Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => Ships => Topic started by: Plowshare on July 04, 2011, 07:30:16 PM

Title: USN Light Carriers
Post by: Plowshare on July 04, 2011, 07:30:16 PM
Note: Replacement classfiles posted here https://www.sas1946.com/main/index.php/topic,16988.msg646125.html#msg646125
These remove class dependencies on ShipPack2.


I've been working on these for a while now and they are finally done. Asheshouse provided the class files that allow this mod to work.

These ships were used in the South Pacific during 1944; the ships with Measure 21, Navy Blue, were used during this period and in 1945.

Because the skin uses one copy of the hull for both sides I originally was going to do alternate sides of the same Design - Design 8A Port then Design 8A Starboard etc. I then decided that, as good Naval aviators we would always approach our ship from the port side using a left-hand circuit before landing. With this in mind I then decided to model only the port side of the ships. The island, however, is accurate on both sides as the skin provides both sides.

I used photos from the Internet for every ship I could find. Some of these photos were not much use and some were invaluable for the details - particularly of the flight deck. Just to short-circuit those who will ask "What the h*** is the 'Z' doing on the deck of Belleau Wood?": I got the photo clearly showing this version of the deck number. For those interested here's the link:

http://www.maritimequest.com/warship_directory/us_navy_pages/aircraft_carriers/uss_belleau_wood_cv_24.htm (http://www.maritimequest.com/warship_directory/us_navy_pages/aircraft_carriers/uss_belleau_wood_cv_24.htm)

This and similar sites were heavily used during the painting process.

So, with all this in mind here's some pictures showing these ships:



Independence:

(https://s26.postimg.cc/7tme2wetl/USS_Independence_CVL-22.jpg) (https://postimages.org/)


Princeton:

(https://s26.postimg.cc/ysq8y21ah/USS_Princeton_CVL-23.jpg) (https://postimages.org/)


Belleau Wood:

(https://s26.postimg.cc/y4hef42kp/USS_Belleau_Wood_CV-24.jpg) (https://postimages.org/)


Cowpens:

(https://s26.postimg.cc/portxlzpl/USS_Cowpens_CVL-25.jpg) (https://postimages.org/)


Monterey:

(https://s26.postimg.cc/43mra02yx/USS_Monterey_CVL-26.jpg) (https://postimages.org/)


Langley:

(https://s26.postimg.cc/5jy9s55vt/USS_Langley_CVL-27.jpg) (https://postimages.org/)


Cabot:

(https://s26.postimg.cc/58gtfdpft/USS_Cabot_CVL-28.jpg) (https://postimages.org/)


Bataan:

(https://s26.postimg.cc/7eb49vsw9/USS_Bataan_CVL-29.jpg) (https://postimages.org/)


San Jacinto:

(https://s26.postimg.cc/qm2uk80ll/USS_San_Jacinto_CVL-30.jpg) (https://postimages.org/)


Generic:

(https://s26.postimg.cc/pz3xup3pl/USS_Generic_CVL_MS-21.jpg) (https://postimages.org/)


There are three downloads for these.

The first download is for the ships alone. Here's the link:

http://www.mediafire.com/file/7w15kbi6mznsr1z/USN%20Light%20Carriers.rar (http://www.mediafire.com/file/7w15kbi6mznsr1z/USN%20Light%20Carriers.rar)

The second download puts the deck crew on board these ships using Ranwers' old Carrier Crew v4. Here's the link:

http://www.mediafire.com/file/rg8mrsmenj9tskk/USN%20CVL%20Carrier%20Crew%20v4.rar (http://www.mediafire.com/file/rg8mrsmenj9tskk/USN%20CVL%20Carrier%20Crew%20v4.rar)


This third download puts the deck crew on board these ships using Ranwers' new Carrier Crew v5. Here's the link:

http://www.mediafire.com/file/eukppg51qdpd1qf/USN%20CVL%20Carrier%20Crew%20v5.rar (http://www.mediafire.com/file/eukppg51qdpd1qf/USN%20CVL%20Carrier%20Crew%20v5.rar)

Further on this Carrier Crew v5:
I repainted the deck crew for the ships in Measure 21 - USS Langley CVL-27, USS Cabot CVL-28, and USS Generic CVL - to better reflect the uniforms used on these ships during combat operations. It was with the help of Ranwers that I was able to separate these crewmembers from the rest of the ships' crews.

Here are three pictures showing Carrier Crew v5:

On board USS Cabot CVL-28

(https://s26.postimg.cc/3og2uq6fd/USS_Cabot_1.jpg) (https://postimages.org/)

On board USS Cowpens CVL-25

(https://s26.postimg.cc/svqyuz9jd/Cowpens_1.jpg) (https://postimages.org/)

(https://s26.postimg.cc/4ta503sw9/Cowpens_2.jpg) (https://postimages.org/)


This last download is for Ranwers' latest creation - Carrier Crew v5. I heartily recommend this last addition for the on-deck immersion value. Here's the link:

http://www.sas1946.com/main/index.php/topic,16467.0.html?PHPSESSID=c327a8333e93769945691571e03f6b00 (http://www.sas1946.com/main/index.php/topic,16467.0.html?PHPSESSID=c327a8333e93769945691571e03f6b00)

I hope you get as much enjoyment from these ships as had making them for you.

Bob
Title: Re: USN Light Carriers
Post by: Ranwers on July 05, 2011, 12:20:59 PM
Great ! Thanks :)
Title: Re: USN Light Carriers
Post by: duffys tavern on July 05, 2011, 02:52:46 PM
Get a 70% CTD. Running 4.10.1, ModAct 3.2 Any Ideas. Using USN Fleet Carriers, no real problem.
Title: Re: USN Light Carriers
Post by: SAS~Bombsaway on July 06, 2011, 11:09:08 AM
Stunning work Bob. They look fantastic. :)
Title: Re: USN Light Carriers
Post by: Plowshare on July 06, 2011, 12:36:57 PM
?
Get a 70% CTD. Running 4.10.1, ModAct 3.2 Any Ideas. Using USN Fleet Carriers, no real problem.

Anyone able to help out with this mod? I"m not running 4.10.1 or even 4.09.

You had a problem with Sara coming out as Essex and the Essex class carriers having no camo; so, you solved the problem you had with the ships in Fleet Carriers? Or are you just not using them.

Bob
Title: Re: USN Light Carriers
Post by: duffys tavern on July 06, 2011, 03:11:42 PM
Just not using them. I love the others you've done so much, I don't want to take a chance on fouling them up. Other than the Sara and Essex, the rest work great! Now if I could just get these CVLs to work...
Title: Re: USN Light Carriers
Post by: PO_MAK_249RIP on July 08, 2011, 08:37:06 AM
70% is a .ini problem ? But you probably know that !!
Title: Re: USN Light Carriers
Post by: asheshouse on July 08, 2011, 08:45:53 AM
Installation method is the same for v4.09, 4.10 and 4.101

Start with model folders and class files in Mods folder, and text entries only in chief.ini and ships.ini

Leave out the other text entries until you have it working.
Title: Re: USN Light Carriers
Post by: HundertzehnGustav on July 23, 2011, 03:53:11 PM
blew a fuse.
thought about Murderers row
thanks to you almost possible...
(http://padresteve.files.wordpress.com/2010/04/murderers-row.jpg)
Title: Re: USN Light Carriers
Post by: Plowshare on July 25, 2011, 08:57:07 PM
HundertzehnGustav:

Give me two weeks ;) and you'll have the destroyer USS Harrison DD-573 in Measure 3 Design 2C which could be the one visible aft of USS Yorktown second from the front.

The photo you've posted is in fact the inspiration for all the ships I've done - the fleet and light carriers and the destroyers in the works now. I have been able to emulate the photo very accurately and then had the joy of flying my Corsair to the same point as the photo was taken from then completing the circuit of all the ships. It was immensely satisfying!

I'm currently working on 15 new destroyers of the Fletcher class; 11 in Measure 3 of various Designs as well as 2 each in Measures 21 and 22. The 11 in Measure 3 will be historically accurate on the Port Side except for USS Conway for which I couldn't find a port side view of Design 7D so I used the Starboard view.

Bob
Title: Re: USN Light Carriers
Post by: HundertzehnGustav on July 26, 2011, 07:38:07 AM
well then, take a screenshot i say. take it and post it. Please.

This picture was lurking in the back of my mind when you first presented your work. It only now came out to the conscious part of it.
make me wanna have a major 5 CV, 10 CVE 10 CA, 10 BB and 50 DD battlegroup shootout against the Japanese mainlands.

Murderers Row. a Sight that probably deeply impressed more than one serviceman back then. The Massed Hardware of the US carrier fleets.
The definition of Awesomeness.
Title: Re: USN Light Carriers
Post by: DaveOD06 on July 26, 2011, 11:53:30 AM
well then, take a screenshot i say. take it and post it. Please.

This picture was lurking in the back of my mind when you first presented your work. It only now came out to the conscious part of it.
make me wanna have a major 5 CV, 10 CVE 10 CA, 10 BB and 50 DD battlegroup shootout against the Japanese mainlands.

