Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => ModWorx => Topic started by: SAS~Anto on February 17, 2012, 07:38:04 AM

Title: SAS Engine Mod v2.6RC Final [4.10] [4.11]
Post by: SAS~Anto on February 17, 2012, 07:38:04 AM
SAS Engine Mod v2.6 Release Candidate Final
Download 2.6 Release Candidate Final *Both Game Versions*(updated 02 May 2013) (http://www.mediafire.com/?z2z8t4j1ygn91pk)

Hotfix for non-destructive missile effects (http://www.mediafire.com/download/6a3oc8l6ccgfcii/SAS_Engine_Mod_v26_Hotfix.zip)

*NB* Comprehensive readme included in download. Whilst this is a release candidate, it is currently considered stable for offline play. The experience may vary online. Please delete ALL old versions before installing and make sure it is running BEFORE your JetWar files.

*NB FOR 4.101M USERS* Some users have noted that catapults don't seem to work in 4.101m. This is due to an outdated Catapults.ini being included in that folder. To fix it, please take the Catapults.ini from the 4.111m version and replace yours with it.

v2.6 Notes:
- 'No Open canopy' AI is assigned in flightmodel .fmd as "CCockpitDoor 2",  old "TypeNoOpenCanopy" is erased
- Dragchute is assigned in flightmodel .fmd as "CDragChute 1"
- AI process using Airbrake and Dragchute is coded in this AI MOD , no need to write in several aircrafts' classes
- Enable Open/Close refueling probe is assigned in flightmodel .fmd as "CRefuel 1"
- old "TypeBayDoors" is erased. Now manual bay doors is assigned in flightmodel .fmd as "CBayDoors 1"
- wingspan of folded wings is assigned in flightmodel .fmd like "WingspanFolded 7.0" <--7.0 is meters
  wingspan folded is mainly automatic calculated in this Carrier MOD , this new parameter is not neccesary for all
  when you see your new aircraft overwrapping wings left/right on a carrier, then set WingspanFolded in .fmd as you like
- HydraulicPressuerSystem is coded partly in this Engine MOD , no need to write in several aircrafts' classes
  To enable it in "public void onAircraftLoaded()" ... using
        setHasHydraulicPressuerSystem(true);
        setHydraulicPressuer(false);
  and you can read HydraulicPressuer in "getHydraulicPressure()"
  some codes to set CT.bHasAileronControl = false; or CT.AirBrakeControl = 1.0F; are still needed in each aircrafts' classes
- Note a bug with BombBayDoors still remains in 4.11.1m version. It will automatically close on some aircraft at random
- Restored supersonic flight in 4.101m (previously excess default drag was being applied causing aircraft to explode at sound barrier)
- Corrected folder names to allow for correct loading order on all systems
- Removed TypeSchrageMusik form 4.101m and replaced it with 4.11.1m's TypeJazzPlayer
- Packaged both versions into one simple download. Freezing development at this point and writing new documentation for release.
- Small update to Motor and MotorSound class. Aircraft with Coffman starters will now have a distinct 'gunshot' on engine start
- Fixed AI pairs take-off issue in 4.111m version. As long as you align the first waypoing along runway, AI will now stay the course when taking off in pairs
- Carrier take-off restored in 4.11.1m
- Missile selection code fixed thanks to Storebror. Missiles will now track targets properly in their correct tracking mode
- Net code updated (big thanks to Storebror for this!) Weapon firing mod, release delay and missile selection will now display accurately online and on recorded tracks
- Fixed issue in 4.11.1m version prevent AI from taking off on carriers (thanks Bravo for the bug report)
- Blown flaps added. Simulates 3 types: internally blown, Russian SPS (essentially internally blown) and externally blown. Please see readme for more details
- Fixed bouncing bug in 4.11.1m version, which was due to missing effects files
- Added new 'thrust' parameters to engine presets, allowing you trigger sound effects based on thrust being produced. Useful for afterburning aircraft.
- Fixed a rare taxiing bug, which caused aircraft to freeze mid-runway. Only occurred on specific maps where there were no defined taxiways.
- First test version for 4.11.1m!!
- Further class clean-up and additional commenting
- Added new Conf.ini parameter: printFMinfo. When set to 1, prints FMD data to log as it loads. Useful for modders troubleshooting 60% crashes. Set to 0 by default.
- Introduced new Catapults.ini file. This will allow ship builders to add new carriers and catapults without having to touch core classes. In it, you can define the position of the catapults (maximum of two), the power produces (for prop and jet aircraft respectively) and whether it is steam powered. A set of values for the currently available carriers is provided
- Fixed bug preventing individual release of RocketBombGun ordnance
- Included all core classfiles from JetWar v1.2 mod. Considering JetWar alters many core classes, it makes sense that all important classes (such as GuidedMissileUtils) are packaged with the default core classes. This should hopefully end ANY compatibility issues people have with JetWar etc.
- Added western0221's Variable Temperature mod
- Enabled nuclear armed rockets
- Added flight model value for drag chute and refuelling gear respectively (CDragChute and CRefuel)
- Variable geometry/incidence wings hotkeys and animations added. This is visual only and has no affect on flight model. Coded as follows by adding extra parameters to flight model:
Code: [Select]
  CVarwing 1 //Turns variable wings on
  CVarwingPos 2 //How many stages
  CVarwingStage0 25 //Angle in degrees of first stage
  CVarwingStageMax 44.5 //Angle in degrees of final stage
  CVarIncidence 0 //When set to 0, variable sweep. Set to 1, variable incidence
- New triggers for flares and chaff. Assign your flares to trigger 7 and chaff to trigger 8
- New missile selection hotkey. Add you missiles to triggers 2, 4, 5 and 6. Using this key it will cycle through them. N.B. Bug present when AGM and AAM are carried, tracking mode won't switch
- Deployable refuelling gear added. Animated by using moveRefuel(f) method
- Passive front wheel steering 'spin' bug resolved. Previously there were no limit set on how far they would move.
- Entire game flap system redone. Based on kumpel's original customizable flap mod, this has been expanded significantly to create new flight model parameters to allow you to define as many stages of of flaps as you wish. The code also shows the correct flap setting (in degrees) on the HUD. This was required to remove a major compatibility bug with the MiG-21 project. Defined as below:
Code: [Select]
  CFlapPos 2 //How many stages of flaps
  CFlapStage0 25 //Angle in degrees of first stage
  CFlapStageMax 44.5 //Angle in degrees of final stage
- Fixed problems with engine statup for some engine types (e.g. Rotary)
- Added level stabilizer as a flight model setting. Enabled by setting "CStabilizer 1"
- Added differential brakes as a flight model setting. Enabled by setting "CDiffBrake 0". 0 is default, 1 is passive steering with normal brakes, 2 is semi-differential brakes, 3 is true, 4 is passive steering but with brake pedal disabled (handbrake only)
- Cleaned files
- Deleted class AircraftHotkeysAlt as it is now redundant.
- Support for aircraft with 8 engines added.
- New engine starters. There is now a new variable in engine models called 'Starter' which allows you to define a starter motor type. You can choose "Inertia", "Manual", "Electric", "Cartridge" and "Pneumatic". Still WIP but example buttons included. Suggested you try out Bf-109G (inertia, inline), Fw-190 (inertia, radial), Spitfire Mk V (electric inline), Tempest Mk V (inline cartridge) and Tiger Moth (inline manual).
- Engine startup and windmilling behaviour tuned. No long will you see aircraft with rediculously long shutdown times. With exception to a few aircraft variants, all aircraft have a more realistic windmilling time.
- Engine cut-out on prop-strike added. When the windmilling code was introduced, it had a side-effect of causing engines to continue to run for a while after a prop strike (even after hitting ground). Now engine shutdown occurs almost instaneously.
- Auto DiffFM by Benitomuso added.
- 'No Open canopy' for high-speed jets on carriers added. Prevents aircraft such as F-4 Phantom from opening canopy before take-off. Adapted from code by wasted and western0221
- Airbrake period parameter added. In flight model can now define how long it takes for airbrakes to deploy.
- MiG-21 flap positions added to AircraftHotkeysAlt.
- Added custom ejection seats code (for use with MiG-21 and future JetWar versions)



AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release

Download from Mediafire (http://www.mediafire.com/?1r7y70b4lrawwlw)
Download from SAS (https://storebror.it.cx/sas/archive/sas2/Anto/SAS_AI_Engine_HotKeys_Carriers_v25.7z)

Update 2.5 notes
- Catapult bug fixed. Should now work for most, if not all carriers
- Updated to include new features by western0221 and resolve outstanding carrier bugs

About
This is not an AI mod per say, instead this is a collection of over a dozen related mods which alter engine behavior, add additional hotkeys, new aircraft features and most of all, tweak the default AI routines. For a while, many of these mods weren’t compatible with each other as they all used the same core class files. This compilation has taken away that difficulty and combined them all in one, easy to use pack.

Now standard in the DBW compilation (from v1.7 onwards), it is hoped this pack will one day be part of the standard ModAct and help achieve the dream of a unified modding code base. For the end-user, it means expansion of the games features and access to new elements such as air-to-air refueling, fuel dumping, realistic air start procedures, carrier operations and eventually, radar and modern electronic warfare.

It is a continual work in progress and is be updated to allow for new features. Currently it is only compatible for 4.101m, but in future will be made compatible with 4.11m (albeit minus Cert’s AI component).

Installation Instructions
For DBW Users
1)   This pack is virtually identical to what is included in DBW1.71 already. There is a minor tweak to gunner behavior. Otherwise the rest is the same
2)   To install, add to your #DBW directory
3)   Enjoy

For ModAct 4.101m Users
1)   Extract to your #SAS or MODS directory
2)   Enjoy

Credits
- Certificate's AI (HSFX5 version) with Anto's AI throttle fix and Nightfighter AI tweak. Additional AI tweaks by Recruit, Skipper and JG53_Valantine
- Carrier & Catapult Mod by Fireball, Benitomuso and western0221
- GATTACK mod by CY6, updated by Anto
- Ground Attack Orders mod by CY6
- Sniper Gunner fix by CY6, Riken, Lutz and Sputnikshock
- AI Overheating and Supercharger mod by Sani and Burn
- Zuti’s Friction mod
- Engine Mod by Sani and Anto
- Aircraft Hot Keys by Fireball, Zuti, Anto, Gerd, Kumpel and benitomuso
- PAT Air Show Smoke (extracted by F22-Raptor)
- Full Throttle Mod by Aed and Br!x
- New flap settings, differential brakes and steering by Kumpel and Gerd
- Compatible with realistic lights mod by Santobr
- Weapon control mod (inspired by Zloy_Peroshki), updated Fuel Dumping and Drag Chute by Anto
- Radar (still WIP and not yet functioning) by Anto and benitomuso
- SAS Superschool for testing
- Special thanks to SAS~Storebror for his patience and troubleshooting. Without him guiding me, this mod wouldn’t be here.

*THIS MOD IS ESSENTIAL FOR JETWAR V1.2 OR LATER*
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: SAS~Anto on February 17, 2012, 07:40:26 AM
Features at a glance

AI
-   Certificate’s AI mod, coupled with a few additional tweaks, offers a brand new gameplay experience in single-player missions by breaking up the previous monotonous AI routines. Based on skill set, AI pilots will demonstrate a different degree of maneuverability and difficulty. No more AI planes outrunning you and climbing endlessly to the moon. In addition, some tweaks have been done to improve ground detection and stop crashing during low-level maneuvers and landing. This mod will be superseded by Team Daidalos’s code in the 4.11m release.
-   AI Overheating and Supercharger mod is self-explanatory. AI will now experience engine overheating and they can now properly switch supercharger stages.
-   The night-fighter tweaks allow aircraft with Schrage Musik to attack aircraft from below. The Bf-110G-4 and He-219UHU use this as their default attack pattern, but can switch to a zoom and boom pattern if better suited. This feature will be altered in 4.11m to use the new code.
-   Ground Attack Mod + Orders improves the way AI attacks ground targets, in addition to allowing them to sight them earlier
-   Sniper Gunner fix prevents AI from targeting the player with perfect accuracy. In addition the turret rotation speed is reduced and the detection range is significantly reduced at night time

Engines
-   As previously described, AI now suffer from overheating and now properly use Superchargers
-   More realistic engine start-up/shutdown/windmilling behavior. This code is now designed so specific engine types will be a bit more characteristic of their real-life counter-parts. Radials feature more misfires and may need restarting whilst big inline engines will have long shutdown/windmilling times compared to their smaller counterparts. Also the normal windmilling behavior has been altered, preventing the previous unrealistic complete shutdown on gravity-feed carbureted aircraft in temporary G’s (though excess negative G’s will cause an eventual starvation)
-   Added two new engine types: Rotary and Turboprop. The Rotary engines feature hand-starting, long wind-down times. With future tweaks, we hope to model the ‘blipping’ and mixture controls more realistically. The Turboprop is still WIP but may be used as a placeholder (for now, it is a modified clone of an Inline engine).
-   Full Throttle Mod is included, though the smoke effect has been reduced significantly to more realistic (and better performance) levels.

Hotkeys
-   Based on the old ‘Bomb-bay Doors’ mod, this new version of Aircraft Hotkeys is significantly expanded. In addition to the bomb bay doors mod, there are now multiple new hotkeys for features including fuel dumping, weapon salvo size, delay time etc. A full listing is included below
-   Differential braking has been added as well as passive wheel steering (more instructions included below for modders)
-   Flap mod added, allowing modders to assign addition flap positions to aircraft beside the 3 defaults
-   One of the main new features is the 'Weapon Salvo Size' key, which allows you to define the salvo size for rockets and bombs. On aircraft which fire in pairs, it offers 3 modes: single fire, pair fire and full salvo. For aircraft that fire in salvos by default, the modes are: half normal salvo, normal salvo, all salvos (e.g. if normally 12, it’s now 6, 12 or all). In addition you can define the delay between ordnance using the 'Weapon Release Delay' key. You can set a delay between 125msec to 1sec, which functions in single fire mode (when held down) and for large bombers, during automated release. These features were inspired by ZloyPetruskO's mod.
-   Fuel dumping has been changed. For modders, they can define if an aircraft can dump fuel and using the ‘Dump Fuel’ key, allow release of fuel from predefined valve locations. In game, if the selected tank (defined in code) has fuel, the valve will open and fuel vapor will be seen externally. When empty, fuel will automatically stop flowing or you may close valve when desired amount is reached.
-   Drag chutes have been added for new aircraft. To deploy, press “Deploy Drag Chute” key. If you are above a pre-determined speed (usually >600kmh), it may rip off. To release, press “Deploy Drag Chute” again. It may only be deployed once. Currently features on F-86D-45 and F-86K (soon MiG-21PFM).
-   Legacy features from original Bomb Bay Doors mod are mentioned at the end of the Readme (under ‘Advanced Settings’), along with the ‘just for modders’ section
-   PAT Smoke included too

Carriers/Catapults
-   This section needs no introduction. This mod contains a significantly’ updated version of Fireball’s Carrier and Catapult, given a new treatment by western0221 and Benitomuso.
-   In addition to improving AI carrier behavior and enabling catapults, this mod now sets custom catapult settings for multiple carrier types, increased arrestor wire strength and has code for future steam-powered systems
-   Please see ‘Advanced Settings’ in Readme for more details.

For modders, there is a special section regarding how to implement these features
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: CWMV on February 17, 2012, 08:04:13 AM
Excellent, thank you Anto and company.
Now really quick, is td's new Ai really any better than certs Ai? To the point that its going to be disregarded in the future?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: santobr on February 17, 2012, 08:43:52 AM
Wow! Fantastic mod! :o 8)



santobr.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: GGM on February 17, 2012, 08:49:48 AM
Outstanding! Thank you for sharing the results of this hard work guys!


Gargoyle
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: Badmuthafunker on February 17, 2012, 08:57:37 AM
This looks absolutely fantastic! Thank you, gents.  :)

Sadly my download's also duff ("Unsupported compression method").
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: SAS~Anto on February 17, 2012, 09:05:30 AM
Now really quick, is td's new Ai really any better than certs Ai? To the point that its going to be disregarded in the future?

Can't really answer that question. BUT for what I've read, TD's AI is better than Cert's AI and instead, we will opt to ditch Cert's AI in favour of it. Anyway something to worry about when we start work on the 4.11m version of this compilation
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: CWMV on February 17, 2012, 09:35:53 AM
Of course.
I was just curious as I have yet to try 4.11.
Regardless excellent stuff here as is the norm. Many thanks.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: Dakpilot on February 17, 2012, 09:37:10 AM
Also get "Unsupported compression method" when unpacked with 7zip, what is decompressed contains the "read me" PDF but this is also faulty.

Thanks for all the work, am sure all will be fixed in an update.  :)

Cheers Dakpilot

**Edit tried from both mediafire and SA downloads with same result **
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: RooMan296 on February 17, 2012, 10:09:14 AM
Also get "Unsupported compression method" when unpacked with 7zip, what is decompressed contains the "read me" PDF but this is also faulty.

Thanks for all the work, am sure all will be fixed in an update.  :)

Cheers Dakpilot

**Edit tried from both mediafire and SA downloads with same result **



Yep, I get the same results!

Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: Knochenlutscher on February 17, 2012, 10:11:05 AM
No probs here while dll'ing. All just fine, it's really fantastic work.
Flew first mission in Ta 152 H-0 vs. Tempest Mk.V, no moon circling,
I could smell fear from AI  ???
My AI-Opponents don't acted über, vectoring Player, but reduced tracking ability to more human state.
With this Mod advantages really count and the surprise effect is coming nearer.
Thanks for giving us a chance.  8)
As far as I tested different scenarios, I'll give feedback
Next ride Me 262 against some heavies and more late war scenarios I couldn't
enjoy the previous years
Now I'll make a fresh coffee dedicated to Anto and all involved, enjoying afterwork
Thanks a bunch
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: duffys tavern on February 17, 2012, 11:45:03 AM
Yep, tried 7zip, said: unsupported. Any ideas? Appreciate any help.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: AmselJ on February 17, 2012, 12:11:49 PM
Upgrade your 7zip to 9.20. It help for me.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: Badmuthafunker on February 17, 2012, 01:12:59 PM
Upgrade your 7zip to 9.20. It help for me.

Thanks mate, sorted now.  :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: adambegg on February 17, 2012, 02:54:08 PM
Looks like a stunning piece of work.
If it will stop those long, slightly-faster-than-me circles the AI does, it will make my day!

Thanks!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: Badmuthafunker on February 17, 2012, 03:37:41 PM
Sadly CTD on mission start.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: Dakpilot on February 17, 2012, 05:21:53 PM
Thanks, updating 7zip did the trick  :) no probs installed in DBW1.71 (any tweak to gunners behaviour can only be good)


Cheers Dakpilot
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: SAS~Anto on February 17, 2012, 06:08:04 PM
Sadly CTD on mission start.

Going to need more info than that. What %, what mods installed and please give me a print out of the game log.

Also are you running plutonium effects?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: Badmuthafunker on February 17, 2012, 06:59:17 PM
Apologies Anto. I was preoccupied with Clay's Fw pack, so I rushed my post.

I put your mod into both my bloated ModAct 3.06, containing plutonium FX. And into a fresh install of the same, with just Clay's pack and the following jsgme mods in the #SAS folder:

#SAS_6DOF NormalMouse by PAL=1
#SAS_Diff FM Mod for 4.101=2
#SAS_MissionPro Combo by PAL=3
#SAS_Ecran Wide for 4.101=4

CTD on mission start in both installs. This exeption in the light one:

java.util.MissingResourceException: Can't find bundle for base name Missions/QuickQMBPro/Bessarabia/Bessarabiabluescramble00, locale ru_RU
at java.util.ResourceBundle.throwMissingResourceException(Unknown Source)

Tried a different map (Slovakia) and a stock plane (Hurricane MkI); same result, different log:

java.lang.NoSuchFieldError: Ss
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:557)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:645)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.ja

Thanks mate.  :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: duffys tavern on February 17, 2012, 07:28:51 PM
Very nice pak but I loose my cats on all but default CVs.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: redfox on February 17, 2012, 07:43:43 PM
Only Mission ProCombo activated  and your mod on an otherwise vanilla DBW1.71. 4 x FJ3M Fury selected in RedScramble on Pacific_CoralSea_Essex_Class mission in QMB.

Engine start and select AI - lead a/c moves to catapult - engine starts to wind up then game freezes then CTD.

Log.lst not complete and shows no errors but does finish differently every time.

Just a heads up to see if it happens to anyone else.

Not a great problem for me as you stated only minor correction for DBW.

Cheers - Redfox
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: 352nd_Hoss on February 17, 2012, 11:28:09 PM
Put this in UP3, and game fails to start.  No other mods in game except for New Corsairs DiffFM, Ecran 2 wide.  disable the mod, enable all my other mods and game starts as is should. This is a fresh install by the way.  Is this just for Mod Act games and not UP3 RC4?  Is that coming down the pike for new UP release?..............  the only thing in the Jet Pack 1.2 I was looking forward to was putting Tu-4's w/KS-1's into an MDS for my group....

Tried in DBW, spawn on Essex, taxi up to Cat, strap in power up, hit chocks button to launch................. Bingo Bango......... game freezes............ Took out 1.7.1 AI fix, does the same, took out any thing to do with AI/Cats/Carriers and it still does the same. 

I'm having to reinstall DBW now, because it freezes about 15 minutes into the mission now.   

Guess its as good a time as any to see if the mega pack works.

Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: adambegg on February 18, 2012, 02:51:29 AM
I tried installing this and got an error message when attempting to launch from a carrier, in any aircraft.  Does this supercede previous carrier and AI mods, or do they need to remain installed in conjunction to this?

Thanks
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: SAS~Anto on February 18, 2012, 05:42:28 AM
Put this in UP3, and game fails to start.  No other mods in game except for New Corsairs DiffFM, Ecran 2 wide.  disable the mod, enable all my other mods and game starts as is should. This is a fresh install by the way.  Is this just for Mod Act games and not UP3 RC4?  Is that coming down the pike for new UP release?..............  the only thing in the Jet Pack 1.2 I was looking forward to was putting Tu-4's w/KS-1's into an MDS for my group....

This doesn't work with UP3, that's why. If it did, I would have included install instructions for it. There won't be a UP3 version as it is impossible to make this code compatible with Zuti MDS.

Very nice pak but I loose my cats on all but default CVs.

Had mixed reports about this in the past but western has provided me with a fix, which I'm currently testing

I tried installing this and got an error message when attempting to launch from a carrier, in any aircraft.  Does this supercede previous carrier and AI mods, or do they need to remain installed in conjunction to this?

Thanks

This includes the previous carrier/catapult mods from western and Benitomuso, so please delete them.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
Post by: 352nd_Hoss on February 18, 2012, 10:07:08 AM
Yep, I figured the compatibility w/UP was no support. But from what I'm reading and my own experience there is more to fix with DBW as well. After reinstall of DBW the base pack works as advertised. You should find a base of users who are not Mods to beta your mods. I imagine Mods have their testing installs all about the same, so you won't see the problems the common, casual user runs into. Real world, real users, real problems, just a thought!     

And thanks for sticking with it when you're inundated with these kinds of posts, I for one greatly appreciate it!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Anto on February 19, 2012, 06:08:56 AM
*UPDATE*

v2.4 out. Thanks to western0221, catapults should now work on all carrier models.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: hguderian on February 19, 2012, 06:10:55 AM
Hi!

Could this release be merged directly into DBW's XTD folder?

Regards
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Gaston on February 19, 2012, 06:45:23 AM
Thanks for this pack !

But I got the same problem as the other guys Badmuthafunker, Dakpilot and RooMan296.

Downloaded form both adresses SAS and MediaFire, and extracted with 7zip, all files are 0 Ko heavy, seerms like they are empty... same diagnostic message as Dakpilot. I think the upload got wrong...
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Anto on February 19, 2012, 07:12:59 AM
Checked both uploads and they work. Make sure you have the latest version of 7zip
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 19, 2012, 08:09:35 AM
I can't decide which MOD code - this SAS AI MOD or The Jet Era 1.2 - has this bug, so I report here.

FMB and QMB(air start) are no problem!
Only problem is QMB - Target Scramble.
I don't use any QMB MOD (like PAL Mission Combo), QMB is 4.10.1m stock one.

When I start the QMB - Target Scramble, I ride on a plane at runway end, at this time - all Sabers' / Fury's Airbrake is automatic extended in 3D view(but HUD text nothing shown). I push Airbrake key , HUD shows "Airbrake: Retracted" but 3D view still Airbrake is extended and not retracted.
(http://img20.mediafire.com/30a392350d8f81ac5f6ba6203a084e7118cbff75e1a54a49cc89911015e73a956g.jpg)
So no way to retract Airbrake.

I test many WWII time Dive-Bombers QMB - Scramble, no plane has this problem.
I find only Sabers/Fury.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Gaston on February 19, 2012, 08:23:06 AM
Thanks. Downloaded last version of 7zip, works now perfectly to extract !
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Birdman on February 19, 2012, 09:12:50 AM
Western0221, start your engine first and retract airbrakes after your engine has started. You simply don't have hydraulic pressure to retract the airbrakes when your engine doesn't run.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Badmuthafunker on February 19, 2012, 09:33:46 AM
Sorry Anto, update still CTDs on mission opening (brief cockpit view, then crash).

Code: [Select]
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 2000 -> 512 (delta = -1488) to Range 1..512
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Ostrogoth on February 19, 2012, 10:52:14 AM
Game loaded fine then froze at mission start (in air or on ground).  Removed all PAL mods.  Everything works well.  Will try adding PAL mods back in, one at a time to determine which is in conflict.

Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Ostrogoth on February 19, 2012, 03:53:28 PM
00_PALSmokeTrails seems to be in conflict.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Badmuthafunker on February 19, 2012, 04:03:31 PM
Hi Ostrogoth  :)

I've tried it without any mods, other than QMB pro. Still no dice.  :(

Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 19, 2012, 05:24:10 PM
Thank you, Birdman.

Western0221, start your engine first and retract airbrakes after your engine has started. You simply don't have hydraulic pressure to retract the airbrakes when your engine doesn't run.

YOu are right!
First I start an engine, after enough hydraulic pressure, I can retract Airbrake!!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Blaubaer on February 20, 2012, 03:17:21 AM
Having activated the AI-mod my game freezes when pushing "Fly"
(Modact 3.06, Selector 2.2.2, online button 9.7, 6dof class files)

Any hints?

Regards,
der Blaubär
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: bomberkiller on February 20, 2012, 05:27:04 AM
Hi Blaubaer,

bei mir war es der ".rc"- Eintrag (wie in der readme zum Eintrag vorgeschrieben).
Nachdem ich den von mir zugefügten Eintrag wieder entfernt hatte lief alles einwandfrei...
Gerhard
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Blaubaer on February 20, 2012, 09:20:54 AM
I set up a fresh installation (4.10.1+Modact 3.06) and tested the mod. Freeze at 100% or rather "Fly". Any additional hint?

Regards,
der Blaubär
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: adambegg on February 20, 2012, 03:43:51 PM
Having downloaded the latest version, the game still crashes when I launch from a catapult.

The error message reads "The instruction at 0x5ed0530e referenced memory at 0x0000051c.  The memory could not be "read""

I am running the SAS modact 3.06 on 4.101m

Any ideas?

Thanks
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Badmuthafunker on February 20, 2012, 07:07:08 PM
Hi Anto,

After another go, Ive got my game to load OK.

http://www.sas1946.com/main/index.php/topic,15649.36.html

Cheers mate.  ;D
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Telmo on February 21, 2012, 03:21:24 AM
I have downloaded the last version (2.4 ) but I have the same problem. The game still crashes when I launch from a catapult. I can take off only with the F-4 Phantom  :P
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Anto on February 21, 2012, 03:43:02 AM
Guys, saying the game crashes is useless as all hell to me. Please provide a log readout. If you don't know how to do a log readout, there is a good tutorial in the technical section :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Badmuthafunker on February 21, 2012, 06:49:26 AM
My problem is that the AI mod doesn't function (in my ModAct 3.06) without jetwar 1.2. The game freezes on mission start.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Blaubaer on February 21, 2012, 10:00:22 AM
Here comes my logfile...

Code: [Select]
[21.02.2012 17:53:08] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce 8800 GTX/PCI/SSE2/3DNOW!
  Version: 3.3.0
  Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1280x1024
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
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - enabled [buffers : 32]
Extensions  - enabled :
  EAX ver. 1 [X]  - enabled
  EAX ver. 2 [X]  - enabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [X]  - enabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32

Loading mission net/dogfight/0/Insel_410.mis...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields:
Detected Verte
The game freezed while pushing "Fly".

Regards,
der Blaubär

Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Roger Smith on February 22, 2012, 06:39:43 PM
can I activate just the AI overheat mod by itself?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: CWMV on February 22, 2012, 07:39:20 PM
Sure, if you DL and use it.
Otherwise you asking Anto et al to decompile the mod.
I would understand if it wasn't available elsewhere, but it is.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Roger Smith on February 22, 2012, 08:09:58 PM
Sure, if you DL and use it.
Otherwise you asking Anto et al to decompile the mod.
I would understand if it wasn't available elsewhere, but it is.
so there's another AI overheat mod for 4.101?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Telmo on February 23, 2012, 07:42:19 AM
So this is my Logfile. I hope you can find what's wrong. My game freeze when i want to take off with the catapult. I Have DBW 1.7. And I have installed the version 2.4 of SAS AI, Engines, Hotkeys & Carriers Mod .

