Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Cockpits (Common) => Topic started by: Ranwers on July 25, 2012, 10:25:01 AM
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(https://www.sas1946.rocks/images/imageshit/img99/8811/323rk.jpg) (https://www.sas1946.rocks/images/imageshit/download/99/323rk.jpg)
New cockpit with load bay (shift+F1).
You can open doors -as open cockpit - not visible on external model.
New loadouts: now 110 parachute comandos (32 is too little for such aircraft), or 25 supply boxes, all with RATO option.
Download v1.1: https://www.mediafire.com/?dlzztcmf5qcaq0e
What in 1.1
1) fix some bugs,
2) added some missing parts,
3) kettenkrad ;)
By SAS~crazyflak & Ranwers
Thanks for help:
-HundertzehnGustav
- GerritJ9
- ~°x°~
-Able-Dog
Enjoy
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edit Gerax 27-1-14: for a 4.12 workaround see reply #92. ;)
also renewed the dl link for a 4.09 version in reply #39.
in this dl there is also a HSFX6 fix included.
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he he he... :D Youpi ! Bravo !
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:)great job
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perfect, and the loading bay view is the best I think!!!
Maybe some day will you make the Me-321 cockpit too? :P ;D
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Fantastic work, as usual, Ranwers. :)
Won't work in my DBW 1.71 sadly; I still get the B-25 cockpit. Plus, no info on loadouts in my download; just the following folders:
Me323_cockpit/3do/cockpit + plane. cod & classfiles ?
Have I cocked up by just dropping this into #DBW?
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Wonderful Master Ranwers!
Great addition. I think that it will renew the interest in this big belly giant.
Regards,
Pablo
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It works in DBW 1.71.
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Have I cocked up by just dropping this into #DBW?
Yes -folder Me323_cockpit add simply in to #DBW.
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This is really needed add-on thank you very much Ranwers
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Many thanks, Master, she is awesome! 8)
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All working now. :)
No idea why it didn't load first time round, I've changed nothing! ;D
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Impressive! Stalingrad here we come :)
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Not for 4.09? :'( :'( :'( :'( :'( :'( :'(
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Ohhhh wooowwww!!! So very cool! Another mod-dream come true! Thank you!!!
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Had to pull it because I had a bad drop in frame rates. Is that something anyone else has or just my computer?
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Hey, when I open the cargo doors will a Meteor suddenly appear ???
Just kidding.
Cheers.......................
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Looks wonderful!
Thank you sir!
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Just WOW!!! thank you Ranwers another must have :)
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Truly amazing, thank you very much. :P
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I agree with Jeronimo,truly amazing Ranwers thanks.Now if we can get Jeronimo to consider doing some 3d work on the cowlings and prop spinners that would be cool to. ;) OOOPPSS not before the Wildcat 3d is done first though.FFEEWW :-[ I almost messed up.
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I agree with Jeronimo,truly amazing Ranwers thanks.Now if we can get Jeronimo to consider doing some 3d work on the cowlings and prop spinners that would be cool to. ;) OOOPPSS not before the Wildcat 3d is done first though.FFEEWW :-[ I almost messed up.
The family WildCat (F4F-3, F4F-4 and FM-2) are almost done. The problem is that among the finishing touches and holidays, will have to wait until after these, sorry.
Jero.
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Off topic I know, but what holidays?
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Not for 4.09? :'( :'( :'( :'( :'( :'( :'(
Ah, bugger. Does anyone know if it works in 4.11?
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thank you ranwers! another masterpiece, i only feel sorry for the fraulein in photo, i don't think these flying whales can survive for long times hehehe
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Not for 4.09?
Maybe today... but 409 version will not have the "rato" boosters! :-X
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Off topic I know, but what holidays?
Off topic again. Vacation is more correct? The Google translator ..... my English = 0 :-[
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Thank you Ranwers :)
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super
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Awesome work, thanks thanks thanks. love bay view and everything else.
I do have a weird little problem. when cockpit lights are on the compass has a green rectangle over the little plane stencil. if I knew how to post pic I would. No biggie at. ;
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I love the cockpit, the view from the hold of the plane...
I hope the front doors can be seen from the outside...