Murderers Row. a Sight that probably deeply impressed more than one serviceman back then. The Massed Hardware of the US carrier fleets.
The definition of Awesomeness.

Agreed. This picture is awesome. You can also put these in the right setting on my Western Carolines map. The pic was taken at Ulithi Lagoon.
Title: Re: USN Light Carriers
Post by: SAS~Monty27 on July 28, 2011, 08:47:15 PM
Fantastic work!  Thanks for these.
Title: Re: USN Light Carriers
Post by: Plowshare on July 29, 2011, 11:02:24 AM
I'll post pics as soon as I get DaveOD06's Western Carolines map installed (if I can! Oooold version of Il2 you know...).

I'm currently working on this using the Sakishima map for a fair representation of the background. However, up to this point I haven't been overly thrilled with the results.

Being a perfectionist has prevented me from uploading the pictures I had before; I deleted them after lookng at them.

I'll work on this this afternoon.

DaveOD06:

Installed your map and love it!! For a supposed first map it's great. I like the attention to detail on the small islands and I particularly like the photos you included in the download showing the anchorage in the lagoon.

I can't find any area that looks like the topography in the background of the original photo but I think, for historical accuracy, I'll use your map and maybe GIMP in some land in the background.

A thought struck me just now - I wonder if the photo was taken at low tide? What is the height-range of tides in the area? On a related note: Why don't more map makers make maps at low tide? The invasion of Tarawa was beset by problems caused by not taking into account the low tides and thus the first waves of landing craft were hung up on reefs and sand bars.

Oh, and thanks for the tip included about the maps_ru.properties entries for the maps. Been using this game for eight years or so, been installing and using mods for the last four or five years and this is the first I hear about this. Goes to show if you keep your ears open and your mouth shut you can learn new things all the time!

Bob
Title: Re: USN Light Carriers
Post by: DaveOD06 on July 29, 2011, 03:22:54 PM
DaveOD06:

Installed your map and love it!! For a supposed first map it's great. I like the attention to detail on the small islands and I particularly like the photos you included in the download showing the anchorage in the lagoon.

I can't find any area that looks like the topography in the background of the original photo but I think, for historical accuracy, I'll use your map and maybe GIMP in some land in the background.

A thought struck me just now - I wonder if the photo was taken at low tide? What is the height-range of tides in the area? On a related note: Why don't more map makers make maps at low tide? The invasion of Tarawa was beset by problems caused by not taking into account the low tides and thus the first waves of landing craft were hung up on reefs and sand bars.

Oh, and thanks for the tip included about the maps_ru.properties entries for the maps. Been using this game for eight years or so, been installing and using mods for the last four or five years and this is the first I hear about this. Goes to show if you keep your ears open and your mouth shut you can learn new things all the time!

Bob

Bob,

Thanks for DLing and trying out my map. I actually have a question for you. When I installed the CVL pack, for some reason IL-2 can't find the textures and .mat files for the carriers. So when I try to place one in game I get the following message:

Internal Error: can't open file '3do/ships/shiptextures/usnavy.tga'
Warning: object '3do/ship/shiptextures/usnavy.tga' of class 'Ttexture2D' not loaded
Internal Error: Texture required
Warning: object '3do/ship/USSSanJacintoCVL30_1944/USNavy.mat' not loaded
blah blah blah..........

Anyway, you can see that it can't find those files. I looked myself in the files that came with the download and the above .tga's and .mat's were nowhere to be found. What's going on here?
Title: Re: USN Light Carriers
Post by: Plowshare on July 30, 2011, 11:30:09 AM
Dave:

This looks like a problem with Carrier Crew v5 - the files mentioned are in CCv5. Have you installed Ranwers' Carrier Crew v5? You need his mod located here:

http://www.sas1946.com/main/index.php/topic,16467.0.html?PHPSESSID=c327a8333e93769945691571e03f6b00 (http://www.sas1946.com/main/index.php/topic,16467.0.html?PHPSESSID=c327a8333e93769945691571e03f6b00)

If you have CCv5 have you removed Carrier Crew v4? There may be a conflict if you haven't.

Look through the folder of CCv5 and make sure all the entries are there.

If that isn't the answer maybe someone else has had this and found a fix?

Help?

Bob
Title: Re: USN Light Carriers
Post by: AG-51_Razor on August 22, 2011, 03:37:06 PM
Plowshare, this is such awesome work!! Is there any way you can convince the powers that be with either the HSFX team or the UP team to include all of your carriers and DD's in thier installs?
Title: Re: USN Light Carriers
Post by: Barkhorn1x on August 25, 2011, 10:49:37 AM
Great work Plowshare!!

I have installed in the #UP# folder as I have UP3 but they don't show.  I did notice in FMB that some are included (Princton, San Jacinto, etc.)

What am I missing?
Title: Re: USN Light Carriers
Post by: DaveOD06 on August 25, 2011, 10:52:37 AM
Dave:

This looks like a problem with Carrier Crew v5 - the files mentioned are in CCv5. Have you installed Ranwers' Carrier Crew v5? You need his mod located here:

http://www.sas1946.com/main/index.php/topic,16467.0.html?PHPSESSID=c327a8333e93769945691571e03f6b00 (http://www.sas1946.com/main/index.php/topic,16467.0.html?PHPSESSID=c327a8333e93769945691571e03f6b00)

If you have CCv5 have you removed Carrier Crew v4? There may be a conflict if you haven't.

Look through the folder of CCv5 and make sure all the entries are there.

If that isn't the answer maybe someone else has had this and found a fix?

Help?

Bob

Bob, sorry for the delayed response but your idea was exactly correct. I didn't have the latest version of carrier crew installed.
Title: Re: USN Light Carriers
Post by: Plowshare on August 26, 2011, 06:29:55 AM
Hi all:

Just back from a short vacation.

Is there any way you can convince the powers that be with either the HSFX team or the UP team to include all of your carriers and DD's in thier installs?

That's way above my pay grade Razor. I was flattered that they included the first part of the Fleet Carriers mod in UP3 - I didn't even know they had until two weeks ago when I finally started getting updated with UP3 and DBW.

I have installed in the #UP# folder as I have UP3 but they don't show.  I did notice in FMB that some are included (Princton, San Jacinto, etc.)

What am I missing?


As I just said above to AG-51 Razor, I've only just started to update to UP3 and DBW. I'm currently having extensive troubles with vehicles not showing up so haven't even tried adding anything in the line of ships and aircraft mods. If I can sort out the vehicles the first things I'll be adding is the rest of the Fleet Carrier mod, the light carriers and the destroyers.

As for the Princeton, San Jacinto, and Belleau Wood: these were in Ship Pack a long, long time ago and have been included the new version(s) - they aren't mine.

Dave:

Glad you got thing going my friend.

Bob
Title: Re: USN Light Carriers
Post by: Barkhorn1x on August 26, 2011, 03:01:29 PM
Understood and thanks for the education.  I'll keep watching this space then.
Title: Re: USN Light Carriers
Post by: DaveOD06 on August 26, 2011, 03:04:46 PM
I have all of Plowshare's USN Fleet Carriers, Light Carriers, and Destroyers installed and working in UP 3.0 RC4. Everything works, you just have to be careful when updating the .ini files and make sure you have carrier crew v5 completely up to date.
Title: Re: USN Light Carriers
Post by: Barkhorn1x on August 27, 2011, 01:52:50 PM
I have all of Plowshare's USN Fleet Carriers, Light Carriers, and Destroyers installed and working in UP 3.0 RC4. Everything works, you just have to be careful when updating the .ini files and make sure you have carrier crew v5 completely up to date.

OK - that is what I am missing.  How to manipulate the INI files.  Please tell me more.

Thanks in advance.
Title: Re: USN Light Carriers
Post by: HundertzehnGustav on August 27, 2011, 05:01:03 PM
the INI files are text files, use your favourite notepad/word/ editor... :)

make a backup of the file, in case you screw up, and insert , not replace the text you need to insert.
Title: Re: USN Light Carriers
Post by: Plowshare on August 27, 2011, 06:58:56 PM
Barkhorn1x:

First question I should have asked a couple of posts back: You have the #UP# folder - inside that is there a folder marked STD or one marked XTD?

Mine doesn't have either of these folders and consequently there won't be any of the files you'll need to insert the text that HundertzehnGustav refers to. You will need to find out how to add these folders and files so you can start to add mods.

I wish I could help more but my hands are full at the moment and it's not looking like I'll be adding any ships for the next little while at least.

Sorry.

Bob
Title: Re: USN Light Carriers
Post by: Barkhorn1x on August 28, 2011, 03:05:25 PM
Understood and I have that #UP# folder and will figure it out.

Thanks all.
Title: Re: USN Light Carriers
Post by: Barkhorn1x on August 29, 2011, 08:09:39 AM
Addendum = Modified the files and got the CVLs to work - with a generous assist from DaveOD06.

