Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Ships => Topic started by: asheshouse on November 12, 2012, 03:13:59 AM

Title: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: asheshouse on November 12, 2012, 03:13:59 AM
USS Yorktown CV5 - 1942
Yorktown Class Aircraft Carrier

Sister ship of the USS Enterprise CV6 and USS Hornet CV8

The most important US carriers in the Pacific at the start of the war were undoubtably the three Yorktown Class carriers. These were at that time the most modern carrier units in the US fleet and along with the Lexington and Saratogo bore the brunt of the action until the new Essex class carriers began to join the fleet in 1943. Yorktown was the first of the class to be commisioned and the first to be lost when she was sunk at the Battle of Midway. The model represents the ship as it was armed after its refit in December 1941 when the 20mm AA was added.

(https://s6.postimg.cc/91rg566wx/Yorktown_Midway_Marii_Chernev.jpg)
Yorktown at the Battle of Midway - by Marii Chernev

(http://i46.tinypic.com/24c8kl0.jpg)
USS Yorktown in IL-2 - image created by ton414

Commissioned:         30 September 1937
Sunk:                  5 June 1942 at Battle of Midway

General characteristics:
Displacement:     25,500 long tons
Length:              251.38m
Beam:                33.38m
Draught:             7.91m

Speed:            32.5 knots

Armament After December 1941 Refit:

8 × single 5in/38cal guns (8x1)
16 × 28mm quad guns AA   (4x4)
17 × 7.62mm AA  (17x1)
19 × 20mm Oerlikon AA (19x1)

Aircraft carried:

May 1942  VF-42(20 F4F), VFN-5(19 SBD), VT-5 (13 TBD), VS-5 (19 SBD), total 71 aircraft.
June 1942 VF-3(25 F4F), VB-3(18 SBD), VT-3 (13 TBD), VS-5 (19 SBD), total 75 aircraft.
VF-Fighters, VB-Bombers, VT-Torpedoes, VS-Scouts


Service History (after December 1941 refit):

January 1942 - Covering Force for troop convoy to American Samoa
Jan -Feb 1942 - Marshalls Gilberts Islands raids,
Feb - March 1942 - Operations around New Guinea
May 1942 - Battle of Coral Sea
June 1942 - Battle of Midway

New Slots and Skins for Yortktown, Enterprise and Hornet - Skins by Plowshare 
Download: https://www.mediafire.com/?ocpmby7wq63ht7m  (rename to *.rar after download)
Alternative: http://www.4shared.com/archive/4H7JNTvN/Yorktown_Class_CVs.html
This includes five versions and all class files, v4.10/v4.11 compatible.

For SASModAct v4.12 delete the class files provided and instead use the latest classes from the USS Pack https://www.sas1946.com/main/index.php/topic,64756.0.html

Notes and screenshots here:
https://www.sas1946.com/main/index.php/topic,30299.msg344243.html#msg344243



Original Mod - Yorktown only
- superseded by Plowshares download - as above. 
Download:  https://www.mediafire.com/?56o07kb9cj64693  v1.0


The java classes are superceded by the latest set which is in the USN Pack

Alternative class files for v4.09 compatibility. Includes slots for all carriers in latest skin pack.
No Beacon functions with v4.09
Download: https://www.mediafire.com/?4kv9f26049hflpm
New skins can be copied from the Plowshare pack above.

Installation Instructions:

Checked with HSFX v6.0.17 (compatible with v4.10 or v4.11 modded installations)

Extract the contents of the download to a temporary folder on Desktop.
Detailed instructions are included in the folder.
Paste the ShipAshe folder into your Mods folder.
If you have a SAS MODAct v4.10 install then class files for USS Lexington 42 will be overwritten with new files if you had that previously installed.

Folder structure should be: game root\Mods\ShipAshe\3do\Ships\USSYorktownCV5_42\
Edits are required to ship.ini, chief.ini, stationary.ini and technics_ru.properties. Refer to the detailed instructions.
Additional optional edits may be added to the ship.ini file (located in root\Mods\STD\i18n (do not confuse with ships.ini)



Obsolete Notes - Retained just in case  :)
Code: [Select]
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


Credits:
Asheshouse - Model and class files
1C - Parts of existing textures, and guns particularly USS Lexington used extensively.
Plowshare - New skins for Yorktown, hornet and Enterprise
Title: Re: USS Yorktown CV-5 1942
Post by: panzerkeil on November 12, 2012, 03:52:08 AM
Yaahoe!!!   :D :D :D
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on November 12, 2012, 04:56:48 AM
Awesome! DL-ing now.  8)

Thank you.
Title: Re: USS Yorktown CV-5 1942
Post by: Dauntless1 on November 12, 2012, 05:25:32 AM
 8) 8) 8) :P :P
Title: Re: USS Yorktown CV-5 1942
Post by: urmel on November 12, 2012, 06:11:19 AM
thanks,great Ship
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on November 12, 2012, 06:23:29 AM
Minor flashing and transparency here and there, still to check the DM and landing on her (tell me that didn't sound dirty lol). She will be put to work immediately in DBS, here are some beauty shots from our Coral Sea and Midway MDS maps (built by AG-51 Hoss):

Next to Lexington'42:

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Cor_York_01.jpg)

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Cor_York_02.jpg)

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Cor_York_03.jpg)

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Cor_York_04.jpg)


On Midway, with her two sisters:

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Mid_York_01.jpg)

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Mid_York_02.jpg)

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Mid_York_03.jpg)

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Mid_York_04.jpg)

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Mid_York_05.jpg)

(http://thebombercommand.info/DEDICATED_BOMBER_SQUADRON/DBS_SCREENSHOTS_VARIOUS/CV-5_Yorktown_v1.0/Mid_York_06.jpg)


Is it just me or does this ship simply looks stunning? :)
Title: Re: USS Yorktown CV-5 1942
Post by: cgagan on November 12, 2012, 06:34:26 AM
Stunning indeed! Master shipbuilder, we are in eternal debt!!!! 8)
Title: Re: USS Yorktown CV-5 1942
Post by: Kopfdorfer on November 12, 2012, 06:48:49 AM
Nice to see her afloat and operational Asheshouse!

Thanks for your work and dedication.

A fitting release date too.

Kopfdorfer
Title: Re: USS Yorktown CV-5 1942
Post by: mishapilot on November 12, 2012, 07:15:53 AM
Stunning indeed! Dl-ing now! many thanks, ashes!
Title: Re: USS Yorktown CV-5 1942
Post by: SAS~Bombsaway on November 12, 2012, 08:12:56 AM
Absolutely beautifull. Thank you so much. :)
Title: Re: USS Yorktown CV-5 1942
Post by: AG-51_Razor on November 12, 2012, 10:23:18 AM
Absolutely AWESOME Asheshouse!! Thank you so much for all of your projects but particularly for this one.  :)
Title: Re: USS Yorktown CV-5 1942
Post by: RealDarko on November 12, 2012, 11:05:24 AM
Great job Asheshouse.

Thanks!!
Title: Re: USS Yorktown CV-5 1942
Post by: ton414 on November 12, 2012, 11:42:25 AM
Wonderful, thank you very much. :)

(http://i46.tinypic.com/24c8kl0.jpg)
Title: Re: USS Yorktown CV-5 1942
Post by: duffys tavern on November 12, 2012, 11:46:58 AM
Wow! Must of been a Lotta' sweat and busted knuckles getting this baby out. Magnificent job. Thank you very much for sharing with the rest of us.
Title: Re: USS Yorktown CV-5 1942
Post by: Cycle on November 12, 2012, 12:49:56 PM
Great work! Updates for DCG Midway and Coral Sea coming soon! Many thanks, Ashe! :)
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 12, 2012, 12:57:52 PM
Nice image ton414. If you don't object I'll copy it to the first post.
I'll be looking forward to your campaign updates Lonestar67

Thanks

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: Whiskey_Sierra_972 on November 12, 2012, 02:24:28 PM
A real dream mate!

Thanks for the great ships you have always developed for our community!

You deserve a place in the modding Olympo!!!
Title: Re: USS Yorktown CV-5 1942
Post by: ual002 on November 12, 2012, 04:28:12 PM
Looks good!
Title: Re: USS Yorktown CV-5 1942
Post by: Gumpy on November 12, 2012, 05:17:27 PM
Amazing asheshouse really looks fantastic,thanks for all the hard work.
Title: Re: USS Yorktown CV-5 1942
Post by: 352nd_Hoss on November 12, 2012, 06:43:01 PM
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
Title: Re: USS Yorktown CV-5 1942
Post by: JG54Spookie on November 12, 2012, 07:23:48 PM
This is so awesome!!! I can't wait to try her out!!

Is there a way to clone this to make the Enterprise on a second slot?
Title: Re: USS Yorktown CV-5 1942
Post by: santobr on November 12, 2012, 07:35:22 PM
Wow!!! :o
Thank you sir! 8)



santobr.
Title: Re: USS Yorktown CV-5 1942
Post by: PlaneEater on November 12, 2012, 08:49:10 PM
This is BEAUTIFUL, Ashes.  Thank you for doing what I couldn't make happen.
Title: Re: USS Yorktown CV-5 1942
Post by: Gumpy on November 12, 2012, 08:58:41 PM
QuickQMBPro missions available in MissonPro section. (http://i697.photobucket.com/albums/vv340/Bingo1957/Screenshot-25.jpg)
Title: Re: USS Yorktown CV-5 1942
Post by: Flamer50 on November 12, 2012, 10:03:38 PM
Houston!...We Have The Yorktown!

Thanks Ashe, She's a real Treat! 8)
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 13, 2012, 02:28:39 AM
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.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 13, 2012, 02:30:00 AM
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

Hoss -- all of the testing was done in HSFXv6.0.17
Title: Re: USS Yorktown CV-5 1942
Post by: JG54Spookie on November 13, 2012, 01:45:25 PM
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.