I started making request... :-[
I can not correct those little mistakes... :'(
(http://gvla.perso.neuf.fr/Screens_Tempo/Me-323.jpg)
screen DBW...
My personal opinion : 110 paratroopers is 3 times too much for one release point on the plane.
The drop zone extends over too many miles...
My personal opinion! :-\
Note for 4.09 rebels :
The boosters work very well in 409! ;)
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Instead of paras (unless they add to the DCG soldiers numbers) perhaps fuel barrels - if a successfully landed loaded plane could add to local DCG.
110 does sound excessive if accurate no.s, and it could hit lower end machines with all them chutes... say 64 paras if must perhaps?
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No dont remove the paras the 323 did move a lot of troops and as you said 110 fully equipped soliders was normal, when movin just people with no equipment it could take up to the double almost. I am making transport QMB and a lot of historical missions involve transportation of troops. You land than press the bombkeys and all run out.
Please do not remove the paratroopers loadout, if so you take away half its purpos. The 323 also moved the groundcrews backwards when possible
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Maybe the frequency of the dropping paratroopers could be bigger, something like 1.5 per second or 1 each 0.75 seconds.
http://www.youtube.com/watch?v=hURjXxbyQ9k&feature=related
santobr.
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crazyflak,
just wondering mate
Anyway, as I have no record of a single paratrooper ever being dropped from Me323, I will remove the paras loadout and replace it with an internal load of a couple of tonnes, that cannot be dropped, but will make the plane heavier as it should be in a cargo flight.
Could that be included aswell as the para loadouts please?
Maybe paras could jump from either side of the 323, this would halve the time taken for them to deploy. Also very good idea from santobr
Maybe the frequency of the dropping paratroopers could be bigger, something like 1.5 per second or 1 each 0.75 seconds.
about decreasing the interval between individual paras, would like to see that on all para equipped planes, maybe 1 per key press?
cheers
slipper
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holy shit has anyone looked in the cargo bay ranwers secret store is in there!!! :P
(http://i1100.photobucket.com/albums/g410/rodeo222/3007201112-40-17.jpg)
(http://i1100.photobucket.com/albums/g410/rodeo222/3007201112-40-24.jpg)
(http://i1100.photobucket.com/albums/g410/rodeo222/3007201112-40-37.jpg)
(http://i1100.photobucket.com/albums/g410/rodeo222/3007201112-40-41.jpg)
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Yes, I did ! nice, isn't it ?
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Who want try it under HSFX6 there is support fix (https://rapidshare.com/files/3634775802/Me323%20Cockpit%20HSFX6%20fix.rar).
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Im trying it in hsfx with the fix and it shows up but i cant see into the cargo bay, i extracted the fix patch from its me-323 folder and overwrote the other 3d0 file or just put it into the me-323 cockpit folder?
also for me the wing gunners pits show up but the reticle wont move but the tracer stream shows travers etc. i think im a folder off somewhere will try agian by installing new fix into me-323 folder and not extrtacting 3do.
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Im trying it in hsfx with the fix and it shows up but i cant see into the cargo bay, i extracted the fix patch from its me-323 folder and overwrote the other 3d0 file or just put it into the me-323 cockpit folder?
also for me the wing gunners pits show up but the reticle wont move but the tracer stream shows travers etc. i think im a folder off somewhere will try agian by installing new fix into me-323 folder and not extrtacting 3do.
Yes, cargo bay camera is disabled due differ use Aim camera in HSFX. It´s pity.
There is no support, sorry. Main pit and gunners work ok.
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here is a 409 Version for those who want to test ;)
http://www.file-upload.net/download-4614752/Me323_cockpit_for_409.7z.html
new dl link Gerax 27-1-14:
https://www.mediafire.com/download/4e78ldi45dj3a5g/Me323_cockpit_for_409.7z (https://www.mediafire.com/download/4e78ldi45dj3a5g/Me323_cockpit_for_409.7z)
The download-button is the very small download-button in the middle of the site
you dont must type letters or something like that
Epervier is releasing hopefully a better version
i only make the FM File 409 compatible
it works on my 409 installation
all credits go SAS~crazyflak & Ranwers
i hope its OK when i post here the Link
you can delete it when theres a problem
Thanks
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These new loadout options are great. Do they already open their huge doors with vehicles disembarking ;)? However - historically - the Me323 mainly carried artillery/flak pieces, ammunition and fuel, equipment, light tanks,lorries, cars and armoured vehicles. It was never used for dropping paratroopers and rarely for carrying troops. The Me323 saw no service during/at Stalingrad.