Thanks.
Title: Re: USN Light Carriers
Post by: shieldsy on September 28, 2011, 04:13:49 PM
70% ctd with Modact 3.6. Ini's and ru look right.
Title: Re: USN Light Carriers
Post by: shieldsy on September 29, 2011, 10:48:12 PM
Has anyone got these carriers to work in Modact 3.6?
Title: Re: USN Light Carriers
Post by: asheshouse on September 30, 2011, 07:18:19 AM
It works in any mod setup.
Mine are in HSFX5 which is a similar setup to ModAct

Start with model folders and class files in Mods folder, and text entries only in chief.ini and ships.ini

Leave out the other text entries until you have it working.
Title: Re: USN Light Carriers
Post by: shieldsy on September 30, 2011, 10:11:44 PM
Yes, I tried it backwards as you recommended in the brit detroyers and Ship pack 2 readme's(both of which are running fine, BTW). The game loads fine with the ship.ini but when I try to add even one CVL to the the chief.ini  it crashes at 70. Could it have something to do with the carrier crew v5? V4 runs fine on the Fleet CV's, but when I try V5 the fleet CV's don't show up in FMB.
I've messed with that chief file for hours....gettin' crosseyed!
Title: Re: USN Light Carriers
Post by: asheshouse on October 01, 2011, 04:51:30 AM
If the game loads but the ship does not show up in FMB then probably the entries in hier.him do not match the entries in ships.ini.  This could be due to the carrier crew mod ? but I am guessing.

I would look closely at the hier.him and compare it with ships.ini entries.
I only have the ships installed not carrier crew mod.
Title: Re: USN Light Carriers
Post by: Henchman32 on October 01, 2011, 07:35:58 AM
I have the exact same problem. 70% ctd no matter how I try to install. Running 1946 4.10.1 with Modcat 3.6. US Fleet carrier mod and carrier crew v5 works perfectly but can't get the light carriers to work.
Title: Re: USN Light Carriers
Post by: asheshouse on October 01, 2011, 07:56:04 AM
I have it installed in HSFX5 --- without Carrier Crew ---- and it works fine.
ModAct installation is the same process.

I suggest for the moment you disable the Carrier Crew mod.

Remove or disable all the text entries except for those in ships.ini
Keep all of the mod USN Light Carriers folder in root/Mods

Enable the ships one at a time by making the entries in the two places in chief.ini only

Example:

 USSIndependenceCVL22        ships.ShipCVL$USSIndependenceCVL22       1 icons/shipDestroyer.mat

and

[Ships.USSIndependenceCVL22]
 com.maddox.il2.objects.ships.ShipCVL$USSIndependenceCVL22

Now check if the game starts and you can view CVL22 in FMB.
Title: Re: USN Light Carriers
Post by: Henchman32 on October 01, 2011, 09:41:53 AM
Completely removed carrier crew mod and attempted to install light carriers as per your example. Still get a 70% ctd.

All other ship mods I have work perfectly; USN Fleet Carriers, USS Chester, USS Houston, USS Portland pack, USN Destroyers and IJN Ryujo. I have been messing with this for a while now and basically gave up until I saw that someone else was having the same problem.  :(
Title: Re: USN Light Carriers
Post by: asheshouse on October 01, 2011, 10:02:05 AM
Well it definitely works, cause I'm using the same files and instructions.
Is the folder stack correct in MODS? -- You didn't extract straight into your Mods folder?
Title: Re: USN Light Carriers
Post by: cgagan on October 01, 2011, 10:44:29 AM
Has anyone got these carriers to work in Modact 3.6?
Yes, and they work fine
Title: Re: USN Light Carriers
Post by: western0221 on October 01, 2011, 11:12:40 AM
edit conf.ini to write error log text file.

error log shows you "what error happens"
Title: Re: USN Light Carriers
Post by: shieldsy on October 01, 2011, 10:32:43 PM
western0221:
How would I "edit conf.ini to write error log text file"? I think this could point the way to a solution.

asheshouse:
I tried enabling a single ship again and no go. I even went back and tried to follow the installation instuctions to the letter. I moved the Mods folder to the root. That obviously didn't work, so I moved the
USN Light Carriers folder to #SAS. That gave me one USN Light Carriers in the#SAS folder with another USN Light Carriers folder inside it along with the readme. That didn't work either, naturally. I'm going to assume that the proper method is to take the final USN Light Carriers folder containing the 3do folder, etc and put THAT in #SAS, like all the other mods.

I think I need an error log!
Thanks for the help btw. Having a ball launching jets from the fleet cv's escorted by RN DD's 8)
Title: Re: USN Light Carriers
Post by: asheshouse on October 02, 2011, 02:57:17 AM
How to enable the logfile http://www.sas1946.com/main/index.php/topic,13457.0.html
Post the logfile here when done.

Shieldsy -- Not sure about using the #SAS folder.  Thats for a DBW  installation isn't it?  ---- not something I'm using yet.

My setup has   root/Mods/USN Light Carriers/3do.........etc
You also should have root/Mods/STD.....................etc    to hold the ini and properties files.
This is what you might call a Classic Mod setup.

Ashe
Title: Re: USN Light Carriers
Post by: Plowshare on October 02, 2011, 08:20:07 AM
If you're using DBW the folder syntax is:

Il2rootfolder>#DBW>USN Light Carriers>3do>etc... I also have, in the #DBW folder, Carrier Crew v5 and everything works out perfectly.

For ModActivator 3.06 the path is identical using the #SAS folder instead of the #DBW folder (which shouldn't be there). I have it working perfectly in there as well with CCv5.

I won't change anything in UP3RC4 so I don't know if it works there.

Bob
Title: Re: USN Light Carriers
Post by: Henchman32 on October 02, 2011, 05:52:34 PM
I have a logfile generated a few minutes ago from a 70% ctd with the light carriers installed. May as well be in Chinese as I can't make heads or tails out of it.

For some reason, what I can find concerning the USS Independence (the only ship I added to the Chief.ini file per Asheshouse's instructions), the logfile mentions the USS Princeton. I have no clue why. I've searched every single .ini file and can find no entry for the Princeton.

Logfile posted below. I apologize for the massive wall of text, but I don't see anywhere to attach it to my post without actually quoting it. If anyone can lend a hand, it would be greatly appreciated.