Yeah, there were definitely differences. Believe me, i was not implying that you should make another model, etc. What I meant was using your Yorktown in a second slot in lieu of having an actual Enterprise. Basically another Yorktown installed, but with the Enterprise name in the ships list in-game (I'd also modify the skin myself to have the correct name). Is such a thing as simple as just copying the Yorktown folder in my mods directory and changing the name to Enterprise in the appropriate lines?
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 14, 2012, 01:10:31 AM
Its not quite as simple as that.
In order to clone a ship to a new slot additional class files are required.

However the Yorktown installation did include a spare ship class which you can use.

ShipAsheUSS$USSHornetCV8_42

USSHornetCV8_42

You can duplicate the Yorktown entries in chief.ini and ships.ini and replace the Yorktown name with those.
That will make USSHornetCV8_42 appear in the menu

Finally - in technics_ru.properties add

USSHornetCV8_42           USS Enterprise CV6 - 1942

That will swap the Enterprise name for Hornet in the drop down menus.

If you are working on the skin obviously the name on the stern must be replaced.
Check the position of the "text box" on the alpha channel when you do this. Keep within the alpha cut area.
Try modifying the weathering and the paintwork on the hull so that it looks a little different.
For a major visual change try changing the flight deck to give it a blue camo wash and maybe change the white lines a little. Look at original photos for inspiration, though good photos of Enterprise in the early 42 period seem to be rare.

You might inspire me to do the full model  ;)

The info I have on armament for Enterprise at Midway is:
8x5in; 4x4x1.1in; 34x20mm; 6x0.50cal   --- so Enterprise has a greater number of 20mm Oerlikons compared with Yorktown but loses most of the 0.50cal Machine Guns. Locating the new guns will require some re-modelling of the gallery walkways. The re-modelling of the bridge structure required is pretty easy stuff.

On the subject of spare ship slots. HSFX6 still has spares I think, named Ship0, Ship1, Ship2, Ship3, Ship4.
At least they were retained in HSFX5. These can be used to clone ships as I've described above.

Except use --- Ship$Ship0 etc

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on November 14, 2012, 09:50:41 AM
+1 for the simple re-skinned sisters for the time being
Title: Re: USS Yorktown CV-5 1942
Post by: RogCBrand on November 14, 2012, 10:01:02 AM
Thank you for all the great work!  After all these years, it's wonderful to have the Yorktown class!
Title: Re: USS Yorktown CV-5 1942
Post by: ggrewe on November 14, 2012, 10:33:46 AM
Thanks so much Ashe, she is a much wanted beauty – know how much time & effort you put into your work – so, much appreciated. You too are a legend  ;)
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 14, 2012, 11:01:56 AM
For those who have expressed an interest in doing re-paint versions as a temporary fix for Enterprise and Hornet here are some replacement class files.
Overwrite the existing ones in the ShipAshe folder.

Adds slots for USSHornetCV8_42 and USSEnterpriseCV6_42

https://www.mediafire.com/?090ywx2ssxthb4y

If you run into any texture mapping problems then drop me a PM.
Title: Re: USS Yorktown CV-5 1942
Post by: PlaneEater on November 14, 2012, 11:06:06 AM
Also keep in mind that besides the bridge and AAA fit differences, Hornet had an altered flight deck near the bow; Yorktown and Enterprise had a taper on the port edge of the deck that was instead straight on Hornet.  It made Hornet's deck just a little wider, and that was part of the reason she was chosen for the Doolittle Raid.

Any chance of a UP / DBW version?  Pretty please?   ;D
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 14, 2012, 11:43:17 AM
It should work fine in any v4.10 modded installation.
Its just the location of the model folder and ini/properties files which are different.
I only have an HSFX installation so I cant give detailed advice on UP/DBW.
Others will provide a better guide.

As far as I know you just treat the #DBW or #UP3 folder the same as the MODS folder in a classic mod installation.

I have no firm plans yet to do a 3D model of Enterprise or Hornet, but maybe in the future.
Title: Re: USS Yorktown CV-5 1942
Post by: duffys tavern on November 14, 2012, 12:32:08 PM
Thanx Ashes, wonderful job!
Title: Re: USS Yorktown CV-5 1942
Post by: Cycle on November 14, 2012, 12:59:24 PM
I flew a couple of missions in the Coral Sea campaign! Its really a beautiful ship! Thanks again, ashe!
Title: Re: USS Yorktown CV-5 1942
Post by: WindWpn on November 14, 2012, 01:40:12 PM
However the Yorktown installation did include a spare ship class which you can use.

ShipAsheUSS$USSHornetCV8_42


Note, I have a log.lst error reported for this entry:

Code: [Select]
[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

Not sure of the fix?

Note, I am running HSFX 6.17 (latest) Expert
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 14, 2012, 01:55:28 PM
No fix required.
Its just telling you that the game cannot locate the USS Hornet mesh files --- because you've not installed them.
It will not cause any problems in your game.

USS Hornet class files were included with the Yorktown download but it will remain as a vacant ship slot until it is used.
Title: Re: USS Yorktown CV-5 1942
Post by: Gumpy on November 15, 2012, 03:16:59 PM
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. (http://i697.photobucket.com/albums/vv340/Bingo1957/1511201213-59-27.jpg) (http://i697.photobucket.com/albums/vv340/Bingo1957/1511201213-44-41.jpg)
Title: Re: USS Yorktown CV-5 1942
Post by: lam on November 15, 2012, 03:29:35 PM
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.

this is neat! Do you think you can please post the link to this texture?
Title: Re: USS Yorktown CV-5 1942
Post by: Gumpy on November 15, 2012, 03:46:11 PM
If asheshouse doesn't mind,I will wait for him to reply though.
Title: Re: USS Yorktown CV-5 1942
Post by: JG54Spookie on November 15, 2012, 06:48:58 PM
Thanks for the info and the class files, asheshouse. I have a book or two about the big E that have camo schemes and layouts for various time frames; now all I need is the time to make a skin.
Title: Re: USS Yorktown CV-5 1942
Post by: lam on November 15, 2012, 07:11:02 PM
If asheshouse doesn't mind,I will wait for him to reply though.

No problem - I'll stand by and check this thread from time to time...thanks!
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 16, 2012, 01:58:43 AM
That looks good. Maybe add some weathering/wheel marks in the area where the aircraft touch down and perhaps some darkening of the area at the base of the bridge structures.
Deck edging probably needs to stay unchanged though. I used that colour patch for a lot of other minor areas, which probably look wrong with a blue tint.
If you post a link I will copy it to the first post.

I see that I've got the wrong material ID on the face of the step on the perimeter walkway. Whoops!

Instructions on how to clone the ships has been added to the first post. If any of this is unclear or considered to be a "PITA" then say so. Any suggestions will be considered.

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 16, 2012, 04:44:14 AM
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.
Title: Re: USS Yorktown CV-5 1942
Post by: Hey_Joe on November 16, 2012, 07:10:53 AM
Thanks asheshouse...you are master artiest!  ;)

(http://farm9.staticflickr.com/8209/8190978152_5a07c18476_b.jpg)

Beautiful detail.
Title: Re: USS Yorktown CV-5 1942
Post by: magot on November 16, 2012, 11:02:15 AM
Great Ashe!!! Huge work.

Two small notes:

- make damage model of radar and antennas on bridge more fragile, now after run down with plane don´t have effect.
- add two sided material on bridge interior places per lod0 suffice. In detail is possible looking via walls.
Title: Re: USS Yorktown CV-5 1942
Post by: Gumpy on November 16, 2012, 04:22:07 PM
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. (http://i697.photobucket.com/albums/vv340/Bingo1957/screenshot.jpg) https://www.mediafire.com/?wzs684sttr32oq6 Thanks asheshouse this is a beautiful ship.  8)
Title: Re: USS Yorktown CV-5 1942
Post by: JG54Spookie on November 16, 2012, 06:52:33 PM
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.

It's Thanksgiving in the US next week, so I'll use my time off to try some skinning. I've only skinned aircraft until now, so I might need to learn how to make rust streaks and other, non-aircraft weathering. Wish me luck... :)
Title: Re: USS Yorktown CV-5 1942
Post by: 352nd_Hoss on November 17, 2012, 12:59:28 PM
I put this into the MDS (Dogfight) missions I built for DBS in HSFX and I get no Hayrake codes for the Yorktown, I get them for all other WWII carriers but they don't show for Yorktown at all.
I also put it in DBW Single missions with the same results.

And yes I designated it as USN in Homebase in DBS and put USN planes on it but when you hit the Tab button I get the list, she's on it and I get BD for generic carrier, BO for Saratoga and codes, but I get AM ship code for Yorktown but no Hayrake codes.

Am I the only one that gets this bug? or is it a bug?

Cheers

AG-51 Hoss
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 18, 2012, 03:39:45 AM
I probably missed the Hayrake feature when I created the class files for the ship.
I'll take a look at it.

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 18, 2012, 10:24:11 AM
Please test these. I have not tested them in game yet.
Replaces existing class files. Should restore Hayrake Beacon type.

https://www.mediafire.com/?giqw3sxwg6j53bk
Title: Re: USS Yorktown CV-5 1942
Post by: 352nd_Hoss on November 18, 2012, 12:50:24 PM
That did the trick Asheshouse, thanks, now I can release a few MDS and Coops I did with the Yorktown.

Cheers.

Hoss
Title: Re: USS Yorktown CV-5 1942 [4.09]
Post by: Epervier on November 19, 2012, 11:15:43 AM
Thank you very much ! Nice work !

What a pity! This magnificent Mod does not work in version 409 ...  :-X
Because of "TypeBeacon" and other "type" of this kind. 

So for the 409 Rebels, you can try with this: https://www.mediafire.com/?5xulrelsaupywyk

Bons vents !
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 20, 2012, 03:08:42 AM
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.