ATB
Armin
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here is a 409 Version for those who want to test
Bravo ! :D
I can finally play a bit as the next generation is here! ;)
Your version should be compatible with the SAS and UV3 buttons. But it is not compatible for the buttons UV2.
I had not done this conversion because this mod has a bug that bothers me ... the compass will not work correctly (all versions)!
Viva the rebels !
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The Me323 saw no service during/at Stalingrad.
That is a new one for me... I always thought they were so desperate that they launched everything in the air... was it because Me323 fleet was already exterminated by then?
Don't know whether the Me-323 was developed in time for the Stalingrad aerial supply effort. There might have been plan for deploying the Me-321 there but it was probably difficult to find airfield in the East with good enough condition to accommodate the towing arrangement for the Me-321 and within range.
Came across these regarding loadout for the Me-323:
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
Cheers,
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here is a 409 Version for those who want to test
Bravo ! :D
I can finally play a bit as the next generation is here! ;)
Your version should be compatible with the SAS and UV3 buttons. But it is not compatible for the buttons UV2.
I had not done this conversion because this mod has a bug that bothers me ... the compass will not work correctly (all versions)!
Viva the rebels !
That just leaves the 4.11 Futurists. Fingers crossed! :)
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@sas~crazyflak
@ben_wh
Mr. Göring ordered 15 Me323 gigants from the Messerschmitt factories at Regensburg-Obertraubling for Stalingrad
supply missions. These were made ready in time (january 1943) but - like ben_wh said - conditions and events at Stalingrad were not suitable. Lack of airfields (i. e. solid runways, length of runways), ground organisation and bad weather conditions led to complete cancelling of planned missions. The only suitable airfield inside the pocket
was Pitomnik, it was overrun by the russians on 16th of january 1943. At this time the missions were planned.
The remaining airfields
Bassargino, Stalingradski and Gumrak were to small for such huge transports.
There are always some rumours saying the Gigant served at Stalingrad. There's even a pic showing a gigant, described 'taken at Tazinskaya airfield' but this important supply base for Stalingrad was already attacked and taken by russian tanks on december 24th 1943 - christmas. Lot's of supplies fell into russian hands and over
70 transport planes were destroyed. The russians destroyed all important supply structures there and as the germans reconquered the airfield later it couldn't be used again as a base for transports.
Regarding the Me321 first order for Stalingrad supplies were given on the 16th of january 1943 - the day
Pitomnik fell to the russians. Missions were planned from Woroschilowgrad with 10 He111Z but due to many difficulties and bad conditions
only 1 He111Z (GSkommando 2) finally managed to take off on 24th of january (a week before the 6th army
surrendered) but only reached Makejewka, which is located near Stalino. Stalino is 488 km/303 miles away from Stalingrad. All further scheduled missions were cancelled due to events.
BTW the very most of all Me321 missions were 'one way' missions, meaning the gliders crashed when landing and couldn't be used again.
ATB
Armin
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Thank you for sharing. :)
What about Africa and ME 323?
santobr.
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here is a 409 Version for those who want to test
:D :D :D :D :D
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Guys,
How to use/activate RATO equipment???
During all my take-offs , they are not active....
Thank You.
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Uh I don't know if it's just me, but when the Gigant crashes, the game crashes...
I was having some fun taxiing around with the new cockpit (this is in 4.09) when I crashed into something. ??? ;D The aircraft started going in circles until I hit something again, where I should have exploded, but the game just crashed... :'(
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they are not active....
what does that mean? com'on!!!! You have submitted HUNDREDS of issues and keep being sloppy and vague. This is the last time I bother to ask for details, next time you won't get help if I have to GUESS what is going on.
Hey Crazy,
Actually I've described the essence of the problem in my short post.
"They are not active"- means - they are not working at all.