Code: [Select]
Loading mission South Vietnam.mis...
Loaded camouflage: CBI
Loading map.ini defined airfields:
Load bridges
Load static objects
sFMDir = f4e
s1 = flightmodels/jets.emd
s = FlightModels/Jets:F4E.emd
m_lastFMFile = gui/game/buttons
getting fm file f4e
Mission error, ID_04: java.lang.RuntimeException: Weapon set 'default' not registered in air.F_4E
java.lang.RuntimeException: Weapon set 'default' not registered in air.F_4E
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2794)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2447)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
at com.maddox.il2.game.Mission._load(Mission.java:455)
at com.maddox.il2.game.Mission.access$000(Mission.java:129)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:445)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:408)
at com.maddox.il2.game.Mission._load(Mission.java:591)
at com.maddox.il2.game.Mission.access$000(Mission.java:129)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loaded camouflage: CBI
Loading map.ini defined airfields:
Load bridges
Load static objects
Loading mission South Vietnam.mis...
Loaded camouflage: CBI
Loading map.ini defined airfields:
Load bridges
Load static objects
Mission: South Vietnam.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_ReviTint'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearEin'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearAus'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapEin'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapAus'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_PedalStrut'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TailTrim'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Speedometer2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Altimeter2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Second1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank3'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPML'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPMR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Compass2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainV'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainIn'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp01'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp02'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp03'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp04'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_MachLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CabinLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampV'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampIn'
java.lang.NoSuchMethodError
at com.ma
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 23, 2012, 07:56:47 AM
So this is my Logfile. I hope you can find what's wrong. My game freeze when i want to take off with the catapult. I Have DBW 1.7. And I have installed the version 2.4 of SAS AI, Engines, Hotkeys & Carriers Mod .
How about other planes besides F-4E? like FJ-3 or F9F.

F-4E beta has a bug "Weapon loadout = Default" causes null exception and your log shows just this error.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Telmo on February 23, 2012, 08:08:46 AM
No it's the same. When I want to take off, I return to Windows.


Code: [Select]
   

Maximum texture size : 16384
Maximum simultaneous textures :8
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

Mission error, ID_04: java.lang.RuntimeException: Weapon set 'default' not registered in air.F_4E
java.lang.RuntimeException: Weapon set 'default' not registered in air.F_4E
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2794)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2447)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
at com.maddox.il2.game.Mission._load(Mission.java:455)
at com.maddox.il2.game.Mission.access$000(Mission.java:129)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:445)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:408)
at com.maddox.il2.game.Mission._load(Mission.java:591)
at com.maddox.il2.game.Mission.access$000(Mission.java:129)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loaded camouflage: CBI
Loading map.ini defined airfields:
Load bridges
Load static objects
Loading mission South Vietnam.mis...
Loaded camouflage: CBI
Loading map.ini defined airfields:
Load bridges
Load static objects
Mission: South Vietnam.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_ReviTint'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearEin'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearAus'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapEin'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapAus'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_PedalStrut'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TailTrim'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Speedometer2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Altimeter2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Second1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank3'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPML'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPMR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Compass2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainV'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainIn'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp01'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp02'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp03'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp04'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_MachLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CabinLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampV'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampIn'
java.lang.NoSuchMethodError
at com.ma
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 23, 2012, 08:16:51 AM
No it's the same. When I want to take off, I return to Windows.
What?

See your log yourself.

Quote
Mission error, ID_04: java.lang.RuntimeException: Weapon set 'default' not registered in air.F_4E
java.lang.RuntimeException: Weapon set 'default' not registered in air.F_4E
(cut....)
null
java.lang.NullPointerException
This log shows only F-4E error I said.

Erase any F-4E from your mission and test again, get new log.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Telmo on February 23, 2012, 08:41:22 AM
Oh I'm Sorry I waisting your time. I try with the F9 but my game freeze.

Code: [Select]

Maximum texture size : 16384
Maximum simultaneous textures :8
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
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 23, 2012, 09:03:16 AM
Oh I'm Sorry I waisting your time. I try with the F9 but my game freeze.

Code: [Select]

Maximum texture size : 16384
Maximum simultaneous textures :8
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
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
This log seems to stop recording before some seconds from crashing, so real reason of crash isn't recorded.

Please install "Instant Log File Output" MOD http://www.sas1946.com/main/index.php/topic,19308.0.html
This MOD record log till crashing and record real reason of it.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Telmo on February 23, 2012, 09:18:07 AM
I Have installer the Instant Log File Output. And this the error I have found. It's the same no ?

Code: [Select]

Maximum texture size : 16384
Maximum simultaneous textures :8
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
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'

java.lang.NoSuchMethodError
at com.maddox.il2.fm.Gear.drawEffects(Gear.java:1589)
at com.maddox.il2.fm.Gear.ground(Gear.java:583)
at com.maddox.il2.fm.Gear.ground(Gear.java:346)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:1100)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:647)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 23, 2012, 09:49:49 AM
I Have installer the Instant Log File Output. And this the error I have found. It's the same no ?

Code: [Select]

Maximum texture size : 16384
Maximum simultaneous textures :8
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
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'

java.lang.NoSuchMethodError
at com.maddox.il2.fm.Gear.drawEffects(Gear.java:1589)
at com.maddox.il2.fm.Gear.ground(Gear.java:583)
at com.maddox.il2.fm.Gear.ground(Gear.java:346)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:1100)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:647)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Oh... That "java.lang.NoSuchMethodError" is reason of error, I think.
But "what name method is called and no-found" isn't shown.
Doesn't this error show what name method is no-found in Java???

I read Gear class drawEffects method, capables of error are Atmosphere.temperature or World.wind().curGust() to decide steam smoke effect dencity.
I see my #SAS folder again... I missed!! I forgot to erase old Catapult MOD folder when this AI MOD installing, and old code overrides this MOD code.
I test again without old Catapult MOD folder, the same error of yours occurs in my environment.

I check Gear class again and correct the error. I will send Anto a new code when corrected. Please wait some days.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Telmo on February 23, 2012, 10:05:36 AM
Yeah it's very cool if we have found the error :) I can wait, don't worry :)
Let me know when it's ready .

And thanks a lot Western, your job is awesome !!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: adambegg on February 23, 2012, 11:21:52 PM
Looks like this might solve my problem too.  Sorry for not posting a logfile, I haven't been able to get one to appear (though I've been short of time, having just started university).

Thanks for looking into this.

adambegg
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Anto on February 24, 2012, 07:27:06 AM
Hmm, I'm failing to see how the error can be generated from that line, but western0221 please send me through your fix and thoughts when you have the chance. I may possibly have something in my SAS setup allowing to work without error.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Alex T. on February 24, 2012, 05:23:48 PM
Hi there, I'm having a curious bug and I was wondering if it could related to this mod: every time I try to land a propeller plane on an aircraft carrier, it will freeze and CTD by the time the plane almost hit the deck, whilst everything works as normal when landing the Fury jet. Could it be caused by this mod?

I'm on 4.101 and SAS modact.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 24, 2012, 07:26:50 PM
Hotfix of Carrier MOD ttp://www.mediafire.com/?i3mq3ypcpjs5nat

Catapult power adding year changed like...
  - Catapult power increasing at each year
  MOD default parameters are changed by mission's year:
  At     -1945 CatapultPower=10 , CatapultPowerJets:ignored and use CatapultPower
  At 1946-1950 CatapultPower=13 , CatapultPowerJets=19
  At 1951-1954 CatapultPower=16 , CatapultPowerJets=22
  At 1955-1958 CatapultPower=19 , CatapultPowerJets=25
  At 1959-     CatapultPower=22 , CatapultPowerJets=35
   +PLUS 1953- adding push power variablly with Fuel/Weapons Loadout

F-4E can take-off easily at 1959-.

Hi Anto, please check PM. I sent you this source and additional class files to compile.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: S3231541 on February 24, 2012, 07:36:11 PM
Hi,

Thanks western, Can I change catapult power regardless of the years?  ;D

Thanks,

s3231541
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 24, 2012, 08:15:53 PM
Sorry, I made a new bug in Hotfix.

I correct it soon and release newer again.
pleae wait.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Telmo on February 24, 2012, 08:36:52 PM
Oh ? What is the bug? Because...  :) yeah !!  with your new hotfix I can take off !! Now, my game don't freeze, it's very cool :) But it's very difficult to take off with the F-4E when it's with his maximum weapon loadout.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 24, 2012, 09:22:17 PM
My bug is fixed.
Newer Hotfix is here ttp://www.mediafire.com/?cp9puqlqbd21bc4

Hi,

Thanks western, Can I change catapult power regardless of the years?  ;D
That's not in my plan.

In adding CatapultPowerJets=xx 's xx as 45 or 55 in conf.ini [Mods] section, Cats will be more powerful.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Whiskey_Sierra_972 on February 25, 2012, 05:24:18 AM
Added last version (24) and last fix and got propeller and jet plane working flawless in a test mission on the Valley Forge.

Set date to 1940 and got empty Cougar barely take off after a over waves acceleartion run , when set date to 1951 Cougars take off like rocket even with 2x1000 bombs....
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Telmo on February 25, 2012, 05:39:54 AM
Thank you Western !!  :) :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 25, 2012, 08:45:24 PM
Carrier Take-off MOD (that functions is contained in this Carriers Mod v2.4) latest patch 5.7.2 , I released.
http://www.sas1946.com/main/index.php/topic,20339.0.html

Supporting F-4D/E PhantomII and other new MOD airplanes.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Anto on February 25, 2012, 10:03:24 PM
Cheers western, got your code. Will look at it and make necessary updates ASAP.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: S3231541 on February 25, 2012, 10:33:48 PM
Excellent! Thank you very much, will get the F-4 Update asap.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Malone on February 26, 2012, 12:13:51 AM
great to see this mod being so rapidly improved, due to a wonderful amount of positive teamwork across the board.
it's a fantastic mod, and adds a hell of a lot to the game.
my big thanks , again, to all who have spent so much time and effort on this! :D
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Sharkzz on February 26, 2012, 03:36:48 AM
thank you thank you thank you thank you thank you fellas. :P
i can stop banging my head aginst the desk top now..
~S~
Sharkzz
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: csvousden on February 26, 2012, 07:47:26 AM
I am having trouble opening the file:  a diagonistic message says something about an unknown method, and the adobe file says it may be damaged.

I get the same result from either download site.  Any thoughts? 
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: csvousden on February 26, 2012, 07:58:28 AM
Actually, I just downloaded it with winzip instead of winrar and it was fine.  Sorry.
CV
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: adambegg on February 27, 2012, 03:32:29 AM
Just to let people know, I got this working.  The game stopped crashing once I had v2.4 version installed as well as the PAL catapult mod (latest version).  Finally back to flying carrier circuits!  ;D
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Whiskey_Sierra_972 on February 28, 2012, 03:49:40 AM
Sorry Anto to bother you but can I ask if this is included in your mod or in DBW or should be user installed...

http://www.sas1946.com/main/index.php/topic,12554.0.html
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Anto on February 28, 2012, 04:45:02 AM
I'll have a look at it, but don't believe it should interact with the AI mod or DBW.

Cheers for the heads up.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Whiskey_Sierra_972 on February 28, 2012, 05:15:43 AM
Run conflict revealer which find the same 5 files of Zuti mods into XTD....but the dimension and date modification of the DBW 1.71 are bigger and newer....I'll ask at the DBW development tread for info....

BTW:

1) if I don't put the Zuti fix the bombs explode as they hit water
2) in both instance my plane running at height between 80 and 50 metrs explode as the bombs explode (on water or on ship target)....test with AU-1 with 12x250lbs....
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: AmselJ on February 28, 2012, 06:42:10 AM
Hi,
I have problem with catapulta. It have no enought power to take off Phantom or Phanter (from new Essex, Illustrious etc.)
My config.ini

[Mods]
BombBayDoors=0
SpeedbarTAS=1
AirShowSmoke=2
AirShowSmokeEnhanced=1
DumpFuel=1

CatapultAllow=1
CatapultAllowAI=1
NoNavLightsAI=1
WingsFoldedAI=1
CatapultPower=22.0
CatapultPowerJets=55.0

CatapultBoost=3
NoNavLightsAI=1
FastLaunchAI=1
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 28, 2012, 06:59:00 AM
Hi,
I have problem with catapulta. It have no enought power to take off Phantom or Phanter (from new Essex, Illustrious etc.)
My config.ini

[Mods]
BombBayDoors=0
SpeedbarTAS=1
AirShowSmoke=2
AirShowSmokeEnhanced=1
DumpFuel=1

CatapultAllow=1
CatapultAllowAI=1
NoNavLightsAI=1
WingsFoldedAI=1
CatapultPower=22.0
CatapultPowerJets=55.0

CatapultBoost=3
NoNavLightsAI=1
FastLaunchAI=1


Why "CatapultBoost=3" ?

CatapultBoost=0 is Boost disable.
CatapultBoost=1 is Boost enable.
These are defined in the program.
Others probably work as disable.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: AmselJ on February 28, 2012, 07:16:34 AM
Not working too.
I close all earlier catapulta mods.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mojojojo on February 28, 2012, 02:32:25 PM
hmm i dont think its catapult boost. one time i set CatapultBoost=25 and still the boost was on.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: BT~Tarik on February 28, 2012, 02:37:53 PM
lol, did you want to get catapulted to mars or what ? :D
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mojojojo on February 28, 2012, 02:40:24 PM
its a long story...
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: BT~Tarik on February 28, 2012, 02:42:27 PM
...and along way to mars too  :D you should rather have set catapult boost = 25000 you yould have got closer to it  :P
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mojojojo on February 28, 2012, 02:49:14 PM
haha. the idea here is that CatapultBoost doesnt matter as much as CatapultPower and CatapultPowerJets.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mikejr on February 28, 2012, 06:15:55 PM
Hi all,

I'm afraid what looks like a brilliant mod and a fantastic amount of effort is a total no-go for me.  :(

I run 4.10.1 on Modact 3.06 with the latest buttons: 9.7 at the time of writing.

Crash on 100% mission load from QMB (either scramble or air-start) in any a/c. It's a CTD: "IL-2... has stopped working" and barely anything in the log to suggest the cause ::) Tried  western0221's (I think) hotfix and still fails. I have disabled Plutonium effects, PAL Smoke trails, all other AI mods and also disabled any potentially conflicting class files but this is a stubborn one.  >:( Claymore's recent 190 pack includes a full throttle smoke mod which might conflict I guess and there are also these FOV mods that I have: http://www.sas1946.com/main/index.php/topic,19698.0.html and http://www.sas1946.com/main/index.php/topic,16878.0.html which work in unison well. For now I'll have to stick with the nowadays predictable and horrendously moveable and always-faster-than-you-even-in-a-jet AI.  ???

I really love the AI in 4.11 and hoped this mod would at least bring some of this until there were enough mods for 4.11 to force me to upgrade.  :'( Anyway back to the point. I can post a screenshot of the mods in my #SAS folder if you wish.

I am hoping the "-" at the front of this mod's folder can soon be removed! ;D Given the current interest I'm sure this will eventually reach 'maximum compatibility' like all other SAS 'mass mods'.  :)

All the best,

Michael.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Badmuthafunker on February 28, 2012, 07:52:02 PM
Same here Mike. I've tried every combination, with the same crash. And nothing of apparent relevance appears in my log either.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mikejr on February 29, 2012, 03:25:38 AM
Ah, well that makes me feel a bit better :D

Let's hope the pros get on to this :)

Michael.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mojojojo on February 29, 2012, 02:17:35 PM
remove ALL other catapult, AI, friction, etc., then try
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mikejr on February 29, 2012, 04:28:38 PM
I'm afraid I disabled all my AI mods and I don't have any catapult or friction mod's installed at all. :(
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on February 29, 2012, 11:31:50 PM
My bug is fixed.
Newer Hotfix is here ttp://www.mediafire.com/?cp9puqlqbd21bc4

This is latest hotfix for catapults.

*EDIT*
Anto's v2.5 at this topic first post contains this Hotfix.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mikejr on March 01, 2012, 06:55:36 AM
Already tried that, still nothing.  :(

Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Anto on March 03, 2012, 02:32:57 AM
I'll be posting a new version hopefully in the coming week, which will include western's fixes.

As for people having troubles after trying all the suggested fixes, there is only so much we can do. For a long time I avoided releasing a ModAct version of this, as it is practically impossible to provide 100% support for it due to the infinite permutations of installs people may have. Indeed this mod fixes a lot of conflicts, but undoubtedly it will create a few more.

So please hang in there for the next version, but please don't be disappointed if I can't make a version that fits your install.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on March 03, 2012, 05:48:07 AM
EVERYBODY REMEMBER!!!
for the catapult to work, you have to set up a mods section in the conf.ini
it should look like this:

No.
Nothing is needed to write in conf.ini.

Today's Carrier MOD's cataputs work in Default parameters very well for both WWII time and Vietnam war time, for all reciplos and early Jets, late Jets.

Writing optional parameters in conf.ini is needed when you want to change catapult working from Default like "prohibit AI using catapults".
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mojojojo on March 03, 2012, 05:57:07 AM
wierd it certainly was causing a crash for me.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on March 03, 2012, 06:05:51 AM
CatapultAI_LexingtonClass=1
CatapultAI_AkagiClass=1
CatapultAI_ShokakuClass=1

These lines are never read from any IL-2 1946 body or MODs.

Who tell you such lies "CatapultAI_LexingtonClass" , "CatapultAI_AkagiClass" , "CatapultAI_ShokakuClass" ?
I will scold him not to verb mojojojo.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mojojojo on March 03, 2012, 06:06:53 AM
i dont remember.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Whiskey_Sierra_972 on March 03, 2012, 06:35:48 AM
Those old lines about other carriers appear time ago at AAA....
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: western0221 on March 03, 2012, 07:01:29 AM
OK.
In "SAS AI Hotkeys Mod v23 Readme.pdf" , this line isn't right at today's Carrier MOD.

Quote
CatapultBoost : Default 0.
No. Today's default is 1.
CatapultBoost is enabled in default.
So, no need to write CatapultBoost=1 in conf.ini.
CatapultBoost parameter in conf.ini is only in two. =0 (disable) or =1 (enable / default). Other numbers are troublesome.


And I've added 1 more parameter allowing/prohibiting AI.
CatapultAI_ClemenceauClass=0
Default=1(allowing).

For other carrier classes, only when you want to prohibit AI using catapult, write "CatapultAI_***=0".
"=1" (allowing) is default and no need to write in conf.ini.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Fryslanboy on March 03, 2012, 08:51:54 AM
Nice mod! Love it!

But I have a question... What is the max setting for catapult strength?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: IonicRipper on March 03, 2012, 09:32:51 AM
Any chances this will be available for HSFX5 eventually? :( Sounds great!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mojojojo on March 03, 2012, 10:51:52 AM
this brings me to another question. will we ever see a UP3 version of this mod?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: GENIUSEAGLET on March 03, 2012, 11:42:11 AM
Maybe the file is damage.. I got many error when I unzip it...
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: 352nd_Hoss on March 03, 2012, 02:58:42 PM
Any chances this will be available for HSFX5 eventually? :( Sounds great!

I put it in HSFX, and all the hotkeys stuff worked, that I used, but the game would freeze after about 10 minutes.............. it does not like something, it could be the custom mod my group uses in HSFX.  I did not try it with a vanilla HSFX mod enabled.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Anto on March 03, 2012, 08:51:53 PM
There will be no HSFX version. I don't run it on my install and nor do I have time or wish to support any more versions of the game. DBW and the ten thousand different permutations of SAS ModAct are more than enough for me ;)

Also I wish to clarify something: I did not create the AI routines in this mod. They were created by 1C:Maddox and then edited by Certificate. I've simply packaged them in with a few other existing mods that tweak AI behaviour. I can't create new AI routines and will not be learning to in the new future. Most people think these are an improvement over stock so that's why they were included. In future, we will be moving over to 4.11m and will use that AI instead.

Until then, I can't really answer that many questions about the AI nor will I waste my time making any changes to the routines.

*UPDATE*
As for the update I promised, I've incorporated western0221's latest work and everything seems to be running smoothly. Also cleaned up the readme a little and remove some of the outdated info. Fingers crossed this one works for all involved.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: Giuseppin on March 04, 2012, 04:39:59 AM
Unable to expand: Downloaded several times and the file appears damaged: Only appears one void folder.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: SAS~Anto on March 04, 2012, 05:05:50 AM
Are you running the latest version of 7zip?

Now updated to version 2.5
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: western0221 on March 04, 2012, 09:41:35 AM
Thanks Anto!!

On v2.5 , Carriers' catapults work well.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alex T. on March 04, 2012, 09:55:42 AM
guys, I'm having a weird problem with this mod: I installed it because it's needed for the 1956 jet pack, and everything seemed fine until I tried to land a propeller aircraft on an aircraft carrier: apparently ANY propeller plane that comes down for landing will cause a game freeze and a crash to desktop as soon as the arrestor hook "sinks" into the deck.
I landed the Fury (the jet) and it's all fine, I also tried some touch and go with the arrestor hook up on propeller planes and it's all fine, but as soon as the hook is down and it touches the deck, freeze.

Any idea?

I have a simple SAS mod activator (latest version) and the 1956 jet era pack installed.

EDIT:
The freeze occurs as soon as the hook touches a cable.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
Post by: mojojojo on March 04, 2012, 10:05:19 AM
Unable to expand: Downloaded several times and the file appears damaged: Only appears one void folder.

Are you running the latest version of 7zip?

Now updated to version 2.5
7z shouldnt be a problem. i use winrar and it works fine.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on March 04, 2012, 08:11:00 PM
Thanks Anto!!

On v2.5 , Carriers' catapults work well.

Thanks to you too mate, and of course Benitomuso. The new code which adjusts power by year, is fantastic! Also really love the steam effect :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Monty27 on March 07, 2012, 02:20:11 AM
Thanks Anto and Pablo, great work!  After a thorough testing, my KTO carrier campaigns are underway now, steaming towards completion!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alex T. on March 07, 2012, 03:24:25 PM
here's the error report I get from Windows, wonder if it can be of any help!


Problem Event Name:   APPCRASH
  Application Name:   il2fb.exe
  Application Version:   3.0.6.4
  Application Timestamp:   44fe754b
  Fault Module Name:   Opengl32.dll
  Fault Module Version:   6.1.7600.16385
  Fault Module Timestamp:   4a5bdadb
  Exception Code:   c0000005
  Exception Offset:   0000416c
  OS Version:   6.1.7600.2.0.0.256.1
  Locale ID:   2057
  Additional Information 1:   25f3
  Additional Information 2:   25f3b2110c984ba205eba372d1a4e1be
  Additional Information 3:   4f14
  Additional Information 4:   4f143dbf5d43c84a6d83784d1771e1e7
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: mojojojo on March 07, 2012, 04:57:49 PM
show us your logfile
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alex T. on March 07, 2012, 05:10:44 PM
how do I do it?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: mojojojo on March 07, 2012, 05:22:22 PM
http://www.sas1946.com/main/index.php/topic,13457.0.html
if you have trouble:
http://www.sas1946.com/main/index.php/topic,23415.0.html
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alex T. on March 07, 2012, 05:47:51 PM
Quote
[08.03.2012 0:41:25] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce 8800 GS/PCI/SSE2
  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_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_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_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 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_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: 1600x1200
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
  • PentiumPro
  • Multimedia (MMX)
  • 3D (SSE)
  • 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.
  • 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
  • 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
  • 'GL_ARB_multitexture' extension - Multitexturing.
  • 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
  • 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
  • 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
  • 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
  • 'GL_NV_texture_shader' extension - NV Pixel Shaders
  • 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
  • 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.


Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.95 (delta = -0.05) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 250 -> 128 (delta = -122) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 350 -> 128 (delta = -222) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 350 -> 128 (delta = -222) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 128 (delta = -172) to Range 0.01..128
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-14.fmd
s = FlightModels/Fw-190D-14.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-15.fmd
s = FlightModels/Fw-190D-15.fmd
m_lastFMFile = gui/game/buttons
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Plane: Parameter [F_86F_30]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
   at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:735)
   at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:761)
   at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:804)
   at com.maddox.il2.objects.vehicles.planes.JetEraStatic.<clinit>(JetEraStatic.java:125)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:210)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1605)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:420)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.planes.JetEraStatic$F_86F_30
Plane: Parameter [Mig_15bislate]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
   at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:735)
   at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:761)
   at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:804)
   at com.maddox.il2.objects.vehicles.planes.JetEraStatic.<clinit>(JetEraStatic.java:139)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:210)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1605)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:420)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.planes.JetEraStatic$Mig_15bislate
Plane: Parameter [Mig_17AS]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
   at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:735)
   at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:761)
   at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:804)
   at com.maddox.il2.objects.vehicles.planes.JetEraStatic.<clinit>(JetEraStatic.java:147)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:210)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1605)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:420)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.planes.JetEraStatic$Mig_17AS
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4.fmd
s = FlightModels/Bf-109E-4.fmd
m_lastFMFile = 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-109b-1sas.fmd
s = FlightModels/Bf-109B-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-2sas.fmd
s = FlightModels/Bf-109B-2SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109c-1sas.fmd
s = FlightModels/Bf-109C-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109d-1sas.fmd
s = FlightModels/Bf-109D-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109d-2sas.fmd
s = FlightModels/Bf-109D-2SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-1.fmd
s = FlightModels/Bf-109E-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-3.fmd
s = FlightModels/Bf-109E-3.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-4n.fmd
s = FlightModels/Bf-109E-4N.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-109e-7n.fmd
s = FlightModels/Bf-109E-7N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2_mod.fmd
s = FlightModels/Bf-109F-2_Mod.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_mod.fmd
s = FlightModels/Bf-109F-4_Mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4_1_13ata.fmd
s = FlightModels/bf-109f-4_1_13ATA.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-109f-4z.fmd
s = FlightModels/Bf-109F-4Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-1.fmd
s = FlightModels/Bf-109G-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-2trop.fmd
s = FlightModels/Bf-109G-2trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-3.fmd
s = FlightModels/Bf-109G-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-4.fmd
s = FlightModels/Bf-109G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-5.fmd
s = FlightModels/Bf-109G-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6asn.fmd
s = FlightModels/Bf-109G-6ASN.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6trop.fmd
s = FlightModels/Bf-109G-6trop.fmd
m_lastFMFile = gui/game/buttons
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sFMDir = gui/game/buttons
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s = FlightModels/Spitfire-LF-IXc-M66-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-hf-ixc-m70-18.fmd
s = FlightModels/Spitfire-HF-IXc-M70-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-ixc-m61-15.fmd
s = FlightModels/Spitfire-F-IXc-M61-15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-ixc-m63-18.fmd
s = FlightModels/Spitfire-F-IXc-M63-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixe-m66-18.fmd
s = FlightModels/Spitfire-LF-IXe-M66-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixe-m66-18-cw.fmd
s = FlightModels/Spitfire-LF-IXe-M66-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-hf-ixe-m70-18.fmd
s = FlightModels/Spitfire-HF-IXe-M70-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixc-m66-25.fmd
s = FlightModels/Spitfire-LF-IXc-M66-25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixe-m66-25-cw.fmd
s = FlightModels/Spitfire-LF-IXe-M66-25-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = spitpr19crp_fm
s1 = flightmodels/spitfire-pr19-xix-crp.fmd
s = FlightModels/Spitfire-PR19-XIX-CRP.fmd:SpitPR19CRP_FM
m_lastFMFile = gui/game/buttons
opening new fm file spitpr19crp_fm
sFMDir = gui/game/buttons
s1 = flightmodels/swordfish.fmd
s = FlightModels/Swordfish.fmd
m_lastFMFile = spitpr19crp_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/typhoon1b.fmd
s = FlightModels/Typhoon1B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/typhoon1blate.fmd
s = FlightModels/Typhoon1BLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tempestmkv.fmd
s = FlightModels/TempestMkV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tempestmkv11.fmd
s = FlightModels/TempestMkV11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tempestmkv13.fmd
s = FlightModels/TempestMkV13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3b.fmd
s = FlightModels/DB-3B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3m.fmd
s = FlightModels/DB-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3t.fmd
s = FlightModels/DB-3T.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3f.fmd
s = FlightModels/DB-3F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bi-1.fmd
s = FlightModels/BI-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bi-6.fmd
s = FlightModels/BI-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-11.fmd
s = FlightModels/G-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15bis.fmd
s = FlightModels/I-15bis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-153-m62.fmd
s = FlightModels/I-153-M62.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type5.fmd
s = FlightModels/I-16type5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type5skis.fmd
s = FlightModels/I-16type5Skis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type6.fmd
s = FlightModels/I-16type6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type6skis.fmd
s = FlightModels/I-16type6Skis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type18.fmd
s = FlightModels/I-16type18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type24.fmd
s = FlightModels/I-16type24.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-185m-71.fmd
s = FlightModels/I-185M-71.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-185m-82a.fmd
s = FlightModels/I-185M-82A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-250.fmd
s = FlightModels/I-250.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2-1940.fmd
s = FlightModels/Il-2-1940.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2-1941.fmd
s = FlightModels/Il-2-1941.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2i.fmd
s = FlightModels/Il-2I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2mearly.fmd
s = FlightModels/Il-2MEarly.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2mlate.fmd
s = FlightModels/Il-2MLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2m3.fmd
s = FlightModels/Il-2M3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2m3ns.fmd
s = FlightModels/Il-2M3NS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-4.fmd
s = FlightModels/Il-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-10.fmd
s = FlightModels/Il-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series4.fmd
s = FlightModels/LaGG-3series4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series29.fmd
s = FlightModels/LaGG-3series29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series35.fmd
s = FlightModels/LaGG-3series35.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3it.fmd
s = FlightModels/LaGG-3IT.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series66.fmd
s = FlightModels/LaGG-3series66.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3rd.fmd
s = FlightModels/LaGG-3RD.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5.fmd
s = FlightModels/La-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5f.fmd
s = FlightModels/La-5F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5fn.fmd
s = FlightModels/La-5FN.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-7.fmd
s = FlightModels/La-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-7r.fmd
s = FlightModels/La-7R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/li-2.fmd
s = FlightModels/Li-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mbr-2-am-34.fmd
s = FlightModels/MBR-2-AM-34.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3.fmd
s = FlightModels/MiG-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3ud.fmd
s = FlightModels/MiG-3ud.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3am-38.fmd
s = FlightModels/MiG-3AM-38.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3u.fmd
s = FlightModels/MiG-3U.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-9.fmd
s = FlightModels/MiG-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-15f.fmd
s = FlightModels/MiG-15F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17.fmd
s = FlightModels/MiG-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17f.fmd
s = FlightModels/MiG-17F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17pf.fmd
s = FlightModels/MiG-17PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series1.fmd
s = FlightModels/Pe-2series1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series84.fmd
s = FlightModels/Pe-2series84.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series110.fmd
s = FlightModels/Pe-2series110.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series359.fmd
s = FlightModels/Pe-2series359.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-3series1.fmd
s = FlightModels/Pe-3series1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-3bis.fmd
s = FlightModels/Pe-3bis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-8.fmd
s = FlightModels/Pe-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-5.fmd
s = FlightModels/R-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-10.fmd
s = FlightModels/R-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sb-2m-100a.fmd
s = FlightModels/SB-2M-100A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sb-2m-103.fmd
s = FlightModels/SB-2M-103.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/su-2.fmd
s = FlightModels/Su-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tb-3-4m-17.fmd
s = FlightModels/TB-3-4M-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tb-3-4m-34r.fmd
s = FlightModels/TB-3-4M-34R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tu-2s.fmd
s = FlightModels/Tu-2S.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-29.fmd
s = FlightModels/B-29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2vs.fmd
s = FlightModels/U-2VS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-1.fmd
s = FlightModels/Yak-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-1b.fmd
s = FlightModels/Yak-1B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3.fmd
s = FlightModels/Yak-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3vk-107.fmd
s = FlightModels/Yak-3VK-107.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3r.fmd
s = FlightModels/Yak-3R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7a.fmd
s = FlightModels/Yak-7A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7b.fmd
s = FlightModels/Yak-7B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7b_pf.fmd
s = FlightModels/Yak-7B_PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9.fmd
s = FlightModels/Yak-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9b.fmd
s = FlightModels/Yak-9B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9d.fmd
s = FlightModels/Yak-9D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9m.fmd
s = FlightModels/Yak-9M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9k.fmd
s = FlightModels/Yak-9K.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9t.fmd
s = FlightModels/Yak-9T.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9u.fmd
s = FlightModels/Yak-9U.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9ut.fmd
s = FlightModels/Yak-9UT.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-15.fmd
s = FlightModels/Yak-15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a-20c.fmd
s = FlightModels/A-20C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a-20g.fmd
s = FlightModels/A-20G.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a1h.fmd
s = FlightModels/A1H.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-17d.fmd
s = FlightModels/B-17D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-17e.fmd
s = FlightModels/B-17E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-17f.fmd
s = FlightModels/B-17F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-17g.fmd
s = FlightModels/B-17G.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-24j.fmd
s = FlightModels/B-24J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25c.fmd
s = FlightModels/B-25C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25g.fmd
s = FlightModels/B-25G.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25h.fmd
s = FlightModels/B-25H.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25j.fmd
s = FlightModels/B-25J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/dc-3.fmd
s = FlightModels/DC-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cw-21.fmd
s = FlightModels/CW-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f2a-1.fmd
s = FlightModels/F2A-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f2a-2.fmd
s = FlightModels/F2A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4f-3.fmd
s = FlightModels/F4F-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4f-4.fmd
s = FlightModels/F4F-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fm-2.fmd
s = FlightModels/FM-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1a.fmd
s = FlightModels/F4U-1A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1c.fmd
s = FlightModels/F4U-1C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1d.fmd
s = FlightModels/F4U-1D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1aclipped.fmd
s = FlightModels/F4U-1Aclipped.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f4u-1dclipped.fmd
s = FlightModels/F4U-1Dclipped.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f6f-3.fmd
s = FlightModels/F6F-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f6f-5.fmd
s = FlightModels/F6F-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86a.fmd
s = FlightModels/F-86A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-40.fmd
s = FlightModels/F-86D-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-45.fmd
s = FlightModels/F-86D-45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86e.fmd
s = FlightModels/F-86E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25e.fmd
s = FlightModels/F-86F-25E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25l.fmd
s = FlightModels/F-86F-25L.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-40.fmd
s = FlightModels/F-86F-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86k.fmd
s = FlightModels/F-86K.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fj-3m.fmd
s = FlightModels/FJ-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-36a-3.fmd
s = FlightModels/P-36A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-36a-4.fmd
s = FlightModels/P-36A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38j.fmd
s = FlightModels/P-38J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38l.fmd
s = FlightModels/P-38L.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38llate.fmd
s = FlightModels/P-38LLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-400.fmd
s = FlightModels/P-400.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39d.fmd
s = FlightModels/P-39D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39n.fmd
s = FlightModels/P-39N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-1.fmd
s = FlightModels/P-39Q-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-10.fmd
s = FlightModels/P-39Q-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40c.fmd
s = FlightModels/P-40C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40b.fmd
s = FlightModels/P-40B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40e.fmd
s = FlightModels/P-40E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40e-m-105.fmd
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 = p61_fm
s1 = flightmodels/p-61a.fmd
s = FlightModels/P-61A.fmd:P61_FM
m_lastFMFile = gui/game/buttons
opening new fm file p61_fm
sFMDir = p61_fm
s1 = flightmodels/p-61b.fmd
s = FlightModels/P-61B.fmd:P61_FM
m_lastFMFile = p61_fm
sFMDir = gui/game/buttons
s1 = flightmodels/p-63c.fmd
s = FlightModels/P-63C.fmd
m_lastFMFile = p61_fm
getting fm file 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/cac_sabre_mk31.fmd
s = FlightModels/CAC_Sabre_Mk31.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk32.fmd
s = FlightModels/CAC_Sabre_Mk32.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 = tbd_fm
s1 = flightmodels/tbd-1.fmd
s = FlightModels/TBD-1.fmd:TBD_FM
m_lastFMFile = gui/game/buttons
opening new fm file tbd_fm
sFMDir = gui/game/buttons
s1 = flightmodels/tbf-1c.fmd
s = FlightModels/TBF-1C.fmd
m_lastFMFile = tbd_fm
getting fm file 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/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55_ss0.fmd
s = FlightModels/G-55_ss0.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55_ss0-late.fmd
s = FlightModels/G-55_ss0-late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mc-200.fmd
s = FlightModels/MC-200.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mc-202.fmd
s = FlightModels/MC-202.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mc-205.fmd
s = FlightModels/MC-205.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/re-2000.fmd
s = FlightModels/RE-2000.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cantz1007.fmd
s = FlightModels/CantZ1007.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sm79.fmd
s = FlightModels/SM79.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/aviab-534.fmd
s = FlightModels/AviaB-534.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerdk.fmd
s = FlightModels/FokkerDK.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerdu.fmd
s = FlightModels/FokkerDU.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers3early.fmd
s = FlightModels/FokkerS3Early.fm
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alex T. on March 07, 2012, 05:49:31 PM
hope this is what you meant!
If it was in Klingon it would have been clearer to me ;)
Thanks in advance for your help!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on March 07, 2012, 10:07:08 PM
Looks like you haven't followed the instructions of the JetWar v1.2 install and have forgot to remove some aircraft that are no longer in the pack.

If this reoccurs, its possible you are trying to run a mission that still has these aircraft/objects in them. If you remove them from the missions and you still have problems, please let me know.

But this is not related to the AI mod at all.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alex T. on March 08, 2012, 02:22:43 AM
Looks like you haven't followed the instructions of the JetWar v1.2 install and have forgot to remove some aircraft that are no longer in the pack.

If this reoccurs, its possible you are trying to run a mission that still has these aircraft/objects in them. If you remove them from the missions and you still have problems, please let me know.

But this is not related to the AI mod at all.

Sorry Anto, which aircraft/object you refer to?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on March 08, 2012, 05:32:39 AM
You need to remove the MiG-17AS, F-86F-30 and MiG-15bislate from your air.ini (as described in JetWar v1.2 readme). If this doesn't work, please tell me the EXACT scenario (including QMB vs FMB, mission you are using etc) in which this occurs.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alex T. on March 08, 2012, 04:02:14 PM
Ok, I looked and those are not in my air.ini

I have Modact 3.06 with a fresh Jet era 1.2 installation (where everything works flawlessly)

No matter if QMB or FMB, whenever I go down for landing on an aircraft carrier with a propeller plane, the game will freeze as soon as the arrestor hook will touch one of the cables. It works as usual with the Fury jet, I can land it normally and the hook engages the cable as usual.

I have been experimenting more and when I land at very slow speed with the hook up, then as I'm flaring over the deck I lower the hook, it seem not to freeze, but the arrestor hook will sink into the bridge and won't engage the cables at all, like they're not there or the hook is just visible but not there.

It's a very odd one, the only thing I can think of is restarting with a fresh installation and seeing if it does it again  :'(
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: mojojojo on March 08, 2012, 04:14:24 PM
re-download (v2.5 or later), or download the catapult fix (i know that the catapult isnt the problem, but cable issues are also fixed in it.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alex T. on March 08, 2012, 04:40:47 PM
where's the catapult fix? I'll try and re-download the 2.5 in the meantime
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on March 09, 2012, 02:06:49 AM
The catapult fix IS in v2.5 ;)

Thanks for clarifying Alex. To be honest, I am a bit stupified as to what is causing the error.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alex T. on March 09, 2012, 03:33:14 AM
I know, it's completely random.

I have thought of possible reasons for it, but then again mine is complete guesswork as I am no technical expert, I mean, I understand how mods work and how to install them, but if you ask me to look into the mod code, then I have no idea!

By applying simple logic, I came to the following thinking.
What happens when the arrestor cable touches the deck? there are sparks for friction (which now I don't see) and there's the contact with the deck surface/cable. Something causes the game to freeze when the hook hits the cable, but it's ONLY for propeller planes, jets don't have this issue!
What I can do is installing the Panther and/or other jets with arrestor cable and see if it works or not.
My conclusion is that there's something with friction that doesn't work properly, which isn't present on jets (I dunno if this is normal or not, but for instance when I start a plane from parked position, there's always a moment when the plane seems to come off a step, and the wheels don't start spinning straight away).
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Username333 on March 18, 2012, 11:41:22 AM
I get a runtime error on the mission loading screen at 100%. I dunno why, I tried removing mods, but it still refuses to work. The airplane or the conditions does not matter at all.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: western0221 on March 18, 2012, 12:17:31 PM
I get a runtime error on the mission loading screen at 100%. I dunno why, I tried removing mods, but it still refuses to work. The airplane or the conditions does not matter at all.
Perhaps is your aircraft F-8Crusader?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Username333 on March 18, 2012, 01:47:49 PM
I can't even fly the Crusader, and like I said, any aircraft it crashes. Thanks for trying to help but my game seems to have a mind of it's own sometimes.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Dornil on March 23, 2012, 07:29:57 AM
Is it possible to install the AI mod alone into 4.09?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on March 24, 2012, 02:33:42 AM
No. Mod is made for 4.101m only. There will never be a version for 4.09m, simply because it doesn't support the features and it is an out of date game version.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: gianluca on March 26, 2012, 03:44:55 AM
I see Western released today an instant patch (for F-4B&J)to his CTO mod which is included here: I wonder it should be applied or not (DBW 1.71)......

Best regards,

Gianluca
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: western0221 on March 26, 2012, 05:55:35 AM
I see Western released today an instant patch (for F-4B&J)to his CTO mod which is included here: I wonder it should be applied or not (DBW 1.71)......
When you play DBW1.71 , you feel nothing to want to update CTO, no need to apply.
Else , please apply.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Bombsaway on March 26, 2012, 06:08:23 AM
I have very few mods in my SAS 4.10.1 but this gives me a crash to CTD when I click fly on any map in QMB. The map loads to 100% then before it goes to the map it CTD. I have looked and I had the 0_ADriver mod in but it still did it after I removed it. I cant see any mod that I have that indicates a carrier take off mod or any thing else. Does anyone know what mods that may conflict with this?
Thanks.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: gianluca on March 26, 2012, 06:58:09 AM
I see Western released today an instant patch (for F-4B&J)to his CTO mod which is included here: I wonder it should be applied or not (DBW 1.71)......
When you play DBW1.71 , you feel nothing to want to update CTO, no need to apply.
Else , please apply.

Thks Western!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: US_GRANT on March 27, 2012, 03:27:32 PM
I have no idea how to get 7zip to work. As far as I am concerned it is not user friendly. Can't you guys use something else?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: mojojojo on March 27, 2012, 03:29:29 PM
I have no idea how to get 7zip to work. As far as I am concerned it is not user friendly. Can't you guys use something else?
u can use winrar
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: US_GRANT on March 27, 2012, 05:20:06 PM
Tried it. It won't work either. I probably have to uninstall all of them (7zip, Jzip and winrar) and start all over.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: mojojojo on March 28, 2012, 03:07:33 PM
Tried it. It won't work either. I probably have to uninstall all of them (7zip, Jzip and winrar) and start all over.
to get 7z to work, simply click on the .zip or .7z or .rar file you want to open click "open with" and select 7z.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: US_GRANT on March 28, 2012, 09:04:56 PM
Tried that. My computer will not recognize 7zip.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Plowshare on April 02, 2012, 08:44:06 AM
Hi all:

So, I've now installed Build 1.71. Installed the F4 Phantom. Read everything I can find on the subject regarding this/these mods and wonder:

Has there been a fix so this mod can launch the Phantom from the deck of a carrier during Co-op missions? As it says in the SAS AI Hotkeys Mod v25 Readme.pdf: "In dogfight and single-player missions the mission builder can set the parameter 'CatapultBoost 1.'"

Putting in or removing this line has no discernable difference - I end up in the drink ahead of the carrier when using a full bomb load. I've set the mission up for Dec 31 1960 and am using the USS Essex SCB-125 Update mod launching, or trying, from the Essex itself.

Using this mission from FMB the plane launches flawlessly.

Any help?

Bob
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: western0221 on April 02, 2012, 09:38:15 AM
In my memory, excluding CO-OP missions java program code at CatapultBoost is in Catapult classfiles.

I don't know why CO-OP missions are excluded.
That may be a decision by Fireball.

And I also don't know, when I enable CatapultBoost in CO-OP missions, something wrong or a bug occurs or not.
If nothing wrong in CO-OP missions with CatapultBoost, I can enable it.
Does anyone have an idea about it?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: henkypenky on April 04, 2012, 01:17:56 PM
Hi Anto, are you looking into this mods CTD issue for SAS modact users? Reading the description it looks like a must have mod to me and I think its a pity that SAS modact users can't use SAS AI, Engines etc mod.
Not trying to push you, just asking
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on April 05, 2012, 03:06:36 AM
CTD issues?

As far as I'm concerned, this pack is stable. Can you elaborate? And apologies in advanced if you have posted this before, but it is lost in 13 pages of posts and time hasn't been my friend in last two months.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: henkypenky on April 05, 2012, 09:56:15 AM
Hi Anto, didn't want to set you up, as I apriciate very much everything you do for us. Perhaps used the wrong expression; I meant the error that a mission load to 100% and after that the computer seizes up. I saw a number of Mod Act user expieriences this problem, hence the question.

Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: western0221 on April 05, 2012, 10:00:49 AM
Hi Anto, didn't want to set you up, as I apriciate very much everything you do for us. Perhaps used the wrong expression; I meant the error that a mission load to 100% and after that the computer seizes up. I saw a number of Mod Act user expieriences this problem, hence the question.
You are better to show your error log "log.lst".
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: henkypenky on April 05, 2012, 01:30:35 PM
Hi Western, thats a problem as the game is 'dead as a doornail' when the mission is loaded 100%. I must kill Il-2 with Process Explorer to get it back to life.  :'(

I have just tried it again; added the 2.5 version of the mod, choose a mission - QMB or Single - start up the mission, loads to 100% and complete freeze up. But I found out that even without the mod I do not have a log file, so I'll try to get that working first.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Uufflakke on April 05, 2012, 02:52:23 PM
@henkypenkypoepchinees:
maybe this info about logfile issues will help:
http://www.sas1946.com/main/index.php/topic,13457.msg141587.html#msg141587 (http://www.sas1946.com/main/index.php/topic,13457.msg141587.html#msg141587)
http://www.sas1946.com/main/index.php/topic,19308.0.html (http://www.sas1946.com/main/index.php/topic,19308.0.html)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: mojojojo on April 06, 2012, 05:39:30 AM
Hi Anto, didn't want to set you up, as I apriciate very much everything you do for us. Perhaps used the wrong expression; I meant the error that a mission load to 100% and after that the computer seizes up. I saw a number of Mod Act user expieriences this problem, hence the question.


are you flying in the F9F-2?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: henkypenky on April 06, 2012, 01:03:26 PM
Hi Mojojojo, just WWII stuff.

Edit, everybody thanks for assistance, I think there's something wrong with my pc; 100% sure I had logfile on 1 but after playing a mission it was back to 0 and no logfile!!?? But as I'm going to update to Win 7, I first will do that and see what happens next.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: csvousden on April 06, 2012, 04:29:41 PM
Would anyone be kind enough to provide a copy of the pdf file in this mod separately from the mod itself.  I cannot seem to open the one included. 

Humbly,

CV
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: csvousden on April 07, 2012, 12:54:26 PM
I just figured it out.  You have to go through the 7zip file manager.  Duh!
CV
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: AIL2GermanAce on April 14, 2012, 04:43:06 PM
Hi Anto, didn't want to set you up, as I apriciate very much everything you do for us. Perhaps used the wrong expression; I meant the error that a mission load to 100% and after that the computer seizes up. I saw a number of Mod Act user expieriences this problem, hence the question.
I am getting this issue too.Even in a clean install playing with this mod is impossible.It crashes at 100% except In the Kawasaki Ki-100 aircraft which  crashes at cockpit view.BTW i use SAS ModAct 3.06 and copied the folder with all the files in the #SAS folder.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Jafa on April 18, 2012, 12:43:03 AM
Yup me too , game loads to 100% - then crash , I use Modact 3.06 also.  :(
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Alemart_el_Redentor on April 23, 2012, 01:50:57 PM
I am also having issues (memory can not be "read" error) using a clean 4.101+modact 3.06, the crashes go away if i disable this, any news on the matter?, how can i help?.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: JCTiggs on April 26, 2012, 03:27:31 AM
I can confirm this is also crashing on my system too. Selecting a Mission, game loads to 100% - then crash , I use SAS Modact v3.06 and v4.10.1 with clean install. Removing this mod fixes the problem. Logfile below. First half is working log without mod, second half is crash with mod enabled. Hope this helps!

---------------------------------------------------------------------------------
WITHOUT #SAS_AI_Engine_HotKeys_Carriers MOD
WORKING NO PROBLEMS

[Apr 26, 2012 10:19:13 AM]
 ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 5800 Series
  Version: 4.1.10666 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced 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_gpu_shader5 GL_ARB_gpu_shader_fp64 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_sample_shading 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_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit 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_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1280x1024
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...


Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission single/un/P-40B/19_PHW1.mis...
PBuffer: suitable formats: 42

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 42

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *261222408*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
Mission: single/un/P-40B/19_PHW1.mis is Playing
warning: no files : music/inflight
[Apr 26, 2012 10:20:33 AM]
 -------------- END log session -------------


WITH #SAS_AI_Engine_HotKeys_Carriers MOD
CRASH at 100% LOAD in loading screen prior to start
of single mission [single/un/P-40B/19_PHW1.mis]

[Apr 26, 2012 10:22:43 AM]
------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 5800 Series
  Version: 4.1.10666 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced 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_gpu_shader5 GL_ARB_gpu_shader_fp64 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_sample_shading 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_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit 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_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1280x1024
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...


Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission single/un/P-40B/20_PHW1.mis...
PBuffer: suitable formats: 42

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 42

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *261287944*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
Mission: single/un/P-40B/20_PHW1.mis is Playing
warning: no files : music/inflight
4>fps START SHOW
fps:109 avg:96 max:109 min:85 #fr:464
fps:105 avg:101 max:116 min:85 #fr:1011
fps:138 avg:118 max:220 min:85 #fr:1779
fps:117 avg:121 max:220 min:85 #fr:2409
fps:126 avg:121 max:220 min:85 #fr:3031
fps:268 avg:132 max:270 min:85 #fr:3957
fps:268 avg:142 max:270 min:85 #fr:4976
fps:134 avg:153 max:302 min:85 #fr:6140
fps:1000 avg:193 max:1000 min:85 #fr:8672
[Apr 26, 2012 10:29:55 AM] -------------- END log session -------------

[26.04.2012 10:32:06] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 5800 Series
  Version: 4.1.10666 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced 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_gpu_shader5 GL_ARB_gpu_shader_fp64 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_sample_shading 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_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit 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_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1280x1024
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...


Maximum texture size : 16384
Maximum simultaneous textures :8
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
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission single/un/P-40B/19_PHW1.mis...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields:
PBuffer: suitable formats: 42

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 42

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *714731528*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loa
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on April 26, 2012, 09:16:26 AM
For those having 100% crashes, unfortunately I can't offer any solutions. I've not seen that error in person and the log above doesn't give me much of an indication as to why it is crashing. If a solution or work-around is found, will let you know.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: western0221 on April 26, 2012, 09:31:53 AM
It is only my feel...

BOTH this AI~Carriers MOD and "1956 Jet Era v1.2" are required.
Only installing this AI~Carriers MOD without "1956 Jet Era v1.2", these errors may occur.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: henkypenky on April 27, 2012, 01:12:04 PM
You are right Western, although not 100%; seen your remark I dl'd and installed Jet war 1.2. Played - on autopilot - the carrier take off mission Nr. 1 for IJN and bingo the Zero got into the air ok.  :)  Strange thing was that I did'nt have any aircraftsound, not internal or external. Than I tried the same mission for RN and USN / F4U. Both missions started ok, only at the moment they where about to unfold their wings the game froze solid.  :'(. Replaced the SFS file with the original back-ups, result the same.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: JCTiggs on May 02, 2012, 12:40:56 AM
Yeah, there is definitely something buggy with this mod. Hopefully there will be a fix soon. In the meantime I'm upgraded to 4.11.1 since the AI is quite fun to fly against (I'm offline only at the moment). I'm also finding many of the mods I was using in 4.10.1 carry over as well. Just waiting for a sound mod that will work with 4.11 :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: HIAHIA123 on May 11, 2012, 08:53:53 PM
I have a problem with this mod . I install it and the game (when shortcut is clicked) fails to start up. There is no error report but before the mod, the game is fine, it starts up. After the mod, it fails to start the game. The game was bought off Steam, but i can still mod it.  Any help?  :(
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Riptide_One on May 12, 2012, 04:48:35 AM
HIAHIA123,

I  am using DBW 1.71. What version of the game are you using?

I am not sure what I have to say will help you. When I included this mod in my DBW 1.71 install, my game failed to start up. Then, on 1 May, crazyeddie identified 96F4C2FA0F2B0FD0 as the file in this mod that stopped his DBW 1.71 install from loading. After I deleted this file from the mod's directory, my game started up. Still it seems to me that something must have been lost when I deleted 96F4C2FA0F2B0FD0. However, there were no contributions to the thread addressing that question. If you are interested, have a look at the later entries in Tech Help : Using Mods/Carrier Take Off Confusion.

In my case, deleting 96F4C2FA0F2B0FD0 from the mod did not address my core problem which was to get the catapults to work on the angle-deck carriers.

So, I agree with you that there appears to be something wrong with this mod. However, I have not seen any updates about efforts to fix the problem.

Cheers,

Riptide
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: mojojojo on May 12, 2012, 05:21:50 AM
I have a problem with this mod . I install it and the game (when shortcut is clicked) fails to start up. There is no error report but before the mod, the game is fine, it starts up. After the mod, it fails to start the game. The game was bought off Steam, but i can still mod it.  Any help?  :(
did you install the steam patch?
get it here:
http://www.sas1946.com/main/index.php/topic,1531.0.html
what version are you using?
4.09, 4.10(.1), 4.11(.1)?
DBW? (if so, which build?)
UP?
SAS modact?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: HIAHIA123 on May 12, 2012, 08:27:58 AM
I have a problem with this mod . I install it and the game (when shortcut is clicked) fails to start up. There is no error report but before the mod, the game is fine, it starts up. After the mod, it fails to start the game. The game was bought off Steam, but i can still mod it.  Any help?  :(
did you install the steam patch?
get it here:
http://www.sas1946.com/main/index.php/topic,1531.0.html
what version are you using?
4.09, 4.10(.1), 4.11(.1)?
DBW? (if so, which build?)
UP?
SAS modact?

Version is 4.09
(DBW? Dont know what that is, sorry :()
UP? No
SAS modact? Yes

I can install other mods perfectly, but this, nope.

And I dont need that patch. I've never got a 5% error before
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: hguderian on May 12, 2012, 06:17:14 PM
@HIAHIA123

It isn't 4.09 compatible. This mod is only for v.410.1!
Cheers
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: GAE_Chape on May 13, 2012, 12:25:46 PM
I have errors when unzip the 7z.

 I downloaded from: SAS and MEDIAFIRE

 The error persists. Someone can send the file in use; by mail chiappe_mariano@hotmail.com

 Hugs.!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Ceteu on May 13, 2012, 09:02:19 PM
I have errors when unzip the 7z.

 I downloaded from: SAS and MEDIAFIRE



Ídem.

Only download  0.99 mb.

Any idea? Thanks
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: airacobra100 on May 17, 2012, 03:36:14 PM
Hello! =)
I installed this mod SAS_AI_Engine_HotKeys_Carriers.
in the manual says that many of the parameters it is possible to disable or enable config.ini.
But when I change the settings in the configuration file, the game did not change.
For example, I can `t activate airshow smoke, can` t increase the power of the catapult, and disable the bomb bay doors opening
There is no effect of smoke on take-off from a catapult.
Here are my settings:
[Mods]
AirShowSmoke=1
AirShowSmokeEnhanced=1
BombBayDoors=0
SideDoor=0
CatapultAllow=1
CatapultAllowAI=1
CatapultBoost=1
StandardDeckCVL=1
CatapultAI_CVE=1
CatapultAI_CVL=1
CatapultAI_EssexClass=1
CatapultAI_LexingtonClass=1
CatapultAI_AkagiClass=1
CatapultAI_IllustriousClass=1
CatapultAI_CasablancaClass=1
CatapultAI_ShokakuClass=1
CatapultAI_GrafZep=1
NoNavLightsAI=1
FastLaunchAI=1
CatapultPower=22.0
CatapultPowerJets=35.0
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: GAE_Chape on May 26, 2012, 12:37:26 PM
I have errors when unzip the 7z.

 I downloaded from: SAS and MEDIAFIRE



Ídem.

Only download  0.99 mb.

Any idea? Thanks

The solution is: download the latest version of WinRAR
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: GAE_Chape on May 26, 2012, 12:42:48 PM
Is it possible to work in UP3RC4?, I did everything.
Also the JetErav1.2.SFS decompressed, and add in #UP#

A little help here?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: GAE_Chape on June 06, 2012, 06:08:51 PM
Is it possible to work in UP3RC4?, I did everything.
Also the JetErav1.2.SFS decompressed, and add in #UP#

A little help here?

 :) hello!!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: hguderian on June 06, 2012, 06:12:41 PM
I don't think, cause the UP's MDS part and consequent code conflicts.

Cheers
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on June 07, 2012, 09:30:59 AM
This mod is NOT compatible with Ultrapack and it is unlikely that it ever will be.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Baco on June 07, 2012, 08:21:05 PM
SO Anto, there is no way to have MDS and this mod in the same install right?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on June 09, 2012, 11:07:29 PM
Thats correct. And if you figured out how to get it to work, please let me know your secrets!!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: western0221 on July 31, 2012, 12:26:32 PM
A request to Hotkeys MOD in the future...