The introduction of the Beacon feature in v4.10 was a significant improvement in simulating carrier ops. There are rumours of some new ships being released by TD and I hope this will herald some further enhancement of the maritime features generally.
Title: Re: USS Yorktown CV-5 1942
Post by: Epervier on November 20, 2012, 04:00:32 AM
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 !

On my computer I have all the packages installed (versions 409/410/411/UP3/DBW/HSFX6).
I try everything... I prefer my old UP2.01!  :)
All innovations beautiful you are referring do not interest me...
Thank you for your work !
Title: Re: USS Yorktown CV-5 1942
Post by: Blazing on November 20, 2012, 04:38:27 AM
I to Epervier have 4.09 to 4.11 but i enjoy 4.09 it has all my mods from the beginning of il2 modding. plus its to hard to go from 4.09 to 4.10 and reinstall everything which is like 40g
Title: Re: USS Yorktown CV-5 1942
Post by: 352nd_Hoss on November 20, 2012, 05:59:39 AM
There are quite a few of the new angle deck Carriers that have no beacons at all, I don't use them very often for that reason alone. I need to find out who made them and provide a list, maybe they will fix them.


Cheers

Hoss
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on November 20, 2012, 06:10:49 AM
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.
Title: Re: USS Yorktown CV-5 1942
Post by: Diving_Hawk on November 21, 2012, 12:31:52 PM
An awsome ship as usual. ;)
Fills quite a gap also.

A must have for pacific.
Title: Re: USS Yorktown CV-5 1942
Post by: 352nd_Hoss on November 21, 2012, 01:22:01 PM
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.

Sounds good, when I can get some time to go through the list and put them in a single player to generate the list missing I'll do that.................. then I'll have to find the thread....

One question........... I know the USN ships should have it along with the RN, RAN not sure about the other countries i.e. India, France, Brazil etc.....
Title: Re: USS Yorktown CV-5 1942
Post by: miksmaxPL on November 22, 2012, 01:27:20 PM
Your image is in PNG (1Mo). It is too heavy.
Transform in JPG!

Uploaded with ImageShack.us (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Good work asheshouse !
Works great in 4.10.1.
Title: Re: USS Yorktown CV-5 1942
Post by: adseal on November 30, 2012, 04:31:51 PM
Hello.

Just short question from the begginer: how to install it in HSFX 6.0.17?

Thank you in advance for any answers!

Regards
Ad
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on December 01, 2012, 02:43:49 AM
The instructions in the model folder tell you how to install in HSFX.
The model was fully tested in HSFXv6.0.17

Read the InstallationNotes.txt
If you have any questions post again.

I assume you already have other mods installed in HSFX6 --- or is this your first?
If so you need to create a MODS folder.
Copy files folder into MODS and rename /MODS/STD  --- then follow the installation notes for Yorktown.

The various edits to *.ini and *.properties files must be made in the files you will find in /MODS/STD

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on December 07, 2012, 04:50:02 AM
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)

Doesn't work for us that are not using this mod. Any chance for a normal rez version?
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on December 07, 2012, 05:30:38 AM
All you need to do to covert it is to open the skin1o.tga file in a graphics editor like gimp or photoshop and reduce the image resolution to 1024x1024. The other 5 files are ok since they are normal IL-2 res.
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on December 07, 2012, 07:25:38 AM
That did the trick. Thanks!
Title: Re: USS Yorktown CV-5 1942
Post by: c4nuck on December 08, 2012, 03:13:30 PM
Thanks for posting, the Yorktown is 20 minutes away from my house. Its a great museum. I'll take some pics next time I go and post em on SAS.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on December 09, 2012, 04:27:13 AM
Different Yorktown, CV-10, Essex Class.
The one this model is based on, CV-5, is at the bottom of the Pacific.

But do post your pics, maybe in the Lounge section.
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on December 10, 2012, 04:01:48 PM
Quick question about the Midway skin: should the stern name and superstructure "BEWARE OF SPINNING PROPELLERS" text be in the white box or is this the result of quick skinning?
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on December 11, 2012, 02:12:12 AM
I've not got that skin installed in 1024x1024 format so I am guessing.

When you reduced the texture size did you save it as a 32bit tga, to preserve the alpha channel?
If you saved it as 24bit then you would have lost the part of the image that makes the "white box" invisible.

User error maybe?  ;)

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on December 11, 2012, 02:19:19 AM
I am a complete n00b when it comes to these things. Yup, saved as 24 bit. :)

Don't have any of those programs installed right now, or on any PC in the vicinity. I'll see what I can do, but it would be nice if the author of the skin originally included the normal rez file altogether.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on December 11, 2012, 02:38:18 AM
Download link for skin1o.tga 32bit 1024x1024
https://www.mediafire.com/?056l2tldv20lz34

Replaces the skin1o.tga 2048x2048 in the deck re-skin by Gumpy https://www.sas1946.com/main/index.php/topic,30299.msg319080.html#msg319080
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on December 11, 2012, 03:01:18 AM
What can I say, but thanks a lot! :)
Title: Re: USS Yorktown CV-5 1942
Post by: Dauntless1 on December 11, 2012, 05:40:15 AM
 8)
Title: Re: USS Yorktown CV-5 1942
Post by: fenbeiduo on December 13, 2012, 07:30:22 PM
great!awesome!
Title: Re: USS Yorktown CV-5 1942
Post by: Plowshare on February 06, 2013, 10:52:57 AM
Hi all:

This is an addon for this mod using the USS Yorktown as it was built by asheshouse. Asheshouse also made the two new slots to give us the USS Enterprise as she was painted in 1944 as well as the USS Hornet for the iconic Doolittle Raid. With research by asheshouse, GrisGer, grumpf44, and myself I slung a little paint around and came up with these versions of the Yorktown Class of CVs.

I use DBW Build 1.71 and all the files and text used work fine. I think I've covered the folder structure for SASModact and UP3 as well as the traditionally modded game. However, if things f#$@ up ask for help from those who have these installs and have this mod working.

Here's some screenshots to show what's been done:

(http://i683.photobucket.com/albums/vv191/Plantoid_1/Yorktown1942_zps1c9073dc.jpg)
 
(http://i683.photobucket.com/albums/vv191/Plantoid_1/Enterprise1942-1945_zpsd25f99da.jpg)
 
(http://i683.photobucket.com/albums/vv191/Plantoid_1/Enterprise1945_zps1317bdb6.jpg)
 
(http://i683.photobucket.com/albums/vv191/Plantoid_1/Hornet1942_zps402fe474.jpg)

(http://i683.photobucket.com/albums/vv191/Plantoid_1/HornetDoolittle_zps65e17293.jpg)


Here's the link for the download:

https://www.mediafire.com/?8nh206518dmbqcz (https://www.mediafire.com/?8nh206518dmbqcz)

Enjoy using them - I certainly enjoyed making them.

Bob
Title: Re: USS Yorktown CV-5 1942
Post by: cgagan on February 06, 2013, 11:08:06 AM
D/loading now. Many thanks for yet another great production,  8)
Title: Re: USS Yorktown CV-5 1942
Post by: SAS~Gerax on February 06, 2013, 11:17:49 AM
Yes, many thanks for all your efforts Bob.  :)
Title: Re: USS Yorktown CV-5 1942
Post by: BravoFxTrt on February 06, 2013, 11:26:34 AM
Oh Plowshare, you are my Hero man, thank you!
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 06, 2013, 11:48:02 AM
These are superbly done skins. Very authentic looking.
Makes me very tempted to do some more work on the 3D models for Enterprise and Hornet.

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: BravoFxTrt on February 06, 2013, 11:53:49 AM
These Ships work in SAS ModAct 4.0. Very comprehensive Install Instructions. Congrats Plowshare :)  http://www.youtube.com/watch?v=7_IKcMl_a9A

(https://www.sas1946.rocks/images/imageshit/img16/4615/20130206at204921.jpg)
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 06, 2013, 12:52:13 PM
The class files which come with the models are good for v4.10 and v4.11 installations.
Mine are working in HSFX6.
I will copy the download links to the first post in due course.

I discovered during the research on deck markings that I had missed out two guns on Yorktown.
There were 0.5cal MGuns either side of the 20mm Oerlikons on the bow.
I did have conflicting info on that so had left them out but I've now seen a photo shot from the bow which just catches a glimpse of one in the edge of the frame. Photos never lie -- do they?

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on February 07, 2013, 04:57:49 AM
Awesome work on other skins!

Quick question: is there any way to spawn SBD-s in two lines on the deck or is this the limitation of carriers width and game engine?
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 07, 2013, 05:53:22 AM
Using the SBD3, for example, the aircraft do form up in two lines, but with the wing tips overlapping slightly.
The AI has limited intelligence. If you move the two lines further apart to avoid the overlap of the wingtips then the AI are at risk of striking the island structure.
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on February 07, 2013, 06:13:32 AM
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. A line of TBDs with folded wings can be parked next to them.

Without the mod, they indeed make two lines, but starting from plane no.8 there is no more width in the back for the two lines to continue so only 3 are placed while effectively there could be three more.

AI had no problems taking off the way it is set up now.

So, my last question would be - do the lines converge near the stern?
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 07, 2013, 06:41:53 AM
If you want to experiment then play around with the figures in Hull3.msh

Code: [Select]
[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

The spawning area is defined by 6 points which I have marked //******
Park00 is front right
Park01 is mid right
Park02 is rear right
Park03 is rear left
Park04 is mid left
Park05 is front left

Change the coordinates to vary the spawn location.
Code: [Select]
-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
Title: Re: USS Yorktown CV-5 1942
Post by: airdoc on February 07, 2013, 06:49:00 AM
Thank you Asheshouse for this excellent work

As it turns out, I am currently working on a doolittle raid scenario. Do you think that by altering the code for the files you posted one could make 6 B25s spawn on the deck? Or maybe even at unaligned headings (i.e. diagonally facing each other) as they were actually parked on the deck for spacing options? AI taking off won't be much of a problem, since most of the planes will be manned by humans, and I could always assign the remaining AI planes to be on the left row for avoidance of collision.

thanks
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 07, 2013, 07:01:54 AM
First off, all of this current work is the efforts of Plowshare.