Take-off is normal, but RATO stuff is "sleeping" all way long on the runway.
When "Gigant" is airborne - all 4 drop down on parachutes.
#DBW 1.71
I hope this will clear out the problem now.
Thanks.
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Working, smoking - all is ok - Zack - please look better ;)
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Yep, looks that everything is ok now.
Ranwers - is it possible to made the similar cockpit for Me - 321?
Thank You.
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Ranwers - is it possible to made the similar cockpit for Me - 321?
No - much different.
BTW - do you want some changes ?
(https://www.sas1946.rocks/images/imageshit/img805/1285/grab0000b.jpg) (https://www.sas1946.rocks/images/imageshit/download/805/grab0000b.jpg)
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Ok, thank You Ran!
Btw - do You have RATO effect similar to this?
(https://www.sas1946.rocks/images/imageshit/img41/1377/messerschmittme321gigan.jpg)
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Upload to version 1.1 - on first page.
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This is fantastic, thank you. The cockpit seems so perfect, so "stock" let's say...Ranwers you did another miracle.
I have two questions regarding the plane (not the cockpit) -
- What is the exact version that we have in IL-2? Me 323D or E?
- Did the Me 323 REALLY have combat flaps????
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Flap position=1 also means... 'Oh yeah? No I'm gonna out turn your silly Thunderbolt!'
Regardless, very nice Mod, many thanks!
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Yep, looks that everything is ok now.
Ranwers - is it possible to made the similar cockpit for Me - 321?
Thank You.
How did you get it to work zack?I have the same problem no rato effect(Fire-Smoke)at all even with the newest version in DBW 1.71.
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- Did the Me 323 REALLY have combat flaps????
what is the point of such question?
"combat flaps" is just a silly name, you can name it "flaps position 1" if it suits you better
Let's say a 3-positions flap, that's the point of my question. Does anyone know if that is historically accurate?
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(https://www.sas1946.rocks/images/imageshit/img818/5362/89272955.jpg) (https://www.sas1946.rocks/images/imageshit/download/818/89272955.jpg)
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Hallo Ranwers,
thank you, :)
Gerhard
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Yep, looks that everything is ok now.
Ranwers - is it possible to made the similar cockpit for Me - 321?
Thank You.
How did you get it to work zack?I have the same problem no rato effect(Fire-Smoke)at all even with the newest version in DBW 1.71.
Hello Gumpy,
Work- means RATO stuff keeps the plane accelerating, but unfortunately- without this awesome super- smoke effect...
I have lost it somewhere after DBW 1.71...
Just wonder- maybe it has something to do with Master Gurners' brillant effects mod?
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- Did the Me 323 REALLY have combat flaps????
what is the point of such question?
"combat flaps" is just a silly name, you can name it "flaps position 1" if it suits you better
Let's say a 3-positions flap, that's the point of my question. Does anyone know if that is historically accurate?
I don't know for the Me323 but on some later Me 109's the flaps had four horizonal bars on the port upper left corner flap that read:
First bar ~ 40°
Second bar ~ 30°
Third bar ~ 20°
Fourth bar ~ 10°
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(https://www.sas1946.rocks/images/imageshit/img818/5362/89272955.jpg) (https://www.sas1946.rocks/images/imageshit/download/818/89272955.jpg)
Thank you Ranwers.
I don't know for the Me323 but on some later Me 109's the flaps had four horizonal bars on the port upper left corner flap that read:
First bar ~ 40°
Second bar ~ 30°
Third bar ~ 20°
Fourth bar ~ 10°
I had no idea. The more we discover about 109s, the more it feels natural their impressive kill ratio.
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I like this, Very much . Many thanks, Now it make sence to me flying it. I really enjoy taking it to the skyes
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I don't know for the Me323 but on some later Me 109's the flaps had four horizonal bars on the port upper left corner flap that read:
First bar ~ 40°
Second bar ~ 30°
Third bar ~ 20°
Fourth bar ~ 10°
I had no idea. The more we discover about 109s, the more it feels natural their impressive kill ratio.
(http://i.pbase.com/o6/72/722972/1/79470175.yXQytC7R.DSC_3687.jpg)
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Sorry if this is a dumb question (I read all the posts), but should this work as a drop in mod in HSFX 6.0.1? I put it in my mods folder (I have other mods there too), but get a 60% CTD.
