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

Title: Me323 v1.1 (4.08.12) [4.10] [4.12]
Post by: Ranwers on July 25, 2012, 10:25:01 AM
(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

----------------------------------------------------------

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.

Title: Re: Me323 new
Post by: Epervier on July 25, 2012, 10:29:46 AM
he he he...  :D Youpi ! Bravo !
Title: Re: Me323 new
Post by: urmel on July 25, 2012, 11:53:21 AM
 :)great job
Title: Re: Me323 new
Post by: Mad026 on July 25, 2012, 02:03:14 PM
perfect, and the loading bay view is the best I think!!!

Maybe some day will you make the Me-321 cockpit too?  :P ;D
Title: Re: Me323 new
Post by: Badmuthafunker on July 25, 2012, 02:29:16 PM
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?
Title: Re: Me323 new
Post by: benitomuso on July 25, 2012, 02:34:09 PM
Wonderful Master Ranwers!

  Great addition. I think that it will renew the interest in this big belly giant.

  Regards,
                     Pablo
Title: Re: Me323 new
Post by: SAS~Bombsaway on July 25, 2012, 02:36:57 PM
It works in DBW 1.71.
Title: Re: Me323 new
Post by: Ranwers on July 25, 2012, 02:38:46 PM
Have I cocked up by just dropping this into #DBW?
Yes -folder Me323_cockpit add simply in to #DBW.
Title: Re: Me323 new
Post by: Hangman on July 25, 2012, 02:52:45 PM
This is really needed add-on thank you very much Ranwers
Title: Re: Me323 new
Post by: cgagan on July 25, 2012, 02:55:14 PM
Many thanks, Master, she is awesome! 8)
Title: Re: Me323 new
Post by: Badmuthafunker on July 25, 2012, 03:53:44 PM
All working now.  :)

No idea why it didn't load first time round, I've changed nothing!  ;D
Title: Re: Me323 new
Post by: Bee on July 25, 2012, 04:29:03 PM
Impressive!  Stalingrad here we come :)
Title: Re: Me323 new
Post by: md11spotter98 on July 25, 2012, 04:40:58 PM
Not for 4.09?  :'( :'( :'( :'( :'( :'( :'(
Title: Re: Me323 new
Post by: RooMan296 on July 25, 2012, 05:11:02 PM
Ohhhh wooowwww!!! So very cool! Another mod-dream come true! Thank you!!!
Title: Re: Me323 new
Post by: SAS~Bombsaway on July 25, 2012, 06:54:26 PM
Had to pull it because I had a bad drop in frame rates. Is that something anyone else has or just my computer?
Title: Re: Me323 new
Post by: 352nd_Hoss on July 25, 2012, 07:15:57 PM
Hey, when I open the cargo doors will a Meteor suddenly appear ???

Just kidding.

Cheers.......................
Title: Re: Me323 new
Post by: CWMV on July 25, 2012, 07:50:25 PM
Looks wonderful!
Thank you sir!
Title: Re: Me323 new
Post by: barnesy12 on July 26, 2012, 12:19:25 AM
Just WOW!!! thank you Ranwers another must have :)
Title: Re: Me323 new
Post by: PA_Jeronimo on July 26, 2012, 12:32:10 AM
Truly amazing, thank you very much. :P
Title: Re: Me323 new
Post by: Gumpy on July 26, 2012, 01:10:08 AM
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.
Title: Re: Me323 new
Post by: PA_Jeronimo on July 26, 2012, 01:27:14 AM
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.

Title: Re: Me323 new
Post by: CWMV on July 26, 2012, 02:10:23 AM
Off topic I know, but what holidays?
Title: Re: Me323 new
Post by: Bee on July 26, 2012, 02:18:52 AM
Not for 4.09?  :'( :'( :'( :'( :'( :'( :'(

Ah, bugger.  Does anyone know if it works in 4.11?
Title: Re: Me323 new
Post by: A1_Phoenix on July 26, 2012, 02:34:54 AM
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
Title: Re: Me323 new
Post by: Epervier on July 26, 2012, 03:55:13 AM
Not for 4.09?
Maybe today... but 409 version will not have the "rato" boosters!  :-X
Title: Re: Me323 new
Post by: PA_Jeronimo on July 26, 2012, 04:12:17 AM
Off topic I know, but what holidays?