Its not possible, as far as I know, to have the aircraft spawn at an angle.
At present you will get 4 B25 to spawn.
By adjusting the coords of the _Park hooks you may be able to get more.
I suggest that you make a backup and then play around with the spacings.
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.
Title: Re: USS Yorktown CV-5 1942
Post by: airdoc on February 07, 2013, 07:11:07 AM
Thanks for your answer.
And thanks to Plowshare as well. :). Great piece of work
Title: Re: USS Yorktown CV-5 1942
Post by: Plowshare on February 07, 2013, 08:20:59 AM
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.

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.

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.

This would be a great example of being able to use a catapult. Could you see a deck-load of aircraft all with their engines running waiting to use the cat? Methinks I'm gonna try this on one of the Essex class carriers and move the Park00 and Park05 waaaay forward and see what happens.

edit:  Okay - that won't work at all - all the HullX.msh files are in gobbledegook and I'm not gonna mess around with them. Damn! I thought it was a good idea.

Glad you guys like paint jobs.

Bob
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on February 07, 2013, 08:31:22 AM
Thanks asheshouse. Maybe when I have some free time I will give it a go. I would only like to see two lines of SBDs running through the whole stern for take off, thats all.

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.

HSFX 6 with CarrierTakeOff for HSFX6 v5.5. I too can only get 3 B-25s to spawn at any carrier type.
Title: Re: USS Yorktown CV-5 1942
Post by: max_thehitman on February 07, 2013, 10:15:49 AM

This is simply STUNNING!!  8)
(http://i508.photobucket.com/albums/s330/rebeccavoy/2011/gifs/Guild-Codex.gif)

Congratulations on all those wonderful skins and excellent work on this magnificent mod!
**Big Applause**

Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on February 08, 2013, 11:29:45 AM
+1000  8)

You just have to see these skins in the game to believe it. Superb work. I only wish we had 6 slots, one for the Coral Sea version Yorktown.

Since one of DBS guys compiled this into a working package (HSFX compatible) I will not post it here directly. You can get it off DBS forums by following my homepage link.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 08, 2013, 12:04:13 PM

I only wish we had 6 slots, one for the Coral Sea version Yorktown.

That could be arranged, but how would the Coral Sea version differ from the Midway version? I was not aware that any changes to armament or camo scheme were carried out when Yorktown was hurriedly repaired at Pearl before departing for Midway.
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on February 08, 2013, 12:12:29 PM
I was under the impression that the paintscheme was compliant with the armament for the period you built her. My assumption was wrong, especially when you put things into context. :)

I will keep the original mod for pre-war missions and training then.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 09, 2013, 07:03:27 AM
Yes -- My original paint scheme was intended to be representative of Coral Sea but was largely based on the scheme used on Lexington. Plowshares latest works supersedes mine, and follows further detailed research, so we still only have a single slot (1942) for Yorktown. There are no plans to produce an authentic pre Dec 41 paint scheme.   

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: AG-51_Razor on February 09, 2013, 10:24:24 PM
Plowshare, I can't thank you enough for coming up with these beautiful skins on Asheshouse's model! I just have one question/request if it is possible. The original Yorktown class all had 2 catapults installed in the bow (in addition to one athwartships on the hangar deck) and according to a person in my squad, it could be possible to enable functioning catapults on the ship (say, the late model Enterprise) provided the cats are represented on the skin, presumably so that one would know where to taxi up to and chalk in. Would it be possible for you to make a change to this mod with catapults showing on the deck of the skin for the late Big "E"??
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 10, 2013, 04:11:54 AM
If someone can produce a simple texture tga showing only the catapult  I can incorporate this into the model as an overlay patch.
Title: Re: USS Yorktown CV-5 1942
Post by: Plowshare on February 10, 2013, 05:14:58 AM
Can we get catapults to work on these ships?

asheshouse:

Here's a cat from the Essex class carriers; I think it'll stand in nicely for the purposes:

https://www.mediafire.com/?1zv1wb1wecgrh78 (https://www.mediafire.com/?1zv1wb1wecgrh78)

Bob
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 10, 2013, 08:10:19 AM
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
Title: Re: USS Yorktown CV-5 1942
Post by: AG-51_Razor on February 10, 2013, 08:42:12 AM
Thank you so much Ash!!
Title: Re: USS Yorktown CV-5 1942
Post by: Kant on February 10, 2013, 11:33:47 AM
A full version will be gathered together without the various hemorrhoid
))?
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 10, 2013, 01:27:51 PM
Using this mod will not give you haemeroids.
Title: Re: USS Yorktown CV-5 1942
Post by: bomberkiller on February 10, 2013, 06:30:06 PM
Quote
Using this mod will not give you haemeroids.

 ;D
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 17, 2013, 10:06:32 AM
Copy of PM from -)-MAILMAN-
Better to have the questions and responses here in case it also helps others.
Quote
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.

I will look into it and respond.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 17, 2013, 10:23:29 AM
I presume from your notes that you have downloaded the latest version, with Plowshares skins and have no other ShipAshe ships installed.

Are you using HSFX6,with a MODS folder, or another type of installation?

In MODS\ShipAshe do you have 8 class files, with the names like DAA4672C61146340 ?

If you have two of the versions working ok and tested running in missions then the basic setup must be ok.

Install the other three one at a time, testing after each one.
Only make the text entries in chief.ini and in ships.ini.
Start with EnterpriseCV6_42
If it does not run then post the error message from your logfile
If it works then add the other text entries for stationary.ini etc

Title: Re: USS Yorktown CV-5 1942
Post by: 256th_Killer9876 on February 18, 2013, 09:37:48 AM
Ashes,

I don't know what is going on. I installed these ships using option 1 in my ModAct 3.06 and The game loads up fine but I lost the Use of my FMB. Before I installed these ships I had the FMB Functionality.

Please Help.
Killer

EDIT: Never mind for some odd reason my BldConf.ini got deleted.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 18, 2013, 12:35:13 PM
Glad you got it fixed.
There is no way that installing ships can stop the FMB working - but congrats in achieving the impossible.
Title: Re: USS Yorktown CV-5 1942
Post by: Whiskey_Sierra_972 on February 18, 2013, 01:57:58 PM
Any chance to have beacons removed for a 409 compatible version please?
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 18, 2013, 02:03:32 PM
Sorry Walter. I no longer support v4.09 -- but I'm sure someone else will do the necessary.
Title: Re: USS Yorktown CV-5 1942
Post by: Whiskey_Sierra_972 on February 18, 2013, 02:11:43 PM
Thanks for your reply mate!

Finger crossed!
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 19, 2013, 04:12:57 PM
"I presume from your notes that you have downloaded the latest version, with Plowshares skins and have no other ShipAshe ships installed."   YES

"Are you using HSFX6,with a MODS folder, or another type of installation?"  HSFX 6 latest version and I have a Mods folder.

"In MODS\ShipAshe do you have 8 class files, with the names like DAA4672C61146340 ?"  I only have seven class files which are listed below.

2CB6FC38D3FE82EA
9EE3EB5AB70F462A
12F6FD280C505C3A
83E4CFC683D2B700
AFA75B48395BF822
B4FD7898DFBC864E
DAA4672C61146340

I will add one line at a time and check the log file to see what error gets listed.

Thanks
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 20, 2013, 01:24:37 AM
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
Title: Re: USS Yorktown CV-5 1942
Post by: Epervier on February 20, 2013, 02:55:16 AM
PM queries and...

Any chance to have beacons removed for a 409 compatible version please?

It already exists! See first post or...
https://www.sas1946.com/main/index.php/topic,30299.msg319623.html#msg319623 ;)

@asheshouse
Thank you for your excellent work!  :) :)
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 20, 2013, 04:03:30 AM
The first set of v4.09 may not have included 6 carriers to cover the latest Plowshare skins.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 20, 2013, 08:24:52 AM
My conscience got the better of me.
Here are some class files for v4.09  https://www.mediafire.com/?4kv9f26049hflpm

Includes:
USSLexingtonCV2_42
USSYorktownCV5_42
USSEnterpriseCV6_42
USSEnterpriseCV6_44
USSHornetCV8_42
USSHornetCV8_42D - Doolittle Raid

I am unable to check they work in v4.09
Can someone confirm they are ok.

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: Epervier on February 20, 2013, 08:57:31 AM
Let your conscience be blessed!  :)
Thank you for the Rebels!  ;)
Title: Re: USS Yorktown CV-5 1942
Post by: Whiskey_Sierra_972 on February 20, 2013, 01:24:19 PM
Thanks to all involved in this great work!

To the author , to the skinner , to the rebelizer and to all that have had a part in doing this!!!!

All the very best at all!

walter
Title: Re: USS Yorktown CV-5 1942
Post by: Whiskey_Sierra_972 on February 20, 2013, 02:17:48 PM
Just installed all 5 ships and got them working flawless in my 409 rebel installation!

I feel myself at the seventh sea!

THANKS!
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 20, 2013, 04:58:40 PM
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

I have maybe 5 mods in the mods folder.  I only use 6 of the JSGME mods HSFX History Mod, Carrier Take off Mod, Hakenkruz enabler, low effcts, native wide screen and expert mode.

Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 21, 2013, 01:15:43 AM
Mailman - with only a few other added mods memory should not be a problem.

Many others have already installed this successfully and all my testing is done on HSFX6.0.17
Its very strange that you have two working but not the others.

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
Title: Re: USS Yorktown CV-5 1942
Post by: benitomuso on February 21, 2013, 01:47:33 AM
People,
                 does anybody installed this plus the other KorenaCarriers and Colossus class in HSFX6?

