missed one. Thanks vega!
dont appologize razor! ;D i welcome advice from anyone. i am definitely no expert and not afraid to admit it!
thanks
fresco
ps: i also find the mig 19 difficult to land, but i can manage it most of the time, for me the trick with that one was learning when to deply flaps. the landing flaps on the mig work very well, maybe too well? ...and i found myself simply plowing into the dirt several times when i dropped flaps too early, you can almost land it in "combat flaps"... ALMOST! ;D
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Razor is right; the Phantom is stable as hell on approach if you set things up far enough in advance. It also has super strong main gear. I must admit, though - I have had the nose gear fail on me before. Hell, even during take off, if you do not rotate quickly enough it rips off. That is a hairy situation to find yourself in, let me tell you... I actually find carrier landings easier in the Lead Sled than with the Cougar trainer... I always over cook the landing speed and rip off the tail... With the phantom I have a tendency to do a couple of bolters then rip off the RHS tailplane on the island...
I don't have any MiG-19 experience, short of a quick test flight once I installed it, but I guess the lighter gear and slow speed handling characteristics would make it a tough one to land.
The secret is pretty much as Razor says, though for any jet - just set her up on the glide path from way away out and try to control the speed of descent.
I love the implementation of jets into IL-2. It really gives you a completely different experience. Not just landing them, either - combat completely changes and you have to adapt to suit. I have gone through phases where I only flew the jets and was getting quite good at pancaking without breaking them - then I stopped and played around with 1916. After a while you can't fly jets worth a crap again as you have adjusted in your head to the slower speed and handling of the biplanes...
God I love this game :)
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i find that razor's comment is about right, if you get the phantom lined up, it is rock-steady unless you try any last minute adjustments. make sure you are lined up.
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....implementation of jets into IL-2. It really gives you a completely different experience. Not just landing them, either - combat completely changes and you have to adapt to suit. I have gone through phases where I only flew the jets and was getting quite good at pancaking without breaking them - then I stopped and played around with 1916. After a while you can't fly jets worth a crap again as you have adjusted in your head to the slower speed and handling of the biplanes...
God I love this game :)
you sound like me here as i was explaining the jets to a local fellow IL-2 player who hasnt flown with us in some time and i was tryin to explain that.... well, its not the same kind of combat! The speeds alone dynamically change combat situations and thinking! not to mention the newly found possibility that instead of shooting you... your enemy might deside instead to stuff a missile up your tailpipe! you have to think differently now!
..if you cant tell.... I too love this game very much!
p.s.: random side note... took a Yak-3 out last night against a fellow player in his 109! It was a refreshing change back to basics for me. All speed/energy game and smarts... it was an incredibly matched dogfight all altitudes from 2 km down to the deck for about 10 minutes... such fun.
he won btw... ;D
fresco
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can some one please help me? I have installed new planes such as the MiG-19 and F-100 and stuff, i don't know why this is failing. I put the file in my DBW and place the air.ini entry in but it crashed the game at 70%!
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for Phantom you need the F-8 too in game
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you mean the crusader, from mario71?
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Yes Boeing
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Ohh... sorry about that. sometimes i feel like an idiot. :-[
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Boeing, you're not the only one; I recently patched up to DBW 1.71 and then installed a whole raft of new jets, testing one after another to see if my installation held its integrity.... It took me the best part of an evening to figure out why the latest F-4 version wouldn't work. I eventually read the answer here too.
So no - you're not an idiot, matey. Or at least if you are; I am too... ;)
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You should see some of the screw ups bravo has done and me too
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Thats the beauty of self modding ones Game, we all learn together how to fix it.
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Thanks guys, really appreciate it :)
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I dont know whether this is normal or not, but none of the instruments in the cockpit are working.
And i only got loadouts for the first Phantom. Every other Phantom got only the "Default" loadout.
Can anybody help? :(
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I dont know whether this is normal or not, but none of the instruments in the cockpit are working.
And i only got loadouts for the first Phantom. Every other Phantom got only the "Default" loadout.