Off topic again. Vacation is more correct? The Google translator ..... my English = 0 :-[
Title: Re: Me323 new
Post by: si1va on July 26, 2012, 05:01:17 AM
Thank you Ranwers :)
Title: Re: Me323 new
Post by: archie1971 on July 26, 2012, 05:03:40 AM
super
Title: Re: Me323 new
Post by: he162a on July 26, 2012, 05:05:23 AM
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.  ;
Title: Re: Me323 new
Post by: Epervier on July 26, 2012, 06:19:59 AM
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!  ;)
Title: Re: Me323 new
Post by: razor1uk on July 26, 2012, 12:18:33 PM
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?
Title: Re: Me323 new
Post by: LuseKofte on July 26, 2012, 01:13:42 PM
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
Title: Re: Me323 new
Post by: santobr on July 26, 2012, 01:35:06 PM
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.
Title: Re: Me323 new
Post by: slipper on July 26, 2012, 02:29:09 PM
crazyflak,

just wondering mate

Quote
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

Quote
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
Title: Re: Me323 new
Post by: barnesy12 on July 27, 2012, 07:00:51 AM
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)
Title: Re: Me323 new
Post by: Gaston on July 27, 2012, 09:32:49 AM
Yes, I did ! nice, isn't it ?
Title: Re: Me323 new
Post by: magot on July 27, 2012, 11:00:08 AM
Who want try it under HSFX6 there is support fix (https://rapidshare.com/files/3634775802/Me323%20Cockpit%20HSFX6%20fix.rar).
Title: Re: Me323 new
Post by: stugumby on July 27, 2012, 11:13:11 PM
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.
Title: Re: Me323 new
Post by: magot on July 30, 2012, 05:21:08 AM
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.
Title: Re: Me323 new
Post by: Germy66 on July 30, 2012, 08:03:38 AM
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
Title: Re: Me323 new
Post by: cheruskerarmin on July 30, 2012, 09:17:00 AM
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
Title: Re: Me323 new
Post by: Epervier on July 30, 2012, 09:47:44 AM
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 !
Title: Re: Me323 new
Post by: ben_wh on July 30, 2012, 01:32:05 PM
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,
Title: Re: Me323 new
Post by: Bee on July 30, 2012, 06:40:19 PM
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!  :)
Title: Re: Me323 new
Post by: cheruskerarmin on July 31, 2012, 02:20:16 AM
@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   

 
Title: Re: Me323 new
Post by: santobr on July 31, 2012, 05:34:41 AM
Thank you for sharing. :)
What about Africa and ME 323?



santobr.
Title: Re: Me323 new
Post by: md11spotter98 on July 31, 2012, 02:08:18 PM
here is a 409 Version for those who want to test

 :D :D :D :D :D
Title: Re: Me323 new
Post by: zack on July 31, 2012, 02:31:57 PM
Guys,
How to use/activate RATO equipment???
During all my take-offs , they are not active....
Thank You.
Title: Re: Me323 new
Post by: md11spotter98 on July 31, 2012, 02:47:20 PM
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... :'(
Title: Re: Me323 new
Post by: zack on July 31, 2012, 03:09:40 PM
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.

Title: Re: Me323 new
Post by: Ranwers on July 31, 2012, 03:20:33 PM
Working, smoking - all is ok - Zack - please look better ;)
Title: Re: Me323 new
Post by: zack on August 02, 2012, 01:25:23 AM
Yep, looks that everything is ok now.
Ranwers - is it possible to made the similar cockpit for Me - 321?
Thank You.
Title: Re: Me323 new
Post by: Ranwers on August 02, 2012, 01:26:32 AM
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)

Title: Re: Me323 new
Post by: zack on August 02, 2012, 04:42:30 AM
Ok, thank You Ran!
Btw - do You have RATO effect similar to this?

(https://www.sas1946.rocks/images/imageshit/img41/1377/messerschmittme321gigan.jpg)
Title: Re: Me323 v1.1
Post by: Ranwers on August 04, 2012, 03:53:37 AM
Upload to version 1.1 - on first page.
Title: Re: Me323 v1.1 (4.08.12)
Post by: FANATIC MODDER on August 04, 2012, 10:33:13 AM
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????
Title: Re: Me323 v1.1 (4.08.12)
Post by: Ass Eagle on August 04, 2012, 12:20:08 PM
Flap position=1 also means... 'Oh yeah? No I'm gonna out turn your silly Thunderbolt!'