  Could you please post your full inis here?

  I cannot make the catapuls of the Vallery Forge and Boxer to work.

  Eventhough if anybody has the chance of preparing a full package of carriers and other ships including a complete and not 20 different folders of all Western's and others Carriers / Ships that could be easily applied to HSFX6, it would be just great!

  Regards,
                          Pablo
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 21, 2013, 12:44:23 PM

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

I haven't been on the basement computer the last two day, been sick.

I will check both chief.ini and ships.ini for duplicate entries first.

If I understand you correctly I should completely uninstall your mod and its text lines and add only one ship and only its text lines?  I assume all of the class files need to be in the AsheShip folder even though there will only be a single ship installed?

I will copy the log file after each install.

-)-MAILMAN-




Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 21, 2013, 01:02:42 PM
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.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 21, 2013, 01:05:27 PM
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
Title: Re: USS Yorktown CV-5 1942
Post by: Whiskey_Sierra_972 on February 21, 2013, 01:28:04 PM
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

This is the only part that I can't manage to add correctly after installation....on 410 obviously....
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 21, 2013, 01:35:22 PM
First off, catapults are not enabled on these ships. Not intentionally anyway.

The "visual fix" was a first step, but the coding for cats would have to be done by others.

It should be simple, and the same procedure in any version.

Cat01.msh is a new mesh, two rectangles.
Cat.tga and Cat.mat are the files which provide the texture.

Put the 3 files in the model folder with all the other msh/tga/mat files. They will not overwrite anything.

Backup the existing hier.him and replace with the new one. Thats it.
Title: Re: USS Yorktown CV-5 1942
Post by: Flamer50 on February 22, 2013, 06:49:36 PM
Ashe,

Thanks for the 409 files! 8)
 
Title: Re: USS Yorktown CV-5 1942
Post by: BravoFxTrt on February 22, 2013, 08:19:07 PM
Hey BWF, how is going dude?
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 23, 2013, 04:22:43 PM
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.

Okay I went through and removed the text files for:

USSEnterpriseCV6_42
USSEnterpriseCV6_44
USSHornetCV8_42D - Doolittle Raid

I also renamed and placed a - in front of the three folders for these three carriers in the ShipAshe folder.

I left USSYorktownCV5_42 & USSHornetCV8_42 alone and left all the text files in place.  I started the game and it successfully loads and I can see these two carriers in the FMB.

I then renamed only the folder  USSEnterpriseCV6_42, removing the - .
I then added ship text lines in ships and the game loaded successfully.  Below is the log.lst file:

Edit Gerax: next time when posting long lists please use the editors code (#) option.

Code: [Select]
[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 -------------

Does it matter the order in which the ships are listed in the ships file?  I have them listed in the order below (the parts have been left out for brevity, but the information is all in my ships file in the game):

USSYorktownCV5_42

USSEnterpriseCV6_42

USSHornetCV8_42

-)-MAILMAN-
Title: Re: USS Yorktown CV-5 1942
Post by: csvousden on February 23, 2013, 06:33:08 PM
Is the download link okay?
Can someone check it out?  Please.
Title: Re: USS Yorktown CV-5 1942
Post by: csvousden on February 23, 2013, 07:12:48 PM
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.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 24, 2013, 02:14:17 AM
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
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 24, 2013, 06:05:52 AM
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.

I have renewed the download link in the first post. It should work ok now.
Title: Re: USS Yorktown CV-5 1942
Post by: csvousden on February 24, 2013, 06:19:34 AM
Sorry Asheshouse,

I still get this message:
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.

But I am grateful for all of your work!
C
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 24, 2013, 07:10:43 AM
Link now works ok for me - It didn't before I renewed it.
Have you refreshed the page?
Here is the link again as it now appears on the first post https://www.mediafire.com/?m6855t0aopo1ijy
Title: Re: USS Yorktown CV-5 1942
Post by: csvousden on February 24, 2013, 07:46:15 AM
Sorry, Asheshouse, but I still get this message:

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.

I think it something goofy with mediafire.  Some links work and others don't.  I just saw a P-47 skin file that wouldn't download either. 

Thanks for your efforts.
CV
Title: Re: USS Yorktown CV-5 1942
Post by: benitomuso on February 24, 2013, 08:00:17 AM
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

Ashe,
               not to go against your answer, but my original question clearly says this (for your MOD) plus the Korean and blablabla MODs. So I would say the word "this" speaks about "this" let's say your MOD.

  I have not asked you Ashe to provide me a solution but All (just read my text) if someone had all the stuff together (including your ones, because I want to achieve all the carriers together) and could share that.

  Obviously your MOD following the instructions can be installed as obviously any of the others too, so if you have something against making life of people easier by taking the benefits of the troubles and efforts other did to make all work together: sorry, it wasn't my intention to disturb you.

  Regards,
                         Pablo
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 24, 2013, 08:09:33 AM
When I tested the Mediafire link I was logged into Mediafire with a free account.
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 and log in to access the files.

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 24, 2013, 08:11:32 AM
benitomuso - I had misunderstood your request, however I don't have the other carriers installed so I am unable to assist.
Title: Re: USS Yorktown CV-5 1942
Post by: Epervier on February 24, 2013, 08:12:01 AM
When I tested the Mediafire link I was logged into Mediafire with a free account.
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.
+1
FileFront and now Mediafire will lose a customer ...  >:(
Title: Re: USS Yorktown CV-5 1942
Post by: Dauntless1 on February 24, 2013, 08:17:58 AM
When I tested the Mediafire link I was logged into Mediafire with a free account.
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.
+1
FileFront and now Mediafire will lose a customer ...  >:(

Same here!!  >:(
Title: Re: USS Yorktown CV-5 1942
Post by: csvousden on February 24, 2013, 08:31:23 AM
I have logged in to media fire and I still cannot download the file.  I get the same message.  I also just tried to download a P-47 skin and got the same message. 

Just not my day with mediafire.

C
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 24, 2013, 08:56:49 AM
Alternative download link : http://www.4shared.com/archive/4H7JNTvN/Yorktown_Class_CVs.html

What do people recommend as the best free file download site?
Title: Re: USS Yorktown CV-5 1942
Post by: csvousden on February 24, 2013, 09:01:43 AM
Thank you very much!
C
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 24, 2013, 10:27:53 AM
New Mediafire link. https://www.mediafire.com/?pwomm6g1p4vfv8y
This is a rar file version
Please test.

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 24, 2013, 11:44:23 AM
Thanks Gerax - Reassuring to know that its not just me.

Anyway, re-zipped the file and renamed.
It is working for public access non-login at the time of posting.
https://www.mediafire.com/?1v8kztpku2tzi1y

File size is smaller than the last version due to using Ultra Compression with 7zip -- Its the same files.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 24, 2013, 12:10:00 PM
When I looked in my Mediafire Files the original Yorktown files had been tagged as blocked.
No idea why. I did not get any notification.
It seemed to be the only one affected.
I deleted the file and replaced it with a new rar file with a different file name and file size.
All ok so far.
I can also download all of your test 7z files ok.
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 24, 2013, 01:41:21 PM
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

I verified that the above text is the same and it is in fact exactly the same.  I still get the same error in the log.lst

-)-MAILMAN-
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 24, 2013, 01:57:15 PM
This may not mean anything, but ....

I have noticed that in the FMB for both USSYorktownCV5_42 and USSHornetCV8_42 that I can put values for speed in much higher than 60.2 km/h and it gets accepted.  If I try to input a higher value than the maximum allowed for any other ship in the FMB its speed reverts to the maximum for that ship.

-)-MAILMAN-
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 25, 2013, 02:55:51 AM
Mailman - In FMB I can load a selection of Yorktown types, set speed to 100 km/h and run mission.
Speed does not revert back to max 

In the line
Code: [Select]
Speed          50.0 // 32.5 knots (60.2km/h) max)
I had thought that the game engine did not read any of the figures after // but maybe I am wrong?

If I use stock ships the speed reverts back to the max speed figure are you describe.
I've never noticed this before and don't know what causes it.

I still dont know why you are only able to see two of the Yorktown types?
Are you using Ship Extension Mod?
Are you using HSFX6 Expert mode?

I am not normally using those.
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 25, 2013, 04:47:22 AM
I don't know what the ship extension mod is, but I do have hsfx expert mode enabled in jsgme.

-)-MAILMAN-
Title: Re: USS Yorktown CV-5 1942
Post by: Flamer50 on February 25, 2013, 11:10:16 AM
Ashe,

The program takes what ever speed value that you enter in the ships ini entry
and doubles it for max speed for that ship or boat.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 25, 2013, 12:31:46 PM
Thanks. I never realised or even thought about that before.
It now makes sense.
But for the Yorktown Class I set the default speed high to facilitate takeoffs, so the max speed can now be set unrealistically high.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 26, 2013, 01:51:50 AM
Mailman -- I've looked over the files in JSGME which are loaded when you enable Expert mode. Can't see anything which would affect the Yorktown ships.

Is it possible that you have overwritten the class files with an earlier version at some point?
The correct files are those in this link https://www.mediafire.com/?1v8kztpku2tzi1y

As far as I am aware you are unique in having this problem, so maybe some file or files are corrupted?
All I can suggest is to remove the Yorktown mod completely and re-install from scratch using a fresh download.
 
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 26, 2013, 04:30:12 AM
I just tried the link and this is the message I got:

Archive Download Blocked

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.


-)-MAILMAN-
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 26, 2013, 05:14:00 AM
Seems that Mediafire is continuing to be a PITA.
I have sent them an enquiry to try to resolve the problem.
Meanwhile try the 4shared link on the first post.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 26, 2013, 07:43:36 AM
Response received from Mediafire

Quote
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

I've been using Mediafire since 2008 and have never had this problem before!
Title: Re: USS Yorktown CV-5 1942
Post by: Plowshare on February 26, 2013, 08:38:37 AM
asheshouse:

Is the .7z file for this the same as the one I posted a few pages back? If so, could I re-upload it to Mediafire for folks to get it from MediaFire?