Code: [Select]
[02.10.2011 19:38:28] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce 8600 GTS/PCI/SSE2/3DNOW!
  Version: 3.3.0
  Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility 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_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_include 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_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_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_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_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance 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_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_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_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
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSIndependenceCVL22 ): com/maddox/il2/objects/ships/Ship$USSPrincetonCVL23
java.lang.NoClassDefFoundError: com/maddox/il2/objects/ships/Ship$USSPrincetonCVL23
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.objects.ships.ShipCVL.class$(ShipCVL.java:143)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:175)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4.fmd
s = FlightModels/Bf-109E-4.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4b.fmd
s = FlightModels/Bf-109E-4B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7.fmd
s = FlightModels/Bf-109E-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7nz.fmd
s = FlightModels/Bf-109E-7NZ.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2.fmd
s = FlightModels/Bf-109F-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4.fmd
s = FlightModels/Bf-109F-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-2.fmd
s = FlightModels/Bf-109G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6early.fmd
s = FlightModels/Bf-109G-6Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6late.fmd
s = FlightModels/Bf-109G-6Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6as.fmd
s = FlightModels/Bf-109G-6AS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10.fmd
s = FlightModels/Bf-109G-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14.fmd
s = FlightModels/Bf-109G-14.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4.fmd
s = FlightModels/Bf-109K-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4-c3.fmd
s = FlightModels/Bf-109K-4-C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109z.fmd
s = FlightModels/Bf-109Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4.fmd
s = FlightModels/Bf-110C-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-2.fmd
s = FlightModels/Bf-110G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-196a-3.fmd
s = FlightModels/Ar-196A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234b-2.fmd
s = FlightModels/Ar-234B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-1.fmd
s = FlightModels/Do217K-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-2.fmd
s = FlightModels/Do217K-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335.fmd
s = FlightModels/Do-335.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335v-13.fmd
s = FlightModels/Do-335V-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fi-156b-2.fmd
s = FlightModels/Fi-156B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-189a-2.fmd
s = FlightModels/Fw-189A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-4.fmd
s = FlightModels/Fw-190A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5.fmd
s = FlightModels/Fw-190A-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5-165.fmd
s = FlightModels/Fw-190A-5-165.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-8.fmd
s = FlightModels/Fw-190A-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-9.fmd
s = FlightModels/Fw-190A-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9.fmd
s = FlightModels/Fw-190D-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9late.fmd
s = FlightModels/Fw-190D-9Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152h-1.fmd
s = FlightModels/Ta-152H-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152c.fmd
s = FlightModels/Ta-152C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190f-8.fmd
s = FlightModels/Fw-190F-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-200c-3u4.fmd
s = FlightModels/FW-200C-3U4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ho-229.fmd
s = FlightModels/Ho-229.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-2.fmd
s = FlightModels/He-111H-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-6.fmd
s = FlightModels/He-111H-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111z.fmd
s = FlightModels/He-111Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-12.fmd
s = FlightModels/He-111H-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162a-2.fmd
s = FlightModels/He-162A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162c.fmd
s = FlightModels/He-162C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162b.fmd
s = FlightModels/He-162B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-lercheiiib2.fmd
s = FlightModels/He-LercheIIIB2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-2.fmd
s = FlightModels/Hs-129B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-3.fmd
s = FlightModels/Hs-129B-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg4e.fmd
s = FlightModels/Ju-52_3mg4e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg5e.fmd
s = FlightModels/Ju-52_3mg5e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-2.fmd
s = FlightModels/Ju-87B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-3.fmd
s = FlightModels/Ju-87D-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-5.fmd
s = FlightModels/Ju-87D-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-1.fmd
s = FlightModels/Ju-87G-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4.fmd
s = FlightModels/Ju-88A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4mistel.fmd
s = FlightModels/Ju-88A-4Mistel.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-17.fmd
s = FlightModels/Ju-88A-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4torp.fmd
s = FlightModels/Ju-88A-4torp.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-163b-1a.fmd
s = FlightModels/Me-163B-1a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-210ca-1.fmd
s = FlightModels/Me-210Ca-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262a-1a.fmd
s = FlightModels/Me-262A-1a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262a-1au4.fmd
s = FlightModels/Me-262A-1aU4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262hg-ii.fmd
s = FlightModels/Me-262HG-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-321.fmd
s = FlightModels/Me-321.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-323.fmd
s = FlightModels/Me-323.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-183.fmd
s = FlightModels/Ta-183.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/beaufightermk21.fmd
s = FlightModels/BeaufighterMk21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mki.fmd
s = FlightModels/Blenheim_MkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mkiv.fmd
s = FlightModels/Blenheim_MkIV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fulmarmki.fmd
s = FlightModels/FulmarMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/gladiatormki.fmd
s = FlightModels/GladiatorMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/gladiatormkii.fmd
s = FlightModels/GladiatorMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemki.fmd
s = FlightModels/HurricaneMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkii.fmd
s = FlightModels/HurricaneMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkiimod.fmd
s = FlightModels/HurricaneMkIIMod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mosquito-bmkiv.fmd
s = FlightModels/Mosquito-BMkIV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mosquito-fbmkvi.fmd
s = FlightModels/Mosquito-FBMkVI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafire-lf-mkiii.fmd
s = FlightModels/Seafire-LF-MkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafire-f-mkiii.fmd
s = FlightModels/Seafire-F-MkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-09.fmd
s = FlightModels/Spitfire-F-Vb-M45-09.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-16-cw.fmd
s = FlightModels/Spitfire-F-Vb-M45-16-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-vb-m45m-18.fmd
s = FlightModels/Spitfire-LF-Vb-M45M-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-vb-m45m-18-cw.fmd
s = FlightModels/Spitfire-LF-Vb-M45M-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-12.fmd
s = FlightModels/Spitfire-F-Vb-M45-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-16.fmd
s = FlightModels/Spitfire-F-Vb-M45-16.fmd
m_lastFMFile = gui/game/buttons
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s = FlightModels/P-40E-M-105.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40m.fmd
s = FlightModels/P-40M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-10.fmd
s = FlightModels/P-47D-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-22.fmd
s = FlightModels/P-47D-22.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-27.fmd
s = FlightModels/P-47D-27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-27_late.fmd
s = FlightModels/P-47D-27_late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51b.fmd
s = FlightModels/P-51B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51c.fmd
s = FlightModels/P-51C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-20.fmd
s = FlightModels/P-51D-20.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51cm.fmd
s = FlightModels/P-51CM.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-63c.fmd
s = FlightModels/P-63C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pbn-1.fmd
s = FlightModels/PBN-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sbd-3.fmd
s = FlightModels/SBD-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sbd-5.fmd
s = FlightModels/SBD-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tbf-1c.fmd
s = FlightModels/TBF-1C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tbm-3.fmd
s = FlightModels/TBM-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-80a.fmd
s = FlightModels/P-80A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a5m4.fmd
s = FlightModels/A5M4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2.fmd
s = FlightModels/A6M2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2-21.fmd
s = FlightModels/A6M2-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2n.fmd
s = FlightModels/A6M2N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m3.fmd
s = FlightModels/A6M3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m5a.fmd
s = FlightModels/A6M5a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m5b.fmd
s = FlightModels/A6M5b.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m5c.fmd
s = FlightModels/A6M5c.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m7_model62.fmd
s = FlightModels/A6M7_Model62.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m7_model63.fmd
s = FlightModels/A6M7_Model63.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b5n2.fmd
s = FlightModels/B5N2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b6n2.fmd
s = FlightModels/B6N2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d3a1.fmd
s = FlightModels/D3A1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g4m1-11.fmd
s = FlightModels/G4M1-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/h8k1.fmd
s = FlightModels/H8K1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m3.fmd
s = FlightModels/J2M3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m5.fmd
s = FlightModels/J2M5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-i.fmd
s = FlightModels/Ki-21-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-ii.fmd
s = FlightModels/Ki-21-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-27.fmd
s = FlightModels/Ki-27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ia.fmd
s = FlightModels/Ki-43-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ii.fmd
s = FlightModels/Ki-43-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiikai.fmd
s = FlightModels/Ki-46-IIIKai.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiirecce.fmd
s = FlightModels/Ki-46-IIIRecce.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iko.fmd
s = FlightModels/Ki-61-IKo.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-ihei.fmd
s = FlightModels/Ki-61-IHei.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iotsu.fmd
s = FlightModels/Ki-61-IOtsu.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-84-ia.fmd
s = FlightModels/Ki-84-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-100-i.fmd
s = FlightModels/Ki-100-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mxy-7-11.fmd
s = FlightModels/MXY-7-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k1-j.fmd
s = FlightModels/N1K1-J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k2-ja.fmd
s = FlightModels/N1K2-Ja.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cr42.fmd
s = FlightModels/CR42.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g50.fmd
s = FlightModels/G50.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55.fmd
s = FlightModels/G-55.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55-late.fmd
s = FlightModels/G-55-late.fmd
m_lastFMFile = gui/
Title: Re: USN Light Carriers
Post by: shieldsy on October 02, 2011, 10:10:10 PM
Thanks for the logfile link. Here's mine. Seems to have a Princeton problem, too. I didn't include the flight model info to save space.

Code: [Select]
[03.10.2011 3:52:55] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GT 525M/PCI/SSE2
  Version: 4.1.0
  Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1366x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSIndependenceCVL22 ): com/maddox/il2/objects/ships/Ship$USSPrincetonCVL23
java.lang.NoClassDefFoundError: com/maddox/il2/objects/ships/Ship$USSPrincetonCVL23
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.objects.ships.ShipCVL.class$(ShipCVL.java:143)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:175)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSPrincetonCVL23_1944 ): null
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSBelleauWoodCVL24_1944 ): null
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSCowpensCVL25_1944 ): null
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSMontereyCVL26_1944 ): null
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSLangleyCVL27_1944 ): null
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSCabotCVL28_1944 ): null
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSBataanCVL29_1944 ): null
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSSanJacintoCVL30_1944 ): null
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$IndependenceClass ): null
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Ship: Value of [HMSCossack]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:187)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSCossack
Ship: Value of [HMSMatabele]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:192)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSMatabele
Ship: Value of [HMSNubian]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:193)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSNubian
Ship: Value of [HMSTartar]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:194)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSTartar
Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:195)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
Ship: Value of [HMSFiji]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:196)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSFiji
Ship: Value of [RMCaioDuilio]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:197)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$RMCaioDuilio
Bigship: Not enough strength data  in 'TroopTrans1:Part2'
Can't register Bigship object
java.lang.RuntimeException: Can't register Bigship object
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4572)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:942)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$TroopTrans1
Bigship: Not enough strength data  in 'TroopTrans2:Part2'
Can't register Bigship object
java.lang.RuntimeException: Can't register Bigship object
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4572)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:943)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$TroopTrans2
Bigship: Not enough strength data  in 'TroopTrans3:Part2'
Can't register Bigship object
java.lang.RuntimeException: Can't register Bigship object
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4572)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:944)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$TroopTrans3
Bigship: Not enough strength data  in 'Transport4:Part2'
Can't register Bigship object
java.lang.RuntimeException: Can't register Bigship object
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4572)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:949)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Transport4
Ship: Value of [Ship0]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
Ship: Value of [Ship1]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:976)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship1
Ship: Value of [Ship2]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:977)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship2
Ship: Value of [Ship3]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:978)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship3
Ship: Value of [Ship4]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:979)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship4
Ship: Value of [Carrier0]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:987)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Carrier0
Ship: Value of [HMSTribal]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:992)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
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)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$HMSTribal
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4.fmd
s = FlightModels/Bf-109E-4.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
Title: Re: USN Light Carriers
Post by: western0221 on October 03, 2011, 03:15:39 AM
This log shows "No class files exists in 'USN Light Carriers' folde
r".
Plowshow's release zip contains these class files.
(http://www.mediafire.com/imgbnc.php/e74e8b37ddfd1244c4ce0f16f0ceb11b6a6fa518b01d3da7893b989640e16b246g.jpg)
These files have to be set in 'USN Light Carriers' folde
r.
This is easy , only extract zip with folder layout.
Title: Re: USN Light Carriers
Post by: shieldsy on October 03, 2011, 09:19:50 PM
The address of those files in Modact 3.6 is
C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\#SAS\USN Light Carriers.
Title: Re: USN Light Carriers
Post by: asheshouse on October 04, 2011, 06:45:38 AM
Do you have more than one set of chief.ini files etc, ..... and is the game maybe reading the wrong one?
Title: Re: USN Light Carriers
Post by: Henchman32 on October 04, 2011, 07:54:28 AM
Just one chief.ini file here. Located at C:\Program Files\Ubisoft\IL-2 Sturmovik 1946\#SAS\STD\com\maddox\il2\objects
Title: Re: USN Light Carriers
Post by: shieldsy on October 04, 2011, 06:27:48 PM
Out of curiousity I just tried running the CVL Mod on a totally clean il2 1946 v4.10.1 with a fresh SAS_Modact_306 install. 70% ctd.
No other chief.ini's involved, btw.
Title: Re: USN Light Carriers
Post by: shieldsy on October 04, 2011, 09:53:07 PM
With another clean v4.10.1 with a fresh SAS_Modact_306 I just tried running the San Jacinto, with the class files and just the one ship file and appropriate chief and ship entries. CTD. Logfile shows class not found.
Title: Re: USN Light Carriers
Post by: asheshouse on October 05, 2011, 01:09:12 AM
Does the game run ok with SASModAct installed but with no added mods?
Are you installing Light Carriers in root\#SAS or root\Mods ---  Try both