Thnx.
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but get a 60% CTD.
air.ini entry right?
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... but should this work as a drop in mod in HSFX 6.0.1? I put it in my mods folder (I have other mods there too), but get a 60% CTD.
Did you read somewhere that this Mod was compatible with the 411/HSFX6?
No!
Did you download the fix for HSFX?
https://www.sas1946.com/main/index.php/topic,27431.msg288261.html#msg288261
Did you test the version 409?
https://www.sas1946.com/main/index.php/topic,27431.msg288926.html#msg288926
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Yep, looks that everything is ok now.
Ranwers - is it possible to made the similar cockpit for Me - 321?
Thank You.
How did you get it to work zack?I have the same problem no rato effect(Fire-Smoke)at all even with the newest version in DBW 1.71.
Hello Gumpy,
Work- means RATO stuff keeps the plane accelerating, but unfortunately- without this awesome super- smoke effect...
I have lost it somewhere after DBW 1.71...
Just wonder- maybe it has something to do with Master Gurners' brillant effects mod?
Master Gurners' brillant effects mod doesn't seem to have anything to do with it as I have tried several different effects packs all with the same result(no smoke effect)although I can tell you that I have the smoke effect on all other mods using RATO such as Twister's Ar-234B-2 weapon mod, RATO & AI fixes using different effects packs including Gurners'.So the only conclusion I can make is there is no effects linked to Ranwers RATO pods on the Me 323 at this time.If someone has the smoke effect with this mod will you please chime in and let us know how you have it set up(Which game version-Effects pack) your using. :)
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... but should this work as a drop in mod in HSFX 6.0.1? I put it in my mods folder (I have other mods there too), but get a 60% CTD.
Did you read somewhere that this Mod was compatible with the 411/HSFX6?
No!
Did you download the fix for HSFX?
https://www.sas1946.com/main/index.php/topic,27431.msg288261.html#msg288261
Did you test the version 409?
https://www.sas1946.com/main/index.php/topic,27431.msg288926.html#msg288926
I missed the tiny link in the post with the fix... No biggie. thanks for the info.
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Wow! Whatta guy! ;)
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slight problem keep getting 60% with this one on SAS and don't know why, are there any requirements for this mod?
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slight problem keep getting 60% with this one on SAS and don't know why, are there any requirements for this mod?
... log
https://www.sas1946.com/main/index.php/topic,13457.0.html
... Instant Log File Output
https://www.sas1946.com/main/index.php/topic,19308.0.html
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cheers :) great work Ranwers, another stunner
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how much of logfile should I post?
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Main begin: null
java.lang.NullPointerException
at com.maddox.il2.gui.GUIQuick$ItemAir.<init>(GUIQuick.java:400)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1480)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:701)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
This is main problem if it helps
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I have a strange problem. Engines won't start unless I set to auto pilot and wait for all engines to start, but all engines stop when I hit the "I" key.
DBW 1.71
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.
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RTFM.
No, seriously, you need to either chose each engine and start it separately, or turn off separate engine start in difficulty options. It isn't anyhow related to this mod or modding at all...
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Separate engine start is turned off.
All other multi-engine aircraft work OK except one other. (can't remember which one. might be the Cantz 506b)
.
.
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When you have all engines selected and running , if you press I they will turn off. Why do you press I when all is running. You need to unselect and select engines for starting them
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Now I feel really dumb. I must have flicked "separate engine start" on, by mistake.
I wonder how long that been like that?
Sorry for wasting everyone's time.
.
.
.
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I map engine start/ignition toggle to shift I, so I cannot accidently swith off when I'm climbing around the keyboard during an aerial furrball.
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https://www.sas1946.com/main/index.php/topic,27431.msg288926.html#msg288926
Does not work, update the link please
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Readnews about a complete 323 found in hte Med around Sardinia some time ago. It´s said to be the only complete found to this day. Will be interesting to see/hear what will happen to it!
