Instructions to clone Yorktown as Hornet or Enterprise:
1. Replace the existing class files with the alternative available above.
2. Copy the model folder and rename as USSEnterpriseCV6_42 or USSHornetCV8_42
[img]http://i239.photobucket.com/albums/ff113/Asheshouse/temp-7.jpg[/img]
3. Copy the text entries for Yorktown in ships.ini and paste a new copy at the bottom of ships.ini, before //EOF. Replace all of the USSYorktownCV5_42 entries in the new part by USSEnterpriseCV6_42 or USSHornetCV8_42
4. Check the game still starts ok -- cloned ships not yet available.
5. In chief.ini find the two parts with entries for Yorktown and duplicate the text lines. Then replace the USSYorktownCV5_42 entries with USSEnterpriseCV6_42 or USSHornetCV8_42
6. Check the game starts ok -- cloned ships should now appear in the menus.
7. Duplicate stationary.ini and technics_ru.properties entries and replace text as before to complete the installation.
Texture modifications are being done by others. This is intended as a temporary fix to provide Hornet and Enterprise as named options in the menus. More authentic 3D models for each of those may come in the future but are not yet available.
References:
http://en.wikipedia.org/wiki/USS_Yorktown_%28CV-5%29
http://www.delsjourney.com/uss_neosho/coral_sea/battle_of_coral_sea/summary.htm
http://www.history.navy.mil/docs/wwii/mid7.htm
Credits:
Asheshouse - Model and class files
1C - Parts of existing textures, and guns particularly USS Lexington used extensively.
Back up your files before doing any editing.
Ashe
PS I expect that there will be some bugs remaining. Post any bug notifications here and I will try to attend to them.
To replace the flight deck with blue camo style, texture mod by Gumpy
2048x2048 (for Hi-Res textures mod) and 1024x1024 versions
https://www.sas1946.com/main/index.php/topic,30299.msg325089.html#msg325089
Glad to see you finally got her into the MDS missions I made for you guys tHor............... That tells me it works in HSFX..........................
Cheers............
Hoss
Spookie -- Differences between Yorktown and Enterprise (1942) include minor changes to bridge structure and more significant, but probably fairly easy to model, changes to the AA arrangement. --- and a name change on the stern. It would probably also need to have some cosmetic skin changes but I have not researched this.
I would not want to simply clone the ship and rename it without making the physical changes.
That would be very easy to do --- but not very authentic.
Enterprise post 1943 has a lot of changes to the bridge and extensive AA changes. Hornet CV-8 also has significant differences to the bridge structure.
For now I am going to take a bit of a break from modelling and spend more time in the game. I have some projects in mind to maybe start in earnest after Xmas.
However the Yorktown installation did include a spare ship class which you can use.
ShipAsheUSS$USSHornetCV8_42
[7:51:24] Ship: Value of [USSHornetCV8_42]:<Mesh> not foundCan't set property
[7:51:24] java.lang.RuntimeException: Can't set property
[7:51:24] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:860)
[7:51:24] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:938)
[7:51:24] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:1112)
[7:51:24] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:81)
[7:51:24] at java.lang.Class.forName0(Native Method)
[7:51:24] at java.lang.Class.forName(Unknown Source)
[7:51:24] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[7:51:24] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[7:51:24] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:194)
[7:51:24] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:536)
[7:51:24] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:460)
[7:51:24] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[7:51:24] at com.maddox.il2.game.Main.exec(Main.java:422)
[7:51:24] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[7:51:24] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSHornetCV8_42
I put a little higher resolution forum Blue deck her (which from all the info Ive gleaned off the net she had at the time of the Midway battle) and she looks stunning.
If asheshouse doesn't mind,I will wait for him to reply though.
Spookie -- There are some great looking camo schemes for the late war Enterprise but IMO this model is really not right for a late war version, due to the major changes made in 1943 to bridge and armament. I think that any work should concentrate on the early war appearance. I will probably do some 3D work later to model the correct 1942 gun arrangement but I expect I will then be able to work with any skin produced for this model.
Epervier - While I am aware that a number of people continue to use v4.09, and no doubt have sound reasons for this, I am no longer personally supporting it. I have however copied the link to the v4.09 classes to the first post so that they can be more easily found.Thank you very much !
Its just a Java class file change to introduce the Beacons.
No changes to the model files are required.
You should post a bug report in the relevant thread.
This is a higher resolution forum Blue deck for asheshouse's USS Yorktown CV-5 1942 mod.I'm using the high rez mod and not sure if it will work with games without it,so if you want to use this new deck you may have to update to it.Go into whatever mods folder you have and backup your ShipAshe folder then drop this new one in your mods folder and let it overwrite.