On a related note: If the corporate f@cking honchos in their f@cking glass offices are trying to find a way to make more profit how about everyone start having everyone else upload copies of files to MediaFire? As an example, I just looked through the first four pages of this thread and found about two dozen different responders. What if each one uploaded a copy of the Yorktown file on MediaFire and posted a link for that file? Multiply that by each and every mod that comes into SAS and maybe we could swamp their storage?

Or, we could make it public that we're taking our business elsewhere.

Bob
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 26, 2013, 08:47:39 AM
The last file I uploaded is your 7z file but I renamed it to rar (still works the same).
I thought the name change might fix things but it didn't.

I still would prefer if Mediafire get their act together since it has been generally reliable, but if their policy is to discourage long term free users then there is not much which can be done.
After all its their business model not mine.

I am still waiting for a response from Robert at Mediafire to specific questions, like exactly how many shares a week are permitted, when does the week start, exactly what file types are affected, stuff like that. In the mean time the 4shared link seems to be working. 
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 26, 2013, 10:56:28 AM
More from Mediafire

Quote
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.

The limit of 10 downloads a week is clearly a new policy.
Previous file downloads have greatly exceeded that figure.
Looks like I need to find a new home for my files.
Title: Re: USS Yorktown CV-5 1942
Post by: Epervier on February 26, 2013, 11:02:51 AM
Looks like I need to find a new home for my files.
+1 !
I feel that the hosts files have too much work ... and they are all disgusting for users by forcing them to take paid accounts!  >:( >:( >:(
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 26, 2013, 11:25:37 AM
Heres a new link https://www.mediafire.com/?ocpmby7wq63ht7m

After downloading rename the file from *.not7z  to *.7z or *.rar
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 28, 2013, 07:20:05 PM
Took a clean 4.11.1 installation.  Started Game No Issues
Installed HSFX 6.  Started Game no issues only HistoryHSFX Mod enabled, no mods installed.
Used HSFX updater and let it update my installation to HSFX 6.0.17.  Started Game no issues only HistoryHSFX Mod enabled, no mods installed.
Created a Mods folder.
Installed the Yorktown Class Carriers Mod that I downloaded a couple of nights ago from your link.
I copied the text files for USSEnterpriseCV6_42 into ships.ini, chief.ini (both top and bottom), stationary.ini, technics_ru.
Only enabled ShipAshe folder and Files folder and no other mods.
Started game. CTD 70%.
Removed this line from chief.ini     USSEnterpriseCV6_42   ships.ShipAsheUSS$USSEnterpriseCV6_42     1 icons/shipDestroyer.mat  Started game and no issues.  I can see USS Yorktown and USS Hornet.

Below is the Log:

Code: [Select]
[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 -------------


-)-MAILMAN-
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 28, 2013, 07:27:54 PM
Here is the ships.ini file USSEnterpriseCV6_42 (to reduce the size of this post I did not include the text lines for Yorktown and Hornet)

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

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


//----------------------------------------------------------------------


-)-MAILMAN-
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on February 28, 2013, 07:34:45 PM
Here are the entries for the chief.ini

Top

USSYorktownCV5_42    ships.ShipAsheUSS$USSYorktownCV5_42     1 icons/shipDestroyer.mat
USSEnterpriseCV6_42   ships.ShipAsheUSS$USSEnterpriseCV6_42     1 icons/shipDestroyer.mat
USSHornetCV8_42        ships.ShipAsheUSS$USSHornetCV8_42        1 icons/shipDestroyer.mat

Bottom

[Ships.USSYorktownCV5_42]
 com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42

[Ships.USSEnterpriseCV6_42]
 com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42

[Ships.USSHornetCV8_42]
 com.maddox.il2.objects.ships.ShipAsheUSS$USSHornetCV8_42

-)-MAILMAN-
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on March 01, 2013, 03:28:00 AM
Just to check I downloaded again from the link three posts up and pasted the downloaded class files into my install (after backing up the existing). All still worked ok and can see all of the carriers.

I used Winmerge to compare your ships.ini entry with my install.
All looks identical -- as you would expect.

What happens if you just load Enterprise?
To test change your chief.ini to --

Top

//USSYorktownCV5_42    ships.ShipAsheUSS$USSYorktownCV5_42     1 icons/shipDestroyer.mat
USSEnterpriseCV6_42   ships.ShipAsheUSS$USSEnterpriseCV6_42     1 icons/shipDestroyer.mat
//USSHornetCV8_42        ships.ShipAsheUSS$USSHornetCV8_42        1 icons/shipDestroyer.mat

Bottom

//[Ships.USSYorktownCV5_42]
// com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42

[Ships.USSEnterpriseCV6_42]
 com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42

//[Ships.USSHornetCV8_42]
// com.maddox.il2.objects.ships.ShipAsheUSS$USSHornetCV8_42

Some problems which may be related to memory issues can be solved by using the SAS Selector
https://www.sas1946.com/main/index.php/topic,16403.0.html
The stock game, as far as I understand it, is limited regarding the memory it can access.
SAS Selector overcomes this.  I have it installed.

TotalModder is a further development of this, but so far I've not been able to get it to work with my HSFX6 install.  https://www.sas1946.com/main/index.php/topic,17645.0.html
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on March 02, 2013, 04:34:36 PM
I finally found the issue.  All five ships show up and work.   There was nothing wrong with the text files, but rather four of the ships class files were duplicated and placed into the wrong folder.  As soon as I removed the four out of place files everything worked

Somehow four of the below files (don't remember exactly which four they were) ended up inside the MODS/Files folder and these four were duplicated with the other three in the MODS/ShipAshe folder.

2CB6FC38D3FE82EA
9EE3EB5AB70F462A
12F6FD280C505C3A
83E4CFC683D2B700
AFA75B48395BF822
B4FD7898DFBC864E
DAA4672C61146340

So I want to thank you for your patience and help trying to figure this out.

-)-MAILMAN-
Title: Re: USS Yorktown CV-5 1942
Post by: Dauntless1 on March 02, 2013, 10:53:15 PM
 8)
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on March 03, 2013, 02:51:59 AM
Mailman - Thanks for explaining that. I never thought of the possibility of the class files having been duplicated.
That explains it. May have been an earlier set of class files which did not define all of the current versions of the class. The game engine uses the first one it finds and ignores any subsequent copies.
Title: Re: USS Yorktown CV-5 1942
Post by: [URU]Fox on March 08, 2013, 04:32:44 AM
Absolutely awesome job! Thx a lot!
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on March 12, 2013, 11:32:53 PM
I have been trying to figure out why I am having such a frame rate hit when using the following ships in missions:

USS Colorado_41 & USS Tennessee_41 (included as part of HSFX 6.0.17)

Also after I added the below ships:
 
USS YorktownCV-5_42
USS EnterpriseCV-6_42
USS EnterpriseCV-6_44
USS HornetCV-8_42D
USS Hornet CV-8_42

I just added:

USS Arizona_41  (GoFo)

Same results.

So I opened up the FMB; chose to open map;  selected Coral Sea and then one at a time I placed the above listed objects on the map one at a time.  When I depressed ctrl + enter and the view was at eye level I zoomed in the view and  I noticed that there were gunners manning the AA guns on each of these ships.

I then verified that in my config.ini I had chosen the setting 3dgunners=0

Can these gunners be prevented from being drawn with these ships (temporarily until I can upgrade the graphics card and system ram)?  Is there a file, text line that can be renamed/edited/remarked to prevent them from being drawn.

Thanks

Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on March 13, 2013, 03:16:02 AM
I have no idea how to create the model in such a way that  3dgunners=0 would have any effect.

If anyone knows please post.

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.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on March 13, 2013, 07:04:19 AM
3dgunners=0 works for stock ships the same as for artillery etc.
It is just not working in my new ship models.
Maybe something to do with the *.mat file naming, or some other part naming convention.

Its never bothered me because I always use 3dgunners=1 but it would be nice to correct this.

After a little investigation I've found this in the ships java code

Code: [Select]
    private void initMeshMats()
    {
        if(Config.cur.b3dgunners)
        {
            return;
        } else
        {
            hierMesh().materialReplaceToNull("Sailor");
            hierMesh().materialReplaceToNull("Sailor1o");
            hierMesh().materialReplaceToNull("Sailor2p");
            return;
        }
    }

Which I guess means that 3dgunners=0 will make null any textures linked to Sailor.mat, Sailor1o.mat or Sailor2p.mat

In Artillery or Tank models the equivalent is Pilot1.mat

Have I got that right?

But Yorktown Class uses Sailor1o.mat and Sailor2p.mat so why does it not work?
The answer is that it does work, exactly as it should.

Set 3dgunners=0 then look at a ship in FMB -- The gunners are still there.
But switch to Play Mission -- the gunners are gone.

Works the same for stock or mod ships, provided the naming convention for the *.mat files is followed.

Thanks Mailman. I've learnt something new.

Ashe

Now Gofo's ships on the other hand use a different mat name, SailorUSo.mat
That will not work for 3dgunners=0
To fix  rename to Sailor1o.mat
and in every Head*.msh file search for SailorUSo and change to Sailor1o
This will appear multiple times in each Head* file.
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on March 13, 2013, 05:27:12 PM
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.

When mods first came out I had been running perfect settings and had 3D gunners turned on.  When we were basically forced to install the all inclusive mod packs with their embedded mods (you don't always know all of the mods that were included) I gradually had to start turning off features eventually this included the 3D Gunners.  I never had a problem with ships only until I installed the latest HSFX and the Colorado Class & Tennessee class were included.  When I put these two ships in a test mission with a stock carrier the frame rates dropped.  Removed the ships and frame rates went up.  I next added the Yorktown Class mod of yours and when I tested each ship there was a frame rate loss.  I will run my carrier landing test mission to see if the gunners show up while running the mission instead of the FMB.  I can let you know if the gunners are on the ships or not after I run the test mission in a little while (husband duty watching home improvement shows with my wife at the moment.)