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http://yadi.sk/d/97joPebK3_gOV for 4.09
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Looks great, Thanks
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Guys could you post a new link for the fix? The old one is not working anymore :(
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Guys could you post a new link for the fix? The old one is not working anymore :(
Which fix?
The main page has the download for this aircraft+the loadouts.
It is still working OK, I have just tried it and downloaded the mod.
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OK, I'm new to adding mods to 1946 and the only reason I really installed any is so I could fly ME-323 from the cockpit.
I have the steam version of 1946 4.12.something and I installed the SAS 5.22 plus the AI aircraft 5.21 mod and everything appears to be working fine.
I put the ME-323 folder in the #SAS folder and now with the ME-323 I get the B-25 cockpit but I have all the gunner postions and the loadout options.
Could anyone give me a hint as to what I am missing?
thanks
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That's what I had kind of come up with. O well, maybe it'll get updated, maybe it wont.
Hope it does.
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Could anyone give me a hint as to what I am missing?
Just checked this problem.
The cp works for me now in 4.12 MA5.30,
but not the cargo room wich is activated via
the "toggle gunsight" key. When using this key
you will get some strange results. ;D
To have the cp working you must disable some classfiles
in the Flyable_AI-Classes folder:
Find the relevant classfiles (there are 11 of them) in the Me323_v1.1 mods folder;
then look for them in the AI Flyable_AI-Classes folder and put a minus sign "-"
in front of the files. (Classfiles looks like this: EE27C0EF9F05C2A).
Better to attach a pic of the relevant classfiles:
(http://s30.postimg.cc/9t0ywbpup/412_Classfiles_Me323_CP_to_disable_in_AI_Flyable.jpg) (http://postimage.org/)
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https://www.sas1946.com/main/index.php/topic,27431.msg288926.html#msg288926
Does not work, update the link please
late, but now updated in reply #39. ;)
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@412 rename to 00_Me323_v1.1 does the trick for me; should do the same as if nullifying the older classes !
Thanks for the tip: now I have the cockpit that I missed the most in 412. ;D
The cp works for me now in 4.12 MA5.30,
but not the cargo room wich is activated via
the "toggle gunsight" key. When using this key
you will get some strange results. ;D
...it does still... +1 on that. It zooms out and show the plane's interior. After I moved to gunners, toggle gunsight stops working it seems. Na ! It's a joystick-level mistake I just did.
Thanks for putting new mediafire 409 link in post 39 !
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@412 rename to 00_Me323_v1.1 does the trick for me; should do the same as if nullifying the older classes !
Of course I tried this first but failed miserable. ;D
Maybe its my special 4.12 installation with several Mods folders. :-X
toggle gunsight stops working it seems.
wait a little bit, it needs some time until it gets to normal CP sight again.
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Renaming the file folder worked for me.
I suppose it may be from the order that IL2 loads the files is based on what order they are in the #SAS directory? At least that is my first thought.
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the 60% crash troubleshooter
This article assumes that you have a modded version of IL2 that worked in the past, but that now crashed to desktop at 60% load after you installed a new plane.
Here is a step by step guide that will get you out of it 99.9 % of the time.
The 60% crash explained :
60 % crashes are caused by a broken chain of reference between your games air.ini file, the contents of your mods folder, and your buttons file.
When you load the game, it boots up these three things in the following way.
1) It loads the air.ini file, which tells it what planes to load.
2) It then goes to look for these planes, first in your mods folder, and if it doesn’t not find them there, it looks for them in your game’s own “SFS” files.
3) When it finds the plane, the plane’s files will tell it which Flightmodel data’s needed for that plane. Flightmodel data is contained in the Buttons file.
If at any stage in this process, the game is told to look for something and it cannot find it, it will crash back to desktop at 60% loading time.
------------------------------
https://www.sas1946.com/main/index.php?topic=22.0
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Since everyone has a diferente modded game, you will have to go back to all that you did to install this
mod into your game and then see and inspect what is missing, or what you wrote wrong.
That is what I often do when I get a small game crash because the mod will not load .
I have this mod working in DBW-4.10 and I get no problems.