- Open/Close refuel prove (for A-7, F/A-18 or new jets)
- Adjust variable wings (for F-14, F-111, MiG-23 etc.)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Letome1 on August 03, 2012, 09:29:49 PM
i have a problem with the game...i start the game with IL-2 Sturmovik 1946 4.11.1m with a modloader made for version 4.11.1m. i start the game, the menu loads correctly, then i start "quick mission maker" (or i think the button is named like this), i launch the mission in coral sea and the game crashes at 30% (while loading aircrafts). this is strange for me, i need help!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: CWMV on August 03, 2012, 11:40:13 PM
i have a problem with the game...i start the game with IL-2 Sturmovik 1946 4.11.1m with a modloader made for version 4.11.1m. i start the game, the menu loads correctly, then i start "quick mission maker" (or i think the button is named like this), i launch the mission in coral sea and the game crashes at 30% (while loading aircrafts). this is strange for me, i need help!

Hey we will be more than willing to help you in the new comers lounge here!
http://www.sas1946.com/main/index.php/board,204.0.html
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Letome1 on August 04, 2012, 08:41:10 AM
Im just new in this forum and in modding IL-2 Sturmovik... i actually just followed the instructions and the problem comes up when i load a mission.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Letome1 on August 10, 2012, 05:31:47 PM
Oh, Now it works, but now after I load a mission, it loads but the game crashes after i move the plane a few meters... ::)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: liampo on August 18, 2012, 04:58:25 AM
problem.

game starts up ok but when i enter battle , error ! any fixes?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: western0221 on August 18, 2012, 05:00:24 AM
problem.

game starts up ok but when i enter battle , error ! any fixes?

Do this
http://www.sas1946.com/main/index.php/topic,13457.0.html

and paste your error log.lst here
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: liampo on August 18, 2012, 05:05:23 AM
problem.

game starts up ok but when i enter battle , error ! any fixes?

Do this
http://www.sas1946.com/main/index.php/topic,13457.0.html

and paste your error log.lst here
so copy :[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=
SAVE=
LOG=1
LOGTIME=0
LOGFILE=logfile.log
LOGKEEP=1

into conf.ini then what?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: liampo on August 18, 2012, 05:07:04 AM
so paste the error that comes up when i start battle on this post?
 
this is the error:(http://error1.jpeg)
(http://error2.jpeg)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: liampo on August 18, 2012, 05:23:29 AM
problem.

game starts up ok but when i enter battle , error ! any fixes?

Do this
http://www.sas1946.com/main/index.php/topic,13457.0.html

and paste your error log.lst here
im confused  :( can you personal message me?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: USN_Slider on September 01, 2012, 03:45:39 PM
Hey Guys, have all installed... SAS 3.06, 4.101 install.... Game freezes on arrestor hook catch with prop planes and/or catapult chock-in.... In flight is fine... NO PROBLEMS!!!  AI do not seem like the ones in 4.11, but could test more... Others are having these issues, so just wondering if new version will fix them or is there something I'm missing...

Is this mod for single player or co-ops/Online ???

Thanks,  S!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: benson on September 22, 2012, 10:12:43 AM
Like a few others here I've tried this superb looking Mod but my game loads to 100% and then freezes. In desperation I want to try Certificates AI Mod enabled with JSGME which I'm very familiar with. Can anyone tell me the folder structure to do this? Thanks in advance.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on September 22, 2012, 10:41:51 AM
Game freezes at 100% then crashes suggest that you have installed a patch incorrectly. The AI Engine Hotkeys Carriers mod contains Certs AI mod with improvements, so no need to install it as well.

I suggest reinstalling your game up until DBW1.71 or to ModAct 3.06 before testing this mod again.

@Slider: It is for whatever you want.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: benson on September 22, 2012, 11:25:11 AM
Ok.Thanks for your answer. I'll give it a go. :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on October 06, 2012, 12:08:50 PM
Hasn't been many updates regarding this mod but thought I'd let you know about the progress with current beta. Here are the most recent developments/beta notes:

- Entire game flap system redone. Based on kumpel's original customizable flap mod, this has been expanded significantly to create new flight model parameters to allow you to define as many stages of of flaps as you wish. The code also shows the correct flap setting (in degrees) on the HUD. This was required to remove a major compatibility bug with the MiG-21 project
- Fixed problems with engine statup for some engine types (e.g. Rotary)
- Added level stabilizer as a flight model setting
- Added differential brakes as a flight model setting
- Cleaned files
- Deleted class AircraftHotkeysAlt as it is now redundant.
- Support for aircraft with 8 engines added.
- New engine starters. There is now a new variable in engine models called 'Starter' which allows you to define a starter motor type. You can choose "Inertia" (two types, traditional and "Bosch"), "Manual", "Electric", "Cartridge" and "Pneumatic".
- Engine startup and windmilling behaviour tuned. No long will you see aircraft with rediculously long shutdown times. With exception to a few aircraft variants, all aircraft have a more realistic windmilling time.
- Engine cut-out on prop-strike added. When the windmilling code was introduced, it had a side-effect of causing engines to continue to run for a while after a prop strike (even after hitting ground). Now engine shutdown occurs almost instaneously.
- Auto DiffFM by Benitomuso added.
- 'No Open canopy' for high-speed jets on carriers added. Prevents aircraft such as F-4 Phantom from opening canopy before take-off. Adapted from code by wasted and western0221
- Airbrake period parameter added. In flight model can now define how long it takes for airbrakes to deploy.
- MiG-21 flap positions added to AircraftHotkeysAlt.
- Added custom ejection seats code (for use with MiG-21 and future JetWar versions)

Coming in future betas:
- Western0221's climate mod to be merged
- New afterburner code
- Shifting of some supersonic code from aircraft classfiles to core classes
- Missile selection
- Conversion to 4.111m (already begun)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: mojojojo on October 28, 2012, 12:16:14 PM
Wow! Sounds great!!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Jafa on October 29, 2012, 12:48:39 AM
Hey Guys, have all installed... SAS 3.06, 4.101 install.... Game freezes on arrestor hook catch with prop planes and/or catapult chock-in.... In flight is fine... NO PROBLEMS!!!  AI do not seem like the ones in 4.11, but could test more... Others are having these issues, so just wondering if new version will fix them or is there something I'm missing...

Is this mod for single player or co-ops/Online ???

Thanks,  S!


Yeah , I get the same thing.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Reisenkaze on October 31, 2012, 07:57:19 AM
100% CTD and here (was) the log file.

Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on October 31, 2012, 08:12:44 AM
Install JetWar 1956 mod and your error will go away.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: kaxII on October 31, 2012, 09:11:19 AM
Also can someone edit his post and put in
Code: [Select]
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Reisenkaze on October 31, 2012, 04:58:54 PM
It works, huzzah and suchlike. Thanks.

Also, she, not he. Will remove code from other post.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on November 01, 2012, 02:50:06 AM
Good to here Reisenkaze :)

For the next version I'll be adding ALL necessary classfiles so you won't be required to install extra mods.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: Mangas on December 01, 2012, 01:15:37 AM
Thx to your work, SAS~Anto! the mod is great. The only problem that bothers me is that after unstalling it I have all the system messages (like "power 100%", "mission over" e.t.c.) in English. Any chance to have these messages in Russian since I have russian copy of the game?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
Post by: SAS~Anto on December 08, 2012, 08:34:19 PM
Mangas, if you go into the AI mod folder, find i8n folder and delete controls_ru.properties and hud_log_ru.properties. This will restore the game default messages. You might encounter the occasional message in English or gibberish though.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on December 24, 2012, 10:00:25 AM
*BUMP*

As a small Christmas treat, decided to unleash the SAS Engine Mod v2.6 RC for 4.101m and 4.11.1m for testing. It is lacking full documentation and there is still an issue in some circumstances with missile tracking, but otherwise is very stable (having been under development for over 6 months with thousands of hours of testing). It will serve as the future basis for many exiting new mods (including the MiG-21).

Please enjoy, links are at bottom of first post :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: slipper on December 25, 2012, 06:11:24 AM
Anto,

There looks some great new features in the 2.6 rc version, however I was wondering as A nightfighter fan if the code for the ME-110 G4 and He-219 had been fixed in the new version please? It is the code that allows them to use their schrage musik installations.

It is listed in previous versions but somewhere along the way has become broken.

Regards and a Merry Christmas

Slipper
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Kilo on December 25, 2012, 07:24:30 AM
Just tried this MOD and it's amasing! Great work, guys, great work.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on December 25, 2012, 09:30:58 AM
Anto,

There looks some great new features in the 2.6 rc version, however I was wondering as A nightfighter fan if the code for the ME-110 G4 and He-219 had been fixed in the new version please? It is the code that allows them to use their schrage musik installations.

It is listed in previous versions but somewhere along the way has become broken.

Regards and a Merry Christmas

Slipper

It wasn't broken per say. I changed it so I wouldn't have to re-edit the core class every time an aircraft with Shrage musik was added. Instead you add a line of code to the aircraft class and it enables the behaviour (which funnily enough, is how it is handled in 4.11.1m). These aircraft simply lack that line of code but it would be an easy job for any coder to do.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: mojojojo on December 25, 2012, 02:33:34 PM
i dont have my joystick on me right now, but i will test out these new versions when i can :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: doramas67 on December 25, 2012, 06:16:36 PM
"- Added level stabilizer as a flight model setting. Enabled by setting "CStabilizer 1""
Anto, with this setting, level stabilizer for all planes?
And, how can we enable it? In conf.ini putting these lines, "CStabilizer=1"?
Thank you very much for your interest and effort.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: slipper on December 25, 2012, 06:26:09 PM
Thanks for the reply Anto.

Quote
It wasn't broken per say. I changed it so I wouldn't have to re-edit the core class every time an aircraft with Shrage musik was added. Instead you add a line of code to the aircraft class and it enables the behaviour (which funnily enough, is how it is handled in 4.11.1m). These aircraft simply lack that line of code but it would be an easy job for any coder to do.

Do you have any plans to add them yourself? or is it something you are not interested in? If i understand you correctly the line to be added is in the actual aircraft classfiles not the SAS Engine Mod v2.6RC?

If you have no intention of doing it would you be able to say what line of code needs to be added and to what classfile please? maybe i could ask if anyone is able to maybe take a look?

regards again mate

slipper
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on December 25, 2012, 08:13:24 PM
Doramas, it has to be added to the flight model of individual aircraft. It is a replacement for having to edit the main game classes each time you want an aircraft with it

Slipper, its up to the modders who made those aircraft to do it, but for DBW it will be enabled.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Kant on December 25, 2012, 08:22:31 PM
Do you expect a Russified version of mods, a contingent of Russian-speaking virtual pilots a lot
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on December 25, 2012, 10:17:19 PM
I don't speak Russian, so unless someone is willing to translate it, I don't expect so.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: slipper on December 26, 2012, 07:36:38 AM
Thanks again Anto

Sorry to be a pain mate, but i do miss this feature in DBW 1.71.

Quote
Slipper, its up to the modders who made those aircraft to do it, but for DBW it will be enabled.

By the above do you mean for DBW 1.8? or enabled for DBW 1.71 with the upgraded Engine Mod?

Thanks again Anto

regards

slipper
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on December 26, 2012, 07:55:16 AM
For the next DBW it will be enabled. I will be happy to provide modders with my classfile changes, but it is ultimately up to them whether they choose to release it for their stand-alone mods.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Narvik on December 26, 2012, 11:06:15 AM
Great news about nightfighters, SAS~Anto!

Is there any declassified information about radar development progress?)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: doramas67 on December 26, 2012, 12:56:03 PM
Doramas, it has to be added to the flight model of individual aircraft. It is a replacement for having to edit the main game classes each time you want an aircraft with it

Slipper, its up to the modders who made those aircraft to do it, but for DBW it will be enabled.
I understand you, Anto.
Thanks, again.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: slipper on December 26, 2012, 04:20:34 PM
Cheers Anto, i believe most are in DBW anyway, and hopefully in time the rest will be converted.

Thanks for taking the time to reply and for your continuing great work.

regards

slipper
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on December 27, 2012, 10:46:41 PM
No probs guys. It may end up Slipper that I will make those minor changes to the code as part of compiling the next DBW, so who knows, you might have it soon.

@Narvik: We've got all the basics for radar going but none of us have had the time to properly implement it. The plan is still to get it working on the MiG-17PF as the first public demonstrator. So far we have it working but need to fine tune how it reads out some of the info (e.g. currently the range axis is displaying elevation). With it out of the way, we intended to add it to the MiG-21 pack as part of an update following its release. We'll also be contacting a few people who have had experience in some of the Command & Control mods to help develop a few other advance radar instruments (e.g. Sirena Radar Warning Receiver, LAZUR Command Guidance system etc)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on December 27, 2012, 10:49:34 PM
Oh forgot to mention. There are two major bugs currently in the RC of this mod:
- Take-off in pairs and lines don't work. The aircraft don't align to the axis of the runway. But by fixing this, it disables carrier take-off for AI. Currently being looked into
- Missiles tracking method is not changed when switching between missiles. Not a big problem as there are no publicly released aircraft that have implemented missile selection BUT good news is that Storebror has fixed it. So please buy him a round of strong black coffee ;)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BT~walker on December 29, 2012, 06:09:47 AM
Quote
Please delete ALL old versions before installing and make sure it is running BEFORE your JetWar files.
How exactly may I be sure it runs before JetWar files ? Renaming the folder with many 0 ?...
All my jets run fine but :
-No stabilizer functions (same mods in DBW have working level stabilizer)
- Engines overheat in afterburner or full power (T-33, F-4) & catch up fire afterwards...
Thnx.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on December 30, 2012, 06:25:35 AM
Engine overheating isn't a bug on my part but it is due to the new overheating code that comes in stock 4.111m. We aren't sure how to tackle this at the moment but it is frustrating.

Stabilizer function, well it will only work on aircraft which have it enabled ;) If your aircraft wasn't equipped with one and it is not set in the FM, then it won't work.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on December 30, 2012, 04:11:50 PM
Quote
- Enabled nuclear armed rockets

(http://www.wallpaperhi.com/thumbnails/detail/20111202/1233072629345.jpg)

FTW

 :P
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: sphantom on December 30, 2012, 05:54:43 PM
cute
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on December 31, 2012, 05:47:56 AM
OK I spotted a CRITICAL bug with v2.6 - carrier take off is impossible - the game crashes few seconds into mission if it starts at the carrier's deck (tested only carriers with catapults so far).
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on December 31, 2012, 07:33:34 AM
All Carrier/Missions work on my Game

(http://www.sas1946.com/images/imageshit/img338/272/31122012162726.jpg)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on December 31, 2012, 08:46:14 AM
It seems that game crashes when engine starts, though it doesn't happen on land. Here's my log.lst

Code: [Select]
[31.12.2012 15:37:02] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GT 240/PCIe/SSE2
  Version: 3.3.0
  Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading 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_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
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 : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
FFR-41MR Wepon Loading List:Default
    No.1:MGunM61NR(10000)
FFR-41MR Wepon Loading List:SA2:AIM-IIIx2
    No.1:MGunM61NR(10000)
    No.5:RocketGunAAM3(1)
    No.6:RocketGunNull(1)
    No.11:RocketGunAAM3(1)
    No.12:RocketGunNull(1)
FFR-41MR Wepon Loading List:SA4:AIM-IIIx4
    No.1:MGunM61NR(10000)
    No.7:RocketGunAAM3(1)
    No.8:RocketGunNull(1)
    No.9:RocketGunAAM3(1)
    No.10:RocketGunNull(1)
    No.13:RocketGunAAM3(1)
    No.14:RocketGunNull(1)
    No.15:RocketGunAAM3(1)
    No.16:RocketGunNull(1)
FFR-41MR Wepon Loading List:SA8:AIM-IIIx8
    No.1:MGunM61NR(10000)
    No.7:RocketGunAAM3(1)
    No.8:RocketGunNull(1)
    No.9:RocketGunAAM3(1)
    No.10:RocketGunNull(1)
    No.13:RocketGunAAM3(1)
    No.14:RocketGunNull(1)
    No.15:RocketGunAAM3(1)
    No.16:RocketGunNull(1)
    No.19:RocketGunAAM3(1)
    No.20:RocketGunNull(1)
    No.21:RocketGunAAM3(1)
    No.22:RocketGunNull(1)
    No.25:RocketGunAAM3(1)
    No.26:RocketGunNull(1)
    No.27:RocketGunAAM3(1)
    No.28:RocketGunNull(1)
FFR-41MR Wepon Loading List:SA2_2:AIM-IIIx2x2
    No.1:MGunM61NR(10000)
    No.5:RocketGunAAM3(1)
    No.6:RocketGunNull(1)
    No.11:RocketGunAAM3(1)
    No.12:RocketGunNull(1)
    No.17:RocketGunAAM3(1)
    No.18:RocketGunNull(1)
    No.23:RocketGunAAM3(1)
    No.24:RocketGunNull(1)
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32

Loaded camouflage: DESERT
Month = 0 , Hour = 12
Temperature -     0m = 9.0 .
Temperature -  1000m = 2.5100098 .
Temperature -  2000m = -3.980011 .
Temperature -  3000m = -10.470001 .
Temperature -  4000m = -16.959991 .
Temperature -  5000m = -23.449997 .
Temperature -  6000m = -29.940002 .
Temperature -  7000m = -36.429993 .
Temperature -  8000m = -42.92 .
Temperature -  9000m = -49.410004 .
Temperature - 10000m = -55.899994 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *685178120*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
Loading mission testmission1.mis...
Loaded camouflage: DESERT
Month = 6 , Hour = 12
Temperature -     0m = 14.0 .
Temperature -  1000m = 7.51001 .
Temperature -  2000m = 1.019989 .
Temperature -  3000m = -5.470001 .
Temperature -  4000m = -11.959991 .
Temperature -  5000m = -18.449997 .
Temperature -  6000m = -24.940002 .
Temperature -  7000m = -31.429993 .
Temperature -  8000m = -37.92 .
Temperature -  9000m = -44.410004 .
Temperature - 10000m = -50.899994 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Load bridges
Load static objects
Mission: testmission1.mis is Playing
warning: no files : music/takeoff
java.lang.NoSuchMethodError
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:2442)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:145)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:884)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Gonna check if there are conflicts with other mods. BTW, where did you get 3D crew for Essex, Bravo?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on December 31, 2012, 10:14:20 AM
F4F-4's Explode at mission launch on carriers, all other Carrier based planes Iv tested  are working.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on December 31, 2012, 10:25:33 AM
Thanks.

And Bravo, are you using 4.11? Because I use 4.101 with DBW 1.71, so the fact it works on your install has nothing to do with mine.

Ok, I menaged to solve the problem but not without making another...

I found classfile conflicts with following mods:

-gear shake mod - did you include it? I got used to quiet cockpit during landing instead of shaking like during shuttle reentry.

-Carrier Take Off 5.7 - included I guess.

-NoOpenCanopyAI - now, according to changelog it is included, but it doesn't work. I don't know how did you implement it because none of the planes using this mod works after disabling it. They all make the game crash at 20%. That includes Phantoms, L-156F by GJE and Yukikaze by Gerd in my case. Enabling the mod again makes those planes work, but crash at carrier spawn comes back as well

-GurnerFX - now, guys, I know you are trying to create one standard for mods, and I apreciate it, because it's a nightmare to make a working custom install ATM. But this begins to remind me switch from 4.09 to 4.10. GurnerFX is IMO the best effects mod since Plutonium got incompatible and that's not only my opinion I guess. Now my effects look crappy again... I don't know what you included but, while it's FPS friendly, it looks pathetic compared to GurnerFX.

-Meteors by Ranwers - that's bad. Ok, I think I'll stick to 2.5, even when Fishbed comes out... My install got empty... and shooting Sabres with Fishbed won't make sense.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on December 31, 2012, 09:07:05 PM
Mati, v2.6 is RELEASE CANDIDATE. It is not considered final but at a state in which the majority of the beta testers have considered it stable. Now to answer your questions:

- Gear shake mod is included. BUT unlike the original version, I've included a tiny bit of shake when the aircraft approaches its maximum flap/gear extension velocity
- Carrier Take-off has been part of this from day one. There was a bug with carrier take-off in the 4.11.1m version which has been resolved. I hope to upload the fix soon
- NoOpenCanopy is included but it is implemented in a different fashion. Some of the aircraft which used it haven't been updated to match the new code so hence why they might take-off with canopies open. From a historical perspective, the USN/USMC and FAA until the introduction of faster jets in the 1960s, had it as part of their protocol during takeoff to have the canopies open as it allowed for faster recovery in the event of a ditch or engine-out on take-off.
- The code for Plutonium is included in this pack. To run Gurner's FX, simple install it but then remove the classfiles. Works perfectly on my 4.11.1m install
- Meteors work fine. Plus before slagging out this work, if there is a bug to report, REPORT IT PROPERLY. Don't waste my time or any other modders time with unfounded 'issues' which are most likely due to you botching your install as opposed to an actual bug.

As for sticking to 2.5 for the MiG-21, too bad. You will have to upgrade otherwise the MiG-21 won't work. Anyway as it is currently according the the extensive testing we have done for at least the last 6 months, v2.6 is by far more stable and bug-free than v2.5.

Finally, I reinstate this is  RELEASE CANDIDATE and with it, the final documentation is not done. It will include a list of incompatible mods which you are NOT to use with this release.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on January 01, 2013, 01:46:31 AM
*BUMP*

Happy New Year :) The hopefully final Release Candidate for v2.6 is up for your testing pleasure. Please see changelog for more info. This time around both versions have been packaged together into a single 7zip file. Please delete all old versions and take care to ensure you install the right game version.

The full release will hopefully be this week once I complete the documentation.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on January 01, 2013, 07:23:23 AM
Mati, v2.6 is RELEASE CANDIDATE. It is not considered final but at a state in which the majority of the beta testers have considered it stable. Now to answer your questions:

- Gear shake mod is included. BUT unlike the original version, I've included a tiny bit of shake when the aircraft approaches its maximum flap/gear extension velocity
- Carrier Take-off has been part of this from day one. There was a bug with carrier take-off in the 4.11.1m version which has been resolved. I hope to upload the fix soon
- NoOpenCanopy is included but it is implemented in a different fashion. Some of the aircraft which used it haven't been updated to match the new code so hence why they might take-off with canopies open. From a historical perspective, the USN/USMC and FAA until the introduction of faster jets in the 1960s, had it as part of their protocol during takeoff to have the canopies open as it allowed for faster recovery in the event of a ditch or engine-out on take-off.
- The code for Plutonium is included in this pack. To run Gurner's FX, simple install it but then remove the classfiles. Works perfectly on my 4.11.1m install
- Meteors work fine. Plus before slagging out this work, if there is a bug to report, REPORT IT PROPERLY. Don't waste my time or any other modders time with unfounded 'issues' which are most likely due to you botching your install as opposed to an actual bug.

As for sticking to 2.5 for the MiG-21, too bad. You will have to upgrade otherwise the MiG-21 won't work. Anyway as it is currently according the the extensive testing we have done for at least the last 6 months, v2.6 is by far more stable and bug-free than v2.5.

Finally, I reinstate this is  RELEASE CANDIDATE and with it, the final documentation is not done. It will include a list of incompatible mods which you are NOT to use with this release.

OK, thanks for answer.

Good to hear about gearshake, your seems more legit than original.

As for NoOpenCanopy, well, the point is that without the standalone one every jet which has it implemented makes the game crash at 20% load. I checked respective threads to confirm that - other users also experienced 20% crash without it. Is it possible to temporarily disable your version until those mods get updated, without blowing up the entire mod and triggering the CTD at carrier start?

As for GurnerFX, yes, I know the textures work, but the whole point of this mod is change in scale of smokes, making them 800m tall and visible from up to 30km and removal of some overlaping effects to allow more particles at once, made in classfiles, see screenshots:
http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_04_13_05_58_427.jpg (http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_04_13_05_58_427.jpg)
http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_04_12_57_10_387.jpg (http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_04_12_57_10_387.jpg)
Gonna ask him if he's going to release version for Engines 2.6. AFAIK the previous version was based on 2.5, with changes to its classfiles, not stock.

As for Meteors, sorry that I wasn't clear. I was reporting CLASSFILE CONFLICTS not bugs or sth. I didn't say the meteors don't work, actually that conflict isn't the cause of crash I reported. But there are 2 classifiles: 99BFD91CC9F30502 and A801E2DC1B246CEA to be more precise, which are present in both mods, and are reported ate least by WinMerge to be different.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on January 01, 2013, 08:17:31 AM
Righteo, thanks for clarifying Mati.

With the NoOpenCanopy mod that is an unintended circumstance but easily solved.  For now make sure the NoCanopyOpen is loaded after the SAS Engine mod. Aircraft may still have open canopy on takeoff but they wont crash the game.

For Gurners fx,  understood. The source code for this will be available freely so he can update his effects.

For the Meteors, the classfile duplicates are identical function wise. I told Loku what lines to add to the EjectionSeat class so it was compatible with this mod. 

Hope that clears it up :) Happy new year!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BT~wasted on January 01, 2013, 08:58:57 AM
I`ve tried 4.101 version but unfortunately I have memory error on mission loading:

Code: [Select]
[17:55:32] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:306)
[17:55:32] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:831)
[17:55:32] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:15)
[17:55:32] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:35)
[17:55:32] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:223)
[17:55:32] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:30)
[17:55:32] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:34)
[17:55:32] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1953)
[17:55:32] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1940)
[17:55:32] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2393)
[17:55:32] at com.maddox.il2.game.Mission.loadAir(Mission.java:1382)
[17:55:32] at com.maddox.il2.ai.Wing.load(Wing.java:134)
[17:55:32] at com.maddox.il2.game.Mission.loadWings(Mission.java:1158)
[17:55:32] at com.maddox.il2.game.Mission._load(Mission.java:546)
[17:55:32] at com.maddox.il2.game.Mission.access$600(Mission.java:113)
[17:55:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:3491)
[17:55:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[17:55:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[17:55:32] at com.maddox.il2.game.Main.exec(Main.java:437)
[17:55:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

EDIT:
Solved. Just renamed folder :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Kilo on January 01, 2013, 09:24:32 AM
Quote
- Enabled nuclear armed rockets

AIR-2 Genie, anyone?  :D
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on January 01, 2013, 09:38:02 AM
OK, I tried the new RC and now game crashes when starting a fully stopped engine in whatever plane. Guess sth's wrong with those starters (see log end - java.lang.NoSuchFieldError: starter):

Code: [Select]
Loading mission Quick/Slovakia_summer/Slovakia_summerBlueNoneN00.mis...
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *685178120*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/46/MGTrench/live.sim)
sFMDir = gui/game/buttons
s1 = flightmodels/pw_r-2800_usmc.emd
s = FlightModels/PW_R-2800_USMC.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/klimovengine.emd
s = FlightModels/KlimovEngine.emd
m_lastFMFile = gui/game/buttons
*** Diff Brakes Set to Type: 3
*** Diff Brakes Set to Type: 3
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/MiG-17F/MiG-17ASPF_Poland.bmp s1=3DO/Plane/MiG-17F(Multi1)/summer s2=PaintSchemes/Cache/-4432531467407525339
Mission: Quick/Slovakia_summer/Slovakia_summerBlueNoneN00.mis is Playing
warning: no files : music/inflight
Time overflow (1709): speed 0.75
java.lang.NoSuchFieldError: starter
at com.maddox.il2.objects.sounds.MotorSound.onEngineState(MotorSound.java:85)
at com.maddox.il2.fm.Motor.computeStage(Motor.java:1884)
at com.maddox.il2.fm.Motor.update(Motor.java:1087)
at com.maddox.il2.fm.EnginesInterface.update(EnginesInterface.java:290)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:519)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:647)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on January 01, 2013, 06:58:45 PM
Okay, cheers Mati, I'll double check this. Which game version are you running? 4.101m or 4.11.1m?

A few people have reported that the name of the folder is causing errors. An odd bug as for others, it works fine.

Another issue, some of the beta testers have reported that in the 4.11.1m version that Bomb Bay Doors aren't working as expected. I'll be checking this one out today.

Finally, I hope to finish off the documentation today :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on January 02, 2013, 06:03:08 AM
Benitomuso has informed me that on some operating systems (e.g. Windows XP), the loading order for files varies considerably. So for Vista and Windows 7 users, the file names are OK but in XP it will not load files with symbols first (instead it will load numbers first).

For final release, I'll name the folders appropriately so we don't have such an issue :)

*Update*

If you replace the "~" with a "!", it should load on pretty much ALL systems correctly. Please try and let me know
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on January 02, 2013, 10:18:26 AM
I have Windows 7 and I use 4.101 with DBW 1.71 (maybe that causes problems as the 2.5 version is still in the sfs files). You saw the log file, it's one of SAS Engine mod classes moaning.

There is no way I could make this work. The previous RC worked properly though after sorting out class conflicts.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: benitomuso on January 02, 2013, 10:43:00 AM
Mati,
           if you keep the name used by the previous RC (the last one worked normally for you) and you delete inside everything, copying the contents of the new one. Does it work?

  That would be the only "ceteris paribus" (same conditions) to determine if the problem is there or not.

  Regards,
                         Pablo
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on January 02, 2013, 12:36:37 PM
Thanks Pablo, that worked. Looks like the tilde key messes up file reading in system entirely  :o

But I found another issue now - and that may be related to 2.5 version still deep in sfs files for DBW:
All supersonic/transsonic/subsonic/whatever is capable of reaching mach 1 (that includes Sabres and probably MiGs I checked) explodes when it reaches the speed of sound...
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on January 02, 2013, 08:25:33 PM
2.5 isn't in SFS files, so don't have to worry about that.