Can anybody help? :(
1) you need the crusader pack too
2) you had to download the weapons pack at first post and install into your DBW
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Ok i will try this.
But from where can i get the crusaderpack?
I only found your "Workshop". And for this I need the A-7 pack from "Mario". But from where can i get this?
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Ok i will try this.
But from where can i get the crusaderpack?
I only found your "Workshop". And for this I need the A-7 pack from "Mario". But from where can i get this?
Here's where you can get the stock Crusader Pack:
https://www.mediafire.com/?zamyjx7ee6ac7lo
IIRC, I don't believe that the A7 Pack is needed to get the weapons(at least on my DBW 1.71 install).
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IIRC, I don't believe that the A7 Pack is needed to get the weapons(at least on my DBW 1.71 install).
I installed the pack and from then on i was able to use all the weapons.
Thanks for helping me ;D
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Ok... perhaps this is a stupid question but im good at those....
How on earth do i get this bucket to fire aim-9 instead of aim-7!??! If i carry only aim-9 i get standard sabre-like missile growl/tone, but if i carry both aim-9 and aim-7, then my aim-7 are selected by default and i get the "launch authorized" signal. In this situation i have more than once wanted to switch over to sidewinders instead of losing a precious sparrow at such close range. But i cant figure out how to engage my aim-9 system. Even if i manually disengage my aim-7s, i havent been able to get the sidwinders to engage if i carried sparrows. If i knew how to get this to work, it would be useful in campaign situations where i need bombs, but there are few bomb loadouts that dont have both types of a2a missile.
I just feel it would give me far more engagement options, PLUS if im dragging the extra weight around, id dang well like to be able to use the friekin things! >:(
;D anyhoo..... since i cant figure it out i humbly sebmit my querry to you the experts
thanks!
fresco
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Currently there is no weapon selection system for you. So, tough luck...
However, it is being developed...
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Oh well.... i shall make do i suppose
thanks s!
fresco
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Nice !
I put it on 4.10.1 + ModAct 3.06 .
But I do not see the flares loadouts, though I installed the flares patch .
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I have another "error", wich is of course not a problem since i can fly the plane and all, but it seems the right engine is allways "lit" when ever it's started. The left engine lights up above a certain % of throttle, but the right one lights a blue flame as soon as it starts. That's a bit annoying since as soon as it's lit it leaves a smoke trail. Any suggestions?
Using 4.10.1m with DBW 1.71 and everything else that's required for making the mod work.
Also i have 70%CTD errors with other planes but that's not for this thread
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right one lights a blue flame as soon as it starts.
Don't worry. We all have that problem. There are lots of reports of it.
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I work with DBW 1.71 and install the F-4 crashes the game 20%. We had used before but had other planes mod at a time. Now I reinstalled a PC error and I can not run the F-4 ... why now and not earlier if?
I do not know whether to understand something, I suck in English. Thank you. :-[
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Use the no open canopy AI mod. When you extract the folder from the archive, you'll see in that folder an archive (from where you extracted the plane) and another folder. Put that folder in the MODS folder.
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Kilo, many thanks, I was going crazy, now everything is great! :D :D :D
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Kilo, multe mul?umiri, am fost de gând nebun, acum totul este minunat! ;)
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You're welcome!
Cu placere! ;)
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right one lights a blue flame as soon as it starts.
Don't worry. We all have that problem. There are lots of reports of it.
Ok, got it :-)
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Thank you for you question. The answer is when I have time to. I currently have my 2 hands and 1 brain full of stuffs already. The update for F-4 is somewhere down the "to do" list for me.
If anyone want to do it, I can provide the max file of the cockpit.
Cheers,
s3
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Is there any guide for this plane ?
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Can this mod work with dbw 1.7?
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It's built for DBW
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Hello :)
Mod works great! Thank you! When the MiG 21 comes out I'll make shure that I do a nice fighter vs. fighter combat! :D
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Hello all of you F4 fans!