:-X

By the way, what is high poly and what is LOD0?
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on March 14, 2013, 02:21:45 AM
The major influence on FPS is the number of graphics objects drawn on the screen at a time.
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.

Each model has anything up to 6 LODs (Levels of Detail)
As you zoom out the detailed model is replaced by a less detailed version to maintain a better FPS.
LOD0 is the most detailed model, only seen when you zoom in close.

The models are constructed with triangular planes, usually termed polys (polygons).
So a cube will have 12 polys.

All of the models in IL-2 would in modelling terms be classed as Low Poly, to maximise FPS.
But some are not so low as others.

A stock battleship model has about 15000-20000 polys.
My Yorktown class has about 24000. Not sure about Colorado and Tennessee, but probably similar.

I have found by experimentation that the size of textures used is generally more critical than poly count, but these things are all a balance.

I consider that my PC/Graphics Card is sort of mid range in computer terms, so if it works for me it will work for most people, but maybe not if you have a lower spec machine.

Ashe
Title: Re: USS Yorktown CV-5 1942
Post by: SAS~Gerax on March 14, 2013, 02:59:47 AM
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.

very true ...  :-X
Title: Re: USS Yorktown CV-5 1942
Post by: 352nd_Hoss on March 14, 2013, 10:19:56 AM
Ashe, what happened to the old CV5 Yorktown?..............  I had missions made with that ship and now the CV5 does not show up.  Thanks, i can probably go to my archived TFM and pull it out of there.

I have the Lexington and Lexington_42 working together. 
Cheers

Hoss

p.s. I hate to ask but is there plans to add Carrier Crew to the CVEnterprise, Hornet, Lexington, Yorktown_42 carriers?

Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on March 14, 2013, 11:17:04 AM
Its still there, just re-skinned.
Its exactly the same model and same object name so your missions should not be affected.
Only the skin will be different.

If you want to keep the old skin for some reason then just copy the old tga files into the USSYorktownCV5_42 folder.

I have no plans to add flight deck crew to any of these ships.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on March 20, 2013, 01:42:22 AM
All versions work fine in HSFX6. Thats what I do all my testing in.

Quote
Checked with HSFX v6.0.17 (compatible with v4.10 or v4.11 modded installations)
Title: Re: USS Yorktown CV-5 1942
Post by: BravoFxTrt on March 29, 2013, 02:31:41 AM
HSFX 6.17, thanx AshesHouse

(https://www.sas1946.rocks/images/imageshit/a/img594/2220/20130329at102500.jpg)
Title: Re: USS Yorktown CV-5 1942
Post by: sphantom on June 21, 2013, 08:38:00 AM
works in 4.12
Title: Re: USS Yorktown CV-5 1942
Post by: cgagan on June 28, 2013, 05:25:13 AM
Confirm for 412
Title: Re: USS Yorktown CV-5 1942
Post by: Dauntless1 on June 28, 2013, 05:26:27 AM
Which version?

Confirm for 412
Title: Re: USS Yorktown CV-5 1942
Post by: cgagan on June 28, 2013, 05:30:06 AM
https://www.mediafire.com/?ocpmby7wq63ht7m
Title: Re: USS Yorktown CV-5 1942
Post by: Dauntless1 on June 28, 2013, 05:33:41 AM
 8)
Title: Re: USS Yorktown CV-5 1942
Post by: 352nd_Hoss on January 16, 2014, 06:41:05 PM
4.12.2 bump
Title: Re: USS Yorktown CV-5 1942
Post by: SAS~Gerax on January 17, 2014, 04:31:36 AM
4.12.2 bump

"bump"?

Have you installed it in 4.12.2.? In your "HSFX7" ? Or in SAS Modact?
Have you tested if it worked correctly?
Then tell us. If not post the log.  ;)
Title: Re: USS Yorktown CV-5 1942
Post by: 352nd_Hoss on January 17, 2014, 05:50:48 AM
Just moving it from the third, to the first page of the thread!..................... 8)

Cheers

Hoss
Title: Re: USS Yorktown CV-5 1942
Post by: SAS~Gerax on January 17, 2014, 06:03:08 AM
sorry Hoss. My fault. I misunderstood your post.   :-\
Title: Re: USS Yorktown CV-5 1942
Post by: WindWpn on January 17, 2014, 08:48:01 AM
Note, is Carrier Crew available for the host of CVs created by Ashe?

I have Carrier Crew v5 which includes all Stock, ShipPack2, Plowshare, and Archie models; however, I do not see crew for Ashe models?

~S~
wind
Title: Re: USS Yorktown CV-5 1942
Post by: wplusaf on February 17, 2014, 10:23:36 PM
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?
Title: Re: USS Yorktown CV-5 1942
Post by: PlaneEater on February 18, 2014, 01:15:37 AM
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.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 18, 2014, 01:23:44 AM
There would need to be some new java coding done to pack B-25's tighter.
I don't know how to do it, but suspect it would be possible.

At present all you can do is to start with your 3 on the carrier.
The excess numbers will air start above the carrier.

Title: Re: USS Yorktown CV-5 1942
Post by: wplusaf on February 18, 2014, 03:21:49 AM
Quote
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.
Quote
At present all you can do is to start with your 3 on the carrier.
The excess numbers will air start above the carrier.
yeah, that's what I'm doing currently.
I have also tried to make the other B-25s spawn on the carrier some minutes later. That's to say, My squad takes off at 7:00, the second squad at 7:03, the third 7:06, etc. However it turned out all the other planes would not start from the deck, they just spawn in the sky, don't know why.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 18, 2014, 03:54:21 AM
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. ;)
Title: Re: USS Yorktown CV-5 1942
Post by: wplusaf on February 18, 2014, 04:11:34 AM
Quote
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.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 18, 2014, 04:44:31 AM
Pretty cramped tho'
(http://www.history.navy.mil/photos/images/h53000/h53425.jpg)

(http://upload.wikimedia.org/wikipedia/commons/0/0b/B-25_on_the_deck_of_USS_Hornet_during_Doolittle_Raid.jpg)

and rearranged for takeoff
(http://www.navy.mil/navydata/ships/carriers/images/dooltl4.jpg)

The flight deck on this model looks bigger than the reality shown in the photos.
(http://4.bp.blogspot.com/-HC1TChu41As/US5Me9Za62I/AAAAAAAABB8/_Uz3lSz8uvY/s640/Hornet_W1.jpg)
Title: Re: USS Yorktown CV-5 1942
Post by: T}{OR on April 15, 2014, 12:16:45 PM
Here is a short promo DBS recorded for our next Mission, featuring CV-5 USS Yorktown:

http://youtu.be/v-BIBq0eufc

Thank you once again, asheshouse


(details posted here (https://www.sas1946.com/main/index.php?topic=28214.msg450943#new))
Title: Re: USS Yorktown CV-5 1942
Post by: BravoFxTrt on April 15, 2014, 01:51:11 PM
Very cool Video Thor
Title: Re: USS Yorktown CV-5 1942
Post by: wplusaf on April 15, 2014, 09:02:44 PM
http://v.youku.com/v_show/id_XNjkwMDUyNjcy.html (http://v.youku.com/v_show/id_XNjkwMDUyNjcy.html)
I made a little IL2 movie presenting the Doolittle Raid using B-25raiders, USS CV-6, USS CV-8, and many thanks to the mod makers who made them.
Title: Re: USS Yorktown CV-5 1942
Post by: duffys tavern on April 16, 2014, 02:43:59 PM
Gumpy, thank you for the "blue" deck. Looks swell!
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: steven197106 on September 01, 2015, 02:08:39 PM
New link :( please
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: Epervier on September 01, 2015, 03:07:32 PM
New link :( please
Which links?  ???
Those in the first post?

They work well both !!  ;)
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: The Radge on December 10, 2015, 12:12:50 AM
Hello, ashes! I have some shadow problem in your Yorktowns...
A cycle error:
Code: [Select]
[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!

But it happens only for LOD 0, LOD 1 and others are normal.
Please, how that can be solved?
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: The Radge on December 10, 2015, 12:23:30 AM
Screenshots of the problem:

(http://savepic.su/6700736.jpg)
(http://savepic.su/6691520.jpg)

You can also notice fps decreasing when seeing LOD0 model...
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: asheshouse on December 10, 2015, 01:45:04 AM
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
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: The Radge on December 10, 2015, 02:06:35 AM
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

I use Plowshare skins, but a bit modified. My system specs is pretty low, so here I think it hapens because of the too high "mass" of the shadown - too many polygons... IL-2 has its limitation around 3000 poly per mesh...
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: asheshouse on December 10, 2015, 02:18:43 AM
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.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: The Radge on December 10, 2015, 02:24:45 AM
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.

You are thinking just as I am :) I have done that for hull1, 2, 3, but it seems it is also needed for meshes
DeckT, DeckM, Stack1, SSM and their damage models. As soon as I do that, I'll report a result.

Also a question: does the York, Prise and Hornet 3D models differ from each other?
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: western0221 on December 10, 2015, 02:31:29 AM
In my game Yorktowns make no error no warning lines in the log.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: asheshouse on December 10, 2015, 02:39:49 AM
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.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12]
Post by: The Radge on December 10, 2015, 03:58:10 AM
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.

Well, I think some day it will be fixed.

A good news for me and for those who have low-graphic cards on their PC, too - I have put LOD1 (in some meshes even LOD2) shadow models to the LOD0 and now it works without fps dropping and Too many shadow verticles error in log 8)

Here is a DOWNLOAD (https://www.dropbox.com/s/fxvtxq4116ofhmd/Yorktown_low_shadows.7z?dl=0) for all generic Yorktowns 3D (to replace old).
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on December 10, 2015, 04:44:13 AM
Out of interest, what graphics card are you using?
Title: Re: USS Yorktown CV-5 1942
Post by: The Radge on December 10, 2015, 05:00:41 AM
Out of interest, what graphics card are you using?