Some others have reported their aircraft exploding at Mach 1, which is odd as I am sure I fixed this bug!! Anyway I'll double check this and post a fix soon

*EDIT*
My bad, I didn't pass this fix onto 4.101m. I've almost moved entirely onto 4.11.1m so must have missed it by accident. Easy fix though.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on January 03, 2013, 04:09:26 AM
*BUMP*

Small update to the v2.6RC. Fixes 4.101m supersonic issue and corrects folder names. Hope this works better for you all :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on January 03, 2013, 01:07:45 PM
BTW, does T/O in pairs work ATM (after last updates)? If yes, how to trigger it?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Whiskey_Sierra_972 on January 03, 2013, 03:08:13 PM
IIRC the first waypoints (two or three) must be aliged between them and the runway....
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: 352nd_Hoss on January 03, 2013, 05:30:41 PM
IBFTB!.................

Hope Cirx never sees this post..................... 

still nice though....... :P
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on January 03, 2013, 06:01:15 PM
Gents/Children I am so sorry about my Mix up with what I thought was going to be what I posted, I didnt realize it was from the Babes of the Week section, I am truly sorry for that, I meant to post a FMB Screenshot of how you sellect Pairs ((Planes _))  lol: I opoligise, My Very Bad. Please Forgive Me!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on January 04, 2013, 10:43:46 AM
ROFL  :D

Thanks for info.

EDIT: LOL, I'm stupid - I was trying to make this work in DBW 1.71. I didn't know it was an 4.111 option. XD
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on January 04, 2013, 10:47:33 AM
Lol, c'mon it was purely accidental, I swear! :-[
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: mandrill on January 05, 2013, 08:16:43 AM
Hey Guys, have all installed... SAS 3.06, 4.101 install.... Game freezes on arrestor hook catch with prop planes and/or catapult chock-in.... In flight is fine... NO PROBLEMS!!!  AI do not seem like the ones in 4.11, but could test more... Others are having these issues, so just wondering if new version will fix them or is there something I'm missing...

Is this mod for single player or co-ops/Online ???

Thanks,  S!

Was this bug ever solved?

I just got around to trying to fly some carrier ops after a year of mapmaking and get exactly this error issue.

I have ModAct 3.06, 4.101, Jetwar1.2 and tried disabling the PAL_smoke trails mode and also Zuti friction mod and then Plutonium effects. Nothing helped.

I also double-checked that I had properly deleted all JetWar 1.1 a/c, as suggested above.

Nothing helped.

I tried take off and land w both F4U-A and Zero in QMB Coral Sea. Also, I have made no alterations to conf.ini in any way. Was I supposed to in order to enable this mod?

It seems to be a common bug. Is there a solution?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: western0221 on January 05, 2013, 08:24:34 AM
Hey Guys, have all installed... SAS 3.06, 4.101 install.... Game freezes on arrestor hook catch with prop planes and/or catapult chock-in.... In flight is fine... NO PROBLEMS!!!  AI do not seem like the ones in 4.11, but could test more... Others are having these issues, so just wondering if new version will fix them or is there something I'm missing...

Was this bug ever solved?

I just got around to trying to fly some carrier ops after a year of mapmaking and get exactly this error issue.

I have ModAct 3.06, 4.101, Jetwar1.2 and tried disabling the PAL_smoke trails mode and also Zuti friction mod and then Plutonium effects. Nothing helped.

I also double-checked that I had properly deleted all JetWar 1.1 a/c, as suggested above.

Nothing helped.

I tried take off and land w both F4U-A and Zero in QMB Coral Sea. Also, I have made no alterations to conf.ini in any way. Was I supposed to in order to enable this mod?

It seems to be a common bug. Is there a solution?

To solve it quickly,
install F9F2 Panther MOD , probably.
http://www.sas1946.com/main/index.php/topic,980.0.html
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: mandrill on January 05, 2013, 10:33:48 AM
Hey Guys, have all installed... SAS 3.06, 4.101 install.... Game freezes on arrestor hook catch with prop planes and/or catapult chock-in.... In flight is fine... NO PROBLEMS!!!  AI do not seem like the ones in 4.11, but could test more... Others are having these issues, so just wondering if new version will fix them or is there something I'm missing...

Was this bug ever solved?

I just got around to trying to fly some carrier ops after a year of mapmaking and get exactly this error issue.

I have ModAct 3.06, 4.101, Jetwar1.2 and tried disabling the PAL_smoke trails mode and also Zuti friction mod and then Plutonium effects. Nothing helped.

I also double-checked that I had properly deleted all JetWar 1.1 a/c, as suggested above.

Nothing helped.

I tried take off and land w both F4U-A and Zero in QMB Coral Sea. Also, I have made no alterations to conf.ini in any way. Was I supposed to in order to enable this mod?

It seems to be a common bug. Is there a solution?

To solve it quickly,
install F9F2 Panther MOD , probably.
http://www.sas1946.com/main/index.php/topic,980.0.html

Thanks. It works so far. My autopilot AI alter ego successfully landed a Hellcat without CTD.

Before I try a take-off scenario, is there something I should write in my conf.ini to facilitate using this mod?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: western0221 on January 10, 2013, 01:12:51 AM
Excel sheet of the keymap of 4.11.1m+Hotkeys MOD

http://www.mediafire.com/?rmaizs3e6cvxf89

write your own key maps of Hotkeys and print it out!


When you want to find spare keys to assign new hotkeys (many times they can't find easily) ,
SORT this sheet by column "C" , then you can find non-assign keys.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on January 12, 2013, 06:07:03 PM
Thank You Western!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on January 12, 2013, 07:48:13 PM
Cheers western :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Tran Long on January 19, 2013, 07:44:43 AM
hello, where can I put the !SAS_Engine_Mod_4101m_v26 folder? jsgmemod or DBW folder?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Kilo on January 19, 2013, 08:36:41 AM
#DBW
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Tran Long on January 19, 2013, 08:59:24 AM
#DBW
Thanks
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on January 26, 2013, 06:24:35 PM
Hi I have a 4.10.1 install and DBW 1.7.1

So for some reason I would start a mission and like 15 sec later the whole game freezes
P.S I am useing 2.6
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Do335 on January 27, 2013, 05:30:56 PM
hi!

found a bug that rockets fired don't have a random spread. e.g. 24 r4m on the me262 with full salvo

i think i fixed it by adding
((RocketGun)bulletemitter).setSpreadRnd(aircraft.armingRnd.nextInt());

to case 2 of weaponsload section in aircraft.class

perhaps the line's missed when the java file's written
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on January 27, 2013, 07:51:56 PM
Can someone help with my case!!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on January 29, 2013, 12:59:04 PM
Hello any help...
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Whiskey_Sierra_972 on January 29, 2013, 02:44:56 PM
Yes!

Post your log please....
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: 352nd_Hoss on January 29, 2013, 05:35:08 PM
Hi I have a 4.10.1 install and DBW 1.7.1

So for some reason I would start a mission and like 15 sec later the whole game freezes
P.S I am useing 2.6

You did put it up at the very top of the #DBW loading scheme right?........... and it is the 4.10.1 version? not he 4.11.1 version?............ I have it in my DBW1.7.1 install and it
works great

mine is labeled

!SAS_Engine_Mod_4101m_v26,

and it's the very first thing that loads in the game.  Make sure its version 4101m_v26 and label it the same as mine and try it again.

Cheers

Hoss


Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on January 30, 2013, 04:25:45 PM
Yeah I did all dat! And since it froze the whole computer, I had to restart. The log was empty
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Whiskey_Sierra_972 on January 31, 2013, 06:50:51 AM
Tested Western updates briefly!

Game load flawless but since I haven't modern jets still installed I can't atm test the new options for carrier take off....hope to add them in the next future....
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on January 31, 2013, 02:37:12 PM
any ideas?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: grumpf44 on January 31, 2013, 02:57:36 PM
any ideas?

Don't change nothing in your config, delete the 2.6, install the 2.5 and test: Crash, the problem is not this MOD... No crash, keep the 2.5, at least you can play the game...
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on January 31, 2013, 04:05:35 PM
Yeah works w/ 2.5 But I really want the 2.6 version!!!!!!!!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: grumpf44 on January 31, 2013, 04:53:00 PM
Yeah works w/ 2.5 But I really want the 2.6 version!!!!!!!!

OK: go to the looong way, but the most simple: you make a second install of the game, you install all your mods one after one starting by the 2.6 you want with a test at each mod until you crash...
and you will have your answer.
If there is no crash, don't try to understand and destroy the first and roten version !
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on January 31, 2013, 07:13:40 PM
Boeing, You have been asked to post your Log.lst, until then you are on your own, buddy! So, whats it going to be?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on February 02, 2013, 07:26:18 AM
Yeah I did all dat! And since it froze the whole computer, I had to restart. The log was empty
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on February 07, 2013, 11:05:34 AM
Yeah I did all dat! And since it froze the whole computer, I had to restart. The log was empty

U may not get log info after crash unless you install this http://www.sas1946.com/main/index.php/topic,19308.0.html (http://www.sas1946.com/main/index.php/topic,19308.0.html)

Though I'm not sure if it worked for me anyway. What I did was comparing every single mod folder in my #DBW folder with this one using WinMerge and making every mod with same classfile names load last or, if it wasn't enough, disabling it.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Herra Tohtori on February 12, 2013, 11:30:09 AM
Version 2.6 seems to make the game crash when trying to join a multiplayer server. Game hangs at "Loading stationary objects", 90% progress. It's not a CTD, instead the program hangs, freezes mouse cursor, and the only way to exit is to start the task manager, navigate to Process list by keyboard, and end il2fb.exe manually.

Here is the error I'm getting:

Code: [Select]
[18:26:39] java.lang.NoSuchMethodError
[18:26:39] at com.maddox.il2.objects.ships.BigshipGeneric.zutiAssignBornPlace(BigshipGeneric.java:4245)
[18:26:39] at com.maddox.il2.game.Mission.zutiAssignBpToMovingCarrier(Mission.java:3407)
[18:26:39] at com.maddox.il2.game.Mission.loadBornPlaces(Mission.java:2064)
[18:26:39] at com.maddox.il2.game.Mission._load(Mission.java:514)
[18:26:39] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[18:26:39] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[18:26:39] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[18:26:39] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[18:26:39] at com.maddox.il2.game.Main.exec(Main.java:439)
[18:26:39] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


Running 4.11.1, HSFX 6.0.17 and an assortment of other (probably) unrelated mods. However I'm in the process of making a clean HSFX 6.0.17 install to test whether this is really caused by the SAS Engine Mod alone.


Is this AI mod intended for single player only? I'll report back with more info once I got my new HSFX installation up to date and running...
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on February 12, 2013, 12:03:03 PM
 :-X

HSFX has it's own AI mods AFAIK, rendering this obviously incompatible. It's rather meant to be used with DBW which is for offline. Also did the server have this mod installed? Otherwise it had to crash.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Herra Tohtori on February 12, 2013, 01:26:50 PM
Server is running HSFX 6.0.17 with Stock Friendly compatibility mode enabled.

I don't see any obvious reason why this mod would be incompatible with a server that doesn't have it installed. The server is using its own AI implementation to guide all the moving objects, gunners, etc. while my client-side AI is mainly just responsible for the gunners, and I don't think there should be any conflict there (NB: since everything points to the conclusion that this mod is supposed to REDUCE the effectiveness of gunners, I'm ethically fine with using it on multiplayer since it doesn't give me any advantage).

At any rate I was under the impression that the AI part in the mod was supposed to be replaced by the official 4.11.1 AI implementation, but heck if I know...

Also, I used to be able to run a previous AI Engines Hotkeys Carriers mod (don't remember version) during the 4.10.1 days and connect to servers just fine. There was no conflict there.


Also, it doesn't seem to make sense to me that an AI conflict would cause java errors in methods that don't seem to have anything to do with the AI, but rather some issues with the multi map load and base assignment functions perhaps?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on February 16, 2013, 05:11:05 AM
It seems the error is related to some of the moving dogfight server code. Possible that a method was missed when converting it from 4.101m to 4.11.1m. Cheers for the heads up.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: 352nd_Hoss on February 22, 2013, 07:53:51 PM
Okay, I just realized that UV3 doesn't work with 2.6 but does with 2.5................ was there a work around I missed?, checked the UV3 threads too, but I suffer from Cranial Rectimitus so I prolly missed it right in front of my............................. well you know!....................

Cheers

Hoss
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Riptide_One on February 23, 2013, 01:32:15 AM
I tried to download the v2.6 version today and got messages that it is not available. Specifically, MediaFire said, "Archive Download Blocked" and that the file "may be damaged or encrypted" and for that reason they do not support such files.

Cheers,

Riptide
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Hangman on February 23, 2013, 03:24:06 AM
I have the same problem
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: sphantom on February 23, 2013, 04:03:22 AM
same here too wonder what is wrong
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: hguderian on February 23, 2013, 04:13:04 AM
AFAIK Anto is nearly releasing a new updated version
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on February 23, 2013, 04:24:09 AM
Maybe that's the reason... Are we to expect some new releases this weekend?  :o
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: hguderian on February 23, 2013, 04:25:24 AM
Only Anto know that... :)

Regards
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Riptide_One on February 23, 2013, 05:17:44 AM
O.K. guys, thanks. Seems we have something to look forward to :)!

Cheers,

Riptide
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: GAE_Chape on February 23, 2013, 08:56:02 PM
My problem is this:

Install: "4.11.1vanilla + ModAct4.0 + EngineMod 2.6"

I open the FMB, built a mission to: HMS Illustrius with 3 waypoint + HomeBase

When run in multiplayer crash all the pc, in "70% loading tanks"  ???

Ideas?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on February 23, 2013, 09:21:36 PM
Mediafire is being a pain in the arse!!

I'll try upload a new version soon as I can.

As for UV3 support, sorry I won't be doing it. UV3 doesn't follow the standard sound matrix used by the rest of the Il-2 community and it can cause some serious memory issues for some users. As I've stated before, Tiger and co are more than welcome to adapt our code, but I personally don't have time to adapt his. In addition, it has been discussed with the SAS team and we have no plans to make UV3 standard (due to previously stated memory issues).

I know that sucks for many of you who like both mods, but that's how it is.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on February 24, 2013, 07:51:20 AM
*BUMP*

I haven't updated the links but v2.6RC (from 04 Jan 13) should be working.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: sphantom on February 24, 2013, 07:56:18 AM
Nope same as before
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: GAE_Chape on February 24, 2013, 11:12:54 AM
My problem is this:

Install: "4.11.1vanilla + ModAct4.0 + EngineMod 2.6"

I open the FMB, built a mission to: HMS Illustrius with 3 waypoint + HomeBase

When run in multiplayer crash all the pc, in "70% loading tanks"  ???

Ideas?

Help?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: GAE_Chape on February 24, 2013, 11:25:36 AM
I uploaded it on a temporary basis, until the problem is corrected.


http://www.4shared.com/archive/Bs3qjXWF/SAS_Engine_Mod_v26_RC_03Jan13.html
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: GAE_Chape on February 24, 2013, 11:26:01 AM
My problem is this:

Install: "4.11.1vanilla + ModAct4.0 + EngineMod 2.6"

I open the FMB, built a mission to: HMS Illustrius with 3 waypoint + HomeBase

When run in multiplayer (dogg) crash all the pc, in "70% loading tanks"  ???

Ideas?

Help?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: GAE_Chape on February 24, 2013, 11:59:03 AM
the AI, Engines, Hotkeys & Carriers Mod, does it work in multiplayer doggfigth? with moving boats?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: sphantom on February 24, 2013, 12:07:10 PM
Thanks for the link
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: GAE_Chape on February 24, 2013, 12:08:29 PM
 
Thanks for the link

 ;)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Dauntless1 on February 24, 2013, 09:28:40 PM
 8)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: GAE_Chape on February 25, 2013, 06:23:49 AM
I uploaded it on a temporary basis, until the problem is corrected.


http://www.4shared.com/archive/Bs3qjXWF/SAS_Engine_Mod_v26_RC_03Jan13.html



My problem is this:

Install: "4.11.1vanilla + ModAct4.0 + EngineMod 2.6"

I open the FMB, built a mission to: HMS Illustrius with 3 waypoint + HomeBase

When run in multiplayer (dogg) crash all the pc, in "70% loading tanks"  ???



somebody? ideas?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: RooMan296 on February 25, 2013, 08:50:13 AM
I uploaded it on a temporary basis, until the problem is corrected.


http://www.4shared.com/archive/Bs3qjXWF/SAS_Engine_Mod_v26_RC_03Jan13.html

Is there a secret to downloading this file? When I go to this link, I have to try and figure out which of the many "download" buttons to press while being bombarded with ads, other downloads, and a website that tells me how much Asian women love me. While the latter site is certainly intriquing, I just want the mod right now. Which button works??

EDIT: I figured it all out. Had to register, etc..
Got a date with hot Asian while I was at it....
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Dauntless1 on February 25, 2013, 10:20:33 AM
I'll suffer without. I won't register when it's forced on me.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: RooMan296 on February 25, 2013, 10:29:20 AM
I'll suffer without. I won't register when it's forced on me.

I feel the same way...so I created a phoney person named "Missy" with classical ballet training and a Yahoo account.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Bwf. on February 25, 2013, 10:52:37 AM
here's my link to 2.6, should be O.K.:

http://www.mediafire.com/download.php?th6cutl4ns43h6y


Bwf.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on February 25, 2013, 10:59:39 AM
I'll suffer without. I won't register when it's forced on me.

I feel the same way...so I created a phoney person named "Missy" with classical ballet training and a Yahoo account.

This + 1337 pr0xy and you're god :P
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Dauntless1 on February 25, 2013, 11:04:10 AM
Got it! Thanks  8)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Günther on March 01, 2013, 09:50:55 AM
Hi

Does this mean:  CFlapPos 2 //How many stages of flaps
                       CFlapStage0 25 //Angle in degrees of first stage
                       CFlapStageMax 44.5 //Angle in degrees of final stage

you can give realistic 0-any degrees amount of positions?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Boosh on March 06, 2013, 05:52:21 PM
Complete CTD when loading a mission with 2.6. 2.5 did not give me this issue. Here are the last 3 lines of my log.lst. Any ideas?

Code: [Select]
l39a
sFMDir = l39c
s1 = flightmodels/l-39c.fmd
s = FlightModels/L-39C.fmd:L39C
m_lastFMFile = l39a
opening new fm file l39c
sFMDir = l159f
s1 = flightmodels/l-159f.fmd
s = FlightModels/L-159F.fmd:L159F
m_lastFMFile = l39c
opening new fm file l159f
sFMDir = l159g
s1 = flightmodels/l-159g.fmd
s = FlightModels/L-159G.fmd:L159G
m_lastFMFile = l159f
opening new fm file l159g
sFMDir = gui/game/buttons
s1 = flightmodels/mig-15f.fmd
s = FlightModels/MiG-15F.fmd
m_lastFMFile = l159g
getting fm file gui/game/buttons
sFMDir = uti
s1 = flightmodels/mig-15uti.fmd
s = FlightModels/MiG-15UTI.fmd:UTI
m_lastFMFile = gui/game/buttons
opening new fm file uti
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17.fmd
s = FlightModels/MiG-17.fmd
m_lastFMFile = uti
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17f.fmd
s = FlightModels/MiG-17F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17pf.fmd
s = FlightModels/MiG-17PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = mig19
s1 = flightmodels/mig-19.fmd
s = FlightModels/Mig-19.fmd:MIG19
m_lastFMFile = gui/game/buttons
opening new fm file mig19
sFMDir = wagen
s1 = flightmodels/jeep.fmd
s = FlightModels/Jeep.fmd:WAGEN
m_lastFMFile = mig19
opening new fm file wagen
sFMDir = wagen
s1 = flightmodels/wagen.fmd
s = FlightModels/Wagen.fmd:WAGEN
m_lastFMFile = wagen
sFMDir = wagen
s1 = flightmodels/jeep50.fmd
s = FlightModels/Jeep50.fmd:WAGEN
m_lastFMFile = wagen
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type24(ofsafonov).fmd
s = FlightModels/I-16type24(ofSafonov).fmd
m_lastFMFile = wagen
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3(ofpokryshkin).fmd
s = FlightModels/MiG-3(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39n(ofpokryshkin).fmd
s = FlightModels/P-39N(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-15(ofrechkalov).fmd
s = FlightModels/P-39Q-15(ofRechkalov).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-2(ofrudel).fmd
s = FlightModels/Ju-87G-2(ofRudel).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262(ofnowotny).fmd
s = FlightModels/Me-262(ofNowotny).fmd
m_lastFMFile = gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission Quick/Normandy1/Normandy1BlueScramble00.mis...
Loaded camouflage: ETO
Loading map.ini defined airfield
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on March 06, 2013, 06:41:59 PM
Yeah me to...
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: S3231541 on March 06, 2013, 06:50:33 PM
Your log is incompleted as it interupted before the actual error was shown. Please try this and post your log again http://www.sas1946.com/main/index.php/topic,19308.0.html.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Boosh on March 07, 2013, 01:52:14 PM
I ran the game again, so I'll repost the log.lst's last lines:

Code: [Select]
opening new fm file meteors
sFMDir = meteors
s1 = flightmodels/meteorf4.fmd
s = FlightModels/MeteorF4.fmd:Meteors
m_lastFMFile = meteors
sFMDir = meteors
s1 = flightmodels/meteorf8.fmd
s = FlightModels/MeteorF8.fmd:Meteors
m_lastFMFile = meteors
sFMDir = f80_fm
s1 = flightmodels/f-80a.fmd
s = FlightModels/F-80A.fmd:F80_FM
m_lastFMFile = meteors
opening new fm file f80_fm
sFMDir = f80_fm
s1 = flightmodels/f-80c.fmd
s = FlightModels/F-80C.fmd:F80_FM
m_lastFMFile = f80_fm
sFMDir = f80_fm
s1 = flightmodels/f-80n.fmd
s = FlightModels/F-80N.fmd:F80_FM
m_lastFMFile = f80_fm
sFMDir = gui/game/buttons
s1 = flightmodels/f84g.fmd
s = FlightModels/F84G.fmd
m_lastFMFile = f80_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86a.fmd
s = FlightModels/F-86A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-40.fmd
s = FlightModels/F-86D-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-45.fmd
s = FlightModels/F-86D-45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86e.fmd
s = FlightModels/F-86E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25e.fmd
s = FlightModels/F-86F-25E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25l.fmd
s = FlightModels/F-86F-25L.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-40.fmd
s = FlightModels/F-86F-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86k.fmd
s = FlightModels/F-86K.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk31.fmd
s = FlightModels/CAC_Sabre_Mk31.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk32.fmd
s = FlightModels/CAC_Sabre_Mk32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fj-3m.fmd
s = FlightModels/FJ-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = f100d
s1 = flightmodels/f-100d.fmd
s = FlightModels/F-100D.fmd:F100D
m_lastFMFile = gui/game/buttons
opening new fm file f100d
sFMDir = f4e
s1 = flightmodels/f4b.fmd
s = FlightModels/F4B.fmd:F4E
m_lastFMFile = f100d
opening new fm file f4e
sFMDir = f4e
s1 = flightmodels/f4d.fmd
s = FlightModels/F4D.fmd:F4E
m_lastFMFile = f4e
sFMDir = f4e
s1 = flightmodels/f4e.fmd
s = FlightModels/F4E.fmd:F4E
m_lastFMFile = f4e
sFMDir = f4e
s1 = flightmodels/f4j.fmd
s = FlightModels/F4J.fmd:F4E
m_lastFMFile = f4e
sFMDir = f8a_fm
s1 = flightmodels/f8a.fmd
s = FlightModels/F8A.fmd:F8A_FM
m_lastFMFile = f4e
opening new fm file f8a_fm
sFMDir = f8a_fm
s1 = flightmodels/f8e.fmd
s = FlightModels/F8E.fmd:F8A_FM
m_lastFMFile = f8a_fm
sFMDir = f8a_fm
s1 = flightmodels/rf8a.fmd
s = FlightModels/RF8A.fmd:F8A_FM
m_lastFMFile = f8a_fm
sFMDir = l39
s1 = flightmodels/l-39c.fmd
s = FlightModels/L-39C.fmd:L39
m_lastFMFile = f8a_fm
opening new fm file l39
sFMDir = l39a
s1 = flightmodels/l-39a.fmd
s = FlightModels/L-39A.fmd:L39A
m_lastFMFile = l39
opening new fm file l39a
sFMDir = l39c
s1 = flightmodels/l-39c.fmd
s = FlightModels/L-39C.fmd:L39C
m_lastFMFile = l39a
opening new fm file l39c
sFMDir = l159f
s1 = flightmodels/l-159f.fmd
s = FlightModels/L-159F.fmd:L159F
m_lastFMFile = l39c
opening new fm file l159f
sFMDir = l159g
s1 = flightmodels/l-159g.fmd
s = FlightModels/L-159G.fmd:L159G
m_lastFMFile = l159f
opening new fm file l159g
sFMDir = gui/game/buttons
s1 = flightmodels/mig-15f.fmd
s = FlightModels/MiG-15F.fmd
m_lastFMFile = l159g
getting fm file gui/game/buttons
sFMDir = uti
s1 = flightmodels/mig-15uti.fmd
s = FlightModels/MiG-15UTI.fmd:UTI
m_lastFMFile = gui/game/buttons
opening new fm file uti
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17.fmd
s = FlightModels/MiG-17.fmd
m_lastFMFile = uti
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17f.fmd
s = FlightModels/MiG-17F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17pf.fmd
s = FlightModels/MiG-17PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = mig19
s1 = flightmodels/mig-19.fmd
s = FlightModels/Mig-19.fmd:MIG19
m_lastFMFile = gui/game/buttons
opening new fm file mig19
sFMDir = wagen
s1 = flightmodels/jeep.fmd
s = FlightModels/Jeep.fmd:WAGEN
m_lastFMFile = mig19
opening new fm file wagen
sFMDir = wagen
s1 = flightmodels/wagen.fmd
s = FlightModels/Wagen.fmd:WAGEN
m_lastFMFile = wagen
sFMDir = wagen
s1 = flightmodels/jeep50.fmd
s = FlightModels/Jeep50.fmd:WAGEN
m_lastFMFile = wagen
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type24(ofsafonov).fmd
s = FlightModels/I-16type24(ofSafonov).fmd
m_lastFMFile = wagen
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3(ofpokryshkin).fmd
s = FlightModels/MiG-3(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39n(ofpokryshkin).fmd
s = FlightModels/P-39N(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-15(ofrechkalov).fmd
s = FlightModels/P-39Q-15(ofRechkalov).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-2(ofrudel).fmd
s = FlightModels/Ju-87G-2(ofRudel).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262(ofnowotny).fmd
s = FlightModels/Me-262(ofNowotny).fmd
m_lastFMFile = gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission Quick/Smolensk/SmolenskBlueScramble00.mis...
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
java.lang.NoSuchMethodError
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:418)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:376)
at com.maddox.il2.game.Mission.loadMain(Mission.java:764)
at com.maddox.il2.game.Mission._load(Mission.java:444)
at com.maddox.il2.game.Mission.access$000(Mission.java:129)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

From a second try:

Code: [Select]
opening new fm file meteors
sFMDir = meteors
s1 = flightmodels/meteorf4.fmd
s = FlightModels/MeteorF4.fmd:Meteors
m_lastFMFile = meteors
sFMDir = meteors
s1 = flightmodels/meteorf8.fmd
s = FlightModels/MeteorF8.fmd:Meteors
m_lastFMFile = meteors
sFMDir = f80_fm
s1 = flightmodels/f-80a.fmd
s = FlightModels/F-80A.fmd:F80_FM
m_lastFMFile = meteors
opening new fm file f80_fm
sFMDir = f80_fm
s1 = flightmodels/f-80c.fmd
s = FlightModels/F-80C.fmd:F80_FM
m_lastFMFile = f80_fm
sFMDir = f80_fm
s1 = flightmodels/f-80n.fmd
s = FlightModels/F-80N.fmd:F80_FM
m_lastFMFile = f80_fm
sFMDir = gui/game/buttons
s1 = flightmodels/f84g.fmd
s = FlightModels/F84G.fmd
m_lastFMFile = f80_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86a.fmd
s = FlightModels/F-86A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-40.fmd
s = FlightModels/F-86D-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-45.fmd
s = FlightModels/F-86D-45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86e.fmd
s = FlightModels/F-86E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25e.fmd
s = FlightModels/F-86F-25E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25l.fmd
s = FlightModels/F-86F-25L.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-40.fmd
s = FlightModels/F-86F-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86k.fmd
s = FlightModels/F-86K.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk31.fmd
s = FlightModels/CAC_Sabre_Mk31.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk32.fmd
s = FlightModels/CAC_Sabre_Mk32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fj-3m.fmd
s = FlightModels/FJ-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = f100d
s1 = flightmodels/f-100d.fmd
s = FlightModels/F-100D.fmd:F100D
m_lastFMFile = gui/game/buttons
opening new fm file f100d
sFMDir = f4e
s1 = flightmodels/f4b.fmd
s = FlightModels/F4B.fmd:F4E
m_lastFMFile = f100d
opening new fm file f4e
sFMDir = f4e
s1 = flightmodels/f4d.fmd
s = FlightModels/F4D.fmd:F4E
m_lastFMFile = f4e
sFMDir = f4e
s1 = flightmodels/f4e.fmd
s = FlightModels/F4E.fmd:F4E
m_lastFMFile = f4e
sFMDir = f4e
s1 = flightmodels/f4j.fmd
s = FlightModels/F4J.fmd:F4E
m_lastFMFile = f4e
sFMDir = f8a_fm
s1 = flightmodels/f8a.fmd
s = FlightModels/F8A.fmd:F8A_FM
m_lastFMFile = f4e
opening new fm file f8a_fm
sFMDir = f8a_fm
s1 = flightmodels/f8e.fmd
s = FlightModels/F8E.fmd:F8A_FM
m_lastFMFile = f8a_fm
sFMDir = f8a_fm
s1 = flightmodels/rf8a.fmd
s = FlightModels/RF8A.fmd:F8A_FM
m_lastFMFile = f8a_fm
sFMDir = l39
s1 = flightmodels/l-39c.fmd
s = FlightModels/L-39C.fmd:L39
m_lastFMFile = f8a_fm
opening new fm file l39
sFMDir = l39a
s1 = flightmodels/l-39a.fmd
s = FlightModels/L-39A.fmd:L39A
m_lastFMFile = l39
opening new fm file l39a
sFMDir = l39c
s1 = flightmodels/l-39c.fmd
s = FlightModels/L-39C.fmd:L39C
m_lastFMFile = l39a
opening new fm file l39c
sFMDir = l159f
s1 = flightmodels/l-159f.fmd
s = FlightModels/L-159F.fmd:L159F
m_lastFMFile = l39c
opening new fm file l159f
sFMDir = l159g
s1 = flightmodels/l-159g.fmd
s = FlightModels/L-159G.fmd:L159G
m_lastFMFile = l159f
opening new fm file l159g
sFMDir = gui/game/buttons
s1 = flightmodels/mig-15f.fmd
s = FlightModels/MiG-15F.fmd
m_lastFMFile = l159g
getting fm file gui/game/buttons
sFMDir = uti
s1 = flightmodels/mig-15uti.fmd
s = FlightModels/MiG-15UTI.fmd:UTI
m_lastFMFile = gui/game/buttons
opening new fm file uti
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17.fmd
s = FlightModels/MiG-17.fmd
m_lastFMFile = uti
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17f.fmd
s = FlightModels/MiG-17F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17pf.fmd
s = FlightModels/MiG-17PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = mig19
s1 = flightmodels/mig-19.fmd
s = FlightModels/Mig-19.fmd:MIG19
m_lastFMFile = gui/game/buttons
opening new fm file mig19
sFMDir = wagen
s1 = flightmodels/jeep.fmd
s = FlightModels/Jeep.fmd:WAGEN
m_lastFMFile = mig19
opening new fm file wagen
sFMDir = wagen
s1 = flightmodels/wagen.fmd
s = FlightModels/Wagen.fmd:WAGEN
m_lastFMFile = wagen
sFMDir = wagen
s1 = flightmodels/jeep50.fmd
s = FlightModels/Jeep50.fmd:WAGEN
m_lastFMFile = wagen
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type24(ofsafonov).fmd
s = FlightModels/I-16type24(ofSafonov).fmd
m_lastFMFile = wagen
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3(ofpokryshkin).fmd
s = FlightModels/MiG-3(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39n(ofpokryshkin).fmd
s = FlightModels/P-39N(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-15(ofrechkalov).fmd
s = FlightModels/P-39Q-15(ofRechkalov).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-2(ofrudel).fmd
s = FlightModels/Ju-87G-2(ofRudel).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262(ofnowotny).fmd
s = FlightModels/Me-262(ofNowotny).fmd
m_lastFMFile = gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission Quick/Normandy1/Normandy1BlueScramble00.mis...
Loaded camouflage: ETO
Loading map.ini defined airfields:
java.lang.NoSuchMethodError
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:418)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:376)
at com.maddox.il2.game.Mission.loadMain(Mission.java:764)
at com.maddox.il2.game.Mission._load(Mission.java:444)
at com.maddox.il2.game.Mission.access$000(Mission.java:129)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on March 18, 2013, 05:23:38 AM
Um according to VP media, gurner fx might be the prob... I don't know though
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: vpmedia on March 18, 2013, 05:56:19 AM
Boosh, did you install the 'Instant Log File Output' mod?