Post an image of your folder structure showing all subfolders from Mods to hier.him
Title: Re: USN Light Carriers
Post by: western0221 on October 05, 2011, 08:28:45 AM
I test this MOD pack again on SASModAct3.0.6.
Then, class files error occurs.
On HSFX5.0.1, no error.

I look inside ShipCVL class file.
ShipCVL class's java code... it's... perhaps depending on "ShipPack2" class files.
Under HSFX5.0.1(including ShipPack2) or ShipPack2 installed SASModAct, runs well.
But under ModAct3.0.6 without ShipPack2, doesn't run.

I remake ShipCVL class files in my way.
test it http://www.mediafire.com/?f30838g2vsjfpye
I test this at SASModAct3.0.6 running well.
(But depends on 4.10.1m, using radio)

Someone needs ShipCVL.java source code, tell me.
Title: Re: USN Light Carriers
Post by: shieldsy on October 05, 2011, 01:01:20 PM

I replaced the class files with yours and LO an BEHOLD all the CVL's are now part of my fleet!
Many thanks for your help!!!
The first thing I tested was the catapults and sadly they aren't working on these ships. I'm using the 01_Zuti_CTO_Friction_GAttack mod which has the Cats working on the new fleet carriers. Any suggestions?
I hate to be a pest, but I gotta have cats!!
Title: Re: USN Light Carriers
Post by: Henchman32 on October 05, 2011, 04:36:13 PM
Thank you, Western0221, for taking the time to create these files.  :)

After reading of Shieldy's success with this, I had high hopes. But alas, still getting 70% ctd with the new class files.  :(

Log file has changed now, so that's some sort of progress.

Code: [Select]
16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
Ship: Value of [IndependenceClass]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:11)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$IndependenceClass
Ship: Value of [USSIndependenceCVL22]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:12)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$USSIndependenceCVL22
Ship: Value of [USSSanJacintoCVL30_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:13)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$USSSanJacintoCVL30_1944
Ship: Value of [USSPrincetonCVL23_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:14)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$USSPrincetonCVL23_1944
Ship: Value of [USSMontereyCVL26_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:15)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$USSMontereyCVL26_1944
Ship: Value of [USSLangleyCVL27_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:16)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$USSLangleyCVL27_1944
Ship: Value of [USSCowpensCVL25_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:17)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$USSCowpensCVL25_1944
Ship: Value of [USSCabotCVL28_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:18)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$USSCabotCVL28_1944
Ship: Value of [USSBataanCVL29_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:19)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$USSBataanCVL29_1944
Ship: Value of [USSBelleauWoodCVL24_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4396)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4499)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4727)
at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:20)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:434)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipCVL$USSBelleauWoodCVL24_1944

Title: Re: USN Light Carriers
Post by: shieldsy on October 05, 2011, 05:21:49 PM
Henchman32,
Do you have ShipPack2 installed? Western0221 suggests you may need it. I have it.
Title: Re: USN Light Carriers
Post by: Henchman32 on October 08, 2011, 08:24:28 AM
I have ShipPack2. I'm off work tomorrow so I'm going to clean everything out and see if I can get all of this working again.
Title: Re: USN Light Carriers
Post by: max_thehitman on December 01, 2011, 08:36:14 AM


AH! beautiful new aircraft carriers! Looks amazing! Must try them out soon!
Many thanks!! Excellent job on these beauties!

Big Cheers
MAX
Title: Re: USN Light Carriers
Post by: BOYAN on April 03, 2013, 06:45:20 PM
Hello! I added some numbers and lines to this beautiful skin by mr. Powlshare to represent the USS Badoeng Strait, CVE-116. Would anybody like to make a new slot for her?

(http://i1296.photobucket.com/albums/ag19/milemiletich/Badoeng%20Strait/1009201222-33-35_zps1ef93d7d.jpg)
(http://i1296.photobucket.com/albums/ag19/milemiletich/Badoeng%20Strait/1009201222-48-10_zps9a1d7f15.jpg)
(http://i1296.photobucket.com/albums/ag19/milemiletich/Badoeng%20Strait/1009201222-49-16_zpsf14e68ca.jpg)
(http://i1296.photobucket.com/albums/ag19/milemiletich/Badoeng%20Strait/190320131-19-56_zps53feb171.jpg)
(http://i1296.photobucket.com/albums/ag19/milemiletich/Badoeng%20Strait/150320130-05-06_zpsd6b70efb.jpg)
Title: Re: USN Light Carriers
Post by: duffys tavern on April 04, 2013, 09:11:40 AM
Great idea!
Title: Re: USN Light Carriers
Post by: SAS~Malone on April 05, 2013, 03:25:20 AM
Hi Bob
the link for the carrier crew v5 version seems to be broken.
any chance of a new one? :D
Title: Re: USN Light Carriers
Post by: Plowshare on April 05, 2013, 07:59:14 AM
SAS~Malone:

Do you mean the link in the first post? If so I just dl'd and extracted it and everything is fine.

We've all been experiencing problems with MediaFire and their policy of only ten downloads a month or whatever the number is. Who knows, maybe it was the end of the month and now a new month has started? Try it again and let us know.

Bob
Title: Re: USN Light Carriers
Post by: SAS~Malone on April 05, 2013, 08:49:52 AM
yeah, maybe it's that mediafire issue.
i refer to the link in the first post for the carrier crew v5 version, the main ship d/l is fine.
while on the subject, i have to ask for your assistance in installing this pack, as i'm having problems with it, after managing to install pretty much every other ship in existence over the last two days, lol.
however, i'll post later over the weekend, i'm off to a 40th birthday bash now. :D
Title: Re: USN Light Carriers
Post by: AG-51_Razor on April 09, 2013, 12:25:03 PM
Hello! I added some numbers and lines to this beautiful skin by mr. Powlshare to represent the USS Badoeng Strait, CVE-116. Would anybody like to make a new slot for her?

Boyan, you do realize that you have applied that new skin (or numbers) to a CVL, not a CVE, which is what the Badoeng Straight was don't you? It would be awesome to have the Sicily and Badoeng Strait CVE's properly marked for use in Korean War scenarios! ;)
Title: Re: USN Light Carriers
Post by: BOYAN on April 09, 2013, 02:04:22 PM
Yes, I do realize that. The CVEs in game are Casablanca class, 512 feet long, the Badoeng Strait is a Commencement Bay class escort carrier, which is a little bigger then the Casablancas in game, 557 feet in lenght. Since CVLs in game are just resized Casablancas, I decided to skin them to get a little bigger Badoeng Strait...
Title: Re: USN Light Carriers
Post by: SAS~Malone on April 11, 2013, 11:59:31 PM
Bravo, i might be mistaken here, but the carrier in your screenie isn't part of this pack, buddy.
these are the small carriers, surely? Kitkun Bay, Casablanca....?
Title: Re: USN Light Carriers
Post by: BravoFxTrt on April 12, 2013, 04:03:58 AM
Damn your right E. thats twice this month I posted the wrong screenshot, :-[ lol  thanks Malone. :)

(http://www.sas1946.com/images/imageshit/a/img854/9572/20130412at115845.jpg)
Title: Re: USN Light Carriers
Post by: SAS~Malone on April 12, 2013, 05:26:30 AM
okay, time for me to ask for an assist with getting these babies working in Modact 4.
i've tried several times, always ending in a 70% crash.
below is the list of ships i have recently added successfully, and it's only this pack giving me grief.