I have recently found on the net a version of the NATOPS guide for the RF-4 and another for USAF F-4. I agree it will lack the performance charts and procedures for weapon delivery and handling characteristics while loaded but still, it can give you some ideas about flying this huge baby!!!
Hope it will help you!
Cheers ;)
links: https://www.mediafire.com/view/?gd78dv6y34195s1 (RF-4 NATOPS)
https://www.mediafire.com/view/?1tcj6f9wcdjik1i (USAF Phantom Guide)
Files found on http://fr.scribd.com and www.f4phantom.com (for those willing to download some more!)
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Very cool, hopefully I'll have time to pack up a new pit for this project 8)
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That sounds quite nice indeed!!! Looking forward to flying F4 with an entirely revisited pit!!!!
I'll try and find some material for you SAS!!!
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Very cool, hopefully I'll have time to pack up a new pit for this project 8)
That's the only thing keeping it away from being the top jet in Il-2. :)
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Ok SAS, I just found these on the web, hope that can help you with your pit project!!!!
http://aviation.watergeek.eu/f4b-panel.html
http://aviation.watergeek.eu/f4c-panel.html
http://www.5053phantoms.com/photos/index.php?cat=7
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Nice !
I put it on 4.10.1 + ModAct 3.06 .
But I do not see the flares loadouts, though I installed the flares patch .
Find a loadout which says "+ FLARES" at the end
there is any way to put flares with other load out, missiles for examplle ?
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It is with missiles, too.
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it will be but I haven't the flares plus other load out but only stand alone and the flare are only on on F 4 E ... may be I don't install correcly but I have some doubt on this cuz I follow all instruction ...
thanks for support kilo
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Flares are built only on F-4E. Scroll upwards from the "Default_P4 FLARES" loadout and you should see more of them.
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Yes I have all loadaout and at before of last place default _ FALRE_p4 and last None stop I had try otheer loadout but not "shoot" flare Any loadout
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WTF is going on on freeil2modding recently? They made all pages not related to Vietnam unavaileble if not logged in, and removed this mod...
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WTF is going on on freeil2modding recently? They made all pages not related to Vietnam unavaileble if not logged in, and removed this mod...
(http://i267.photobucket.com/albums/ii311/Razgriz_37/replytopost_zps1de3d962.png)
It looks as though they've just renamed the forum to "Nam Project".
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Yea, but what about all that shitstorm about 3D stealing Beo made? S3? Can you explain that?
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dude, please look at my forum account name! I am no longer part of FM, they decided to remove my mod, and I don't have anything to do with them...
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the best person to ask is beo over at freeil2modding.
I have the complete f4 mod
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Hello Steph12,
I'll thank you very much for sharing the (awesome F-4 Phantom) links! ;D
Regards, Gerhard
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the best person to ask is beo over at freeil2modding.
I have the complete f4 mod
Yea, I don't know what's wrong with that guy. It's not the first time he rages, but it looks like he turned half of FM team from him.
But still, S3, what does he mean with "stealing 3D model for F-4"? Is it something like recent bloomer made by Ice eagle?
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the best person to ask is beo over at freeil2modding.
I have the complete f4 mod
Yea, I don't know what's wrong with that guy. It's not the first time he rages, but it looks like he turned half of FM team from him.
But still, S3, what does he mean with "stealing 3D model for F-4"? Is it something like recent bloomer made by Ice eagle?
Do me a favor, mati140;
Get your facts straight before you start making assumptions, please? Two members of the FM team left for reasons that I cannot go into here and now. I can tell you, however, that it was 100% us letting them go, NOT the other way around.
Oh, and as you can probably guess from my reply, the FM team is as tight as it ever was. We are getting on like a house on fire, oh my word, yes.
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These are things to be asked at the Free Modding site. Personal issues are just that personal issues and lets leave them that way. Since the FM site removed the Phanton I see no need to leave this topic unlocked. So I will leave it up for members to read because I'm sure members will continue to pass the Phantom around between themselves and there may some good info in this thread but there is no need for it to be open.
If anyone has any questions about the matter they need to go to the FM and site and ask there.
Locked.