I've found a classfile conflict between the 2.6 AI Engine Hotkeys mod and GurnerFx (file called B27261D242F3990A), but it only causes CTD's when I switch between missiles and rockets so thats not it.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Jaypack44 on March 25, 2013, 01:35:25 AM
I just noticed a conflict between 2.6 and the Plutonium effects in my DBW. The most noticeable difference is that ground fires now die out almost immediately, as opposed to pre-2.6, where they would last for several minutes, at least. I'm running DBW 1.71 on 4.101 with a ton of other mods installed, but I've confirmed that it's this mod that's causing the conflict- when the Plutonium effects are loaded first, I get the long-lasting fires back, but it causes a CTD if I hit the "salvo size" key. switching it so that 2.6 loads first doesn't cause CTD, but the ground fires don't last. I've noticed that there are 16 classfiles shared between Plutonium and this mod- does anyone know which one is causing the conflict?

Also, I saw a few pages back, a mention of random rocket dispersal with rockets like the R4M- is that supposed to be included in this mod? Mine all stay grouped together in one big clump- it's spectacular when you get a hit, but doing so is tough to do...
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: Wulfy on March 29, 2013, 08:33:08 PM
well I get a CTD like 5-10 sec into the game after I load it no matter what
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: londo16 on April 16, 2013, 05:58:17 PM
Anyone else having trouble getting the catapults working on some carriers? like plowshare's fleet carriers and the Korean war carriers?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: NS~mati140 on April 17, 2013, 08:56:29 AM
Boxer and Valley Forge always had problems with catapults, nothing new. For long time noone used them in campaigns because of that. When that was solved an interest in KTO campaigns went down. Now it seems the problem is back
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: WindWpn on April 17, 2013, 04:41:47 PM
Korea carrier cats work, check new catapult.ini to ensure configured correctly.  Default was not for my install.  See stationary.ini for carrier reference.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: 352nd_Hoss on April 17, 2013, 04:45:38 PM
Monty and I have them working in DBW for the Korean campaign we were working on, mine still work (Valley Forge/Boxer).

Cheers

Hoss
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on April 17, 2013, 04:54:37 PM
Here are the Settings in Engine Mod "out of the Box", what changes can be made to correct Carrier Take Off behavior?


[com.maddox.il2.objects.ships.Ship$USSValleyForgeCV45]
dCatapultOffsetX 9
dCatapultOffsetY -130
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -137.5
catapultPower     16
catapultPowerJets 22

[com.maddox.il2.objects.ships.Ship$USSBoxerCV21]
dCatapultOffsetX 9
dCatapultOffsetY -130
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -137.5
catapultPower     16
catapultPowerJets 22
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: WindWpn on April 17, 2013, 05:40:10 PM
now look at stationary.ini entries for those ships.  See the fix needed for cat.ini?
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: 352nd_Hoss on April 17, 2013, 05:49:21 PM
Why don't you just tell us Wind............. I'm not a Modder, so I wouldn't know...........What would the Stationary.ini have to do with moving Carriers anyway?


Hoss.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: WindWpn on April 17, 2013, 06:04:51 PM
On mobile, will post fix when on il2 rig.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: 352nd_Hoss on April 17, 2013, 06:38:56 PM
Okay, fixed it, in the Engines Hot key folder under !SAS_Engine_Mod_4111_v26/com/maddox/il2/objects/catapults.ini you will find those settings you were talking about for the Valley Forge and Boxer, change them to look like this..

[com.maddox.il2.objects.ships.KoreaCarrier$USSValleyForgeCV45]
dCatapultOffsetX 9
dCatapultOffsetY -130
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -137.5
catapultPower     16
catapultPowerJets 22

[com.maddox.il2.objects.ships.KoreaCarrier$USSBoxerCV21]
dCatapultOffsetX 9
dCatapultOffsetY -130
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -137.5
catapultPower     16
catapultPowerJets 22

works in my install anyway.............

Hoss
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: WindWpn on April 17, 2013, 06:54:16 PM
Yep, that is the fix!  just back to my il2 rig and saw your post.  Good stuff, and yet that update to the catapults.ini will fling the birds off the Boxer and VF.

Also, keep an eye out for any other modded carriers that may be in the ini (or perhaps not, but can be added) by following this config trace. 

Basically the stationary.ini reference of:
USSValleyForgeCV45    ships.KoreaCarrier$USSValleyForgeCV45       1

Must be same reference in catapult.ini:
[com.maddox.il2.objects.ships.KoreaCarrier$USSValleyForgeCV45]

~S~
wind
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on April 17, 2013, 10:20:43 PM
Thanks Wind, and way to go Hoss, today we all learned something about IL-2 Carrier Ops!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on April 17, 2013, 10:53:01 PM
Yep Its working now!

(http://www.sas1946.com/images/imageshit/dead/dead.gif)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: londo16 on April 18, 2013, 11:44:40 AM
It works thanks WindWpn, AG-51,and Bravo!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: BravoFxTrt on April 18, 2013, 12:54:29 PM
Roger that Londo16!!!
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on April 29, 2013, 01:59:35 AM
It's been a while, but there will be one more small and final update to the 4.101m and 4.11.1m versions of this mod.
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: SAS~Anto on May 09, 2013, 11:07:56 PM
*BUMP*

Release candidate FINAL out for 4.101m and 4.11.1m. Readme included in the download :)
Title: Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
Post by: OberstDanjeje on May 10, 2013, 01:11:39 AM
Thanks, great mods!!!!
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Herra Tohtori on May 10, 2013, 06:10:39 AM
When I dropped the latest RC on my Jet War MODS directory (after cleaning up the previous version) I get this error on start-up:

Code: [Select]
[12:03:33] Spawn.get( com.maddox.il2.objects.air.Mi24V ): com/maddox/il2/objects/air/TypeBayDoor
[12:03:33] java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeBayDoor
[12:03:33] at java.lang.ClassLoader.defineClass0(Native Method)
[12:03:33] at java.lang.ClassLoader.defineClass(Unknown Source)
[12:03:33] at java.lang.ClassLoader.defineClass(Unknown Source)
[12:03:33] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[12:03:33] at java.lang.ClassLoader.loadClass(Unknown Source)
[12:03:33] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[12:03:33] at java.lang.Class.forName0(Native Method)
[12:03:33] at java.lang.Class.forName(Unknown Source)
[12:03:33] at com.maddox.rts.Spawn.get(Spawn.java:39)
[12:03:33] at com.maddox.rts.Spawn.get(Spawn.java:28)
[12:03:33] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:165)
[12:03:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1485)
[12:03:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1433)
[12:03:33] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[12:03:33] at com.maddox.il2.game.Main.exec(Main.java:422)
[12:03:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[12:03:33] java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeBayDoor
[12:03:33] at java.lang.ClassLoader.defineClass0(Native Method)
[12:03:33] at java.lang.ClassLoader.defineClass(Unknown Source)
[12:03:33] at java.lang.ClassLoader.defineClass(Unknown Source)
[12:03:33] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[12:03:33] at java.lang.ClassLoader.loadClass(Unknown Source)
[12:03:33] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[12:03:33] at java.lang.Class.forName0(Native Method)
[12:03:33] at java.lang.Class.forName(Unknown Source)
[12:03:33] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:167)
[12:03:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1485)
[12:03:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1433)
[12:03:33] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[12:03:33] at com.maddox.il2.game.Main.exec(Main.java:422)
[12:03:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


This is probably more an issue with the Mil Mi-24 mod, but I thought it would be a good idea to report this error here as well. Cleaning up the Mi-24 mod for testing now...

EDIT: After commenting out the Mi-24V references in air.ini, stationary.ini and technics.ini, the game starts.

However, as with previous versions, joining a multiplayer server (Skies of Valor, 198.12.65.128:21040, running HSFX) will let the mission load to 90% and then freeze the game, freeze the cursor, and throw this error on the log:

Code: [Select]
[12:21:32] java.lang.NoSuchMethodError
[12:21:32] at com.maddox.il2.objects.ships.BigshipGeneric.zutiAssignBornPlace(BigshipGeneric.java:4245)
[12:21:32] at com.maddox.il2.game.Mission.zutiAssignBpToMovingCarrier(Mission.java:3316)
[12:21:32] at com.maddox.il2.game.Mission.loadBornPlaces(Mission.java:2362)
[12:21:32] at com.maddox.il2.game.Mission._load(Mission.java:815)
[12:21:32] at com.maddox.il2.game.Mission.access$6(Mission.java:741)
[12:21:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:478)
[12:21:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[12:21:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[12:21:32] at com.maddox.il2.game.Main.exec(Main.java:439)
[12:21:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

I'm not sure if the design specification includes being able to join servers that are not running the Engine Mod, but it sure would be convenient.

Additionally I have no idea at all what would actually happen if a server running Zuti's MDS would try to install the Engine Mod. If it's incompatible with MDS, I think it would basically limit the use of the Engine Mod to single player or non-MDS servers... which as far as I know means no moving carriers, for example. :(
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on May 10, 2013, 10:23:12 AM
It's 100% not compatible with MDS mod. We tried in the early days to merge it but the MDS code is by far too complex to work with. The source code is available for the Ultr@pack team to use. Outside of running it on SAS Mod Act or DBW, I can't guarantee it will work. Sorry and unfortunately we won't be looking into the online code any time in the future (especially concerning HSFX and Zuti MDS compatibility)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Herra Tohtori on May 10, 2013, 10:45:09 AM
Fair enough, that's good to know.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: mandrill on May 10, 2013, 06:06:41 PM
Hi,

I minussed out version 2.5 and dropped the 4.101 engine mod version 2.6 folder into my #SAS folder and got a 20% CTD.

I'm running modact 3.06.

Are there any known incompatibilities or am I doing something wrong?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Jozef on May 11, 2013, 06:07:37 AM
I have same problem

Il-2 1946 + SAS Modact 3.06 work fine but when install Jet war 1.3 and SAS engine SAS Engine Mod v2.6 game crash at 20% load

Last button installed

Title: Re: SAS Engine Mod v2.6RC Final
Post by: Herra Tohtori on May 11, 2013, 06:27:23 AM
Do you have the Mi-24V installed?

Have you looked at your log.lst to see what the actual error is?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: mandrill on May 11, 2013, 10:45:05 AM
Thanks, HT. I have now set up the log.lst file and will try another install of Engine mod 2.6 later today and report back,
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 11, 2013, 11:42:35 AM
I have a problem with the fact that the game CTDs like 1 min into the mission

LOG
Code: [Select]
INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/Goggleglass.tga'
WARNING: object '3DO/Plane/TEXTURES/Goggleglass.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/P-51D-20NA(USA)/GoggleGlass.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'
INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'

java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:342)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:271)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:252)
at com.maddox.il2.objects.vehicles.planes.Plane$P_51D20NA.<init>(Plane.java:810)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:827)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2005)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2050)
at com.maddox.il2.game.Mission._load(Mission.java:775)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$P_51D20NA]
INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/Goggleglass.tga'
WARNING: object '3DO/Plane/TEXTURES/Goggleglass.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/P-51D-20NA(USA)/GoggleGlass.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'
INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'

java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:342)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:271)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:252)
at com.maddox.il2.objects.vehicles.planes.Plane$P_51D20NA.<init>(Plane.java:810)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:827)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2005)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2050)
at com.maddox.il2.game.Mission._load(Mission.java:775)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$P_51D20NA]
INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/Goggleglass.tga'
WARNING: object '3DO/Plane/TEXTURES/Goggleglass.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/P-51D-20NA(USA)/GoggleGlass.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'
INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'

java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:342)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:271)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:252)
at com.maddox.il2.objects.vehicles.planes.Plane$P_51D20NA.<init>(Plane.java:810)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:827)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2005)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2050)
at com.maddox.il2.game.Mission._load(Mission.java:775)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$P_51D20NA]
INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/Goggleglass.tga'
WARNING: object '3DO/Plane/TEXTURES/Goggleglass.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/P-51D-20NA(USA)/GoggleGlass.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'
INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'

java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'GoggleGlass.mat'

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:342)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:271)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:252)
at com.maddox.il2.objects.vehicles.planes.Plane$P_51D20NA.<init>(Plane.java:810)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:827)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2005)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2050)
at com.maddox.il2.game.Mission._load(Mission.java:775)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$P_51D20NA]
Mission: QuickQMBPro/Korea_Winter/Korea_Winterrednone00.mis is Playing
warning: no files : music/inflight
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
java.lang.NoSuchFieldError: bPropHit
at com.maddox.il2.objects.air.Aircraft.hitProp(Aircraft.java:1803)
at com.maddox.il2.fm.Gear.testPropellorCollision(Gear.java:1439)
at com.maddox.il2.fm.Gear.ground(Gear.java:674)
at com.maddox.il2.fm.Gear.ground(Gear.java:490)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:391)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:789)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:145)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:902)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: mandrill on May 11, 2013, 06:08:40 PM
This is my log.lst printout. Can anyone tell me what's up?

Code: [Select]
[12.05.2013 0:04:01] ------------ BEGIN log session -------------
[0:04:01] OpenGL provider: Opengl32.dll
[0:04:01] OpenGL library:
[0:04:01]   Vendor: NVIDIA Corporation
[0:04:01]   Render: GeForce GT 220/PCIe/SSE2
[0:04:01]   Version: 3.3.0
[0:04:01]   Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading 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_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding 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_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[0:04:01] Size: 1920x1080
[0:04:01] ColorBits: 32
[0:04:01] DepthBits: 24
[0:04:01] StencilBits: 8
[0:04:01] isDoubleBuffered: true
[0:04:01]
[0:04:01] *** Looking for Advanced CPU Instructions...
[0:04:01] [x] PentiumPro
[0:04:01] [x] Multimedia (MMX)
[0:04:01] [x] 3D (SSE)
[0:04:01] [x] 3D (SSE2)
[0:04:01] [-] 3D (3DNow)
[0:04:01] ColourBits 32, ABits 0, ZBits 24
[0:04:01]
[0:04:01] *** Looking for Render API Extensions ...
[0:04:01] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[0:04:01] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[0:04:01] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[0:04:01] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[0:04:01] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[0:04:01] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[0:04:01] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[0:04:01] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[0:04:01] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[0:04:01] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[0:04:01] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[0:04:01] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[0:04:01] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[0:04:01]
[0:04:01] Maximum texture size : 8192
[0:04:01] Maximum simultaneous textures :4
[0:04:01] MaxAnisotropic (1.0 = none) : 16.000000
[0:04:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[0:04:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[0:04:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
[0:04:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
[0:04:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
[0:04:03] Error P38J15LO Weapons '1xdroptank5x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J15LO Weapons 'droptanks 2x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J15LO Weapons 'droptanks 2x5002x250 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J15LO Weapons 'droptanks 4x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J15LO Weapons '4x250 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J15LO Weapons '6x250 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J15LO Weapons '4x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J15LO Weapons '6x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J15LO Weapons '2x10002x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J15LO Weapons '2x10004x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons '1xdroptank5x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons 'droptanks 2x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons 'droptanks 2x5002x250 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons 'droptanks 4x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons '4x250 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons '6x250 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons '4x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons '6x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons '2x10002x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38J25LO Weapons '2x10004x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons '1xdroptank5x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons 'droptanks 2x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons 'droptanks 2x5002x250 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons 'droptanks 4x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons '4x250 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons '6x250 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons '4x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons '6x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons '2x10002x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:03] Error P38L5LO Weapons '2x10004x500 ' NOT initialized:weapons.PylonP38PLN2
[0:04:04] Spawn.get( com.maddox.il2.objects.air.F_86D40 ): com/maddox/il2/objects/air/TypeBayDoor
[0:04:04] java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeBayDoor
[0:04:04] at java.lang.ClassLoader.defineClass0(Native Method)
[0:04:04] at java.lang.ClassLoader.defineClass(Unknown Source)
[0:04:04] at java.lang.ClassLoader.defineClass(Unknown Source)
[0:04:04] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[0:04:04] at java.lang.ClassLoader.loadClass(Unknown Source)
[0:04:04] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[0:04:04] at java.lang.Class.forName0(Native Method)
[0:04:04] at java.lang.Class.forName(Unknown Source)
[0:04:04] at com.maddox.rts.Spawn.get(Spawn.java:39)
[0:04:04] at com.maddox.rts.Spawn.get(Spawn.java:28)
[0:04:04] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
[0:04:04] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1593)
[0:04:04] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[0:04:04] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[0:04:04] at com.maddox.il2.game.Main.exec(Main.java:420)
[0:04:04] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[0:04:04] java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeBayDoor
[0:04:04] at java.lang.ClassLoader.defineClass0(Native Method)
[0:04:04] at java.lang.ClassLoader.defineClass(Unknown Source)
[0:04:04] at java.lang.ClassLoader.defineClass(Unknown Source)
[0:04:04] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[0:04:04] at java.lang.ClassLoader.loadClass(Unknown Source)
[0:04:04] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[0:04:04] at java.lang.Class.forName0(Native Method)
[0:04:04] at java.lang.Class.forName(Unknown Source)
[0:04:04] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:165)
[0:04:04] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1593)
[0:04:04] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[0:04:04] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[0:04:04] at com.maddox.il2.game.Main.exec(Main.java:420)
[0:04:04] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: S3231541 on May 11, 2013, 11:10:29 PM
Did you apply the bomb patch fix for Jetwar 1.3 on 4.10.1 game version?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Storebror on May 12, 2013, 12:57:18 AM
I have a problem with the fact that the game CTDs like 1 min into the mission

LOG
Code: [Select]
(...)
java.lang.NoSuchFieldError: bPropHit
at com.maddox.il2.objects.air.Aircraft.hitProp(Aircraft.java:1803)
You have another mod installed which is in conflict with SAS Engine Mod.
Check your installed mods for a file named "AF5F8A326C3FA53C" and disabled that mod.

Best regards - Mike
Title: Re: SAS Engine Mod v2.6RC Final
Post by: mandrill on May 12, 2013, 05:45:17 AM
Did you apply the bomb patch fix for Jetwar 1.3 on 4.10.1 game version?

LOL - No! I was installing the Engine Mod before installing Jetwar 1.3.

I guess I should install all related mods at the same time and then trial run the game??
Title: Re: SAS Engine Mod v2.6RC Final
Post by: NS~mati140 on May 12, 2013, 06:52:08 AM
Did you apply the bomb patch fix for Jetwar 1.3 on 4.10.1 game version?

LOL - No! I was installing the Engine Mod before installing Jetwar 1.3.

I guess I should install all related mods at the same time and then trial run the game??

No, take WinMerge and do what Storebror suggested.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 12, 2013, 08:11:28 AM
unfortunatly it still does that on take off
Code: [Select]
id_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Buildings/ToW/wheel_001/mono.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/England/semi2/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Troops/uk/uk_officer_jumelles/live.sim)
##### House without collision (3do/Buildings/England/stonehenge/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/England/westminsterbuttress/live.sim)
##### House without collision (3do/Buildings/England/phonebox/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/HurricaneMkIb/AlbatrosDVa_Default_02.bmp s1=3DO/Plane/HurricaneMkI(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1486)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1393)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1364)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1351)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/HurricaneMkIb/AlbatrosDVa_Default_02.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/HurricaneMkIb/AlbatrosDVa_Default_02.bmp' size: 0 != 512 | 1024
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
Mission: QuickQMBPro/Europe_Channel/Europe_Channelredscramble00.mis is Playing
Time overflow (0): speed 0.57471263
warning: no files : music/takeoff
java.lang.NoSuchFieldError: starter
at com.maddox.il2.objects.sounds.MotorSound.onEngineState(MotorSound.java:85)
at com.maddox.il2.fm.Motor.computeStage(Motor.java:1581)
at com.maddox.il2.fm.Motor.update(Motor.java:867)
at com.maddox.il2.fm.EnginesInterface.update(EnginesInterface.java:284)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:497)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:902)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Also when you are about the crash to the ground

Code: [Select]
(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:355)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@7e01f8] Cannot load sample pool: motor.J47.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:355)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@4caec9] Cannot load sample pool: motor.J47.start.end
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-86A5/archie_Jasta2_Werner Voss.bmp s1=3DO/Plane/F-86A(USA)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1486)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1393)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1364)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1351)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/F-86A5/archie_Jasta2_Werner Voss.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/F-86A5/archie_Jasta2_Werner Voss.bmp' size: 0 != 512 | 1024
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:355)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@74241d] Cannot load sample pool: motor.J42.start.end
*** Diff Brakes Set to Type: 3
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:355)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@7d05c7] Cannot load sample pool: motor.J42.start.end
*** Diff Brakes Set to Type: 3
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:355)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@283e7e] Cannot load sample pool: motor.J42.start.end
*** Diff Brakes Set to Type: 3
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:355)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@3d2386] Cannot load sample pool: motor.J42.start.end
*** Diff Brakes Set to Type: 3
Mission: class 'vehicles.artillery.ArtilleryCY6Flak$Battery88mm' not found
Mission: class 'vehicles.artillery.ArtilleryCY6Flak$Battery88mm' not found
Mission: class 'vehicles.artillery.ArtilleryCY6Flak$Battery88mm' not found
Mission: class 'vehicles.artillery.ArtilleryCY6Flak$Battery75mm' not found
Mission: class 'vehicles.artillery.ArtilleryCY6Flak$Battery75mm' not found
Mission: QuickQMBPro/Korea_N.Korea/Korea_N.Korearedarmor00.mis is Playing
warning: no files : music/inflight
Time overflow (4635): speed 0.8333333
Time overflow (4655): speed 0.6097561
Time overflow (4675): speed 0.8152174
Time overflow (4695): speed 0.7281553
Time overflow (4715): speed 0.8426966
Time overflow (4735): speed 0.7281553
Time overflow (4755): speed 0.8152174
Time overflow (4775): speed 0.72115386
Time overflow (4795): speed 0.86206895
Time overflow (4815): speed 0.88235295
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.01 (delta = 0.01) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
java.lang.NoSuchMethodError
at com.maddox.il2.objects.trains.Wagon$2.doAction(Wagon.java:415)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: primo62 on May 12, 2013, 08:26:46 AM
well, I have crash at 20 % also. I have eliminated all mods except planes and it still happens. The only way I got it to work is by keeping the old one and putting the new one over it and overwriting everything. It works but is this ok or no.? I am using 4.11 plus 4.0 mod act
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Storebror on May 12, 2013, 09:15:45 AM
unfortunatly it still does that on take off
Code: [Select]
java.lang.NoSuchFieldError: starter
at com.maddox.il2.objects.sounds.MotorSound.onEngineState(MotorSound.java:85)
And once again, read carefully, try to understand and follow this advice:
You do have another mod installed which modifies the "Motor" class. You can find, identify and eliminate this conflicting mod by searching your installed mods for occurance of a file named "AF5F8A326C3FA53C". Each Mod, except for the SAS Engine Mod, which has this file in, has to be disabled.

Also when you are about the crash to the ground
Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.trains.Wagon$2.doAction(Wagon.java:415)
Read carefully, try to understand and follow this advice:
You do have another mod installed which modifies the "Explosions" class. You can find, identify and eliminate this conflicting mod by searching your installed mods for occurance of a file named "72DCDDF4D2AD25E8". Each Mod, except for the SAS Engine Mod, which has this file in, has to be disabled.

Code: [Select]
PaintSchemes/Skins/HurricaneMkIb/AlbatrosDVa_Default_02.bmp
Albatros D.Va skin on a Hurri Mk. Ib?
You should seriously consider using known working, clean installations for bug reports only.

Best regards - Mike
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 12, 2013, 10:43:06 AM
Yeah i have no idea why there is a albatros skin in a hurri folder.... i checked my paitschemes
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 12, 2013, 11:25:41 AM
What if those class files are in your XTD folder?

OK I did evrything you said but still, no sign of improvment
Code: [Select]
e.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@7bbe9f] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.begin
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@1fbdd7] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:50)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@ead47] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.begin
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@1218cf] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:50)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@1ac1a9] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.begin
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@20597b] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:50)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@52d37e] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.begin
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@3af976] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:50)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@4fee5c] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.begin
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@29fe14] Cannot load sample pool: motor.Wright_Cyclone1820tb_Series.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@766272] Cannot load sample pool: motor.J47.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@529c95] Cannot load sample pool: motor.J47.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@7c30b8] Cannot load sample pool: motor.J47.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@585f2e] Cannot load sample pool: motor.J47.start.end
Mission: QuickQMBPro/Korea_N.Korea/Korea_N.Koreabluenonen00.mis is Playing
Time overflow (0): speed 0.6772009
warning: no files : music/inflight
java.lang.NoSuchFieldError: bPropHit
at com.maddox.il2.objects.air.Aircraft.hitProp(Aircraft.java:1803)
at com.maddox.il2.objects.air.B_29X.cutFM(B_29X.java:547)
at com.maddox.il2.objects.air.B_29.cutFM(B_29.java:106)
at com.maddox.il2.objects.air.Aircraft.nextCUTLevel(Aircraft.java:676)
at com.maddox.il2.objects.air.B_29.nextCUTLevel(B_29.java:135)
at com.maddox.il2.objects.air.Aircraft.nextDMGLevel(Aircraft.java:616)
at com.maddox.il2.objects.air.B_29.nextDMGLevel(B_29.java:128)
at com.maddox.il2.objects.air.Aircraft.nextDMGLevels(Aircraft.java:656)
at com.maddox.il2.objects.air.B_29X.hitBone(B_29X.java:216)
at com.maddox.il2.objects.air.Aircraft.msgShot(Aircraft.java:1337)
at com.maddox.il2.ai.MsgShot.invokeListener(MsgShot.java:57)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Message.send(Message.java:1079)
at com.maddox.il2.ai.MsgShot.send(MsgShot.java:46)
at com.maddox.il2.objects.weapons.Bullet.collided(Bullet.java:86)
at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 12, 2013, 05:56:07 PM
Any ideas? im a bit desperate here
Title: Re: SAS Engine Mod v2.6RC Final
Post by: sphantom on May 12, 2013, 07:21:17 PM
A 240 jhp
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Storebror on May 12, 2013, 11:17:57 PM
What if those class files are in your XTD folder?