(http://i196.photobucket.com/albums/aa226/bigbossmalone/ma4_ships_zps5f3a5764.jpg)

unless there's a mistake in the install notes, i don't know what i'm doing wrong.
as you can see from the list, i do know how to install ships properly, but this pack has me stumped, and i don't know why.
is there any other pre-requisite for these?
is there a specific loading order that needs to be followed?
i've renamed these to appear first and last in the loading sequence, but the result is always the same...
as you can see in the list, i had no problems installing the USN carriers or the Destroyers, also by Plowshare Bob :D

the error log ends abruptly, with no reference being made to these, but as soon as i remove them, everything loads as normal.
Title: Re: USN Light Carriers
Post by: SAS~Malone on April 12, 2013, 06:57:45 AM
lol, no matter if i spend an hour or a week trying to solve an issue, i always seem to find the solution within minutes of posting about it.
i noticed western's earlier post, where he provides an alternative set of classes. as soon as i tried those, these worked.
that said, though, now that they work and appear ingame, they don't show any carrier crew.
i have carrier crew v5 installed, and also added the v5 version of these over that, as per instructions, but still no crew?
Title: Re: USN Light Carriers
Post by: BravoFxTrt on April 12, 2013, 07:05:02 AM
Malone put a "  #  "  infront of the Crew Mod Folder and they will show up. I had to do this as well!
Title: Re: USN Light Carriers
Post by: SAS~Malone on April 12, 2013, 07:28:43 AM
hmm......it already is the first '3do' mod folder in the list, using '_CarrierCrew V5'
nevertheless, i added a # in front of it, and now i get the following screen if trying to view these in FMB:
(http://i196.photobucket.com/albums/aa226/bigbossmalone/il2fb2013-04-1215-21-11-04_zps340a0c00.jpg)

there are no clues to this error in the log, but you can see in the screenshot, i bought up the console log, and in the middle part you can see an error:
CARSLPFG: too many faces
that's about the only error i can find.....
Title: Re: USN Light Carriers
Post by: BravoFxTrt on April 12, 2013, 09:23:28 AM
Well since installing these Iv installed some stationary Infantry, and now my Carrier Crew 5 isnt showing up. Ill piddle with it and see what I come up with.
Title: Re: USN Light Carriers
Post by: SAS~Malone on April 12, 2013, 10:07:45 AM
cool man, as long as you don't piddle on it, lol....:D
Title: Re: USN Light Carriers
Post by: BravoFxTrt on April 13, 2013, 05:06:02 AM
Eugene, Still no Luck here, and in a clean HSFX/MA 4.0 Set up! :( But Ill post any fix i find.
Title: Re: USN Light Carriers
Post by: SAS~Malone on April 13, 2013, 05:23:09 AM
thanks man - can you also let me know if your FM-2 is behaving in MA4?
mine isn't working properly, with no mods that could be interfering....thanks mate
Title: Re: USN Light Carriers
Post by: BravoFxTrt on April 13, 2013, 05:55:53 AM
Ok, they are showing up in my Clean install, so, some Mod we have is Blocking them from showing in game. Next Time Ill try the FM-2's.

(http://www.sas1946.com/images/imageshit/a/img534/1218/20130413at133039.jpg)
Title: Re: USN Light Carriers
Post by: BravoFxTrt on April 13, 2013, 11:46:43 AM
My FM-2's are working as expected, But still no joy with Crew 5 in my heavy Modded MA 4

(http://www.sas1946.com/images/imageshit/a/img405/1233/20130413at193816.jpg)
Title: Re: USN Light Carriers
Post by: Marsei13(BG) on April 13, 2013, 01:00:58 PM
Ok, they are showing up in my Clean install, so, some Mod we have is Blocking them from showing in game. Next Time Ill try the FM-2's.

image removed. please don't quote with pictures.

green shirts yellow shirts it's not too modern for ww2'm not sure if such a thing existed at the time it is not taken earlier from the Vietnam War ?? ?? ??
Title: Re: USN Light Carriers
Post by: Ranwers on April 13, 2013, 02:35:50 PM
(http://www.historylink101.com/ww2_navy/org/aircarr/PlanesonAircraftCarrierDeck/images/2632.jpg)

(http://www.historylink101.com/ww2_navy/org/aircarr/PlanesonAircraftCarrierDeck/images/15217.jpg)

and more http://www.historylink101.com/ww2_navy/org/aircarr/AircraftCarrierPersonnel/13774.html
Title: Re: USN Light Carriers
Post by: BravoFxTrt on April 13, 2013, 02:53:39 PM
Very good Ranwers!
Title: Re: USN Light Carriers
Post by: Marsei13(BG) on April 14, 2013, 01:44:08 PM
Ok thank you that you have learned. In what year it introduced ??  So far I have not seen in any movie or in a document .
Title: Re: USN Light Carriers
Post by: BOYAN on April 14, 2013, 04:04:15 PM
Perhaps this helps, few shots from the movie Dive Bomber, 1941...  http://www.youtube.com/watch?v=ny-SZL50RJ8
Title: Re: USN Light Carriers
Post by: M0SCA on July 18, 2013, 06:21:13 AM
Awesome work !

Many thanks ;)
(http://funkoffizier.files.wordpress.com/2007/04/dedalo.jpg)
Title: Re: USN Light Carriers
Post by: BravoFxTrt on July 18, 2013, 12:31:26 PM
I couldnt get these to work in 4.12. :(
Title: Re: USN Light Carriers
Post by: sphantom on July 18, 2013, 12:52:39 PM
they work in 4.12 i got every ship in the ship mod area working in 4.12
Title: Re: USN Light Carriers
Post by: BravoFxTrt on July 18, 2013, 12:54:14 PM
Cool, Ill try a re install see where i fucked up. Thanks phantom
Title: Re: USN Light Carriers
Post by: sphantom on July 18, 2013, 12:59:28 PM
The way I got them to work put all the plowshare ships in the same folder.
From the original copy to a -temp folder then install the next batch then overwrite. Start game if crashes overwrite with the one in the -temp folder restart game open fmb view objects then ships they they are. That is how I got all the ships to work.
plowshare
shipgio
and others 
Title: Re: USN Light Carriers
Post by: BravoFxTrt on July 18, 2013, 01:15:38 PM
Ok, I still get 70% CTD with direct install, Ill work on your way, Thanks man.
Title: Re: USN Light Carriers
Post by: sphantom on July 18, 2013, 01:42:19 PM
your welcome
Title: Re: USN Light Carriers
Post by: BravoFxTrt on July 18, 2013, 02:04:01 PM
No Joy, still with 70% CTD, I deleted them. Maybe Plowshare will bring them up to date with 4.12.
Title: Re: USN Light Carriers
Post by: sphantom on July 18, 2013, 06:53:19 PM
Bravo
Do you have the ext ship mod/Ship a1ship mod/and the cat.mod/Sam generic mod/ship a1 mod effects/plus the one for the torps. I found out that these had to be in and working for a lot of these ships to work.
Title: Re: USN Light Carriers
Post by: BravoFxTrt on July 19, 2013, 02:40:59 AM
No I havnt tried with those , yet.
Title: Re: USN Light Carriers
Post by: sphantom on July 19, 2013, 09:51:38 AM
When I get back I will give detailed instructions.
Title: Re: USN Light Carriers
Post by: BravoFxTrt on July 19, 2013, 11:53:41 AM
I have them working now in 4.12, but it was Carrier Crew5 that was fucking them up, after removing that Mod they work.
Title: Re: USN Light Carriers
Post by: sphantom on July 19, 2013, 02:54:02 PM
Hmmm that is strange the carrier crew 5 is working on mine
Title: Re: USN Light Carriers
Post by: Hubberranz on August 04, 2013, 08:47:57 PM
High Plowshare. Please check some "View Objects" problems I had with CVL and carrier crew v5:
http://www.sas1946.com/main/index.php/topic,16467.msg396873.html#msg396873

..has to do with Sailor1.msh of 11/06/2011 5:11 AM 240kb..  When I replaced   it   them, then the problems were solved. ( In DBW1.71 ).
                                                                                                            + hier.him replacement required to fit them in at proper hight...

 :-\
Title: Re: USN Light Carriers
Post by: Seal on September 06, 2013, 09:22:03 PM
I got them working in 4.12.1 and latest ModAct. But catapult mod seems not to work work. CTO_Modact5 works on stock carriers but does not work with this pack  :(
Title: Re: USN Light Carriers
Post by: Hubberranz on September 07, 2013, 12:08:17 PM
Engine_Mod for 412 not released yet.

If your aircraft moves to catapult, then need year 1952 plus in your mission.

If it doesn't move to it, then you need an older style Catapult mod until 412 release.

I think this is what you want: http://www.sas1946.com/main/index.php/topic,35916.0.html

OK let me get this. You have it but it does not work for these carriers ! Then I suggest you post info/question there.
Title: Re: USN Light Carriers
Post by: Seal on September 07, 2013, 12:15:10 PM
That's the one I am using. But it works only with stock carriers.
Title: Re: USN Light Carriers
Post by: Riptide_One on September 10, 2013, 06:48:47 AM
I just recently installed this mod. I have a IL-2 version 4.10, DBW 1.7.1 install. I am using the SAS Engine Mod version 2.6. I added these carriers to the catapult.ini file (see example below).

 [USSBelleauWoodCVL24_1944]
dCatapultOffsetX 6
dCatapultOffsetY -52
dCatapultOffsetXAlt 5
dCatapultOffsetYAlt -28
catapultPower 10

The 'offset' code I copied from the version of the San Jacinto that predates this mod.