https://www.mediafire.com/?wzs684sttr32oq6 Thanks asheshouse this is a beautiful ship. 8)
[Hooks]
_Light02 <BASE>
_TOW00a <BASE>
_TOW00b <BASE>
_TOW01a <BASE>
_TOW01b <BASE>
_TOW02a <BASE>
_TOW02b <BASE>
_TOW03a <BASE>
_TOW03b <BASE>
_TOW04a <BASE>
_TOW04b <BASE>
_TOW05a <BASE>
_TOW05b <BASE>
_TOW06a <BASE>
_TOW06b <BASE>
_TOW07a <BASE>
_TOW07b <BASE>
_TOW08a <BASE>
_TOW08b <BASE>
_Park00 <BASE> ////*************
_Park01 <BASE>
_Park02 <BASE>
_Park03 <BASE>
_Park04 <BASE>
_Park05 <BASE>
_RWY_LDG <BASE>
[HookLoc]
0 0 1 0 -1.000000 0 1 0 0 -64.0615 0.1442 22.6808
0 1 0 -1.000000 0 0 0 0 1 -107.7457 -11.8299 16.8800
0 -1.000000 0 1 0 0 0 0 1 -107.8585 11.7274 16.8800
0 1 0 -1.000000 0 0 0 0 1 -97.9217 -11.6860 16.8800
0 -1.000000 0 1 0 0 0 0 1 -98.0687 11.8350 16.8800
0 1 0 -1.000000 0 0 0 0 1 -88.1710 -11.7129 16.8800
0 -1.000000 0 1 0 0 0 0 1 -88.2221 11.8056 16.8800
0 1 0 -1.000000 0 0 0 0 1 -79.5714 -11.7589 16.8800
0 -1.000000 0 1 0 0 0 0 1 -79.6052 12.3224 16.8800
0 1 0 -1.000000 0 0 0 0 1 -71.3837 -11.7849 16.8800
0 -1.000000 0 1 0 0 0 0 1 -71.4397 12.6345 16.8800
0 1 0 -1.000000 0 0 0 0 1 -62.5744 -11.6819 16.8800
0 -1.000000 0 1 0 0 0 0 1 -62.6329 12.9901 16.8800
0 1 0 -1.000000 0 0 0 0 1 -54.2147 -11.8311 16.8800
0 -1.000000 0 1 0 0 0 0 1 -54.3531 13.2968 16.8800
0 1 0 -1.000000 0 0 0 0 1 -45.3736 -11.8080 16.8800
0 -1.000000 0 1 0 0 0 0 1 -45.4749 13.7022 16.8800
0 1 0 -1.000000 0 0 0 0 1 -36.8795 -11.8839 16.8800
0 -1.000000 0 1 0 0 0 0 1 -37.0343 14.0908 16.8800
0 0 1 0 -1.000000 0 1 0 0 -37.2644 -12.8700 15.1900 ///*********
0 0 1 0 -1.000000 0 1 0 0 -74.5400 -12.8700 15.1900
0 0 1 0 -1.000000 0 1 0 0 -115.3891 -10.3200 15.1900
0 0 1 0 -1.000000 0 1 0 0 -115.3891 10.8400 15.1900
0 0 1 0 -1.000000 0 1 0 0 -74.5400 14.3300 15.1900
0 0 1 0 -1.000000 0 1 0 0 -37.2644 14.7200 15.1900
-1.000000 0 0 0 -1.000000 0 0 0 1 -110.0000 0.0000 18.0000
-37.2644 -12.8700 15.1900
-74.5400 -12.8700 15.1900
-115.3891 -10.3200 15.1900
-115.3891 10.8400 15.1900
-74.5400 14.3300 15.1900
-37.2644 14.7200 15.1900
Just realized I forgot to turn off carrier-take-off mod. With it, they spawn only in one line (7 of them) no matter how I set them up.
The Park00 and Park05 can probably not be moved further forward due to the takeoff run length.
Try increasing the ship speed in FMB to improve the takeoff distance.
I'm using v4.101 with DBW Build 1.71. What carrier take off mod are you referring to? I can only get three B-25s to spawn on the deck and a single line of 7 SBDs.
I only wish we had 6 slots, one for the Coral Sea version Yorktown.
Using this mod will not give you haemeroids.
I installed your Yorktown Class CVs Mod. I chose option 1 of not having installed any of your ships nor your Yorktown CV mod. I followed each and every step to the letter including starting the game when the directions prompted after completing a particular step. When I added the below text lines in the chief file in the top section and started the game it crashed to the desktop at 70%:
USSYorktownCV5_42 ships.ShipAshe$USSYorktownCV5_42 1 icons/shipDestroyer.mat
USSEnterpriseCV6_42 ships.ShipAshe$USSEnterpriseCV6_42 1 icons/shipDestroyer.mat
USSEnterpriseCV6_44 ships.ShipAshe$USSEnterpriseCV6_44 1 icons/shipDestroyer.mat
USSHornetCV8_42 ships.ShipAshe$USSHornetCV8_42 1 icons/shipDestroyer.mat
USSHornetCV8_42D ships.ShipAshe$USSHornetCV8_42D 1 icons/shipDestroyer.mat
If I remove these three text line entries:
USSEnterpriseCV6_42 ships.ShipAshe$USSEnterpriseCV6_42 1 icons/shipDestroyer.mat
USSEnterpriseCV6_44 ships.ShipAshe$USSEnterpriseCV6_44 1 icons/shipDestroyer.mat
USSHornetCV8_42D ships.ShipAshe$USSHornetCV8_42D 1 icons/shipDestroyer.mat
and left just these two text line entries:
USSYorktownCV5_42 ships.ShipAshe$USSYorktownCV5_42 1 icons/shipDestroyer.mat
USSHornetCV8_42 ships.ShipAshe$USSHornetCV8_42 1 icons/shipDestroyer.mat
The game loads and I can see the USS Yorktown CV5_42 & USS Hornet CV8_42 in the FMB and I have created simple test missions and both work.
Can you point me in the right direction where to look for the problem that is causing the CTD at 70% when these text lines get added.
Any chance to have beacons removed for a 409 compatible version please?
My mistake. 7 class files is correct.
Do you already have a large number of other Mods in MODS folder?
If you are running into memory issues then the SAS Selector might help.
https://www.sas1946.com/main/index.php/topic,16403.0.html
Ensure that you only make the text entries in two places in chief.ini and in ships.ini
Only add one ship at a time.
Only add the other text entries when you have it working.
If you still have problems then post your logfile here.
Ashe
This is the visual fix: https://www.mediafire.com/?xzzdpobbgadqo9m
Add to model folder.
Cat.mat
Cat.tga
Cat01.msh
hier.him /// overwrites existing. Only change is new text lines to the end of the file.
To actually get them to operate as catapults will probably take a bit more work.
I dont think I enabled this function in the class files.
Its not something I've had a lot to do with so far.
Ashe
Mailman
All the class files need to be in the ShipAshe folder regardless of how many carriers are enabled.
You have two working? -- Thats fine. Leave them installed.
All of the text entries can be put into ships.ini -- Game should still work fine with your two carriers.
Then add the remaining carriers to chief.ini one at a time, check the game runs after each one.
If not post the logfile.
[23.02.2013 22:47:25] ------------ BEGIN log session -------------
[22:47:25] OpenGL provider: Opengl32.dll
[22:47:26] OpenGL library:
[22:47:26] Vendor: NVIDIA Corporation
[22:47:26] Render: GeForce 9600 GT/PCIe/SSE2/3DNOW!
[22:47:26] Version: 3.3.0
[22:47:26] Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[22:47:26] Size: 1680x1050
[22:47:26] ColorBits: 32
[22:47:26] DepthBits: 24
[22:47:26] StencilBits: 8
[22:47:26] isDoubleBuffered: true
[22:47:26]
[22:47:26] *** Looking for Advanced CPU Instructions...
[22:47:26]
PentiumPro
[22:47:26]
Multimedia (MMX)
[22:47:26]
3D (SSE)
[22:47:26]
3D (SSE2)
[22:47:26]
3D (3DNow)
[22:47:26] ColourBits 32, ABits 0, ZBits 24
[22:47:26]
[22:47:26] *** Looking for Render API Extensions ...