OK I did evrything you said but still, no sign of improvment
Code: [Select]
java.lang.NoSuchFieldError: bPropHit
at com.maddox.il2.objects.air.Aircraft.hitProp(Aircraft.java:1803)
Since your error log clearly states that there's still a different "Motor" class being loaded, collecting your statements leaves us the following possibilities:


Best regards - Mike
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Storebror on May 13, 2013, 09:42:43 AM
No facepalm mate ;)
The exclamation mark is exactly the way the SAS Engine Mod is shipped and it's there for just that purpose: Load the mod in front of anything else.
However other clever guys might start their mod folder names with something as fancy as "!!!" and override this safety mechanism that way ;)

Best regards - Mike
Title: Re: SAS Engine Mod v2.6RC Final
Post by: NS~mati140 on May 13, 2013, 10:12:44 AM
No facepalm mate ;)
The exclamation mark is exactly the way the SAS Engine Mod is shipped and it's there for just that purpose: Load the mod in front of anything else.
However other clever guys might start their mod folder names with something as fancy as "!!!" and override this safety mechanism that way ;)

Best regards - Mike

Guys, please add like button to this forum, I wanna like this post :D I loled on this one
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 13, 2013, 12:56:26 PM
Yeah well to load it at the top i added !_000 to do that. (I have a ton of mods... and a ton of conflicts)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 13, 2013, 01:15:23 PM
uhhhh i have no idea how to do that...
Title: Re: SAS Engine Mod v2.6RC Final
Post by: sphantom on May 13, 2013, 09:41:04 PM
Also, if you know how to use cmd.exe in Windows, you can use that to output a text file of your mod folder contents, be it #DBW or #UP#, or whatever.
Here's an example from my Bravo's Holy Grail + The Full Monty install.
At the command prompt I started in my DBW folder: D:\BFG_TFM\#DBW> Then I typed the following DOS command: dir>MODS.txt
That command creates a simple text file in the #DBW folder.
Wulfy
There is the directions printed above. Can not go wrong
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 14, 2013, 05:02:54 AM
Thx all for your support and kindness... but the problem was solved. ;D    There was a mod called "AIDriver" and well that was the culprit! I have no idea where that came from though...
Title: Re: SAS Engine Mod v2.6RC Final
Post by: poy on May 14, 2013, 09:05:24 AM
"PAT Smoke included too"

well gentlemen, I had it, and now I don't know where it's gone, any idea ? :-X

a little list of mods for you, if you know one that could be incompatible

Code: [Select]
![MOD] !SAS_Engine_Mod_4101m_v26 (of course)
![MOD] 00_6dof for TrackIR
![MOD] 00_Lights
![MOD] 00_PAL6DOFNormalMouse
![MOD] 0_Wolfighter_Gore4allPlanes_v1.4
![MOD] 06__Helico_AI_butSaS_v1.2
![MOD] 24Bit Skins
![MOD] SAS_ Ecran_Wide_4101
![MOD] SAS_SmallFX_Collection

+ plane mods
+ X4/X7 rocket collection thingy

in that order

if anyone have any idea, don't hesitate, it's not a vital problem though :-\
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Storebror on May 14, 2013, 09:23:35 AM
There was a mod called "AIDriver" and well that was the culprit! I have no idea where that came from though...
It's an "old" mod made by Sani which should deal with issues where AI planes never overheat and always have perfect supercharger performance regardless gear limits:
http://www.sas1946.com/main/index.php?topic=12253.0

The thing is that I always asked you to watch out for a file named "AF5F8A326C3FA53C" where in fact Sani unfortunately cod'ed that file, so the name of the (same) file in this particular case would be "423441770". Both is the "Motor" class file nevertheless, that's what caused the issues.

Best regards - Mike
Title: Re: SAS Engine Mod v2.6RC Final
Post by: LuseKofte on May 14, 2013, 09:31:47 AM
Bonez it is very very nice of you taking so much time to help another member. Many thanks
Same to you Mike, but then again it is your job :P
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Gaston on May 14, 2013, 09:58:33 AM
Installed it today... no CTD, game loads perfectly... just a little question : when I use the F-4 Phantom with AIM7 and AIM9, I can not choose which missile I want to shoot. But I have defined the Select Missile/Rocket (I choose ALT + S), but it does not work... do I do something wrong (probably...) ?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 14, 2013, 01:05:21 PM
Can any one give me the class 72DCDDF4D2AD25E8 and AF5F8A326C3FA53C for the XTD folder? i unfortunatle deleted them :(
Title: Re: SAS Engine Mod v2.6RC Final
Post by: NS~mati140 on May 14, 2013, 01:45:34 PM
Don't you have copy of DBW 1.71 on HDD anymore (I mean, the pack download, not the one you have installed)? If yes just copy the files you deleted. If not, redownload.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 14, 2013, 02:17:03 PM
oh crap thats gonna take a while...
Title: Re: SAS Engine Mod v2.6RC Final
Post by: poy on May 14, 2013, 03:31:51 PM
here you go, be more careful next time

http://filesmelt.com/dl/72DCDDF4D2AD25E8
http://filesmelt.com/dl/AF5F8A326C3FA53C


hey btw, don't forget me  :-X

"PAT Smoke included too"

well gentlemen, I had it, and now I don't know where it's gone, any idea ? :-X

a little list of mods for you, if you know one that could be incompatible

Code: [Select]
![MOD] !SAS_Engine_Mod_4101m_v26 (of course)
![MOD] 00_6dof for TrackIR
![MOD] 00_Lights
![MOD] 00_PAL6DOFNormalMouse
![MOD] 0_Wolfighter_Gore4allPlanes_v1.4
![MOD] 06__Helico_AI_butSaS_v1.2
![MOD] 24Bit Skins
![MOD] SAS_ Ecran_Wide_4101
![MOD] SAS_SmallFX_Collection

+ plane mods
+ X4/X7 rocket collection thingy

in that order

if anyone have any idea, don't hesitate, it's not a vital problem though :-\
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 14, 2013, 03:36:44 PM
Yeah nezer mind i found them! Aparently before i deleted and did anything i made a back up of the whole DBW ;D
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Storebror on May 15, 2013, 03:20:10 AM
hey btw, don't forget me  :-X
Didn't even get that you have an issue yet...
logs.lst?

Best regards - Mike
Title: Re: SAS Engine Mod v2.6RC Final
Post by: poy on May 15, 2013, 05:11:35 AM
hey btw, don't forget me  :-X
Didn't even get that you have an issue yet...
logs.lst?

Best regards - Mike

No no don't worry it's not a crash, the PAT airshow smoke just doesn't show, I have the regular pink and green trails


hey btw, don't forget me  :-X
Didn't even get that you have an issue yet...
logs.lst?

Best regards - Mike

PAT smoke disappeared he said to me in PM and further up the thread (http://www.sas1946.com/main/index.php/topic,23327.msg375788.html#msg375788). I suspect since he has the SAS Small FX Collection in his mods, that is the cause?

No it's not I tried without it, same result
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Storebror on May 15, 2013, 05:40:19 AM
logs.lst?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: poy on May 15, 2013, 05:50:52 AM
logs.lst?

Well it's not a crash, thus I don't know what you expect, anyway I can't give it right now, I'm typing via my phone    :P
Title: Re: SAS Engine Mod v2.6RC Final
Post by: santobr on May 15, 2013, 07:37:50 AM
I think there is a setting in conf.ini to enable the airshow smoke.



santobr.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: poy on May 15, 2013, 07:48:04 AM
I think there is a setting in conf.ini to enable the airshow smoke.

but where ? :-X
okay here you go, chunk of last log.lst

Code: [Select]
'faf'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 3.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission Quick/Slovakia_summer/Slovakia_summerBlueNoneN00.mis...
Loaded camouflage: SUMMER
Month = 8 , Hour = 7
Temperature -     0m = 8.0 .
Temperature -  1000m = 1.5100098 .
Temperature -  2000m = -4.980011 .
Temperature -  3000m = -11.470001 .
Temperature -  4000m = -17.960007 .
Temperature -  5000m = -24.449997 .
Temperature -  6000m = -30.940002 .
Temperature -  7000m = -37.429993 .
Temperature -  8000m = -43.92 .
Temperature -  9000m = -50.410004 .
Temperature - 10000m = -56.5 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1266216952*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/46/MGTrench/live.sim)
FM called 'FlightModels/Z50.fmd:Z50' is being loaded from File: 'z50'
FM called 'FlightModels/Lycoming:Z50.emd' is being loaded from File: 'z50'
FM called 'FlightModels/Z50.fmd:Z50' is being loaded from File: 'z50'
Mission: Quick/Slovakia_summer/Slovakia_summerBlueNoneN00.mis is Playing
warning: no files : music/inflight
INTERNAL ERROR: HierMesh: Can't find chunk 'pilotarm2_d0'
INTERNAL ERROR: HierMesh: Can't find chunk 'pilotarm1_d0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Stick01_D0'
[15.05.2013 13:42:43] -------------- END log session -------------
Title: Re: SAS Engine Mod v2.6RC Final
Post by: sphantom on May 15, 2013, 09:04:14 AM
I did and could have thought of something more fun like aggravate the wife
Title: Re: SAS Engine Mod v2.6RC Final
Post by: sphantom on May 15, 2013, 09:31:55 AM
Removed
I thought I was the only one who knew that. Nobody said anything
Title: Re: SAS Engine Mod v2.6RC Final
Post by: sphantom on May 15, 2013, 09:53:56 AM
yup what were you a Hollywood or a paradise grunt.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: 352nd_Hoss on May 15, 2013, 06:12:03 PM
I built my own "Mods" package, now I can only blame myself if its screwed up........... so far it's up to 16Gb.

Cheers

Hoss
Title: Re: SAS Engine Mod v2.6RC Final
Post by: S3231541 on May 15, 2013, 07:41:36 PM
Hi,

Just a quick notice that some of the posts here have been removed due to being offensive and used of in-appropriate languages. Please remain calm and be constructive in your bug reports. Specifying your problem, and post them in the correct topic also help. Getting angry and obscene will not lead you anywhere. Continue to do so will, however, earn yourself a brief "vacation".

All bugs that have been constructively reported will be consider as soon as possible. Thank you for your understanding.

SAS~S3
Title: Re: SAS Engine Mod v2.6RC Final
Post by: PO_MAK_249RIP on May 16, 2013, 02:37:32 AM
I currently have this sat in my #DBW folder at the top of the list, is this lot now safe to move across (and overwrite stuff) to my main game folder? Ie, Classfiles etc ??
Title: Re: SAS Engine Mod v2.6RC Final
Post by: BravoFxTrt on May 16, 2013, 04:00:37 AM


*NB* Comprehensive readme included in download. Whilst this is a release candidate, it is currently considered stable for offline play. The experience may vary online. Please delete ALL old versions before installing and make sure it is running BEFORE your JetWar files.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Moggy Cattermole on May 19, 2013, 05:52:13 PM
Guys, when I download the file, everything is listed, but when i try to open it, I am warned off that there are errors and moreover when I open any of the files, they are all empty. Is this likely to be an error at my end?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on May 19, 2013, 06:07:08 PM
Use the latest version of 7zip to extract
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Moggy Cattermole on May 19, 2013, 06:51:31 PM
That's got it. Thank you, Anto. :)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: tarakan67 on May 20, 2013, 01:04:12 PM
Hi! I have a problem with differential brakes and passive steering. I am set CDiffBrake 1 in the [Controls] section of the aircraft’s flight model. Now front wheel is no longer actively steered by rudder, and no passively follows aircraft movements. How I can set variable DiffBrakesType in Individual aircraft class?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: BravoFxTrt on May 20, 2013, 01:16:06 PM
Tarakan  you can command Control for L / R Diff. with example "Left Arrow"  "Right Arrow"  And Nose Gear Steering is unchanged. Its how I do it.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: tarakan67 on May 20, 2013, 01:32:24 PM
I try used this mode: Type 1 - works as type 0 but the front wheel is no longer actively steered by rudder, but passively follows aircraft movements (i.e. like many early tail-draggers).
Title: Re: SAS Engine Mod v2.6RC Final
Post by: BravoFxTrt on May 20, 2013, 01:48:34 PM
Tarakan, What Plane(s) are you referring to?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 20, 2013, 02:33:04 PM
Hey has anyone noticed that this decreases the Fw190s performence?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: POUSSIN1 on May 20, 2013, 03:46:19 PM
Hi ! First, thanks for this amazing mod ! Second, I came back with a little problem :

I am running DBW 1.7, with an 4.101 IL2 version, with Full Monthy. My trouble is the sound engine launch setup...When I fire my engine manually, it never ends ! It goes on until I cut the engine or I crash. I've tried on a lot of plane but it still the same. I'm hearing the sound of engine but with it, the sound of the startup sequence :(...The rest is working real fine.   :P

Can somebody help me ?

Cheers - Poussin
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 20, 2013, 07:37:21 PM
ummmm try to load it up on top of the mod folder? Also list all your mods, so we can see any conflcts
Title: Re: SAS Engine Mod v2.6RC Final
Post by: CWMV on May 20, 2013, 08:10:29 PM
Hi ! First, thanks for this amazing mod ! Second, I came back with a little problem :

I am running DBW 1.7, with an 4.101 IL2 version, with Full Monthy. My trouble is the sound engine launch setup...When I fire my engine manually, it never ends ! It goes on until I cut the engine or I crash. I've tried on a lot of plane but it still the same. I'm hearing the sound of engine but with it, the sound of the startup sequence :(...The rest is working real fine.   :P

Can somebody help me ?

Cheers - Poussin

Im also having this issue but with a different install. Using Bravo's HSFX 6.0.17/Modact 4 setup.
Only thing I could think it would conflict with is UV_3.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: hguderian on May 20, 2013, 09:15:27 PM
Is into RC final v411.1 the Full Throttle mod, yet?

I see the related .eff and .mat files but I can't see the effect in game...also if I load (obviously) the SAS Engine Mod first.

Thanks in advance

Title: Re: SAS Engine Mod v2.6RC Final
Post by: tarakan67 on May 21, 2013, 12:55:52 AM
Tarakan, What Plane(s) are you referring to?
All MiGs from Jetwar.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on May 21, 2013, 01:34:28 AM
I try used this mode: Type 1 - works as type 0 but the front wheel is no longer actively steered by rudder, but passively follows aircraft movements (i.e. like many early tail-draggers).

That's correct. That's what is supposed to happen. What are you aiming to do?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: vegetarian on May 21, 2013, 02:37:42 AM
Yep, I have the same issue with the endless startup engine sound as POUSSIN1 in DBW_TFM.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 21, 2013, 05:16:57 AM
Load it engine mod before all else and for jetwar, make sure that's installed right to. Make sure to add the lines in your RC file in the STD folder. There was a duplicate RC In the UV3 folder, so delete that one.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: vegetarian on May 21, 2013, 07:30:47 AM
Thanks Wulfy. I placed a ! in front of #UV3 as suggested on another thread (Bravo I think) so that !#UV3 loaded first, and problem solved.

Title: Re: SAS Engine Mod v2.6RC Final
Post by: tarakan67 on May 21, 2013, 08:10:20 AM
I try used this mode: Type 1 - works as type 0 but the front wheel is no longer actively steered by rudder, but passively follows aircraft movements (i.e. like many early tail-draggers).

That's correct. That's what is supposed to happen. What are you aiming to do?
In manual I read:"The control variable DiffBrakesType is added to Controls.class and used in Gear.class,
with default value 0. Individual aircraft classes must set this variable to get access to types 1-3.". Now, in my MiGs(from Jetwar), front wheel is not passively follows aircraft movements. Please send me example of Java cod, which I must add to
individual aircraft class. Sorry my English
Title: Re: SAS Engine Mod v2.6RC Final [4.11]
Post by: tarakan67 on May 21, 2013, 09:29:18 AM
By means of this small fix you can appoint to each airplane of 3 various types of a sound by activity a flaps. Readmy inside. Many thanks SAS~Skipper, for the help in fix creation.
 http://www.gamefront.com/files/23330984/%21SAS_Engine_Mod_4111m_v26.rar
Title: Re: SAS Engine Mod v2.6RC Final
Post by: POUSSIN1 on May 21, 2013, 09:37:29 AM
Hi !

I've try it on the top of the list but no joy ! For my mod list, it is too long !!!! I've got plutonium effect mod, tigersoundforDBW, and PALcockpit sound, being fully montied . I've also got the random failure mod which was just before sas engine mod 2.6...I didn't have any trouble with 2.5 and I upgrade it to match this random failure. I've remove it and still no joy.

Cheers...And thanks for help.

Poussin
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 21, 2013, 12:35:28 PM
Oh yeah how do you get the random fail to work? I put in the class files and added the FailureRate=25 no fails though
Title: Re: SAS Engine Mod v2.6RC Final
Post by: POUSSIN1 on May 21, 2013, 01:03:55 PM
Actually the random fail mod is working fine. I've removed it, relaunched IL2 but still the same sound problem ! I've got a minor trouble with it but I was on sas engine mod 2.5 ! This has been cleared !
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on May 21, 2013, 05:30:18 PM
No no i just dont know how to install it. Somehow it doesnt work for me
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on May 21, 2013, 11:29:38 PM
Tarakan, I recommend re-reading the manual. It spells out pretty clearly how the differential brakes and passive steering works. The ONLY thing you need in the java code is to define the animation of the steering wheel, that's it. The actual function is handled by core classes and is set from within the flight model. If I was to offer an explaination on it, I'd just quote the manual I wrote :P

As for the flap sound fix, is it needed? I'm sure that these is a default feature of the game!! Just many aircraft fail to use it.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: tarakan67 on May 22, 2013, 12:05:36 AM
Tarakan, I recommend re-reading the manual. It spells out pretty clearly how the differential brakes and passive steering works. The ONLY thing you need in the java code is to define the animation of the steering wheel, that's it. The actual function is handled by core classes and is set from within the flight model. If I was to offer an explaination on it, I'd just quote the manual I wrote :P

As for the flap sound fix, is it needed? I'm sure that these is a default feature of the game!! Just many aircraft fail to use it.
Then that this phrase means:"Individual aircraft classes must set this variable(DiffBrakesType) to get access to types 1-3"?
I'm copy this from manual. Sorry, may be I don't understand manual, but why in my game(4.11.1) front wheel is not passively follows aircraft movements? I'm set variable CDiffBrake in the [Controls] section of the aircraft’s flight model in 1, and define a limit of the normal range of movement in the method moveSteering.
As for the flap sound fix, by default game You can choose between two types of a sound for flaps(pneumatic and electric).The fix allows a capability to add the third type of a sound a flap(hydraulic)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: POUSSIN1 on May 22, 2013, 12:19:50 PM
Hi Wulfy,

For the random failure mod, it's easy (When you know how to do it) :

1/Upgrade to sas engine mod 2.6
2/Unzip random failure mod in your MOD directory
3/In your mission files (.mis), add at the end " [Mods] FailureRate 10 "

Make a try with FailureRate 80 and your flight will be very interesting. Normal rate is 10. Troubles begin with 30. You've got to add these lines to each of your missions. I don't know if it is working in the conf.ini - Better to ask !

Cheers
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on May 26, 2013, 09:13:23 AM
Hi tarakan,

I'll post here so others can see. With the passive wheel steering animation, you must define a steering animation within the aircraft's classfile otherwise the wheels will not move. It is done like so using the moveSteering method:

Code: [Select]
public void moveSteering(float f)
{

if(FM.CT.getGear() < 0.99)
hierMesh().chunkSetAngles("GearC_D0", 0.0F, 0.0F, 0.0F*f);
else
hierMesh().chunkSetAngles("GearC_D0", 0.0F, 0.0F, 30F * f);
}

Now what does this mean? Essentially the '30F' bit sets 30 degrees to be the maximum angle of deflection at full lock. That's it. If you have active steering, that means that when your pedal is to the floor, it will be at 30 degrees. For passive steering, it will mean when you are turning in the smallest circle, the wheel will be at 30 degrees.

Hope that makes sense :)
Title: Re: SAS Engine Mod v2.6RC Final [4.11]
Post by: tarakan67 on May 26, 2013, 12:09:48 PM
Hi Anto!
Try to use your example. I'm use 1 type of diff brake (CDiffBrake 1). When the airplane gains speed during takeoff animation worked properly. But if speed of airplane comes nearer 0 km/h and I press 'Brake' key and turn the rudder there is a following:
(http://www.imgs.su/tmp/2013-05-26/1369590514-372.jpg)
The nose  gear is turned out in the opposite direction. Any idea, how to fix it?
I'm used 4.11.1 with SAS Engine Mod v2.6 Release Candidate Final and IL2 1956 - The Jet Era v1.3
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on May 26, 2013, 06:08:42 PM
That is somewhat expected as it is a freely castoring wheel but the game does tend to exaggerate this. There isn't any fix for it nor do I plan on finding one for such a minor issue.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: buchtik on May 31, 2013, 08:54:39 AM
I don't know why, but I cannot use the catapults. I tried with many different planes and ships, and I also checked the Catapults.ini and the Stationary.ini for any mistakes, but everything is all right, or at least seems to be. When I was using the 2.5 version, everything worked fine, but after the release of MiG-21, I upgraded to JetWar 1.3 and the 2.6 version of Engine mod, and the catapults don't work :'(
I post a log of one of the test missions. Please, if anybody has some ideas what is wrong, tell me, any advice would be very helpful.
Code: [Select]
Loading mission single/un/F4F-3/S01.mis...
Loaded camouflage: PACIFIC
Month = 7 , Hour = 17
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 42

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 42

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *706408480*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F4F-3/Default s1=3DO/Plane/F4F-3(USA)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1486)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1393)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1364)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1351)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/F4F-3/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/F4F-3/Default' size: 0 != 512 | 1024
Mission: single/un/F4F-3/S01.mis is Playing
Time overflow (0): speed 0.66079295
warning: no files : music/takeoff
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
Loading mission Records/LL.TRK...
Loaded camouflage: PACIFIC
Month = 7 , Hour = 17
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 226,  Vert 7760,  Ind 38028
WARNING: * Buf1 : Obj: 1787,  Vert 114814,  Ind 257886
WARNING: * Buf2 : Obj: 4,  Vert 384,  Ind 576
Load bridges
Load static objects
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F4F-3/Default s1=3DO/Plane/F4F-3(USA)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1486)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1393)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1364)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1351)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/F4F-3/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/F4F-3/Default' size: 0 != 512 | 1024
Mission: Records/LL.TRK is Playing
warning: no files : music/takeoff
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[31.05.2013 14:19:37] -------------- END log session
Title: Re: SAS Engine Mod v2.6RC Final
Post by: redfox on June 06, 2013, 12:20:32 AM
I have the same problem butchtik. Running DBW 1.71 and with the 2.6RC of Jan'13 everythings works fine, but with this final release can't get the catapults to work. Downloaded 2 copies of the mod, and still trying to find a conflict.

Just to let you know your not on your own!

Cheers Redfox.

P.S. Not on the site often these days, as I'm travelling around the Scottish Highlands and getting on the internet is rare and expensive.....
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Dinga on June 06, 2013, 01:21:11 AM
Redfox,
There is a solution here :)

http://www.sas1946.com/main/index.php/topic,34858.0.html
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on June 06, 2013, 01:36:48 AM
Ah righteo, seems that an outdated Catapults.ini was included in the 4.101m folder. Nice catch guys, I'll update the first post to reflect this :)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: redfox on June 06, 2013, 02:02:23 AM
Thank You Dinga

Hadn't seen that topic....

1st question asked for months and assistance given straight away....what a great community....

Cheers Redfox
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Whiskey_Sierra_972 on June 06, 2013, 11:09:26 AM
Hi Anto!

Sorry to bother!

Any chance to have a compatible version for Heinkel He-111-H22 V1 carrier of the specific assembly planes classfile YT2 have modified here http://www.sas1946.com/main/index.php/topic,31076.msg382076.html#msg382076 ?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on June 06, 2013, 11:32:14 PM
Wasn't aware of a bug with this mod, but can be looked at, cheers.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: yt2 on June 07, 2013, 12:22:15 AM
Add permission to run the engine aircraft He-111-H22 (if he has a weapon FZG76).

In file "Maneuver.class" add:

Quote
if(actor != War.getNearestFriendAtPoint(Pd, (Aircraft)actor, 70F))
                            if(actor instanceof G4M2E)
                            {
                                if(War.getNearestFriendAtPoint(Pd, (Aircraft)actor, 70F) != ((G4M2E)actor).typeDockableGetDrone() )
                                    flag4 = false;
                            } else if(actor instanceof HE_111H22)
                            {
                                if(War.getNearestFriendAtPoint(Pd, (Aircraft)actor, 70F) != ((HE_111H22)actor).typeDockableGetDrone() )
                                    flag4 = false;
                            } else {
                                flag4 = false;
                            }

Although you may need additional adaptation code rocket FZG76 on how to run its engine.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Whiskey_Sierra_972 on June 07, 2013, 01:45:05 PM
(http://ronrlacson.com/wp-content/uploads/2012/11/what-else.jpg)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Gaston on June 07, 2013, 03:02:40 PM
Nespresso ?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: sphantom on June 07, 2013, 03:12:59 PM
A hot cup of coffee and a smoke sit back and contemplate.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Storebror on June 08, 2013, 11:25:46 AM
There's a new hotfix available in first post which should eliminate Null pointer exceptions when trying to disable missiles who's carrying aircraft gets destroyed, in which case previously the effects could stay "floating" in the air.

Best regards - Mike
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Tom2 on June 10, 2013, 07:44:58 PM
Not sure here (Win XP, Quad 2.8 and 3 Gigs of RAM aka lower end system), but it seems to me with or better due to either the last engine mod or the last Jet Era version  :-\ (both patched) I get a tad less FPS.
Other than that no issues. :-\
Regards and thanks..

Thorsten
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Whiskey_Sierra_972 on June 16, 2013, 09:57:59 AM
Not sure if this could be related to this mod too....

http://www.sas1946.com/main/index.php/topic,35005.msg384166.html#msg384166
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on June 18, 2013, 06:40:55 AM
Sorry is this was posted earlier but there seems to be a conflict with plutonium. If I load it over plutonium,buildings stop burning. Under, and when i want to toggle missiles or toggle loadout realease size, the game crashes.

DBW 4.10.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Malone on June 19, 2013, 02:44:58 AM
remove Plutonium classfiles, and you'll be fine. ;)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Wulfy on June 19, 2013, 06:01:26 AM
Ok thx Malone. Will there be an update for 4.12?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on June 19, 2013, 09:30:05 AM
Hopefully. No time-frame yet and not prepared to make any announcements about one yet. Waiting to see what the 4.12m core class code it like and then it will be determined by the availability of coders like myself to work on it. But yes, we hope to eventually have a 4.12m release
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Hangman on June 28, 2013, 04:49:00 AM
Catapults works fine with WWII planes but they does not work at all with modern jets also AI lefts canopy open when they try to take off from carrier. I didn't saw this problem was mentioned before I apologise if it is but I can not find it

I am using DBW 1.71 with jetwar 1.3
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Dauntless1 on June 28, 2013, 05:25:04 AM
 8)

Hopefully. No time-frame yet and not prepared to make any announcements about one yet. Waiting to see what the 4.12m core class code it like and then it will be determined by the availability of coders like myself to work on it. But yes, we hope to eventually have a 4.12m release
Title: Re: SAS Engine Mod v2.6RC Final
Post by: S3231541 on June 30, 2013, 06:48:31 PM
Catapults works fine with WWII planes but they does not work at all with modern jets also AI lefts canopy open when they try to take off from carrier. I didn't saw this problem was mentioned before I apologise if it is but I can not find it

I am using DBW 1.71 with jetwar 1.3

You might need to go into your catapult.ini to increase the strenght of the catapult a little bit to accomodate heavier jets. Additionally, the FM of the jet neede to be tweat in order to have them close their canopy during flight. This mod only "enable" the features but the planes themselves needed to be work on.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: CALINHO on July 05, 2013, 08:12:43 PM
I created a modernized version of MIG-19s with R-60M(from L-159) and Kh-66(from mig-21)

But i need a documentation about missile selection hotkey, to swtich R-60M and Kh-66, like R-3A+Kh-66 of Mig-21
Title: Re: SAS Engine Mod v2.6RC Final
Post by: sphantom on July 06, 2013, 06:55:01 AM
But i need a documentation about missile selection hotkey, to swtich R-60M and Kh-66, like R-3A+Kh-66 of Mig-21
The way I did it was go in to the control section and on my sidewinder control stick I use the 8 key to cycle the missiles.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: S3231541 on July 06, 2013, 08:08:37 AM
what he mean was how to assign different trigger in java. Default trigger for rocket is 2, more trigger is 4, 5, 6. You can switch between them. Currently AI only use Trigger 2.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: CALINHO on July 06, 2013, 09:37:16 PM
what he mean was how to assign different trigger in java. Default trigger for rocket is 2, more trigger is 4, 5, 6. You can switch between them. Currently AI only use Trigger 2.

thanks!