Regardless, very nice Mod, many thanks!
Title: Re: Me323 v1.1 (4.08.12)
Post by: Gumpy on August 04, 2012, 02:14:55 PM
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.
Title: Re: Me323 v1.1 (4.08.12)
Post by: FANATIC MODDER on August 04, 2012, 08:49:40 PM
- 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?
Title: Re: Me323 v1.1 (4.08.12)
Post by: Ranwers on August 05, 2012, 02:50:20 AM
(https://www.sas1946.rocks/images/imageshit/img818/5362/89272955.jpg) (https://www.sas1946.rocks/images/imageshit/download/818/89272955.jpg)

Title: Re: Me323 v1.1 (4.08.12)
Post by: bomberkiller on August 05, 2012, 08:36:56 AM
Hallo Ranwers,

thank you,  :)

Gerhard
Title: Re: Me323 v1.1 (4.08.12)
Post by: zack on August 05, 2012, 09:05:20 AM
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?
Title: Re: Me323 v1.1 (4.08.12)
Post by: Ass Eagle on August 05, 2012, 10:30:14 AM
- 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°
Title: Re: Me323 v1.1 (4.08.12)
Post by: FANATIC MODDER on August 05, 2012, 10:55:37 AM
(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.
Title: Re: Me323 v1.1 (4.08.12)
Post by: LuseKofte on August 05, 2012, 11:53:44 AM
I like this, Very much . Many thanks, Now it make sence to me flying it. I really enjoy taking it to the skyes
Title: Re: Me323 v1.1 (4.08.12)
Post by: Ass Eagle on August 05, 2012, 02:15:52 PM

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)
Title: Re: Me323 v1.1 (4.08.12)
Post by: Spinnetti on August 05, 2012, 08:02:33 PM
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.
Title: Re: Me323 v1.1 (4.08.12)
Post by: bomberkiller on August 06, 2012, 02:45:18 AM
but get a 60% CTD.

air.ini entry right?
Title: Re: Me323 v1.1 (4.08.12)
Post by: Epervier on August 06, 2012, 03:01:11 AM
... 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
Title: Re: Me323 v1.1 (4.08.12)
Post by: Gumpy on August 06, 2012, 02:44:15 PM
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.  :)
Title: Re: Me323 v1.1 (4.08.12)
Post by: Spinnetti on August 06, 2012, 03:51:18 PM
... 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.
Title: Re: Me323 v1.1 (4.08.12)
Post by: dietz on September 10, 2012, 12:19:02 PM
Wow! Whatta guy! ;)
Title: Re: Me323 v1.1 (4.08.12)
Post by: billywarren007 on October 25, 2012, 12:18:26 PM
slight problem keep getting 60% with this one on SAS and don't know why, are there any requirements for this mod?
Title: Re: Me323 v1.1 (4.08.12)
Post by: Epervier on October 25, 2012, 12:37:53 PM
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

Title: Re: Me323 v1.1 (4.08.12)
Post by: billywarren007 on October 25, 2012, 01:30:02 PM
cheers :) great work Ranwers, another stunner
Title: Re: Me323 v1.1 (4.08.12)
Post by: billywarren007 on October 25, 2012, 01:38:58 PM
how much of logfile should I post?
Title: Re: Me323 v1.1 (4.08.12)
Post by: billywarren007 on October 25, 2012, 01:52:00 PM
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
Title: Re: Me323 v1.1 (4.08.12)
Post by: MR_G on October 26, 2012, 07:22:11 PM
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
.
.
Title: Re: Me323 v1.1 (4.08.12)
Post by: NS~mati140 on October 27, 2012, 04:54:32 AM
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...
Title: Re: Me323 v1.1 (4.08.12)
Post by: MR_G on October 27, 2012, 10:40:19 AM
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)
.
.
Title: Re: Me323 v1.1 (4.08.12)
Post by: LuseKofte on October 28, 2012, 01:40:16 PM
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
Title: Re: Me323 v1.1 (4.08.12)
Post by: MR_G on October 28, 2012, 07:02:40 PM
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.
.
.
.
Title: Re: Me323 v1.1 (4.08.12)
Post by: razor1uk on November 27, 2012, 08:40:02 AM
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.
Title: Re: Me323 v1.1 (4.08.12)
Post by: niemel on December 31, 2012, 07:03:50 AM
https://www.sas1946.com/main/index.php/topic,27431.msg288926.html#msg288926
Does not work, update the link please
Title: Re: Me323 v1.1 (4.08.12)
Post by: Flying H on January 04, 2013, 10:46:23 AM
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!
Title: Re: Me323 v1.1 (4.08.12)
Post by: 792 on March 27, 2013, 06:03:49 AM
http://yadi.sk/d/97joPebK3_gOV for 4.09
Title: Re: Me323 v1.1 (4.08.12)
Post by: 52Zebra on April 08, 2013, 02:06:22 PM
Looks great, Thanks
Title: Re: Me323 v1.1 (4.08.12)
Post by: Casper on January 02, 2014, 02:20:34 PM
Guys could you post a new link for the fix? The old one is not working anymore  :(
Title: Re: Me323 v1.1 (4.08.12)
Post by: max_thehitman on January 02, 2014, 05:43:17 PM
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.