[22:47:26] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[22:47:26] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[22:47:26] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[22:47:26]
'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[22:47:26]
'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[22:47:26]
'GL_ARB_multitexture' extension - Multitexturing.
[22:47:26]
'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[22:47:26]
'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[22:47:26]
'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[22:47:26]
'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[22:47:26]
'GL_NV_texture_shader' extension - NV Pixel Shaders
[22:47:26]
'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[22:47:26]
'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[22:47:26]
[22:47:26] Maximum texture size : 8192
[22:47:26] Maximum simultaneous textures :4
[22:47:26] MaxAnisotropic (1.0 = none) : 16.000000
[22:47:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 1.49012e-009) to Range 0.1..16384
[22:47:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 1.49012e-009) to Range 0.1..16384
[22:47:46] Initializing DirectSound playback device...
[22:47:46] Primary buffer created.
[22:47:46] Playback format is set : sampling rate = 22050, num channels = 2.
[22:47:46] Not enought hardware buffers (0), hardware disabled
[22:47:46] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[22:47:46] Default speaker config is : 6.
[22:47:46] Direct sound audio device initialized successfully :
[22:47:46] DX Version : 7
[22:47:46] Hardware - disabled
[buffers : 0]
[22:47:46] Extensions - enabled :
[22:47:46] EAX ver. 1 [ ] - disabled
[22:47:46] EAX ver. 2 [ ] - disabled
[22:47:46] EAX ver. 3 [ ] - disabled
[22:47:46] I3D ver. 2 [ ] - disabled
[22:47:46] ZoomFX [ ] - disabled
[22:47:46] MacroFX [ ] - disabled
[22:47:46] SIMD render [X]
[22:47:46] num channels 16
[22:47:46]
[23.02.2013 22:47:53] -------------- END log session -------------
[color=blue]Next I added the cheif text files to the bottom. I ran the game and the game loaded successfully. Below is the log.lst file for this. Note that there is a error regarding USSEnterpriseCV6_42.[/color]
[23.02.2013 22:39:43] ------------ BEGIN log session -------------
[22:39:43] OpenGL provider: Opengl32.dll
[22:39:44] OpenGL library:
[22:39:44] Vendor: NVIDIA Corporation
[22:39:44] Render: GeForce 9600 GT/PCIe/SSE2/3DNOW!
[22:39:44] Version: 3.3.0
[22:39:44] Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[22:39:44] Size: 1680x1050
[22:39:44] ColorBits: 32
[22:39:44] DepthBits: 24
[22:39:44] StencilBits: 8
[22:39:44] isDoubleBuffered: true
[22:39:44]
[22:39:44] *** Looking for Advanced CPU Instructions...
[22:39:44]
PentiumPro
[22:39:44]
Multimedia (MMX)
[22:39:44]
3D (SSE)
[22:39:44]
3D (SSE2)
[22:39:44]
3D (3DNow)
[22:39:44] ColourBits 32, ABits 0, ZBits 24
[22:39:44]
[22:39:44] *** Looking for Render API Extensions ...
[22:39:44] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[22:39:44] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[22:39:44] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[22:39:44]
'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[22:39:44]
'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[22:39:44]
'GL_ARB_multitexture' extension - Multitexturing.
[22:39:44]
'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[22:39:44]
'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[22:39:44]
'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[22:39:44]
'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[22:39:44]
'GL_NV_texture_shader' extension - NV Pixel Shaders
[22:39:44]
'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[22:39:44]
'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[22:39:44]
[22:39:44] Maximum texture size : 8192
[22:39:44] Maximum simultaneous textures :4
[22:39:44] MaxAnisotropic (1.0 = none) : 16.000000
[22:39:45] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 1.49012e-009) to Range 0.1..16384
[22:39:45] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 1.49012e-009) to Range 0.1..16384
[22:39:54] No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42'
[22:40:05] Initializing DirectSound playback device...
[22:40:05] Primary buffer created.
[22:40:05] Playback format is set : sampling rate = 22050, num channels = 2.
[22:40:05] Not enought hardware buffers (0), hardware disabled
[22:40:05] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[22:40:05] Default speaker config is : 6.
[22:40:05] Direct sound audio device initialized successfully :
[22:40:05] DX Version : 7
[22:40:05] Hardware - disabled
[buffers : 0]
[22:40:05] Extensions - enabled :
[22:40:05] EAX ver. 1 [ ] - disabled
[22:40:05] EAX ver. 2 [ ] - disabled
[22:40:05] EAX ver. 3 [ ] - disabled
[22:40:05] I3D ver. 2 [ ] - disabled
[22:40:05] ZoomFX [ ] - disabled
[22:40:05] MacroFX [ ] - disabled
[22:40:05] SIMD render [X]
[22:40:05] num channels 16
[22:40:05]
[23.02.2013 22:40:12] -------------- END log session -------------
[color=blue]Next I added the text lines to the chief top. I ran the game and it did not successfully run. It CTD at 70%. Here is the log.lst for it and it shows additional errors.[/color]
[23.02.2013 22:56:23] ------------ BEGIN log session -------------
[22:56:23] OpenGL provider: Opengl32.dll
[22:56:24] OpenGL library:
[22:56:24] Vendor: NVIDIA Corporation
[22:56:24] Render: GeForce 9600 GT/PCIe/SSE2/3DNOW!
[22:56:24] Version: 3.3.0
[22:56:24] Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[22:56:24] Size: 1680x1050
[22:56:24] ColorBits: 32
[22:56:24] DepthBits: 24
[22:56:24] StencilBits: 8
[22:56:24] isDoubleBuffered: true
[22:56:24]
[22:56:24] *** Looking for Advanced CPU Instructions...
[22:56:24]
PentiumPro
[22:56:24]
Multimedia (MMX)
[22:56:24]
3D (SSE)
[22:56:24]
3D (SSE2)
[22:56:24]
3D (3DNow)
[22:56:24] ColourBits 32, ABits 0, ZBits 24
[22:56:24]
[22:56:24] *** Looking for Render API Extensions ...
[22:56:24] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[22:56:24] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[22:56:24] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[22:56:24]
'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[22:56:24]
'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[22:56:24]
'GL_ARB_multitexture' extension - Multitexturing.