I have found that the catapult works on all the new CVLs except for the Belleau Wood, Independence and Bataan. I noticed that on these three ships, the player's plane is positioned on the port side of the ship at the start of the mission where as the player's plane shows up on the starboard side to the other ships where the catapult works.

So, is there some code that a non-modder could revise to make the catapult work on the other three ships? My guess is that the player's aircraft must be positioned on the starboard side in order for the catapult to work, but that's just the speculation of a non-modder.

Cheers,

Riptide
Title: Re: USN Light Carriers - Problem Solved
Post by: Riptide_One on September 12, 2013, 01:34:10 AM
I now have a working catapult on Independence, Belleau Wood and Bataan. In DBW\USN Light Carriers\3do\ships\USSBataanCVL29_1944\ there is a \ShortDeck and a \StandardDeck directory. Both contain the file Hull2.msh. Both files were created on 20 July 2008, but at different times. The ShortDeck version was created at 1:41 AM and the StandardDeck version at 7:09 AM. I found that the ships with working catapults had a copy of Hull2.msh in the ship's name directory, e.g. USSCowpensCVL25_1944, that was created at 1:41 AM and the ships that did not have a working catapult had the 7:09 AM version in that directory. So, I copied the 1:41 AM version into the Independence, Belleau Wood and Bataan directories, overwriting the newer file, and now those ships have working catapults.

Cheers,

Riptide
Title: Re: USN Light Carriers
Post by: Hubberranz on September 13, 2013, 04:55:30 PM
I just recently installed this mod. I have a IL-2 version 4.10, DBW 1.7.1 install.
... except for the Belleau Wood, Independence and Bataan. I noticed that on these three ships, the player's plane is positioned on the port side of the ship at the start of the mission where as the player's plane shows up on the starboard side to the other ships where the catapult works.
So, is there some code that a ...modder could revise to make the catapult work on the other three ships?
Riptide
Code: [Select]
[code]
[USSIndependenceCVL22]
dCatapultOffsetX 6
dCatapultOffsetY -52
catapultPower 14
 
[USSBelleauWoodCVL24_1944]
dCatapultOffsetX 6
dCatapultOffsetY -52
catapultPower 14

[USSBataanCVL29_1944]
dCatapultOffsetX 6
dCatapultOffsetY -52
catapultPower 14

Title: Re: USN Light Carriers
Post by: Riptide_One on September 14, 2013, 12:48:44 AM
Hubberranz,

Thanks :).

Cheers,

Riptide
Title: Re: USN Light Carriers
Post by: Seal on September 14, 2013, 01:39:44 PM
I tried this in my new 4.12.1 install and it did not work. But it works in DBW
Title: Re: USN Light Carriers
Post by: DimAurora on October 06, 2013, 09:48:50 AM
It does work in my 4.12.1, heavily-modded, install. All you need, Seal, is Western's fix at the top of page three. Good luck with these amazing ships!
Title: Re: USN Light Carriers
Post by: csvousden on October 06, 2013, 06:09:24 PM
SilverFox,

Would you be more specific about the fix on page 3, I have looked back and am not sure what you are referring to.

Very grateful,

C
Title: Re: USN Light Carriers
Post by: DimAurora on October 06, 2013, 10:15:01 PM
Alright, about the fix on page three. If you have found it, hopefully you have, download that file and set it aside for now. If you're like me, and have OCD tendencies, you might have named the initial download folder something different. Delete all class files under the base section of it (the folder the you placed in your mods folder) and replace them with the ones in the fix. Good luck, and have fun!
Title: Re: USN Light Carriers
Post by: pikke on January 10, 2014, 01:06:16 AM
someone has it you succeeded to install this mod in 4.12.2 modact SAS 5.3. CTD 70%.
Title: Re: USN Light Carriers
Post by: 352nd_Hoss on January 15, 2014, 07:23:36 PM
I've got it working in 4.12.2 with HSFX 7.0.1, but the Cats don't work, they just do a rolling take off, and yes CTO is enabled.

Hoss
Title: Re: USN Light Carriers
Post by: Whiskey_Sierra_972 on January 16, 2014, 01:44:19 AM
Have you update the catapult.ini with their entry?

Open the file catapult.ini and then add for each CVL (you must change the name of the ship in my example with the name of every carrier of the CVL pack) this:

[USSSanJacintoCVL30]
dCatapultOffsetX 6
dCatapultOffsetY -52
dCatapultOffsetXAlt 5
dCatapultOffsetYAlt -28
catapultPower 10
Title: Re: USN Light Carriers
Post by: pikke on January 16, 2014, 03:19:35 AM
Have you managed to install this mod in 4.12.2 with modact 5.3 because I have CTD 70%.

I installed  fleet US Carrier It's good

I don't understand this problem
Title: Re: USN Light Carriers
Post by: WindWpn on January 16, 2014, 12:37:55 PM
Note, I found the exact problem why this mod will not work currently in 4.12.2 with Modact 5.3.

Basically, its this:
Code: [Select]
com/maddox/il2/objects/ships/Ship$USSPrincetonCVL23
The USS Princeton comes from one of two sources:
1)  ShipPack 2 where its root is:  ships.ShipPack$USSPrincetonCVL23
2)  HSFX where its root is:  ships.Ship$USSPrincetonCVL23

With the HSFX version, this mod can be successfully installed as the above code is in the class set with this mod.  Likely this was developed with a HSFX base given the code line above found in the class set.  Likely best fix would be to remove the above reference in the class since the mod itself uses:
Code: [Select]
ships.[b]ShipCVL[/b]$USSPrincetonCVL23_1944
Otherwise, without editing the class, you would need to correct configure a reference to the HSFX version of the Princeton in your chief and stationary.inis though creatively leveraging the HSFX sfs containing the shippack2 entries (which HSFX has edited to use "Ship." 

hope this helps!

FIX of sorts found here (Assuming ShipPack2 installed with your 4.12.2 ModAct 5.3):
http://www.sas1946.com/main/index.php/topic,16988.msg202940.html#msg202940

FIX Part 2 Found here:
http://www.sas1946.com/main/index.php/topic,16467.msg396873.html#msg396873

With these two fixes, I successfully got the ships working correctly in 4.12.2 ModAct 5.3

~S~
wind
Title: Re: USN Light Carriers
Post by: 352nd_Hoss on January 16, 2014, 07:14:59 PM
Yeah, that doesn't work in HSFX 7.0.1,  I don't use a MOD folder, just jsgme to Files, and there is no Catapults.ini in HSFX, only in the Engine mod for Mod Act 5.3

Thanks for the suggestion, I had done that before when the Valley Forge and Boxer were left out a while back.

Hoss
Title: Re: USN Light Carriers
Post by: pikke on January 17, 2014, 03:16:50 AM
thank alot for your answer it works now
Title: Re: USN Light Carriers
Post by: Fresco23 on August 29, 2014, 04:51:14 AM
OK... new version, 4.12.2 Modact/HSFX 7.02 game running fine. All is going according to my evil plan for this new build....Fought and won the battle of getting my clouds to looks right... I have a handful of my favorite visuals in, and successfully added the Corvette/Escort Pack.

Decided to add these CVLs to do some carrier takeoffs... As others before me throughout this thread, I have achieved the dreaded 70% CTD with this mod installed... all was fine before I installed it. In the past, I have installed a dozen other ships, countless hundreds of aircraft, objects, maps, etc so im not new to this portion..and I double checked the .ini's several times, but after some hours of trying, and re-trying all the "fixes" mentioned throughout the topic, im getting confused and frustrated..

decided to remove the entries entirely and go on without these, but it STILL gives the CTD after they are removed... The entries are all out, I have checked and double checked... not sure what to do except restart the whole process... thankfully I was not far into this new build...
Title: Re: USN Light Carriers
Post by: sakai on August 29, 2017, 01:11:55 PM
Hello everyone
did anyone tried to install this pack with the VPmodpack?
I tried but it doesn't work (I even remove the files and the lines for CVL-23-24-30 wich are already in VPmodpack but still no success)
Title: Re: USN Light Carriers
Post by: asheshouse on August 30, 2017, 01:52:59 AM
I have installed this pack in all game versions.

If you are having problems then try installing the ships one at a time instead of all at once.

Put all the mod files including class files in your mod folder.
Insert all the ships.ini entries

Then insert chief.ini entries one ship at a time.
No other text entries till you have it working.

If it doesnt work then post the logfile.

Do not try adding the carrier crew mod until you have the carriers working.
Title: Re: USN Light Carriers
Post by: sakai on August 30, 2017, 06:18:21 AM
thannks I'll try that
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on April 29, 2018, 10:35:19 AM
I am trying to install the CVL mod to 4.13.4 /Free IL2 Mod Act.

I had successfullly installed the Yorktown Class CV's and the Fleet Carriers and the USN Cruisers etc. to HSFX 7.03m and I did not remove the original ships.  I followed the instructions for the mdos to the letter.  I added one ship at a time and tested each entry for said ship by launching the game and if it got to the UI page it meant I could move on to the next entry.  I also successfully added the additional (the six that were not included in HSFX) CVL's, one at a time.