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I have a new problem. I am using SAS ultrapack mod act 5.10 on v4.12 and only half the mod works i can select me-323 choose RATO or cargo etc and have the correct skins but when i click fly, i spawn somewhere random on the ground but can only spectate external view and not enter the cockpit or take control of the aircraft in any way (no autopilot is not on). It still gives me feed back e.g when i spawn randomly on the ground it says 'Engine on'. Help?!
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Ultrapack as in UP3?
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I have a new problem. I am using SAS ultrapack mod act 5.10 on v4.12 and only half the mod works i can select me-323 choose RATO or cargo etc and have the correct skins but when i click fly, i spawn somewhere random on the ground but can only spectate external view and not enter the cockpit or take control of the aircraft in any way (no autopilot is not on). It still gives me feed back e.g when i spawn randomly on the ground it says 'Engine on'. Help?!
You must of installed it wrong and it cannot load the cockpit correctly.
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All my other cockpit mods work perfectly, i just drag and drop into #SAS folder. That is how i do it, right?
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Yes, just make sure that it will load before "Flyable AI Classes" folder.
santobr.
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How do i do that? (sorry im a noob with fixing problems)
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You can just rename the main folder just like this, for example: Fa_Me323_v1.1
The mods are loaded alphabetically by the name of their main folders.
Files that already were loaded will be ignored.
santobr.
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That does not seem to work for me either :/
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Is it before "Flyable AI Classes" folder?
Maybe renaming to "!Me323_v1.1".
BTW, my instalation is 4.12.2 Modact 5.3.
santobr.
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I am using SAS ultrapack mod act 5.10 on v4.12 ...
i don't think i've ever heard of such a version - Ultrapack Modact5.10 - that's new to me, you sure that's right..?
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The Cockpit is having Bigger problem at 4.10.1 SAS Modact,
Heres the Logs where I found it
Take a look
om.maddox.rts.IniFile.<init>(IniFile.java:65)
[10:39:15] at com.maddox.il2.gui.GUIQuick.mapChanged(GUIQuick.java:1685)
[10:39:15] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:2987)
[10:39:15] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[10:39:15] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:701)
[10:39:15] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
[10:39:15] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[10:39:15] at com.maddox.il2.game.Main.exec(Main.java:420)
[10:39:15] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:39:15] IniFile load failed: null
[10:39:15] java.io.FileNotFoundException
[10:39:15] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[10:39:15] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[10:39:15] at com.maddox.rts.IniFile.loadFile(IniFile.java:112)
[10:39:15] at com.maddox.rts.IniFile.<init>(IniFile.java:68)
[10:39:15] at com.maddox.il2.gui.GUIQuick.mapChanged(GUIQuick.java:1685)
[10:39:15] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:2987)
[10:39:15] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[10:39:15] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:701)
[10:39:15] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
[10:39:15] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[10:39:15] at com.maddox.il2.game.Main.exec(Main.java:420)
[10:39:15] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:39:16] Initializing DirectSound playback device...
[10:39:16] Primary buffer created.
[10:39:16] Playback format is set : sampling rate = 44100, num channels = 2.
[10:39:16] Not enought hardware buffers (0), hardware disabled
[10:39:16] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[10:39:16] Default speaker config is : 1310724.
[10:39:16] Direct sound audio device initialized successfully :
[10:39:16] DX Version : 7
[10:39:16] Hardware - disabled [buffers : 0]
[10:39:16] Extensions - enabled :
[10:39:16] EAX ver. 1 [ ] - disabled
[10:39:16] EAX ver. 2 [ ] - disabled
[10:39:16] EAX ver. 3 [ ] - disabled
[10:39:16] I3D ver. 2 [ ] - disabled
[10:39:16] ZoomFX [ ] - disabled
[10:39:16] MacroFX [ ] - disabled
[10:39:16] SIMD render [X]
[10:39:16] num channels 16
[10:39:16]
[10:39:17] Loading mission Records/Intro 04 Ed.trk...