[22:56:24]
'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[22:56:24]
'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[22:56:24]
'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[22:56:24]
'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[22:56:24]
'GL_NV_texture_shader' extension - NV Pixel Shaders
[22:56:24]
'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[22:56:24]
'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[22:56:24]
[22:56:24] Maximum texture size : 8192
[22:56:24] Maximum simultaneous textures :4
[22:56:24] MaxAnisotropic (1.0 = none) : 16.000000
[22:56:25] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 1.49012e-009) to Range 0.1..16384
[22:56:25] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 1.49012e-009) to Range 0.1..16384
[22:56:33] No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42'
[22:56:42] PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[22:56:42] java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[22:56:42] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:87)
[22:56:42] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[22:56:42] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[22:56:42] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[22:56:42] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[22:56:42] at com.maddox.il2.gui.GUI.create(GUI.java:164)
[22:56:42] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:798)
[22:56:42] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:460)
[22:56:42] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[22:56:42] at com.maddox.il2.game.Main.exec(Main.java:422)
[22:56:42] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[22:56:42] Main begin: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[22:56:42] java.lang.RuntimeException: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[22:56:42] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:96)
[22:56:42] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[22:56:42] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[22:56:42] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[22:56:42] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[22:56:42] at com.maddox.il2.gui.GUI.create(GUI.java:164)
[22:56:42] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:798)
[22:56:42] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:460)
[22:56:42] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[22:56:42] at com.maddox.il2.game.Main.exec(Main.java:422)
[22:56:42] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[23.02.2013 22:56:42] -------------- END log session -------------
[USSEnterpriseCV6_42]
Description Yorktown Class Carrier
Icon shipDestroyer
// Model
Mesh 3do/Ships/USSEnterpriseCV6_42/Hier.him
// Motion Parameters
SliderDistance 567.5
Speed 50.0 // 32.5 knots (60.2km/h) max)
SoundMove models.Ship
New Slots and Skins for Yortktown, Enterprise and Hornet - Skins by Plowshare
Download: https://www.mediafire.com/?8nh206518dmbqcz
This includes five versions and all class files, v4.10/v4.11 compatible.
Just checking: this is what I got from mediafire.
The file you attempted to download is an archive that is damaged or possibly encrypted. MediaFire does not support unlimited downloads of broken or encrypted archives and the limit for this file has been reached. This file may only be distributed from a premium account.
We have informed the owner that sharing of this file has been limited and how they can resolve this issue.
Still have questions, or think we've made a mistake? Please contact support for further assistance.
benitomuso -- What you refer to is not anything to do with the Yorktown Class Carriers.
The Yorktown Class can all be installed in HSFX6 using the instructions in the first post.
Korea Carriers and Colossus is not something I have been involved in.
Better to post a question in the threads for those mods.
Ashe
When I tested the Mediafire link I was logged into Mediafire with a free account.+1
Download link appeared ok.
If I log out of Mediafire and try to access the link I get the same error message as you are getting.
So it seems you need to register for a free account to access the files.
When I tested the Mediafire link I was logged into Mediafire with a free account.+1
Download link appeared ok.
If I log out of Mediafire and try to access the link I get the same error message as you are getting.
So it seems you need to register for a free account to access the files.
FileFront and now Mediafire will lose a customer ... >:(
The error message refers to "speed".
Check that in ships.ini the text for Enterprise includes these lines at the beginning.Code: [Select][USSEnterpriseCV6_42]
Description Yorktown Class Carrier
Icon shipDestroyer
// Model
Mesh 3do/Ships/USSEnterpriseCV6_42/Hier.him
// Motion Parameters
SliderDistance 567.5
Speed 50.0 // 32.5 knots (60.2km/h) max)
SoundMove models.Ship
This is the only place where "speed" unique to Enterprise is entered.
All the text for Enterprise should be the same as Yorktown except for the change of ship name.
It does not matter what order the ships texts are entered into ships.ini
Speed 50.0 // 32.5 knots (60.2km/h) max)
Hello,
Thank you for contacting MediaFire.
The owner of this file is a free user and only has a limited number of shares for this file type each week, they have already met their max for this week. That is the reason it is blocked.
We appreciate you choosing MediaFire.
Robert
Thank you for contacting MediaFire. I'm sorry to hear you are having problems sharing files. Split Archive, .zip/.rar for example, files are limited to being shared 10 times per week from Free accounts. The week resets on the same day as you started your Free account, meaning that if you started your account on a Wedneday in 2008, your Split Archive counter will reset every Wednesday. Premium users do not have the same limitations as Free users for the distribution of these types of files as long as they have the available bandwidth. We currently offer Premium plans as low as $18 per year that would both increase the maximum file size that you could share and eliminate the weekly limit on Split Archive sharing.
We appreciate you choosing MediaFire.
Looks like I need to find a new home for my files.+1 !
[01.03.2013 2:14:56] ------------ BEGIN log session -------------
[2:14:56] OpenGL provider: Opengl32.dll
[2:14:56] OpenGL library:
[2:14:56] Vendor: NVIDIA Corporation
[2:14:56] Render: GeForce 9600 GT/PCIe/SSE2/3DNOW!
[2:14:56] Version: 3.3.0
[2:14:56] Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility 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_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment 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_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync 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_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query 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_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[2:14:56] Size: 1680x1050
[2:14:56] ColorBits: 32
[2:14:56] DepthBits: 24
[2:14:56] StencilBits: 8
[2:14:56] isDoubleBuffered: true
[2:14:56]
[2:14:56] *** Looking for Advanced CPU Instructions...
[2:14:56] [x] PentiumPro
[2:14:56] [x] Multimedia (MMX)
[2:14:56] [x] 3D (SSE)
[2:14:56] [x] 3D (SSE2)
[2:14:56] [x] 3D (3DNow)
[2:14:56] ColourBits 32, ABits 0, ZBits 24
[2:14:56]
[2:14:56] *** Looking for Render API Extensions ...