I also successfully added the USS Lexington CV-2_42 and the Yorktown Class CV's, and USN Fleet Carriers  and USN Cruisers to 4.13.4m/Free IL2 Mod Act.  The only ships I have been unable to add (that I have tried) successfully are all of the CVL's (and I followed the same steps as in 4.12.2m HSFX 7.03),  I get a crash when I add the last chief.ini. for each CVL I try to add.

Has anyone been able to add this mod to 4.13.4m with their choice of mod activator?

Thanks in advance for any help.



Title: Re: USN Light Carriers
Post by: asheshouse on April 30, 2018, 08:54:23 AM
They install ok in all game versions.
Post your logfile. That might indicate what is wrong.
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on April 30, 2018, 03:59:12 PM
I will disable all of the mods in my JSGME & MODS folder except for the Free Modding IL2 Mod activator and try the CVL installation again installation again.
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on May 02, 2018, 08:01:19 PM
I have it installed in HSFX5 --- without Carrier Crew ---- and it works fine.
ModAct installation is the same process.

I suggest for the moment you disable the Carrier Crew mod.

Remove or disable all the text entries except for those in ships.ini
Keep all of the mod USN Light Carriers folder in root/Mods

Enable the ships one at a time by making the entries in the two places in chief.ini only

Example:

 USSIndependenceCVL22        ships.ShipCVL$USSIndependenceCVL22       1 icons/shipDestroyer.mat

and

[Ships.USSIndependenceCVL22]
 com.maddox.il2.objects.ships.ShipCVL$USSIndependenceCVL22

Now check if the game starts and you can view CVL22 in FMB.
I did exactly as you said and I still crash at 70%:

log file:
 (GameWin3D.java:235)
[1:19:51]   Problem in spawn: com.maddox.il2.objects.ships.ShipPlow$USSHancockCV19_1944
[1:19:51]   Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipCVL$USSIndependenceCVL22 ): com/maddox/il2/objects/ships/Ship$USSPrincetonCVL23
[1:19:51]   java.lang.NoClassDefFoundError: com/maddox/il2/objects/ships/Ship$USSPrincetonCVL23
[1:19:51]      at java.lang.ClassLoader.defineClass0(Native Method)
[1:19:51]      at java.lang.ClassLoader.defineClass(Unknown Source)
[1:19:51]      at java.lang.ClassLoader.defineClass(Unknown Source)
[1:19:51]      at com.maddox.rts.LDR.loadClass(LDR.java:25)
[1:19:51]      at java.lang.ClassLoader.loadClass(Unknown Source)
[1:19:51]      at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[1:19:51]      at java.lang.Class.forName0(Native Method)
[1:19:51]      at java.lang.Class.forName(Unknown Source)
[1:19:51]      at com.maddox.il2.objects.ships.ShipCVL.class$(ShipCVL.java:143)
[1:19:51]      at com.maddox.il2.objects.ships.ShipCVL.<clinit>(ShipCVL.java:175)
[1:19:51]      at java.lang.Class.forName0(Native Method)
[1:19:51]      at java.lang.Class.forName(Unknown Source)
[1:19:51]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:19:51]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:19:51]      at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:194)
[1:19:51]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:587)
[1:19:51]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:508)
[1:19:51]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:19:51]      at com.maddox.il2.game.Main.exec(Main.java:422)
[1:19:51]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Note: not complete log file.  I copied the text lines where the Independence and Princeton show (i did not enable princeton nor did i add any text lines for princeton).  It appears to be looking for data from the Princeton.

I am not using the carrier crew mod.
They work in my installation of HSFX 7.0.3, but not in 4.13.4m IL2 Free Modding Mod Act for 4.13.4.

I only enabled the Independence in the mod folder.  I only added the Independence cheif.ini (both) and ships.ini files and I get the 70% crash.  I remove the text lines and disable the USN Light Carrier Mod and the game launches and I can use Lexington 42, all yorktown class, all essex class cv (not long hulls).
Title: Re: USN Light Carriers
Post by: asheshouse on May 03, 2018, 01:06:48 PM
70% crash is normally due to a problem with the entries in ini files.
Princeton error above I think is just due to the 3d model not being located, but should not cause a crash.

If I get time I will reinstall in my 4.13 installation to recheck.
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on May 03, 2018, 03:39:53 PM
I know in HSFX they included three of the CVL's and were listed in ships.ini under "shippack".  I only had to add the six CVL that were not included in HSFX installation.

I don't think there is any "shippack" with the stock games, but I won't say that with any certainty because I don't know.

Thank you for looking into it.
Title: Re: USN Light Carriers
Post by: asheshouse on May 04, 2018, 10:07:00 AM
I have replicated the problem in my SASModActv6 installation.

Having re-examined the class files it is apparent that you need to have ShipPack2 installed for the US CVL's to work.
The CVL class files work as an extension to the USSPrincetonCVL23 classes, which came with ShipPack2, so if they are not found the game will CTD due to the java error.

The best solution will be to redo the US CVL classes so that they are independent of ShipPack2. I will probably do this when I have a moment.
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on May 04, 2018, 06:55:44 PM
Thank you for looking into this.  I thought I was following all of the steps correctly and kept thinking I was missing some stgep..

I do have the ship pack (not ship pack 2) mod as a separate mod that I could install which has all of the additional mod ships that had been added to HSFX, but I like your approach better since there is no HSFX for 4.13.4m.
Title: Re: USN Light Carriers
Post by: asheshouse on May 05, 2018, 02:41:37 AM
Here are some replacement classfiles http://www.mediafire.com/file/6xzv6vaa8c22ynj/ShipUSN%20CVL_Classes%2005-05-18.rar
Delete the existing ones and extract these into the mod folder.

I have confirmed that there is no CTD and that the ships appear in the FMB menu correctly.
Please test in a mission and confirm they operate correctly.
In particular please check that aircraft spawn, takeoff, and land correctly.

All links with ShipPack2 have been removed.
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on May 05, 2018, 09:41:51 AM
Thanks for doing this.

I will give this a try in a little while and report back here.
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on May 05, 2018, 12:01:47 PM
Installed your new class files to the USN Light Carriers Mod Folder

Inserted the text lines for CVL-22:

chief.ini
ships.ini
stationary.ini

technic_ru.properties


Tested USS Independence CVL-43 steaming 270° at 30 Knots (61KPH) at 7:00 AM, October 5, 1943.
Wake MAP
Independence
F6F-3

Planes spawned perfectly, took off, flew the waypoints and landed (and de-spawned) correctly.  Unfortunately no carrier take off mod for 4.13 and higher so no therefore no catapults on any of the carriers.

Now I will add the rest of the CVL's.  I noticed two folders, short deck and standard deck.  Apart from the obvious reference to the length of the deck, what do these folders do and am I supposed to disable one of the folders?

Thank you so much for fixing the USN Light Carriers to work in 4.13.4m with the Free IL2 Modding Mod Activator.

Now if I could add Hiryu, Soryu and IJN light carriers and the RN Indomitable and Formidable without the ship pack mod I would be a happy camper.
Title: Re: USN Light Carriers
Post by: asheshouse on May 05, 2018, 01:28:29 PM
Do the aircraft group correctly on flight deck if using multiple aircraft.
Cant do anything about the lack of catapults at present.
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on May 05, 2018, 06:53:24 PM
They appeared to spawn correctly, (not stacked like in CTO) in my test.
I had one AI flight (4 aircraft) spawn on deck.  If I remember correctly when they spawned; the each row's planes were in pairs and each row was staggered/offset in relationship to the row in front of it.  All the planes could unfold their wings at the same time shortly after they all started their engines.

Why are there two folders?
short deck
standard deck

What do they do?

I haven't done anything with them (not in HSFX either), just leaving them both enabled.  Should one or the other be disabled?
Title: Re: USN Light Carriers
Post by: asheshouse on May 06, 2018, 01:00:11 AM
Not sure about the short deck/standard deck thing, but have a read here.
https://www.sas1946.com/main/index.php/topic,16988.msg406821.html#msg406821

Might refer to the location of the spawning point on the flight deck, and catapult points. One being setup for a catapult enabled installation?
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on May 06, 2018, 09:24:31 AM
I read the posts from your link.  I will test this in my HSFX installation on one of the CV's and see if and what if any difference is made since the catapults work in that installation.

I want to thank you again for making the changes to get the CVL's working in an installation that isn't embedded in one of the "mod packs".  I see all of them now in my 4.13.4m FreeIL2Modding Mod Act (for 4.13.4).

So far, with this installation, I have only been able to add Lonestars Truk Lagoon  ;D (and three other of his maps for the Yorktown and Lexington Class carriers), delvpier's Phillipines map, and redko's Palau V2 map.  I definitely can use these USN Light Carriers on these maps.  I am definitely a happy camper.

I hope some of the others who posted to this thread in earlier times can see that you modified the files so there is no reference to "ship pack".
Title: Re: USN Light Carriers
Post by: -)-MAILMAN- on July 18, 2018, 07:32:56 PM
As I stated in my last post the USN CVL's work in my 4.13.4m FreeIL2fModding Mod Activator installation.  Again thank you for fixing this asheshouse.

There are no "YE-ZB" beacons for the CVL's.  Is there a file/entry that needs to be added/edited for the beacons to be applied to these carriers?