It even can't be called a graphic card :D
I use laptop, it has integrated Intel HD Graphics family card ;D
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: ROMULO on February 05, 2017, 02:16:46 AM
A million thank for these theree beauties
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: Maro on February 20, 2018, 04:46:32 AM
I need help with wooden deck on all ships. I have installed mod, but they are in blue version.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: asheshouse on February 20, 2018, 07:02:09 AM
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.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: Maro on February 20, 2018, 11:12:41 PM
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.

Downloaded from first post: https://www.mediafire.com/file/ocpmby7wq63ht7m/Yorktown+Class.not7z but they are still blue

Skin1o.tga opened from this downloaded file is blue on all ships (Enterprise, Hornet, Yorktown).
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 21, 2018, 02:14:04 AM
Try this https://www.mediafire.com/file/0dqk6cnx6rpvgqj/skin1o.rar
Title: Re: USS Yorktown CV-5 1942
Post by: Maro on February 21, 2018, 11:16:51 AM
Thx, this works, but I still need damage skin, skins on each distance and these wooden deck skins for Enterprise and Hornet.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on February 21, 2018, 02:27:45 PM
They dont exist.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: Meaker on September 21, 2018, 01:48:14 PM
Mr. asheshouse............This MOD has made my day,I'm a little late to the party....my apologies,but this Mod is superb !

Thank you very much indeed for your excellent work Sir.

From a very Happy Meaker  ;D
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: -)-MAILMAN- on September 01, 2019, 09:36:05 PM
Your Yorktown Class Carriers work in 4.14.1m.  I am using one of the .exe files provided by the stock patch in the EXE/Client_MODS/ folder.  I chose the il2fb.exe from the EXE/Client_MODS/512M_MODS folder.  Make a copy of the original il2fb.exe in the root folder first before copying one of the mod friendly .exe files to the root folder.

Additionally Lexington CV2_42 works as well.  Haven't had time to add the CVL's or Fleet Carriers or any other ships yet.

Tested Enterprise on LS Marcus Island Map.  Saved successfully and mission runs.
Tested Yorktown and Lexington CV2_42 on LS Coral Sea 1942 Map.  Saved successfully and mission runs.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on September 02, 2019, 12:56:01 AM
The other CVL’s and Fleet Carriers should also work ok.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: araeashi on April 21, 2022, 05:54:36 AM
Hello asheshouse

I installed your "Yorktown Class CVs" and I get a 70% CTD. (*4.12.2m modact5.30)
 Please let me know how to solve this problem.

I installed as described in "Option 1" and copied and pasted the "ShipAshe" folder under the #SAS folder.

Quote
[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 -------------
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on April 21, 2022, 06:43:42 AM
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.
Title: Re: USS Yorktown CV-5 1942
Post by: araeashi on April 21, 2022, 08:25:23 AM
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.

Thanks for the reply "asheshouse".

This time I used 4.12.2m with no ship packs installed.
"USS Yorktown" is my first install and I have no other USN packs installed.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on April 22, 2022, 01:53:02 AM
Its a long time since I installed this in SASModAct, so to be certain I have tried a fresh install - in a heavily modded SASModAct.

I also have a CTD at 70% as the game is loading. Presumably a class file conflict? I will need to spend more time to resolve this - unless anyone else is able to fix it first.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on April 22, 2022, 02:06:15 AM
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

PS: That appears to fix it.
Title: Re: USS Yorktown CV-5 1942
Post by: araeashi on April 22, 2022, 04:52:16 AM
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

Hello again asheshouse

Thank you for your repeated replies.
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).
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.

Am I making some fatal installation mistake? If your time permits, I would be glad to get any tips from you to me.

Quote
[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 -------------
Title: Re: USS Yorktown CV-5 1942
Post by: Epervier on April 22, 2022, 04:57:31 AM
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).
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.
Are you sure you have installed the Mod correctly?
Have you correctly added all the lines in chief.ini/stationary.ini/ships.ini?
I hope you are not using the JSGME to enable this Mod...
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: cbradbury on April 22, 2022, 06:22:11 AM
70% ctd usually means classfiles. One thing to try is to ensure that the files you are adding take priority. Try adding exclamation mark (s) in front of the folder name e.g. change from 'ShipAshe' to '!!ShipAshe'.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: Epervier on April 22, 2022, 06:43:09 AM
70% wrong and even more!!  :D
It is most often an installation error and error in the chief.ini and other relevant ini!
Imagine you have a Class (multi ships) for a "blabla" ship but no line about it in the ini!
You will have alarms in the log but no CTD!
On the contrary, if you have lines in the ini but no Class concerning it, you will have a 70% CTD.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on April 22, 2022, 07:15:35 AM
A few things to check.
Is the folder structure correct in #SAS?
Should be #SAS\ShipAshe\3do.....etc
Class files are in the ShipAshe folder
Must use the latest classes from USS Pack

Remove any entries in chief.ini and stationary.ini which you have added. Game should now load ok.

Add new text entries to ships.ini. Game should still load ok.

Add chief.ini entries , just for Yorktown42.  Two entries required in different locations.

Check if the game loads and Yorktown42 is in the menu.
Title: Re: USS Yorktown CV-5 1942
Post by: araeashi on April 22, 2022, 08:24:45 AM
Hello Epervier , cbradbury and asheshouse.

Thank you all for your good input.

Epervier>>
Yes, I think I have described the correct position (I have attached a diagram). I also installed directly without using JSGME.

cbradbury>>
I have the exclamation mark (!) but it is 70% CTD.

asheshouse>>
I installed as shown in the attached diagram, is there something wrong with the installation?
I also tried the "Original Mod - Yorktown only" at the beginning of the topic and got the same condition (70% CTD).

(http://)
(https://i.postimg.cc/gJyxdzvp/ini-s.jpg) (https://postimg.cc/FdRrVQWC)

(https://i.postimg.cc/tCcCKZLP/directory.jpg) (https://postimages.org/)
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on April 22, 2022, 08:44:16 AM
Step 1 is to get your game loading without CTD.

In each of the Yorktown entries in Chief.ini and stationary.ini disable the entries by adding // at the start of the line.

example
Code: [Select]
//USSYorktownCV5_42    ships.ShipAsheUSS$USSYorktownCV5_42     1 icons/shipDestroyer.mat

//and

//[Ships.USSYorktownCV5_42]
//com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42


Does the game now load without CTD?
Title: Re: USS Yorktown CV-5 1942
Post by: araeashi on April 22, 2022, 09:40:32 AM
Step 1 is to get your game loading without CTD.

In each of the Yorktown entries in Chief.ini and stationary.ini disable the entries by adding // at the start of the line.

example
Code: [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 posted this in a bit of a hurry.

Yes!. No more CTDs and 4.12.2 is up and running!



Edited by Epervier
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on April 22, 2022, 11:03:18 AM
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.
Title: Re: USS Yorktown CV-5 1942
Post by: araeashi on April 22, 2022, 11:43:54 AM
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.

I have done the following

1. installed "USSYorktownV1.0" now (because there is only one ship without a sister ship) = this is the same as before.

2. I removed the "//" in two places from the chief.ini entry and enabled Yorktown.

Result is back to 70% CTD.  
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on April 22, 2022, 12:01:12 PM
Try disabling CTO_mod
Title: Re: USS Yorktown CV-5 1942
Post by: araeashi on April 22, 2022, 12:26:41 PM
Try disabling CTO_mod

You mean "CTO_Modact5"?.

70% CTD.
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on April 22, 2022, 01:13:20 PM
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.
Title: Re: USS Yorktown CV-5 1942
Post by: araeashi on April 22, 2022, 01:26:50 PM
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.

Thank you "asheshouse" for all your ideas. Unfortunately it did not work on my 4.12.2 ::(.
It is time for me to go to bed for tomorrow. Let's hope that when I wake up I will be inspired with some good ideas  ;) 
Title: Re: USS Yorktown CV-5 1942
Post by: -)-MAILMAN- on May 01, 2022, 05:08:14 PM
Try disabling CTO_mod

You mean "CTO_Modact5"?.

70% CTD.
I think he is referring to the Carrier Take off mod.
Title: Re: USS Yorktown CV-5 1942
Post by: araeashi on May 03, 2022, 01:19:01 PM

Quote
I think he is referring to the Carrier Take off mod.

Thanks for the answer MAILMAN. 

But I don't think I used the "Carrier Take off mod" (I didn't put the mod you pointed out myself).
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: Sergent Pepper on June 17, 2022, 11:19:21 AM
Thank you, Ashehouse, for your beautiful ships.
Yorktown is working very well in my VP Mod pack and in Ypack (4.13.4).
Are USS Hornet and Enterprise in other packs?
Title: Re: USS Yorktown CV-5 1942
Post by: asheshouse on June 17, 2022, 12:08:37 PM
Download links for Hornet and Enterprise in first post.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: Sergent Pepper on June 17, 2022, 07:32:22 PM
Sorry...
I"m not able to read all (I'm french).
Unfortunately, I downloades mod for Yorktown only....
Thank you!!! :)
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: asheshouse on June 19, 2022, 08:48:53 AM
Nothing to be sorry for. I wish my French language skills were better. Hope you got it working.
Title: Re: USS Yorktown CV-5 1942 [4.09] [4.10] [4.11] [4.12][4.13]
Post by: Tokyo_Express_420 on June 12, 2023, 03:09:38 PM
Is there a skin for the 1942 Enterprise? A light grey one?

The one provided for the 1942 version is in fact the 1943/45 MS21 paint scheme. Enterprise did also not carry the number '6' on her flight deck during 1942.

Thanks!

- Tokyo Express