I tested 3 types of missiles in F-100D at same time, switching with missile selection hotkey:

AIM-7E = trigger 2 (works fine, launch 1 missile at a time)
AIM-9L = trigger 4 (problem, launch 2 missiles at a time, not launch 1 missile at a time), even using the Single fire selected (weapow salvo size hotkey)
AGM-65B = trigger 5 (problem, launch 2 missiles at a time, not launch 1 missile at a time),  even using the Single fire selected (weapow salvo size hotkey)

In Mig-19s, loadout 2x R60M + 2x Kh66 at same time, switching with missile selection hotkey:

R-60M = trigger 2 (works fine, launch 1 missile at a time)
Kh-66 = trigger 4 (works fine, launch 1 missile at a time)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: BravoFxTrt on July 09, 2013, 09:28:17 AM
Anto, I havnt flown Jetwar in a long time but I see that with this Engine Mod the Planes (Fast Jet) are taking off with open canopies. This screen shot is from this latest Engine mod right out of the box install!

(http://www.sas1946.com/images/imageshit/a/img713/54/4rrz.jpg)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: BravoFxTrt on July 09, 2013, 09:29:08 AM
When I use to older Engine Mod they are shut

(http://www.sas1946.com/images/imageshit/a/img543/6656/xegy.jpg)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on July 10, 2013, 07:47:41 AM
Due to a cleanup of the code and due to you using an older version of the Phantom mod (new one not out yet)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: BravoFxTrt on July 10, 2013, 10:14:26 AM
Ah that enplanes it. Thanks Anto.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: mac1 on July 10, 2013, 11:18:41 AM
Just wondering if anyone is having a bug with baydoors not working at all in the 4.101 latest version with hotfixes?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: kind_boy on September 07, 2013, 10:12:33 AM
Catapults are not working on any planes for me :( what am i doing wrong?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Malone on September 07, 2013, 11:00:36 AM
firstly, you aren't giving us any info on your game version, etc.... ;)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: shark on September 18, 2013, 11:48:19 AM
Is it the same Problem like above if the game chrashes when i try to takeoff the Phantom from carrier (dbw 1.71)?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Ultramig688 on September 22, 2013, 09:06:36 AM
just downloaded the sas engine mod v2.6 and the hot fix but don't know how to install it. the pdf file won't open.adobe says it is not a supported file type or the file has been damaged.iam trying to install it in DBW 1.71 so I can install jetwars v1.3. any help would be appreciated. 
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Ultramig688 on September 22, 2013, 12:19:42 PM
sorry ,I panicked.found the problem had to get the lastest version of 7zip.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Jenato on September 24, 2013, 01:04:58 PM
Hello,

got everything working but... why do I have to press firing button on joystick twice to launch Sidewinders on Phantom II? (Sparrows launch as they should) If I press the firing button once the missile engine ignites but only after pressing button for a second time the missile leaves the rail. If I do that very rapidly it seems as if the Sidewinder is launched normally, but I cannot believe a Phantom pilot had to press his firing button twice to launch a Sidewinder?
I replaced 000_SAS_AI_Hotkeys_Carriers by !SAS_Engine_Mod_4101m_v26 with the 00000_000_Carrier_Take_Off 5.7.2.1 Patch and !!SAS_Engine_Mod_v26_Hotfix (Of course in a DBW 1.71 with the Jet War 1.2 included)
My question: can this problem be solved or is this no problem at all?

Greetings,

Jenato

Title: Re: SAS Engine Mod v2.6RC Final
Post by: 256th_Killer9876 on September 24, 2013, 07:32:10 PM
Hello Jenato,

The reason you have to press the fire button twice is simple. The sidewinder when on the launch rail is tracking the target. The first press is to get the missile prepped to track, the second releases it.

Hope this helps,
Killer
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on September 24, 2013, 07:56:49 PM
No that isn't the case. You might be running an old version of the Engine Mod BUT also remember the Phantom mod is now reasonably old and has a few bugs in it which need addressing.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: santobr on September 24, 2013, 10:54:59 PM
Something that I noticed was the lack of the new POV for Widescreen.
4.12.1m + Modact here. :)



santobr.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Jenato on September 25, 2013, 02:38:01 AM
Thanks for the advise guys!
I noticed that with 0000_SAS_Engine_Hotkeys_Carriers and no SAS Engine Mod 4.101m v26 the Phantom launches its Sidewinders normally but there is no Level Stabiliser available. So, I think I will have to live with it and may be, when a new Phantom II appears...?

Thanks a lot any way!  ;D

 
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Mono27 on September 26, 2013, 10:15:38 AM
I installed this mod in my DBW folder and it looks like it takes no effect.
F-4 take off from carriers with the canopy open and no catapult.

Do I need anything else?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Hubberranz on September 28, 2013, 11:08:40 PM
I installed this mod in my DBW folder and it looks like it takes no effect.
F-4 take off from carriers with the canopy open and no catapult.

Do I need anything else?
You did not specify what carrier U are trying to use; read second *NB main post; anyway change/update your catapult.ini :
http://www.sas1946.com/main/index.php/topic,36713.msg404225.html#msg404225

For no-open canopy F-4 read post 430, 431, 432 and 433 . Also read first of v2.6 NOTES in the main post.
Answer/solution is to edit individual FM's, given by Paulus below/now into new subject: http://www.sas1946.com/main/index.php/topic,37193.0.html
Title: Re: SAS Engine Mod v2.6RC Final [4.10]
Post by: Paulus on September 30, 2013, 06:55:54 AM
As you know in EngMod 2.6 RC final old-style NoOpenCanopy doesn't work any more.
- 'No Open canopy' AI is assigned in flightmodel .fmd as "CCockpitDoor 2",  old "TypeNoOpenCanopy" is erased

Here is ridiculously small update to standalone carrier-based planes FMs that fix it:
EDIT: moved to http://www.sas1946.com/main/index.php/topic,37193.0.html
Title: Re: SAS Engine Mod v2.6RC Final
Post by: BravoFxTrt on September 30, 2013, 08:26:10 AM
Very Clever Paulus, Thank You.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Paulus on September 30, 2013, 09:35:12 AM
A4 added (I forgot to put it in the main package):
http://www.mediafire.com/download/d7hone3fust790u/!FM.20130930b.zip
Title: Re: SAS Engine Mod v2.6RC Final
Post by: sphantom on September 30, 2013, 09:53:13 AM
A4 added (I forgot to put it in the main package):
Old age and gray hair
Thanks
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Hubberranz on September 30, 2013, 10:24:04 AM
GREAT ! Many thanks !  :D

The L-159N no-open, I was missing that one for a very loooong time !
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Gerax on September 30, 2013, 10:42:54 AM
Here is ridiculously small update to standalone carrier-based planes FMs that fix it:

Yes! This was long overdue!  ;D
Many thanks for solving this now Paulus!  :)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Anto on September 30, 2013, 11:13:38 PM
Thanks Paulus for doing this. It might be worthwhile putting this in a separate thread though so it doesn't get lost here ;)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Mono27 on October 01, 2013, 09:49:53 AM
Thank you for this mod!  :)
I installed it in my 4.101, DBW 1.71, Jetwar 1.3

But the Phantoms still take off from the carrier with the canopy open!

How can I solve this?

Thanks in advance!
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Hubberranz on October 01, 2013, 04:50:37 PM
...follow the links given two times above already, and change Phantom's FM for the new one. !  !    8)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Mono27 on October 02, 2013, 04:50:03 AM
Thank you!
Title: Re: SAS Engine Mod v2.6RC Final [4.10]
Post by: loulou on October 03, 2013, 01:32:56 PM
Something very strange. I use DBW 1.7.1, F4 version 1.31, SAS_Engine_Mod_v2.6_RC_Final,  and externals fm’s.
But when I take of from Aircraft Carrier (any sort of them) with F4 Phantom (the whole series), I lost immediatly the drop tanks on the deck.
Most strange, the AI planes of the squadron don’t loose their DT.
And that phenomenom doesn’t play on ground airports. And it concern only F4’s. The other planes works perfectly
Is there any body who have known something about that bug.
Sorry for my poor english.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Paulus on October 04, 2013, 03:19:53 AM
Something very strange. ....
I tried to reproduce your issue but without success...
I guess you already tried to re-download F4 including fix for DBW? 1.31 was actually to fix issue with droptanks...
Title: Re: SAS Engine Mod v2.6RC Final
Post by: SAS~Gerax on October 04, 2013, 04:55:24 AM
Something very strange.....

Logfile please!!!  ;)

Read how to do this here:
http://www.sas1946.com/main/index.php/topic,13457.0.html
 (http://www.sas1946.com/main/index.php/topic,13457.0.html)

For a instant log File read here:
http://www.sas1946.com/main/index.php/topic,19308.0.html
 (http://www.sas1946.com/main/index.php/topic,19308.0.html)
Title: Re: SAS Engine Mod v2.6RC Final [4.10]
Post by: loulou on October 04, 2013, 03:41:58 PM
Well SAS Gerax, I think you are a kind of wizard. I modify my config.ini as you show me and everything is OK now just because of that..
Unfortunately, i don’t know how to insert my log list but the fact is that change the conf.ini have killed the bug. And also after reloading the original conf.ini the game play OK.
Thanks for helping
Title: Re: SAS Engine Mod v2.6RC Final
Post by: loulou on October 05, 2013, 04:08:44 PM
Sorry but the problem is always here
I send you my log.lst file
thanks for helping, but it's not very important for me because I'm not fond of 60-70's jet planes, instead of recognizing the fantastic works of modders. I'm just curious of that bug.

Code: [Select]
[05.10.2013 21:57:22] ------------ BEGIN log session -------------
[21:57:22] OpenGL provider: Opengl32.dll
[21:57:24] OpenGL library:
[21:57:24]   Vendor: ATI Technologies Inc.
[21:57:24]   Render: ATI Radeon HD 4300/4500 Series
[21:57:24]   Version: 2.1.9026
[21:57:24]   Extensions: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_instanced 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_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_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_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra 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_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[21:57:24] Size: 1152x864
[21:57:24] ColorBits: 32
[21:57:24] DepthBits: 24
[21:57:24] StencilBits: 8
[21:57:24] isDoubleBuffered: true
[21:57:25]
[21:57:25] *** Looking for Advanced CPU Instructions...
[21:57:25] [x] PentiumPro
[21:57:25] [x] Multimedia (MMX)
[21:57:25] [x] 3D (SSE2)
[21:57:25] [x] 3D (SSE2)
[21:57:25] [-] 3D (3DNow)
[21:57:25] ColourBits 32, ABits 8, ZBits 24
[21:57:25]
[21:57:25] *** Looking for Render API Extensions ...
[21:57:25] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[21:57:25] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[21:57:25] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[21:57:25] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[21:57:25] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[21:57:25] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[21:57:25] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[21:57:25] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[21:57:25] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[21:57:25] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[21:57:25] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[21:57:25] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[21:57:25] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[21:57:25]
[21:57:25] Maximum texture size : 8192
[21:57:25] Maximum simultaneous textures :8
[21:57:25] MaxAnisotropic (1.0 = none) : 16.000000
[21:57:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[21:57:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[21:57:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
[21:57:34] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
[21:57:36] FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
[21:57:36] FM called 'FlightModels/Mosquito-FBMk6.fmd:FB6CCMRL25' is being loaded from File: 'fb6ccmrl25'
[21:57:36] FM called 'FlightModels/SB-2M-100A.fmd:SB2_FM' is being loaded from File: 'sb2_fm'
[21:57:36] FM called 'FlightModels/F-80A.fmd:F80_FM' is being loaded from File: 'f80_fm'
[21:57:36] FM called 'FlightModels/F-80C.fmd:F80_FM' is being loaded from File: 'f80_fm'
[21:57:36] FM called 'FlightModels/F8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
[21:57:36] FM called 'FlightModels/F8E.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
[21:57:36] FM called 'FlightModels/RF8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
[21:57:36] FM called 'FlightModels/F4B.fmd:F4E' is being loaded from File: 'f4e'
[21:57:36] FM called 'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
[21:57:36] FM called 'FlightModels/F4E.fmd:F4E' is being loaded from File: 'f4e'
[21:57:36] FM called 'FlightModels/F4J.fmd:F4E' is being loaded from File: 'f4e'
[21:57:36] FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
[21:57:37] FM called 'FlightModels/Mosquito-FBMk6.fmd:FB6CCMRL25' is being loaded from File: 'fb6ccmrl25'
[21:57:37] FM called 'FlightModels/SB-2M-100A.fmd:SB2_FM' is being loaded from File: 'sb2_fm'
[21:57:37] FM called 'FlightModels/F-80A.fmd:F80_FM' is being loaded from File: 'f80_fm'
[21:57:37] FM called 'FlightModels/F-80C.fmd:F80_FM' is being loaded from File: 'f80_fm'
[21:57:37] FM called 'FlightModels/F8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
[21:57:37] FM called 'FlightModels/F8E.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
[21:57:37] FM called 'FlightModels/RF8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
[21:57:37] FM called 'FlightModels/F4B.fmd:F4E' is being loaded from File: 'f4e'
[21:57:37] FM called 'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
[21:57:37] FM called 'FlightModels/F4E.fmd:F4E' is being loaded from File: 'f4e'
[21:57:37] FM called 'FlightModels/F4J.fmd:F4E' is being loaded from File: 'f4e'
[21:57:37] FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
[21:57:38] FM called 'FlightModels/Mosquito-FBMk6.fmd:FB6CCMRL25' is being loaded from File: 'fb6ccmrl25'
[21:57:38] FM called 'FlightModels/SB-2M-100A.fmd:SB2_FM' is being loaded from File: 'sb2_fm'
[21:57:38] FM called 'FlightModels/F-80A.fmd:F80_FM' is being loaded from File: 'f80_fm'
[21:57:38] FM called 'FlightModels/F-80C.fmd:F80_FM' is being loaded from File: 'f80_fm'
[21:57:38] FM called 'FlightModels/F8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
[21:57:38] FM called 'FlightModels/F8E.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
[21:57:38] FM called 'FlightModels/RF8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
[21:57:38] FM called 'FlightModels/F4B.fmd:F4E' is being loaded from File: 'f4e'
[21:57:38] FM called 'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
[21:57:38] FM called 'FlightModels/F4E.fmd:F4E' is being loaded from File: 'f4e'
[21:57:38] FM called 'FlightModels/F4J.fmd:F4E' is being loaded from File: 'f4e'
[21:57:40] Initializing DirectSound playback device...
[21:57:40] Primary buffer created.
[21:57:40] Playback format is set : sampling rate = 44100, num channels = 2.
[21:57:40] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[21:57:40] Default speaker config is : 1310724.
[21:57:40] Direct sound audio device initialized successfully :
[21:57:40] DX Version : 7
[21:57:40] Hardware    - disabled [buffers : 0]
[21:57:40] Extensions  - disabled :
[21:57:40]   EAX ver. 1 [ ]  - disabled
[21:57:40]   EAX ver. 2 [ ]  - disabled
[21:57:40]   EAX ver. 3 [ ]  - disabled
[21:57:40]   I3D ver. 2 [ ]  - disabled
[21:57:40]   ZoomFX     [ ]  - disabled
[21:57:40]   MacroFX    [ ]  - disabled
[21:57:40] SIMD render [X]
[21:57:40] num channels 32
[21:57:40]
[21:57:44] Loading mission Quick/Pacific_CoralSea_Essex1960_Class/Pacific_CoralSea_Essex1960_ClassRedScramble60.mis...
[21:57:44] Loaded camouflage: PACIFIC
[21:57:44] Month = 7 , Hour = 12
[21:57:44] Temperature -     0m = 24.0 .
[21:57:44] Temperature -  1000m = 17.51001 .
[21:57:44] Temperature -  2000m = 11.019989 .
[21:57:44] Temperature -  3000m = 4.529999 .
[21:57:44] Temperature -  4000m = -1.9599915 .
[21:57:44] Temperature -  5000m = -8.450012 .
[21:57:44] Temperature -  6000m = -14.940002 .
[21:57:44] Temperature -  7000m = -21.429993 .
[21:57:44] Temperature -  8000m = -27.919998 .
[21:57:44] Temperature -  9000m = -34.410004 .
[21:57:44] Temperature - 10000m = -40.899994 .
[21:57:44] Temperature - 11000m = -47.39 .
[21:57:44] Temperature - 12000m = -53.880005 .
[21:57:44] Loading map.ini defined airfields:
[21:57:51] PBuffer: suitable formats: 36
[21:57:51]
[21:57:51] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[21:57:51] Depth = 24, stencil = 8
[21:57:51] PBuffer: suitable formats: 36
[21:57:51]
[21:57:51] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[21:57:51] Depth = 24, stencil = 8
[21:57:52] Loading vertex/fragment programs: *983953440*
[21:57:52] *** Loading: [vpFogFar2Tex2D]
[21:57:52] *** Loading: [vpFog2Tex2DBlend]
[21:57:52] *** Loading: [vpFogFar4Tex2D]
[21:57:52] *** Loading: [vpFogFar8Tex2D]
[21:57:52] *** Loading: [vpFogNoTex]
[21:57:52] *** Loading: [vpFog4Tex2D]
[21:57:52] *** Loading: [vpFog4Tex2D_UV2]
[21:57:52] *** Loading: [vp4Tex2D]
[21:57:52] *** Loading: [vp6Tex2D]
[21:57:52] *** Loading: [vpTexUVTex2D]
[21:57:52] *** Loading: [vpWaterGrid_NV]
[21:57:52] *** Loading: [vpWaterSunLight_NV]
[21:57:52] *** Loading: [vpWaterSunLight_ATI]
[21:57:52] *** Loading: [vpWaterSunLight_FP]
[21:57:52] *** Loading: [vpTreeSprite]
[21:57:52] *** Loading: [vpTreeTrunk]
[21:57:52] *** Loading: [vpVAObjectsN]
[21:57:52] *** Loading: [vpVAObjectsL0]
[21:57:52] *** Loading: [vpSprites]
[21:57:52] *** Loading: [vpSimpleGL]
[21:57:52] *** Loading: [fpWaterSunLightFast]
[21:57:52] *** Loading: [fpWaterSunLight]
[21:57:52] *** Loading: [fpWaterSunLightBest]
[21:57:52] *** Loading: [fpCoastBump]
[21:57:52] *** Loading: [fpCoastFoam]
[21:57:52] *** Loading: [fpCoastFoamFast]
[21:57:52] *** Loading: [fpCoastFoamFarFogTex]
[21:57:52] *** Loading: [fpCausticSimple]
[21:57:52] *** Loading: [fpCaustic]
[21:57:52] *** Loading: [fpSprites]
[21:57:52] *** Loading: [fpObjectsL0]
[21:57:52] *** Loading: [fpObjectsL0_2L]
[21:57:52] *** Loading: [fpSimpleGL]
[21:57:52] *** Loading: [fpNearLandFog]
[21:57:52] *** Loading: [fpFarLandFog]
[21:57:52] *** Loading: [fpRiverCoastAA]
[21:57:52] *** Loading: [vpWaterDM_CPU]
[21:57:52] *** Loading: [fpWaterDM_CPU]
[21:57:52] *** Loading: [fpWaterDM_CPULo]
[21:57:52] *** Loading: [fpWaterLFogDM]
[21:57:52] *** Loading: [fpIceWater]
[21:57:52] *** Loading: [fpNearNoBlend]
[21:57:52] *** Loading: [fpNearNoBlendNoise]
[21:57:52] *** Loading: [fpNearBlend]
[21:57:52] *** Loading: [fpNearBlendNoise]
[21:57:52] *** Loading: [fpFarBlend]
[21:57:52] *** Loading: [fpForestPlane]
[21:57:52] *** Loading: [fpForestPlaneNoise]
[21:57:52] *** Loading: [fpForestPlaneEdges]
[21:57:52] *** Loading: [fpForestPlaneEdgesNoise]
[21:57:52] Load bridges
[21:57:52] Load static objects
[21:57:54] FM called 'FlightModels/F4B.fmd:F4E' is being loaded from File: 'f4e'
[21:57:54] FM called 'FlightModels/Jets:F4E.emd' is being loaded from File: 'f4e'
[21:57:54] FM called 'FlightModels/Jets:F4E.emd' is being loaded from File: 'f4e'
[21:57:54] FM called 'FlightModels/F4B.fmd:F4E' is being loaded from File: 'f4e'
[21:58:04] Mission: Quick/Pacific_CoralSea_Essex1960_Class/Pacific_CoralSea_Essex1960_ClassRedScramble60.mis is Playing
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_ReviTint'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearEin'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearAus'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapEin'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapAus'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton1'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton2'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_PedalStrut'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverL'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverR'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TailTrim'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter1'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter2'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Speedometer2'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Altimeter2'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Second1'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank1'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank2'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank3'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPML'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPMR'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Compass2'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureL'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureR'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempL'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempR'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureL'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureR'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainV'
[21:58:04] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainIn'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLGreen1'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRGreen1'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCGreen1'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLRed1'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRRed1'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCRed1'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp01'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp02'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp03'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp04'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_MachLamp'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CabinLamp'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampV'
[21:58:05] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampIn'
[21:58:50] INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
[21:58:50] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
[21:59:03] warning: no files : music/inflight
[05.10.2013 21:59:46] -------------- END log session -------------

Edit Gerax: next time when posting long lists use the editors code (#) option please.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Hangman on October 08, 2013, 04:56:28 AM
I made mission where are F-4s taking off from USSEssexCV SCB125 carrier but it seems catapults does not work. I tried to add line to catapults.ini it looks like this

[com.maddox.il2.objects.ships.Ship$USSOriskanyCV34_1970]
dCatapultOffsetX 8
dCatapultOffsetY -130
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -136.5
catapultPower     10
catapultPowerJets 20

is this correct I guess it's not as catapult is not working. Could someone explain how to make catapults working on those newer essex carriers
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Atoka220 on October 08, 2013, 06:04:29 AM
I have Winrar diagnostic error -.- (I hate winrar)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Paulus on October 08, 2013, 09:08:01 AM
I made mission where are F-4s taking off from USSEssexCV SCB125 carrier but it seems catapults does not work. I tried to add line to catapults.ini it looks like this

[com.maddox.il2.objects.ships.Ship$USSOriskanyCV34_1970]
dCatapultOffsetX 8
dCatapultOffsetY -130
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -136.5
catapultPower     10
catapultPowerJets 20

is this correct I guess it's not as catapult is not working. Could someone explain how to make catapults working on those newer essex carriers

What game version you're using?
I'm using Oriscany (34) catapult all of the time... DBW1.71+EngMod2.6RCfin

Catapults.ini entry for EngMod2.6RCfin is:
Code: [Select]
[USSOriskanyCV34_1970]
dCatapultOffsetX 6.9
dCatapultOffsetY -41
dCatapultYaw -1.6
dCatapultOffsetX2 24.2
dCatapultOffsetY2 -43.6
dCatapultYaw2 -1.6
catapultPower   22
catapultPowerJets  35
bSteamCatapult 1

The one you sent could fit to older version of this mod. So just try to remove "com.maddox.il2.objects.ships.Ship$" from your entry for the start...
If you have other entries in the same way that means you're using older catapult.ini (hence issue)
Please note Catapults.ini for 2.6RCfin should be taken from 4.11.1 folder of EngMod download (read 1st post) even if you use it on 4.10.1.

AI knows how to start.
Player has to taxi to catapult are and then re-apply chocks. When you remove them again - catapult starts. See catapult remade in DBW documentation folder (start was the same on EngMod 2.5 and 2.6)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Hangman on October 08, 2013, 12:30:52 PM
I am using DBW 1.71

The one you sent could fit to older version of this mod. So just try to remove "com.maddox.il2.objects.ships.Ship$" from your entry for the start...
If you have other entries in the same way that means you're using older catapult.ini (hence issue)
Please note Catapults.ini for 2.6RCfin should be taken from 4.11.1 folder of EngMod download (read 1st post) even if you use it on 4.10.1.

Yes I know I have to use 4.11.1 catapults.ini just forgot that :-X thank you
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Hangman on October 10, 2013, 08:54:26 AM
- Added level stabilizer as a flight model setting. Enabled by setting "CStabilizer 1"

This quote is from first post. Does this mean that I can add this line in for example Bf-109G-6 flightmodel and get working level stabilizer for that plane
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Paulus on October 10, 2013, 10:34:03 AM
- Added level stabilizer as a flight model setting. Enabled by setting "CStabilizer 1"

This quote is from first post. Does this mean that I can add this line in for example Bf-109G-6 flightmodel and get working level stabilizer for that plane
Yes. If only your plane will point to the new FM :)
I've added level stabilizers to e.g. J7W and J4M family that way.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Hangman on October 10, 2013, 03:21:13 PM
your plane will point to the new FM

Could you send me a PM for good instructions how I do this. I know FM editing basics and have done some changes for mod planes but never touched to stock ones.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Dahlberg on February 07, 2014, 06:30:18 PM
Hey, the catapults don't work, and I have all three downloads installed and working. I am even running Jetwar! What is the problem? The hotkeys and missiles sure work.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Mad026 on May 04, 2014, 10:16:05 AM
hi guys

I use this mod foe a very long time, and I always wanted to ask this.
so if you are in a campaign or a scrable mission with two or more than two engined craft, and one of this crafts gets one engine inopereble, they just stay there in the craft than the other AI players can't take off.

This thing is working with one engined crafts, if they get this problem they bail out, then their plane disappear and the others can take off.

So myquestion is this a bug or am ' doing something wrong?  I'm using this with DBW 1.71  (v4.101)

Title: Re: SAS Engine Mod v2.6RC Final
Post by: camilojunior on May 20, 2014, 08:42:08 PM
Installed it today... no CTD, game loads perfectly... just a little question : when I use the F-4 Phantom with AIM7 and AIM9, I can not choose which missile I want to shoot. But I have defined the Select Missile/Rocket (I choose ALT + S), but it does not work... do I do something wrong (probably...) ?

I have exactly the same problem. The Select Missile/Rocket is there and is assigned, but it it does not work. Any idea? (4.10.1 + DBW)
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Kilo on May 22, 2014, 11:15:19 AM
Feature doesen't work with F-4. The work on F-4 was discontinued before this feature arrived. Therefore, you can't use the select missile/rocket key with it.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Spitwulf on July 13, 2014, 11:32:43 AM
hi guys

I use this mod foe a very long time, and I always wanted to ask this.
so if you are in a campaign or a scrable mission with two or more than two engined craft, and one of this crafts gets one engine inopereble, they just stay there in the craft than the other AI players can't take off.

This thing is working with one engined crafts, if they get this problem they bail out, then their plane disappear and the others can take off.

So myquestion is this a bug or am ' doing something wrong?  I'm using this with DBW 1.71  (v4.101)

Hi Mad026!

Random engine failures on start is a normal feature of this mod, so nothing wrong in your installation.

P.s. "No other AI takeoff/bail out issue" happens also on aircraft carriers with single-engined planes.

My solution: restart the mission  :D

Bye!
Title: Re: SAS Engine Mod v2.6RC Final
Post by: Samurai999 on January 04, 2015, 08:41:10 AM
Tried to put this mod on HSFX7. The game is loaded, but when you try to start any mission ends immediately.
Title: Re: SAS Engine Mod v2.6RC Final
Post by: BartheFr on January 05, 2015, 02:13:21 AM
http://www.sas1946.com/main/index.php/topic,37774.0.html
Title: Re: SAS Engine Mod v2.6RC Final
Post by: bobtt123 on January 13, 2015, 02:11:50 AM
will it work for 4.12?
Title: Re: SAS Engine Mod v2.6RC Final
Post by: S3231541 on January 13, 2015, 02:42:52 AM
No.

But you can use this:
http://www.sas1946.com/main/index.php/topic,37774.0.html

For 4.12.2m
Title: Re: SAS Engine Mod v2.6RC Final [4.10] [4.11]
Post by: Growlanser on September 25, 2015, 10:42:43 PM
How do I fix the continuous engine startup sound glitch?
Title: Re: SAS Engine Mod v2.6RC Final [4.10] [4.11]
Post by: GroteVogel35 on March 14, 2017, 08:03:15 AM
How do I fix the continuous engine startup sound glitch?

This problem has nothing to do with the SAS Engine Mod. The 'engine' in the name does not rever to the engine in a plane, but to the 'core' of the SAS mod software. You could better ask your question in the sounds departement.

I have the same problem by the way since I use Tiger's UV3 sound mod (without the SAS Engine Mod).