Title: Re: Me323 v1.1 (4.08.12)
Post by: gefahren on January 26, 2014, 10:39:27 AM
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
Title: Re: Me323 v1.1 (4.08.12)
Post by: gefahren on January 26, 2014, 10:20:15 PM
That's what I had kind of come up with.  O well, maybe it'll get updated, maybe it wont.

Hope it does.
Title: Re: Me323 v1.1 (4.08.12) [4.12]
Post by: SAS~Gerax on January 26, 2014, 10:30:08 PM
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/)
Title: Re: Me323 v1.1 (4.08.12)
Post by: SAS~Gerax on January 26, 2014, 10:57:19 PM
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.  ;)
Title: Re: Me323 v1.1 (4.08.12)
Post by: Hubberranz on January 27, 2014, 11:01:20 AM
@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 !
Title: Re: Me323 v1.1 (4.08.12)
Post by: SAS~Gerax on January 27, 2014, 11:21:44 AM
@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

Quote
toggle gunsight stops working it seems.
wait a little bit, it needs some time until it gets to normal CP sight again.
Title: Re: Me323 v1.1 (4.08.12)
Post by: gefahren on January 29, 2014, 07:58:16 PM
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.
Title: Re: Me323 v1.1 (4.08.12)
Post by: max_thehitman on May 18, 2014, 02:19:32 PM
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
------------------------------

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.


Title: Re: Me323 v1.1 (4.08.12)
Post by: piggie5 on May 30, 2014, 11:56:45 AM
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?!
Title: Re: Me323 v1.1 (4.08.12)
Post by: BravoFxTrt on June 02, 2014, 01:47:42 PM
Ultrapack as in UP3?
Title: Re: Me323 v1.1 (4.08.12)
Post by: kaxII on June 02, 2014, 01:48:03 PM
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.
Title: Re: Me323 v1.1 (4.08.12)
Post by: piggie5 on June 02, 2014, 03:10:34 PM
All my other cockpit mods work perfectly, i just drag and drop into #SAS folder. That is how i do it, right?
Title: Re: Me323 v1.1 (4.08.12)
Post by: santobr on June 02, 2014, 06:11:40 PM
Yes, just make sure that it will load before "Flyable AI Classes" folder.



santobr.
Title: Re: Me323 v1.1 (4.08.12)
Post by: piggie5 on June 03, 2014, 10:29:25 AM
How do i do that? (sorry im a noob with fixing problems)
Title: Re: Me323 v1.1 (4.08.12)
Post by: santobr on June 03, 2014, 11:26:08 AM
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.
Title: Re: Me323 v1.1 (4.08.12)
Post by: piggie5 on June 08, 2014, 03:55:09 AM
That does not seem to work for me either :/
Title: Re: Me323 v1.1 (4.08.12)
Post by: santobr on June 09, 2014, 05:32:34 AM
Is it before "Flyable AI Classes" folder?
Maybe renaming to "!Me323_v1.1".
BTW, my instalation is 4.12.2 Modact 5.3.



santobr.
Title: Re: Me323 v1.1 (4.08.12)
Post by: SAS~Malone on June 11, 2014, 12:38:08 AM
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..?
Title: Re: Me323 v1.1 (4.08.12)
Post by: KingTiger503 on March 06, 2015, 03:45:54 AM
The Cockpit is having Bigger problem at 4.10.1 SAS Modact,

Heres the Logs where I found it

Take a look

Code: [Select]
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 -------------
 
Title: Re: Me323 v1.1 (4.08.12) [4.10] [4.12]
Post by: SAS~Gerax on January 20, 2016, 08:52:02 PM
what says Mr. Log?
Title: Re: Me323 v1.1 (4.08.12) [4.10] [4.12]
Post by: KingTiger503 on January 20, 2016, 09:31:14 PM
Mine one is Working,
Title: Re: Me323 v1.1 (4.08.12) [4.10] [4.12]
Post by: tartenmuche on February 29, 2016, 07:38:57 AM
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.
Title: Re: Me323 v1.1 (4.08.12) [4.10] [4.12]
Post by: SAS~Gerax on February 29, 2016, 09:28:39 AM
Quote
I sit above in the air with a cockpit below me.
when this happens just hit the "toggle gunsight" key.  ;)
Title: Re: Me323 v1.1 (4.08.12) [4.10] [4.12]
Post by: tartenmuche on February 29, 2016, 10:02:03 AM
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.
Title: Re: Me323 v1.1 (4.08.12) [4.10] [4.12]
Post by: western0221 on April 02, 2016, 07:45:58 AM
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