[10:39:19] Load bridges
[10:39:19] Load static objects
[10:39:20] sFMDir = gui/game/buttons
[10:39:20] s1 = flightmodels/pw_r-1830_series.emd
[10:39:20] s = FlightModels/PW_R-1830_Series.emd
[10:39:20] m_lastFMFile = gui/game/buttons
[10:39:20] sFMDir = gui/game/buttons
[10:39:20] s1 = flightmodels/sakae.emd
[10:39:20] s = FlightModels/Sakae.emd
[10:39:20] m_lastFMFile = gui/game/buttons
[10:39:22] Mission error, ID_05: java.lang.RuntimeException: User cancel
[10:39:22] User cancel
[10:39:22] java.lang.RuntimeException: User cancel
[10:39:22] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:419)
[10:39:22] at com.maddox.il2.game.Mission._load(Mission.java:567)
[10:39:22] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[10:39:22] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[10:39:22] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:39:22] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:39:22] at com.maddox.il2.game.Main.exec(Main.java:437)
[10:39:22] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:39:32] Loading mission Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneA00.mis...
[10:39:34] Load bridges
[10:39:34] Load static objects
[10:39:35] sFMDir = gui/game/buttons
[10:39:35] s1 = flightmodels/gnome-rhome-jupiter.emd
[10:39:35] s = FlightModels/Gnome-Rhome-Jupiter.emd
[10:39:35] m_lastFMFile = gui/game/buttons
[10:39:38] INTERNAL ERROR: Can't open file '3DO/Cockpit/He-111H-2-RGun/FRGunnerME323.him'
[10:39:38] WARNING: object '3DO/Cockpit/He-111H-2-RGun/FRGunnerME323.him' of class 'HIM' not loaded
[10:39:38] INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/He-111H-2-RGun/FRGunnerME323.him
[10:39:38] INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/He-111H-2-RGun/FRGunnerME323.him
[10:39:38]
[10:39:38] java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/He-111H-2-RGun/FRGunnerME323.him
[10:39:38]
[10:39:38] at com.maddox.il2.engine.HierMesh.Load(Native Method)
[10:39:38] at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
[10:39:38] at com.maddox.il2.objects.air.Cockpit.<init>(Cockpit.java:878)
[10:39:38] at com.maddox.il2.objects.air.CockpitGunner.<init>(CockpitGunner.java:255)
[10:39:38] at com.maddox.il2.objects.air.CockpitME_323_FRGunner.<init>(CockpitME_323_FRGunner.java:100)
[10:39:38] at java.lang.Class.newInstance0(Native Method)
[10:39:38] at java.lang.Class.newInstance(Unknown Source)
[10:39:38] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2996)
[10:39:38] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2405)
[10:39:38] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[10:39:38] at com.maddox.il2.ai.Wing.load(Wing.java:134)
ObjState.finalize: Object of com.maddox.il2.objects.air.CockpitME_323_FRGunner NOT destroyed
at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
[10:39:38] at com.maddox.il2.game.Mission._load(Mission.java:455)
[10:39:38] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[10:39:38] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[10:39:38] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:39:38] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:39:38] at com.maddox.il2.game.Main.exec(Main.java:437)
[10:39:38] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:39:40] Mission: Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneA00.mis is Playing
[10:39:41] warning: no files : music/inflight
[06.03.2015 10:40:05] -------------- END log session -------------
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what says Mr. Log?
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Mine one is Working,
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Dear Ranwers,
i experienced a strange phenomenon with the Me 323.
Yesterday I downloaded from M4T an old gigant pack of missions dated 2008 by Stugumby that i installed in my CUP WAW up to part 20 game.
I launched the missions and enjoyed your wonderful cockpit.
Today checking the Me323 on QMB and also when launching the pack missions I sit above in the air with a cockpit below me.
The cockpit of the Me 321 is an american one.
What happened and how can I get your cockpit back?
Best regards.
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I sit above in the air with a cockpit below me.
when this happens just hit the "toggle gunsight" key. ;)
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Dear Gerax,
it works.
Thank you.
Regards.
By the way: congratulations to the modders who created this cockpit specially for the picture of the girlfriend of the pilot on the right side. A little touch of tenderness in this rude world.
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When you get crashing in riding Me 323 with this flyable cockpit and my "SAS Engine MOD 2.7 western patch" or Pablo's Cockpit sound mod , or SAS Modact 5.30's optional AI flyables in JSGME ---- this patch may fix it.
https://www.mediafire.com/download/z371uxr0g6d1fyk/Me323_western_fix_20160402.7z