[2:14:56] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2:14:56] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2:14:56] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2:14:56] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2:14:56] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2:14:56] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2:14:56] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2:14:56] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2:14:56] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2:14:56] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2:14:56] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2:14:56] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[2:14:56] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2:14:56]
[2:14:56] Maximum texture size : 8192
[2:14:56] Maximum simultaneous textures :4
[2:14:56] MaxAnisotropic (1.0 = none) : 16.000000
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 1.49012e-009) to Range 0.1..16384
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 1.49012e-009) to Range 0.1..16384
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 180 -> 128 (delta = -52) to Range 0.01..128
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.95 (delta = -0.05) to Range 0..0.95
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[2:14:57] INTERNAL ERROR: Str2FloatClamp() - Clamped 1.5 -> 0.95 (delta = -0.55) to Range 0..0.95
[2:15:05] No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42'
[2:15:06] No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42'
[2:15:14] PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[2:15:14] java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[2:15:14] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:87)
[2:15:14] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[2:15:14] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[2:15:14] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[2:15:14] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[2:15:14] at com.maddox.il2.gui.GUI.create(GUI.java:164)
[2:15:14] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:798)
[2:15:14] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:460)
[2:15:14] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[2:15:14] at com.maddox.il2.game.Main.exec(Main.java:422)
[2:15:14] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2:15:14] Main begin: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[2:15:14] java.lang.RuntimeException: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[2:15:14] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:96)
[2:15:14] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[2:15:14] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[2:15:14] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[2:15:14] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[2:15:14] at com.maddox.il2.gui.GUI.create(GUI.java:164)
[2:15:14] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:798)
[2:15:14] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:460)
[2:15:14] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[2:15:14] at com.maddox.il2.game.Main.exec(Main.java:422)
[2:15:14] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[01.03.2013 2:15:14] -------------- END log session -------------
//----------------------------------------------------------------------
[USSEnterpriseCV6_42]
Description Yorktown Class Carrier
Icon shipDestroyer
// Model
Mesh 3do/Ships/USSEnterpriseCV6_42/Hier.him
// Motion Parameters
SliderDistance 567.5
Speed 50.0 // 32.5 knots (60.2km/h) max)
SoundMove models.Ship
IsAirport 1
// Vitals
[USSEnterpriseCV6_42:Part0]
BaseChunk Hull1
AdditionalCollisionChunk0 DeckN
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch -2.0
damageRoll 6.0
damageTime 164.0
[USSEnterpriseCV6_42:Part1]
BaseChunk Hull2
AdditionalCollisionChunk0 DeckC
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch 0.0
damageRoll 6.0
damageTime 160.0
[USSEnterpriseCV6_42:Part2]
BaseChunk Hull3
AdditionalCollisionChunk0 DeckT
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch 2.0
damageRoll 6.0
damageTime 166.0
// Structure
[USSEnterpriseCV6_42:Part3]
BaseChunk SSF
strengthBasedOnThisSection strength_HullMedium
[USSEnterpriseCV6_42:Part4]
BaseChunk SSM
strengthBasedOnThisSection strength_HullMedium
[USSEnterpriseCV6_42:Part5]
BaseChunk SST
strengthBasedOnThisSection strength_HullMedium
[USSEnterpriseCV6_42:Part6]
BaseChunk Stack1
strengthBasedOnThisSection strength_HullMedium
[USSEnterpriseCV6_42:Part7]
BaseChunk Mast1
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part8]
BaseChunk Mast2
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part9]
BaseChunk Crane1
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part10]
BaseChunk Crane2
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part11]
BaseChunk Crane3
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part12]
BaseChunk Boat1
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part13]
BaseChunk Boat2
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part14]
BaseChunk Boat3
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part15]
BaseChunk Boat4
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part16]
BaseChunk Boat5
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part17]
BaseChunk Boat6
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part18]
BaseChunk wire1_x
strengthBasedOnThisSection strength_HullSmall
[USSEnterpriseCV6_42:Part19]
BaseChunk wire2_x
strengthBasedOnThisSection strength_HullSmall
////Radar and Directors
[USSEnterpriseCV6_42:Part20]
BaseChunk Head49
AdditionalCollisionChunk0 Gun49
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
//AttackMaxDistance 13000.0
//AttackMaxRadius 13000.0
//AttackMaxHeight 10800.0
HeadMinYaw -180
HeadMaxYaw 180
GunMinPitch -5.0
GunMaxPitch +30.0
GunHeadChunk Head49
GunBarrelChunk Gun49
GunShellStartHook ShellStart49
TrackingOnly
[USSEnterpriseCV6_42:Part21]
BaseChunk Head50
AdditionalCollisionChunk0 Gun50
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -175
HeadMaxYaw 175
GunHeadChunk Head50
GunBarrelChunk Gun50
GunShellStartHook ShellStart50
TrackingOnly
[USSEnterpriseCV6_42:Part22]
BaseChunk Head51
AdditionalCollisionChunk0 Gun51
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -175
HeadMaxYaw 175
GunHeadChunk Head51
GunBarrelChunk Gun51
GunShellStartHook ShellStart51
TrackingOnly
//// Armament --- 8x5in/38cal (8x1), 16x1.1in Quad AA (4x4), 19 x 20mm Oerlikon (19x1), 18x0.30"cal (18x1)
//
//// Main Guns -- 8x5in/38cal (8x1)
[USSEnterpriseCV6_42:Part23]
BaseChunk Head1
AdditionalCollisionChunk0 Gun1
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw 0
HeadMaxYaw 135
GunHeadChunk Head1
GunBarrelChunk Gun1
GunShellStartHook ShellStart1
FireFastTargets 1
[USSEnterpriseCV6_42:Part24]
BaseChunk Head2
AdditionalCollisionChunk0 Gun2
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -135
HeadMaxYaw 0
GunHeadChunk Head2
GunBarrelChunk Gun2
GunShellStartHook ShellStart2
FireFastTargets 1
[USSEnterpriseCV6_42:Part25]
BaseChunk Head3
AdditionalCollisionChunk0 Gun3
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw 45
HeadMaxYaw 165
GunHeadChunk Head3
GunBarrelChunk Gun3
GunShellStartHook ShellStart3
FireFastTargets 1
[USSEnterpriseCV6_42:Part26]
BaseChunk Head4
AdditionalCollisionChunk0 Gun4
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -165
HeadMaxYaw -45
GunHeadChunk Head4
GunBarrelChunk Gun4
GunShellStartHook ShellStart4
FireFastTargets 1
[USSEnterpriseCV6_42:Part27]
BaseChunk Head5
AdditionalCollisionChunk0 Gun5
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw 45
HeadMaxYaw 135
GunHeadChunk Head5
GunBarrelChunk Gun5
GunShellStartHook ShellStart5
FireFastTargets 1
[USSEnterpriseCV6_42:Part28]
BaseChunk Head6
AdditionalCollisionChunk0 Gun6
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -135
HeadMaxYaw -45
GunHeadChunk Head6
GunBarrelChunk Gun6
GunShellStartHook ShellStart6
FireFastTargets 1
[USSEnterpriseCV6_42:Part29]
BaseChunk Head7
AdditionalCollisionChunk0 Gun7
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw 45
HeadMaxYaw 180
GunHeadChunk Head7
GunBarrelChunk Gun7
GunShellStartHook ShellStart7
FireFastTargets 1
[USSEnterpriseCV6_42:Part30]
BaseChunk Head8
AdditionalCollisionChunk0 Gun8
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -180
HeadMaxYaw -45
GunHeadChunk Head8
GunBarrelChunk Gun8
GunShellStartHook ShellStart8
FireFastTargets 1
// 16x1.1in Quad AA (4x4)
[USSEnterpriseCV6_42:Part31]
BaseChunk Head9_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head9_x
GunBarrelChunk Gun9_x
GunShellStartHook ShellStart9
FireFastTargets 2
[USSEnterpriseCV6_42:Part32]
BaseChunk Head10_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head10_x
GunBarrelChunk Gun10_x
GunShellStartHook ShellStart10
FireFastTargets 2
[USSEnterpriseCV6_42:Part33]
BaseChunk Head11_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head11_x
GunBarrelChunk Gun11_x
GunShellStartHook ShellStart11
FireFastTargets 2
[USSEnterpriseCV6_42:Part34]
BaseChunk Head12_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head12_x
GunBarrelChunk Gun12_x
GunShellStartHook ShellStart12
FireFastTargets 2
// 20mm AA Oerlikon (19x1)
// Bow Gallery
[USSEnterpriseCV6_42:Part35]
BaseChunk Head13_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -45
HeadMaxYaw 90
GunHeadChunk Head13_x
GunBarrelChunk Gun13_x
GunShellStartHook ShellStart13
FireFastTargets 2
[USSEnterpriseCV6_42:Part36]
BaseChunk Head14_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -90
HeadMaxYaw 45
GunHeadChunk Head14_x
GunBarrelChunk Gun14_x
GunShellStartHook ShellStart14
FireFastTargets 2
// Port Fwd Gallery 20mm
[USSEnterpriseCV6_42:Part37]
BaseChunk Head15_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -90
HeadMaxYaw 60
GunHeadChunk Head15_x
GunBarrelChunk Gun15_x
GunShellStartHook ShellStart15
FireFastTargets 2
[USSEnterpriseCV6_42:Part38]
BaseChunk Head16_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head16_x
GunBarrelChunk Gun16_x
GunShellStartHook ShellStart16
FireFastTargets 2
[USSEnterpriseCV6_42:Part39]
BaseChunk Head17_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head17_x
GunBarrelChunk Gun17_x
GunShellStartHook ShellStart17
FireFastTargets 2
[USSEnterpriseCV6_42:Part40]
BaseChunk Head18_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head18_x
GunBarrelChunk Gun18_x
GunShellStartHook ShellStart18
FireFastTargets 2
[USSEnterpriseCV6_42:Part41]
BaseChunk Head19_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 90
GunHeadChunk Head19_x
GunBarrelChunk Gun19_x
GunShellStartHook ShellStart19
FireFastTargets 2
// Port Aft Gallery 20mm
[USSEnterpriseCV6_42:Part42]
BaseChunk Head20_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -90
HeadMaxYaw 60
GunHeadChunk Head20_x
GunBarrelChunk Gun20_x
GunShellStartHook ShellStart20
FireFastTargets 2
[USSEnterpriseCV6_42:Part43]
BaseChunk Head21_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head21_x
GunBarrelChunk Gun21_x
GunShellStartHook ShellStart21
FireFastTargets 2
[USSEnterpriseCV6_42:Part44]
BaseChunk Head22_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head22_x
GunBarrelChunk Gun22_x
GunShellStartHook ShellStart22
FireFastTargets 2
[USSEnterpriseCV6_42:Part45]
BaseChunk Head23_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head23_x
GunBarrelChunk Gun23_x
GunShellStartHook ShellStart23
FireFastTargets 2
[USSEnterpriseCV6_42:Part46]
BaseChunk Head24_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 90
GunHeadChunk Head24_x
GunBarrelChunk Gun24_x
GunShellStartHook ShellStart24
FireFastTargets 2
// Starboard Mid Gallery 20mm
[USSEnterpriseCV6_42:Part47]
BaseChunk Head25_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 75
GunHeadChunk Head25_x
GunBarrelChunk Gun25_x
GunShellStartHook ShellStart25
FireFastTargets 2
[USSEnterpriseCV6_42:Part48]
BaseChunk Head26_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head26_x
GunBarrelChunk Gun26_x
GunShellStartHook ShellStart26
FireFastTargets 2
[USSEnterpriseCV6_42:Part49]
BaseChunk Head27_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head27_x
GunBarrelChunk Gun27_x
GunShellStartHook ShellStart27
FireFastTargets 2
[USSEnterpriseCV6_42:Part50]
BaseChunk Head28_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head28_x
GunBarrelChunk Gun28_x
GunShellStartHook ShellStart28
FireFastTargets 2
[USSEnterpriseCV6_42:Part51]
BaseChunk Head29_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -75
HeadMaxYaw 60
GunHeadChunk Head29_x
GunBarrelChunk Gun29_x
GunShellStartHook ShellStart29
FireFastTargets 2
// Starboard Aft Gallery 20mm
[USSEnterpriseCV6_42:Part52]
BaseChunk Head30_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head30_x
GunBarrelChunk Gun30_x
GunShellStartHook ShellStart30
FireFastTargets 2
[USSEnterpriseCV6_42:Part53]
BaseChunk Head31_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head31_x
GunBarrelChunk Gun31_x
GunShellStartHook ShellStart31
FireFastTargets 2
// 0.30" cal Mgun AA (18x1)
// Bow
[USSEnterpriseCV6_42:Part54]
BaseChunk Head32_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -45
HeadMaxYaw 135
GunHeadChunk Head32_x
GunBarrelChunk Gun32_x
GunShellStartHook ShellStart32
FireFastTargets 2
[USSEnterpriseCV6_42:Part55]
BaseChunk Head33_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -135
HeadMaxYaw 45
GunHeadChunk Head33_x
GunBarrelChunk Gun33_x
GunShellStartHook ShellStart33
FireFastTargets 2
//Starboard Forward Gallery
[USSEnterpriseCV6_42:Part56]
BaseChunk Head34_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -60
HeadMaxYaw 75
GunHeadChunk Head34_x
GunBarrelChunk Gun34_x
GunShellStartHook ShellStart34
FireFastTargets 2
[USSEnterpriseCV6_42:Part57]
BaseChunk Head35_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head35_x
GunBarrelChunk Gun35_x
GunShellStartHook ShellStart35
FireFastTargets 2
[USSEnterpriseCV6_42:Part58]
BaseChunk Head36_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head36_x
GunBarrelChunk Gun36_x
GunShellStartHook ShellStart36
FireFastTargets 2
[USSEnterpriseCV6_42:Part59]
BaseChunk Head37_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -75
HeadMaxYaw 60
GunHeadChunk Head37_x
GunBarrelChunk Gun37_x
GunShellStartHook ShellStart37
FireFastTargets 2
//Starboard Aft Gallery 0.3cal AA
[USSEnterpriseCV6_42:Part60]
BaseChunk Head38_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -60
HeadMaxYaw 75
GunHeadChunk Head38_x
GunBarrelChunk Gun38_x
GunShellStartHook ShellStart38
FireFastTargets 2
[USSEnterpriseCV6_42:Part61]
BaseChunk Head39_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head39_x
GunBarrelChunk Gun39_x
GunShellStartHook ShellStart39
FireFastTargets 2
[USSEnterpriseCV6_42:Part62]
BaseChunk Head40_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head40_x
GunBarrelChunk Gun40_x
GunShellStartHook ShellStart40
FireFastTargets 2
[USSEnterpriseCV6_42:Part63]
BaseChunk Head37_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -75
HeadMaxYaw 60
GunHeadChunk Head41_x
GunBarrelChunk Gun41_x
GunShellStartHook ShellStart41
FireFastTargets 2
//Stern 0.3cal AA
[USSEnterpriseCV6_42:Part64]
BaseChunk Head42_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -135
HeadMaxYaw 60
GunHeadChunk Head42_x
GunBarrelChunk Gun42_x
GunShellStartHook ShellStart42
FireFastTargets 2
[USSEnterpriseCV6_42:Part65]
BaseChunk Head43_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -60
HeadMaxYaw 135
GunHeadChunk Head43_x
GunBarrelChunk Gun43_x
GunShellStartHook ShellStart43
FireFastTargets 2
//Bridge 0.3cal AA
[USSEnterpriseCV6_42:Part66]
BaseChunk Head44_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -70
HeadMaxYaw 70
GunHeadChunk Head44_x
GunBarrelChunk Gun44_x
GunShellStartHook ShellStart44
FireFastTargets 2
[USSEnterpriseCV6_42:Part67]
BaseChunk Head45_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -70
HeadMaxYaw 70
GunHeadChunk Head45_x
GunBarrelChunk Gun45_x
GunShellStartHook ShellStart45
FireFastTargets 2
[USSEnterpriseCV6_42:Part68]
BaseChunk Head46_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -70
HeadMaxYaw 70
GunHeadChunk Head46_x
GunBarrelChunk Gun46_x
GunShellStartHook ShellStart46
FireFastTargets 2
[USSEnterpriseCV6_42:Part69]
BaseChunk Head47_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -70
HeadMaxYaw 110
GunHeadChunk Head47_x
GunBarrelChunk Gun47_x
GunShellStartHook ShellStart47
FireFastTargets 2
[USSEnterpriseCV6_42:Part70]
BaseChunk Head48_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_DHK
HeadMinYaw -110
HeadMaxYaw 70
GunHeadChunk Head48_x
GunBarrelChunk Gun48_x
GunShellStartHook ShellStart48
FireFastTargets 2
//----------------------------------------------------------------------
private void initMeshMats()
{
if(Config.cur.b3dgunners)
{
return;
} else
{
hierMesh().materialReplaceToNull("Sailor");
hierMesh().materialReplaceToNull("Sailor1o");
hierMesh().materialReplaceToNull("Sailor2p");
return;
}
}
However they only appear as full models when LOD0 is displayed. From LOD1 outwards, that is from about 250m, the gunner model become simple sprites textured on flat planes. Beyond LOD3 they disappear.
The ship models themselves are quite high poly, viewed in LOD0.
What spec PC and graphics card are you running the game on.
Swing your viewpoint around a scene and you will see FPS changing depending on what is in view.
The Berlin map is good to demonstrate this.
Checked with HSFX v6.0.17 (compatible with v4.10 or v4.11 modded installations)
Confirm for 412
4.12.2 bump
THX ashe, only one question, not only about these carriers, but for stock carriers too.
I'm working on creating a mission simulating Doolittle's raid on Tokyo, but found that the maximum B-25s the USS Hornet could carry is 3, the other stock US carriers showed the same problem.
So if there's no way of adding spawn points over a carrier, how should I do to make the mission like the history, I mean, there were 16 planes that took off from the Hornet, right?
I have serious doubts that the game engine is capable of packing in B-25s as tightly as the Doolittle Raiders did.I have a feeling that the carriers in the game might be smaller than they really should be, I mean their scale may not be very appropriate compared to planes.
At present all you can do is to start with your 3 on the carrier.yeah, that's what I'm doing currently.
The excess numbers will air start above the carrier.
I have a feeling that the carriers in the game might be smaller than they really should be, I mean their scale may not be very appropriate compared to planes.
Don't rely on your "feeling". Check it out against the map grid in FMB. ;)That's why I say "feeling", :) I think the fact is that the way the game engine arrange planes on deck makes the carrier looks smaller. In fact all the 16 B-25 were placed on deck of Hornet and they all successfully took off.
New link :( pleaseWhich links? ???
[7:10:56] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[7:10:56] Too many vertexes or faces per shadow hier mesh!
[7:10:56] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[7:10:56] Too many vertexes or faces per shadow hier mesh!
[7:10:56] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[7:10:56] Too many vertexes or faces per shadow hier mesh!
[7:10:56] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[7:10:56] Too many vertexes or faces per shadow hier mesh!
[7:10:56] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[7:10:56] Too many vertexes or faces per shadow hier mesh!
[7:10:56] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[7:10:56] Too many vertexes or faces per shadow hier mesh!
[7:10:56] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[7:10:56] Too many vertexes or faces per shadow hier mesh!
First time that problem has been reported since the model was released in 2012.
I do not see the problem in my installation.
I am viewing it in CUP WaW. What is your mod setup?
Are you using the Yorktown only download or the one with Plowshares new skins?
My install has the latter. - though I don't think there was any difference in the meshes.
Your fps generally seem quite low. What are your system specs?
My fps is 60 when viewing LOD0, whereas yours are 11
Ashe
It appears to work for everyone else, so maybe the principal problem is your own system specs.
You could try and copy/paste the LOD1 shadow meshes and overwrite the LOD0 shadows to solve your problem.
Maybe you would only need to do this for the Hull1, Hull2 and Hull3 meshes.
The meshes are all the same.
Only the Yorktown model is an authentic 3d representation.
The Enterprise and Hornet, although sister ships, had a number of physical differences which are not modeled.
Out of interest, what graphics card are you using?
The blue deck is authentic wartime colours by Plowshare. If you want the wooden deck, like image in post one, then use original mod link, also in post 1.
[11:14:08 AM] PlMisChief: class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42' not found.
[11:14:08 AM] java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42
[11:14:08 AM] at com.maddox.rts.LDR.loadClass(LDR.java:27)
[11:14:08 AM] at java.lang.ClassLoader.loadClass(Unknown Source)
[11:14:08 AM] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[11:14:08 AM] at java.lang.Class.forName0(Native Method)
[11:14:08 AM] at java.lang.Class.forName(Unknown Source)
[11:14:08 AM] at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:34)
[11:14:08 AM] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:84)
[11:14:08 AM] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[11:14:08 AM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[11:14:08 AM] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[11:14:08 AM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[11:14:08 AM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[11:14:08 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
[11:14:08 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[11:14:08 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:14:08 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[11:14:08 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:14:08 AM] Failure
[11:14:08 AM] java.lang.RuntimeException: Failure
[11:14:08 AM] at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:38)
[11:14:08 AM] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:84)
[11:14:08 AM] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[11:14:08 AM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[11:14:08 AM] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[11:14:08 AM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[11:14:08 AM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[11:14:08 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
[11:14:08 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[11:14:08 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:14:08 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[11:14:08 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:14:08 AM] Main begin: java.lang.RuntimeException: Failure
[11:14:08 AM] java.lang.RuntimeException: java.lang.RuntimeException: Failure
[11:14:08 AM] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:96)
[11:14:08 AM] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[11:14:08 AM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[11:14:08 AM] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[11:14:08 AM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[11:14:08 AM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[11:14:08 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
[11:14:08 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[11:14:08 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:14:08 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[11:14:08 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 21, 2022 11:14:08 AM] -------------- END log session -------------
Do you have other ships from the USN Pack installed, or is Yorktown Class your first?
If you have other USN Pack stuff installed then uses the latest class files fron that pack.
Ok - Possible fix.
Delete the class files in the Yorktown download.
Instead insert the Latest USN Classes from the USN Pack here https://www.sas1946.com/main/index.php/topic,64756.0.html
My game now loads up with no CTD, so probably ok. No time to complete checks at present.
Direct link to the classes here https://www.mediafire.com/file/fhxfo4e3pdjao7r/ShipAsheUSSClasses_06-11-21.rar/file
[9:58:21 AM] PlMisChief: class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42' not found.
[9:58:21 AM] java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42
[9:58:21 AM] at com.maddox.rts.LDR.loadClass(LDR.java:27)
[9:58:21 AM] at java.lang.ClassLoader.loadClass(Unknown Source)
[9:58:21 AM] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[9:58:21 AM] at java.lang.Class.forName0(Native Method)
[9:58:21 AM] at java.lang.Class.forName(Unknown Source)
[9:58:21 AM] at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:34)
[9:58:21 AM] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:84)
[9:58:21 AM] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[9:58:21 AM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[9:58:21 AM] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[9:58:21 AM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[9:58:21 AM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[9:58:21 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
[9:58:21 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[9:58:21 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[9:58:21 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[9:58:21 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:58:21 AM] Failure
[9:58:21 AM] java.lang.RuntimeException: Failure
[9:58:21 AM] at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:38)
[9:58:21 AM] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:84)
[9:58:21 AM] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[9:58:21 AM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[9:58:21 AM] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[9:58:21 AM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[9:58:21 AM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[9:58:21 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
[9:58:21 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[9:58:21 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[9:58:21 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[9:58:21 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:58:21 AM] Main begin: java.lang.RuntimeException: Failure
[9:58:21 AM] java.lang.RuntimeException: java.lang.RuntimeException: Failure
[9:58:21 AM] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:96)
[9:58:21 AM] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[9:58:21 AM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[9:58:21 AM] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[9:58:21 AM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[9:58:21 AM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[9:58:21 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
[9:58:21 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[9:58:21 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[9:58:21 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[9:58:21 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 22, 2022 9:58:21 AM] -------------- END log session -------------
I tried replacing the 7 files in the "ShipAshe" folder with the class file you gave me, but I still get an error (70% CTD). (I tried two different ways, one replacing the 7 files with the same file name, and the other replacing all 18 files).Are you sure you have installed the Mod correctly?
I also tried renaming the folder "ShipAsheUSN" instead of "ShipAshe", but it still caused the error.
I am attaching again the Log file of this case.
//USSYorktownCV5_42 ships.ShipAsheUSS$USSYorktownCV5_42 1 icons/shipDestroyer.mat
//and
//[Ships.USSYorktownCV5_42]
//com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42
Step 1 is to get your game loading without CTD.I posted this in a bit of a hurry.
In each of the Yorktown entries in Chief.ini and stationary.ini disable the entries by adding // at the start of the line.
exampleCode: [Select]//USSYorktownCV5_42 ships.ShipAsheUSS$USSYorktownCV5_42 1 icons/shipDestroyer.mat
//and
Yes!. No more CTDs and 4.12.2 is up and running!
//[Ships.USSYorktownCV5_42]
//com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42
Does the game now load without CTD?
I assume that you are using the latest USS Pack class files.
Now just re-enable the YorktownCV5_42 entries in chief.ini by removing //.
Leave all the others disabled.
Try disabling CTO_mod
I'm running out of ideas. It works fine in my SASModACT5.
If you have followed the instructions correctly, then there must be a clash with another mod in your #SAS folder.
I think he is referring to the Carrier Take off mod.Try disabling CTO_mod
You mean "CTO_Modact5"?.
70% CTD.
I think he is referring to the Carrier Take off mod.